SSBT Handout
SSBT Handout
SSBT Handout
NAVIGATIONAL EQUIPMENT
Note: This include monitoring a general watch on the ship’s deck, people working on deck, cargo
handling equipment’s, control of machinery & ships safety systems.
Shall satisfy himself as to the ships estimated or true position, intended track, course and speed and
note any danger to navigation expected to be encountered
Note: Proper record shall be kept of the movements and activities during watch
1
Ship Simulator and Bridge Teamwork
The OOW needs to maintain a high level of general awareness about the ship and day to day
operations.
Note: This include monitoring a general watch on the ship’s deck, people working on deck, cargo
handling equipment’s, control of machinery & ships safety systems.
REGULATION 8/1;
Require Flag States to establish rest periods for watch keeping personnel.
Require that watch systems are so arranged that watch keeping personnel are not impaired by
fatigue.
Note: The primary focus of the STCW is to ensure that qualified and fit personnel under all
circumstances maintain an effective watch on all seagoing ships.
Section A-8/1;
States that watch-keeping personnel shall be provided a minimum of 10 hrs of rest in any 24-hrs
period. The period of rest may be divided into two periods, one of which must be at least 6 hours.
Also, the watch schedule is to be posted where it is easily accessible.
This applies except in an emergency, a drill or “in other overriding operational conditions.” The 10
hrs of rest may be reduced to a single period of 6 hrs for up to 2 days, as long as the seafarer
concerned is provided at least 70 hrs of rest each seven-day period.
2
Ship Simulator and Bridge Teamwork
3. STANDARD MANEUVRES
EMERGENCY MANEUVERS
3
Ship Simulator and Bridge Teamwork
4
Ship Simulator and Bridge Teamwork
1. The effects of wind & current on navigation & shiphandling increase dramatically as a ship’s
speed decreases
2. The effects of wind in maneuvering will depends on the Trim & Disposition of the
superstructure while the current effect is the same in all vessel’s condition
3. When the vessel is underway and being drifted, give leeway
EXAMPLE:
a. In Dover: we have the low & high water, which can have a tremendous effect on the speed
b. Kuroshio Current
c. Gulf Stream Current
d. Agulhas Current
5. ATTITUDE
5
Ship Simulator and Bridge Teamwork
Recognizing Stress
Strange behavior
Acceleration – over activity
Jump to different solutions & ideas
Expectation becomes certainty
Tunnel vision
Concentration on irrelevant details
Denying facts & reality
Perception of time
6
Ship Simulator and Bridge Teamwork
Handling Stress
6. CULTURAL AWARENESS
Increase safety by:
Factors of Cultural
Keep an open mind and don’t stereo type people, they’ll probably surprise you.
Understanding Learn
Name Interpreter
7
Ship Simulator and Bridge Teamwork
AUTOMATION
AUTOMATION
HUMANS
8
Ship Simulator and Bridge Teamwork
Automation – will support us with data and warnings, provided we understand and communicate properly
with it.
AUTOMATION CHARACTERISTICS
a. Normal – when an automated system is working properly. They minimize workload. You get
training and hands-on practice
b. Abnormal – when something goes wrong
a. Availability –data are available physically, but it may be difficult to detect or it may be silent
b. Observability – data may be too observable with too many noisy alarms so you immediately
switch them off
Automation gets stronger when it can carry out longer sequences of actions without humans.
It gets increased authority when it can override operator input
Automation can be difficult to control because it may be difficult to change mode, especially in
very rare abnormal modes.
Automation can be complex
Automation can be so good that we trust it, have confidence in it, and we become dependent on
it.
1. Automation affects workload
In normal modes, workload decreases when automation increases.
From manual to fully-automated navigation and steering system
You can get stuck trying to understand and correct the problem and forget the navigation.
This is sometimes called the Automation Trap.
Someone stuck in the Automation Trap will counteract the escape from a critical situation.
9
Ship Simulator and Bridge Teamwork
3. Misunderstanding
We may also misunderstand parts of the system for abnormal modes.
We only see what we know about or want to see.
We may have checklists and recipes of what to do, but do we know how the system really works
and how it links to other systems? We may also lack practice.
