Introduction.
Once you have learned to take-off,
fly around a few circuits and land you will almost certainly want to
'explore the envelope'.
Now is the time to start some basic
aerobatics, particularly if you have moved on from a basic trainer.
Have a look at the kind of aircraft
more suitable for learning aerobatics. While a basic trainer is capable of
flying many of the manoeuvres shown, an aerobatic or good sports model
should be capable of flying them all easily.
The two main aerobatic manoeuvres
are the loop and the roll , the majority of all other manoeuvres being
some combination of them. In all the illustrations below, the manoeuvres
are carried out into the wind direction as this is the easiest way to
learn the new manoeuvres.
Aerobatics have a universal set of
readily understood diagrams named after the Spanish pilot Aresti which we
will attempt to explain just some of the basic manouevres - there are over
800 recognised manouvres! Any aerobatic schedule can be broken down into a
set of manouvres, which in turn can be broken down into their constituent
components - for example, an Immelmann Turn is a half loop followed by a
half roll and so on.
Firstly, a word of
warning!
Make sure that you attempt any new
manoeuvre three mistakes high. Having plenty of height gives you a lot
more time if things get out of control. Remember that you are now going to
see your model at a load of unaccustomed attitudes. Generally, you can fly
low and you can fly slow, just don't do both at the same time: Out of
speed, out of height and out of ideas!
A quick note
about the drawing convention used in the diagrams. The model shown is red
on it's top surfaces and yellow on the underside. The flight path is
represented by red corresponding to the top side of the model while blue
represents the underside. The wind direction arrow shows the direction
from which the wind is coming.
On with the fun!
Aresti Diagrams
José Louis Aresti split aerobatics
down into a basic code system - rather like music notation - so that
others could communicate universal manouevres. Each part of the "code" is
rated for difficulty - the 'k' factor - so that the difficulty of a
complex manouevre can be assessed and judged. All manouvres are marked by
judges out of ten and the overall score is calculated by multiplying the
judges mark by the 'k' factor
All manouevres have a start point,
an end point and pull positive or negative "g" forces.
Aresti codified these as:
| The start point is a small circle |

|
| The end point is a short vertical line |

|
| A solid line represents positive "g" flight
- upright |

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| A dashed line represents negative "g" flight
- inverted |

|
| An unfilled triangle represents a positive
"g" manouevre |

|
| A solid triangle represents a negative "g"
manouevre |

|
| A number represents the difficulty of the
manouvre |

|
| |
| Putting these together gives the
Aresti Diagrams for upright and inverted flight. Note that inverted
flight has a slightly higher 'k' factor than upright flight . If you
score 8/10 for an upright pass and 6/10 for an inverted pass, you will
actually collect more points for the inverted pass - 6x3 rather than
8x2. It should be clear then that it's better to score average points
on the tough manouvres than above average on the easy ones - don't
completely mess up the manouevres with "k=30"! |

|

|
| |
| Moving on to rolling manouvres, a full roll
is indicated by a curving arrow. |

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| The half roll is a special case
as it is usually used for rolling inverted or upright as part of many
other manouvres. It is designated by a curved arrow which is only
drawn above the line of travel. |

|

|
| A 360° roll can have hesitations
or points inserted throughout the rolling manouevre and the normally
recognised points are 2, 4 and 8. Again, the roll is designated by a
curving arrow, the number at the bottom indicating how many
hesitations a full roll would be broken up into. The "fraction" at the
top of the arrow indicates how many of these hesitations are to occur.
A nice variation of the half roll to inverted is the 2 of 4 point roll
where a hesitation is inserted - just to check that you know what the
rudder is for! |

|

|
| |
| Looping manouevres are self
explanatory, the solid line indicating the flightpath. |

|

|
| |
| In a stall turn, the 180° rotation at the
top is indicated by a short curved line. Although the start and end
points are shown at different levels - for clarity - they should be at
the same height. |

