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Seven (metre vessel needs)Single (white light only) Tows: Tow's steaming light moved to towing vessel because

not driven by power Two hundred tow =means two tow Lights Yellow towing light is warning Normally, vessel underway requires navigation lights on. However, 3 exceptions when navigation lights are not on when underway but not making way for, NUC RAM Fishing Pnemonic: NavsR emain OfF Or remember based on their day shapes 2 balls, 2 cones [apex facing] and 2 balls and 2cones [apex away ie diamond] All round lights: Red over red, Captain's dead (Not under command) 3 reds in a row, no room below (Constrained by draught) Red over white, fishing at night Green over white, trawling at night (trawling is deep nets so think of white fish under green sea) Red over green is a sailing machine A ground is not under command plus anchor ie I'm stuck but not because I chose to be! Flashing yellow is warning that all is not what it seems ie submarine or hovercraft, and slower flashing is slower vessel ie submarine Blue flashing - you could be in (4 sorts of) trouble: police, customs, firing range or lifeboat Shapes: Balls generally replace red lights so just remember: Ball triangle ball needs to be pictured as diamond squeezed between the 2 balls

Cylinder is CBD (picture deep cylinder) 3 balls is aground ie complete balls up Diamonds for long tow (>200m) because valuable cargo

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