Radar Plotting

Relative motion, the vector triangle, and the maneuvering board — the math that makes a paint into a course/speed/CPA. (Pub 1310 Ch.3)

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1 · Why plot

A radar paint by itself tells you a target is somewhere — at that bearing, that range, right now. Three measurements at three known times tell you something far more useful: the target's direction of relative movement (DRM) and speed of relative movement (SRM), plus everything that flows from them — the closest point of approach (CPA), the target's true course and speed, and any course-to-pass maneuver you can make.

Modern ARPA radars and integrated chartplotters do this math automatically. But the math is what they're doing, and learning it by hand is the only way to (a) sanity-check the box's output, (b) plot manually if the ARPA is unhealthy, and (c) understand why two ships with similar radar pictures may need very different responses.

2 · Relative motion: what the screen actually shows

In a relative-motion display your ship is fixed at the center of the PPI. Everything else moves on the screen — including stationary objects like buoys (because you are moving past them). When a target paints at successive positions, the line connecting those positions is the relative movement line (RML).

The RML is the projection of both ships' true motions onto your screen. Two ships on parallel courses at the same speed paint as a single bright dot — zero relative motion, even though both are moving over the ground at 12 knots. Two ships on a perfect collision course paint a relative track radially inward toward the screen center — the bearing stays steady while the range decreases. Bearing-stays-steady-while-range-decreases is the textbook collision-course signature.

Pub 1310 Ch.3 — geographic plot vs relative plot
Pub 1310 Ch.3 p.2 — geographic situation (top) and the relative plot it produces on each ship's PPI (bottom).

3 · The vector triangle

Three vectors live on every plot — they form a closed triangle whose sides each have a precise meaning:

The fundamental identity: em = er + rm (the target's true motion is your true motion plus the relative motion you observe). Re-arranged: rm = em − er (the relative motion is the target's true motion minus yours). Every plotting solution is a different unknown in that triangle.

Pub 1310 Ch.3 — vector triangle e-r-m
Pub 1310 Ch.3 p.7 — the e/r/m vector triangle. Length per knot is set by your chosen plotting interval.

Length per knot is a free choice. If you plot for 6 minutes (= 0.1 hour) then 1 knot of speed = 0.1 nm of vector length. If you plot for 3 minutes, 1 knot = 0.05 nm. The book defaults to 6-minute plots because the math is mental: a vector that's 1.2 nm long over 6 minutes is 12 knots.

4 · The maneuvering board

A maneuvering board is a pre-printed sheet with a polar grid (concentric range circles, radial bearing lines), three speed-scale rulers along the bottom, and reference triangles. You plot on it with a pencil and a parallel rule. It's a purpose-built calculator for the vector triangle.

The standard layout:

Pub 1310 Ch.3 — maneuvering board
Pub 1310 Ch.3 — the standard maneuvering board layout. Print copies are in References → Plot sheets.

5 · The standard plotting period

Pub 1310's worked examples use a 6-minute plotting interval: take a target's bearing and range every 6 minutes, mark M₁, M₂, M₃ on the plot. With this interval:

6 · Plotting symbols cheat sheet

The convention used across Pub 1310 — match this when reading any worked example:

SymbolMeaning
ROwn ship
MOther ship
M₁ M₂ M₃Plotted positions of other ship at successive times
MₓPosition of other ship on RML at planned time of evasive action
RMLRelative movement line — through M₁ M₂ M₃
NRMLNew relative movement line (after a maneuver)
DRMDirection of relative movement (along the RML)
SRMSpeed of relative movement
MRMMiles of relative movement
eOrigin of any true (course-speed) vector — fixed w.r.t. earth
rEnd of own ship's true vector er; origin of rm
mEnd of other ship's true vector em; end of rm
erOwn ship's true (course-speed) vector
emOther ship's true (course-speed) vector
rmRelative (DRM-SRM) vector — what your PPI shows you
r₁ r₂Ends of alternative true vectors for own ship (when planning a course change)
CPAClosest point of approach

7 · Two plotting techniques

Pub 1310 spells out two equivalent methods that produce the same answers — pick whichever your hands are faster with:

Pub 1310 Ch.3 — plotting techniques comparison
Pub 1310 Ch.3 — the same situation worked with both techniques.

Practical takeaways

References