# Lesson 13 Dr And Current Sailing

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Information about Lesson 13 Dr And Current Sailing

Published on June 24, 2007

Author: azvdo

Source: slideshare.net

Light 9 9 9 9 9 9 9 9 9 9 9 5 5 5 5 11 11 11 11 11 11 11 11 6 pa FL 6s 58ft 9M Tank Long Point 20 20 20 20 20 20 21 20 20 20 21 21 21 21 21 21 23 23 23 23 23 23 15 15 15 15 17 17 17 17 19 19 19 19 C- 085 T S - 12 0800 0810 0810 Fundamentals of Naval Science Dead Reckoning and Current Sailing

Dead Reckoning DR - Determining the position of a vessel by adding to the last fix the ship’s true course and speed for a given time.

DR - Determining the position of a vessel by adding to the last fix the ship’s true course and speed for a given time.

Dead Reckoning Uses: Determine when change course/speed To predict the time of sighting lights and other aids to navigation Project future positions relative to hazards Measure the effects of current (winds, seas) Alter course to account the effects of current

Uses:

Determine when change course/speed

To predict the time of sighting lights and other aids to navigation

Project future positions relative to hazards

Measure the effects of current (winds, seas)

Alter course to account the effects of current

Six Rules of DR

Plot a DR Position Every Hour on the Hour 0900 1000 1100

Plot a DR Position at Every Course Change 20 24 29 C-125 c-090 C-080

Plot a DR Position at Every Speed Change 15 21 27 S-10 S-15 S-5

Plot a DR Position for Every Line of Position (LOP) Tank 0826 0826 c-195 s-10

Plot a DR Position for Every Fix or Running Fix 46 37 0937 R-Fix 0846

52 58 A new course line shall be drawn from every fix with 2 DRs at your fix interval 0846 c-106 s-10

Typical DR plot

Speed-Time-Distance Calculations using a nautical slide rule, electronic calculator, set of pre-computed tables, or speed nomogram. D = S x T where: D = distance traveled S = speed in knots T = time in hours

using a nautical slide rule, electronic calculator, set of pre-computed tables, or speed nomogram.

D = S x T

where: D = distance traveled

S = speed in knots

T = time in hours

Three Minute Rule In 3 minutes a vessel travels in yards a distance 100 times its speed in knots. D = S x 100 where: D = distance traveled (yds) S = speed in knots

In 3 minutes a vessel travels in yards a distance 100 times its speed in knots.

D = S x 100

where: D = distance traveled (yds)

S = speed in knots

Six Minute Rule In 6 minutes a vessel travels in miles a distance equal to its speed in knots divided by 10. D = S / 10 where: D = distance traveled (nm) S = speed in knots

In 6 minutes a vessel travels in miles a distance equal to its speed in knots divided by 10.

D = S / 10

where: D = distance traveled (nm)

S = speed in knots

Current sailing

Terms Used in Current Sailing Track (TR) Speed of Advance (SOA) Course (C) Speed (S)

Terms Used in Current Sailing Set (S) Drift (D) Course Made Good (CMG) Speed Made Good (SMG)

Present DR Position Previous Fix Position Course & Speed Vector Set & Drift Vector Present Fix Position CMG & SMG Vector Actual Current Triangle

Future DR Position Previous Fix Position Course & Speed Vector Anticipated or Expected Current Vector Estimated Position at Future Time Track & SOA Vector Estimated Current Triangle

0700 Fix Position Computing Set & Drift 0730 DR Position Course & Speed Vector 0730 Fix Position CMG & SMG Vector c - 090 T s - 12 kts Actual Current Direction Set & Drift Vector Set = 190 T Drift = 2 kts Distance = 1 NM

Example Given the course and speed of the ship, and the estimated set and drift, find the anticipated track and the anticipated SOA. C - 090 T S - 12 knots D - 225 T S (set) - 3 knots

Example (TR - 102 T) (S - 10.1 kts) c - 090 T s - 12 kts Set - 225 T Drift - 3 kts

Example Given the set and drift of the estimated current is 045 T at 3 knots, and the desired track and SOA are 090 T at 12 knots, find the course and speed needed to make the track and SOA good.

Example (C - 102 T) (S - 10.2 kts) Set - 045 T Drift - 3 kts TR - 090 T SOA - 12 kts

Sensibility Check 1. Current pushing ahead, decrease speed. 2. Current pushing astern, increase speed. 3. Current pushing left, steer more to the right. 4. Current pushing right, steer more to the left.

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