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Flight, Landing, 3d flying – Great Planes Matt Chapman Eagle 580 46/EP ARF - GPMA1281 User Manual

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model gains speed decrease up elevator, allowing the tail
to come off the ground. One of the most important things to
remember with a tail dragger is to always be ready to apply
right rudder to counteract engine torque. Gain as much
speed as your runway and fl ying site will practically allow
before gently applying up elevator, lifting the model into the
air. At this moment it is likely that you will need to apply more
right rudder to counteract engine torque. Be smooth on the
elevator stick, allowing the model to establish a gentle climb
to a safe altitude before turning into the traffi c pattern.

Flight

For reassurance and to keep an eye on other traffi c, it is a
good idea to have an assistant on the fl ight line with you. Tell
him to remind you to throttle back once the plane gets to a
comfortable altitude. While full throttle is usually desirable for
takeoff, most models fl y more smoothly at reduced speeds.

Take it easy with the Eagle for the fi rst few fl ights, gradually
getting acquainted with it as you gain confi dence. Adjust the
trims to maintain straight and level fl ight. After fl ying around
for a while and while still at a safe altitude with plenty of fuel,
practice slow fl ight and execute practice landing approaches
by reducing the throttle to see how the model handles at
slower speeds. Add power to see how the model climbs as
well. Continue to fl y around, executing various maneuvers
and making mental notes (or having your assistant write
them down) of what trim or C.G. changes may be required
to fi ne tune the model so it fl ies the way you like. Mind your
fuel level, but use this fi rst fl ight to become familiar with your
model before landing.

Landing

To initiate a landing approach, lower the throttle while on the
downwind leg. Allow the nose of the model to pitch downward
to gradually bleed off altitude. Continue to lose altitude, but
maintain airspeed by keeping the nose down as you turn onto
the crosswind leg. Make your fi nal turn toward the runway (into
the wind) keeping the nose down to maintain airspeed and
control. Level the attitude when the model reaches the runway
threshold, modulating the throttle as necessary to maintain
your glide path and airspeed. If you are going to overshoot,
smoothly advance the throttle (always ready on the right
rudder to counteract torque) and climb out to make another
attempt. When you’re ready to make your landing fl are and
the model is a foot or so off the deck, smoothly increase up
elevator until it gently touches down. Once the model is on the
runway and has lost fl ying speed, hold up elevator to place the
tail on the ground, regaining tail wheel control.

One fi nal note about fl ying your model. Have a goal or fl ight
plan in mind for every fl ight. This can be learning a new
maneuver(s), improving a maneuver(s) you already know,
or learning how the model behaves in certain conditions
(such as on high or low rates). This is not necessarily to

improve your skills (though it is never a bad idea!), but more
importantly so you do not surprise yourself by impulsively
attempting a maneuver and suddenly fi nding that you’ve run
out of time, altitude or airspeed. Every maneuver should be
deliberate, not impulsive. For example, if you’re going to do a
loop, check your altitude, mind the wind direction (anticipating
rudder corrections that will be required to maintain heading),
remember to throttle back at the top, and make certain you
are on the desired rates (high/low rates). A fl ight plan greatly
reduces the chances of crashing your model just because of
poor planning and impulsive moves. Remember to think.

Have a ball!

But always stay in control and fl y in a safe manner.

GOOD LUCK AND GREAT FLYING!

3D FLYING

Because of the power-to-weight ratio on 3D planes, straight-
and-level fl ight should be at a reduced throttle and full power
should be used only 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, but keep in
mind that being tail heavy is not always the best way to go.

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 it to
become uncontrollable. Practice your maneuvers at a higher
altitude while you become accustomed to your particular
plane’s stall characteristics.

WATERFALLS

With the model pointing vertically (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 fl attens
out, add power to pull the model around. Many models will
require some rudder correction (usually right rudder) during
this maneuver. Some planes will require aileron correction to
keep the wings level.