PRINCIPLES of Judging F3A-Indoor Manoeuvres PRINCIPLES of Judging F3A-Indoor Manoeuvres.

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Presentation transcript:

PRINCIPLES of Judging F3A-Indoor Manoeuvres PRINCIPLES of Judging F3A-Indoor Manoeuvres

PRECISION

SMOOTHNESS & GRACEFULLNESS

POSITIONING

SIZE (Relative to manoeuvring area, and relative to other manoeuvres)

SIZE SMOOTHNESS & GRACEFULNESS POSITIONING PRECISION APPROXIMATE WEIGHTING (guide only!)

100% PRECISION + SMOOTHNESS & GRACEFULNESS + CORRECT POSITIONING + CORRECT SIZE = 10 POINTS!

JUDGING STANDARDS...

CONSISTENCY & ACCURACY Minor defect on manoeuvre 3 = score 9 Minor defect on manoeuvre 7 = score 9 Major defect on manoeuvre 9 = score 4 Major defect on manoeuvre 11 = score 4 Minor defect on manoeuvre 12 = score 6 Major defect on manoeuvre 15 = score 9

Santa Claus... Or Scrooge!

Judge 1Judge 2Judge 3Judge 4Judge 5 MAINTAIN YOUR STANDARD! PILOT ,2495+8,8477-4,2484+2, ,2 PILOT ,8385+6, , , ,8 PILOT , , ,6496+2, ,6 PILOT ,4502+6, , , ,6 PILOT , , ,0464+1, Usually lowerUsually higherInconsistentUsually averageUsually low but + bias

CRITERIA FOR JUDGING INDIVIDUAL MANOEUVRES (Method)

1. What was the defect, or mistake?  Over, or under-rolling  Poor shape or geometry  Rolls not on middle of lines  Absence of lines  Entry, exit poor  Etc.

2. How serious was the defect, or mistake?  Was it big?  Or was it small?

3. How often did you see the defect, or mistake?

4. What was the positioning of the manoeuvre?

5. What was the size of the manoeuvre?

Now translate these DEFECTS… or MISTAKES into DEDUCTS… or DOWNGRADES START WITH PERFECT Then 9…8…7…6…5…4…etc.

DEDUCT/ DOWNGRADE SYSTEM IMPRESSION ONLY BALANCE YOUR SCORING

ATTITUDE vs. FLIGHT PATH

1 POINT PER 15 0 DEVIATION Up to 15 0 error = 1 point downgrade Up to 30 0 error = 2 point downgrade Up to 45 0 error= 3 point downgrade Perfect geometry = No downgrade Wings level - roll axis Horizontal lines - pitch axis

1 POINT PER 15 0 DEVIATION Up to 15 0 error = 1 point downgrade Up to 30 0 error = 2 point downgrade Up to 45 0 error= 3 point downgrade Perfect geometry = No downgrade Vertical lines - pitch axis Vertical lines - yaw axis

GENERAL CRITERIA FOR INDIVIDUAL MANOEUVRES “Criteria…are standards by which something can be judged”

ARESTI SYSTEM Start of manoeuvre End of manoeuvre Upright, positive G Inverted, negative G Rolling circle (3 outside) Inverted rolling circle (1 inside) Positive G spin (upright) Negative G spin (inverted) 2 1 / 2 Negative spin (inverted) 2 Positive G spins (reverse direction) Stall turn Avalanche (negative snap) Humpty bump (centre) Humpty bump (turnaround) Cross-box manoeuvre (horizontal flight always inverted)

ARESTI SYSTEM 90 0 angle/corner (1/4 loop) 45 0 ( 1 / 8 loop) ( 3 / 8 loop) ( 1 / 2 loop) 1/8 loop and 5/8 loop Slow roll (aileron) Half roll 1 1 / 2 rolls, reversed 2-point roll 4-point roll 8-point roll 2 of 4-point roll Knife-edge flight 3 of 2-point roll Positive G snap roll 2 snaps opposite 1 1 / 2 positive G snaps Negative G snap roll Loop with 2-point roll (contained to top of loop) Rolling loop (roll is integrated with loop)

Horizontal Minor mis-relation between line lengths = minus 1 point! No line after roll… minus 3 points! Line after and before roll not equal… minus 2 points! No line between manoeuvres… minus 1 point here… and minus 1 point here! LINES (This example maybe minus 2 or 3!)

