You've heard about these new 3D maneuvers, maybe even seen some but if you're like most flyers you really don't know exactly how to do them. Below Blaine will try to explain some of the maneuvers and how to do them. Blaine has also asked some of his good friends and fellow 3D flyers to help out with their explanations on a few maneuvers.
It's maneuvers performed when the airplane is in a stalled condition. Maneuvers that are done with the airplane nose high at 45-degree angles, hanging on the prop or tumble tail-over-nose gyro rations .
I get asked this all the time. You need to have a plane that's capable. What's capable? Well, it starts with having lots of throw in your control surfaces and you need a very powerful reliable engine. Some airplanes just 3D better that others. I personal like the EDGE & EXTRA for doing 3D. I think it is hard to beat the way these two planes fly in 3D attitude.
Blaine and a few of the best 3D pilots in the World will cover the "How To's" of the most popular 3D maneuvers and a few original ones
|"The Torque Roll"|
|"The Blaino Draino"|
|"The Snap Up"|
|"The roller coaster"|
|"The Harrier Roll"|
Click on the pictures below to view a short video on the maneuvers. Coming soon.
The Torque Roll
Plane "Hovers" vertically in place, rotating left around its roll axis.
Full 3D throws in elevator and rudder are a must. An aft CG helps a little also. Some flyers will run their CG back to make this maneuver easier, however I have found that a plane that is balanced will Torque Roll just as good as one that is tail heavy. It all about getting the plane in the sweet spot. Once you get the plane completely vertical it become very easy. That is the hardest part is recognizing the true vertical plane. The pros will also tell you to add 3/4 degree of up thrust to your engine. This helps keep your plane from falling forward in the Torque Roll, and it'll fly straighter up lines in non-3D maneuvers, too.
The easiest way to learn is to
start by learning the "Elevator" and then the "Harrier". After you have mastered
this it is an easy transition to the Hover. Once you can "Hover" then "Torque
Rolling" is the next step. As your plane descends in an "Elevator" start adding
power as your near the ground this will transition you into a Harrier. All you
have to do from here is give a short burst of power and your plane should stand
up vertically. Adjust throttle to keep the nose pointed up and make corrections
with rudder and elevator to keep things straight. One thing to remember is that
most planes want to fall off to the left and toward the landing gear. (Tip: Most
of the inputs that you give are up elevator and right rudder.) The throttle
curve is key for this maneuver.
Set your ATV or Travel to the
maximum %. You will then need to find a servo arm that enables you to open and
close the carburetor completely without backing down your travel. This is
getting your throttle mechanically perfect as you can get it. The next step is
setting up your throttle curve. This takes a little time and patience but it is
well worth the time and effort. The key is that once you find the stick position
that the plane will hover, you want to set your curve so that your are hovering
when the throttle stick is at half throttle. You adjust your curve from there as
needed to barley let the plane climb or decent with one click up or down on the
throttle. This really keeps you from fighting with the throttle and lets you
focus on controlling the plane.
Recognizing your correction when the plane's belly is toward you. (Tip: Think push the rudder toward the low wing when the belly is toward you.) You have to be fast with throttle corrections. Most flyers add "bursts" of power, along with rudder/elevator corrections. If you simply hold full throttle, you'll climb out of the maneuver. One of the most common mistakes is giving wrong rudder inputs when the plane is belly in.
Fly out at full throttle.
With Jason Shulman
Hover that climbs and descends.
Normal 3D set-up.
Establish your controlled hover. Make sure the plane is vertical and stable before performing. Apply power (3/4+) for 5 feet. Bring the power back (1/4-). "Fly" the plane back down the line. Apply throttle as needed, but in short bursts. Make sure the plane remains vertical on the descent.
The descent. Trying to fly the airplane backwards without any prop wash over the surfaces can make for some very uncontrolled times.
Full power (away from anyone or anything). It's just like getting out of a hover.
With Chip Hyde
The Elevator is when you completely stall the aircraft with a massive amount of elevator, either up or down, and it descends almost vertically down (Elevator) upright or inverted.
There are two things needed to do the Elevator correctly, 1. The CG on the tail Heavy Side. 2. 45+ degrees of Elevator travel. Of the two, the 45 degrees of travel is the most important to have. A straight Leading Edge wing will also make it easier along with having Counterbalances on the elevators.
