Funfly ideas help?
#1
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Funfly ideas help?
I am planning a funfly for my club and I'm trying to come up with some events to have but not too difficult because then it'll kinda keep the newer and inexperienced pilots from entering. Any ideas for events are welcome. So far I thought about making lines on the runway and doing a spot landing contest. Then I thought about a limbo contest but that might be too hard for some. And last was a relay race, i.e. race to start plane and taxi across the runway but if the plane breaks ground your disqualified.
#2
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RE: Funfly ideas help?
HOT PLANE/HOT PILOT EVENTS:
1. Dixie Death - Take off, do three rolls, three loops, and three spins (any order), and land. Fastest time wins.
2. Roops - Take off, do one roll, one loop (5 times), land. Fastest time wins.
3. Touch & Go’s - Do 10 T & G’s in the fastest time.
4. Limbo - Set the ribbon at one height, fastest 5 passes under it wins.
SKILL EVENTS:
1. Spot Landing or Spot T & G - Mark a spot on the runway, fly 10 passes, most number of hits in it wins.
2. Limbo - Fly under progressively lower ribbons. Lowest pass wins.
3. Bomb Drop - Bomb in a paper cup rubber banded to the plane. Drop it on the spot. Closest wins.
4. Bean Carry - Same cup, 5 - 10 dry beans. Take off, fly the pattern, land. Most beans in cup wins. If you get too many ties, add a maneuver like a loop or roll.
5. Balloon Break - Pilot attempts to break tethered (or loose) helium-filled balloons. Fastest time wins. Use 2 - 5 pound fishing line for the tether.
6. Leap Frog - Touch and Go in 2-4 spots along the runway, depending on space.
LUCK EVENTS:
1. Glow Plug/Prop Race - From 100 feet away, carry your glow plug in a teaspoon or your prop in your hand to your plane, install, taxi across a line. First across wins.
2. Cracker Whistle - Eat 10 saltines, whistle, then take off. First in the air wins.
3. Mail Run - Plane on runway, engine running. Partner runs to plane and touches tail (delivers mail). Plane takes off, flys pattern, lands. Does not taxi after landing. Partner runs to wherever plane is, touches tail (picks up mail) and runs back to starting line. Fastest time wins.
4. Poker Hand - Draw two cards from a 4 suit A-K-Q-J-10 deck. Make rest of hand by 3 spot T & G’s in marked areas.
5. Blind Taxi - Pilot stands with back to plane. Helper tells him how to taxi through gates on the runway. Fastest time wins.
6. Balloon Break - Pilot attempts to break balloons tied to the ground. Fastest time wins.
These should get you started.
Dr.1
1. Dixie Death - Take off, do three rolls, three loops, and three spins (any order), and land. Fastest time wins.
2. Roops - Take off, do one roll, one loop (5 times), land. Fastest time wins.
3. Touch & Go’s - Do 10 T & G’s in the fastest time.
4. Limbo - Set the ribbon at one height, fastest 5 passes under it wins.
SKILL EVENTS:
1. Spot Landing or Spot T & G - Mark a spot on the runway, fly 10 passes, most number of hits in it wins.
2. Limbo - Fly under progressively lower ribbons. Lowest pass wins.
3. Bomb Drop - Bomb in a paper cup rubber banded to the plane. Drop it on the spot. Closest wins.
4. Bean Carry - Same cup, 5 - 10 dry beans. Take off, fly the pattern, land. Most beans in cup wins. If you get too many ties, add a maneuver like a loop or roll.
5. Balloon Break - Pilot attempts to break tethered (or loose) helium-filled balloons. Fastest time wins. Use 2 - 5 pound fishing line for the tether.
6. Leap Frog - Touch and Go in 2-4 spots along the runway, depending on space.
LUCK EVENTS:
1. Glow Plug/Prop Race - From 100 feet away, carry your glow plug in a teaspoon or your prop in your hand to your plane, install, taxi across a line. First across wins.
2. Cracker Whistle - Eat 10 saltines, whistle, then take off. First in the air wins.
3. Mail Run - Plane on runway, engine running. Partner runs to plane and touches tail (delivers mail). Plane takes off, flys pattern, lands. Does not taxi after landing. Partner runs to wherever plane is, touches tail (picks up mail) and runs back to starting line. Fastest time wins.
4. Poker Hand - Draw two cards from a 4 suit A-K-Q-J-10 deck. Make rest of hand by 3 spot T & G’s in marked areas.
5. Blind Taxi - Pilot stands with back to plane. Helper tells him how to taxi through gates on the runway. Fastest time wins.
6. Balloon Break - Pilot attempts to break balloons tied to the ground. Fastest time wins.
These should get you started.
Dr.1
#5
RE: Funfly ideas help?
DR-1's stuff is excellent however for the aspiring Fun Fly Event Director, I like to direct you to the AMA's Competition regulations, Special Events:
http://www.modelaircraft.org/comp/07...cialevents.pdf
Herein you will find many many events which you can use, change, combine or use ideas to formulate your own with methods to score and orchestrate to your own needs.
Lots of stuff there there.
Good luck with your event.
http://www.modelaircraft.org/comp/07...cialevents.pdf
Herein you will find many many events which you can use, change, combine or use ideas to formulate your own with methods to score and orchestrate to your own needs.
Lots of stuff there there.
Good luck with your event.
#6
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RE: Funfly ideas help?
We had one event at a fun fly where you took off, flew out past the end of the runway for a minimum of 100ft, turned around, did a few loops and rolls, then landed. The plane cannot taxi once it lands, the pilot kills the engine, sets transmitter down and grabs a putter and golf ball that is at his feet. He runs to the plane where it stopped, touches the plane, drops the golf ball and putts it into a designated cup. If I remember right, the cup was located at the starting end of the runway and about 10 feet or so off to the side. Fastest time wins.