|
| |
| A "standard" spin is a positive
"g" manouevre so an unfilled triangle (or triangles) are used to
indicate the number of turns. Normally the number of spins is one or
two. |

|

|
These are the most basic manouevres
commonly used and, where applicable, we will show them throughout our
Aerobatic Guide.
High Angle Of Attack.
Perhaps the most useful flying 'trick' is flying
at low speed, high angle of attack (AOA) or high 'alpha'. With a bit of
practice, most model aircraft can be made to hover in fairly low wind
speeds. The best way of achieving this is to turn straight into wind,
close the throttle and try to maintain the same altitude using the
elevator. Since you have cut the power, the model will slow down rapidly
and go into a nose-up attitude. Now comes the balancing part. Gently use
the elevator to increase or decrease the nose-up attitude, and the
throttle to maintain height. The model will tend to stay pointing into
wind but if it starts to drift off-wind, gently use the rudder to correct.
With a bit of practice, you should be able to get the model to hover. If
things start to get out of control, decrease the elevator and increase
throttle to drop the nose and gain speed. You can then go round and try
again.
Nice trick... but what's the
use?
Well, the model doesn't know whether it's a
couple of hundred feet up or a couple of inches. This is a nice way of
really slowing up your model for approach and landing.
The Loop.
Anyone can open the throttle, pull in up elevator
and go over the top for a loop. Getting the loop circular is definitely
not as easy as it would seem.
Ensuring that the wings are level, head straight
into wind at about three quarters power and pull in elevator. As the model
approaches vertical, go to full power and decrease elevator slightly. As
the model approaches the top of the loop, cut throttle completely and
release the elevator. The model will 'go ballistic' over the top of the
loop. You may even need to input some down elevator to maintain the
correct arc. As the model passes the vertical (this time heading straight
for the ground!), ease in up elevator and open up the throttle again to
level out.
| Aresti Diagram |

|
It is impossible to be specific about exactly
where in the loop certain control inputs are made and how large they
should be. This depends on the specific aircraft being used and wind
conditions. If you are trying to loop across wind, rudder will have to be
used to maintain position throughout the loop. The main thing to remember
is that the well executed loop is an exercise in throttle and elevator
control.
Axial Roll(s).
The axial roll is one of the easier manoeuvres in
that just about everyone hits full left or right aileron and hey presto, a
roll. Usually, the exit from the roll is nose down so attempting a second
roll results in either a few seconds of frantic stick wiggling or removing
the model from it's newly created hole in the ground.
Enter the roll straight into wind with lots of
speed and power and wings level. As the model rolls inverted, apply some
down elevator and then release the down elevator as it passes the inverted
position. Continue to roll until the wings are again level. No problem!
Again, the amount of down elevator you have to apply will depend on the
type of model you are flying. A trainer will require much more down
elevator than a purpose built aerobatic machine for example.
| Aresti Diagram |

|
If you practice this you will soon notice that
the model is going more slowly after a single roll. This is because the
control inputs over the roll result in an increase in drag. Should you now
attempt a second roll or more, the control inputs you have to use will be
correspondingly larger to maintain altitude and roll rate. With some
practice, you will soon be able to continuously roll from horizon to
horizon - with hardly any panic at all! One thing to remember is to
practice rolling in both the clockwise and counter-clockwise direction.
Don't become 'handed'.
Inverted Flight.
Inverted flight is pretty straight forward
provided you remember that up is down and down is up as far as the model
aircraft is concerned. Because your model will be trimmed to fly 'hands
off' when right side up, when the aircraft is inverted, it will have less
available lift to hold it at the same altitude. This needs to be
compensated for by using down elevator to hold the nose up. Maintain the
down elevator to hold the inverted attitude and altitude. The amount of
down elevator required depends on the aerofoil of your model.
To start, heading into wind with wings level and
about half throttle, half roll to inverted and hold the nose up with down
elevator. Half roll again to come right way up. Don't recover by half
looping, particularly if you're getting into difficulties, as speed will
rapidly build up and height will rapidly disappear!
| Aresti Diagram |

