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NAVIGATE FROM ONE POINT ON

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5 mph when driving through water, over rough terrain, and. in parking areas. ... Fast, error tolerant, and best method most of the time. Dead reckoning. ... – PowerPoint PPT presentation

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Title: NAVIGATE FROM ONE POINT ON


1
NAVIGATE FROM ONE POINT ON THE GROUND TO ANOTHER
POINT, MOUNTED
2
ACTION
  • Navigate from one point to another point
  • while mounted.

3
CONDITIONS
At a training site, during daylight conditions,
given
  • A standard 150,000 scale topographical map of
    the area.
  • A coordinate scale and protractor.
  • A compass.
  • A pencil.
  • A field uniform with load carrying equipment
    (LCE).
  • A protective mask.
  • An M1025 and/or M1026 with basic issue items
    (BII).

4
STANDARDS
  • While mounted in a vehicle with cross-country
    capability.
  • And tasked to move from a known start point to
    one or
  • more distant points.
  • Direct the driver to the designated point(s).
  • At a rate of five to fifteen miles per hour
    (mph).
  • In two hours.
  • Using terrain association.
  • And dead reckoning.

5
SAFETY REQUIREMENTS
While conducting mounted operations, the speed
limit is 5 mph when driving through water, over
rough terrain, and in parking areas. During
other movement and training, the speed limit is 5
to 15 mph. Seat belts will be worn
during mounted operations. The turret hatch will
be locked shut when not in use. Before starting
engine on vehicle, ensure that the glow plug
light is OFF. Use ground guides to back up the
vehicle or around congested areas.
6
PRINCIPLES
  • Basically the same as dismounted.
  • Difference is speed of travel.

7
SPEED AND MOBILITY
  • Cover greater distance quickly.
  • You must develop the ability to
  • estimate distance traveled.
  • Easier to reorient yourself.

8
SPEED AND MOBILITY
To convert kilometers per hour to miles per
hour, multiply kilometers per hour by To
convert miles per hour to kilometers per hour,
divide miles per hour by
.62 (9 kph x .62 5.58 mph)
.62 (10 mph 0.62 16.12 kph)
9
CONSIDERING VEHICLE CAPABILITIES
  • Limited in the degree of slope.
  • Limited in the type of terrain.
  • Certain terrain may stop or give mounted
  • soldiers problems.
  • Designed to climb 60 slopes on dry firm
  • surfaces.
  • 30 side slope is maximum in good weather.

10
EFFECTS OF WEATHER ON VEHICLE MOVEMENT
  • Snow, ice, and rain on ground.
  • Weather also effects dirt roads.
  • Adjust routes accordingly.

11
PREPARING BEFORE MOVEMENT
  • Locate start and finish points.
  • Determine grid azimuth.
  • Convert it to magnetic azimuth.
  • Determine distance between points.
  • Map reconnaissance of the area.

12
TERRAIN ASSOCIATION
  • Most widely used.
  • Moves from terrain feature to terrain feature.
  • Select routes that
  • - Can sustain the vehicle
  • - Are relatively direct
  • - Are easy to follow

13
TERRAIN ASSOCIATION
  • Adjust your routes by
  • - Considering tactical aspects
  • - Considering ease of movement
  • Use terrain features as checkpoints.
  • - Best are linear features that cross the
    route
  • - Next best are elevation changes
  • Follow terrain features.
  • Determine directions.

14
TERRAIN ASSOCIATION
  • Determine distance.
  • Make notes.
  • Study route to avoid errors.

15
DEAD RECKONING
  • Moving a set distance along a set line.
  • - With steering marks
  • - Without steering marks

16
DEAD RECKONING WITH STEERING MARKS
  • Navigator dismounts and stands at least 18
    meters in
  • front of vehicle.
  • Sets azimuth and selects steering mark.
  • Remounts and identifies mark to driver.
  • After arriving at mark, repeats steps for next
    mark.

17
DEAD RECKONING WITHOUT STEERING MARKS
  • Navigator dismounts and moves 18 meters to the
    front.
  • Faces vehicle and reads azimuth.
  • Computes back azimuth to determine forward
    azimuth.
  • Driver proceeds to the navigator.
  • Navigator remounts and reads azimuth to the
    front.
  • Make adjustment for the deviation due to
    metallic content
  • of vehicle.

18
COMBINE BOTH METHODS
  • Terrain association.
  • - Fast, error tolerant, and best method
    most of the time
  • Dead reckoning.
  • - Accurate (if done right) and best for
    flat terrain
  • Navigator must be able to use both methods.

19
PROBABLE ERRORS
  • Failure to determine distance.
  • Failure to travel proper distance.
  • Failure to properly plot objective.
  • Failure to select good checkpoints.
  • Failure to consider for ease of movement.

20
REVIEW / SUMMARIZE
  • Principles of navigation.
  • Speed and mobility.
  • Effects of weather on vehicle movement.
  • Before movement preparation.
  • Terrain association.
  • Dead reckoning.
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