it`s showtime! - Trabuco RC Flyers
Transcription
it`s showtime! - Trabuco RC Flyers
IT’S SHOWTIME! What you’ll learn: Get ready to put on a show! In this chapter, top pilots show you how to do advanced aerobatic maneuvers such as the Cuban-8, the elevator, the harrier, the blender, the humpty-bump, the shark’s tooth—and more! The secrets to success? Lots of practice, and always keep your plane at least two mistakes high! 4 Master the Cuban-8 —by Rick Bell illustrations by FX Models The Immelmann turn is a half inside loop with a half-roll at the top, and a split-S is a half-roll followed by a half inside loop back to level flight. These maneuvers are just pieces of loops and rolls strung together. There are many more loop/roll combinations, but two of the most impressive are the Cuban-8 and the Reverse Cuban-8. 2 4 3 Maneuver origins Flying for the Cuban government during 1936, American pilot Len Povey competed in an aerobatic competition called the “All American Show” in Miami, FL. During the competition, he planned to do—as an extra maneuver— three snap rolls at the top of a loop. At the top of the loop, though, Povey realized that he was going too fast to do the snaps. He continued the loop and immediately did a half-roll. He then repeated the maneuver to create what looked like a figure-8 lying on its side. Jimmy Doolittle (leader of 60 It’s showtime! the famous raid on Tokyo in WW II) was one of the judges, and he asked Povey whether he had a name for his exciting maneuver. Povey quickly dubbed it the Cuban-8. The name stuck, and as they say, the rest is history (although some controversy surrounds this account of the maneuver’s origin). Cuban-8 The Cuban-8 consists of a three-quarter loop with a half-roll as the plane flies inverted downward at a 45-degree f f heading downward at a 45-degree angle. The first time you do the maneuver, release the elevator and roll right-side up as soon as the plane is slightly nose-down, or just past the top of the Immelmann. Make sure that you let go of the up-elevator before you do the roll; if you don’t, it will pull the plane off to one side during the roll. Also, be sure to keep the wings level during the loop. After doing the roll, let the plane continue downward until it is at the 1 Smoothly apply power and up-elevator to start a loop. 2 f f 1 As the plane goes over the top of the loop, release elevator and reduce power. 3 f Apply aileron and roll upright. 4 f angle followed by another threequarter loop and another half-roll during the second descending angle. It is an easy maneuver to perform, and it’s impressive when it’s done close to the ground. Start the maneuver by flying at full power, straight and level — with the wind or downwind. Apply up-elevator as if you’re going to do a loop. Remember the point at which you roll out at the top when you do an Immelmann? Well, this time, continue the loop until the plane is inverted and f Add throttle and up-elevator to start the second half of the maneuver. Master the Cuban-8 61 Start a Reverse Cuban-8 by pulling up and doing the roll first, followed by the loop. same altitude as when you started the maneuver, and then smoothly pull up into another three-quarter loop and finish the maneuver in the same way as you did the first half. When you exit, you should be flying in the same direction and at the same altitude as when you started the maneuver. As you become more proficient doing Cuban-8s, make the loops larger, and pause for a second or two before doing the roll. Try to place the roll in the second half of the maneuver in the same place as you do in the first half so the maneuver looks symmetrical. Reverse Cuban-8 The Reverse Cuban-8 looks just like a normal Cuban-8, but you pull up and do the roll first. Start the maneuver at a safe altitude, and apply up-elevator to make the plane climb at a 45-degree angle. Roll to inverted, decrease throttle to idle and “pull” up-elevator until the plane completes the last part of a loop. Recover in a normal flying attitude, and then increase the power and do the other half of the maneuver in 62 It’s showtime! the same way as you did the first. It’s an exciting variation that’s easy to fly and looks really cool when done well. Wrap-up The Cuban-8 and Reverse Cuban-8 are easy to learn, and when you fly them with precision, they are beautiful. There are many variations on the Cuban-8: try flying the maneuver inverted or do point rolls instead of a continuous roll. The variations are limited only by your imagination! Practice makes perfect. Whenever you learn new maneuvers, fly at least two mistakes high. After you’ve mastered them, you’ll be well on your way to becoming a backyard ace! How to hover —by Erick Royer illustrations by Paul Perreault So you want to learn to hover? Start with the right plane and power system. The idea of hovering an airplane vertically and remaining aloft solely from the thrust of the propeller was unheard of just a few years ago. With recent advances in airframe, motor and battery technology, we now have lighter and stronger models, more efficient and powerful motors and most important, lightweight batteries with very high energy outputs. Combine the three, and you have a power system that can produce thrust that exceeds the weight of the plane. What are 3D maneuvers, and what makes a good 3D airplane? 3D maneuvers are best described as maneuvers that have unusual angles and attitudes. These maneuvers include torque rolls, descending while the nose is held high at a 45-degree angle, rapid tumbling nose over tail and, of course, hovering. They require a different control setup with extreme control throws and an aft center of gravity. To successfully hover a plane, it must meet certain requirements. It needs large control surfaces; a strong, light airframe; fast servos; and most important, a motor/propeller/battery combination that provides a minimum of a 1.5:1 thrust-to-weight ratio. The control surfaces must be substantial and capable of being deflected to extreme angles. The elevator should be at least 50 percent of the horizontal stabilizer’s size, and the ailerons should be a minimum of 30 percent of the wing. The ailerons should also span the length of each panel so that their inboard portions are in the propeller blast. When the plane hangs vertically (hovers), there isn’t any airflow over the wing’s outboard sections, so the outer portions of the ailerons are useless. The rudder should move to the extreme left and right without touching the elevators. The servos that you use should be based on the manufacturer’s recommendations. Fast servos allow the control surfaces to respond much more quickly to your stick inputs. Your power system should be able to hover the plane at 1⁄2 throttle. This means it should have a thrustto-weight ratio of 1.5:1. For example, if the model weighs 1 