|
The Bunt.
Otherwise known as an Outside Loop, this is a
loop which pulls negative g compared to a normal loop which pulls positive
g. Normally, this is done by diving towards the ground initially but for
first practicing this manoeuvre, we suggest you go upwards first. For a
given size of loop, more down elevator is required for a bunt than up
elevator is required for a normal loop. Both types of bunt are shown.
This manoeuvre is best practiced going downwind.
The reason for this is that once you are about halfway round, the wind
direction 'helps' the model climb through the second (top) part of the
bunt.
To get a feel for using down elevator in a bunt,
we recommend trying this manoeuvre first. This is really a normal loop but
instead of entering and exiting the manoeuvre upright, the model is rolled
inverted and a negative g loop is flown. The advantage of this is that the
model goes up first so your margin of safety improves. A real bunt offers
the thrill??? of being inverted, heading for the ground and at no great
height. The resulting hole in the ground can be impressive! Going
UPWIND , with wings level and at about half
throttle, half roll to the inverted position. Open the throttle and push
in down elevator to start the loop. Flying through the loop is exactly the
same as for a normal loop except that down elevator is used instead of up.
When the bunt is complete, half roll to recover.
| Aresti Diagram |

|
Now for the true bunt. Gain plenty of height
before starting this manoeuvre. Head DOWNWIND .
With wings level, completely close throttle and
push in some down elevator to start. As the model approaches the vertical,
increase both throttle and down elevator to go through the bottom of the
bunt. Open the throttle fully to climb. As you pass the vertical, decrease
down elevator as gravity will help to round off the bunt.
| Aresti Diagram |

|
The Immelmann.
This manoeuvre originates from the First World
War and was the first to fully use the three dimensional ability of
aircraft. It was used to get behind an enemy aircraft flying in the
opposite direction - an aggessive manoeuvre. The basic manoeuvre is a
half-loop followed by a half-roll - in effect, the manoeuvre swaps speed
for height and a 180 degree change in direction.
Start wings level as if executing a full loop and
when you reach the top, immediately half-roll to the left or right,
opening the throttle to regain speed.
| Aresti Diagram |

|
A variation is the quarter-loop, half-roll,
quarter-loop then another half-roll. This loses speed, gains height but
does not change direction. Sounds complicated but the diagrams should make
this clearer.
Start as before but when you have completed a
quarter-loop, immediately half-roll then quarter-loop. You finish up
inverted at the top so half-roll again to exit straight and level.
| Aresti Diagram |

|
The Split S.
This is effectively the reverse of an Immelmann
and is a usually a defensive manoeuvre. It's a half-roll followed by a
half-loop. The benefit of this is that height is exchanged for speed and a
change in direction - a good move for breaking off aerial combat and
heading for home! Remember to chop the throttle in the first part of the
half-loop otherwise the turning radius is big.
| Aresti Diagram |

|
Just as with the Immelmann , the Split 'S' can be
modified by introducing a half roll halfway round the loop.
Firstly, half roll inverted, cut the throttle
completely then pull on up elevator to start the first quarter loop. When
the model is vertical, release elevator and half roll. When the half roll
is complete, again pull on up elevator to perform the second quarter loop.
As you reach the bottom, increase throttle and level out.
| Aresti Diagram |

|
The Reversal.
The Reversal is another method of reversing your
direction but recovering at the same altitude as the start of the
manoeuvre (unlike the Immelmann and Split 'S').
The first method is to execute a partial (in fact
5/8ths) loop, half rolling to an upright 45 degree diving attitude then
finishing by levelling off (a 1/8th loop) at the entry height.
| Aresti Diagram |

|
The second method is to pull up into a partial
(1/8th) loop, half rolling to an inverted 45 degree climbing attitude then
finishing by executing a partial (5/8ths) loop to level off at the entry
height.
| Aresti Diagram |

