Rc planes what is 3d flying




















The aeroplane will violently snap to an inverted spin and the descent will momentarily stop. At this point, if flown with sufficient speed, the model should turn into a complete blur. If you have confidence in your model try adding full throttle as you snap to the spin! After the violent snap the aircraft will settle into the spin but you may have to juggle the power to keep it flat.

With a rearward C of G and a suitable model you can even begin a slow spin back upwards whilst inverted! Its a difficult one to do right but is not restricted to 3D models alone see Fig. Entry is key, which needs to be deeply stalled in a knife-edge attitude unless you have massive control throw authority to bully the model into place. Again a rearward C of G will assist in keeping the wings dead vertical, as opposed to sweeping a cone with the upper wing tip as the model descends.

A good amount of juggling with the aileron is also required, as too much throw on powerful ailerons can overcome the rudders effectiveness and flick the model out into a conventional spin. To fly the knife-edge spin, climb to the desired position, taking note that the model will descend very quickly. A little leading aileron may be required to start to the left in this instance , but management of this and the throttle will keep you in the spin.

A full release of the controls will recover the model into diving flight, but as with the Blender, a fast snap to a slowly rotating flat spin can look most effective. During this manoeuvre the model flies a continuous, negative g, tail-over-nose descending flip that gives it the appearance of rotating around its canopy whilst the wings remain level.

Very careful use of elevator and throttle is required to get it right, and you need massive elevator control throws and a C of G pushed rearwards to its limit. The tumbles are performed consecutively by bringing the model into the hover before adding extra power and using 3D down elevator throw. Directional management is achieved in part by the rudder, especially through the low-speed inverted portion of the pattern, but correct lateral balance is a must as are equal elevator throws if two servos are used.

Each flip is complete when the model rotates back through to the hover position once again. How low you want to bring it will depend on your confidence in avoiding a flick through over-exuberance around the bottom arc of the manoeuvre. The Roller Coaster is a variation on the theme, swapping from full down to full up elevator repeatedly as the model descends without actually pulling the nose back up to the full hover position.

Whilst it might look simple enough, a good Hover or prop hang is perhaps one of the trickiest manoeuvres to master. Its also a staple feeder for many of the other flight patterns we've discussed so far, and either leads into, or quickly follows, almost all other manoeuvres in a flowing 3D routine.

Still emphasised by smoke, streamers and in some cases even fireworks, the hover once captured the imagination but has had so much exposure that its become pretty boring to watch.

The Hover sees the model held in a vertical attitude, using the power of the motor and all flight controls to hold it steady. No part of the airframe is flying at all, and the thrust from the prop is the only motive force.

Steering and correction is provided by prop wash only, and with practice, less and less control input is required as the pilot pre-empts the fall of the model from the hover to correct its attitude before it gets too far out of shape.

Large or very light models with large control surfaces are usually the most capable, but the key is lots of motor power. Its essential to have some in reserve to climb out from the hover, or at the very least check a slow descent backwards. Whilst Shock Flyer type designs can be pulled straight into a hover from a Wall, many pilots will settle the model into a low and slow Harrier, steadily increasing the angle of attack until the model is vertical and hanging on the prop. You'll probably never reach a throttle point where the aircraft is stationary along the vertical axis, and fine throttle control from a reliable engine is essential.

Steer the model using the rudder many will benefit from a little right rudder and right aileron held in to counteract torque , and if the hover is belly in, remember to move the rudder stick towards the dropping wing to correct the drift. Be prepared to back the model into the floor in the early stages of learning this manoeuvre; a high-level Hover has virtually none of the impact of a low level one with the rudder tapping the floor.

There is one variation on the Hover: the Pogo, which describes a Hover that continually climbs and descends. Our last manoeuvre to be studied, the Torque Roll is an extension of the Hover, whereby the model rotates as a reaction to the torque from the motor. Whilst the speed of rotation can be affected by small aileron inputs, good rudder control is essential to prevent the model from wagging off the vertical line. Try to use the elevator for correction when torque rolling, though a little extra upthrust on the motor can help hold it steady.

Perhaps the easiest way to dial into the torque roll is to enter from ever-decreasing circles flown in a nose-high, upright Harrier. This way as you near the Hover position you'll already be using the rudder for directional control coming towards you and wont suddenly have to switch into this thought process. With practice, just as with the Hover, the Torque Roll can be used frequently in a circuit or pattern for maximum effect. This is much easier to achieve on a calm day and with a good element of shallow pitch on the prop.

So there you have it, a hatful of 3D manoeuvres that will test your piloting skills to the max. Hook it all together and the results can be spectacular.

All you have to do now is practice! Reply 8 years ago on Introduction. More by the author:. Did you make this project? Share it with us! Many aerobatic planes are capable of a wide range of maneuvers such as loops, rolls, snaps, spins, rolling circles, etc.

That said, when it comes to aggressive tumbling and post-stall maneuvers, such planes are simply out of their depths. Capable of performing those same maneuvers, 3D-specific planes have flight-envelopes much deeper and broader. Additionally, 3D planes have certain unique characteristics rarely found in traditional aerobatic planes, including:.

Moreover, power must be on tap for getting your- self out of trouble should you get too close to Terra Firma. Traditionally, watts per pound of all-up-weight AUW provides the necessary power for virtually all 3D maneuvers.

As limits are always being tested, it is not unusual to find modern, higher-end 3D planes pushing that number well past To do so requires extremely large ailerons, elevators and rudders, along with larger-bodied fuse- lages providing extra lift. These large- area control surfaces must be capable of deflecting to at least 35 degrees for ailerons and, for tail surfaces, 45 degrees or more.

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