pound, the motor/prop/battery should generate 11⁄2 pounds of thrust. You can hover a plane with a 1:1 ratio, but that wouldn’t give you any reserve power to pull out if you get into trouble. I prefer a 2:1 ratio (2 pounds of thrust for each pound of weight). A brushless motor combined with the new Li-poly batteries from Kokam, Thunder Power, or E-Tec is an excellent way to go. If you want to hover an aircraft, you need to fly an RC helicopter—right? Wrong! Three-dimensional (3D) flying has been around for a few years, and this flying craze is now taking a firm grip on park fliers. How to hover 63 Full-span ailerons I have the right equipment. Now what? Sustained hovering is one of the most difficult 3D maneuvers to perform with a model. There are two ways to learn how to hover: flying high and flying low. Many pilots feel that learning to hover at a low altitude makes it easier for you to see what the model is doing, and therefore, you can react more quickly to keep the model in a hover. But if you mess up, there isn’t much room for you to get out of a jam. Conversely, hovering at a higher altitude gives you a lot more room for error, but it’s more difficult to see the model and, therefore, to react to what it’s doing. I think it’s best to start learning to hover at least “two mistakes high” until you are comfortable with the control inputs that are required to prevent the model from “falling out” of the maneuver. As you progress, you can hover lower and lower until you are only a few inches from the ground. The model must be set up with a center of gravity that’s farther aft (compared with normal flying), and the control throws should be set up with high and low dual rates. Low rate is for general all-around flying, and on high rate, the controls should be maxed out with around 45 degrees of deflection. To soften the controls around neutral, dial in 25 to 50 percent of exponential, depending on your radio and preferences. Hovering To enter a hover, first switch to high rates, then fly the model slowly enough for you to quickly apply full up-elevator Oversize rudder Large elevators and have the model “snap” into a vertical attitude. If the model doesn’t snap or requires a lot of throttle to maintain a vertical attitude, it is probably nose-heavy, and the CG should be moved slightly aft. It’s easier to practice hovering with the canopy facing you, and I like to focus on the nose of the plane. To maintain control, apply inputs that are the opposite of the nose attitude. If the nose starts to fall toward the belly, pull up-elevator; if it falls to the right, add left rudder — you get the idea. As the nose points to the sky, you must balance the throttle to prevent the plane from climbing or descending while you work the ailerons, rudder and elevator to prevent it from falling out of the maneuver. The key to hovering is to get enough experience to be able to anticipate what the plane is going to do before it happens; you’ll then be able to react with appropriate control inputs. If you notice the plane start to fall out and your corrections are not helping, simply relax the controls and allow the plane to fly again while you add power. Switch back to low rates so you do not over-control the plane. To truly master hovering, you will need to practice, practice, practice. It isn’t uncommon for someone to fly many, many flights before getting the hang of it. One day, however, you will notice that you are hovering effortlessly. The control inputs become second nature, just as they did when you first learned how to take off and land. Happy hovering! 3 2 1 1. Using high rates, slowly fly the model. 64 It’s showtime! 2. Quickly apply up-elevator so the model “snaps” vertical. 3. Use throttle and the other controls so the model hangs by the prop. Fly the elevator & the harrier —by John Reid illustrations by Paul Perreault During a harrier, the plane slowly flies across the field at a high angle of attack. The elevator and the harrier maneuvers can be done with any 3D-capable electric aerobatic plane that meets the usual requirements for 3D flight: large control surfaces with 45 degrees of movement; a strong, light airframe balanced slightly aftward; and — especially important — a motor that can hover the plane on 1⁄2 throttle. To get this much power, a brushless motor and the new Li-poly batteries are excellent choices. Although not absolutely necessary, a plane that uses a computer radio and a spoileron mix (you’ll need to use a servo for each aileron) will make flying these maneuvers easier. This mix helps steady the wings and prevents them from teetering back and forth. A computer radio will give you better control during the slow-speed high angle of attack (AoA) needed for these maneuvers. To do this, program the radio by assigning the elevator as the master channel and the flaps (ailerons) as the slave. Set up the mix values so that when the elevator is at full deflection, both ailerons move up a little; this helps stabilize the plane at the slow speed needed to perform the elevator and harrier. Keep in mind that many smaller and lighter 3D electric planes may do just fine without any mixing during slow-speed, high-AoA maneuvers. The best way to find out whether this mixing is needed is to try out these maneuvers at plenty of altitude so you have time to correct any mistakes. If the plane is difficult to control and teeters back and forth quite a bit, then the spoileron mix may be required for that plane. The harrier When you’re first learning this 3D maneuver, practice with some altitude, even though it’s commonly performed close to the ground. The harrier is simply very slow forward flight with the plane in a stalled attitude that’s roughly at a 45-degree, nose-up angle. The flight path should run parallel to the ground with no gain or loss in altitude as the plane travels forward. Tournament of Champions pilot Jason Shulman recommends flying this maneuver at a safe altitude and flying into the wind. Begin by slowing the plane down, and maintain altitude with the elevator until it is at full deflection; carry a bit of power to keep the plane level. You may have to increase or decrease power until you’ve found the correct combination of elevator and power to keep the nose high while the plane flies level. You may also need to use some aileron and rudder to keep the wings level. Again, use the power to drive the plane across the field. When you are ready to exit the maneuver, power up and decrease the elevator until you’re flying straight and level again. The trickiest part of flying the harrier is using the rudder to steer the plane. Try not to use the ailerons too much, as they could cause the plane to wobble from side to side. Keeping up Today’s powerful brushless motors and high-ampdriving batteries have advanced park flyers from models that once required great skill to fly for just a few minutes to rock-stable aircraft that almost fly themselves for 20 minutes or more (OK; maybe I’m exaggerating a bit here). Many park flyers are now capable of a wide array of flying performances that include 3D aerobatics and two maneuvers that will really wow a crowd — the elevator and the harrier. Fly the elvator & the harrier 65 In an elevator, your plane should drop vertically while it’s at a high angle of attack. with that will test your thumbs’ dexterity. This is a great transitional maneuver to follow the elevator and lead into a rolling harrier or a torque roll. For advanced flying, slowly lose altitude and do a harrier landing. Let the plane land softly on the rear wheel, and add a touch of power so the main gears settle gently onto the runway. The elevator In the elevator maneuver, the plane drops vertically in a nose-high attitude. During your first attempts, the plane may drop at a 45-degree angle, but as you practice and gain experience, it will soon drop straight down. Flying into a headwind will improve the look of the elevator, and if there is a good wind, the plane may even go backwards a little. 66 It’s showtime! Again, Jason Shulman recommends starting this maneuver at a high altitude — at least three mistakes high — while flying into the wind. Begin the entry at a slow speed (about 1⁄4 throttle), and slowly increase the elevator to full deflection. As the airplane slows, use the ailerons and rudder to keep the plane straight. You will have to adjust the power to keep the nose slightly high, but be sure not to add too much power, as that will cause the plane to fly forward. When you are ready to exit the maneuver, increase the power and decrease the elevator until you are flying straight and level. The trickiest part of flying the elevator is learning how to steer the plane down by juggling back and forth between the rudder and throttle. This is a great maneuver to lead right into a harrier. For advanced flying, take the elevator all the way down to the ground, add a little power just before touchdown to slow the descent, and land the plane. Remember two things while flying these maneuvers: always start with plenty of altitude, and don’t let your direction (rudder) get away from you. Forgetting either of these could result in your snapping the plane while too low and ending your performance with a dirt nap—not the best way to finish the day! The elevator and the harrier are impressive maneuvers in any aerobatic performance, especially when flown close to the ground. Most 3Dcapable planes will fly them well; all that’s required for you to master the tricks are the right setup and some practice. Fly the blender —by Mike McConville illustrations by FX Models The blender is an impressive maneuver that incorporates a vertical flat spin. In the late ’90s, Quique Somenzini brought this maneuver into the public eye when he did it in his Tournament of Champions freestyle routine. In his unique and amazing presentation, it was performed very low and at show center; everyone at the field gasped when they saw it. Quique called it the “panic,” but it soon became known as the “blender.” If you’re looking to expand your 3Dflight regimen, the blender is a good maneuver to start with. What makes the blender unique? It looks very impressive yet is actually very simple to do. Although many more involved 3D maneuvers require that a pilot master coordination of the rudder with rolls and have a lot of flying experience, the blender can be done with just a few simple stick movements. The airplane The blender can be done with many different models, from big 40-percent gassers to small foamies. A model needs only the four basic functions: rudder, elevator, aileron and throttle. A design that is typically low- or midwing that doesn’t have much dihedral but has enough elevator authority to do an inverted flat spin is perfect for this maneuver. The maneuver The blender can be broken down into four basic elements: a vertical dive, rolls, a snap to an inverted flat spin, and the exit. Although these elements may sound a bit involved, they aren’t that hard. Let’s walk through the entire maneuver. First, get plenty of altitude. Even today, I always like to be a few mistakes high when I attempt a new maneuver. At altitude, throttle back to low power. Flip your elevator, rudder and aileron rates to high. Push the nose straight down and start to dive. As soon as the model is vertical, give left aileron and start a left-rolling dive. So far, so good; I told you it was simple…right? Now, let’s add some excitement — as you continue to roll left, push in some right rudder (about 1⁄2 stick). The model will start to wobble as it rolls, and the descent will slow. After holding those inputs for a quick three-count, quickly push the sticks into the inside corners, i.e., full left aileron, full down-elevator and full right rudder. The model will very quickly enter an inverted snap. Although the blender is considered one of the more dramatic 3D maneuvers, it actually predates 3D flight. I remember seeing variations of it done more than a dozen years ago, and it was even described in the manuals of some aerobatic-model kits that I designed for Midwest Products back in the mid90s. The basic maneuver existed long before it had a name. Fly the blender 67 1 f f 1 2 Reduce power and start a vertical dive with down-elevator. f 2 After only a second or less, quickly move the ailerons from full left to neutral (or even a little right) while you hold full down-elevator and full right rudder. The model will transition from the inverted snap to an inverted flat spin and very quickly decelerate its downward movement. If your model’s control throws are set properly, the first three parts of the blender are now complete. If you do this a few mistakes high, you will be able to exit by neutralizing all of the controls, and at the same time, flipping back to low rates (to avoid over-controlling) and adding power to fly out of it. As you gain experience and learn other 3D maneuvers, you can combine them with the blender. Try to exit the maneuver by rolling out into a harrier or neutralizing the aileron and rudder so your plane falls into an inverted elevator. Blender with a Twist Release the elevator, and apply left aileron. f 3 After completing two rolls, add some right rudder. 3 f 4 4 f As the model starts to wobble, add full down-elevator, left aileron and right rudder. f 5 To add a little twist to this maneuver, do the blender without using 1⁄2 right rudder input when the model is rolling toward the ground. Do everything else as described above, but leave that step out. When you quickly push the sticks into the corners, the snap to inverted will be faster and more violent because there isn’t any 1⁄2 right rudder to slow the descent before the snap. That looks cool, but be careful! It can be quite violent and put a lot of stress on your model. I’m not responsible for any broken wings. Once you get the hang of the blender, start bringing it lower to the ground before you do the snap into the flat spin. Pretty soon, you’ll have it mastered and will be able to move on to learning another 3D trick. Remember: practice, practice, practice, and above all — have fun! Welcome to the world of 3D flying! f 5 Exit the maneuver by neutralizing the controls and rolling upright. 68 It’s showtime! f * For your first roll, pull the plane’s nose up and apply aileron. It should take two or three seconds to complete the roll. Master precision rolls —by John Reid —illustrations by FX Models Getting started If you have flown for any length of time at all, you have probably already done some rolls. If you’re like me, you most likely just banged the aileron stick over to the right or the left and watched as the plane performed a very fast roll. When the plane was upright, you just released the stick, and the roll was completed. But when you slowed down the roll (to two to three seconds per roll), the plane started to fall out of the sky and lost quite a bit of altitude by the time the maneuver was over. I quickly learned that I needed to make some corrections throughout the maneuver to keep the plane flying straight and level. To start our first roll, we will make corrections only at the start of the maneuver. With your plane heading into the wind or downwind, enter the maneuver with the plane flying straight and level and then add some up-elevator to get the plane pointing upward about 20 degrees. Now input enough aileron to make the plane do a slow roll. Try to judge the amount of aileron input so that the plane will take two to three seconds to complete the roll. During the maneuver, the plane’s nose will drop because of decreased lift as the plane rolls over. If you have started the maneuver at the proper angle, the plane will describe a shallow arc during the roll and then exit right-side up at the same altitude as it entered the maneuver. You may be required to add a little up-elevator as the plane exits the roll to keep it flying straight and level. If you end up at a higher altitude when you exit, start with a little lower heading. If you wind up at a lower altitude on exiting, start the maneuver with a little higher heading. Continue to practice this slow roll until you can exit at the same altitude as you entered every time. Your first true roll Now that you have mastered your first roll with only up-elevator correction, you are ready to move on to your first true roll. This involves applying some down-elevator (that is, pushing the transmitter stick forward) while the plane is flying through the inverted part of the roll. Begin the maneuver by flying straight and level either into the wind or downwind, and add a little up-elevator to move the plane’s nose upward. Because you’ll be compensating for the loss of altitude when the plane is inverted, you won’t need to input as much up-elevator at the start of the maneuver; the nose will have to point upward only a couple of degrees. Begin your roll by applying a little aileron, again timing it so it lasts for two to three seconds. When the wing has rolled past vertical (knife-edge), begin applying down-elevator. You should start out with just a little elevator and increase it until the plane is completely inverted. You want to apply only enough elevator to keep the plane flying level. As the wing continues to rotate past inverted, reduce the elevator input until the elevator stick is in the neutral position. This should be at the same time as the wing enters the second vertical position, three quarters of the way through the roll. The plane should rotate back into the upright position and exit the maneuver at the same altitude. Because the plane is still losing altitude throughout the knife-edge part of the roll, the maneuver will still have A roll is a maneuver that many pilots generally learn within the first couple of flights. Just hold full right or left aileron, and the plane will most likely perform a roll. But rolls are an integral part of many aerobatic routines. Throughout many advanced routines, rolls are often a predominant part of the maneuver. Learning to do rolls is easy; learning to do them with precision is not so easy, but with practice, it can be done. * Note: All stick movements have been exaggerated for clarity. Master precision rolls 69 1 2 1 2 f f Start the roll as before; raise the nose and apply aileron. As the model rolls inverted, apply some down-elevator to maintain altitude. a slight arc as the plane tracks through the sky. Problems can occur throughout this roll if you push too much down-elevator while the plane is inverted. Another frequent error is pushing the elevator stick too soon — while the plane is still right-side up — or not releasing the elevator soon enough as the airplane rolls back over. Once you have mastered the timing of applying the proper amount of down-elevator throughout the roll, the plane will remain at about the same altitude throughout the maneuver, and you’ll be ready to move on to the precision roll. hand. We will use the rudder stick to work in unison with the elevator throughout the roll to maintain the plane’s heading and altitude so that it will appear to track in a straight line. Begin by entering the maneuver straight and level and then initiate the roll with a little aileron; constantly maintain that amount throughout the maneuver. As the plane starts to roll, immediately start applying the appropriate rudder to maintain a straight and level heading. For example, a right roll will require left rudder to maintain the plane’s altitude. The maximum amount of rudder input will be required when the wing reaches vertical. Once the plane’s wing has rolled past vertical, start to ease off on the rudder, and begin to apply down-elevator until the plane is inverted. At this point, you should have no rudder input, and you should have applied the maximum downelevator needed to maintain level flight. As the roll continues, begin to Mastering precision rolls Up to this point, only one of your hands was moving throughout the entire maneuver (for most of us, this would be the right hand because it controls both the elevator and aileron inputs). But to make the roll follow a perfectly straight path, you will need to solicit the help of your left 1 ease off the elevator and apply the appropriate rudder (at this point, for a right roll, you will need right rudder) to maintain altitude as the plane rolls around again to vertical. When the wing is in the second vertical position, the plane should again have the maximum amount of rudder, with no elevator input necessary to maintain level flight. The wing will continue to roll over until the plane is in the upright position. During this time, slowly release the rudder stick so that there is no rudder input at the exact time the plane reaches the upright position. If everything was timed correctly, the plane should exit at the same altitude as it started the maneuver. Executing a precision roll is a maneuver that anyone can master with a wide variety of planes. Now that you know the correct control inputs, the only thing preventing you from flying that perfect roll is practice, practice and more practice. 2 3 4 f Begin the precision roll straight and level, and apply aileron. f 70 It’s showtime! 2 As the roll begins, apply rudder. If the roll is to the right, use left rudder. 3 Next, slowly release the rudder and apply down-elevator. f 1 f 4 As the roll continues, slowly release the elevator and apply left rudder. Level the plane as it exits the roll. 2 Push into a 45degree down-line; pull power to idle. Figure 1 Basic shark’s tooth Perfect the shark’s tooth —by John Reid illustrations by FX Models 1 At full power, pull into a vertical up-line. The shark’s tooth is one of those maneuvers that — at first glance — seems quite simple. In reality, to perform it well requires a lot of practice. Simply put, the shark’s tooth is a vertical climb that’s followed by a 45degree down line to form the outline of what appears to be a shark’s tooth. Setup This maneuver can be done by any plane that can fly an outside loop, can easily fly inverted and is set up with mid to low control rates. The shark’s tooth is more about finesse and precision control than about banging sticks from one corner to the other. Another important consideration is the wind direction. If possible, try to fly into the wind when entering this maneuver. As most of us know, however, Murphy’s Law dictates that if the wind is blowing, it will most likely be a crosswind to the runway. If this should happen to you, adjust to the situation by crabbing the plane into the wind. Crabbing is when you use your rudder to point the nose of the plane slightly into the wind, especially while on the upward path of this maneuver. This allows the plane to continue on a straight, vertical, up line without drifting off the line with the wind. Flying the shark’s tooth In its simplest form, the shark’s tooth is executed by flying your plane into the wind on a straight and level path that’s parallel to the runway (Figure 1). Use an entry altitude of between 25 and 100 feet, depending on the size of your plane (you’ll want to be able to see it clearly). At full throttle, pull back on the elevator stick so the plane does a 1⁄4 inside loop and enters a vertical climb. Extend the up line for about 200 to 300 feet; make adjustments for the wind to maintain a true vertical up line. When your plane has reached the top of the maneuver, push it over (using down-elevator) into a 135-degree outside loop. The radius of this push should be roughly the same radius as you used to enter the up line. Immediately after you’ve got the plane pointing in the 45-degree down line, reduce the throttle to idle. The idea here is to have the plane complete the rest of the maneuver at about the same speed as it entered it. Continue flying the 45-degree down line until the plane reaches the same altitude as the entry. Exit the maneuver by pulling a bit of up-elevator until the plane is again flying straight, level and parallel to the runway. The radius of this pull should be the same radius as the previous two pulls. That’s it; you’ve completed the simple shark’s-tooth maneuver. 3 Pull back into straight and level flight; exit at same altitude as you entered. Perfect the shark’s tooth 71 One variation To make the shark’s tooth a little more challenging, you can change the direction of the pulls and add snap rolls to the up or down lines. Figure 2 shows a twist on the shark’s-tooth maneuver; it’s flown in reverse yet maintains the shark’s-tooth outline. Begin this maneuver as you did before by pulling into the vertical up line. But this time, when you reach the top of the line, pull back on the elevator stick so that the plane pulls back into roughly a 135-degree inside loop to establish the 45-degree down line while inverted. Reduce the throttle to idle, and let the plane fly inverted. At approximately a third of the way through the down line, perform 2 points of a 4-point roll so that the plane flies right-side up for the last third of the 45-degree down line. Apply the ailerons precisely so that the two points are well defined, and stop at the knife-edge point for only a moment. You may have to compensate with some throttle and rudder management to keep the 45-degree down line straight and true. When the plane reaches the same altitude as the maneuver’s entry, pull back on the elevator so the plane will exit straight and level and parallel to the runway. Again, the radius of all the pulls should be the same. Figure 2 Shark’s tooth with a twist 2 Unlimited possibilities There are dozens of shark’s-tooth variations. Experiment, and then go ahead and practice this challenging maneuver. After you’ve mastered the simple shark’s tooth, move on to the more advanced variations. Throw in a few point rolls or snaps, and you’ll keep this maneuver fresh and interesting. Have fun! 3 1 4 f It’s showtime! f f Execute 2 points of a 4-point roll to the right; adjust throttle and rudder to maintain a straight down-line. 72 2 Pull up into an inverted 45-degree down-line; pull power to idle. At full power, pull into a vertical up-line. 3 f 1 f f 4 Pull to straight and level; exit at same atltitude as you entered. 3 1⁄2 inside loop The humpty bump can be used as a nice turnaround maneuver, or with a few rolls thrown in, it becomes a center-stage crowd-pleaser. Because you can add a lot of challenging components to the humpty bump, this maneuver will always test your abilities as your flying skills increase. The best part of the basic humpty bump is that it is the perfect springboard for entrylevel aerobatic pilots. Learn the humpty bump Humpty-bump primer Before doing even a basic humpty bump, take the time to perfect simple maneuvers such as nicely executed inside and outside loops, crisp rolls in either direction and keeping your park flyer straight and level before you pull into a nice vertical up-line. It’s also good to know how to use rudder correction during a loop. You don’t need a high-end aerobatic performance plane to fly a basic —by John Reid illustrations by FX Models 2 1⁄2 right roll f f 4 1 Maintain vertical down-line Go to full throttle, and pull up-elevator into a straight, vertical up-line. 2 f 1⁄4 loop to upright Execute a full roll. 1 f f 3 The humpty bump is one of the most versatile aerobatic maneuvers out there because it can be performed by pilots of any ability. An average pilot can fly the simple version with just about any plane, but the more complex humpty bump, with snap rolls or 45-degree up lines, can be quite challenging, even for the best pilots with the hottest aerobatic aircraft. 