3D Flying - GREAT PLANES Reactor Instruction Manual

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One final note about flying your model. Have a goal or flight
plan in mind for every flight. 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 finding 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 flight 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 fly in a safe manner.
GOOD LUCK AND GREAT FLYING!

3D FLYING

Because of the power to weight ratio on 3D planes, straight
and level flight should be at a reduced throttle and full power
should only be used 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.
Propeller thrust and thrust vectoring need to be considered
for 3D aerobatics. A large diameter prop with a low pitch will
provide a lot of pull for the aircraft but will not offer enough
air moving across the tail surfaces (thrust vectoring) for 3D.
Due to the large number of factors involved, some
experimentation will be necessary to find the right propeller
pitch and diameter for your model.
Higher RPM engines such as a .46 two-stoke require a low
pitch propeller and lower RPM motors such as a 1.60 will
require a higher pitch propeller. If you feel that the
effectiveness of the tail surfaces is not enough, try a smaller
propeller with a higher pitch.
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 the
model to become uncontrollable. Practice your maneuvers
at a higher altitude while you become accustom to your
particular plane's stall characteristics.
WATERFALLS
With the model pointing straight up (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 flattens
out, add power back in to pull the model around. A lot of
models will require a little bit of 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 down to a few mph, slowly add in full left rudder
and power. Next, start adding in up elevator as needed to
keep the model flat 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 flat the
spin will go. It is possible to maintain altitude in the flat 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 flat spin except most planes
like to spin in the opposite direction, for example: right
rudder and down elevator.
THE WALL
Fly straight across the field at a moderate speed and simply
pull full up until vertical. Adjust the power as necessary to
maintain a hover.
KNIFE EDGE TUMBLE
This is an impressive looking maneuver that really isn't as
difficult as it looks. (Before learning this maneuver you must be
able to confidently Snap and Tumble your plane and stop the
aircraft exactly, without over rotating.) Fly the model Knife Edge
from the right at a moderate airspeed, using just enough
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