This = minus 2 points! Each segmen- tation... minus 1 point! All part-loop radii equal. Minor mis-relation… minus 1 point! Radii too tight... Good compromise! …too open/loose... LOOPS

Roll not on middle of line... This example, minus 3 points! Difference in roll rate… minus 1 point! Different time duration on points… minus 1 point for each! Different roll rate… minus 1 point! Roll rate not constant (increasing here)… this example minus 3 or 4 points! ROLLS

STALL TURNS Up to ½ span radius of pivot… minus 1 point! Up to one wing span radius... minus 2 points! No line before roll… minus 3 points! Roll on middle of line... no downgrade! Up to 15 0 off vertical… minus 1 point! Wing-over = 2 wing spans or more. Flop forwards, or backwards… ZERO! Pivot on CG… no downgrade! Roll not on middle of line... minus 1 point! Pendulu m after stall... minus 1! Roll not on middle... minus 1 point! Up to 1½ wing span radius... minus 6/7 points! Wing-over… ZERO! Torque-off… 1pt/15 deg. downgrade

SNAP ROLLS A snap roll is basically a spin in the horizontal axis. The model aircraft rolls rapidly, with a continuous high angle of attack (positive and negative). The tail should describe a corkscrew path Barrel roll…scores ZERO! “BREAK” here (separation of fuselage attitude from flight path) FLIGHT PATH (centre of gravity) must be level

SNAP ROLLS POSITIVE SNAP ROLL + DOWN elevator NEGATIVE SNAP ROLL _ UP elevator

SNAP ROLLS If it is not a BARREL ROLL... A SNAP ROLL! …and it’s not an an AXIAL ROLL... …then it’s probably...

SPINS Stall… nose and wing drops… rotation starts Nose-up attitude Nose-up attitude increases Level entry 15 0 to 30 0 …minus 2! 90 0 overspin...minus 6! Up to 15 0 …minus 1! 30 0 to 45 0 …minus 3! Vertical downline after spin STOP, with no over- or under-spin Model aircraft spins around CG

SPINS Wing lift (snap entry)…ZERO! Forced with down-elevator… minus 2 or 3! Climbing… minus 1! Spiral dive…scores ZERO!

LOOP/ROLL/LINE COMBINATIONS Tight radius… minus 3 points for this example! 1/8 loop 5/8 loop 1/2 roll on middle of line Radii equal HALF CUBAN 8 Radii all equal 1/2 roll not on middle of line… minus 1 point! 1/4 loop 1/2 loop HUMPTY BUMP

DOUBLE IMMELMANN IS NOT A SAUSAGE Radii are equal 1/2 loop DOUBLE IMMELMANN (note shape…two loops are joining! 1/2 loop 1/2 roll directly after 1/2 loop Line before 1/2 roll... minus 2 points! SINGLE IMMELMANN Line before 1/2 roll... minus 2 points! 1/2 roll directly after 1/2 loop LOOP/ROLL/LINE COMBINATIONS

Radii all equal SQUARE LOOP ON CORNER All lines All lines equal length Rolls in middle of lines 1/8 loop entry and exit 1 / 4 loop 1 / 4 loop 1 / 4 loop 1/2 roll on middle of line FIGURE 9 1/4 loop 3/4 loop Radii equal LOOP/ROLL/LINE COMBINATIONS

1/2 roll on middle of line 45 0 DOWN 1/8 loop Radii equal 1/8 loop Radii all equal GOLF BALL 1/8 loop 1/8 loop 3/4 loop LOOP/ROLL/LINE COMBINATIONS

LOOPS WITH 1/2 ROLLS Loops must be ROUND! /2 rolls integrated with loop Rapid rolls at bottom should score less LOOP/ROLL/LINE COMBINATIONS

VERTICAL 8 (Note shape: loops are barely touching) HUMPTY BUMP 1/4 loop 1/2 loop 1/4 loop Straight flight here… downgraded! Loop not round Loop not round Radii not equal! LOOP/ROLL/LINE COMBINATIONS

CENTRE POSITIONIN G Off-centre positioning… minus 3 or 4 points! (for this example)

CENTRE POSITIONIN G Off-centre positioning… minus 2 or 3 points! (for this example)

SCORE BETWEEN ! (NOT or 5-6-7!)

BE CONSISTENT! BE ACCURATE! BE IMPARTIAL!

DON’T DISCUSS FLIGHTS WITH FELLOW JUDGES

USE N/O (NOT OBSERVED) Be fair to competitors, and yourself!

As a judge, what is your goal?

What are your limitations?

How do you stay in shape?

How do you prepare?

Do a good job! It isn‘t easy! Original by Bob Skinner Update F3A Indoor by Peter Uhlig Thank you Bob! Peter Uhlig, February 2005