WHAT'S AN AWESOME PILOT? An awesome
pilot is someone who can dazzle spectators from casual observers to
accomplished pilots. This is done by a combination of precision flying
and 3D flying. To prove you are an awesome pilot you can enter
contests like IMAC sequence, IMAC Freestyle, Pattern Sequence, Pattern
Artistic Aerobatics, or you can go head to head with all types of
aircraft at IMAA fly-ins. Fly-ins are dangerous and exciting because
pilots share the stage with other dissimilar aircraft. At a fly-in, one
pilot may be doing slow 3D maneuvers while a jet passes by just inches
away at 200 mph. At fly-ins, the hot shot pilots are there to put on
the dog. You can also put together a multi-plane show routine. A 2
plane routine is MUCH, MUCH (did I say much?) harder than it looks.
Pilots who make it look good must be excellent pilots who have put a
lot of effort into practicing together and choreography.
An awesome
pilot will:
Fly with awesome precision.
Fly a straight and level line, even in high wind. Always fly parallel
to the runway. Don't drift and don't purposely fly skewed to the
runway. Either fly straight out or straight in or circle out or in.
Always be flying maneuvers, never just flying around aimlessly.
Be acutely aware of the wind direction and speed to compensate with
rudder and throttle.
Have a plan on what to fly before taking off.
Always be a better pilot after each
flight by paying attention to details and learning something each
flight.
Fly maneuvers gracefully and at constant speed with the same quality
both upwind and downwind.
Fly all maneuvers under control at all times. While some maneuvers may
scare the casual observer, other pilot's familiar with your flying will
be amused.
Practice a lot.
Roll and snap to the left as well and as often as to the right.
Present maneuvers properly by centering loops, rolls, Cuban
8's.
Go home with plane intact.
The major
skills of an awesome pilot are to:
Be awesome in envisioning maneuvers for awesome symmetry.
Be awesome on the rudder for awesome straight figures.
Be awesome on the throttle for awesome energy management.
Once you envision
the maneuver you wish to fly, rudder control and throttle
management are crucial to it's accurate completion. Rudder control
keeps your heading accurate without rolling/ banking the aircraft. A
plane flown with awesome rudder control flies maneuvers straight and
true in all wind conditions. Throttle/energy management takes into
account the aircraft's power to weight ratio, the aircraft's drag
(profile drag and propeller induced drag), and wind heading and wind
velocity.
How to be an Awesome SEQUENCE pilot:
ENVISIONING MANEUVERS: At the IMAC and NSRCA sites you can find many
"sequence" maneuvers. ALL are a combination of straight lines, rolls,
loops, snaps, circles, spins, and stall turns. They are drawn out very
nicely on paper. When you are flying, envision the entire maneuver like
you saw it drawn out on paper just before you enter that maneuver, then
put the plane in the position you envision. No matter how awesomely
accurate you can fly, if you don't know precisely where you are going
to fly, your presentation won't be awesome.
Know how large you can make the
maneuver comfortably knowing intimately the performance of your
aircraft. Most aircraft have limitations and you have to deal with
them. If your aircraft has incredible power to weight so that the
vertical speed after high energy maneuvers (like snaps) is still great
enough to fly other high energy maneuvers (like half loops with 4 point
rolls over the top), then you have it easy. Most planes don't have this
power to weight ratio and you must learn the maximum size that you can easily
and repeatedly make each maneuver. You learn this through trial and
error.
RUDDER SKILLS:
An awesome pilot will use the rudder early often. Set a distance away
from you that you wish to fly, say 500 feet. Maintain that distance at
all times. Adjust for the wind and for maneuvers which are flown
incorrectly. If you find yourself too far in or out, or that you are
not on the correct heading, don't bank and yank to move the plane back
onto course. Use rudder to correct heading and BE SNEAKY about it.
Slowly apply the rudder to get you on the heading you desire, then
slowly get off the rudder. Don't bang the rudder correction. You can
slip back into position completely unnoticed by the untrained eye.