|
The Stall Turn.
This manoeuvre is useful for reversing the model
aircraft's direction and leaving it's speed and altitude pretty much
unchanged on completion. It looks pretty as well if properly executed.
Pull in up elevator as if starting a loop with
half throttle. When the model is vertical, release the elevator and
completely cut the throttle, keeping the model heading straight up. It
will soon run out of speed. When it stops, immediately input full left or
right rudder and add a short burst of throttle. The model should then
pivot about it's centre of gravity. When pointing vertically downwards,
add some throttle and pull in up elevator to pull out in a quarter loop -
following the route the model took on the way up. The important thing with
a stall turn is to make sure the the model is stopped at it's highest
point and that it pivots about it's centre and not the wing tip. The model
should follow a 'return' path which is identical to the upward route.
| Aresti Diagram |

|
The Spin.
This manoeuvre is pretty unique in that it
depends on the model aircraft being deliberately stalled. For once, the
model is leading in the manoeuvre - ie. you wait for it to do something
rather than the other way around.
First, gain plenty of height and head into wind.
Cut the throttle completely and use up elevator to increase the angle of
attack without allowing the model to climb. The model will slow down
pretty quickly. You now have to wait until the model stalls. By this time,
you will probably have full up elevator on, trying to maintain height and
the model will be in a high nose up attitude. When the model stalls, the
nose will drop. Now input full rudder and the model will promptly go into
a spin. Do not use ailerons to 'trigger' the spin - a
common fault with a lot of fliers doing this manoeuvre. Hold on
full rudder and elevator as the spin progresses. The number of turns in
the spin is up to you but remember that it takes a good amount of height
to recover. To recover, centre rudder and elevator then use down elevator
to push the nose down, open the throttle to gain airspeed then use up
elevator to quarter loop to exit the manoeuvre.
| Aresti Diagram |

|
It may be that your model, rather than spinning,
will go into a long, lazy spiral dive. This usually indicates insufficient
rudder and elevator control movements or that the centre of gravity is too
far forward. Try increasing the control throws first and if that doesn't
work, gradually move the centre of gravity rearwards -about 6mm. (1/4") at
a time.
On most models, rather than the nose dropping at
the stall point in which both wings stall at the same time, one wing will
drop. In this case, you yaw into the dropping wing - ie. if the right wing
drops first, use full right rudder and vice versa.
You should aim for a complete number of spins so
that the model recovers pointing in the same direction that it entered the
spin. Recovery from a spin is entirely dependent on the model type and may
take anywhere from virtually instantaneous recovery to a further half turn
in the spin.
In a very few cases, a model will not recover
simply by centring rudder and elevator. If yours won't, use opposite
rudder to the spin direction and use full throttle. As soon as the
spinning stops, get the nose down to regain airspeed and pull out.
So far, all the manoeuvres carried out have made
little or no use of rudder. Now's the time!
The Knife Edge.
This is how an aircraft is
not meant to fly!
In this manoeuvre, the wings provide no
anti-gravity support! The only thing keeping the model in the air is the
lift provided by making the aircraft's fuselage generate lift, firstly by
rolling the aircraft onto it's side then using the rudder as an elevator.
Normally, the teardrop-shaped fuselage generates a balanced side force
(well, it does if it's straight) but using the rudder forces the fuselage
into having a positive angle of attack to the airflow.
This is also a manoeuvre in which things can go
wrong very, very quickly! If there is only one thing you remember, make
sure it's that the rudder goes in the opposite
direction to aileron ie. Roll Left, Right Rudder and Roll Right, Left
Rudder - repeat after me - Roll Left, Right Rudder and
Roll Right, Left Rudder! Since this is a high drag manoeuvre,
you'll need plenty of power.
To start, use full throttle, quarter roll using
ailerons and quickly apply opposite rudder. Hold the model in knife edge
for as long as you want (or can!) then release rudder and quarter roll
back to level.
| Aresti Diagram |

