SKU: 79662654472

Simrad Go9 Xse 9"" Plotter Active Imaging 3in1 C-map Discover

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Description

Simrad Go9 Xse 9"" Plotter Active Imaging 3in1 C-map DiscoverSimrad GO9 XSE Multi function display with built in Echosounder, GPS and Wi Fi. Super bright, 9 inch multi touch widescreen display with NMEA 2000 and radar interface. Includes Active Imaging transducer and a C Map Discover microSD. Model: 000 14840 002 Easy to use, High brightness 9" tablet style touchscreen Built in advanced echosounder capable of displaying CHIRP, Forwardscan, Sidescan and Downscan images Radar port for connection to a Simrad solid

Simrad GO9 XSE Multi-function display with built in Echosounder, GPS and Wi-Fi. Super-bright, 9 inch multi-touch widescreen display with NMEA 2000 and radar interface. Includes Active Imaging transducer and a C-Map Discover microSD.

Model: 000-14840-002
  • Easy to use, High brightness 9" tablet style touchscreen
  • Built-in advanced echosounder capable of displaying CHIRP, Forwardscan, Sidescan and Downscan images
  • Radar port for connection to a Simrad solid state radar
  • Direct Audio, Autopilot, communication and engine connection and control over NMEA2000
  • Built-in WiFi for mobile device mirroring and internet downloads of charting and software

The GO9 XSE offers true ease of use with intuitive touchscreen controls that smartphone and tablet users will find instantly familiar. Tap to create or select waypoints, pinch to zoom, or tap and drag to pan smoothly across charts. Simple home screen and menu layouts make all functions quickly accessible, with large and clearly-captioned icons that are easy to recognise and tap.

The GO9 XSE is a full-featured chartplotter, with support for the widest available range of cartography options including C-MAP® MAX-N, Navionics®, Insight®, Insight Genesis®, and NV Digital® Charts. Navigate confidently to destinations near and far, with the flexibility to choose charts that best fit your needs and location. Set and record those destinations easily with simple waypoint mangement: mark waypoints with a touch, and assign meaningful names that make it easy to look up your desired destination whether you’ve mapped out ten places or a thousand.

The Simrad GO9 XSE is a full-featured radar display with plug-and-play connectivity to Simrad Broadband 3G™, Broadband 4G™, and Halo™ Pulse Compression radar systems. Cruise confidently through crowded harbours, navigate safely in poor visibility, keep an eye on distant weather cells, and find flocks of feeding birds that hint at good fishing spots. Automatic tuning helps to provide a clear radar picture in any conditions, while radar overlay combines radar data with navigational charts for an easy-to-interpret view of your surroundings.

The Simrad GO9 XSE is fully customisable to suit your vessel and your favourite on-water activities — from power boating, to fishing, to water sports. Customise your home screen with shortcuts to the features you use most, and personalise it with your choice of wallpaper. Adjustable split-screen views and customisable panel layouts let you see everything you need on-screen at once, whatever your activity.

Designed for power boaters, TripIntel technology tracks and displays the key information you need to plan safe and enjoyable days on the water. Make smart decisions with fuel range overlaid on charts, easy access to current and future tide levels, and a detailed history of your previous trips including the route you took and how your boat performed.

Automatic routing brings the convenience of in-car navigation to boating, helping you to plot a route and get underway with less delay. Simply select a destination, and your GO XSE display will suggest the shortest, safest route taking into consideration the draught and dimensions of your vessel. This feature is available with Navionics+ or Navionics Platinum charts (Navionics Autorouting), and with Jeppesen CMAP MAX-N+ charts (Jeppesen Easy Routing).

With a high-speed GPS receiver updating your position ten times every second, the Simrad GO9 XSE is ideal for use aboard fast-moving RIBs and powerboats. Watch your boat’s movement tracked smoothly, accurately, and in real-time, without ‘jumping’ from point to point on the display.

Designed with power boating in mind, the Simrad GO9 XSE offers a unique Cruise Charting page that brings together crucial navigation data and charts in one easily readable display. Choose the information most relevant to your crusing style and on-water activities with the ability to edit on-screen data items.

