FAI/F3A Radio Control Aerobatics JUDGES TRAINING PRESENTATION From January 2004 FAI/F3A Radio...

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FAI/F3A Radio Control Aerobatics JUDGES TRAINING PRESENTATION From January 2004

Transcript of FAI/F3A Radio Control Aerobatics JUDGES TRAINING PRESENTATION From January 2004 FAI/F3A Radio...

  • FAI/F3A Radio Control AerobaticsJUDGES TRAINING PRESENTATION

    From January 2004

  • SCHEMATIC MANOEUVRE ILLUSTRATIONS

    SCHEDULE P-05

  • 900 TURN2700TURN520mReversal ofpilots choice150m300m1200P-05.01: Take-off sequence(Award only 0 or 10 points)ZERO LINE - Any flying behind zero line scores zero points.If 270o turn and reversal is flown FAR outside of 60o right and left markers, score zero.Either TEN or ZERO for take-off sequence.Second attempt at take-off scores zero.

  • 1/8loopP-05.02 - Reverse Cuban eight, 4/8pt. roll first, 2/2pt. roll second, exit inverted loop5/8 loopStraight and level entryStraight and level inverted exit450 pathAll part-loops must be same radiusAll legs same lengthTrue 45 degree anglesLines equal before and after rollsRoll rates may be different450 path

  • P-05.03 - Stall turn, 2/4pt roll up, neg. snap roll down1/4 loopStraight and level entry2 of 4pt. roll upEntry and exit part-loops must be same radius2/4-pt roll on middle of vertical line

  • 1/4 loopStraight and level exit exit(ideally on same level as entry)Entry and exit part-loops must be same radiusSnap roll on middle of vertical lineSnap roll = NEGATIVEP-05.03 - Stall turn, 2/4pt roll up, negative snap roll downNegative snap roll!

  • P-05.04 - Reversed 4-point rollStraight and levelentryStraight and levelexitRoll rates must be same on all pointsDuration of points must be sameMiddle of inverted flight is middle of manoeuvreLook for reverse direction!

  • P-05.05 - Half square loop, full roll up, exit invertedStraight and level entryBoth part-loops must be same radiusRoll on middle of vertical line1/4loop1/4loopStraight and level inverted exit

  • P-05.06 Inverted triangle loop with half rolls, inverted exitStraight and level inverted entry1/4 loop All part-loops must be same radius Entry and exit on same level All legs 45 degree flight path Equal length lines before and after rollsStraight and level inverted exit3/8 loop450 path450 path3/8 loop

  • Straight and level exitP-05.07 - Two-turn inverted spinStraight and level inverted entry1/4 loop Snap roll entry = ZERO Weather-cocking to be downgraded - 1pt/15o

  • Straight and level exitP-05.08 Loop with integrated slow roll over top 90oStraight and level entry Entry and exit at same height Roll MUST be integrated with loop Roll rate constant

  • P-05.09 - Half clover, 2/4-pt roll up, roll down, exit inverted1/4 loop All part-loops must be same radius 2/4-pt roll must be on middle of line Vertical ascending and descending flight paths must coincide2/4-pt roll onmiddle of line3/4 outsideloopStraight andlevel entry3/4 outsideloop

  • P-05.09 - Half clover, 2/4-pt roll up, roll down, exit inverted1/4 loop All part-loops must be same radius 2/4-pt roll must be on middle of line roll down must be on middle of line Vertical ascending and descending flight paths must coincide1/2 roll onmiddle of line3/4 outsideloopStraight and level inverted exit3/4 outsideloop

  • 1/8 loopP-05.10 - 45o up, with 4-point roll, exit invertedStraight and levelinverted exitStraight andlevel inverted entry Part loops must be same size Entire manoeuvre centred over centre flag Equal length of line before and after 4-pt roll Roll rate same Points of equal duration Flight path must be 45o450 path1/8 loop

  • 1/8 loop1/8 loopP-05.11 Humpty bump, 2/4-pt roll down, roll upStraight and levelinverted entry All part-loops must be same radius Rolls must be on middle of lines Roll rates may be different Exit and entry ideally at same level Half outside loop is inverted(PULL-PUSH-PUSH) option of -pt roll down, roll up outsideloop2/4-point roll down roll up

  • 1/8 loopP-05.11 Humpty bump, 3/4-pt roll down, 1/4 roll upStraight and levelinverted entry All part-loops must be same radius Rolls must be on middle of lines With this option, roll rates are the same Exit and entry ideally at same level Half outside loop is inverted(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up outsideloop (inverted)3/4-point roll down

  • 1/8 loopP-05.11 Humpty bump, 3/4-pt roll down, 1/4 roll upStraight and level exit All part-loops must be same radius Rolls must be on middle of lines With this option, roll rates are the same Exit and entry ideally at same level Half outside loop is inverted(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up outsideloop (inverted) roll up