Don't fly a racetrack pattern unless you are forced to by other
airplane traffic. If you are forced to fly racetrack, practice center
maneuvers only. At the ends, practice 180 degree rolling circles or 180
degree turns in the pattern.
HOW TO BUILD YOUR RUDDER SKILLS:
FIRST STEP: Practice knife edge flight. Fly at a speed
where your plane has adequate rudder authority. If this is at full
throttle, then so be it. If it's at 3/4 throttle, then that's better.
Trim out your plane using the trim guide on the NSRCA site so that your
plane flies knife edge by only managing rudder and throttle. If you use
elevator or aileron correction use your computer radio to make
corrections. Practice knife edge over and over, upwind and downwind,
looking at the canopy and looking at the belly (this is much more
difficult). Do not go onto the second step until you are very
comfortable and your plane flies as it should. If you can't fly knife
edge consistently, you won't be an awesome pilot. You may need a more
powerful servo or a 6 volt battery or both to do knife edge. Practice
knife edge along with straight and level flight maintaining a precise
heading. Be sure to practice straight and level flight making heading
corrections using the rudder. You're plane should be trimmed out now
well enough that it won't dive to the ground when you are upright and
want to yaw slightly by applying the rudder. Most planes dive to the
ground when the rudder is applied. Make adjustments to this doesn't
happen. Don't be a hero and try to compensate with the sticks. Let the
computer radio do it for you. There is not a top pilot in the world who
doesn't mix out his airplane's problems. You'll have enough to do
flying the plane without compensating for your plane's inadequacies.
SECOND STEP: The first step is the most difficult. After
that you have it easy (for awhile). Now we move on to 2 point rolls.
The CG of the plane should be such that when inverted the plane should
be close to hands off which means it's a little on the tail heavy side
for the average pilot (but you're going to be an awesome pilot aren't
you??? So make it a little tail heavy!!). When you roll to inverted you
need to use, dare I say it? THE RUDDER! Yes! You said you don't need
the rudder didn't you? SORRY, YOU NEED THE RUDDER!. As you roll to
inverted, bump the rudder the exact same amount as you did during knife
edge flight, but just when the plane is around knife edge position. Not
too soon and not too long or you will veer off course. Just right. Hey,
guess what? When you're inverted, you must use the rudder there too!!
Aaaaghhh. Yes, now that you are inverted you are now going off heading
and you must correct using the rudder. Wow, you just hit the rudder the
wrong way didn't you?? Well roll back over to upright, turn around and
try it again. Roll to inverted just before center so that you are
inverted at center. It's hard to tell whether you're coming in or going
out isn't it? You'll figure it out pretty quickly if the spectators
start diving for cover. It's easier to see if you're high up, and
you'll also avoid those Oooh's and Aaaah's from others as you pull
instead of push and just barely miss the ground. When in doubt, roll to
upright and pull! Don't half loop. Do that 500 to 1000 times (not
kidding), and you'll have it down pat. You may even be down to less
that 5000 feet when you're doing it! Roll slower and slower, and fly
longer and longer inverted. When you can fly at 500 feet out and 100
feet high and can take 2 seconds to roll to inverted, then fly for 2
seconds inverted, then roll for 2 seconds back to upright, and do this
at 3/4 throttle, and stay right on line, you'll be able to do what most
people in the chairs behind you can only dream about. You are awesome!
If you can do it at 1 second intervals, that's excellent. Now is the
tough part. Do it rolling to the left, turn around and do it rolling to
the right. Also do it from left to right and from right to left. HA!
You can only do it in one direction! Practice another 500 - 1000 times
flying from left to right and rolling left, then rolling right, and
flying right to left, and rolling right and then rolling left. AND
YOU'RE NOT DONE! While flying any maneuver which has you inverted
(which is most of them), you need to use rudder when inverted. Practice
all the time, you'll get it.