|
It's about now that you find out how unstable
your model aircraft really is! A number of things are likely to happen and
only one of them is a good Knife Edge!
- The model will want to continue to roll,
either with the initial roll direction or against it. This is because
there is cross coupling between the ailerons and rudder - "techie term"
- yaw induced roll. This can be cured by using the ailerons to control
the roll, mechanically ie. you do it -electronically mixing appropriate
aileron trim with rudder ie. your transmitter does it or you take a
hacksaw to the wings and adjust the dihedral angle - ie. the model does
it! This is the most common problem in knife edge. A good aerobatic
aircraft will have very little coupling while a trainer
(Why are you trying to Knife Edge a trainer?)
is not so good.
- The model will want to pitch nose up or nose
down. Again a function of the design, the best bet is to use function
mixing if you're lucky enough to own a computerised transmitter.
Otherwise, you'll just have to apply the required amount of elevator.
- The model will not maintain height. This next
major problem's solution is real vague! Either too much rudder has been
applied and the drag is too great to maintain speed, insufficient rudder
has been applied to get the angle of attack high enough or the model
doesn't have enough power - take your pick! Try experimenting with the
amount of rudder applied first then more 'grunt up front'.
- All of the above -
Stop Knife Edging your old trainer!
- The model will quickly gain height in Knife
Edge and threaten to loop. You lucky, lucky git! I've wanted a model
like that for years! You have excess power, excess rudder control - it's
perfect! To Knife edge, back off power and rudder on your next attempt.
If you are getting into difficulties, release the
rudder, chop the throttle, roll the wings level and use elevator to pull
out of the dive which you will inevitably be in. I speak from experience.
Do not try using the elevator and aileron with rudder on
otherwise you'll be practicing the equally spectacular Flick Roll!
Practice Knife Edge passes rolling both to the
left and to the right. You will probably find that the controls you have
to input vary slightly depending on the roll direction.
The Four Point Roll.
Once you have mastered the Knife Edge and
Inverted Flight , you can use these manoeuvres for a four point roll.
The Four Point Roll is an Axial Roll but the
manoeuvre is interupted at each quarter roll point.
Enter the manoeuvre with plenty of speed and
power and quarter roll into knife edge. If you roll to the right then
input left rudder to hold the nose up. Try and keep the knife edge
straight and at constant height. Hold this position for a moment then
continue the roll to the inverted position with another quarter roll and
hold in down elevator to maintain height. Again after a moment, execute a
third quarter roll to go into knife edge and hold. Note that this time,
the direction of rudder input is the same as the rolling direction ie. if
you are rolling to the right, then input right rudder. This makes sense
because, for example, three quarter left rolls equals one quarter right
roll. Finally, quarter roll to upright.
| Aresti Diagram |