The Simrad GO9 XSE connects to any NMEA 2000®-capable equipment aboard your vessel including outboard and inboard engines; fuel level and flow meters; speed, heading, and water temperature sensors; and much more. Create your own custom digital instrument displays, bringing a wealth of information to even the most crowded dash while keeping a clean look with as few gauges as possible.

Knowing the true depth beneath your hull can help you enjoy your time on the water with fewer worries, and makes it easier to locate suitable anchorages in unfamiliar waters. With built-in sonar, just add a suitable sonar transducer for accurate, real-time depth tracking. A scrollable depth history view lets you track back and easily set waypoints for promising anchorages, while StructureScan Imaging™ combines DownScan and SideScan sonar to offer a picture-like view of the bottom beneath your vessel.

Using an optional ForwardScan transducer, this forward-looking sonar technology provides a clear two-dimensional image of the bottom in front of your vessel, allowing you to navigate shallow or poorly-charted waters with confidence. With real-time updates and a forward-looking view of up to eight times your current depth, ForwardScan lets you relax and enjoy a safer day on the water.

Whether fishing is your life or just a casual hobby, any fishing trip will benefit from the extensive array of built-in sonar technology on the Simrad GO9 XSE. Add a suitable transducer, available separately or bundled with your display, and the GO9 XSE works as a powerful fishfinder with CHIRP-enabled broadband sonar for clear detection of fish throughout the water column. With an optional HDI or TotalScan transducer, the GO9 XSE also offers StructureScan HD sidescan imaging for a picture-like view of fish-holding structure beneath and around your boat.

If you’re not at home on the water without a good soundtrack, the Simrad SonicHub®2 marine audio system is the perfect companion to a GO9 XSE display. Stream music from Bluetooth® connected tablets, smartphones, and other mobile devices, play MP3 files from a USB flash drive, or listen to the SonicHub 2’s built-in AM/FM radio. SonicHub 2 brings complete control of your audio entertainment to your GO9 XSE display, eliminating the need for a separate stereo head-unit and letting you listen to your music, your way.

With Wi-Fi built in, the Simrad GO9 XSE provides direct access to GoFree cloud services including easy wireless map downloads, software updates, and more. Whether hooked up to your home Wi-Fi with your boat trailered in the driveway, logged in to your marina’s Wi-Fi, or tethered to your smartphone out on the lake, you can access GoFree cloud services anywhere you have an internet connection. On the water, GoFree connects the Simrad GO9 XSE to your mobile devices, mirroring your display’s screen on your smartphone or giving you full remote control from your tablet with the free GoFree Controller app.

The Simrad GO9 XSE is the only GO Series display compatible with SiriusXM Marine satellite weather, via the optional WM-3 expansion module, for real-time access to weather information right on your display. With onboard access to weather radar, surface buoy reports, NOAA Marine Zone forecasts and more, you can check out the conditions offshore before you even leave the dock. SiriusXM Marine is a subscription service, exclusively available within North America.

Specifications
Casing PC/ABS
Operating temp -15°C to +55°C (+5°F to +131°F)
Water ingress IPX6 and 7
Weight (excluding mounting hardware) 1.315 kg (2.9 lbs) - GO9 XSE
Screen brightness 1200 nits
Screen resolution 480 x 800 (H x W)
Viewing angle in degrees (typical value at contrast ratio = 10) L/R: 70, top: 50, bottom: 60
Operating voltage 10 - 17 V DC
Current draw at 13.6 V (sonar off, max B/L) 1 A
Low power standby mode yes
Protection reverse polarity and temporary over-voltage to 36 V
Alarm output current 1 A max
Processor iMX61 single core
Conformity CE, C-Tick
NMEA 2000 (compliant) 1 port (Micro-C male) -,network load 1 LEN : 1 combined port Power and NMEA 2000 (7 pin connector)
Card reader Dual microSD

What's in the Box:
  • GO 9 XSE
  • Gimbal brackket
  • Bezel
  • Dash mount
  • Power cable
  • Suncover
  • Active Imaging 3in1 transducer
  • C-Map Discover microSD
Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 79662654472