THIRD STEP: OK, it's been three years, but you're feeling
cocky now, and want more. It's 4 point roll time. That means knife edge
to the belly!! Very predictably you will do the first quarter roll to
see the canopy, then the second roll is to go to inverted, and then you
saved the worst for last hoping beyond hope that something will happen
and you don't have to do the third point of the 4 point roll. Now
matter how you try to delay it, it's coming, and so is the ground if
you use the wrong rudder. Most planes do very nice cartwheels, right up
until the wings and fuselage fly apart. Avoid that. Go back to step one
and practice knife edge flight with the belly to you. You don't have
the practice knife edge with the canopy to you, that's too easy now for
Mr. Awesome. You've got to be able to hold it for 3 seconds. Also,
watch your batteries when you're doing this. The rudder uses a lot of
juice, and if you haven't used it before, you're in for a surprise. But
you sensed something was up in step one didn't you? Yes, that's it.
Using the rudder to only steer on the ground just didn't use up your
battery much. A four point roll should be done in rhythm. Count one,
two, three, four. Count evenly and slowly. Time it so that you are
inverted just before center. Again, learn this from left to right
and right to left and rolling to the right and rolling to the left. Use
rudder mainly when you are close to knife edge, not while rolling too
much or you will veer off course. See you next summer.
FOURTH STEP: Rolls are next! They are called slow rolls
which the 4 point roll is a hesitation roll. How slow is slow and how
you hesitate is up to you, but generally the longer the harder/better.
The slow roll is tough because now you are feeding the rudder in sooner
and ending later and you can't stop to gather your thoughts in between.
It's not much different, and after a few hundred times, you'll only
need a few more hundred times to get it close to perfect.
FIFTH STEP: OK things are dragging on and on, you've spent
$1000 in gas and that's just driving to the flying field. You've almost
crashed too many times to count and your finger is sore from flipping
the prop. Now it gets hard. Really hard. You may want to bail at this
point, but hang in there. It's time for rolling circles. These babies
are tough! We want to end up with 4 rolls in one circle, one roll each
90 degrees. Start with 90 degree one roll rollers. It's just like the
slow roll from before just bent a little bit, kind of like when you
were trying to fly it straight but weren't too good at it. To see how
big to do it, try flying a circle without rolling and see what seems
comfortable. Then do a flat circle using rudder only and staying
upright. The radius is pretty big to do it smoothly. That's the radius
to shoot for. Once you master the first 90 degrees, you must learn it
from left to right, right to left, and rolling to the inside and to the
outside of the circle. This will take awhile, a looooong while. But
after that, it just gets harder. The worst is the final 90 degrees with
the plane starting out heading towards you and the flightline. The key
is to practice the 90 degree roller only, with the rest of the circle
being flown banked without rolling BUT after you master the first 90
degrees, don't roll the first 90 degrees, roll the second 90 degrees
only. Do the rest of the circle in a regular bank. Do it from left to
right and right to left, starting upright and starting inverted, upwind
and downwind, in a crosswind and in calm weather. Then do just the
third 90 degrees and then the dreaded fourth 90 degrees. When you
practice the fourth 90 degrees, try to do it with no one else around.
It keeps down the shrieks and doesn't jeopardize too many cars in the
parking lot.
SIX STEP: Well you got the 90 degree rollers down, no it's
time for the 180 degree rollers and then the 270 degree rollers keeping
in mind to stagger the starting and engine positions, which way you
roll, and flying right to left and left to right, starting from
inverted and starting from upright, and upwind and downwind. Keep
mixing it up.
SEVENTH STEP: Rollers. Full blown you name it you have to
fly it rollers. Now it's time to put it all together and do a 4 roll
roller. Now it's tougher because you need good throttle management. You
must be at full throttle into the wind, and part throttle when
downwind. You must start and stop in exactly the same place. And now
you must alternate the rolls too. Practice the first 90 rolling in and
the second rolling out and keep changing. Then, just to make it more
difficult, you must also do 3 roll rollers, 2 roll rollers, and 1 roll
rollers upwind, downwind, from inverted or upright, alternating and
with your eyes closed standing on one foot while singing Broadway show
tunes. Then you can be like Quique Somenzini and do a snap at
each 90 while rolling the rest of the circle and do it to the beat of
the music. (You can put him to shame by doing it with your eyes closed
and the transmitter behind your back.)