|
The co-ordination required for this manoeuvre is
fairly tricky to learn and requires a fair amount of patience (and a lot
of height!).
Briefly, the control inputs required for a
clockwise and anti-clockwise Four Point Roll are:
| Clockwise
(illustrated): |
Anti-Clockwise:
|
| Start |
Start |
| Right Aileron -
quarter roll |
Left Aileron -
quarter roll |
| Left Rudder -
hold |
Right Rudder -
hold |
| Right Aileron -
quarter roll |
Left Aileron -
quarter roll |
| Down Elevator -
hold |
Down Elevator -
hold |
| Right Aileron -
quarter roll |
Left Aileron -
quarter roll |
| Right Rudder -
hold |
Left Rudder -
hold |
| Right Aileron -
quarter roll |
Left Aileron -
quarter roll |
| Finish |
Finish |
Humpty Bumps
The Humpty Bump is a rather bizarre name for one
of the most useful and versatile aerobatic manouevres around.
It can be used on the centreline of a display box
or at either end and can remain inthe display plane or shift the model
inwards or outwards - cross-box.
At it's most basic, the Humpty Bump consists of a
quarter loop into the vertical. On the way up, the model is half rolled. A
half loop at the top results in the model coming vertically down where a
half roll is executed followed by a quarter loop to pull out. The quarter
loops should be the same radii but do not have to be the same as the top
half loop. You can also do two quarter rolls on the way up and down for
the same effect.
This is where it starts to get interesting!. Omit
the downwards half roll and you have a straightforward turnaround
manouevre.
The next step is to replace the half rolls with
quarter rolls. If you do this, you will force the model outwards or
inwards. The quarter rolls should be in opposite directions. If the first
quarter roll had been to the right, instead of to the left as shown, the
top of this humpty bump would would be a "push over the top" - a half bunt
- instead of a half loop.
Similarly, you can initially quarter roll the
opposite way on the way up to bring the model closer in.
These are just four of the many basic variations
of the Humpty Bump. There are many variations of these depending on the
choice of quarter roll diections. Experiment yourself and see just how
versatile this manouevre is for inline and cross box manouevring. You can
even do a turnaround crossbox manouevre where the model recovers upside
down - simply do the two quarter rolls in the same direction.
The rest is - experiment!
Cuban Eights
The Cuban Eight is a fairly standard aerobatic
manouevre and is not particularly difficult. It does however require a lot
of practice to get it spot on.
The idea is to do two circular manouevres, one
upwind and one downwind of the pilot's stance. The central part of the
manouevre is the crossover where the model rolls from inverted to upright.
It requires considerable practice to get a good cross over, down the 45°
lines and in the centre.
You can see immediately that the model must pass
the centreline before the model is pulled up for the first circle.
A very common manouevre is the Half Cuban Eight
and is usually used as a turn around end manouevre. Only one half of a
Cuban Eight is carried out (Duh!) with themodel reversing it's direction
from the entry position. If used as a turnaround, the whole manouevre is
displaced to the left or right and is usually followed by some kind of
centre manouevre - a loop for example.
If you can do something one way then you can
usually reverse it! Much the same as a Cuban Eight, the Reverse Cuban
Eight is no more difficult. This time however, you have to start the
manouevre before you reach the centreline.
The Half Reverse Cuban Eight has a major
advantage over the standard Half Cuban Eight for a turn around. You finish
the manouevre much earlier - and so further away - with the wings level
which gives you a good run in for any following manouevres. This is a
highly recommended means of turning the model around.
Slow Roll
The Slow Axial Roll Is one of the most attractive
manouevres that you can do with a model aircraft. It is also one of the
most difficult! As such, it merits a page all to itself!
Although superficially similar to a Four Point
Roll - the stick deflections and senses are identical - the Slow Roll
demands smooth transitions in the use of elevator and rudder as you
progress through the roll.
A typical roll rate for an aerobatic model is
around 360° per second. Compared to the average sports model, this rate is
slow. To execute a slow roll, you should be trying to get down to 60°-70°
per second which means that a slow roll should take 5 or 6 seconds - not
long until you try to do a roll in this time! A good slow roll also eats
up a lot of sky.
Half the problem in being able to execute a good
slow roll is having a well trimmed model. If applying rudder causes your
model to pitch up or down or roll with or against the rudder, you are not
going to enjoy much success. Ideally, you want your model to be completely
"uncoupled" so that rudder only causes yawing, aileron only causes rolling
and elevator only causes pitching. If it also flies with no down elevator
when inverted - read on!
To achieve a very low roll rate you may want to
consider using the low rate aileron on your transmitter for slow rolling
only. It is very important that you watch the model very carefully
throughout the roll and make any minor corrections as the roll
progresses.The hard part is maintaining direction and height. Initially
