SIGNALLING

General Service Code

The General Service Code, also called the Continental and the International Morse Code, is the code used by the Army and Navy, cables, wireless telegraphy, and all commercial communications except short distance telegraphing, within the United States. Avoid the term International Morse as both these names apply to other codes. The International code is made up of flags each one of which stands for a letter or other signal, and the Morse is used of the American Morse or telegraph alphabet. There is Visual signalling by hand flag torches, lanterns, etc.; and Sound signalling with buzzer, whistle, drum, etc.

Signalling by Single Flag, or Wig-wagging

The flag used is square with a smaller square of another color in the center. It may be either white with the smaller square red, or red with white. A good size for Girl Scouts to use is 24 inches square with the center 8 inches square, and the pole 42 inches long.

There are but three motions to make with the flag, and all start from POSITION, which means that the signaller stands erect facing the person with whom she is communicating holding the flag perpendicularly in front of her.

Dot.—To make a dot, swing the flag down to the right and bring it back to Position.

Dash.—To make a dash, swing the flag down to the left, and bring it back again to Position.

Front.—The third motion is front, made by swinging the flag down directly in front and returning to Position.

In order to keep the flag from “fouling” when making the motions, make, by a turn of the wrist, a sort of figure 8 with the end of the staff, as shown in the picture.

In learning signalling try to master these motions first; then it is easy to put them together in letters. Make no pause between dots or dashes in a single letter, but have a continuous motion.

Indicate the end of a Letter by a distinct pause at Position.

Indicate the end of a Word by one Front.

Indicate the end of a Sentence by two Fronts.

Indicate the end of a Message by three Fronts.

Many Scouts have found it easier to learn the motions required in flag signalling with a light stick about 18 or 24 inches long; you will be surprised to see how simple it is to handle a flag, when the motions have been mastered with a stick.

Don’t try for speed. Accuracy is the most important thing, for unless the letters are accurately made they may be confused and your message will be read as something quite different from what you intended. Fall into a regular easy rhythm. Speed will come with practice. When signalling a message go slowly enough for the receiver to read it.

Semaphore

The “Semaphore” is really a machine, with two arms which may be moved into various positions to indicate letters. It is especially used on railroads. The semaphore code may also be employed by a person using two flags. It is the quickest method of flag signalling but is only available for comparatively short distances, seldom over a mile, unless extra large flags are used, or there are some extraordinary conditions of backgrounds, atmosphere, etcetera.

The semaphore code is not adapted to all sorts of uses as is the general service code, but for very quick communications over short distances it is most useful.

The regulation Semaphore flag is 18 inches square, divided diagonally into two triangles, a red and a white, with the red one fastened to a staff which is 24 inches long. The staff must be carefully held, to move in one piece with the arm, as a “break” at the wrist would make an entirely different angle.

Pass the arms smoothly from one letter to another. Don’t let them “flop” about between letters. Hold each letter long enough so that it is distinct. At the end of a word make “Interval” hands crossed downward in front of body, right over left. Indicate the end of the sentence by one “chop-chop”—made by placing both arms at the right, horizontal, and moving them up and down in cutting motion. Indicate end of the message by three “chop-chops.” While signalling maintain fixed position, head upright.

Be accurate in making the letters. It is the angle between your arms that counts. Speed will soon come with practice. Don’t look in a mirror, or you will get it all backwards.

Signalling with a Lantern

The motions used in signalling with a lantern are very like those with the single flag. For Position, hold a lantern directly in front of you; for a dot swing it to the right and back; for a dash swing it to the left and back; and for Front move it up and down in a vertical line, directly in front of you. You should have a stationary light, in front of your feet, as a point of reference for the various motions.

Signalling with a Flash Light

Use a short flash for a dot, and a long steady flash for dash. Pause between letters, longer pause between words, still longer at end of sentence.

Signalling by Sound

Whistle:—Use a short blast for a dot, and a long steady blast for a dash. Indicate the end of a letter by a short pause, end of word by a longer pause, and the end of a sentence by a still longer pause.

On the telegraph instrument the dot makes one distinct click. The dash a double click. Try and you will see. Practice tapping with a pencil, a stick or even your fingers, to make the ear familiar with the sound; single tap for a dot, double for a dash.

The code must be absolutely mastered so that you know a letter the minute you see it. Counting off dots and dashes, is a sign of a beginner who doesn’t yet know her code. It is a bad plan to try to learn code by writing it out. You never use it written, and you should learn it as you are going to use it with flags, lights or sounds.

From the very first, practice reading as well as sending. It is harder to do, and requires more practice.

If another Scout facing you will signal the same letter at the same time you are signalling to her, then you read and send that letter simultaneously and thus recognize the letter when receiving a message.

