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.
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 a little, 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. 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.
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
a little aileron correction to keep the wings level as well.
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 get the flat spin without falling
and it is also possible to climb during the spin.
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.
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.
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 full throttle so the model has reasonable
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 flying 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.
Knife Edge Tumble
The Wall
Inverted Flat Spins
Upright Flat Spins
Waterfalls
3D FLYING
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