Once you master rollers, you can
easily fly many maneuvers with a minimal amount of practice because you
will be good on the rudder. Rudder is the key to flying precisely and
becoming an awesome pilot. The better on the rudder you are, the more
awesome you are.
THROTTLE SKILLS:
The left stick is the throttle. It can stop between the top and the
bottom. Try it. Gas planes slow down very fast when the stick is at the
bottom. Move it forward a little when you are landing. For loops, if
you have a powerful plane, you should be at 3/4 throttle at the bottom
while entering the loop, then at full throttle when perfectly vertical,
then reducing the throttle to 1/2 at the top of the loop, then at idle
just after the top and when pointing vertically down, then up to 1/4
through the bottom of the loop (especially if you are now headed into
the wind), then back to 3/4 throttle. Throttle position changes with
wind conditions. Fly in both directions and see what you need to do
with the throttle.
HOW TO PRACTICE MANEUVERS:
Practice by repeating the same maneuver over and over and over and
over. Use an entire tank of gas doing loop after loop after loop after
loop. If your loops are still bad, spend the whole day, week or month
doing nothing but loops. You will only learn through repetition of the
same maneuver over and over. Going from one maneuver to another will
not help much. Once you have mastered one maneuver, then go on to the
next. You may have to combine a couple of maneuvers like
Immelman's and Spins, to be able to practice spins, but the main point
is that you need to do the same maneuver OVER AND OVER. Sound boring
but it really isn't. Try it. Do every maneuver from left to right, and
right to left, going to the left, going to the right (like rolls and
hammers) so you don't become dependent on one direction, and upwind and
downwind so you practice throttle management. The key is repetition.
HOW TO FLY INDIVIDUAL SEQUENCE
MANEUVERS
If you enjoy boring holes in the sky without precision, you may enjoy
boring holes in the sky with precision. You don't need to fly
competition to have fun with some basic maneuvers. Maneuvers are
explained as to how to use your brain to move the sticks to fly them.
Planes are different. If I could fly your plane first, I could give you
better tips on how exactly to position the sticks on your transmitter
to obtain the desired effect in the air. Since I am not there to fly
your plane, you must do this by trial and error, but that's fun too.
After you have mastered it with one plane, the next plane will be
different, but far easier to master.
ALL maneuvers begin from level flight and all maneuvers end in level
flight.
Your plane must be trimmed out correctly to make flying the maneuvers
easier to learn.
GENERAL WIND CORRECTION
Maneuvers need to stay on the ground
heading that you have envisioned. As you see explanations on how to
perform the various maneuvers, you will need to refer to this section
for making wind corrections. Each maneuver has its own particular wind
correction techniques, and they will be addressed individually as well.
- In any wind condition you want to be in a slow or stalled condition
for as little time as possible.
- In verticals, for a headwind, pull less than vertical. As the plane
slows, more correction is necessary. Straighten up just before the
maneuver. After the maneuver, push down to fly away from you.
- In a cross wind where you are pulling
to vertical, aileron roll just one or two degrees into the wind before
pulling up. This will do two things, 1) it will yaw the plane
unnoticeably and 2) it will yaw the plane when you have the greatest
speed to somewhat overcorrect distance-wise at the bottom when you know
that you will be blown uncontrollably downwind at the top when the
aircraft is stalled when doing hammers, tailslides and spins.
- Throttle and Speed: Fly faster than usual in a crosswind to minimize
seeing yaw. For vertical maneuvers, fly as fast as possible vertically
upwards, then slow down as quickly as possible by chopping the throttle
so that you are at low airspeed for a minimal amount of time because
when you are stalled, the plane is going downwind and you cannot make
corrections at that time.