The easiest way to enter this maneuver is to go up a mistake or two high, and dive straight down. once the plane is pointed at the ground, after making sure the high rate elevator is on , pull full up, and hold it. Do not release it or hesitate when pulling, that allows the nose to come down and the plane will try to start flying again, then the wings will start rocking, and it won't look very much like an Elevator. If the nose comes up when you pull and then drops again, you can either add a click or two of power immediately after the pull, or move the CG back a little more.
There is not anything super hard with this maneuver, as long as the above is followed. Most of the time people will not pull and hold the elevator, and the plane tries to fly out of it, still at a stall though and then starts rocking the wings (PIN THE STICK)
To get out of this maneuver, power can be added while releasing the elevator slowly and just let the plane fly out, or simply release the elevator, the nose will fall through, build some speed and gently pull out
This is how I set my planes up and how I do an elevator.
Very slow forward flight in a very nose high (about 45º) attitude.
The same as the elevator.
Start by entering an "Elevator". Let the model drop a little, then slowly add power until the vertical descent stops and it begins to fly forward with the nose very high- holding full up elevator (on 3D rate). Use throttle to control the plane's attitude and forward speed. In a head wind, you may also have to work your elevator to keep the plane from rotating up to a vertical attitude. Use the rudder to steer the plane around in the Harrier attitude. Try to use the ailerons very little, as they will cause the plane to wobble side to side.
Keeping the plane from standing up vertical and controlling your altitude.
Simply add full power and reduce elevator to transition into normal forward flight.
The waterfall is a maneuver where the plane pivots 360 degrees in the pitch axes with very little forward motion and altitude gain or loss.
This is a pretty safe maneuver if you keep enough altitude. The thing to remember is, THE PLANE'S NOT FLYING! If you over rotate the nose pasted level and want to recover, first get the plane flying by releasing the elevator and keeping the power in. If you fall off to one side, again, RELEASE THE ELEVATOR, use ailerons to get the plane upright, and use enough power to get the plane flying
The Panic, or Blender maneuver is a vertical diving roll that virtually stops its descent as it instantaneously enters into a flat spin. Presented at TOC 1998 and named by Blaine, I designed this maneuver always looking for the highest performance at what it is called surprise factor and I remember it did work very well. You climb high, guessing 300 feet idle and punch down to a perfect vertical line, add some left aileron to do a kind of slow rolls during that dive. Then when you reach an altitude that is good for you, the airplane will suddenly go to a flat inverted position.
Simple, nothing special here, you need to go to your set up that you use to do the 3D aerobatic, so high rate a a lot of deflection. I recommend you to have at least this numbers. Rudder 45 degree, elevator 40degree ,aileron 35degree. If you can go for higher number it will be better because the quick spinning will be quicker and tighter. CG do not need to modify for this maneuver, I found a bit better when the CG is on the nose heavy for 3D aerobatic.
Climb as I explained before, make sure before you push vertical to have all
at high rate, this is important to avoid crashes!, so dive rolling slow left and
when it is the time to spin, use this technique, full down elevator, full right
rudder and full left aileron, this is the best sequence too. This sequence needs
to be done continuously, this means as soon you reach full down you go right
rudder and as soon you get with the rudder to full go with the aileron. All the
movement of your thumbs needs to be quick. This is a very hard maneuver for the
airplane and you actually can bend the wing tube! or if the wing it is not
strong enough even worse you can crash the airplane! so to reduce the G's when
you decide to do the spin go with the sticks slower to the full position, this
will make the airplane to start to spin with less angle of attack loading less
the airplane. If you feel you putting to many G's to your airplane try this
sequence, full aileron then full rudder and elevator at same time, but the
rudder and elevator should not go so quick to full stick position, go a bit
slower. Once you see your airplane it is spinning flat open the throttle to full
position to increase the spinning and to maintain altitude, keep the power at
that position till you feel the airplane wants like to fly out of the spin. From
that inverted flat spin you can do any thing you want!, like go to a torque
roll, Cobra, etc.
Then you can do what I called "multiple Panic", so you go higher and do 2 or 3 panics depending on the altitude, once your airplane it is on inverted flat spin, idle it back neutralize all flying surface and pull full up till you see the nose vertical down, then you are again in position to do another panic and so on.
The Blaino Draino
This is an original maneuver by Blaine
The Snap Up
The Yo Yo
This is an upright Water Fall. There are a lot of variations with this maneuver.
Full 3D Throws
Getting the plane to flip over into the Elevator position when you are doing it low.
Full power, flight out straight.