# Submarine ## Microsim ### Live player <div class="microsim-player"> <iframe src="https://editor.p5js.org/sciencenibber/full/bYMDkih9c" width="100%" height="620" frameborder="0" sandbox="allow-scripts allow-same-origin"></iframe> </div> <div class="microsim-fallback"> <img src="Microsims/thumbs/Submarine.png" alt="Submarine microsim poster" style="width:100%;border:1px solid #4445;border-radius:6px;"> <p><em>Live microsim (desktop) · <a href="https://editor.p5js.org/sciencenibber/sketches/bYMDkih9c">open sketch in the p5.js editor</a></em></p> </div> **Editor URL:** https://editor.p5js.org/sciencenibber/sketches/bYMDkih9c **Description (100 words):** A submarine sets its depth with buoyancy, not thrust. The hull displaces a fixed volume of water, so the upward buoyant [[Force|force]] B = rho*g*V stays constant while submerged (Archimedes' principle). Flooding the ballast tanks adds seawater mass, raising the weight W = m*g; when W exceeds B the boat dives. Blowing the tanks with compressed air lowers the mass until W is less than B and the boat rises. The boat hovers — neutral buoyancy — exactly when total mass equals rho*V. Drag the ballast-fill slider and watch the weight and buoyancy arrows, depth, and [[Velocity|velocity]] respond in real time. ```js // ===================================================================== // Article : Submarine // Slug : Submarine // Wikitube : en.wikitube.io/wiki/Submarine // Room : Robotics // // Idea : A submarine controls its depth not with thrust but with // buoyancy. Its hull displaces a fixed volume V of water, so // the upward buoyant force B = rho * g * V is constant while // submerged (Archimedes' principle). To dive, the crew floods // the ballast tanks with seawater, raising the boat's total // mass m and therefore its weight W = m * g; when W > B the // boat sinks. To surface, compressed air blows the water back // out, lowering m until W < B and the boat rises. The boat is // "neutrally buoyant" — it hovers — exactly when m = rho * V. // Drag a single slider for the ballast fill fraction and watch // the weight/buoyancy arrows and the boat respond in real time. // // Equation : F_net = W - B = (m_hull + m_ballast) * g - rho * g * V // Neutral buoyancy <=> m_hull + m_ballast = rho * V // ===================================================================== // Rule §3 — single source of truth for the title/URL/save-name. const ARTICLE = "Submarine"; // Rule §4 — disable the Friendly Error System for ship. p5.disableFriendlyErrors = true; // ---------- physical constants (SI) ---------- const G = 9.81; // gravitational acceleration, m/s^2 const RHO = 1025; // density of seawater, kg/m^3 const V_HULL = 10.0; // displaced hull volume, m^3 (constant, submerged) const M_HULL = 8000; // dry hull mass, kg const BALLAST_CAP = 5000; // max seawater the tanks can hold, kg const DRAG_C = 9000; // quadratic drag coeff (illustrative, N per (m/s)^2) // Buoyant force is constant while fully submerged. const B_FORCE = RHO * G * V_HULL; // newtons // Ballast (kg) that makes the boat exactly neutral: m_hull + b = rho*V. const B_NEUTRAL_KG = RHO * V_HULL - M_HULL; // kg const B_NEUTRAL_PCT = 100 * B_NEUTRAL_KG / BALLAST_CAP; // % fill for neutral // ---------- world / depth mapping ---------- const DEPTH_MAX = 80; // metres of water column shown let ySurf, ySea, pxPerM; // computed in setup() from canvas height // ---------- runtime state ---------- let depth = 12; // current depth of the boat's centre, metres (down positive) let vel = 0; // vertical velocity, m/s (down positive) let bSlider; // ballast fill control let resetBtn; // re-centre the boat at rest let bubbles = []; // rising air bubbles shown while tanks are being blown let