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Maneuver |
Description |
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Hovering "T" |
So you
think you can hover ???(Part1)
I often get asked 'What is the hardest trick I can do??'. My
reply is usually, 'The hardest thing I have learnt to do is
HOVER 'properly''. I then explain the importance of being
able to Hover in ALL Orientations for 3D flying.
So to improve my own hovering skills I followed the advice
of Curtis Youngblood from his Q&A book. This involves the
Hovering T.
Picture shown in the BIRDS EYE VIEW
1 - Start with the model in a stationary hover in-front of
you, tail-in.
2 - Then move out to the right (slowly, this is a hovering
maneuver remember), while keeping the nose pointing north at
all times. After about 5-10m stop the sideways motion and
bring the model back into the hover. You will now be looking
slightly side-on to the model.
3 - Bring the model back towards the middle by moving the
model left and then into a stationary hover.
4 - Now move the model forwards about 5-10m, then bring the
model back into the stationary hover.
5 - Bring the model back towards the middle by moving the
model backwards and then into a stationary hover.
6 - Now move the model left about 5-10m, then bring the
model back into the stationary hover. You will now be
looking on the opposite side of the heli from (Part2).
7 - Bring the model back towards the middle by moving the
model right and then into a stationary hover.
8 - Land and take a breather.
In this example the nose is on a constant heading, north all
the time.
The idea now is to start with the nose pointing west, then
east, then south (nose-in) and perform the hovering T with
each of there variants.
I also found it useful to make the T into an E as shown by
the dotted lines. I found this gave an extra challenge.
You could also but some cones/flags on the ground, in a T,
so that you have points to stop over, like the FAI boys.
What you are looking to achieve is a consistent height and
speed throughout the complete maneuver. If your height or
speed starts to wander at a particular point of the
maneuver, you have just found a weakness in your hovering
that you can now work-on.
That is the main reason for doing the Hovering T, it will
show up your weaknesses as well as improve your hovering.
My little motto, 'The secret to
flying a heli, is being able to hover it' |
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Hovering T - Inverted |
So you
think you can hover ??? (Part2)
Perform the above Hovering T, but this time inverted
Once you can perform the Hovering T, Normal and Inverted in
the 4 orientations, it is safe to say, you are well on the
way to becoming an advanced 3D Flyer. |
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Hovering T - Pirouetting |
So you
think you can hover ??? (Part3)
Perform the above Hovering T, but this time pirouetting
(left and right rotation), normal and inverted
Hang on a second, this isn't very Basic anymore, but you get
the idea. The hovering T can really help you develop your
orientation of the Heli. |
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Hovering T - Metronoming |
So you
think you can hover ??? (Part4)
Perform the above T, but this time Metronoming. The list of
orientations is HUGE for this one.
Hang on a minute, we've gone even further past the basics
now. |
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I have covered the Hovering
aspects of 3D Flying above. The following looks at 'flying'
maneuvers, too help develop the basics of 3D Flight. Work on
good positioning of the heli. Also try to perform the
maneuvers in both directions Left to Right and Right to
Left, this will stop you becoming handed. |
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Cuban 8 |
See Pic.
1/2 rolls are used in the centre of the move. For clarity,
only the 1/2 roll is shown in the left to right portion of
the cuban 8.
The most basic example is shown. To add a 3D twist to the
move, perform it backwards inverted or with sideways loops. |
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Auto - Pushover |
Start out
in an inverted auto and then pushover to a tail first
landing. The key to this trick is getting the right amount
of forward speed while inverted. Start out high to get the
Fwd speed and timing correct. Then how low will you go
??!!?? |
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Auto - Tumbling S |
See Pic.
Another trick to be performed while autoing.
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Chaos 1 |
There are
2 different definitions of this maneuver that I know of:
The first and most common is that the 'Chaos' is sustained
piro-flips with a high pirouette rate. |
No Diagram
at This Time. |
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Chaos 2 |
The second
version is MUCH more complex. Again this involves piro-flips.
But this time between each individual piro-flip, the axis of
the flip is rotated. You follow the same principle that is
being applied in the Piro-Globe. |
No Diagram
at This Time. |
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Death Spiral |
As the
name suggests this can be a quite dramatic maneuver
when performed to the limits.
Start with plenty of height in a stationary hover then 1/4
roll the model to knife edge then Set collective to 0 deg.
As the model falls apply fwd or bwd cyclic. The model will
be rotating about the axis which it is falling. To exit,
stop the application of fwd/bwd cyclic and 1/4 roll again.
Depending on the direction you roll out, will lead to a
normal or inverted pullout.
The rate of descent can be slowed by applying the Stationary
Death Spiral philosophy. |
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Death Spiral - Stationary |
The
stationary death spiral is a development of a Fwd inverted
circuit. By decreasing the diameter of the circuit until the
model is effectively turning on the spot. To sustain height
the model obviously isn't knife-edge, as with the death
spiral. However the model is at a very steep angle.
Once the stationary death spiral has been mastered the heli
can be sent round circuits and climb in this manner, with
the use of collective. |
No Diagram at This Time. |
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Detonator |
One of the
3D Masters set maneuvers. See pic. Basically a climbing then
falling funnel. But, for this maneuver a skids in and out
funnel are required.
Start in a Funnel, skids IN, and low (tail down for this
example). Then power up vertical, maintaining the funnel. At
no point should the diameter of the funnel
increase/decrease.
At the top put the model Knife edge tail down, but keep
rolling the heli. Then transition to a funnel but this time
skids OUT. Now bring the heli back down to the starting
point, in the funnel.
For clarity the upwards and
downwards section are shown side-by-side in the picture.
But, the idea is to go straight up, then straight down. Like
the Plunger on a 'Detonator'. |
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Funnel |
See Pic.
The example shown is tail-down inverted. This seems to be
the most popular variant. But there are of course many
different variants.
The funnel is a development of sideways circuit flying. By
reducing the size of the circuit until the tail (in this
example) is turning almost on the spot. Increasing the
collective pitch while still maintaining height will force
you to increase the angle of the model, and vice-versa.
The transitioning between the different variants of a
funnel, is known as morphing funnels. |
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Hurricane |
The
'Hurricane' is a high speed knife edge circuit (Basically
the same as a Wall of Death).
By using high collective values the angle of the model can
be made to appear on the knife edge.
TIP: By flattening out the circuit @ positions B/D
allows more lift to be created, so that @ positions A/C the
model can actually be put on the knife edge. As A/B are the
positions at which the spectators view the model on the
knife edge, it increases the illusion that the model is
knife edge all the way round. |
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