  • P-05.12 - Reverse double immelmann, full roll, and 2/4-pt rollinverted exit 2/4-pt rollFull roll Roll rate must be same for all points Duration of points must be equal Roll rates may differ between pt-roll and continuous roll outside loop outside loopStraight and levelinverted exitStraight and level entry

  • 3/4 loopP-05.13 Goldfish, with 1/2 rollsStraight and level inverted entryStraight and level exit1/8 loop1/8loop All part-loops must have same radius Half rolls must be on middle of lines Roll rates must be the same Entry/exit altitude must be the same450 path450 path

  • P-05.14 Square loop, rolls in vert. and 2/4-pt rolls in horiz.1/4 loop1/4loopStraight and level exitStraight and level entry All part-loops must be same radius All rolls on middle of lines All sides equal in length Roll rates may be different between rolls and 2/4-pt rolls.1/4loop1/4loop1/4loop

  • P-05.15 Half reverse cuban 8, full roll up, exit invertedStraight and level entry All part-loops must be same radius Roll on middle of 45o line Entry and exit at same altitudeStraight and level inverted exit450 path1/8loop5/8 outsideloop

  • Straight andlevel exitStraight andlevel inverted entry Entire manoeuvre is centred over flag Roll rates between 4/8-pt and slow roll may be different Reverse rotation is immediateP-05.16 4/8-pt roll, with slow roll oppositeEntire manoeuvrecentred on flag(from start to finish)

  • Straight and level inverted exitP-05.17 - Humpty bump, positive snap roll up, exit invertedStraight and level entry1/4loopPositivesnap rollDue to space limitations,very little verticalflight shown here1/4loop1/2loop All part-loops must be same radius Snap roll on middle of line Snap roll is POSITIVE Entry and exit at different altitudes(PULL-PULL-PUSH)

  • P-05.18 - Vertical 8, top first, integrated roll on centreStraight and level inverted entry Both loops must be round Both loops same size roll MUST be integrated Entry and exit same altitudeStraight andlevel exitIntegrationofhalf roll

  • Straight andlevel inverted exit No straight flight after rollStraight and level entryFull rollP-05.18 Split S with full roll, inverted exit1/2 outsideloop

  • Straightand levelinverted exitP-05.20 Opposite slow roll, inverted to invertedStraightand levelinverted entry Roll rate constant in both directions Reversal is immediate (no pause)

  • Straight and level inverted exitP-05.21- Half square outside loop, 2/4-pt roll up, exit invertedStraight and level inverted entry All part-loops same radius 2/4-pt roll on middle of vertical line1/4loopoutsideloop

  • Straight andlevel exit, before turningP-05.22 - Inverted spin, two turns opposite, 1/2 roll exitStraight and level inverted entry Snap entry scores zero! Weather-cocking is downgraded 1pt/15o Reversal is immediate Vertical downline after spins Half roll is part of manoeuvre1/4 loopbefore 1/2 rollRecognisablestraight flight here...Reversal is immediate

  • 1800 TURN150m300m1200P-05.23 - Landing sequence(Award only 0 or 10 points)1800TURN ZERO LINE - Any flying behind zero line scores zero points. If 180o turns are flown FAR outside of 60o right and left markers, score zero. Turns must be either level or descending. Either TEN or ZERO for landing sequence. No hot-dogging!

  • SCHEMATIC MANOEUVRE ILLUSTRATIONS

    SCHEDULE F-05

  • 900 TURN2700TURN520mReversal ofpilots choice150m300m1200F-05.01: Take-off sequence(Award only 0 or 10 points)ZERO LINE - Any flying behind zero line scores zero points.If 270o turn and reversal is flown FAR outside of 60o right and left markers, score zero.Either TEN or ZERO for take-off sequence.Second attempt at take-off scores zero.

  • Straight and level exitF-05.2 - Rolling loop, with one integrated rollStraight and level entry Loop must be round Roll rate must be constant Entry and exit at same altitudeKnife edge at 90o pointKnife edge at 90o point

  • F-05.3 - Half square loop on corner, 2/4-pt rolls, exit inverted All part-loops must have same radius Pt. rolls must be on middle of lines 45o paths must be equal in lengthStraight and levelinverted exitStraight and level entry1/8 loopoutside loop1/8 loop450 path450 path

  • F-05.4 - Reverse humpty bump, full roll down, pos. snap upStraight and levelinverted exitStraight and levelinverted entryoutsideloopFull rollPositivesnap roll loop loop(PULL-PUSH-PULL) All part-loops must be same radius Roll is on middle of line Snap roll on middle of line Snap roll is POSITIVE Entry and exit at same altitudes

  • F-05.5 - Figure 6, with roll down, exit invertedStraight and level inverted exitStraight and level inverted entry All part-loops must have same radius Half roll must be on middle of line Exit and roll altitude does not have to coincide loop3/4 loopThis shapealso correct!

