Aerobatics
All manoeuvres are judged on flight path and will start and finish in straight and level upright or inverted flight. Centre manoeuvres will start and finish on the same heading, while turn-around manoeuvres will finish on a heading 180 degrees to entry. When appropriate, entry and exit of centre manoeuvres will be at same altitude. Positioning adjustments in altitude are allowed in turn-around manoeuvres.

All manoeuvres which have more than one loop or part of loops will have the loops or part loop of the same diameter and in case of consecutive loops, in the same place. Similarly all manoeuvres which have more than one continuous roll will have the same roll rate. All manoeuvres which have more than one point roll will have the same roll rate, and point will be of equal duration. All consecutive rolls on a horizontal line will be at the same altitude and heading.

All manoeuvres with rolls, part of rolls or snap rolls, or combination of same, will have lines of equal length before and after the rolls or combinations exept in Immelman or Split S families. Snap rolls that are not snap rolls (i.e. barrel rolls) will be scored zero. Spins that are spiral dives or have a snap roll entry will be scored zero.

Any violation of above will be reason for downgrading.


Schedule F3AI-A

A01.    Takeoff sequence

Place the model aircraft on the floor and take-off in parallel to the security line. After having reached a reasonable height, turn 90 degrees from the security line, fly a straight line, turn again 90 degrees and fly a line in opposite to the take-off direction until having crossed the centre line. Turn 180 degrees towards the security line: fly a line in parallel to the security line until having crossed the centre line and turn 180 degrees away from the security line.

Judging Notes:
a.) until the end of the straight line after the first 90 degrees turn, the model must be climbing all the way;
b). only two scores, a Zero (0) or a Ten (10), may be awarded for the take-off sequence.


A02.    Reverse Cuban Eight (Centre manoeuvre)

Pull to a 45 degree upline perform half a roll, pull through a 3/4 inside loop into another 45 degree upline and perform a second half roll, pull through a 5/8 inside loop into level exit.


A03.    1/4 Roll, Half Knife-Edge Circle, 1/4 Roll (Turn-around manoeuvre)

Perform a quarter roll, fly a half horizontal circle in knife-edge flight ad perform a second quarter roll. Exit level.

Judging Notes:
a). the circle has a constant radius;
b). the altitude must not vary during the entire manoeuvre;
c). there must be no lines between the quarter rolls and the half circle.


A04.    Loop with 1/2 Roll (Centre manoeuvre)

Pull and perform a loop with half a roll integrated on its top. Exit inverted.


A05.    Stall-Turn, 1/2 Roll (Turn-around manoeuvre)

Push to a vertical upline, followed by a stall-turn. After the downline push into level inverted flight and perform half a roll. Exit level.

Judging Notes:
a). radius of stall-turn more than 1-1/2 wingspan: Score Zero (0).


A06.    Triangular Loop with 1/2 Roll (Centre manoeuvre)

Pull to 45 degree upline, pull through a 3/8 inside loop into straight, level line, perform half a roll in its middle, push through a 3/8 outside loop into 45 degree downline and push to horizontal inverted flight. Exit inverted.


A07.    Half Circle Inverted (Turn-around manoeuvre)

Perform half a circle in inverted flight. Exit inverted.

Judging Notes:
a). the circle has a constant radius;
b). the altitude must not vary during the entire manoeuvre.


A08.    Rolling Circle with 1/1 Roll Integrated (Centre manoeuvre)

Perform a 360 degree circle with an integrated full roll. Exit inverted.

Judging Notes:
a). the circle has a constant radius;
b). the altitude must not vary during the entire manoeuvre;
c). the roll rate must be constant.


A09.    Top Hat with two 1/4 Rolls (Turn-around manoeuvre)

Pull to a vertical upline, perform a quarter roll and pull to horizontal inverted flight. Pull to a vertical downline, perform another quarter roll and pull to level. Exit level.


A10.    2/4-Point-Roll (Centre manoeuvre)

Perform two points of a four-point roll on a straight, level line. Exit inverted.


A11.    Push-Push-Pull Humpty-Bump (Turn-around manoeuvre)

Push to a vertical upline, push through a half outside loop into a vertical downline and pull to level. Exit level.


A12.    Torque-Roll (Centre manoeuvre)

From level flight reduce flying speed until the models longitudinal axis is in a vertically hovering attitude. Perform one roll in this position and then accelerate the model back into level flight. Exit level.

Judging Notes:
a). the altitude and distance must not vary during the entire manoeuvre.


A13.    Landing Sequence

Turn 180 degree away from the security line and fly a line in opposite to the take-off direction until having crossed the centre line, turn 180 degree towards the security line, touch down the model gently on a stright line in parralel to the security line and let the model roll straight until stop.

Judging Notes
a). from crossing the cntre line on the model must not climb anymore;
b). only two scores, a Zero (0) or a Ten (10), may be awarded for the landing sequence.