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4.3 ★★★★★
Based on 15 reviews
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Product Reviews
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Jamie Smith
Dallas, US
★★★★★ 5
Hunger Games, Hitchhiker's Guide, and Idiocracy all blended together
Format: Kindle
This is one of my favorite series I've read in years. I'll start with a summary of the basic premise of the series. There are some mild spoilers here but it's what I would have wanted to know before going in to the series: Former Coast Guard sailor Carl is just trying to get his cat out of a tree at 2AM in the morning when the alien Borant Corporation takes over the planet in the blink of an eye, killing the majority of the population. Carl, and others who've survived the initial assault, are then encouraged to enter a Hunger-Games-style elimination contest taking place under the surface of the planet. If any humans can survive all 18 levels of the World Dungeon, they will be granted back control of their planet and all its resources (as well as free health care for life). As it's better than freezing to death in a ruined city, Carl descends the stairway to find a world where high fantasy is brought to life through incredible technology, muddled together with distorted echoes of Earth life. In fact, the events inside the dungeon are being broadcast live as the latest season of Dungeon Crawler World, the most popular reality TV series in the known universe, watched regularly by quadrillions of sophonts. If Carl wants to stay alive, let alone make progress, he'll have to face crafty goblins, meth-addicted llamas, giant wasps, and many, many even weirder things. But like any reality show, being charismatic and sticking with the program also matters: attracting fans and alien sponsors will net him the best equipment, while deviating too far from the showrunners' intended story could see his struggle... accelerated. However, he doesn't have to do all this alone: the game has gifted his cat Donut with human-level intelligence and potent magic powers, turning her into a sassy, shoulder-mounted, spell-launching companion with a big personality. Over time, they find other allies as well within the labyrinth, people whose struggles they can relate to and whose backs they can watch. But before long, Carl and Donut realize that winning the dungeon isn't what they should be after. What they really want is to break the game, and to break it so badly that the rich aliens who organized it will regret the day they made others fight and die for their own amusement. Story-wise, I'd say this series is about 40% Hunger Games (similar basic structure), 40% Hitchhiker's Guide to the Galaxy (you will meet the many alien races that populate our galaxy and learn how each one is flawed in its own ways), and 20% Idiocracy (advanced technology... hasn't exactly made people, or aliens, smarter). It manages to be funny, suspenseful, and surprisingly sweet all at the same time, while being more than a bit of a social commentary. If you sometimes feel like the people at the top of our society don't... exactly have ordinary people's best interests at heart... this series may be for you. I've read all seven books so far, some of them twice, and am eagerly awaiting the eighth!
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Reviewed in the United States on March 7, 2026
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Jim Farmer
Los Angeles, US
★★★★★ 4
A man. A cat. A dungeon. Not much else.
Format: Hardcover
Dungeon Crawler Carl is certainly a book about a guy named Carl, who is in a dungeon. For the first half of the book, that tells you everything you need to know about it, and likely everything you'll remember. Don't worry, the second half won't burden you with too much more. OK, that's not entirely fair. There's a cat too. SIGH. OK, fine. I'm not going to belabor the plot; if you want to know that, read the synopsis at the top of the page. So let's talk about the writing. Matt Dinniman's writing style consists almost entirely of somebody nudging you in the ribs while pointing at something they found funny and going "Ehh? EHHHH?" He comes up with some clever jokes, but the way he's chosen to put them to page basically puts a big neon sign up every time that says "GET READY FOR A JOKE," which takes away most of the humor. It's like he thought the Monty Python "Wink Wink, Nudge Nudge, Say No More" sketch could carry an entire book. But that's better than his attempts at drama. The author has basically set up a situation with zero stakes, because you know Carl and the cat will be fine. He's set up some obvious conflict seeds that I anticipate will matter in books 2 and 4, respectively. Everything else is just an obvious attempt to gin up pathos. But Matt can't even do that without a neon sign saying "You're supposed to care about these people before something bad happens to them." And then...something bad happens. Shocking, right? He apparently realized at one point that he had completely failed to make us care about a side character, because he suddenly exposition-dumped as much back story as he could come up with right as they got into a perilous situation. No