Landing - GREAT PLANES Eagle 580 Instruction Manual

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Landing

To initiate a landing approach, lower the throttle while on the
downwind leg. Allow the nose of the model to pitch downward
to gradually bleed off altitude. Continue to lose altitude, but
maintain airspeed by keeping the nose down as you turn onto
the crosswind leg. Make your fi nal turn toward the runway
(into the wind) keeping the nose down to maintain airspeed
and control. Level the attitude when the model reaches the
runway threshold, modulating the throttle as necessary to
maintain your glide path and airspeed. If you are going to
overshoot, smoothly advance the throttle (always ready on
the right rudder to counteract torque) and climb out to make
another attempt. When you're ready to make your landing fl are
and the model is a foot or so off the deck, smoothly increase
up elevator until it gently touches down. Once the model is
on the runway and has lost fl ying speed, hold up elevator to
place the tail on the ground, regaining tail wheel control.
One fi nal note about fl ying your model. Have a goal or fl ight
plan in mind for every fl ight. This can be learning a new
maneuver(s), improving a maneuver(s) you already know,
or learning how the model behaves in certain conditions
(such as on high or low rates). This is not necessarily to
improve your skills (though it is never a bad idea!), but more
importantly so you do not surprise yourself by impulsively
attempting a maneuver and suddenly fi nding that you've run
out of time, altitude or airspeed. Every maneuver should be
deliberate, not impulsive. For example, if you're going to do a
loop, check your altitude, mind the wind direction (anticipating
rudder corrections that will be required to maintain heading),
remember to throttle back at the top, and make certain you
are on the desired rates (high/low rates). A fl ight plan greatly
reduces the chances of crashing your model just because of
poor planning and impulsive moves. Remember to think.
Have a ball!
But always stay in control and fl y in a safe manner.
GOOD LUCK AND GREAT FLYING!
Because of the power-to-weight ratio on 3D planes, straight-
and-level fl ight should be at a reduced throttle and full power
should be used only when the airplane is "loaded" during
a maneuver. Learn to manage the throttle and experiment
while in the maneuver. The power needed will depend on the
maneuver being performed. C.G. also plays a large role in
the 3D capability of models as well. Experiment, but keep in
mind that being tail heavy is not always the best way to go.
Another thing to remember is that maximum control throw is
not necessary for all 3D maneuvers. Occasionally, too much
throw can place the model too far into a stall, causing it to
become uncontrollable. Practice your maneuvers at a higher
altitude while you become accustomed to your particular
plane's stall characteristics.
WATERFALLS
With the model pointing vertically (almost in a hover), push
full down elevator and full throttle. As the model rotates and
begins to point downwards, reduce the throttle (to keep the
model from being pulled downwards). As the model fl attens
out, add power to pull the model around. Many models will
require some rudder correction (usually right rudder) during
this maneuver. Some planes will require aileron correction to
keep the wings level.
UPRIGHT FLAT SPINS
Pull the nose up slightly and slowly decrease power. As the
model slows to a few mph, slowly apply full left rudder and
power. Next, start adding up elevator as needed to keep the
model fl at in the spin. Most airplanes will require some aileron
as well to keep the wings level. This is one of the maneuvers
to experiment on; try different C.G. positions and different
amounts of throw and power to see how fl at the spin will go.
It is possible to maintain altitude in the fl at spin and in some
cases it is also possible to climb during the spin.
INVERTED FLAT SPINS
This is the same as the up-right fl at spin except most planes
like to spin in the opposite direction, for example: right rudder
and down elevator.
THE WALL
Fly straight across the fi eld at a moderate speed and simply
pull full up until vertical. Adjust the power as necessary to
maintain a hover.
21
3D FLYING

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