lastFill = 0; // previous fill %, to detect "blowing" (fill decreasing) function setup() { // Rule §5 — canvas inside setup, standard size, 2x density. createCanvas(720, 520); pixelDensity(2); // Layout: a thin sky band on top, the water column below it. ySurf = 70; // y of the sea surface ySea = height - 18; // y of the seabed pxPerM = (ySea - ySurf) / DEPTH_MAX; // Rule §6 — one slider, range is mathematically meaningful: 0..100% of // tank capacity. Default sits just below neutral so the boat gently rises. bSlider = createSlider(0, 100, 40, 1); bSlider.position(150, height - 32); bSlider.style("width", "240px"); // A reset button to drop the boat back to rest at mid-depth. resetBtn = createButton("reset"); resetBtn.position(410, height - 34); resetBtn.mousePressed(function () { depth = 12; vel = 0; bubbles = []; }); } function draw() { background(248); // ---------- read control ---------- const fillPct = bSlider.value(); // ballast fill, % const mBallast = (fillPct / 100) * BALLAST_CAP; // kg of water in tanks const mTotal = M_HULL + mBallast; // total boat mass, kg const weight = mTotal * G; // downward weight, N // ---------- physics: integrate vertical motion ---------- // Net downward force = weight - buoyancy - quadratic drag opposing motion. const drag = DRAG_C * vel * Math.abs(vel); // opposes velocity, N const fNet = weight - B_FORCE; // +down, -up (before drag) const accel = (fNet - drag) / mTotal; // m/s^2, down positive const dt = 1 / 60; // fixed step, s vel += accel * dt; depth += vel * dt; // Clamp to surface and seabed; stop motion into the boundary. if (depth < 0) { depth = 0; if (vel < 0) vel = 0; } if (depth > DEPTH_MAX){ depth = DEPTH_MAX; if (vel > 0) vel = 0; } // Spawn bubbles when the tanks are being blown (fill decreasing). if (fillPct < lastFill - 0.001) spawnBubbles(); lastFill = fillPct; // ---------- draw the sea (rule §8 layer 1, neutral background) ---------- drawSea(); // ---------- draw the submarine + force arrows (layer 2) ---------- const yBoat = ySurf + depth * pxPerM; drawForces(width * 0.5, yBoat, weight, B_FORCE); drawSub(width * 0.5, yBoat, fillPct); updateAndDrawBubbles(); // ---------- HUD watermark (rule §2) ---------- noStroke(); textFont("system-ui"); // §2a — top-left title block. fill(20); textSize(20); textAlign(LEFT, TOP); text("Submarine", 16, 12); textSize(12); fill(110); text("Wikitube microsim - en.wikitube.io/wiki/" + ARTICLE, 16, 38); // §2b — top-right control hints. textAlign(RIGHT, TOP); textSize(11); fill(110); text("slider: b (ballast fill, % of tank capacity)", width - 16, 12); text("dive when b > " + B_NEUTRAL_PCT.toFixed(0) + "% , surface when b < " + B_NEUTRAL_PCT.toFixed(0) + "%", width - 16, 28); // §2c — bottom-left live readouts (canonical symbols, SI units). textAlign(LEFT, BOTTOM); textSize(13); fill(20); const state = Math.abs(fNet) < 50 ? "neutral" : (fNet > 0 ? "diving" : "surfacing"); text("b = " + fillPct + " % m = " + mTotal.toFixed(0) + " kg", 16, height - 70); fill(40, 90, 200); text("B = " + (B_FORCE / 1000).toFixed(1) + " kN", 16, height - 52); fill(220, 60, 60); text("W = " + (weight / 1000).toFixed(1) + " kN", 150, height - 52); fill(40); text("F_net = " + (fNet / 1000).toFixed(1) + " kN (" + state + ")", 270, height - 52); // Slider label (rule §7) — left of the slider, right-aligned. textAlign(RIGHT, CENTER); textSize(12); fill(60); text("b (ballast %)", 140, height - 32 + 9); // Depth + velocity gauge, right side bottom area but above equation. textAlign(RIGHT, BOTTOM); textSize(13); fill(20); text("depth = " + depth.toFixed(1) + " m v = " + vel.toFixed(2) + " m/s", width - 16, height - 28); // §2d — bottom-right equation footer (ASCII only — see