Proteus Engineering FastShip这是一款完整的船舶制造业软件。它包括了从船只的9w+PS 设计到成本估算、原材料采购、人力管理的各项管理!
FlagShip™系统是一个独特的船只和游艇设计软件, 复盖了从概念设计,通过合同和细节设计. 项目开发达得到了世界著名专业水准，应用于特定的领域. 该软件支持最重要的设计和制作过程,以简化个人的步骤以统一并改善信息管理，理清所需要设计和建造的军舰. 旗舰及其组件，该软件目前已被1000只船舶所使用，全世界30多个国家使用过该软件。
FASTSHIP是一款船型线型设计软件，船海所的赵成璧教授现在是该软件在中国区域的技术支持。该软件是船厂或设计院所在新船设计的时候确定型线方案的有力工具。该软件有一个型线库，拥有几种船型的型线图。用户可以通过软件的母型变换功能得到自己想要设计的船的型线图。而且，用户可以把自己的以前设计的优秀船型的型线加入到该型线库，以建立自己的型线数据库。以方便进行后续船舶的设计。该软件是采用的有理样条曲面建模，可以保证船壳表面是充分光滑的，并且可以进行折角线的设置，这一点的功能是非常有用的。现在的很多的用于线型设计的使用曲面建模的软件，在折角线的处理上，缺乏方便的功能，一般采用的都是用两个曲面进行粘接，这样船壳表面就被许多的曲面划分得支离破碎。一旦曲面要进行大的修改，那么修改的工作量是巨大而又烦杂的，FASTSHIP就能避免这一点，因为他的船壳曲面是一个完整的SHELL。 FASTSHIP在对现有线型的输入方面也配有接口程序，可以导入IDF，IGES，IGE，3DM文件，可以从ESCAD，AUTOCAD，RHINO等程序方便地导入数据。 FASTSHIP在建立船型曲面之后，可以使用自带的静水力计算程序，计算主要的性能数据，供设计师使用，并判断目前的线型是否满足需要，是否需要做进一步的修正，这一点在新船的设计中能够尽可能地节省工作的反复性。 FASTSHIP不仅有自己的静水力计算程序，为了照顾有的船厂和设计院所，还配备了众多的软件接口。他可以输出下列程序的数据文件：GHS，AUTOSHIP等程序。设计师在FASTSHIP中完成对曲面的建模，并在对性能满意之后，可以使用程序的SECTION功能，方便得截出绘制线型图所需要的横剖面，水线面，纵剖面3个视图的曲线，并能方面地保存成CAD文件。并能输出型值数据，以方便做成型值表。
FastShip is an easy-to-use, yet powerful program for designing hulls, superstructures, appendages, and other marine structures, with the ability to design fair surfaces quickly and accurately. FastShip’s flexibility allows any hullform type to be represented, and hull features such as bossings, bulbous bows, twin skegs, chines/knuckles, broken sheerlines, and circular bilge turns are readily incorporated into the model.FastShip is used in the design of all types of vessels, and can automatically produce new hulls from a set of parameters, such as ship type, overall dimensions, displacement, LCB, and form coefficients from parent hulls included with the system, or customer-created parent hulls. This gives the ability to customize the program to work with your existing library of hull forms.With these features, the intersection(s) between any surfaces is found, and becomes a curve on the surface. The intersection curve can be refined to any tolerance, just like the sections. Intersection curves are re-computed in real-time as the surface is modified.
Surfaces can be trimmed to these intersection curves, as well as to other sections (stations, buttocks, waterlines, etc.). Trims are recomputed after every surface modification.
FastShip has always had the ability to measure the curvature of a section with a feature called porcupines. Porcupines are plotted along the curve, and the quill length at each point is inversely proportional to the radius of curvature at that point. However, formerly, porcupines could only be plotted after a move had been made, and the sections refined.
With Version 6, porcupines can now be turned on for any number of sections, and they will be computed and displayed in real-time as the surface is modified. These real-time porcupines are computed directly from the surface, rather than from the polyline description of the section, so they do not require that the sections be refined.
This feature is similar to the nudge macros in Version 5. After a point or patch is selected, you click on the spin buttons on the X, Y, or Z display, and the selected point or patch moves in that direction by the snap increment (holding the CTRL key moves 10*snap increment). This allows you to make small, controlled movements that may be difficult with the mouse.
A major advantage of working in this fashion is the ability to move the point in the axis that is nearly normal to the screen, such as moving a point in the Y dimension while viewing the hull in profile. This cannot be done with the mouse, since the editing plane and viewing plane would not be compatible.
After each click, the display is updated, so the sections can be displayed, along with their porcupines (see real-time porcupines). The color-shaded surface curvature map can also be displayed, updated after each click, as well as the sectional area curve and hydrostatics summary.
Management of multiple parts has gotten even easier, thanks to the Parts Tree. Normally docked on the right side of the screen, the tree gives a hierarchical view of your model. Nodes and surfaces can be dragged and dropped to reorganize them, and right-clicking on any node or surface displays a menu that allows you to change the properties (mesh div, color, offset), or mirror, copy, or delete that node or surface.
The Hull Library provides a way to organize hulls according to their type, display detailed information about them, and scale them to the desired dimensions in order to begin a new design. FastShip 6 comes with a standard set of hulls in Library form, and more Libraries will be available for purchase in the future.
The Library format also allows you to organize your hulls. Any surface may be saved as a Library hull. In addition to the surface data, you may enter a description, including LWL, BWL, displacement, draft, depth, Cb, Cp, L/B, B/T, Cm, Cwp, LCB/LWL, and LCF/LWL. To make things even easier when using the library, you can also attach any bitmap (.bmp) file, which will be displayed as you browse the library.
Do you have an extensive library of good FastShip surfaces? Would they be valuable to other FastShip users? Why not create a Hull Library, and offer it for sale to the FastShip user community?
With support for OpenGL, FastShip can rotate fully shaded and rendered surfaces dynamically. FastShip 6 has a spin button, which allows you to spin the model by simply dragging the mouse around the screen. Panning is now also dynamic.
FastShip surfaces can be rendered with settings for color, gloss index, and transparency.
Editing in FastShip Version 6 has a slightly different paradigm. Instead of explicitly defining what each modification will be (e.g. Move/Point or Scale/Patch), there is always a default transformation in effect (Move, Scale, Rotate, Radial Scale).
The selection tool is chosen, the point, patch, or part are selected, and the default transformation mode is immediately begun. If you are in the Move mode, but wanted to Scale, simply click on the Scale button, and your selection won’t be lost.
Version 6 also has new snapping constraints, which can be selected from the Snap Filters toolbar. Snapping can be to a grid, to net vertices (this replaces the MERGE command), geometry (such as the mesh), sections, construction geometry, and offsets. Normally, snapping will occur along any portion of these entities, which means that points may be slid along a construction line, a net line, the mesh, sections, or offsets. However, if you want to snap only to endpoints, you can turn on Snap to Endpoints.
Operating Systems: Windows 7/8.x