4. Attitudes to automation
We may have inappropriate attitudes to automation
o Superior to machines – might lead to hazardous thoughts, you may mistrust what they are
saying even if it’s true.
o Inferior to machines – might lead to overconfidence in the automation decreasing your need
to question and double-check You may rely too much in the machines and be frightened to re-
adjust them, in case something goes wrong.
Note: Automation is really a member of the bridge team. It carries out delegated instructions, it
communicates and challenges you.
10
Ship Simulator and Bridge Teamwork
6. Workload to Automation.
The automation can apply hidden pressure by:
o giving you an uneasy feeling
o giving too many alarms or just by being there
o expensive if you damage it,
o Complex and frightening.
You can reduce workload by pre-planning automation inputs and outputs and by delegation to
the automation.
Knowing which tasks to delegate, to which systems, in which modes is an art that needs
practice and experience.
In learning a new automated system, don’t panic.
9. SHALLOW-WATER EFFECTS
When Vessel moves into relatively shallow water, the hydrodynamic interactions between the Sea
bed and the hull affect the ship handling in several ways. The effects become appreciable when the
depth of water is less than 1.5 x the draught of the ship
11
Ship Simulator and Bridge Teamwork
a. 30 % at open water
b. 60% at confined channel
2 2
SQUAT = Cb x Speed x 2 SQUAT = 0.70 x 10 x 2
100 100
2 2
SQUAT = Cb x Speed SQUAT = 0.70 x 10
100 100
= 20.70 meters
12
Ship Simulator and Bridge Teamwork
In a restricted channel, there is a tendency for the bow of a ship to be pushed away from the bank.
It is caused by the pressure field by the bow, forcing the bow away from the bank. This effect is
known as Bow Cushion.
The tendency of the vessel to be attracted bodily towards the bank caused by the loss of pressure
associated with the increased velocity of water in restricted space between the vessel and the bank
is known as Bank Suction.
Overtaking is more dangerous than meeting end on. The overtaking larger ship will exert the most
influence. The bow of the smaller ship will swing towards the path of the larger ship.
13
Ship Simulator and Bridge Teamwork
A passing ship can get into a very discomfiting position where little can be done to keep away from
the other.
14
Ship Simulator and Bridge Teamwork
A ship passing one another especially in a channel will have an effect to each other due to ship’s
polarity.
15
Ship Simulator and Bridge Teamwork
16
Ship Simulator and Bridge Teamwork
17
Ship Simulator and Bridge Teamwork
11. PLANNING
Preparation
Execution
No Go Areas:
Areas where the ship cannot go should be hatched or highlighted taling care not to obscure any
navigational marks or object. In confined water, where tidal height may have large influence, such no go
areas will depend on time of passage. All areas showing charted depths of lesson than the draught plus a
safety margin should be considered no go areas.
Margins of safety:
A safety of margins is required around the no go areas at a distance that in the worst probable
circumstances, the ship being navigated will not pass. Margins of safety will show how far the ship can
deviate from the track, yet still remain in safe water. As a general rule the margins of safety will ensure
that the ship remains in waters of depths greater than the draught plus 20%.
Irrespective of the safe UKC, a ship in a situation where the nearest navigation danger is to starboard
must allow manouvering space to allow alterations of the course to starboard for traffic avoidance.
Passage Planning:
Safe Water:
Where the ship can deviate safely and the limits are bound by the margins of safety.
Distance Off:
Where the coast shelves & offshore sounding increase gradually, the track should ensure
that adequate under keel clearance is maintained.
Irrespective of the safe UKC, a ship in a situation where the nearest navigation danger is to
starboard must allow manouvering space to allow alternations of the course to starboard for
traffic avoidance.
18
Ship Simulator and Bridge Teamwork
A normal rule is that 10% of the deepest draught. The OOW should be aware that if less than 10%
the OOW should be aware to reduce the speed.
Tidal Window:
In tidal areas adequate UKC may only be attainable during the period that tide has achieved given
height. Outside that period the area must be considered “no Go”. Such tidal windows must be clearly shown
so that the OOW is not in doubt as to whether or not it is safe for the ship to proceed.
OOW must carefully monitor the ship’s position and adjust the course steered to maintain the
planned track.
Wheel Over:
In the open sea & offshore coastal waters when navigating on small scale charts, course alternations
will usually coincide with planned track interactions. In confined waters when navigating on large scale
charts and where the margins of safety may require the ship to commence altering course at the wheel over
position some distance before the track intersection in order to achieve the new planned track.