pitfalls.md). textAlign(RIGHT, BOTTOM); textSize(11); fill(80); text("F = W - B = (m_hull + b)*g - rho*g*V ; neutral when m = rho*V", width - 16, height - 8); } // ---------- helpers (rule §10) ---------- // Sea: sky band, a graded blue water column, surface line and seabed. function drawSea() { noStroke(); fill(214, 230, 244); // sky rect(0, 0, width, ySurf); // simple vertical gradient for the water, darker with depth for (let y = ySurf; y < ySea; y += 4) { const t = (y - ySurf) / (ySea - ySurf); fill(lerp(70, 18, t), lerp(130, 60, t), lerp(190, 110, t)); rect(0, y, width, 4); } stroke(235); strokeWeight(1.5); line(0, ySurf, width, ySurf); // surface noStroke(); fill(70, 58, 40); // seabed rect(0, ySea, width, height - ySea); } // Buoyancy (up, blue) and weight (down, red) arrows, scaled by magnitude. function drawForces(x, y, weight, buoy) { const scale = 0.00035; // px per newton // buoyancy arrow points up from the boat top drawArrow(x - 70, y, 0, -buoy * scale, color(40, 90, 200), "B"); // weight arrow points down from the boat bottom drawArrow(x + 70, y, 0, weight * scale, color(220, 60, 60), "W"); } function drawArrow(x, y, dx, dy, col, label) { stroke(col); strokeWeight(3); line(x, y, x + dx, y + dy); const ex = x + dx, ey = y + dy; const ang = Math.atan2(dy, dx); const head = 8; noStroke(); fill(col); triangle(ex, ey, ex - head * Math.cos(ang - 0.4), ey - head * Math.sin(ang - 0.4), ex - head * Math.cos(ang + 0.4), ey - head * Math.sin(ang + 0.4)); textAlign(CENTER, CENTER); textSize(12); text(label, x + dx, ey + (dy < 0 ? -10 : 10)); } // The boat: pressure hull, conning tower, and a ballast tank whose water // level mirrors the slider so the cause (fill) and effect (motion) are // visible together. function drawSub(x, y, fillPct) { push(); translate(x, y); // pressure hull (capsule) noStroke(); fill(60, 66, 74); rectMode(CENTER); rect(0, 0, 150, 38, 19); // conning tower (sail) rect(-6, -30, 26, 26, 5); rect(-6, -46, 4, 14); // periscope // ballast tank outline along the belly, with seawater fill const tankW = 110, tankH = 12, tankY = 12; stroke(200); strokeWeight(1); fill(30, 36, 44); rect(0, tankY, tankW, tankH, 3); // fill water from the bottom up const wH = (fillPct / 100) * tankH; noStroke(); fill(40, 120, 200, 220); rect(0, tankY + (tankH - wH) / 2, tankW - 2, wH, 2); rectMode(CORNER); pop(); } // ---------- bubble effects (cosmetic, shown while blowing ballast) ---------- function spawnBubbles() { const yBoat = ySurf + depth * pxPerM; for (let i = 0; i < 3; i++) { bubbles.push({ x: width * 0.5 + random(-50, 50), y: yBoat + random(-6, 14), r: random(2, 5), vy: random(0.6, 1.6) }); } if (bubbles.length > 120) bubbles.splice(0, bubbles.length - 120); } function updateAndDrawBubbles() { noStroke(); fill(230, 240, 255, 150); for (let i = bubbles.length - 1; i >= 0; i--) { const b = bubbles[i]; b.y -= b.vy; ellipse(b.x, b.y, b.r * 2); if (b.y < ySurf) bubbles.splice(i, 1); } } ``` ## Links (Wikipedia order) <!-- injected from _registry/childlinks/Submarine.json (2026-07-30T02:09:12Z) --> `1,2-Dichlorotetrafluoroethane` · `3D_printing` · `ABC_(newspaper)` · `Abacus` · `Accounting` · `Aerostat` · 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`USS_Scorpion_(SSN-589)` · `USS_Thresher_(SSN-593)` · `Underwater_diving` · `Underwater_warfare` · `United_Kingdom` · `United_States_Naval_Academy` · `United_States_Navy` · `United_States_S-class_submarine` · `Unmanned_underwater_vehicle` · `Unrestricted_submarine_warfare` · `Vaccine` · `Vacuum_pump` · `Vacuum_tube` · `Valparaíso` · `Valve` · `Vickers` · `Video_game` · `Vladivostok` · `Vulcanization` · `Warship` · `Washing_machine` · `Watercraft` · `Weapon` · `Web_browser` · `Wedge` · `Welding` · `Wet_sub` · `Whaler` · `Wheel` · `Whippletree_(mechanism)` · `Windmill` · `Windsurfing` · `Wine` · `Wing` · `Wolfpack_(naval_tactic)` · `Word_processor` · `Working_animal` · `World_War_I` · `World_War_II` · `World_Wide_Web` · `Writing` · `Yacht` · [[Zinc]] ## From