Fly For Fun Day Rules

 

Fly For Fun
Club Barbeque
Christmas Meal

 

Fly For Fun Day Rules

 

The Fly For Fun Days may include some of the following events within each competition. Safety is paramount, so all spectators must remain within the pits area during the competition also any reckless or dangerous flying will not be tolerated and the pilot maybe asked to land. Scoring is based on the placing each competitor achieves in each events. The positions for each event are added together, and the winner is the person with the lowest score is the champion. In the event of a tie the pilot with the most firsts will win. Please be aware that a Events may change or be cancelled according to weather. Remember this is just for fun and any solo pilot may enter. It is always entertaining to watch so spectators are more than welcome.
 

Stall Turns with Roll

You have 2 minutes to complete as many stall turns as you can, but you must roll after each stall turn. Time will start top of the first stall turn.

 

Loops

You have 2 minutes to complete as many loops as you can, but you must be seen to reduce throttle to tick over at the top of each loop. Time will start with the first full loop.

 

Climb and Glide

You have 15 seconds to climb as high as you can, you must then stop the engine (dead stick) and glide for as long as you can. Add 10 seconds for a patch landing or deduct 10 seconds for a miss.

 

Touch and Go

You have 2 minutes to complete as many touch and goes as possible. Only touches on the patch will count. Time starts on the first touch. For models with no under carriage, they can tow a streamer which has got to touch the patch to count as a touch and go.

 

Roll Loop and Touch

You have 2 minutes to complete a roll, loop and touch in that order. Time starts on the first roll. For models with no under carriage, they can tow a streamer which has got to touch the patch to count as a touch and go.

 

Cross wind Limbo

You have 2 minutes to make as many limbo's as you can. Inverted counts as two. Time starts after first Limbo. You have 2 minutes after take off to attempt the first limbo.

 

Spot Landing Target Accuracy

You have 2 minutes  after take off to land in a one metre circle. A target landing (i.e. within the one metre circle) will count as zero . Every meter out of target will count as one point until you land off the patch or a max score of fifty points depending on target location. The target will be placed according to wind direction. Your landing will be scored on the first point of contact with the ground. No taxing into the circle! The lowest score wins.

 

May Pole

You have 2 minutes to fly around a 6.5m pole as many times as you can. The time to starts on the pilots call after take off. The maximum number of circuits wins.
 


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This web page was last updated Friday, 16 November 2007