Planned wheel over positions should be determine from the ship’s manouvering characteristics and
marked on the charts.
Suitable visual & radar cues then be chosen to determine when the ship is at the wheel over
positions.
Parallel Indexing:
The parallel indexing is useful method of monitoring cross track tendency in both poor & good
visibility.
Machinery failure
Instruments failure
Dangerous situations ashore
Any situations where it is deemed unsafe to proceed.
Reasons for aborting may be one of the following
Deviation from approach line.
Machinery failure
Instruments failure
Dangerous situations ashore
Any situation where it is deemed unsafe to proceed.
Contingencies:
Having passed the abort position & point of no return, bridge team still needs to be aware that
events may not go as planned & that the ship may have taken emergency action. Contingency plans will have
been made at the planning stage & clearly shown on the chart.
12. AUTHORITY
19
Ship Simulator and Bridge Teamwork
Authority
The master has formal authority because of his legal and company responsibility
He may also have personal authority. Formal and Personal Authority are linked.
If Personal Authority is weak, then Formal Authority must be used. But if Personal Authority is
strong, then a good master has little need to use his Formal Authority.
In this lesson was not talking about formal, legal and company authority but about Personal
Authority. The level of authority that others see may be different from what was intended.
Assertiveness
Note:
Authority and Assertiveness are very similar. We associate Authority with the master and the
person in-charge and Assertiveness with the officers, junior members of the team or the crew.
Most people would agree that a Balance between the authority and assertiveness of any two
members gives the safest situation.
Everyone must be assertive enough to contribute to and, if necessary, challenge the situation.
20
Ship Simulator and Bridge Teamwork
1. High Authority – Low Assertiveness – The team does not participate in decision-making.
2. Low Authority – High Assertiveness – least dangerous situation. High assertiveness can compensate
for low authority.
3. High Authority – High Assertiveness – can lead to a clash of personalities. What would happen if
there was an emergency while they were arguing? It will also take time and emotional effort to
repair the bad feeling for the rest of the voyage.
4. Low Authority – Low Assertiveness – Nobody recognizes the problem. Decisions may not be made;
they may be made too late or incorrectly.
Conclusion:
Be aware of your own level of authority or assertiveness and the effect you have on others.
21
Ship Simulator and Bridge Teamwork
TIGER
(Characteristics)
PENGUIN
(Characteristics)
22
Ship Simulator and Bridge Teamwork
The ideal manager is somebody who is very concerned with performance but at the same time
makes best uses of his bridge team. He uses bridge Resource Management tools. Communications and
briefing are carried out in the correct way. He established a good challenge and response environment, and
always uses the short term strategy when appropriate.
23
Ship Simulator and Bridge Teamwork
There are dangers of too low and too high workloads and should be avoided systematically using methods
like task analysis, delegation and rotation of work.
Expected tasks
Unexpected tasks
24
Ship Simulator and Bridge Teamwork
Resources
Time
Financial
Man Power
People Skills
Experience
Attitude
Technical Skills
Delegation
Everyone agrees that delegation is a good idea, but few people do it and ever fewer people do it well.
Why is that?
a. Quality:
If you want a job done properly
do it yourself
True it takes time to learn a new job. But you have to learn.
c. Comfort:
I like doing the job
and I do it well.
But with practice you'll also get to like the job of delegation
25
What if he makes mistake?
Ship Simulator and Bridge Teamwork
d. Risk:
Sometimes you need to let people make mistakes. Mistakes are not usually critical.
e. Power:
But I’ll lose control. What will
be left for me?
You will actually increase your control because you can get more done in the same time.
Delegation Checklist
26
Ship Simulator and Bridge Teamwork
When combined, the ff. factors give personal state of mind and general state of bridge when combined:
Indicators to measure your state and the state of the bridge as a whole:
1. At +1, you are alert, attentive and performing well. There are no technical problems and no people
problems. The weather is fine, and everybody feels fine.
2. At +2 states, a problem has developed making you feel concerned, sometimes it’s not clear what the
problem is, but the feeling is real and it is beginning to affect your performance. More problems may
occur, workload may start to increase.
3. At +3 state, when you feel that the situation is getting serious, then the workload or the level of
stress can cause a strong sense of alarm even danger.
4. If you feel that you’re becoming bored and small errors are starting to occur, then you’re slipping
into a –1 state.
5. At –2 state:
6. At –3:
27
Ship Simulator and Bridge Teamwork
NOTE:
Your actions are affected by how you feel about the state of the bridge.
This may not be the real state whether you feel happy with the situation, concerned, alarmed, bored
or inattentive. That feeling will affect your performance.
SUMMARY:
28
Ship Simulator and Bridge Teamwork
2 TYPES OF ERRORS:
1. TECHNICAL
1. INFORMATION
Type 1 – PREVENT
If prevention is impossible then minimize the probability of the same combination happening
again.
29
Ship Simulator and Bridge Teamwork
If type 2 is difficult then train how to recognize and avoid the situation.
An example is rules of the road. In the worst case train how to minimize the consequences of the
situation if it happens because you often need a type 2 and a type 3 response.
Try a safety check when you look at safety, item-by-item, concentrate on what you can do.
SUMMARY
There are so many sources of error external to the bridge and inside our heads that we will never
be able to guarantee absolute safety. There are many FACTORS UNDER YOUR CONTROL.
You can have a SAFETY POLICY to reduce errors.
When others or we make mistakes, we should have a policy of deliberately learning from them by
reading, debriefing and using personal experiences. We should make the best type of response to
errors.
30
Ship Simulator and Bridge Teamwork
31
Ship Simulator and Bridge Teamwork
2. How to Anchor:
5. Don’t let go anchor all the way straight bottom if depth is between 60 to 100 meters. Walk out your
anchor by gear to avoid losing your anchor.
32
Ship Simulator and Bridge Teamwork
Example: Vessel anchored 7 shackles on the water, depth of water is 27 m & LOA is 170 m. Length of chain
(LOC) is 192 m.
A – AMBIGUITY
B – BREAKDOWN COMMUNICATION
C – CONFUSION / INADEQUACY
D – DISTRACTION
E – EXISTING RULES VIOLATED
F – FOLLOWING ORIGINAL PLAN NOT ACHIEVED
G – GONE!!! WHO HAS THE CONNING
F - FATIGUE
33
Ship Simulator and Bridge Teamwork
O - OVER CONFIDENCE
R - RESOURCES NOT ENOUGH
IM SAFE
I – ILLNESS
M – MEDICATION
S – STRESS
A – ALCOHOL
F – FATIGUE
E – EAT PROPERLY
17.DECISION MAKING
Judgment & Decision Making
Good judgment can be learned but this isn’t easy. It takes time and experience.
JUDGMENT is defined as processing information to produce a decision and a decision as the conclusion of
the judgment process, showing the action to be taken.
CATEGORIES OF DECISION
a. Routine decisions
Often simple choices.
For example the vessel’s speed through restricted channels or how many tugs to use.
They are usually covered by company guidelines or by your experience or are obvious.
34
Ship Simulator and Bridge Teamwork
b. Instant decisions
Are when there’s no need or little time for judgment.
Some instant decisions involve high risk and possibly high stress.
For example the threat of grounding, they need fast reactions.
c. Considered decisions
Need a lot of judgment
They could be linked to one or more short-term strategies to solve the problem
But they don’t have to involve problems. They could be important decisions that need careful
thought from the whole team.
Example:
Deviating
Who’s going to maneuver the vessel?
Entering or leaving port in bad weather
1. Information
Find all the available information.
2. Processing
3. Decision
JUDGMENT
Is involved in choosing the pieces of information and in processing them to build up the picture.
Is a chain of decisions? You can think of each decision as a switch between 2 options.
Each decision can involve good judgment or poor judgment.
35
Ship Simulator and Bridge Teamwork
o Uncertainty
o Complexity of the situation
o Lack of time
o Stress caused by risk or high workload
o Our own personality – Biggest human factor affecting judgment
1. Hidden Pressure
One factor that often affects our judgment
Hidden because unnoticed; Pressure because it gradually increases.
- Not immediately obvious. Hard to detect and cure.
- Not always bad. Sometimes it points to factors that we really haven’t noticed or given enough
weight to.
Example:
Example:
Weather
Technical problems
TYPES OF DECISION
1. Bad decision despite good judgment. A decision is only as good as the information on which it’s
based. Garbage in, garbage out. So, continually check the quality and relevance of information.
