SKU: 69656137123

Raymarine EV-100 Tiller Evolution Autopilot [T70153]

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Description

Raymarine EV-100 Tiller Evolution Autopilot [T70153]EV 100 Tiller Evolution Autopilot Features: A complete autopilot in a box Evolution Ai for superior performance No calibration required Quick and easy installation Powerful tiller drive is compact and unobtrusive Used by the world's top single handed sailors For tiller steered boats up to 13,200 lbs (6,000 kg) For 12V DC power systems Includes p70s Autopilot Controller Includes: EV 1 Sensor Core p70s Autopilot Control Head ACU 100 Actuator Control

EV-100 Tiller Evolution Autopilot

Features:

  • A complete autopilot-in-a-box
  • Evolution Ai for superior performance
  • No calibration required
  • Quick and easy installation
  • Powerful tiller drive is compact and unobtrusive
  • Used by the world's top single-handed sailors
  • For tiller steered boats up to 13,200 lbs (6,000 kg)
  • For 12V DC power systems
  • Includes p70s Autopilot Controller

Includes:

  • EV-1 Sensor Core
  • p70s Autopilot Control Head
  • ACU-100 Actuator Control Unit
  • Tiller Drive
  • Tiller Pin (sold in packages of 5)
  • Mounting Socket (sold in packages of 5)
  • Evolution Cabling Kit
  • EV Unit O-Ring Pack (set of 2)
  • Wall Mounting Bracket

The EV Sensor Core

At the center of every Evolution system is the intelligent EV sensor core, a 9-axis sensor that monitors vessel motion in all three dimensions. The innovative EV sensor core combines advanced solid-state sensors with the Evolution autopilot processor into a single easy-toinstall housing.

Mount the EV sensor core above or below decks, the rugged enclosure is fully sealed and built to IPX6 and IPX7 waterproofing and submersion standards.

The EV-1 is designed for Evolution mechanical and hydraulic autopilot systems. SeaTalkng networking enables a single cable connection for power and data to the Evolution ACU (actuator control unit) and extended SeaTalkng and NMEA2000 networks.

Features:

  • Precision monitoring of heading, pitch, roll, and yaw allowing the =autopilot to evolve instantly as sea conditions and vessel dynamics change
  • Flexible installation options
  • Mount above or below deck
  • Simple SeaTalkng connectivity to the control head and ACU
  • Solid state sensor technology delivers dynamic accuracy to within 2 degrees in all conditions
  • Fast and reliable heading data for MARPA, radar overlay, and heading modes on Raymarine multifunction displays

p70 Autopilot Control Head

The p70 is a push-button operation controller designed primarily for sailboats.

Features:

  • LightHouse user interface is simple and quick to use
  • Wide 160° viewing angles
  • Start up wizard helps you configure the pilot quickly and easily
  • Anti-reflective coating for improved visibility in bright sunlight
  • Low power - typically 132mA/1.6W - 27% less than ST70 at x4 measured brightness
  • Supported autopilot modes: Auto; Standby; Pattern; Track; Wind Vane; Power Steer and Jog Steer
  • Simple system and group dimming/illumination
  • Support for multiple data sources
  • SeaTalkng/NMEA2000 and SeaTalk1 connectivity (no bridging required)

ACU-100 Autopilot Control Unit (ACU)

The rugged ACU (Actuator Control Unit) delivers reliable autopilot drive power and also provides power to the SeaTalkng bus. Choose the ACU that fits your steering system type.

Evolution Cabling Kit

  • 1 x SeaTalkng Power Cable (0.4m)
  • 1 x SeaTalkng Backbone Cable (5m)
  • 1 x SeaTalkng Spur Cable (0.4m)
  • 1 x SeaTalkng 5-way Connector Block
  • 2 x SeaTalkng T-piece Connector
  • 2 x SeaTalkng Terminator

Specifications:

  • Steering Type: Tiller
  • Box Dimensions: 12"H x 13"W x 31"L WT: 12.05 lbs
  • UPC: 723193854204

Quick Guide (pdf)
Brochure (pdf)
Shipping Notes
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Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
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SKU: 69656137123

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Great Book for Project-Based Learning
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As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Bradley Wardell
Lexington, US
★★★★★ 5
Thorough and approachable
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Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Mike Athey
Louisville, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
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This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023
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Shannon
Belleville, US
★★★★★ 5
Very helpful
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Given as a gift. They wanted to learn about coding and how it works. They found it very helpful and was able to understand it
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ChargingBull
Lake Worth, US
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Lots of uses in Roblox
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Son loves getting these for birthdays and holidays.
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Reviewed in the United States on July 6, 2025

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