Flight Schedule

Flying to a Scale Schedule

Any flyer can take their scale plane to their local field and ‘hot dog’ it around (presumably for the flyers ‘stress relief’ instead of ‘kicking the dog’) but ask yourself these questions: is this flying style improving flying skill? (doubtful – except if averting crashes becomes habitual) and, is it pretty to watch? (doubtful – did the real plane fly like that!).

To fly your Scale Aircraft in a ‘scale like’ manner requires Practice (repeated exercise to improve skill), Patience (calm endurance) and Persistence (continue firmly). Even Practicing to a Plan (method thought out in advance) can for some, be helpful. In this section we will deal mainly with flying the manoeuvres usually found at a scale comp.

* All flying manoeuvres must be judged bearing in mind the performance of the full size prototype. The aim of the scale flight schedule is to recreate the flight characteristics of the full-size aircraft. Judges must not therefore confuse scale contests with aerobatics contests. (this reference and others marked * are from Federation Aeronautique Internationale (FAI) Sporting Code Section IV Flying Scale Model Aircraft and is copyrighted to FAI).

Please refer to the FAI website for current rules and information of the judging criteria. http://www.fai.org/aeromodelling/documents/sc4

Below is to be used as a guide for F4C, Large Scale and ARF competition.

Based on the above the current rules allow for a flight schedule with a total of ten manoeuvres, with Take-Off, Figure 8, Descending 360,  and Landing being compulsory. Please note that Figure 8 and Descending 360 can be flown in any order of the eight manoeuvres between Take off and Landing. Please note Take off and Landing have the same K Factor.

Flight Schedule Template
#1 Take off
#2 Option 1
#3 Option 2
#4 Option 3
#5 Option 4
#6 Option 5
#7 Option 6
#8 Option 7
#9 Option 8
#10 Landing

The Compulsory Manoeuvres

Take-off is the first compulsory manoeuvre and is the second highest scoring and should be performed similar to the real plane (within the limits of the judges field of view and area of the flying field).

Compulsory Manoeuvres

Figure Eight is a manoeuvre that consists of two circles of equal dimension joined together side by side with no X in the middle. Takes practice to get this one right.

Descending 360 Degree Circle starts as level flight down the strip at height and when model is centre to judges, power is reduced to low setting and plane banked to descend in a circle and exits at 6 metre height on same heading as entry. Pretty to watch when done well.

Approach & Landing is the only other compulsory manoeuvre and may be a 90 degree turn or semi-circular turn from base leg to final leg when descending through to touchdown (must be nominated prior to commencement) and landing into wind is allowed. This manoeuvre has the highest flight points and when done properly is great to see (especially for the pilot having just flown some of the above manoeuvres this gets to be the best one – and when he gets it right, the great feeling of satisfaction).

Option Manoeuvres

There are a total  of eight optional manouvres which are to be chosen based on the full size aircraft type, whether it be aerobatic or non-aerobatic.

Straight Flight on a calm day is relatively easy although not as easy as you would expect – but on a windy day – you hope your model has ‘good penetration’.

Chandelle (non-aerobatic type only) is a full power climbing 180 degree turn

Retract & Extend Landing Gear or Flaps is entry down the strip not above 15 metres, extend landing gear/or flaps (say 20 metres) before judges centreline and proceed into a constant height 360 degree circle and commence retraction of gear/flaps in front of judges and then climb out just past judges position.

Dropping of Bombs or Fuel Tanks should be done in the manner of the prototype in front of the judges (but not from 30,000 ft).

Stall Turn is entry down the flight line past the judges say 20 metres, vertical climb to a stop and execute a rudder turn left or right (nominated) and dives vertically and recovers to level flight at same height as entry but opposite direction.

Immelmann Turn enters down the flight line and starts half loop in front of judges with an inverted hesitation before half roll out to level flight in opposite direction to entry. Low powered aircraft can do a shallow dive prior to half loop to pick up speed.

Loop is intended to be a circular manoeuvre but not all planes can do that unless they are a jet or high powered aerobatic type so some discretion by the judges is used for size and shape of loop.

Split S (reversal)is nearly an opposite to an Immelmann turn. Entry at height down flight line, half roll (say 20 metres before judges centreline), reduce power and perform half circular loop down to lower height (say 6 metres) and apply power for level flight exit on opposite track.

Cuban Eight is two vertical circles joined together but now there is an X in the middle when doing a half roll when descending in both directions. You will need lots of practice to do this one consistantly well.

Normal Spin (3 turns) straight entry down flight line at height, throttle off and stall initiated into a spin, usually rudder to kick tail around then full aileron and elevator to continue into a spin, let controls go at say 2 1/2 turns to exit on same heading as entry and apply power to round out to level flight.

Roll is an axial roll at constant height, the trick is to be fully inverted when centre to the judges. A shallow dive for speed is allowed and slow, barrel or snap rolls are allowed if nominated.

Parachute drop should be in manner of prototype where doors or hatch is opened, speed reduced before drop or a braking parachute such as used on a jet can be demonstrated.

Touch & Go is a turned approach followed by a landing with main wheels minimum 5 metres on the ground central to judges followed by takeoff and smooth climb-out.

Overshoot has entry at a greater height and wheels are at 3 metres above strip (non-aerobatic types only).

Side Slip (Left or Right) is similar to overshoot except aircraft heading is at least 20 degrees off track when in descent approach and heading is changed to same as track in front of judges prior to climb out.

1st and 2nd Flight Function by Subject Aircraft is the choice of two other manoeuvres not listed in the rest of these, that is peculiar or particular to the aircraft modelled eg: Crop Spraying or Outside Loop. Contestant must provide evidence to judges prior to flying that his aircraft did the manoeuvre/s nominated and whilst on the flight line explain to the judges what the manoeuvre will look like. Procedure turn, climbing, turn, descending turn, switching lights on/off are not allowed.

Flight in a Triangular Circuit is to fly a horizontal triangle with 150 metre legs (min.) and a 60 degree turn at each corner with entry and exit at the same position central to judges. (non-aerobatic types only).

Flight in a Rectangular Circuit is to fly a rectangle beginning 75 metres past judges turn right (or left) 90 degrees away from judges for min. 150 metres turn 90 deg. fly 75 metres turn 90 degrees fly toward you min. 150 metres turn 90 degrees and exit same track as entry (non-aerobatic types only).

Flight in a Straight Line at Constant Height at max. 6 metre height min. 100 metres length (non-aerobatic types only).

Flight in a Straight Line with One Motor Throttled is for multi-engined aircraft at constant height min. 100 metres length.

Lazy Eight is essentially two wingovers in opposite directions with a banked turn each end and an X in the middle.

Wingover comprises fly at constant height past judges (say 20 metres) and turn up into a smooth and at least a 60 degree bank and descend at same rate of bank back to same entry height and exit opposite track past the judges (non-aerobatic types only).

Inverted Flight is half roll to inverted fly at least 100 metres inverted in a straight line half roll back to normal flight (don’t forget up elevator is not ‘up’ any more when you’re upside down – oops).