Navigation; How To Navigate To A Quick Point - Furuno GP-1670F Operator's Manual

Gps plotter/ sounder
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5.

NAVIGATION

This chapter shows you how to get to a desired destination by using "quick points,"
saved points, and routes.
Before you go to a point or follow a route, make sure the path to the points is clear.
Zoom your chart to check for hazards which appear on a smaller scale.
5.1

How to Navigate to a Quick Point

The advantage of navigating to a quick point, the cursor position, is that you do not
need to save the point to the memory. However, the point is erased when a new quick
point is entered.
Put the cursor on the position to mark as a quick point then long-push the POINTS/
GO TO key. Then,
• A yellow circle appears at the location, with the youngest empty quick point number
below it. The navigation line (red) connects between own ship and the quick point,
your destination. The line shows the shortest path to the destination and the direc-
tion to go.
Quick Point
(yellow by
default)
• The arrival area, the radius of which is set with the ar-
rival alarm, is shown with a red dashed circle. When
your boat comes within the circle or your boat moves
through an imaginary perpendicular line that crosses
through the center of the destination point, the audio
alarm sounds and the arrival alarm icon appears at the
top of the screen to alert you. The arrival area and
XTE alarm lines are shown when the related alarms
are active.
• The XTE alarm lines (red dashed lines), show the XTE
alarm range, set with the XTE alarm. When your boat
crosses an XTE line, audible and visual alarms are re-leased to alert you.
Arrival area (red)
QP00001
Navigation line
Quick point
(red)
name
XTE alarm line
(red)
Ship icon
Circle
Perpendicular line
(Not shown on display.)
5-1

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