[NSRCA-discussion] Advanced Design Criteria

vicenterc at comcast.net vicenterc at comcast.net
Wed Feb 6 11:34:32 AKST 2008


I didn't have chance to follow all the e-mails in this discussion but I want to say that I am very pleased with the outcome.  After reading looks we would like to get the following accomplished:

1. Make the adjustments to the Masters as Joe suggested.  I think we just need to get it back to the level that was 10 years ago or  something in between Advance and FAI-F3A.  In that time, it was clear to me that the system was an "Honor" system.  It was natural for pilots that reached very good level flying Masters to jump to FAI-F3A. 
2. I looks like one of the problems is the F-Schedule.  I think is good idea to fly 4 P and 2F and count all as equal in local contests.  
3. Looks like just doing 1 and 2 will please the majority.  We just need to make the adjustments.  The question is: Do we have time to make an urgent proposal to change the Master schedule?

I am sorry in advance if I miss something.  I just would like to get some conclusion.

Thanks,

Vicente "Vince" Bortone

   

--
Vicente "Vince" Bortone

-------------- Original message -------------- 
From: Joe Lachowski <jlachow at hotmail.com> 
Since, there has been some complaints about Advanced being too easy and not having any inverted flight, I thought I would throw out what was come up for design criteria and constraints. I think we addressed some of the concerns. Well, anyway, here it is for digestion. Again, I do not want to get into a heated discussion. The baseline of this was from the last sequence development and past history with some tweaks. Again, subject to change. The only thing not listed are the maneuvers for Advanced.
 

Annex A3 -  Advanced Class Design Criteria (AMA Event # 403)
 
Definition
 
Advanced is the next class following Intermediate in the progression of AMA Precision Aerobatic Classes. Advanced is designated as Event # 403 in the AMA Radio Control Aerobatics Regulations. Advanced is where the skills presented  in Sportsman (401)  and Intermediate (402) are further reinforced with  more added complexity and new pilot skills are presented to teach the pilot the necessary skills required to successfully fly Masters(404) and to some extent F3A (406). The pilot is honing his skills in the full turnaround environment with precision, presentation and flow.
 
 The primary purpose of this class is to develop a pilot’s proficiency and skills to:
 
Fly straight and level paths with incorporated maneuvers
Fly straight path parallel to the runway
Center maneuvers in up and down lines and angles    
Fly straight up/down vertical lines with incorporated maneuvers
Fly accurate angles in up/down lines and maneuvers
Properly position maneuvers (Centering, and Turnaround locations)
Perform standard Takeoff and Landing maneuvers
Perform more complex combinations of maneuvers and elements
Perform maneuvers(center and turnaround) with Inverted entries and exits
Fly proper entry/exit lines for maneuvers 
Perform rolling maneuvers at slower rates to learn multiple stick inputs
Capability to maintain constant track (CG ) of the aircraft in all attitudes 
Perform multiple maneuver sequences in the box
Perform more complex multiple control input maneuvers( ie -snaps and spins)
Develop a feel for precision, and flow of the total sequence
Understand the need for presentation and flow to obtain better scores                                               
 
Airframe Considerations
 
Airframes utilized will typically be older top of the line through current state-of-the-art F3A level models and designs. 

Design Considerations
 
Build on the skills developed in Sportsman and Intermediate utilizing K1,K2, K3, and introducing some K4’s to build the skills to prepare the pilot for the next level, Masters.
Need for building the skills first, both airplane trim and flying skills
Start utilizing more complex loop-roll combos including hesitation rolls beyond 1/2 rolls.
Introduce basic snaps and spins. Make them easy as this is the introduction. Single snaps and full rotation spins, Upright snaps and spins, but could have Avalanches that are optional positive or negative.
Centering skills and Box management for turnarounds. This includes correction maneuvers after snaps and spins
Utilize more complex turnarounds except some of the more complex snap, spin and figures. Complexity but still maintains some sense of recovery from a poor maneuver.
More inverted flight pushing out of figures but not a bunch of inverted entries and exits down low.
Inverted to inverted rolling should primarily be kept up high (i.e. triangle loop with full roll inverted to inverted)
Rudder work increases to finesse rudder like slow and hesitation rolls
Not too power hungry, or airplane demanding maneuvers like in F3A and Masters. 
Utilize mainly basic Shapes (Triangles, Polygon loops, squares) that build rudder skills. Adding rolls to them to teach the switching of rudder inputs as the model rolls in vertical and horizontal components.
Introduce Upwind and downwind correction elements like the downwind stall turn. But at this new element level keep it simple to build the skill
Goal is for a total sequence K-factor around 50.
Goal is 19 maneuvers total including Takeoff and Landing Sequence.
 
Sequence Structure and Boundaries
 
The following criteria define the structure and boundaries to be adhered to in designing a balanced Advanced Sequence covering the required skill sets:
 
Maneuvers shall be selected from the Annex B3 Maneuver Catalogs of the “NSRCA Procedures for AMA Precision Aerobatic Sequence Development”. New maneuvers may be added to the Annex B3 Catalog provided they meet all criteria set forth in the “NSRCA Procedures for AMA Precision Aerobatic Sequence Development”
Total K-Factor Range: 48 to 52.
Total maneuvers (including Takeoff and Landing): 19.
The sequence shall have only one box entry and exit .
No more than one(1) of the same family of maneuvers used in the sequence as a center maneuver. Exceptions to this requirement are stated below. 
No more than two(2) of the same family of maneuvers used in the sequence as turnarounds (i.e. no more than two stall turn variants or half square loop variants). Humpty bumps shall be the exception with a maximum of three(3) when one is being used as a cross box maneuver.
Minimum of two(2) cross box maneuvers, but no more than  three(3).
Minimum of two(2), but no more than three(3) downwind horizontal rolling maneuvers. Two of these maneuvers are required to be the Slow Roll and Four(4) point roll. 
Minimum of two(2), but not more than five(5) maneuvers with a K-factor of 4.
Minimum of two(2), but not more than four(4) stall turns. Maximum of two(2) turnaround stall turns. One(1) downwind turnaround stall turn is required.  Maximum of two(2)  turnaround stall turns in conjunction with one double stall turn type center maneuver (Double stall turns).
Maximum of one(1) inverted exit and one(1) inverted entry to/from inverted flight at low altitude on turnarounds. No turnaround shall have both an inverted entry and exit.
Maximum of two(2) positive snap rolls.  Exception is Avalanches which are optionally positive or negative.
Maximum of one(1) positive upright spin (center maneuver).



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