loot boxes for guessing what happens next. When The Witcher books used that trick, Andrej Sapkowski managed to make it shocking the first time, and then each time after it got progressively more gut-wrenching, because you had already come to care about the characters. But Dinniman's side characters are just a name, a weapon, and some background actions that barely matter as they occur behind self-insert character Carl. And Carl barely has more characterization than that. I think there were maybe 4 times in the book where he got around 2 paragraphs of back story that went any further than "My girlfriend was cheating on me! She's the worst! *Sniff* and now she's goooooonnne!" And even those instances were pretty much generic protagonist backstory A. OK, so he hit a single on humor, struck out on drama...what's left? I guess there are some attempts at suspense. But once again, Dinniman's neon sign problem comes into play. To be clear, I'm a very credulous person. I take things at face value and don't look for deeper meaning. My brother figured out the twist to The Sixth Sense after about 20 minutes, and I was gobsmacked at the end. I just want you to understand what kind of person you're dealing with when I say that this book failed to surprise me once. The writing follows a very clear "set up the thing, try to distract you from the fact that the thing was set up, pay off the thing" pattern. More than once, the thing that was being set up was immediately followed by someone essentially saying "Oh, that probably doesn't matter." *Narrator Voice* "It mattered." As soon as any short time jump occurs, you know something consequential happened in it, and Dinniman wants to keep it quiet to "surprise" you in a few pages. And it's usually that fast; no tension building up, just "...and here's how we did it!" My wife used to complain about songs with obvious lyrics, where one line would leave the singer with nowhere to go except the words that came next. Everything was so obvious you could almost sing along the first time you heard it. This writing is exactly that, expanded to more than 400 pages. Oh, and be ready for the book to end on a cliffhanger that feels no more consequential than a typical chapter break and leaves you flipping back and forth thinking your copy must be missing a few pages. OK. I got all that out of my system. So now the questions remain: Why did I still give it 4 stars, and why did I just order the second book? Let's start with the obvious one: The humor isn't bad. It would be funnier if it weren't broadcast so obviously, but I laughed out loud more than once. I laughed twice. Which is more than once. And I snickered a few times. And smirked several times. And smiled quite a bit. I even read one joke out loud to my wife, and she chuckled. So there's that. Also, for an obvious self-insert protagonist, Carl is moderately lovable. Dinniman avoids the obvious hangdog "woe is me" traps that a character like this could fall into, where everything goes wrong and the character whinges endlessly about it. He also doesn't try too hard to be a tough guy or start morphing into an anti-hero. The closest Carl ever gets to that is the occasional thought of "It would be so easy to [do the bad thing] to gain experience..." Then he shakes his head, says he's not that kind of person, and moves on. Because he's not that kind of person. He's somewhat tough, somewhat capable, and knows the rules of the kind of video game the dungeon is based on. I don't hate him. There are a few clever plot devices. For instance, Dinniman figures out a way that characters can "say" things to each other that wouldn't make sense to say in context, or that would take too long to say in their current circumstances. Then, he creates an in-universe reason to keep the characters from abusing this ability to communicate the way some people do with psi-links in a tabletop RPG. There are enough things like that to make me want to see what he comes up with next. Finally, I think I'm sticking around because there's a lot of potential here. It's barely visible, just underneath the surface, but it's there. I kept thinking about the first Dresden Files book, which was a LOT rougher than this, but spawned one of the best-written new characters in the past 20 years. I feel like Dungeon Crawler Carl has that same ability to be great, and since there are a bunch more books (and soon a comic!) about this universe, apparently something is going well. So I'll try another book. And maybe another. Maybe I'll get lucky and be wrong about my prediction in the 4th paragraph. I hope Dinniman learned how to surprise me. And if not, I'm sure I'll still have things to smile about in the next book.
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Reviewed in the United States on October 8, 2025
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M. Lucas
Omaha, US
★★★★★ 5
A Hilarious, Action-Packed Thrill Ride!
Format: Hardcover, Format: Hardcover
