3D Flight
If you are like most
modelers, you have heard about "3D" flying, probably saw it,
and might have even tried a few things. But the whole idea may still be
a little unclear.....So what makes a plane fly 3D, what are the
maneuvers, how do you do them.... Well read on, and we'll try to get you
up to speed! The following is a compilation of several "How To
3D" Articles originally posted by Horizon Hobby and www.International3d.org
What does 3D mean?
The simplest way to explain
it is any maneuver done while the wing is fully stalled.... It can be a
tumble, a hover, a decent with the nose at 45 deg.. or almost anything
else where the wing is not creating lift for flight, rather the engine
thrust and flight control surfaces are doing the most work.
What makes a plane 3D capable?
All the 3D maneuvers are
mixed up with conventional aerobatics to make a breathtaking routine....
But unlike other types of flying, a specific plane is needed. To fly 3D,
you have to have a plane that's has lots of pitch and yaw control.
Elevators taking up 50%-60% of horizontal stabilizer's surface is a
must. They need to be able to travel to 45 deg in either way. The same
is true for the Rudder. Ailerons should also be large, but will require
less throw than the rudder and elevator.
Hangar 9 makes the CAP 232.... For larger planes, it is
a great choice for 3D flight. Our little planes do all the maneuvers
shown, and just as well as the big planes. Most people practice the
tricks with the little guy, and then when it is mastered, feel
comfortable moving up to the BIG plane for airshows. |
| High Alpha
You will hear people talking about High Alpha.... it is simply a
fancy name for flight at high angles of attack. It means that the wing
is not producing enough lift to fly. In HA flight, the engines thrust,
combined with the elevator or rudders deflection provides the plane with
control and altitude. It is very much like a boat in water.... air is
not flowing over the wing, but rather against the bottom of it. just
like sticking your hand out the window of a car and rotating your palm
back and forth. The same is applied to the fuselage side.... it too can
keep you "suspended" in air when combined with enough thrust
and rudder deflection. To be good at 3D a plane must be able to make a
clean transition to HA flight from conventional flight.... with out
snapping. The key to this is large control surfaces.
The Maneuvers
There are 5 basic 3D
maneuvers that will give you the basics for all your advanced
stuff.
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The Harrier
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very slow forward flight in a very nose high (about 45
degrees) attitude.
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Torque roll
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"hovering" vertically in place, rotating left
around its roll axis.
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The Elevator
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where the plane drops vertically while in a nose high
attitude.
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Waterfall
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a continuous tail-over-nose descending flip. It is not a
loop, but the aircraft actually flops around its canopy.
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The Blender
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a vertical diving roll that virtually stops its descent as
it instantaneously enters into a flat spin.
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All it takes is some
practice and you can be flying them!
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The Elevator
What it is:
The plane will descend
with the nose around 45 deg. On windy days it can be straight
down! Throttle is your best friend on this one... it controls the
decent rate.
Plane set-up:
3D-elevator mode is
essential (45 deg. throw), and your CG will have to be on the mark
or slightly aft. If your CG is further aft and the airplane
teeters back and forth, program about 1/2" of up aileron with
up elevator travel.
How to do it:
At near stall
airspeed, up high, slowly feed in up elevator until you have the
full 3D rate up in it. With low throttle, the CAP will fall like a
rock. To guide it around, use the rudder, not ailerons.
Just keep the wings level. Add power to change the plane's
altitude.
Trickiest part:
Aside from steering it
with the rudder, you'll quickly see that this maneuver is a matter
of juggling the throttle and rudder to get the plane to go where
you want it to go.
Recovery: Basic -
Add full power, flip off the 3D-rate elevator and fly out.
Advanced - Take the elevator all
the way to the ground, adding slight power before it touches down
to slow the descent and transition into a "Harrier" and
land. Or, for a little more drama, add power to get the nose to
rise to vertical and transition into a Torque Roll.
("Elevator" from a hundred feet down to 20 feet then
power up into a torque roll. Oh yeah!!)
Worst way to mess up:
Let your direction
control (rudder) get away from you after starting too low- you
could snap it right into the ground (ouch!).
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The Harrier
What it is:
Very slow forward
flight in a very nose high (about 45º) attitude.
Plane set-up:
The same as the
elevator, and the raised ailerons help in this maneuver even more.
How to do it:
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) all the while. Juggle the power to control the plane's
attitude and forward speed. In a head wind, you may also have to
juggle the 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.
Trickiest Part:
Keeping up with the
plane if it begins to wobble.
Recovery: Basic-
Simply add full power
and reduce elevator to transition into normal forward flight.
Advanced- after you get the hang of flying around in the Harrier,
juggle the throttle to slowly lose altitude and do a Harrier
landing. The plane will land on the rear of the rudder first, then
add a little power so it doesn't smack the landing gear too hard.
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The Waterfall
What it is:
A continuous
tail-over-nose descending flip. It's not a loop, but the aircraft
actually flops around its canopy.
Plane set-up:
Once again, the
critical component is having the 3D-elevator travel 45-60 deg. of
down elevator. An aft CG helps this the most.
How to do it:
Start relatively high.
At low throttle, gradually pull the nose up until it's near
vertical. Just before it stalls, add full down and full power at
the same time. You have to continuously "fly" the rudder
and ailerons to keep the plane flipping over in a straight line.
To do consecutive Waterfalls, continue to hold full down and
"fly" rudder and ailerons, and chop the throttle as the
nose comes back up to vertical, then add full power as it flips
straight down.
Trickiest part: No
doubt here- flying the rudder and aileron correctly. You really
have to "fly" them and make constant corrections. The
amount of rudder you add will vary. If you don't do this, the
plane will fall off into a knife edge spin.
Recovery:
Just neutralize the
elevator and the CAP will quit flipping, but expect some
over-rotation, so practice high until you get the feel for it. