Frostbite Racing 101
PY Class Start Sequence
As the race starts the following flags are displayed on the committee boat and accompanied by sound signals.
On a windy day you may not hear the sounds so it is important to know the flags.
5 Minutes | ||
4 Minutes | ||
1 Minute | ||
Start |
Flags
In short each class has a flag.
PY (Portsmouth Yardstick) | |
Laser | |
Fireball |
For each class the sequence is
5 min: Class Flag
4 min: Class Flag + P
1 min: P is lowered
Start: Class flag is lowered
The P flag is a blue rectangle aka "Blue Peter" which traditionally means a ship is about to sail. The PY class flag is "Z" and is the only one you need to recognize. Each flag signal will be accompanied with a sound.
Timing Your Start
If you don't have a watch, buy a cheap waterproof watch. You'll get one in Argos for a tenner.
What you should do is set up your watch with a countdown timer set to 4 min.
At 5 minute warning get ready to start your timer.
At 4 minute warning start timer so you are counting down to start.
At 1 minute warning get to where you want to be to make your run for line.
At start hit the line at full speed on STARBOARD tack.
Where you start is a series of trade offs.
Approaching on a beam reach means that you have most speed, but the downside is that you have to give way to leeward boats on same tack.
If one end of line is closer to the wind then this will be best place to start, but the downside is that everybody else will be trying to get to that same spot and you may run into lots of traffic and dirty air.
If you lose 5 seconds crossing at the start it is unlikely to be the difference between winning and losing so just aim to get away safely.
note: You must stay downwind of the starting line once the 5 minute warning is sounded.
If you aim for the center of the line is usually the safest.
The start area will be busy. The helm will need to concentrate on other boats so the crew should be watching what's happening on the committee boat and doing the countdown.
Watch what other boats in your class are doing. (at least ones that look like they know what they are doing)
Avoid getting stuck head to wind near the start (or rounding marks) at all costs. You will have no rights and you won't make much progress.
Communication is everything...talk to each other!
Crew should talking to helm constantly...tell them what can the see, other boats, marks, gusts of wind approaching, start signals
It's equally important for the helm to tell the crew exactly what they are doing in good time
Course
The format of course can change. Please review the racing instructions. Having said that the format is nearly always as follows....Triangular Port Course.A Red flag on committee boat indicates a port course i.e. Pass all marks to Port i.e. Anti-Clockwise
A board on committee boat displays number of laps e.g. 5 in picture above.
The Start line will be between committee boat and the pin (usually red/white stripy mark). The triangle will be 3 large marks. Having (almost) completed the required number of laps you need to again cross the start/finish line (This bit of the windward leg you didn't do on first lap). When you cross the finish line the committee boat will give you a beep.
As you approach the leeward mark get your kite down in plenty of time, it always takes longer than you think.
If sailing the Magno with the Gennekar hoisted you should not sail below a broad reach course
As you sail down to the leeward mark for the last time, figure out where the finish is and plan how you will sail there.
If you are a long way behind the leaders then your race may be ended a lap early and you will get an adjusted time. The committee boat will display an "S" flag and usually tell you to go home if you are in earshot
Here are some fireballs rounding the Gybe mark but they just can't match the speed of ITA.
Right Of Way
Aim to approach the starting line on Starboard tack. If you approach on Port you will have to give way to every starboard tacker coming towards you. Aim to reach the line at start but allow yourself leeway to sail across the line if you get there to early. Be aware that boats downwind of you on same tack have right of way and can luff you up. There is no "water" at starting marks.A - is in danger of sailing past line before race starts.
B - In OK position except you have to give way to boat C (Windward/Leeward)
D - In terrible position as you have to give way to boat E (Windward/Leeward) also there is no "water" at the start so boat E will have to circle round to avoid committee boat.
F - In poor position on Port tack. Has to give way to all starboard tackers.
G - In terrible position on Port tack. Has to give way to all starboard tackers and boat F(Windward/Leeward).
Rules Of Road
Keep Watch: You must keep watch at all times. This includes the crew. Talk to the helm, don't assume they can see boats that you can see. Watch for blind spots behind the sails. Look over your shoulder before you tack/gybe.
Avoid Collisions: If you hit somebody it is 100% your fault regardless of right of way. You must avoid other boats...you can protest them if you wish. At close quarters, shout to the other helms. Don't assume they can see you. Boats will typically shout...
Starboard! - I'm on Starboard, your on Port , Get out of my way
Water! (Please) - I have an overlap on you, give me room to round the mark.
(Luff) Up! - I'm to leeward of you, luff up and get out of my way
Shout to other boat
If they don't respond shout louder
If they don't respond take evasive action
When giving way you have to make an early and decisive action. i.e. Don't leave it till last minute and make sure to alter course in a fashion that it will be clear to the other boat that you are taking action to avoid them.
You cannot sail into another boats water so that that they do not have time to avoid you. e.g. If you are on port tack with another port tacker off your port quarter you cannot tack directly in front of them and then shout Starboard....there has to be enough room for you to complete your manoeuvre and for them to subsequently avoid you.
If you need to give way but cannot because there is a third boat blocking you, shout to both boats so that they are aware of what's happening.
Windward/Leeward: Windward boats give way to Leeward boats on same tack
Overtaking: Overtaking boats keep clear.
Water: When overlapped in the "Zone" you must give other boats room to round the mark.
Starboard: You are on Starboard tack when the wind is coming over your starboard side. Make sure you are aware of what tack you are on at all times. If you are unsure, get a marker and write "Starboard" on the starboard side of the boom and "Port" on the port side of the boom, so if you not sure what tack you are on, you can look up and it will be written in front of you. Some ruffian sailors wear one green and one red sock.
If you are sailing the boat normally, you will have right of way when you're sitting on right side of boat and you have main sheet in your right hand. Of course if you prefer to cower in the centre of the boat with the mainsheet in the cleats then ignore the foregoing.
A Gives Way To B (Port / Starboard)
A Gives Way To C (Windward / Leeward)
A Gives Way To D (Port / Starboard)
B Gives way to D (Windward / Leeward)
C Gives Way To B (Port / Starboard)
C Gives Way To D (Port / Starboard)
If you manage to overtake another boat, the onus is on you to keep clear, and on them to maintain their course.
There is an imaginary circle two boat lengths around each mark. If a boat has an overlap on you when entering this circle (Their Bow ahead of your Transom) then you have to allow them room to round the mark (including gybing) e.g. Boat A has to now take a wide turn around mark to allow B room to round.
If you overlap a boat having already entering the zone you have no rights and must keep clear.
You must be on the same tack as a boat to have an overlap e.g. you can't approach the windward mark on port tack and start shouting for "Water" to the Starboard tackers.
Penalties: Other boats may protest you but in frostbites they will tend not to unless you are competing at business end of fleet. Having said that you should penalise yourself if you do infringe the rules. If you hit a mark you should do a 360 turn before the next mark. If you impede another boat you should do a 720 turn before the next mark. You should take penalty turns in clear water and not impede any other boats. If you cross the starting line early, you should return and start again but do not impede any other boats in doing so.
This is a very brief overview of some rules. You should be familiar with and understand the "Rules of the Road" (IRPCS - 'International Regulations for the Prevention of Collisions at Sea' or 'COLREGS') and the "Rules of Racing"