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Route Cards Aims: Know what a route card is. Understand why we do - PowerPoint PPT Presentation

Route Cards Aims: Know what a route card is. Understand why we do them. What information needs to be put on them. Route Cards The basic information should be sufficiently detailed so that it is possible to walk without a map


  1. Route Cards Aims: • Know what a route card is. • Understand why we do them. • What information needs to be put on them.

  2. Route Cards • The basic information should be sufficiently detailed so that it is possible to walk without a map should the map become damaged by rain or lost en route.

  3. What is the point? • Your expedition has been planned • You know how long different parts should take – the time whole route takes – and therefore the time you’ll get in • You have thought about emergencies and checking in with team leaders • You have a communication tool for the team, leaders, emergency services, and wider

  4. If a job is worth doing its worth doing well • Route cards should be well presented – It demonstrates • Pride in what you do • Good preparation • An understanding and knowledge of the challenge • Consideration of what to do in an emergency • Need to be able to read them in the pouring rain and howling winds. • They will be sent back if scrappy and illegible

  5. What is a route card? • A route card gives information about the route you will be taking over the course of a day. • This includes: – Timings – Distance – Speed – Breaks – Checkpoints – Start/Finish (camping) points – Escape routes (emergency route )

  6. A Route Card

  7. Aim/Activity • Landscape • Conservation • Land use • Nature • Local community • Group dynamics

  8. Some questions to help you decide what to do? • 1) What would all the group find interesting? • 2) What sort of countryside are you planning to walk through? • 3) What features are there on your planned route? There's no point in doing something about high mountain environments if your route goes through low-level forest and farmland.

  9. Activity Plan

  10. Information that's needed • Its ALL important • Days and dates need to be right! • Full names • Aim - why? • Timings of legs are built up by YOU! • Checkpoint names as well as Grid Refs! • Totals at the bottom sbalance across • Including route details & escape routes show you've planned things and help leaders track you

  11. How to start • Choose the area you are going to walk in. • Use an UP TO DATE 1:25,000 Map • Decide distance – based on your aim usually. (Activity time – 6hrs) • Can be useful to use a length of string to roughly plan your route first of all, also considering your aim, skill level, and climbs • Mark it on your map with a china craft pencil • Check it with a Leader • Prepare your route card

  12. Checkpoints and Campsites • Use designated campsites at Bronze or land with the owners permission (toilet/washing facilities?) • Assessed Expedition has to be in an unknown area • Checkpoints should be a clearly identified point on the ground such as: road/river junction, hill summit, building (vehicle access when you need water?) • a checkpoint also provides a valuable check as to how you're doing time wise • ahead of time? you will have to wait there until you get back onto the time stated on your route card. • if you're late your assessor/supervisor might be stuck there for several hours • SO, plan accurately!

  13. General Direction or Bearing • Bearings are used in wild/open country that you can walk straight across without worrying about footpaths/bridleways • Sometimes useful in your route detail, if you have to choose a track from several that seem to go in the same direction • If you’re using footpaths and bridleways then its more sensible to use a 16 point cardinal compass

  14. THE COMPASS DIRECTIONS YOU CAN USE

  15. Distances • should be to the nearest 0.1km • do not try and "fudge" your distances • total distances are usually (and easily) checked from the map • Inaccurate distances will mean an inaccurate route card – so you’ll either be hanging around waiting or constantly late and doing too much

  16. Calculating walking times • Calculate for the slowest walker • 4k per hour is not unreasonable if you are fit and have good map skills. – i.e. It will take 15minutes to walk 1K, 30mins to do 2K – So, 6k = ?, 3.5 = ? • If heavily laden or hesitant, 3 km in 1hr – i.e. 4.5K = 90min; 6K = 120mins – 2.1K = ? • ALWAYS write your leg timings in minutes

  17. Height Gain – and using Naismith’s Rule • You are expected to take into account any climbs as it will probably take longer! For every 10m climbed allow an extra 1 minute. • Count the contour lines crossed going uphill • Adding time for going down isn't done for local countryside

  18. Time for exploring, rests etc • the group should start walking at a realistic time each morning and arrive at their campsite at a reasonable time. Time must be allowed for stops, lunch etc. • its usually works out about an average of 10minutes per hour • try to use break time to “round up” total time – makes it easier to do ETD

  19. Route Details • Brief and clear, not long and complicated. Make sure you identify the route you are taking so that people know where to look for you if you don’t arrive. • Gradient? Woods? Open? Buildings? Fenceline? Track? • Could use to find the way without a map

  20. REMEMBER - TAKE CARE WITH ROUTE CARDS AND EXPEDITION PREPARATION LIVES MAY DEPEND ON THEM

  21. YOUR TASK • Work in pairs • In Coffee Bar, S Hall, Yellow room • Pencil, map, partially completed route card, compass or romer • NAME your route card with your two names • Complete your route card

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