1 DESIGN IN GENERAL
INTRODUCTION
In this book we attempt to convey an understanding of those aspects of
design which are specific to submarines. However, submarine design is
just one of many engineering design activities and there are general fea-
tures which are common to all. Before proceeding to the specific aspects
of submarine design, we consider it worthwhile in this first chapter to
address the more general aspects and show how they relate to the subma-
rine design task.
DESIGN OBJECTIVES
1.1 Though there are many variations on what may be considered
design objectives we suggest that the following three are primary in all
designs and should be sustained throughout the whole design process:
(a) that the product should perform the functional purpose of the
customer or operator;
(b) that the design should be suitable for construction within the
capability of the technology and resources available;
(c) that the cost should be acceptable to the customer.
Though expressed as separate objectives they are interactive and may on
occasion be incompatible. The circumstances within which the design
takes place may lead to one or another becoming the prime objective
with the others subsidiary.
In some situations the performance of the design is paramount: only a
design that is capable of fully performing the required function is of
interest. In such circumstances the customer would have to be prepared
to pay the cost of such a design and even the capital investment to create
the technology and resources necessary to realise the design. Some major
nations have accepted this situation for defence equipment in the past
but it is less prevalent in current political circumstances.
The technology and resource objective may become dominant, partic-
ularly where a design is being generated for production in a country
other than that of the designer. He must therefore recognise limitations
in resources which do not exist in his own country or company.
The produceability of the design is important both to cost and time toDESIGN OBJECTIVES 3
If an acceptable solution is to be found it is imperative that a close and
continuous dialogue should exist between the designer and user or oper-
ator during the initial phases of design. The designer must fully under-
stand the aspirations of the operator and equally the operator must
understand the implications and consequences of his requirements.
1.2 This dialogue usually leads to what is frequently referred to as
‘compromise’ in design. The authors dislike this term as it implies an end
result which is ‘less good’ than it might otherwise have been. We would
prefer to consider that the design is an optimum solution in the circum-
stances which prevail. To illustrate this one can use the methods of set
theory and diagrams. Say we plot three non coincident points A, B and C
as representing three requirements of the design and their location in
parametric space. About each point we draw circles to represent a degra-
dation in individual performance, say of 70% (Figure 1.1). These circles
may overlap each other, in which case the designer has some options on
where to aim his design. He may choose the zone (A + B + C) so that
each requirement is achieved at slightly better than 70%. Alternatively he
may aim for the zones A + B, B + C or C + A, in which case somewhat
better performance is achieved in two out of three at the expense of
poorer performance in the other feature. He may also aim for very high
performance in one requirement A or B or C at the expense of perfor-
mance in the other two. The requirement D poses a real difficulty as it
has no overlap even at 70%.
1,3. Another notion in design is associated with these three broad
objectives and that is ‘interaction’, for example, the search for high capa-
Fig. 1.2 Jigsaw analogy4 DESIGN IN GENERAL
bility with resources and costs, usually raising their threshold. Also
resource limitation will interact with performance and so will cost ceil-
ings. As should become apparent in later chapters, ‘interactions’ occur in
all aspects of design. For submarines they persist to very detailed levels
of design so that almost every decision has far reaching implications for
other features of the design; occasionally, unanticipated repercussions
might act to render the whole design invalid.
A good design may be considered to be like a jig-saw with all the pieces
(component systems) closely interlocking to form a whole picture
(Figure 1.2). If it is now imagined that one piece changes shape it will no
longer fit, and so its immediately adjacent pieces have to be changed to
allow it to fit. These consequent changes bring about dislocations with
other pieces and this process may continue until nearly all the pieces
have to be modified to achieve a new picture. More tolerant designs,
such as most surface ships, would involve changes to far fewer pieces.
DESIGN PROGRESSION
1.4 The design process is usually considered to start with the definition
of requirements and end with a complete set of production drawings and
specifications for construction. It may, however, be argued that even this
is not the end of design and that it continues through building of the first
vessel and subsequent trials. It is a fact that these latter stages do often
result in modification to the design, the information on which is fed back
to later vessels of the class and to provide data for future designs.
However, for purposes of discussion we propose to consider the produc-
tion information as the end point.
The achievement of an end product requires a structured progression
of design with definite stage and decision points on whether to proceed.
This introduces the idea that the design process is one of increasing
‘Operational requirements
Concept studies
Size, cost, payload, performance
Fea:
‘System material requirements
Design for build
Detailed systems, arrangements and specifications
Production design
Fig. 1.3. Design pyramid