- On vertical downlines, have the throttle at idle, but correct with
yaw a lot if necessary. In 30 mph winds, the plane may be at a 30
degree angle into the wind in a descent. Hold the correction until just
before pullout. If you pull out without straightening up first, you
will actually point the wrong direction. Straighten out to a perfectly
vertical descent while simultaneously rolling just 1 or 2 degrees into
the wind before pulling out. This will keep you on track.
- In maneuvers which have portions which are both upwind and downwind
like circles, loops and 8's, you may need a tremendous difference is
airspeed (throttle). In a 15 mph wind, you will need full
throttle into the wind, and be at 1/2 throttle when traveling downwind.
Remember that your airplane's speed may be 105 mph at full throttle and
75 mph at 1/2 throttle. In a 15 mph wind, that's 75 + 15 = 90mph
downwind and 105 - 15 = 90 mph upwind. At 90 degrees to dead
upwind/downwind, there is a dead crosswind. This makes rolling circles
much more difficult. At least with loops you don't have to deal with
the crosswind component. In a loop you deal only with differing amounts
of headwind/tailwind.
STALL TURNS / HAMMERHEADS (HAMMERS)
Explanation of the Hammer maneuver: Pull to vertical, slow
down at the top of the maneuver to almost a stop, perform a 180 degree
rotation in yaw (rudder), fly vertically down, then pull out to the
horizontal. This is good to turn you around, so do it at the ends of
the field to get you back to the center instead of a 1/2 loop or 1/2
circle. You get to use the throttle in the hammer.
Hammer Basics: Use full throttle in the upline. Use the
throttle to slow the plane to almost a stop. The throttle position to
do this depends on your plane. A powerful and fast plane may need the
throttle to be at idle and the plane will gradually slow to a halt.
Underpowered planes will stop on their own, even at full throttle. Once
your plane is just about stopped, apply some throttle and give full
rudder to bring the plane around so that it's pointing straight down.
Adjust the plane using whatever controls are necessary to head the
plane vertically down and put the throttle to idle. Fly vertically
down, then pull out in time to be at the desired level altitude.
Techniques to master the Hammer:
- Wings are level before and after the maneuver.
- The radius of the pull up matches the radius of the pull out.
- The length of the line up matches the length of the line down.
- The speed on the way up matches the speed on the way down.
- The plane pivots without pitching or rolling.
- The plane doesn't wag its tail after rotating.
Hammer flying tips:
- Don't slow down too much at the top, and apply plenty of power when
the rudder is at full deflection. The worst that can happen is that the
plane will flop over and head back down with the belly towards you.
Just 1/2 roll and pull out and tell onlookers you did it on purpose and
that they just witnessed a tailslide. :)
- Be sure to have a lot of rudder throw. The only force to yaw your
plane when it is stopped is the air blast from the throttle being
deflected by the rudder. You need quite a bit of force to get the plane
to yaw 180 degrees. This force comes from the prop and the rudder. You
need enough of both.
- To stop the wagging on the way down, gently start easing off the
rudder after the plane gets to the 2 o'clock position and continue to
ease off until the plane is just about vertically downward. Another
technique to stop the wagging is to keep the rudder deflected slightly
after the plane has rotated until there is enough forward speed to
dampen things out.
- If your plane is yawing one way or the other at the top, you have to
hammer with the yaw. Only the best can go against the yaw.