A Coast Guard veteran and all around good guy, Carl, lives in an apartment with his ex-girlfriend’s cat, Princess Donut. On a cold, winter night, Donut slips out of a window and gets stuck up a tree. And it’s a good thing she does! Wearing nothing but a jacket, boxers, and a pair of slippers that don’t fit, Carl goes outside to try to coax her down. He’s just about retrieved the cat, and then it happens. The whole world is changed. In the blink of an eye, every building, car, and piece of technology on the planet is flattened. Smooshed. Gone. A bodiless voice announces that anyone who doesn’t want to live off whatever is left on the planet will need to enter stairs. Carl and the cat do so, and that’s when the fun starts. It seems the galaxy has had a long-running and massively popular television program that follows “dungeon crawls”—classic role-playing/video game scenarios where adventurers go into a medieval dungeon, explore, fight monsters, win treasure, gain experience, become more powerful, and then proceed to deeper, harder levels. Earth has been selected to serve as the setting for the current season. That’s right. The Earth has been destroyed for the sake of a galactic television game. By entering the stairwell, Carl, Donut, and a couple million other humans have become participants in this game. Instead of remaining a pet, Donut is made into a fellow “crawler,” like Carl. She can speak, and reason, and fight—all with the personality one would expect from a cat named Princess Donut The rules to this galactically televised dungeon crawl are intricate. But essentially, Carl and Donut begin to mentally see stat screens, just like in an RPG video game: health, various skills, their strength, dexterity, intelligence, and constitution. In classic 80’s kids Dungeons & Dragons style, they have unlimited encumbrance, meaning they can carry anything they can pick up, file it away in “inventory,” and pull it up whenever needed. They‘re on level 1 of this season’s crawl, a classic dungeon with tunnels, doors, chambers, and monsters—lots of different monsters. There’s a countdown running, so they only have so many days to find a set of stairs that will lead them down to the next, harder level. And if they don’t find the stairs before the timer runs out, the level they’re on will collapse. There’s all sorts of lethal dangers awaiting the crawlers. And that’s what takes up the bulk of the book. There are daring encounters, puzzles to sort through, and lots and lots of monsters to fight. In each encounter, the reader is given real time stats of the characters. After their initial shock, Carl and Donut slowly form an endearing partnership, one that proves quite successful in this dangerous game they‘re forced to play. I’ll confess for the first quarter of the book, I was skeptical. It felt an awful lot like one of my kids watching someone else playing a video game (which is something I don’t really understand). But Matt Dinniman does a masterful job of weaving in enough subplots—both inside and outside the dungeon—so that both a cohesive story and genuine character development emerge from all the excitement of fighting kobolds, or rigging goblin explosives, or figuring out how to slay a “big boss” monster that vaguely resembles a cat-hoarding old lady. There’s depth to this dungeon. And of course there’s action. It’s compelling, page-turning, fun. And funny. Dinniman has a sharp, occasionally crass, often dark sense of humor and he knows how to use it in all the right places. There’s snark, and absurdity, and physical comedy, and some snort-through-your nostrils lines. Think of a homebrew Dungeons and Dragons campaign melded with a Hitchhiker’s Guide to the Galaxy vibe that‘s centered around a likable hero and a hilariously self-absorbed cat. I thoroughly enjoyed this book, and will definitely be pursuing the series. Highly recommended.
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Reviewed in the United States on April 27, 2025
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Jameson
Pawtucket, US
★★★★★ 5
Wish I’d jumped in sooner
Format: Kindle
Great book, easiest read I’ve had in years. Particularly enjoyed switching between the audio and reading. One of the best audiobooks out there for sure, not quite a radio play but the characters do all get proper voice acting and they are brilliant. Book one had me hooked but book 2 really sealed the deal, grateful that there are so many more to read. The comedy, the horror, the bonkers world building, and some really great character work make one of the most insane setups for a book feel easy to buy into and believe in. I’ve been looking for a series that captures my imagination like this for a while and I think I’ve found it.
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Reviewed in the United States on May 9, 2026
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Verified Purchase
StellaCadente
Fort Morgan, US
★★★★★ 5
Funny, smart and nerdy
Format: Kindle
Are you now or have you ever been a member of a TTRPG group or serious video gamer? This book is for you. You'll get all the in-jokes, understand the process and enjoy the story. It's almost literally a step-by-step description of a dungeon crawl from hell, but I was never bored. Matt Dinniman's tone and how he writes Carl are smart and enjoyable.
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Reviewed in the United States on May 30, 2026

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