minute, an experienced SM probably will reply at the
same rate; but you will be out of luck if you can read
only 6 or 7 words a minute. Speed, incidentally, does
not imply noise. The shutters can be moved quickly
without banging them up and down.
When you are first learning to send code by light,
it is wise to increase the interval between characters
and groups. The extra time enables the beginner to see
each character in the proper time ratio. Moreover, the
greater period between the characters and groups
allows the mind to verify or realize what the eyes have
seen. Practice reduces this reception time, and the
periods can be decreased.
The period the shutter remains open for a dit or dah
and closed between characters and groups, when sending
by flashing light, is given in the following list. Note that
the interval between dits and dahs is the same.
A dit equals 1 unit of duration.
A dah equals 3 units.
The period between dits or dahs in the same
character equals 1 unit.
The period between two characters equals 3 units.
The period between groups equals 7 units.
FLASHING LIGHT QUALIFICATIONS
Certain flashing light standards are required of the
Signalman for advancement to the third and second
class levels. You must demonstrate your ability to
meet these standards before you are recommended for
advancement. They are required as part of your
performance tests, which must be taken for
advancement in rating.
For advancement to Signalman 3, you must be
able to transmit and receive code groups at six groups
per minute, and plain language messages at an
approximate speed of eight words per minute. (Five
characters equals one group.)
For advancement to Signalman 2, you must be able
to transmit and receive code groups at an approximate
speed of eight groups per minute and plain language at
an approximate speed of 10 words per minute.
Following is a series of Morse code drills. Practice
each drill until you can send and receive it at the rate of
25 characters per minute before going on to the next
exercise. To estimate the time required to attain that
speed, divide the number of characters in each drill by
25. Drill 1, for example, contains 150 characters. Before
going on to drill 2, practice drill 1 until you can send or
receive it in 6 minutes.
Drill 1
GM7OH
JMOHl
GOMG7
MOJG7
HOMJG
O7AMG
H4OJM
7GHOJ
MJ7GM
OH1JG
OMJ4H
OGlJH
MOlGJ
HOM4G
JHJOO
GMlHJ
HlGOM
JH7G7
H07GM
J4HJG
OMGlJ
H4MOG
JGHM7
GOJMH
GGJ4O
MlJGH
4GMOG
JOGH4
OMGNl
OGM7A
Drill 2
DOGJK
SK7MY
HMJOD
GSHKD
7M28J
YOSKH
SKDOH
MZGJK
87M0Y MGJOH
G7S2K DY7GO
J7MHD
SKG28
MJ7K0 G8SMR
DJH72
KYDS8
KGOMJ
SHD28
K7GO2
DKSJ4
280HY 7GKSD
HJDYM HSK07
82GJH DSK82
HOYMG 7D8KS
Drill 3
EJZPH U8IOA
YBMKW
7GO85
SD3YB KH5E5
PWJY7 JBK3H
YW7SD EOGP5
W3BWP ES5K2
YMOG7 HJKYO
B P 8 2 7 MGSDW
KHOP3 KSJME
W7G5B B28YD
2POHB
5SKJM
OMOG2 KYJH7
8SDW3
YBEP5
7HJG0 MYK2D
P S 8 5 P EB3WJ
PKWGY MJW28
HOGKS
Drill 4
6 B 8 2 H
00QP3
5T4HY
FLEWY
WEMJO
GSK3P
OHYDL JFB6Q
F N L 0 8
KDJ07
KMGOP 3W5BE
OKYDS
LFNGJ
YS5WN JKOBF
POLQN
5PEDS
8 7 H J 2 GKY3W
BQ6FO
PWO96
Drill 5
UJKLV
AHYQP
96WX4 JO9UC
A4XQO
6 L S 2 G
WOHPW 6F7YM
W9NSD
NGMJB
CUPEX QKOH6
YOXC3
POH7G
5BA94 HUWEM
J 2 8 N 6
QOSKY
EDLF8 X4ACU
FQ7LN
C 0 5 3 6
PBW5G 7HJOM
8DSKY
2DNQL
6JP9C AW6YF
AN8PV PW096
AII-3