Wind correcting the Hammer:
CROSSWIND CORRECTION: Yaw into the wind both on the way up and on the
way down to keep your track relative to the ground vertical. The yaw on
the way up will be less noticeable than on the way down. Even though
your aircraft will be blown downwind at the top of the maneuver when
the speed is low, don't yaw enough to maintain the heading at the top
because it will look bad, instead, straighten up before hammering for a
better presentation. Knowing that you will be blown downwind at the top
while hammering, over-correct slightly on the way up at the bottom on
the initial pull up where it's less noticeable. On the way down, have
the throttle at idle, but correct will yaw a lot if necessary. In 15
mph winds, the plane may be at a 30 degree angle into the wind in a
descent. Hold the correction until just before pullout. If you pull out
without straightening up first, you will actually point the wrong
direction. Straighten out to a perfectly vertical descent while
simultaneously rolling just 1 or 2 degrees into the wind before pulling
out. This will keep you on track for a nice horizontal line.
HEADWIND/TAILWIND: In any wind condition you want to be in a slow or
stalled condition for as little time as possible so you are blown off
course as little as possible. For a headwind, pull less than vertical.
As the plane slows, more correction is necessary. Straighten up just
before the hammer. After the hammer, push down to fly away from you. On
the exit in this case, you will be pulling out downwind, so your
groundspeed will be very high even though your airspeed is low.
TAIL SLIDES
Explanation of the maneuver: Pull to vertical, slow down at the top
of the maneuver to a stop, let the plane fall backwards vertically
until it flops over, fly vertically down, then pull out to the
horizontal. There are two types of tailslides, wheels down and
wheels up. Wheels down means that when the plane flops over that when
the plane is horizontal as it falls through the tailslide that the
wheels are down. Wheels up means that the plane falls over backwards
and the canopy is down (wheels up) as the plane is horizontal as it
flops.
Tailslide Basics: Use full throttle in the upline. Use the
throttle to slow the plane to almost a stop as if entering a hover or
TR. 3D rates are best, but remember to turn them off before pulling out
to horizontal! The idea is to almost hover at the top so that you can
get the plane in the perfect position before reducing the throttle to
idle and falling backwards. If you are pointed straight up, most planes
will flop over forwards producing a wheels down tailslide. A wheels up
tailslide usually requires the plane to be on its back several degrees
so that it will flop correctly.
Techniques to master the Tailslide:
- Wings are level before and after the maneuver.
- The radius of the pull up matches the radius of the pull out.
- The speed on the way up matches the speed on the way down.
- The plane flops without leaning to the side.
- The plane can wag once as it falls through.
Tailslide flying tips:
- Don't slow down too quickly at the top to maintain control to get
into perfect position until you're ready to slide.
- Your tail surfaces may or may not reverse during the descent
depending on your idle rpm and the speed that you are falling. As you
fall the air will flow backwards over the tail if the speed you are
falling backwards exceeds the speed of the air coming down from the
prop. In some cases the tail surfaces may react backwards as they are
now acting like canards. You can steer the plane on the way downwards
if you are quick on the sticks BUT you must be sure you are falling
backwards faster than the prop is pushing air over the tail!!
Wind correcting the Tailslide:
- When possible, slide downwind instead of upwind because it looks like
you are sliding more as you are moving away from yourself.
- With a crosswind, lean the nose of the plane slightly downwind
because when the power is at zero the tail will be blown downwind and
the plane will straighten out.
How to practice to be an awesome pilot for 3D flying:
You will be low and slow thus each input to your plane can have dire
consequences. Practice up high, but get as low as possible as soon as
possible but be confident in your flying before getting too low.
The lower (lighter) the wing loading the better. Power is not as
important as wing loading. If you flop out of a maneuver, a low wing
loading prevents stalling. A light plane will allow you to not lose any
altitude when falling out of a maneuver, it simply starts flying
immediately without having to build up speed to get flying again. Power
is good for show, but it won't save a heavy plane in a bad position
like low weight will. As long as you have enough power to maintain a
hover, you have enough power.
Get a simulator. Practicing hovering on a simulator is often harder
than with many planes. Master it on the computer and you will have an
easy time flying your plane.
Set your radio up for lots of throw and experiment. Certain designs do
better than others. The bigger the better too. You can get a gyro, once
you are an expert, sell it.
