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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 accustomed 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 fl attens 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 a little aileron
correction to keep the wings level as well.
Up-Right 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 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 get the fl at spin without falling
and 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.
Knife Edge Tumble
This is an impressive looking maneuver that really isn’t as
diffi cult as it looks. (Before learning this maneuver you must
be able to confi dently 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
rudder to maintain Knife Edge, not climbing or diving. Perform
one full right negative Tumble by maintaining your rudder
setting while applying full throttle, full down elevator, and full
right aileron, releasing in time to end again fl ying Knife Edge
to the right. Note that you may need to use some positive
elevator and/or left aileron to stop the Tumble at exactly Knife
Edge. This maneuver is easier to the right because torque
helps stop the Tumble and it can be done at varied airspeeds
with proper throttle and rudder modulation.
Vertical Hover
Fly a straight pass across the fi eld at 75 ft high and 100 ft out
and pull the model vertical. Roll the model until the top of it is
facing you and slowly begin to reduce power. As the model
begins to slow down to 10 mph or so, slowly add a little bit of
power back in. You will have to adjust the throttle as needed,
but make your adjustments smooth. Some right aileron may
be needed to keep the model from torque rolling. Use the