  • F-05.6 - Inverted hourglass, top first, 2/4-pt roll downStraight and levelinverted entryStraight andlevel exit All part-loops must be same radius Point-roll on middle of 45o line Entry and exit on same level All legs 45 degree flight path Take note of entry and exit points!3/8outsideloop450 path450 path450 path450 path3/8outsideloop3/8outsideloop3/8outsideloop

  • F-05.7 - Two-turn positive spin, exit invertedStraight and level inverted exitStraight and level entry Snap roll entry = ZERO Vertical down line after spin Weather-cocking to be downgraded - 1pt/15o

  • Straight and levelInverted exitStraight and levelInverted entryF-05.8 - Opposite 3/4pt roll, inverted to inverted Roll rate of point-rolls constant, and points must be of same duration Reversal on centre-line Entire manoeuvre centred on flag

  • F-05.9 - Stall turn, 2/8-pt. roll up, -pt roll down1/4 loopStraight and level inverted entryStall turn Exit and entry part-loops must be same radius2/8-pt. roll

  • 1/4 loopStraight and level exitStall turn Exit and entry part-loops must be same radiusF-05.9 - Stall turn, 2/8-pt. roll up, -pt roll down3/4 roll

  • F-05.10 - Rolling circle with three rolls in opposite directions.Straight and level exitStraight and level entry Roll rate must be constant. Circle must be round First roll completeand wings levelat 120o point.Reversal isimmediate.Second roll completeand wings levelat 240o point.Reversal isimmediate.First roll is toOUTSIDEThird roll is toOUTSIDESecond roll is toINSIDERolling circle may be performedtowards runway, or away from runway

  • F-05.11 - Half roll, half outside loop, with full rollStraight and level exitStraight and level entry No straight flight after roll No straight flight before full roll1/2 outsideloopFull roll roll

  • F-05.12 - Reverse avalanche, 1 neg. snap roll, inverted exitStraight and level inverted exitStraight and level entry Loop must be round Snap must be NEGATIVE Exit and entry at same altitude1 negative snap roll

  • F-05.13 - Reverse humpty bump, 2/8-pt. roll down, roll upStraight and level inverted entry All part loops must be same radius Rolls on middle of lines Half loop must be inverted1/4 loop1/2 outside loop(inverted)(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up2/8-pt. rollFIRST OPTION SHOWN HERE

  • F-05.13 - Reverse humpty bump, 2/8-pt. roll down, roll upStraight and level exit All part loops must be same radius Rolls on middle of lines Half loop must be inverted1/4 loop1/2 outside loop(inverted)(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up1/4 rollFIRST OPTION SHOWN HERE

  • 1/4 loopF-05.13 - Reverse humpty bump, 2/8-pt. roll down, roll upStraight and level inverted entry All part loops must be same radius Rolls on middle of lines Half loop must be inverted1/2 outsideloop(inverted)(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up2/4-pt.roll1/4 loop1/2 rollSECOND OPTION SHOWN HERE

  • 1/4 loop1/2 outsideloop(inverted)F-05.13 - Reverse humpty bump, 2/8-pt. roll down, roll upStraight and level exit All part loops must be same radius Rolls on middle of lines Half loop must be inverted(PULL-PUSH-PUSH) option of 2/4-pt roll down, roll up2/4-pt.roll1/4 loop1/2 rollSECOND OPTION SHOWN HERE

  • F-05.14 - Reverse golf ball from top, with rollsStraight and level exitStraight and level entry3/4 loop All part-loops same radius rolls on middle of lines Exit and entry altitude same1/8 loop1/8 loop450 path450 path

  • outsideloopF-05.15 Half square outside loop, 1 positive snap roll downStraight and level entryStraight and level exit1 POSITIVEsnap roll All part-loops same radius Snap roll on middle of line Snap roll = POSITIVE!1/4 loop

  • Straight and levelInverted exitStraight andlevel entryF-05.16 - Reverse knife-edge, exit inverted Entire manoeuvre centred on flag Roll rate constant Knife-edge portions of equal duration &length

  • F-05.17 - Rolling half outside loop, with full integrated rollStraight and level inverted entry Half loop must be round Roll MUST be fully integrated Roll rate must be constant and continuousStraight and level exit

  • Straight and level exitStraight and levelentryF-05.18 - 45o down, 2/4-pt. roll, neg. snap roll opposite, roll exit1/8 loopentry450 path1/2 roll All part-loops must be same radius 2/4-pt. and snap roll must be opposite Snap roll = NEGATIVE roll on exit is part of manoeuvre 2/4-pt. roll and snap roll on middle of 45o line1/8loop2/4-pt.rollNEGATIVEsnap roll

  • 1800 TURN150m300m1200F-05.23 - Landing sequence(Award only 0 or 10 points)1800TURN ZERO LINE - Any flying behind zero line scores zero points. If 180o turns are flown FAR outside of 60o right and left markers, score zero. Turns must be either level or descending. Either TEN or ZERO for landing sequence. No hot-dogging!