Event Coverage by Ken Isaac, Mike Buzzeo, Matt Kirsch,  and Jeff Ring













2009 ETOC Rules of Competition

2009 ETOC Known Flying Sequence

ETOC 2009 Flight Rules & Judging Criteria

Flight Preparation

  1. On the Air Boss’s signal, the competitor will have 30 to get into the air.

  2. This includes time on the ground to for his crew to set up the flight line or do any preparation that might be necessary for the flight. The crews will not be allowed in the flight area at any time during the flight.

  3. The pilot will be allowed to have 2 additional people for ground crew, to set up accessories (limbo poles, streamers, etc.), but they will not be allowed to assist in the flight of the aircraft.

The Flight will be timed at 2 minutes

  1. The starting point of the timed flight must be pre-determined by the pilot, and judging will commence from that point.

  2. It may be a point from which the wheels leave the ground, or it may also be an “air-start”.  This must be made clear to the air boss prior to flight.

  3. The judging will cease at the Air boss’ indication that the 2 minutes has expired.

  4. The aircraft can come into contact with the ground or ceiling during the flight. This will not effect the time.

Retrieval

  1. The Pilot will have 30 seconds to get back on the ground and clear the flight area, to allow for the set-up of the next flight.

Judging Criteria

  1. The judging criteria that will be used is described on the enclosed judging criteria sheets.

Disqualification

  1. If the aircraft passes the pre-established dead line (no-fly zone) the flight will be disqualified.

  2. If the crew/assistants touch the transmitter at any time during the flight.

  3. If the airplane does not meet the pre-established guidelines of the event.

 Freestyle

  1. The freestyle will be composed entirely by the competitor, meaning the whole flight will be to his discretion. (no mandatory maneuvers)

  2. All pilots will fly two rounds. Top eight will advance to Saturday finals. Top eight will fly two rounds.Then cut to four. Top four will fly one round.

  3. Once Air boss puts you in the on deck box you will have 30 seconds to get airborne.

Flight Order

  1. The flight order will be determined at the pilots meeting on the evening of the competition.    

Aircraft

  1. The pilot may use multiple planes, and can switch back and forth during the competition.

  2. Airplanes must be operated by battery-powered electric motors.

  3. Fixed wing aircraft only.

  4. A 20 ounce maximum weigh limit (ready to fly).

  5. Must use a rubber spinner to cover prop shaft. The use of a "prop saver" is an acceptable alternative. (This is Mandatory)

  6. Wing, stab and elevators of any construction.

  7. Fuselage may be built up, of any construction.

  8. Any additional control surfaces are allowed.

  9. No Scale outline required.

  10. In the event an airplane is damaged by contacting the floor or ceiling, the pilot will be asked to land

Music

  1. The music will be provided by the competitor.

  2. The same music doesn’t have to be use for all the flights.

  3. The music determines the tone of the flight, and the flight characteristics.

  4. Make sure you bring an extra CD if it is burned. (Some CD players won’t play all)

  5. The music can be started by either a pilot assistant, or one of the ETOC staff.

Special Effects

  1. All special effects ( limbo, steamers) must be pre-approved by the ETOC Committee. This is for safety reasons as well as Insurance liability purposes.

 
 
 
a
Known Maneuver Sequence for ETOC 2009

 

Aresti Diagram

Maneuver Description

1   Take off with 2 180 degree turns. Model performs  a take off and climb to altitude. Model then performs a turn with no change in altitude, flies back and performs another turn. Both turns need to be the same radius and have no altitude change. Exit Upright 
2  Rolling Figure 8 with 1 roll in the first circle and 2 rolls in the Second Circle. Model will enter the maneuver from upright and perform half of a rolling circle and a half roll. At the half way mark the model will be inverted and start the second rolling circle. These rolls will also be to the outside and will have 2 rolls in the circle. When the model completes its circle it should end back up at the apex of the first rolling circle with half a roll let to complete. The model will exit upright. The model should make the same radius on the both of the rolling circles. Please keep in mind that roll rates will differ between the two circles. Exit Upright
3 Square Knife edge turn with ¾ roll on entry and exit with 2 point roll in middle. Model will perform ¾ roll and fly knife edge, model then will push or pull 90 degrees for a turn and after the turn will perform a 2 point roll (2 of 2) and continue in the knife edge flight. Model will then push or pull back to the opposite direction in which they entered the maneuver, then perform ¾ to Exit Inverted.
4 Cuban 8 with half rolls integrated in the loops on first 45 downline 1 negative snap, Second Downline 2 of 4. Model will enter maneuver inverted fly past center and perform a half roll rolling loop, upon completing the loop the model will then continue to the inverted downline where it will perform a 1 negative snap, when the model pushes out and reaches the horizontal line the model will then begin another half roll rolling loop and once completing the loop continue to the 45 down line with 2 of 4 point roll and Exit upright.
5 Stall Turn with 1 and ¼ roll up and 2 of 2 down. Model will pull to the vertical line and perform 1 and ¼ roll on the upline, Stall, then on the down line perform 2 of 2 point roll exiting Inverted Crossbox. 
6 Push, push, pull humpty bum with ¾ Positive snap on the down line. Model will push to vertical line, nothing on the way up then push over the top to the vertical downline, on the downline the model will perform ¾ Positive snap on the way down. Exit Upright.
7 3 Roll rolling circle first roll Out, Second Roll In, Third Roll Out. Exit Upright
8 Top Hat with Knife edge entry and Exit. Model will enter the maneuver level and perform a ¼ to knife edge then perform a 90 degree rudder turn to the vertical upline, PULLAcross the top of the Top Hat and perform 4 of 8 point roll, Push to the vertical downline and exit knife edge in the opposite direction of flight in which you entered. ¼ roll to Exit Inverted. 
9  Roll Sequence, One full roll  opposite One Negative snap, Opposite 4 of 8 point roll. Exit Upright 
10 Immelman turn. Exit Upright
11

1 Roll rolling loop from the top with ½ rolls reversed at bottom, Model will perform a Rolling loop from the top with 1 roll when the model hits 180 degrees the model should have rolled ½ revolution then reverses direction and finishes loop with half roll in opposite direction. Exit Upright 
12 Bunt with 1 and a half rolls out. Model will perform half outside loop and once the model hits level will perform 1 and ½ rolls to Exit Upright
13 Loop with 8 point roll integrated over the top 180 degrees of the loop. Exit Upright
14 180 Degree turn to landing

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