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

Gps plotter
Hide thumbs Also See for GP-1670:
Table of Contents

Advertisement

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 the power
is turned off.
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, a blue line with arrows, connects between own ship
and the quick point, your destination. The line shows the shortest path to the desti-
nation and the arrows indicate the direction to go to the destination.
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
the vessel comes within the circle or the vessel 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 XTE alarm lines (red), show the XTE alarm range,
set with the XTE alarm. When your boat crosses an
XTE line, audible and visual alarms are released to
alert you.
Arrival area (red)
QP00001
Navigation line
Quick point
(Blue)
name
XTE alarm line
(red)
Ship icon
Circle
Perpendicular line
5-1

Advertisement

Table of Contents
loading

This manual is also suitable for:

Gp-1870

Table of Contents