Hovering and torque rolling are the most difficult. Once you've
practiced on the simulator, practice with your plane. The closer you
are to the plane, the easier it is to see and make corrections, but the
shorter the distant to destruction. There's no substitute for practice
when it comes to 3D. It typically takes a thousand attempts or more at
hovering to become good.
Experiment and practice with your plane until you learn everything you
can about it.
FIRST STEP: Programming your radio for 3D flying is key to
being an awesome 3D pilot. See our webpage on programming your radio
first.
SECOND STEP: Trimming out your plane for 3D flying is
critical to being an awesome pilot. Right thrust and up thrust must be
optimized. Perfect right thrust and up thrust for hovering is different
than for sequence flying though they are close. This cannot be changed
on a day to day basis, so you need to decide what is most important to
you. It's easier to fly sequence with 3D right thrust and
upthrust than it is to fly 3D with sequence right thrust and upthrust,
so if you are primarily interested in 3D, trim the plane out as
follows: On a day when there is little or no wind, fly level to the
center of the field at a slow speed, pull to vertical and roll to see
the canopy of the plane as if you were going to do a hammer. Let the
plane slow to almost a stop. Go to full throttle and let go of the
sticks and fly for several seconds. If the plane veers right of
left, adjust the rudder to keep the plane vertical. Do this 10 to 20
times to be sure. Then put washers under the engine mount to put in
about 1/2 the angle that the rudder is (if the rudder is deflected 4
degrees, change the engine thrust by 2 degrees). Do not line up the
cowl yet with the spinner backplate. Do another flying test and make
adjustments until the plane goes exactly straight up when you apply
throttle. Follow the same guidelines for setting the upthrust. You need
upthrust based on the CG of your plane as it hangs from the propeller.
If you picked up the prop and let the plane hang vertically as in a
torque roll (TR), if all the components inside the plane were in proper
position, the plane would point straight up and the engine thrust line
would be right through the CG. This probably isn't the case so change
the engine thrust (you probably need upthrust) so that the plane
doesn't keep falling forward to the belly when in a TR.
THIRD STEP: You should be good with the rudder. Learn
rudder skills by following the steps above. You especially need rudder
skills when the belly of the plane is towards you. Doing belly in
hammer heads is good practice. Fly back and forth across the field
inverted and do hammer heads at each end. Keep the uplines straight
(using the rudder) and hammer while under control the direction that
you choose.
That's about it. I will add how to do many 3D maneuvers, then keep them
centered and above the ground!!
HOW
TO FLY INDIVIDUAL 3D MANEUVERS
If you are a competent pilot who enjoys living life on the very edge of
the envelope, then 3D is for you. Your plane is always just moments
away from disaster. Spectators get thrills from near disasters, and so
does the pilot! 3D flying is one near disaster after the next, with a
crash inevitable with one slip of the finger, one burble of the engine,
one wrong move, one mechanical failure, or one gust of wind. Not all 3D
maneuvers are at just above stall speed, but all 3D put the plane at
more risk than sequence flying. This is very difficult, and takes a
special (meaning more expensive) aircraft and equipment to do it right.
NOTE: If your plane is heavy
(high wing loading) and it must dive to pick up speed before it can fly
out of an aborted maneuver without snapping, then you have the wrong
plane. Either lighten your plane or get a new plane. If not, you will
be forced to fly too high to have fun or you will crash. If you have a
40% plane over 36 pounds or a 35% plane over 26 pounds, your plane is
heavy, so be careful.
KEYS TO 3D FLYING
- The lower (lighter) the wing loading the better:
lower stall speeds and better knife edge capability. The ability to fly
away from a botched maneuver is important.
- The higher the power to weight ratio the better: blast out of trouble
or jump out of a hover.
- The more the control surfaces move the better: faster maneuvering.
- The larger the control surfaces the better: more control of the air.
- The more powerful the servos the better: to prevent flutter.
- Digital servos: precise motion throughout the range and tighter
centers.
