Bubblehead Nuke |
04-30-08 07:32 AM |
Quote:
Originally Posted by Dr.Sid
I finally read this .. great info. :yep:
Btw. any references what exacty 'torque walk' is ? I guess it has something to do with different effectivness of the screw in different depths, or when screw is partially exposed.
I'm also quite unsure with terms like fender and camel :hmm:
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Fenders and camels are the items used to keep the hull from banging the pier. They are the big donut looking things you see between ANY ship and the berth they are tied up to.
Torque walking... I guess it is time to get technical again.
The screw, when near the surface will behave differently than at depth. What happens is that TOP of the screw cavitates more than the BOTTOM of the screw while on the surface. This means that you are getting more thrust off the bottom half of the screw than the top half. Think of it as more 'drag' if you will. This is going to pull the stern in the direction of the rotation because the lower blades are doing more work due to the slight depth difference.
This is normally not an issue at moderate speeds as you have the water flow over the hull acting to counter any induced side motions. However, at the extreme low speeds of docking manuevers, you cannot rely on this. In fact, you will induce more waterflow over the hull by prop wash than you will by motion of the hull though the water.
The main problem you have is momentum. Once you get it moving in a direction, it likes to keep going. Thus you have to be cognizant of the problem and be ahead of the curve. The last few feet to the berth are nerve racking, especially if you don't have a lot of tug power on hand. If you misjudge the pier and bang a stern plane or that sonar dome, you are risking shipyard time as well as mission capability. Basically, it can be just as bad as running aground career wise.
EDIT: for the purposes of any sim, torque walking dynamics would be gross overkill. I would not give it any concern.
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