
ETOC 2009 Flight Rules & Judging Criteria
Flight Preparation
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On the Air Boss’s signal, the competitor will
have 30 to get into the air.
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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.
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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
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The starting
point of the timed flight must be
pre-determined by the pilot, and judging will
commence from that point.
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.
The judging
will cease at the Air boss’ indication that
the 2 minutes has expired.
The aircraft can come into contact with the
ground or ceiling during the flight. This will
not effect the time.
Retrieval
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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
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The judging criteria that will be used is
described on the enclosed judging criteria
sheets.
Disqualification
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If the
aircraft passes the pre-established dead line
(no-fly zone) the
flight will be disqualified.
-
If the
crew/assistants touch the transmitter at any
time during the flight.
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If the
airplane does not meet the pre-established
guidelines of the event.
Freestyle
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The freestyle will be composed entirely by the
competitor, meaning the whole flight will be
to his discretion. (no mandatory maneuvers)
-
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.
-
Once Air boss puts you in the on deck box you
will have 30 seconds to get airborne.
Flight Order
-
The flight order will be determined at the
pilots meeting on the evening of the
competition.
Aircraft
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The pilot may use multiple planes, and can
switch back and forth during the competition.
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Airplanes must be operated by battery-powered
electric motors.
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Fixed wing aircraft only.
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A 20 ounce maximum weigh limit (ready to fly).
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Must use a rubber spinner to cover prop shaft.
The use of a "prop saver" is an acceptable
alternative. (This is Mandatory)
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Wing, stab and elevators of any construction.
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Fuselage may be built up, of any construction.
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Any additional control surfaces are allowed.
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No Scale outline required.
-
In the event an airplane is damaged by
contacting the floor or ceiling, the pilot
will be asked to land
Music
-
The music will be provided by the competitor.
The same music doesn’t have to be use for all
the flights.
The music determines the tone of the flight,
and the flight characteristics.
Make sure you
bring an extra CD if it is burned. (Some CD
players won’t play all)
The music can
be started by either a pilot assistant, or one
of the ETOC staff.
Special Effects
-
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
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Known Maneuver Sequence for ETOC 2009 |
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Aresti Diagram |
Maneuver
Description |
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1 |
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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 |
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2 |
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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 |
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3 |
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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. |
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4 |
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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. |
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5 |
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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. |
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6 |
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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. |
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7 |
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3 Roll rolling circle first roll Out, Second
Roll In, Third Roll Out. Exit Upright |
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8 |
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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. |
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9 |
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Roll
Sequence, One full roll opposite
One Negative snap, Opposite 4 of 8 point
roll. Exit Upright |
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10 |
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Immelman turn. Exit Upright |
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11 |
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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 |
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12 |
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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 |
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13 |
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Loop with 8 point roll
integrated over the top 180 degrees of the
loop. Exit Upright |
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14 |
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180 Degree turn to landing |
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