2. Decisions that require instant reactions
36
Ship Simulator and Bridge Teamwork
CONCLUSION
Skills & Technical Knowledge + BRM Management skills + Collective Experience = IMPROVED DECISIONS
EMERGENCIES
37
Ship Simulator and Bridge Teamwork
LEADERSHIP
TYPES OF EMERGENCY
Technical Training – having a personal development plan and timetable to increase technical knowledge,
skills and experience
What you put into your Personal Development is what you get out. In an emergency you’ll
probably get out only a part of what you put in.
38
Ship Simulator and Bridge Teamwork
LEADERSHIP
1. Good Communications
2. Open Challenge and Response Style
3. Short Term Strategy
4. Controlling Workload
5. Management Style
39
Ship Simulator and Bridge Teamwork
If the leader’s performance is very superior to the other officers then they may feel they can
never reach it
A leader with nobody following him is not a good leader
By instruction
To make sure everyone is following, a good leader checks understanding and explains.
Best learning opportunities occur in real life, not in classrooms
Ex. Goals are related to: schedules, towards quality, training and general safety or costs
4. By delegation – as a leader, you don’t have to have all the answers. But you must be prepared to use
all resources at your disposal to get. By delegating, you get the best performance from the team as a
whole.
40
Ship Simulator and Bridge Teamwork
7.
PASSAGE PLANNING
In most deep sea it is customary for the master to delegate the initial responsibility for preparing the
passage plan to the officer responsible for navigational equipment and publications.
Plan Appraisal
Before planning can commence, the charts and publications and other information appropriate for
voyage will need to be gathered together and studied.
Information Sources
41
Ship Simulator and Bridge Teamwork
CHARTS:
Collect together all the charts for the intended voyage, putting them into the correct order.
NO-GO AREAS:
Coastal and estuarial charts should be examined and all areas where the ship cannot go carefully
shown by highlighting or cross-hatching, taking care not to obliterate information –e.g., a navigation
mark or a conspicuous object.
MARGINS OF SAFETY:
Before tracks are marked on the chart the clearing distance from the no-go areas needs to be
considered.
WHEEL-OVER:
In the open sea and offshore coastal waters when navigating on small scale large area charts, course
alterations will usually coincide with the planned track intersections. This will not be the case in
confined waters where margins of safety may require the ship to commence altering course known
as wheel over allowances.
MARGINS OF SAFETY:
Before tracks are marked on the chart the clearing distance from the no-go areas needs to be
considered.
WHEEL-OVER:
In the open sea and offshore coastal waters when navigating on small scale large area charts, course
alterations will usually coincide with the planned track intersections. This will not be the case in
confined waters where margins of safety may require the ship to commence altering course known
as wheel over allowances.
PARALLEL INDEXING:
The parallel index (PI) is a useful method of monitoring cross-track tendency in both poor and good
visibility.
WAYPOINTS:
A waypoint is a position, shown on the chart, where a planned change of status will occur.
No matter how well planned and conducted a passage may be, there may come the time when, due
to a change in circumstances, the planned passage will have to be abandoned
42
Ship Simulator and Bridge Teamwork
ABORTS:
The position where the ship enters water so narrow that there is no room to return or not possible
to do other than precede, it is also known as abort point or point of no return.
CONTINGENCIES:
Having passed abort position & point of no return. The OOW still have to prepare emergency action
in the event that it may not go as planned. Contingency planning includes:
CLEARING MARKS:
Clearing marks can be used to ensure that a ship is remaining within a safe area
HEAD MARK:
Often the ship is required to follow a track in narrow waters without the benefit of a leading line. A
suitable head marker should be selected
CLEARING BEARINGS:
In the event that no clearing marks are available a single identifiable charted object may be similarly
used
43
Ship Simulator and Bridge Teamwork
SHIP’S ROUTEING:
The used of ship’s routeing measures should form part of the passage plan & can be adopted
internationally by IMO. Mandatory ships routeing schemes should always be used unless the ship
has compelling safety reasons for not following them. IMO routeing schemes will be shown on
charts. Details are described in Sailing Directions & Ship’s Routeing and Amendments to Ships
Routeing.
Reduce the risk of collision between ships in the areas of high traffic densities
Keep shipping away from environmentally sensitive sea areas
Reduce the risk of grounding in shallow waters
44
Ship Simulator and Bridge Teamwork
45