Mode
Buoyancy: $F_b = \rho_{fluid}V g$
Pascal: $\dfrac{F_1}{A_1}= \dfrac{F_2}{A_2}$
Visualize hydrostatic pressure, buoyancy, and Pascal's principle. Adjust water depth, fluid density, and object density to experience floating and sinking.
The pressure at a certain depth in a fluid (hydrostatic pressure) is given by the weight of the fluid column above it.
$$ P = P_0 + \rho g h $$Where:
P = Pressure at depth (Pa)
P₀ = Pressure at the surface (e.g., atmospheric pressure) (Pa)
ρ = Density of the fluid (kg/m³)
g = Acceleration due to gravity (9.81 m/s²)
h = Depth below the surface (m)
This is why the pressure reading in the simulator increases when you increase Depth or Fluid Density.
The buoyant force on a submerged or floating object is described by Archimedes' principle.
$$ F_b = \rho_{fluid}\cdot g \cdot V_{displaced}$$Where:
F_b = Buoyant force (N)
ρ_fluid = Density of the fluid (kg/m³)
V_displaced = Volume of fluid displaced by the object (m³)
An object floats if $F_b = Weight_{object}$, which occurs when $\rho_{object}< \rho_{fluid}$. It sinks if $\rho_{object}> \rho_{fluid}$. This is the core physics you test by changing object and fluid densities in the simulator.
Ship Design & Submarines: Engineers must calculate the exact volume of a ship's hull to ensure it displaces enough water (creating a buoyant force) to carry its massive weight. Submarines control their buoyancy by taking in or expelling water from ballast tanks, changing their overall density to dive or surface.
Hydraulic Systems (Pascal's Law): Car brakes, excavators, and factory presses use incompressible fluids to transmit force. A small force applied to a small-area piston creates a pressure that is transmitted to a large-area piston, multiplying the output force. This allows you to stop a heavy car with light pedal pressure.
Medical Devices & Blood Pressure: As noted in the FAQ, the historical standard unit for blood pressure is millimeters of mercury (mmHg). This comes from mercury column manometers, where the height of the dense mercury balances the pressure from the bloodstream. Modern digital devices still calibrate to this physical principle.
Hot Air Balloons & Buoyancy in Gases: The principle works for gases too! A hot air balloon floats because the heated air inside is less dense than the cooler surrounding air. The "buoyant force" from the displaced cooler air is greater than the weight of the balloon, basket, and passengers, causing it to rise.
There are several key points you should be mindful of when starting with this simulator. First, it's easy to forget the fundamental principle that "buoyancy is determined not by the object's material, but by the volume of fluid it displaces." For example, a 1-cubic-meter block of iron and a 1-cubic-meter block of polystyrene foam experience exactly the same buoyant force (approximately 9800 N). The difference lies in the balance between that buoyant force and the object's own weight (gravity). Iron sinks because it's heavier than the buoyant force, while polystyrene floats because it's lighter.
Next, please interpret the action of changing the "Object Density" in the simulator as changing only the weight while keeping the shape constant. In practice, buoyancy is adjusted by changing the volume (= the submerged volume of a ship's hull) without altering the weight. Also, note that setting the "Fluid Density" to an extremely high value will calculate unrealistically enormous buoyant forces. For instance, iron will float in mercury (density ~13,600 kg/m³), but such high-density fluids require special handling.
Finally, always keep in mind that this tool deals with "hydrostatic pressure." When flow is present (e.g., a ship underway or fluid moving inside a pipe), the pressure distribution becomes entirely different due to the influence of dynamic pressure and viscosity. Precisely because it's a simple tool, understanding its underlying assumptions is the first step toward applying the concepts.
Fluid statics, the core of this simulator, forms the foundation for a remarkably diverse range of engineering fields. In Naval Architecture and Ocean Engineering, besides the stability calculations mentioned earlier, the static buoyancy and center of gravity position are crucial as the initial state for predicting ship motions in waves. In Aerospace Engineering as well, the balance between external hydrostatic pressure (from the atmosphere or water in this context) and internal pressure is key to structural strength in designs like pressurized cabins for high-altitude aircraft or landing capsules for spacecraft.
Furthermore, in Geotechnical Engineering and Soil Mechanics, pore water pressure in the ground is evaluated precisely using the concept of hydrostatic pressure. For example, uplift forces (upward water pressure) act on structures below the groundwater level, significantly impacting foundation design. Also, in the field of Biomedical Engineering, knowledge of fluid statics is applied to understanding blood pressure distribution in blood vessels and air pressure in the lungs. The pressure hull of a submarine and the pressure adjustment mechanism of a deep-sea fish's swim bladder are connected by the same physical principles, albeit in different fields.
The hydraulic jack example also serves as an entry point to Mechatronics and Control Engineering. How to precisely control the force amplified by Pascal's principle to operate robot arms or construction machinery. Understanding the "ratio of force to area" here can be said to be the first step in designing such systems.
Once you're comfortable with this simulator, as a next step, try delving into the "why" behind the formulas. The buoyancy formula $$F_b = \rho_f g V_d$$ can actually be derived from the pressure formula $$P = P_0 + \rho_f g h$$. Calculating the difference in pressure acting on the top and bottom of an object (the integral of the pressure distribution) reveals the formula for Archimedes' principle. This process of "integrating to find the resultant force" is a fundamental technique when handling distributed loads in CAE.
For your learning path, I recommend first moving on to the basics of "Fluid Mechanics" and studying Bernoulli's theorem and the continuity equation to broaden your perspective from the "static" to the "dynamic" world. Afterwards, creating a simple tank model in an actual CAE tool (e.g., open-source OpenFOAM or commercial ANSYS Fluent) and having it calculate the hydrostatic pressure distribution will help connect theory and practice.
Another advanced topic is understanding "dimensionless numbers." For example, whether an object floats or sinks is determined solely by whether the density ratio $\rho_{object} / \rho_{fluid}$, a dimensionless number, is greater or less than 1. In the world of CAE, identifying such essential dimensionless numbers governing phenomena (like the Reynolds number, Froude number, etc.) is crucial for efficient simulation setup and generalizing results. This simulator is a tool that serves as an important first step toward that understanding.