Split outside (5):
Take
off, (Outside (5) loop), touch-and-go,
(inside loop (5)), touch down. Low time wins
360 Touch-and-Go (10): (Take
off and touch down) with a minimum 360- degree heading change between each take
off and touch. The heading change may be vertical (loop), or horizontal (turn),
or in between. Low time wins
Roll Touch-and-Go (5): (Take
off and touch down) with a roll between each takeoff. Low time wins
Righty Tighty, Lefty
Loosey: Take off do three rolls to
the “right” and a loop, then do three rolls to the “left” and another loop
touch and go anywhere in the spot circle, three rolls to the “left” and a loop,
three rolls to the “right” and another loop Land anywhere in the spot circle.
Time stops when the wheels touch the ground inside the spot.
Low
time wins
Roll Limbo (5): Take off away from ribbon (roll, pass under ribbon x5) touch down. If you break the ribbon a zero is scored. If any main wheel touches the ground will score a zero. Low time wins
* Motor must be running to count after landing and plane must be in flyable condition for all events
Climb and Glide: Climb to altitude for preset time (20 seconds) shut off engine, time glide to landing on runway. Masters glide should be done inverted, with the time stopping at roll upright. Plane must land and come to stop on its wheels on the runway. Engine MUST be off when landing. Longest glide time wins.
Modified Dixie Death: Take off,
(3 rolls, 3 loops, touch, 3 rolls, 3 loops, touch, 3 rolls, 3 loops, land. Low time wins
Can Spot Landing:
A
soda can is fastened to a 50' monofilament line and attached to the aircraft.
The pilot is given three (3) consecutive passes to touch only the can onto
target cannot do fly-by. Target will be a bull’s eye with multiple scoring
circles. If the can touches anywhere but within the bull’s eye area defined, a
zero will be scored for that pass. 3
consecutive passes per round. High
score wins
Wiffle
Ball Limbo:
Ribbon will be set at 6 ft.
Take
off away from ribbon, make circuit of field, and make attempts to break ribbon
with ball or line. Once ribbon is
broken, land. 2-minute max time limit,
lowest time wins. Ball must be airborne
when ribbon is broken and ball cannot touch runway on each limbo pass. Wiffle Ball attached to plane with 20’ monofilament line. Time is stopped once ribbon is cut. Lowest time wins
Table Landing: The pilot makes 5 passes (or max 2 minutes of
passes) to perform a maximum of 3 touch-and-goes on a 4 x 8-foot platform above
the ground. The platform can be wood or Styrofoam supported by cable spools,
sawhorses, or a table. At least one main wheel must touch the platform to count
as a successful pass. Event is timed for fastest time from takeoff from ground
to landing on ground after 3 touches.
Fastest time with 3 touches places ahead of fastest time with less than
3 touches.
* Motor must be running to
count after landing and plane must be in flyable condition for all except
Inverted event.
Outside (5) Inside (5): Take off, (5 outside loops),
(5 inside loops), touch down. Low time
wins
Roops (5): Take off (5
roll, loop) touch down. Low time wins
Triple Split Roops: Take off, (1 roll, loop), touch-and-go, (1
roll, loop), touch-and-go, (1 roll, loop), touch down. Low time wins
Split Modified Dixie Death: Take off, 3 rolls, touch
down, 3 loops, and touch down. Low time
wins
Limbo (5): Take off away from the ribbon (pass under ribbon 5
times) touch down. If you break the
ribbon a zero is scored. If any main
wheel touches the ground will score a zero. Low time wins
* Motor must be running to count after landing and plane must be in flyable condition for all events
Climb and Glide:
Climb
to altitude for preset time (30 seconds) shut off engine, time glide to landing
on runway. Time stop when plane touches runway, plane must land and come to
stop on runway, plane must be on wheels once stopped. Longest glide time wins.
Bomb Drop: The pilot will drop the bomb
onto a target from a cup or dowel attached to the plane. Each pilot will get to
attempts per flight, no re-starts.
Devices are provided (dowel, washer w/streamer). No servo-activated releases are
permitted. Highest score wins
Can Spot Landing:
A
soda can is fastened to a 50' monofilament line and attached to the aircraft.
The pilot is given three (3) consecutive passes to touch only the can onto
target cannot do fly-by.. Target will be a bull’s eye with multiple scoring
circles. If the can touches anywhere
but within the bull’s eye area defined, a zero will be scored for that
pass. 3 consecutive passes only per
round. * Highest score wins
Spot Landing: Designate
a target (bull’s-eye) and give the pilot three (3) passes to accumulate highest
score.
Wiffle
Ball Limbo: Take off; make full circuit
of field and attempt to break ribbon with wiffle ball or line. Ball must be airborne when ribbon is broken
and ball cannot touch runway on each limbo pass. Time is stopped once ribbon is cut. Wiffle Ball attached to plane with 20’ monofilament line. 3-minute max time limit, lowest time wins. Lowest time wins
* Motor must be running to count after landing and plane must be in flyable condition for all events for all except Climb and Glide.
Drag Race: Time starts when the judges say go.
Pilot
must start his or her engine, pull an article of clothing out of the box and
put it on, run out on the field and grab 1 card plate for his or her poker
hand. Run back to flight line; take off do a “complete circle” of the field and
land.
Pull
another article of clothing from the box and put it on, run back out on the
field and grab 2 card plates for your poker hand. Run back to flight line; take off do a “complete circle” of the
field and land.
Pull
another article of clothing from the box and put it on, run back out on the
field and grab 2 card plates for your poker hand. Run back to flight line; take off do a “complete circle” of the
field and land, time stops when the wheels touch the ground. The engine must be
running when the plane comes to a stop.
Lowest time wins.
·
Just
remember all articles of clothing must be worn in the proper application!!
·
A
complete circle means: take off in
whatever direction you choose, fly over end of field, out over the high grass
and make approach from other end of field
·
*
Winner based on time to complete event
Poker Run: The
winner will be determined by the best Poker hand from the cards collected from
the Drag Race
Balloon Burst:
A
balloon is fastened to a balsa stick on the far side of the runway. The pilot
gets three (3) passes parallel to the runway to break the balloon or the stick.
Points are highest for the first pass to hit or break the balloon and lowest
for the third pass hit or break.
Balloon must break before it hits the ground.
1st pass balloon
break scores 100
1st pass stick
break scores 30
2nd pass balloon
break scores 75
2nd pass stick
break scores 20
3rd pass balloon
break scores 50
3rd pass stick
break scores 10
Carrier Landing:
The
pilot must setup for approach, kill engine before edge of carrier (no hover
landings) and must glide plane and land on the carrier area and roll into
scoring area. The score is based on where the planes wheel(s) come to rest
within the carrier scoring area. If
wheels end up in 2 different scoring areas the highest amount will be
scored. If plane misses the carrier
deck when plane comes to rest, a zero will be giving.
* Motor must be running to count after landing and plane must be in flyable condition for all events
Any Modeltech ARF Magic,
including Magic, Simply Magic, Magic Extra
Max engine .46 or lower
No Tune Pipes
Mouse Can mufflers allowed
No mixing
No scratch built facsimiles
Can replace landing gear
Can have steer able
tail-wheel