Since we are navigating near land in RT3, we must be careful that we do not run aground. If you do run aground, the radar will keep running but your speed will become instantly zero not a surprising result.
You have to do something to get off. There will be a pop up screen that tells you the options. You can always just hit the Repeat button and that will start the entire scenario over from the the beginning, but that is far more drastic than need be.
The easiest way to correct the grounding problem, and
still go on with the
rest of your scenario, is to switch to Chart View (if in Radar View) and then press the Set Vessels button, and then left-click and drag your vessel (the green square) off of the land (or mud flat) and back into water. Then right click it to set the speed and new course. Note that the time factor will have been automatically set to 1 during the grounding.
Alternatively, you can use Maneuver vessels option or the Center vessel controls to turn your course around and add some speed and drive back off.
Where you might run aground on the chart depends on the simulator setting called Tide Height. When the tide height is set to Low, the center vessel will run aground on the green shallows shown on the chart. When the tide is High, center vessel groundings occur at the dry land colored tan on the charts. This is obviously a very crude simulation, but it does offer some variability in the exercises. That is, we can run exercises where you can run aground on land that you cannot see on the radar, as in the real world.
Moving targets other than the center vessel, on the other hand, will usually just stop when they run aground. No notice is given, they just stop and their speed becomes zero. (Vessel targets appear as red dots in the chart window.)