1⁄4 loop; pull to up-line Pull up-elevator, and perform a half-loop while at the same time reducing throttle to idle. f f 4 Enter Exit Maintain vertical down-line Learn the humpty bump 73 humpty bump. Any park flyer with decent vertical performance will execute the basic maneuver. For the more intricate variations, however, you will need an airplane that has good powerto-weight performance and is capable of an extended vertical climbout. Down to basics The basic humpty bump is the perfect turnaround maneuver, and unless it is performed center stage, most of the time, you will be doing it as the plane is flying away from you. Begin the humpty bump by doing a flyby down the runway. Be sure that the plane is straight and level in upright flight. As soon as the plane has passed you and is flying away from you, go to full power and pull into a 1⁄4 inside loop to establish a straight vertical up-line. It is extremely important to fly straight and level before you enter the 1⁄4 inside loop. If one wing is low, even just a little bit, your vertical up-line won’t be straight, and you’ll need to make a 74 It’s showtime! noticeable correction with your rudder. If you notice that one wing is lower than the other when the plane flies past you, make a slight aileron correction to get the wings level before you pull into the 1⁄4 inside loop. After you’ve established a nice vertical up-line, do a 1⁄2 roll in either direction, and continue with the vertical up-line for roughly the same distance as you flew before the roll. Pull into 1⁄2 inside loop, and gradually reduce the throttle to idle. Establish a straight down-line, and continue so that it is longer than the up-line. Pull another 1⁄4 loop and exit straight and level, flying slightly lower and in the direction opposite to the one in which you entered the maneuver. As you can see, the beauty of the humpty bump is that it can be a simple maneuver or as complicated as you like. Just add extra rolls, reverse rolls, point rolls, or snap-rolls on the up- or down-line. But remember that as you add maneuvers to the up- and down- lines, they’ll become longer, and the plane will need enough power to carry it to the top. Always give yourself enough altitude to have room to perform complicated down-lines. Even at idle, a plane will accelerate on the down-line. So what’s next? Once you’ve mastered the basic humpty bump, try variations such as altering the direction or position of the exit point. This can be the same as the entrance point or may run parallel to it. Another variable is to do a reverse humpty bump; start at the top with a down-line to the humpty bump, which you do at the bottom, and then enter the up-line and exit at the top. You can even fly a variation in which the vertical lines are tilted at a 45-degree angle. But no matter what you add to it or how you execute it, the humpty bump will always provide a challenge. FIGURE 1 Ordinary Loop 3 The avalanche —simple & complex! Continue holding up-elevator In addition to making the loop perfectly round and properly positioned, you also have to make it the proper size. 2 —Mike McConville illustrations by FX Models Pull up 4 1 Exit straight and level The “avalanche.” With a name like that, it must be a wild 3D maneuver, right? Not really! The avalanche was around long before 3D aerobatics were ever dreamed of, and in various forms, it has been a maneuver in the precision schedules of many patterns for competition. Enter straight and level, full power As I’ve said before, even if you’re interested only in 3D aerobatics, it will help your 3D flying immensely to learn the fundamentals of flying precision maneuvers. The discipline you gain from flying precision will make your 3D flying more intentional, and it will result in a much more planned and well-executed presentation. Whether you never intend to compete or you have every intention of one day competing, read on; you won’t be sorry you learned this maneuver. top. Sounds easy, doesn’t it? Actually, it is—once you understand the maneuver’s elements and where and when to do them. You begin with the proper execution of the loop element. A loop is simply a circle done vertically in the sky along the model’s pitch axis. That just means that when starting from level flight, you pull up-elevator and hold on until the model loops through 360 degrees and returns to level flight (see figure 1). Now, let’s turn an ordinary loop into a well-presented, precision loop: What is it? In simplest terms, the avalanche is a loop with a snap roll executed at the Step 1. Put it in the right place. When starting the loop, fly the model parallel to the runway in front of you. Don’t start the loop if the model is flying at an angle toward or away from you. Doing that makes it impossible to see the loop’s symmetry. Step 2. Center the loop on yourself. The loop should start just as the model reaches center or is exactly in front of you. Just as it reaches that point, pull back on the elevator. Step 3. Shape it right. The loop should be a perfect circle drawn in the sky— not an oval. It should start and end at the same altitude, and when done correctly, it actually starts and ends at the The avalanche—simple & complex! 75 FIGURE 2 Precision Loop 4 5 Adjust elevator pressure, check for wings level Increase up-elevator, reduce power 3 2 6 Pull up-elevator (use less than full up) Increase power 7 1 exact same point no closer or farther away from you (see figure 2). Trying to do this might highlight any trimming issues your airplane might have. Much has been written about trimming models for proper loop tracking, so I won’t go into that here. In addition to making the loop perfectly round and properly positioned, you also have to make it the proper size—not too small and not too large. If it’s too small, it looks rushed and also leaves you little room (and time) to place the snap at the top. If it’s too large, it becomes difficult to make the loop round and hold the proper heading. 