2. Introduction
Key Terms
Standard Engine Commands
Standard Rudder Commands
Maneuvering Commands
Theory
Application
3. In preparation for your time in the ship driving
simulator will introduce you to the key terms
and commands for driving a ship.
Keep in mind that the information presented is
only the basics and you must use everything
together to control the ship.
4. Bow – Front end of the ship
Stern – Tail end of the ship
Port – Left side of the ship
Starboard – Right side of the ship
Screw – Ship Propeller(s), used to control the speed
and/or direction of the ship
Rudder – Device used to control the direction of
the ship
Bare steerage way – Represents the minimum
speed a ship can travel and still use the rudders to
control the ship
5. The ships engines are most commonly used together,
as such engine commands begin with “All engines …”
and be followed be either ahead or back, then the speed
Independent engine commands will be covered later
Engine commands are broken down into speed ranges
that vary by ship class, these ranges are
Stop
1/3
2/3
Full
Flank
Emergency (for emergency backing only)
6. If a command is given just using the speed
range the helmsman will set the speed to the
middle of the range
You can also specify a specific speed
Examples:
All engines ahead for 2/3’s
All engines ahead flank for 30 knots
7. Rudder commands are prefaced with the
direction you wish to turn either left or right
The exception when using “Hard” rudder
commands, where the direction follows the
command “Hard”
Rudder commands are given using either a
specific degree or one of three common terms
The common terms are:
Standard – 15 degrees
Full – 30 degrees
Hard – 35 degrees
8. When rudder commands are given the
helmsman will continue to turn the ship until
another command is given to put the ship on
the desired course
Examples:
Left 10 degrees rudder
Right standard rudder
9. Maneuvering commands can consist of an
engine/rudder command or a combination of
both
Speed changes are done through using engine
commands
Course changes are done through using rudder
commands with a specified course
Course changes of less than 10 degrees can be
accomplished by using the command “Come
left/right steer course …”
10. Shift your rudder – The helmsman will change
the direction of the rudder to previously
defined amount
Steady as she goes – The helmsman will turn
the ship to the course the ship was on at the
time the command was given
Meet her – The helmsman will shift the rudder
the amount needed to stop the ship’s turn
11. Ship handling is both a science and an art.
The science of ship handling uses a concept know
as “split-ship”
The “split-ship” concept requires you to think of the ship
in two parts (the bow and the stern)
Once the ship is “divided” actions are take to control the
bow and stern independently
The art of ship handling comes from an intimate
understanding of how your ship responds to
commands
Now that you’ve got the key terms down we will
move into application
12. Under split-ship, the bow of the ship is
controlled using one force and the stern is
controlled using a separate force.
For most ship’s the bow is controlled using an
external force such as a tug or a line.
The stern is controlled by using the ship’s
engines and rudders.
It is important to remember that even through
you are controlling the ship as two parts, each
part must be controlled simultaneously
13. Ships that have two or more screws have the advantage
of being able to execute a “twist” maneuver.
A “twist” is performed by operating the engines and
screws independently of one another.
To do this you order the screw on the outside side you
wish to turn, an ahead speed and the inside screw an
astern speed.
Port twist example: Starboard engines ahead 1/3, port
engines back 1/3
An easy way to remember this is to think about how you
would steer a bike, if you want to turn left you pull back
on the left handle bar and push the right handlebar
forward.
14. You will encounter some situations where normal
commands are too great to achieve the desired
results.
In these situations you can order small changes to
your course and speed.
For course adjustments, you can add the word
“decimal” to a course which indicates half of a
degree.
Example: Come left steer course 325 decimal.
For speed adjustments, you can alter your speed by
defining the specific revolutions for the screw to
turn.
Example: Indicate 75 rpms.
15. When you are mooring your ship, the split-ship
concept is key.
Your actions must be slow and methodical to
keep the ship out of danger.
Keep in mind that you need to allow for your
actions to take effect before making
adjustments.
16. One rule to keep in mind with maneuvering
with other vessels is the 3-2-1 rule.
The 3-2-1 rule states that you will not pass no
closer than 3000 yards ahead, 2000 yards
abeam, or 1000 yards of another vessel.
When working with an aircraft carrier or large
amphibious ship, these distances represent
miles.