you will find it hard to really slow the roll down and to make it look
smooth - all it needs is tons of practice.
You need to start a slow roll well away from you
as the intention is that you will have completed half the roll as the
model passes in front of you inverted.
Start the roll with a small aileron input which
will remain constant thoughout the roll. In the first quarter roll, the
model will progressively want to fall down the downgoing wing. This you
correct with a progressively increasing amount of opposite rudder until it
goes through it's knife edge position. (Right roll, left rudder and left
roll, right rudder)
As the model continues to roll to the inverted
position, you have to slowly release the rudder that you've just input.
The model will progressively want to drop as it nears inversion so you
have to gradually input down elevator to correct this.
Half way there! Hopefully the model is now
inverted and right in front of you!
Continuing through the roll, you gradually reduce
the elevator and feed in the same rudder as the model approaches knife
edge again. (Right roll, right rudder and left roll, left rudder)
As the model passes through the knife edge,
gradually release the rudder until you are back in level flight.
As said before, this is not an easy manouevre. If
you've seen an expert do a truly slow roll - horizon to horizon - it is
impressive!
Vertical Eight
The Vertical Eight is another fairly standard
aerobatic manouevre and is not particularly difficult. It does however
require a lot of power.
The idea is to do two circular manouevres, one
above the other, with both having the same radius, directly in front of
the pilot's stance. The central part of the manouevre is the crossover.
The Vertical Eight shown has no included rolling
manouevre and so the bottom loop of the Eight is an inside Loop while the
upper part is an outside loop or Bunt. Generally, the Vertical Eight is
executed while heading upwind.
A common variation of this is to incorporate half
rolls at the crossover in both the ascending and descending parts of the
eight. This results in both parts of the Eight being inside loops.
The new Gold schedule includes a Vertical Eight
but unusually this begins and ends in the middle. In fact, this variant is
simply a Loop followed by a Bunt on the centreline which should be clear
from the diagram.
Four Point Rolling Circle
For a change a nice simple and straight-forward
manouevre! And it looks impressive!
Start off as if you're going to execute a
standard circuit with the model directly in front of you. Obviously the
model will be slightly banked over to do this.
When you have completed a quarter circuit, roll
the model 180° - personally I find it easier to roll inwards as shown - so
that the model is now (roughly) inverted and continue the circuit using
down elevator.
At the halfway point, again roll the model 180°
and continue the circuit using up elevator - as if nothing has happened!
At the three-quarter point, roll the model 180°
so that the model is roughly inverted and continue the circuit inverted
using down elevator. This is generally the trickiest part as the model is
coming towards you inverted - scary for most people! There is also the
Döppler effect to consider. This makes the engine revs appear to increase
as the model comes towards you, making you think it's descending. It's
easy sitting in front of a PC thinking "Yeah, Right!" - it's still scary!
Continue with the circuit and roll wings level as
the model crosses in front of you to complete this manouevre.
You can alternate the roll direction at the
halfway point, just to change things a little.
Rolling Circle
And now for something completely different!
The first time I saw someone do a rolling circle
- at the time, I could do two rolls on a good day! - I couldn't believe
what I was seeing. Not many club fliers would even think about trying
something like a rolling circle and although it's fairly difficult, it's
not impossible.
Before trying this, you should be capable of
doing
rolls in a straight
line. This manouevre is much easier to do with a slow roll rate rather
than the much higher roll rates that many fliers use - you just don't have
the time to get all the correct stick inputs in.
If you've got continuous rolls down to a fine
art, you are probably aware that if you don't get the elevator timing
correct the model goes off course. A rolling circle is simply getting the
elevator timing consistently wrong!
Very roughly, you are trying to feed up and down
elevator in when the model is in knife edge flight. The more smoothly this
is done, the more circular the circuit. Hopefully, the diagram above makes
this a bit clearer. The main thing is to watch the model closely as it
rolls round the circle.
Once you start rolling, keep constant aileron and
throttle thoughout the circle. You can then forget them and concentrate on
elevator. As the model goes into the first quarter roll, feed in up
elevator slowly to maintain height and to start the circuit. This will
compensate for the model starting to drop due to loss of upward lift.
As the model rolls past the knife edge position,
slowly decrease the up elevator and start feeding in down elevator until
you have sufficient in to stop the model dropping as it goes to inverted.
Continue feeding in more down elevator as the
model passes the inverted position. This will again maintain height and