76 Begin relaxing up-elevator It’s showtime! Exit at same altitude as entered Enter straight and level, full power Furthermore, you may run out of power at the top, and that will make the snap roll impossible. The proper loop size really depends on the hardware you are flying. A larger airplane with a lot of power would naturally do a larger loop than a smaller airplane or one with less power would. Experiment with your model until you arrive at the loop size that is best for your airplane. When doing the loop, remember that, although this is a simple maneuver, it is one that you fly through. Do not pull full up-elevator and watch it go; in fact, you should never be at full up-elevator. Pull back a little, and vary the amount of elevator used to make the loop the correct size and shape. Since gravity is at work, you have to pull more elevator at the beginning of the loop, and then, as the model passes through vertical and to inverted, relax the elevator to keep the loop round. As the model starts down the back side of the loop, increase the elevator again to overcome gravity and make the loop round. It’s also a good idea to reduce the power as the model starts to come over the top of the loop and down the back side. Full power makes the loop appear rushed, and with larger airplanes, full power in a dive is a big no-no; it could even cause problems such as control-surface flutter and structural failure. Practice doing the “perfect” loop until you are comfortable with it. When you have mastered the loop, it’s time to turn that loop into an avalanche. Do the same loop, but just as the model reaches the top of the loop, do one snap roll. Stop the snap at exactly one turn so that the model is in the same attitude as it was before the snap. Now reduce power, and complete the loop just as before. Snap-roll technique will impact the attitude of the model as it exits the snap, and to be honest, the art of the snap roll is a topic that I could easily write another entire article about. But since I don’t have room to go into detail on snap-roll techniques here, I’ll just describe some basics. For now, do the snap, but corner both sticks: that is, full up-elevator, full aileron and full rudder in the same direction as the aileron. In my next article, I’ll go into detail on “flying” snaps properly. Here are some common mistakes people make when doing the snap roll on an avalanche: nose through the snap, and it will exit the snap nose down, so it’s impossible to keep the loop round. Maintain power until the snap has been completed. • Snapping too early or too late. When done properly, the snap should be at the top of the loop. Don’t get trigger-happy and snap while the model is still climbing. Don’t wait too long and snap after the model is on its way back down. • Throttling back before the snap. This will cause the model to drop the • Over- or under-snapping. Be sure to stop at one snap. If you over- or under- FIGURE 3 Avalanche 4 5 Full up-elevator, full left rudder and aileron for one rotation of snap roll Increase up-elevator, reduce power 3 Begin relaxing up-elevator Master the avalanche, and you’ll become a more disciplined pilot who’s in better control of his model. 2 6 Pull up-elevator, use less than full up Increase power 7 1 Exit at same altitude as entered Enter straight and level, full power The avalanche—simple & complex! 77 snap, the wings won’t be level, so as you start to pull through the back side of the loop, the model will start to corkscrew. To make the avalanche look the best, here’s a pro tip: always snap away from the flightline. For example, when you enter the maneuver from the left, do the snap roll to the left (left aileron and rudder). That makes the model appear to stay in line better and not veer in the direction of the snap. The only exception is if you’re flying in a strong crosswind that’s blowing away from the flightline. The avalanche requires that you learn to snap roll equally well to both the left and the right, and that’s also important to becoming a well-rounded aerobatic pilot. Variations The almost endless supply of variations can make the avalanche much more challenging. During my years of aerobatic competition, I’ve had the opportunity to tackle a lot of them. If you want to work on a few variations, here are a few good ones: • Do the same maneuver but start inverted. Make the loop an outside loop, and at the top, do a negative snap (full down-elevator, full aileron and full opposite rudder). • Do the avalanche normally, but do two complete snap rolls at the top, or try it inverted with two complete negative snaps at the top. 78 It’s showtime! Here’s one of the toughest variations. Start inverted and do an outside loop. At the top, do 11⁄2 positive snap rolls so that the model stops inverted at the top; then immediately do 11⁄2 negative snap rolls in the opposite roll direction back to upright and complete the outside loop. When doing one like that, you have to start the first snap before the airplane reaches the top, since the snaps take up so much space. After the last snap, it should be over the top of the loop and at the same point past the top as it was before the first snap was done. Flying or “unloading” the snaps becomes very important in a move like this, but that’s for my next article. One of the most difficult variations requires that you start high and do a loop starting from the top; then at the bottom of the loop, do the snap and continue back up to finish at the top. I hope I’ve given you something to think about. Next time you’re out flying, give the avalanche a try. Once you have mastered it, you’ll be one step farther down the road to becoming a disciplined pilot who’s in better control of his model, and more important, you’ll be having more fun flying! 79 SOURCE GUIDE A&A Engineering (714) 952-2114; a-aengineering.com. Carl Goldberg Products Ltd. (678) 450-0085; carlgoldbergproducts.com. ABC Radio Control Hobbies (956) 722-2845. Castle Creations (785) 883-4519; castlecreations.com. E-Tec; dist. by Air Craft Inc.; aircraft-world.com. F&M Enterprises (817) 279-8045; stits.com. Ace Hobby Distributors (949) 833-0088; acehobby.com. Aerospace Composite Products; acp-composites.com. Cedar Hobbies (832) 202-7343; cedarhobbies.com. Century Helicopter Products (800) 686-8588; centuryheli.com. Falcon Trading Co. (800) 591-2896; falcon-trading.com. Fiberglass Specialties (810) 677-0213. Flight Line Toys (417) 883-2510. FlyZone by Hobbico; dist. by Great Planes. AeroWorks (303) 366-4205; aero-works.net. Cermark (562) 906-0808; cermark.com. AirBorne Models (925) 371-0922; airborne-models.com. FMA Direct (800) 343-2934; fmadirect.com. Chase-Durer (800) 544-4365; chase-durer.com. FPF Inc. (877) FLY-FOAM; fpf-inc.com. CheapBatteryPacks.com (503) 356-5567. Futaba Corp. of America; dist. by Great Planes; futaba-rc.com. Chief Aircraft Inc. (877) 219-4489; chiefaircraft.com. G and P Sales (707) 965-1216. America’s Hobby Center; ahc1931.com. Choppahedz LLC (310) 787-9909; choppahedz.com. Georgia Aircraft Modelers Assoc. (478) 328-2689; gama.rcclubs.com. Amondo Tech (408) 747-1123; amondotech.com. Cleveland Model & Supply Co. (317) 257-7878. Glenn Torrance Models (919) 643-1001; gtmodels. Anything R/C (509) 747-2526; anything-rc.com Communications Specialists Inc. (800) 854-0547; com-spec.com. Global Hobby Distributors (714) 963-0329; globalhobby.com. Composite ARF Co. Ltd.; composite-arf.com. Graupner; dist. by Hobby Lobby Intl. D&L Designs (520) 887-0771. Great Northern