- The faster the servos the better: faster corrections.
- The larger the fuselage side area the better: better yaw control.
- The larger the size the plane the better: less sensitive.
- A computer radio: mix out quirks, switch rates easily using one
flight condition switch.
- The correct amount of right thrust: the plane must go up straight in
a hover.
- Lots of money: buy the best, stretch the envelope, have a backup.
- Nerves of steel: the lower the better.
- Bulletproof airframe: don't have a mechanical failure, especially
servo linkages.
- Bulletproof engine: hovering on the deck has an unhappy ending if the
engine quits.
- Rearward CG: flies inverted virtually hands off for better
maneuverability.
- Extensive preflight: you can't afford a mechanical failure in the air
which should have been caught on the ground.
TORQUE ROLLS
Explanation of the Torque Roll (TR) maneuver: Pull to
vertical, maintain vertical position without ascending, plane rotates
around to left under it's own power (due to the torque of the engine).
End maneuver by pushing (or falling) out to level flight, or powering
vertically upwards.
Radio Setup:
- Maximum rudder and elevator throws.
- None or opposite exponential.
- No flaps
- Throttle curve if necessary to have soft throttle at TR rpm so you
can make slight variations to the rpm easily.
TR Basics:
- This is an extremely difficult maneuver which takes many, many, many
hours of practice with the right plane which is trimmed out correctly.
- Enter the TR near yourself and just a little upwind.
- The lower the better because it's easier to see the plane and make
corrections.
- Calm days are easier than windy days.
- Enter a TR by flying to the TR starting spot in a Harrier or do a
wall.
Techniques to master the TR:
- When first learning to TR, cheat in any way you can. Do whatever it
takes to make it easier at first, then remove any cheats one at a time.
- Best Cheat: A gyro on the rudder or the elevator or both will help.
Set the gain very high, and use the gyro only when in the TR as the
gain will be too high for normal flying. This is cheating because a
gyro is not allowed in competition.
- Use separate trims on flight modes. Set up a flight mode for TR. Use
the trims to make TR easier. Usually a little up and a little right is
needed.
- Blip the throttle and the control surfaces simultaneously to get the
airplane to correct any lean without ascending.
- A steady throttle is more difficult than blipping the throttle.
- Get the plane vertical. It looks like the plane is on its back. You
shouldn't be constantly holding any up. If you are constantly inputting
up elevator, add upthrust to the engine instead.
- If you are constantly giving right rudder, add right thrust to the
engine.
TR flying tips:
- Be sure the fuel tank is above 1/4 full. The fuel may slosh around
and cause the engine to burble when the fuel is low.
- When you are learning, slowly ascending will help. When you are good
do not ascend. When you are awesome, descend.
PARACHUTES
Explanation of the Parachute maneuver: While heading vertically
downwards at idle, pull full up elevator so that the airplane instantly
pitches to a slightly nose up condition and instantly stops descending
(if the plane is light). Heavier planes will continue to descend in a
flat, slightly nose up position until enough throttle is added to
arrest the descent. A parachute at full throttle is called a terminator
(for good reason).
Radio Setup:
- Full throw elevator - 40 - 50 degrees.
- Flaps in flaperon mode will arrest the descent more abruptly which is
better for light planes which won't snap. Spoilers will aid heavier
planes to reduce wing rock/snappiness but the plane will lose a lot of
altitude in a flat attitude, so parachute up high. Light planes
can parachute virtually right down on the deck because they won't lose
any altitude once the elevator is pulled.
Parachute Basics:
- This is an easy maneuver to perform which is very hard on your plane.
The faster you are going when you yank, the harder it is on your plane.
- Start by going down only a short distance/time, like one second. Pull
full up. If you aren't going fast enough, the plane won't pitch up past
the horizontal. Keep trying until you gain just enough speed for the
plane to quickly and abruptly come to level.
- Parachute into the wind.
- A split second after the parachute, apply power and fly into the next
maneuver.
|