OK, here we go. These are going to be the descriptions of the manoeuvres for the competition. They may not be exactly the same as the BMFA or MACI or any other organization but that does not matter. This is just a competition for our club and meant to just be a bit of fun.
All manoeuvres should be flown as if it was a full size aircraft with a full size pilot in it. In other words, you will lose points if you do a loop that would generate 15 G’s !
Any aircraft can be flown, including but not limited to helicopters and hand launched planes.
Manoeuvres will start out with ten points and will have ½ point marked off for each error.
All manoeuvres will be valued the same so it is up to you if you want to show off or just do the easy ones.
The first four on the list are set and everyone must do them in the order shown.
The next 5 are your choice. Number them 5-9 in the order you want to fly them.
You must call out the name of the manoeuvre before starting it. You can have a caller to tell you which is next so you don’t have to remember. Make sure you print 2 score sheets so your caller can read from one and I can have the other to judge.
You must shout “Now” just before beginning the manoeuvre and “Complete” when you finish it. See diagrams.
To keep it simple, we will stick to the manoeuvres on the list.
No punching biting or kicking in the nuts!
And that’s it for the rules.
Can be done upwind or downwind at your choice.
A centre line will be decided on the day and manoeuvres will be judged on being symmetrical to it where appropriate.
- Normal takeoff and climb in a curved or rectangular pattern to crosswind. Complete when at 90 degrees from runway.
- Straight flight. Fly a straight and level line for 100 feet on both sides of the centre line.
- Figure 8. Fly two circles of equal size with the crossover point on the centre line. At crossover, plane should be 90 degrees to the runway. (Tail facing towards you)
- Descending 360. Start from a height of one hundred to two hundred feet. Cut the throttle to idle at the centreline and perform a 360 degree turn while descending to arrive back at the centre line at or below about twenty feet.
- Wingover. Fly a short distance past the centre line. Begin a vertical climb and when established, add rudder to bring the nose around until it is pointing straight down. Reduce throttle and transition to level flight at the same altitude and position you entered the climb but in the opposite direction.
- Chandelle. This is a climbing 180 degree turn. Start your climb and turn at the centre line. Roll straight and level at the centre line again after 180 degrees with at least a 100 foot climb. At this point I should note, anyone giving me shit about not using metric loses 1 point!
- Lazy 8. Fly a short distance from the centre line and begin a climbing turn. At 90 degrees this should turn to a descending turn to finish straight and level at the same height as entered but in the opposite direction. Continue passed the centre line for the same distance and repeat the turn in the opposite direction.
- Stall turn. Fly a short distance past the centre line. Start a vertical climb. Bring throttle to idle. When vertical speed reaches 0, add rudder to cause nose to fall to one side (Away from pits) Recover in opposite direction and at the same height as entered.
- Immelman. At the centre line start a half loop. When back at the centre line, roll upright.
- Loop (Inside) You know what a fecking loop is!!! But most don’t know what it should look like. The circle should start and finish at the centre line. It should start and finish at the same height. It should be round. It should not be soooooo small that the pilot (and anybody watching ) passes out. Centred on the centre line. Big, round and centred makes a good loop.
- Cuban 8. Fly a short distance past the centre lin., Perform ¾ of a loop then roll upright. Continue to level flight at the altitude you started at. Continue past the centre line and repeat the manoeuvre.
- Split S. At the centre line, roll inverted. Hold level for about a second then throttle back and allow the nose to fall into a half loop to be level at the centre line. Increase throttle as needed.
- Spin. GAIN SUFFICIANT HEIGHT. At centre line throttle to idle. Hold nose up until stall. Both sticks to bottom corner (same side). Spin 3 times and recover in the same direction you entered. DON’T CRASH!
- Roll (Axial or barrel) Axial roll should keep level flight while rolling. Barrel roll should look like you are flying a loop around the inside of a barrel while moving forward. If you don’t understand this, either get me or someone to show you or just don’t try this as it is too hard to explain and it will cause me to malfunction.
- Loop (Outside) Same as the inside loop but started from the top. Throttle back, nose down, increase throttle just before level to full and finish on top at the centre line. GET ENOUGH HEIGHT! DON’T CRASH! Tell everyone if you are going to crash so they don’t miss it.
- Overshoot/Touch&go. The only difference between the two is with the t&g, you land and roll a minimum of 20 feet before taking off again. With the OS you fly down the runway at about 20 feet for 30 to 40 feet centred on the centre line.
- Derry turn. Neil, what the hell is a Derry turn? OK, I will look it up. OK, this is a weird one and if you even do this you will get an extra half point. ok so it is 1/4 roll pull to new direction 1/2 more roll, pull to old direction, 1/4 roll to level. All as a continuous roll
- Inverted flight is the same as straight and level only upside down.
- Knife edge is the same as straight and level only on your side.
The last two (11, 12) on the sheet show how well you made the plane look real and how nice you flew it between manoeuvres. So don’t do 10g loops to get back upwind for the next manoeuvre.
Dat’s it boys. Either you are all going to hate me for this or we will have a lot of fun. Either way, I will be accepting the brown envelopes any time between now and.... anytime really.