Monday, May 04, 2009

More Kambah Kombat

We have changed our Kambah Kombat approach. Previously we used to tape streamers to the back of two fighters, and have them chase each other's tails, but this does have some issues:

  • The planes are always turning towards each other, meaning each match deteriorates into a series of head to head passes, and the matches result in a head to head collision as many times as you get a result.
  • Power is king - if aircraft in head to head aren't reasonably evenly matched for power then the pilot of the less powerful aircraft is sevrely disadvantages. Although we did have a 2s limit, we didn't want to have to be much more prescriptive than that.
  • Head to Head was a 100% throttle event - to slow down was to give your opponent an energy advantage. But this also meant matches had to be reasonably short due to battery capacity (about 5 minutes was safe at 100%).
  • It's intense - which is great for experienced flyers, but makes it hard to introduce new blood.
The end result of these issues is that it was not as accessible as we hoped, and that matches ended in complete destruction of aircraft (in a head to head collision) as they did with a result.

So, we have moved on to a new form. Now we have one streamer attached to one tow plane, who's purpose is to fly a reasonably steady circuit. All the fighters then chase this tow plane, trying to be the first to cut the streamer.

The streamer is about 6 metres of crepe paper, and then about 4 metres of hard plastic ribbon (this is the bit that connects to the tow plane). Idea is to create an incentive to not get too close to the tow plane.

As for fighter head to head kombat we have an ajudicator, who scores points for close passes (so a result can go on points if there are no streamer cuts) and also administers safety making sure we stay within the bounds of the field, and pausing of stopping the match if any other safety matters need to be addressed.

This tow plane chase is a great spectacle, as good as head to head to watch, and while not as exciting to fly, is still a lot of fun. The best we have had so far is three fighters chasing the tow plane at once, but nothing stops you from having four, five, six etc.

Also, the nature of the match means new comers are far more likely to find it accessible.

So, what's it like to be a tow plane? Well my mate the Mongrel took this onboard vid using his flycamone2 from Koala Dave's tow plane after our little kombat session yesterday:


Saturday, May 02, 2009

One Page Guide to Flying Warbirds

This is not for beginners, but at a minimum novices that can operate a three channel RET safely here are some starting points. It is best to get some help though.

Planning Ahead

Warbirds cover ground faster than you expect. Added to this their small profile makes it easy to lose visual orientation.

• Concentrate – even experienced pilots give warbirds their full attention.
• Plan Ahead – plan your turns and maneuvres in advance and always be thinking in front of the plane.
• Start your turns earlier to avoid flying the plane out of visual range.
• If you find yourself struggling for orientation then work from the last time you knew exactly what the aircraft was doing.

Keep Up the Energy

The higher wing loading of warbirds makes them more susceptible to tip stalls, snap rolls and spins:

• Manage the throttle and make sure the bird is always flying at reasonable airspeed.
• Beware of losing airspeed if you have an upward climb angle in corners.
• Don’t try and add too much elevator in a corner until you know the aircraft.
• If you stall into a spin remember your spin recovery – close throttle, opposite rudder if necessary, add throttle, fly away.
• Land within your flight endurance – warbirds without power are no fun.

Landing

Maintain air speed by approaching under power, using reduced throttle to lose altitude. Even belly landers can be brought to the ground under power, closing the throttle once the aircraft is in ground effect.

Critical – Don’t dip those wings, or try to bank, at landing speeds

Emergencies

If you lose power a warbird, with a head of airspeed, is going to take at least 7 metres of altitude to turn 180 degrees. If you lose power at less than 7 metres don’t turn back – make your landing within 90 degrees of the direction you are currently pointed.