continue the circle.
Now start decreasing the down elevator as the
model approaches the second knife edge position and start feeding in up
elevator.
Simply repeat this series of inputs to take the
model round the circle and stop rolling when the model is in front of you
again.
The thing to remember is that, like continuous
straight rolls, the timing of the elevator inputs is regular - a drumbeat
up/down/up/down.
You will also quickly discover that this can all
go horribly wrong! There are a couple of positions round the circle when
your head will turn to mince.
Most reasonable fliers can make it about half way
round the circle and then the model starts to drop. Very wisely, they stop
rolling and save their model. Provided they have tried this with
sufficient height, no harm's done. Generally with continuous straight
rolls, you don't have to consider wind direction. In a circle, you do.
When you're heading downwind, you will need to apply a greater amount of
up and down elevator than you do heading upwind - the height is being lost
heading straight downwind.
The second problem area - and this is true of all
circular manouevres - is with the Döppler effect in the final quarter
circuit. As the model approaches you - pretty much head on! - the engine
revs appear to increase. This is associated by any sensible flier with a
loss in height, even though the model is maintaining the same height.
Combine this with changes in engine noise associated with the model
rolling and it's no surprise that there is an uncontrollable urge to stop
doing what you're doing! There is also the problem that at some point
here, the model is going to be rolling inverted and coming straight
towards you - a real problem with orientation
Both these problems can be overcome by carefully
watching the model all the way round the circle.
There's no denying that mastering a rolling
circle will take a lot of practice but it remains a very impressive
manouevre. There's no substitute for a lot of practice and a lot of
height!
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Rolling Loop
And now for something completely...... harder!
If you like living on the edge, this is the one
for you!
It goes without saying that you should be very
confident in doing rolling circles before you try this one out. Unlike a
rolling circle which at least offers a regular series of control inputs, a
rolling loop has nothing like this. The reason is because gravity has a
major effect on the model airspeeed. It's similar to to difference between
a circle and a loop.
As you climb in a standard loop, the airspeed
bleeds off, reaches a minimum at the top of the loop, then increases again
on the way down. You compensate for this by increasing the throttle on the
way up then decreasing the up elevator and throttle "over the top" then
increasing the throttle again on the way down. So far so good. If you are
rolling at the same time, the rate at which you roll will decrease as your
airspeed decreases and vice versa.
You've really got to try this out for yourself as
there is no way to "tell" you what the timing should be as you go round
the loop. However, we''ll try!
Pull some up and start rolling. As the model
comes to the inverted position, you need to push in some down to continue
in the loop. This is a lot more than you would normally use for inverted
flight.
As you continue through the next half roll, you
will have to input quite a bit of up elevator to stay on track. Since the
airspeed and roll rate are decreasing, the timing for the application of
up elevator is slightly longer than the previous use of elevator.
As the model approaches the top of the loop, the
up and down elevator inputs are less than they were at the bottom of the
loop.
Now it gets tricky! If you think about it, the
model wil be upright or inverted as it rolls over the top. You must be
watching the model closely here to know what to do next. If it is upright,
then the next elevator input will be down. If it is inverted, the next
elevator input will be up. This means that if the input slightly before
the top was down, then you repeat the down - if it was up, you repeat the
up elevator. This is confusing because your timing has to change. You also
have to decrease the throttle over the top otherwise you're going to
rocket down the second half of the loop.
Continue rolling down the second half of the loop
but now the airspeed is increasing so the time between up and down inputs
decreases as the roll rate increases.
As with a rolling circle, the last quarter is the
scariest! This time the model is coming down - and fast and the Döppler
effect tels you it coming down even faster. This combines with a need to
get the up and down elevator inputs in even faster - a good reason for
having a low roll rate set up. You also need to increase the throttle for
levelling out - not an immediate impulse with a model rolling on the way
down!
This manouevre is certain to take a lot of
practice. The good thing is, if it's beyond your current capabilities,
it'll all go wrong when the model is still on the way up - you'll not get
to the top of the loop relying on luck for the control inputs!
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Rolling Circle And Loop
If you've managed a rolling circle and a rolling
loop , try putting the two of them together!
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