You will find it a curious fact that it is easier to learn the letters by signalling them in words and messages, than by trying to master them singly, in their order in the alphabet.

A good way to learn the general service code is this. Learn first the four letters made all of dots, and then the three made all of dashes.

E .
I ..T -
S ...M --
H .... O ---

Fix these in your mind by using them in words like—to, she, some, time, etc. Then take the words “Girl Scouts” and learn them. With the new letters in these added to the dot and dash letters you can make any number of words,—stone, lost, curl, etc. To these add “Be Prepared,” “Come quickly,” “Joyful Scouts never are lazy” and now you can signal all the Scout laws, and you know all the letters of the alphabet except w, x and z. You may learn these separately or in “Buzzing bees make wax.”

The semaphore code may be learned in the same way, and Scouts can easily make up other sentences on the same principle, to suit the semaphore code.

Games.—There are a great many games which will give practice in the signalling tests and the signs. Perhaps a simple one to start with is “Follow the Trail.”

A party of cowboys are to start off for a long journey across the prairie. They are expecting a party of their mates to follow them in a week’s time. So they agree to make scout signs and leave messages all the way. The Scouts, having divided into two parties, one starts away across the fields and woods—preferably along a path or track. They make arrows pointing in the direction they are following, either on the ground or on fences or stones. They hide messages, written on paper or on white stones or pieces of wood, saying how they are getting on; where water may be found; or warning their pals of various dangers. “Don’t follow this road,” (X) is also made when necessary. Meanwhile the second party of Scouts start (having given the cowboys ten minutes’ start) not as the expected friends, but as a party of Indians, who have picked up the trail and are hot on the track of the “palefaces.” They follow, destroying all the cowboys’ tracks and signs, and reading their messages. Indian scouts may be sent on, singly (fast runners) to reconnoitre, and report on the number and deportment of the cowboys. But the Indian scout does this at her own peril. If she is seen by the palefaces she becomes their prisoner, and must go on with them. (Any cowboy seeing an enemy scout calls out her name, whereupon the Indian must play fair and surrender.) The palefaces eventually run short of provisions, at the end of a half a mile (or more) and are obliged to halt. Believing Indians to be following them, they take cover. The Indians, finding that the trail has come to an end, search for the cowboys (seeing and calling out the name being equal to killing), but any paleface who manages to creep out of her cover and touch an Indian before she is seen herself kills her (puts her out of action). The game is won by the party having the largest number of survivors when the Captain blows her whistle.

A game by which reading Morse may be practised is as follows:

About twelve Scouts can play at it. The Scouts each choose a letter of the alphabet. This (printed large in ink on a card) is pinned on her chest. Each then is allotted a place to stand, in a field or open space (her distance away can be arranged by the Captain to suit the capability of the Scout). The Captain stands so that the Scouts are before her in a large semicircle, and all can see her. Her object is to signal in Morse and move the Scouts—two changing places (as in the game of “General Post”). If she sends A, P,—A and P each start forward, and run across the field, taking up each other’s positions. This means that every Scout must have her eyes fixed very attentively on the Captain. Each Scout has five “lives.” If she starts forward when her letter has not been sent she loses one “life”: if she fails to start before the Captain has counted six from signalling the second letter, she loses a life. At the end of a given time, Scouts who have lost least lives are considered the winners. Of course all speaking must be strictly forbidden during this game. The Captain must arrange to give each Scout an equal number of chances to move. It should not be played too long at a time. More than twelve should not play, or the letters cannot each be sent often enough to keep up the interest. This game teaches the Scouts to read Semaphore, and also absolute concentration and alertness. (Notice that this concentration is not an undue strain, as it is relaxed while the two Scouts are running across to change places.) If the Leaders are sufficiently good signallers they may be allowed to do the sending, the Captain acting as umpire and scorer.

It is difficult to describe any actual games which will incorporate signals by smoke, sound, movement, etc. But picnics and outings in the country may be treated as one great “make believe.” The party becomes a band of marooned sailors, an exploring expedition, survivors from a torpedoed ship, or nurses on the battlefield, and the picnic turns into a bivouac, the fire being used to send smoke signals (either to another pack or to a party sent out for this purpose). All communications with this party should be carried on by signal—flag, whistle, etc.

Survivors from a torpedoed ship.

For simple practice of the sound and movement signals the Scouts should be scattered over a field, while the Captain gives the signal, which is to be obeyed promptly. She should watch carefully, and might call out the name (or number) of the Scout last in obeying the order. This will make for alertness. It would be a good plan to arrange some “as you were” signal, to give after each command has been obeyed (say, two sharp notes).