the Real GENERATIVE library ![Submarine](https://upload.wikimedia.org/wikipedia/commons/thumb/b/bb/US_Navy_040730-N-1234E-002_PCU_Virginia_%28SSN_774%29_returns_to_the_General_Dynamics_Electric_Boat_shipyard.jpg/220px-US_Navy_040730-N-1234E-002_PCU_Virginia_%28SSN_774%29_returns_to_the_General_Dynamics_Electric_Boat_shipyard.jpg) *Submarine — placed from the Real G.E.N.E.R.A.T.I.V.E. course library (STEM and Music room). Source: Wikimedia Commons (via Wikipedia article media). [Details & license](https://commons.wikimedia.org/wiki/File:US_Navy_040730-N-1234E-002_PCU_Virginia_%28SSN_774%29_returns_to_the_General_Dynamics_Electric_Boat_shipyard.jpg).* ![Animated: Submarine](https://upload.wikimedia.org/wikipedia/commons/2/25/Submarine_Escape_Immersion_Equipment_suit.gif) *Animated: Submarine — placed from the Real G.E.N.E.R.A.T.I.V.E. course library (STEM and Music room). Source: Wikimedia Commons (via Wikipedia article media). [Details & license](https://commons.wikimedia.org/wiki/File:Submarine_Escape_Immersion_Equipment_suit.gif).* > A submarine (or sub) is a watercraft capable of independent operation underwater. (It differs from a submersible, which has more limited underwater capability.)[2] The term “submarine” is also sometimes used historically or informally to refer to remotely operated vehicles and robots, or to medium-sized or smaller vessels (such as the midget submarine and th ([Wikipedia](https://en.wikipedia.org/wiki/Submarine)) <!-- REAL-GENERATIVE-MEDIA:END --> <!-- LOCAL-MEDIA-PASS:START --> ## From the vault media library !Submarine thumb.png *Submarine — from the vault's own media holdings, placed 2026-07-09. MTN / Wikitube.io original · CC BY-SA 4.0.* <!-- LOCAL-MEDIA-PASS:END --> <!-- SIGN-SYSTEMS:START --> **Semiotic universals** (the notations and alphabet letters this article speaks — each opens its canonical card): kanji radicals · force · probability · pressure · flow. Index: the glyph gallery · SEMIOTICS PORTAL. <!-- SIGN-SYSTEMS:END --> ## Media (PD/CC) <!-- MEDIA-DEPLOY:Submarine/Submarine_Escape_Immersion_Equipment_suit.gif --> !Gif Library/Submarine/Submarine Escape Immersion Equipment suit.gif *Submarine_Escape_Immersion_Equipment_suit.gif · Public domain* <!-- /MEDIA-DEPLOY --> > **Room:** [[Robotics]] · **Status:** ✅ shipped ## Overview A submarine (or sub) is a watercraft capable of independent operation underwater. (It differs from a submersible, which has more limited underwater capability.)2 The term “submarine” is also sometimes used historically or informally to refer to remotely operated vehicles and robots, or to medium-sized or smaller vessels (such as the midget submarine and the wet sub). Submarines are referred to as boats rather than ships regardless of their size.3 _(Overview is shorter than 200 words; the pipeline should expand it from textbook context before publishing.)_ ## See also - Room hub: [[Robotics]] - p5.js Editor conventions: P5 JS EDITOR - Wiki root: MAIN --- *Scaffolded by `generative-microsim` from row 21 of the Robotics sheet on 2026-06-04T12:59:38Z.* <!-- REAL-GENERATIVE-MEDIA:START --> <!-- CRAFT-LINK:START g12 --> *Built to the [[WT!P5_js_Microsim_Master_Class|p5.js Master Class]].* <!-- CRAFT-LINK:END --> ## Wikipedia : Wikitube **Strict pair:** [Wikipedia](https://en.wikipedia.org/wiki/Submarine) : [Wikitube](https://en.wikitube.io/wiki/Submarine) ## Previous hub tags Tree parent: [[Oxygen]]. Legacy hubs: `GENERATIVE`. --- *Sources: 1 legacy note. Minted wave 1, 2026-07-30 (v1.6 order).*