Flight; Landing; 3D Flying - GREAT PLANES Extra 330S Instruction Manual

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is a good idea to have someone launch the airplane for you.
This allows you to keep your hands on the radio sticks and
correct any trim problems that are present.
Have the person launching the Extra 330S EP ARF hold
the plane by the fuse just in front of the canopy. Throttle up
to full power, and have your helper give the plane a gentle
underhanded toss at about 30° angle upward into the wind.
The high thrust to weight ratio will allow the plane to accelerate
to fl ying speed almost instantly. Climb to a comfortable
altitude and throttle back to a lower power setting.
For reassurance and to keep an eye on other traffi c, it is a
good idea to have an assistant on the fl ight line with you. Tell
him to remind you to throttle back once the plane gets to a
comfortable altitude. While full throttle is usually desirable for
takeoff, most models fl y more smoothly at reduced speeds.
Take it easy with the Extra 330S EP ARF for the fi rst few
fl ights, gradually getting acquainted with it as you gain
confi dence. Adjust the trims to maintain straight and level
fl ight. After fl ying around for a while, and while still at a safe
altitude with plenty of battery charge, practice slow fl ight
and execute practice landing approaches by reducing the
throttle to see how the model handles at slower speeds. Add
power to see how she climbs as well. Continue to fl y around,
executing various maneuvers and making mental notes (or
having your assistant write them down) of what trim or C.G.
changes may be required to fi ne tune the model so it fl ies the
way you like. Mind your fuel level, but use this fi rst fl ight to
become familiar with your model before 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

Flight

Landing

(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!
Make a copy of this identifi cation tag and put it on or
inside your model.
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 only be used when the airplane is "loaded" during
a maneuver. Avoid extended full throttle downlines. 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 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.
24

3D FLYING

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