Models (905) 320-7979. Dave Brown Products (513) 738-1576; dbproducts.com. Great Planes Model Distributors (217) 398-6300; (800) 682-8948; greatplanes.com. Dave Patrick Models (815) 457-3128; davepatrickmodels.com. GWS USA (909) 594-4979; gws.com.tw. Debece Co. (615) 238-4884; debece.net. Hacker Brushless Motors (480) 726-7519; hackerbrushless.com. Blue Arrow; ltair.com. Desert Aircraft (520) 722-0607; desertaircraft.com. Hayes Products (714) 554-0531. Bluejay Airplane Kits (308) 276-2322; bridiairplanes.com. Diversity Model Aircraft (858) 693-8188. Hitec RCD Inc. (858) 748-6948; hitecrcd.com. Doppeldecker Corp. (800) 777-2090; 2decker.com. Hobbico; dist. by Great Planes; hobbico.com. Airfoil Aviation Inc. (217) 938-4473; airfoilaviation.com. Airplane Factory Inc. (800) 264-7840. Airtronics (714) 978-1895; airtronics.net. APC Props; dist. by Landing Products; apcprop.com. AstroFlight Inc. (310) 821-6242; astroflight.com. Autogyro Co. of Arizona (888) 783-0101;autogyro-rc.com. Batteries America (608) 831-3443; batteriesamerica.com. Berg; dist. by Castle Creations. BME Engines (604) 638-3119; bmeengine.com. Du-Bro Products (800) 848-9411; dubro.com. Bob Smith Industries (805) 466-1717; bsiadhesives.com. Bruckner Hobbies (800) 288-8185; brucknerhobbies.com. Brushless Motors Inc. (386) 985-0288; brushless-motor.com. Byron Originals (712) 364-3165; byronfuels.com. 80 Dumas (800) 458-2828. EaglePicher Kokam Ltd.; dist. by FMA Direct. Eagle Tree Systems (888) 432-4744; eagletreesystems.com. Hobbies & Helis Intl. (610) 282-4811. Hobby Group Inc. (562) 240-2134; nwhobbyexpo.com. Hobby Lobby Intl. (615) 373-1444; hobby-lobby.com. Hobby People; dist. by Global Hobby (800) 854-8471; hobbypeople.net. Eddie A. Aircraft Original Scale Classics (201) 337-5075. HobbyZone; dist. by Horizon Hobby Inc. E-flite; dist. by Horizon Hobby Inc. Horizon Hobby Inc. (800) 338-4639; horizonhobby.com. Cactus Aviation (520) 721-0087; cactusaviation.com. ElectriFly; dist. by Great Planes. CAF96th Squadron; caf96th.com. ElectroDynamics (734) 422-5420. Cal-Grafx; cal-grafx.com. Empire Hobby (480) 982-0909; empirerc.com. CAModel USA (786) 999-6253; camodel.com.ar. Evergreen Scale Models Inc. (425) 402-4918; evergreenscalemodels.com. Carden Aircraft (828) 697-7177. Experimental Aircraft Models (800) 297-1707. Hydrimax by Hobbico; dist. by Great Planes. ICARE Sailplanes (450) 449-9094; icare-rc.com. Ikarus USA (239) 690-0003; ikarus.net. Innovative Home Products (866) 607-8736; innovativehomeproducts.com. Internet-RC (602) 347-1600; Internet-RC.com. OK Models; dist. by MRC. Iron Bay Model Co. (304) 232-7511; ironbaymodelcompany.com. O.S. Engines; dist. by Great Planes. Sullivan Products (410) 732-3500; sullivanproducts.com. T&D Plan Sales; classicairplanemodels.com. Palmer Plans (818) 348-0879. J&Z Products (310) 539-2313. Jet Hangar Hobbies (562) 467-0260. Jeti; dist. by Hobby Lobby Intl. Tekoa: The Center of Design (909) 763-0464. Paul K. Gullow Inc. (781) 245-5255; guillow.com. Peck-Polymers (619) 448-1818; peck-polymers.com. JR; dist. by Horizon Hobby Inc. K&S Engineering (773) 586-8503; ksmetals.com. Performance Devices Inc.; performancedevices.com. Performance R/C (504) 832-2028. Kangke USA (877) 203-2377; kangkeusa.com. The Ornithopter Zone (800) 445-4215; ornithopter.org. The World Models Mfg. Co. Ltd.; dist. in the USA by AirBorne Models; theworldmodels.com. Thunder Power Batteries; dist. by Hobby Lobby and by Northeast Sailplane Products; thunderpower-batteries.com. Plastruct Inc. (626) 912-7016, plastruct.com. Klein Aviatik; dist. by Hobby Lobby. Thunder Tiger; dist. by Ace Hobby. Polk’s Hobby; polkshobby.com. Kokam; see EaglePicher Kokam. Kondor Model Products (888) 761-0500; kmp.ca. Kress Technologies Inc. (845) 336-8149; kressjets.com. PowerMaster Hobby Products Inc. (512) 285-9595; powermasterfuels.com. Tower Hobbies (800) 637-4989; towerhobbies.com. Trick R/C (310) 301-1614; zagi.com. Propwash Video (800) 355-7333; propwashvideo.com. Tru-Turn Precision Model Products; dist. by Romco Mfg.; tru-turn.com. Quantum Models (877) 738-9270; quantummodels.com. U.S. Engines Products; dist. by Great Planes. Quique’s Aircraft Co.; somenzini.com. UltraCote; dist. by Horizon Hobby. R/C Direct (858) 277-4531; rc-direct.com. Vanguard Vancouver; pacifier.com/~vvancou. R/C Showcase (301) 374-2197; rcshowcase.com. WattAge; dist. by Global Hobby. Litefly RC; liteflyrc.com. Macs Products (916) 456-6932; macspro.com. Radical RC (937) 237-7889; radicalrc.com. Magnum; dist. by Global Hobby. RAM RC (847) 740-8726; ramrcandramtrack.com. Kyosho Corp. of America (800) 716-4518; kyoshoamerica.com. Landing Products (916) 661-0399. Lanier RC (770) 532-6401; lanierrc.com. WeMoTec; wemotec.com. Maiden Model Products (612) 730-7151. West Mountain Radio (203) 853-8080; westmountainradio.com. Weston USA (508) 520-1170; westonusa.com. RC Superstore; rcsuperstore.com. Master Airscrew; dist. by Windsor Propeller Co. Maxx Products Intl. (MPI) (800) 416-6299; maxxprod.com. RCAT Systems (408) 292-9794; rcatsystems.com. Wide Canyon Engines (253) 653-9481; widecanyonengines.com. Wildcat Fuels (859) 885-5619; wildcatfuel.com. RCV Engines Ltd.; dist. by Wildcat Fuels. Micro Fasteners (908) 806-4050. Windsor Propeller Co. (916) 631-8385. Midwest Products (800) 348-3497. Richmond RC Supply (877) 727-2329; richmondrc.com. Wing Mfg. (269) 665-9630; wingmfg.com. Miller R/C Products (707) 833-5905. Robart Mfg. (630) 584-7616; robart.com. WRAM Inc.; wram.org. Model Machining Service (949) 631-2982; innerdemon.com. RTL Fasteners (800) 239-6010; rtlfasteners.com. Zap (800) 538-3091; zapglue.com. MonoKote; dist. by Great Planes. Sherline Products Inc. 170 Navajo St., San Marcos, CA 92069-2593. Zinger; dist. by J&Z Products; zingerpropeller.com. Mosquitobite Plans (613) 256-0008; mosquitobiteplans.com. MP Jet; dist. by Hobby Lobby; mpjet.com. MRC (732) 225-2100; modelrec.com. Sig Mfg. Co. Inc. (800) 247-5008; sigmfg.com. SKS Video Productions (800) 988-6488; sksvideo.com. Multiplex; dist. by Hitec RCD. Sky Hooks & Rigging (905) 257-2101; microrc.com. Nick Ziroli Plans (516) 467-4765; ziroliplans.com. Skyshark R/C Corp. (866) 854-6100; skysharkrc.com. Northeast Sailplane Products (802) 655-7700; nesail.com. Smithy (800) 476-4849; smithy.com. Northeast Screen Graphics (800) 557-5617; majordecals.com. Zurich Intl. (800) 533-5665. SoarSoft Software (810) 225-1165. 81 rcstore.com RC BOOKS MASTER MODELER SERIES ARF MUST HAVE! RC AIRPLANES FLIGHT READY ITEM #2030 $24.95 • 118 PAGES Almost-ready-to-fly (ARF) models are the single most popular type of RC aircraft on the market today. They’re easier, more affordable and more diverse than any other segment of the hobby. With “Flight Ready,” you’ll have all the knowledge you need to choose, assemble, set up and personalize any ARF! 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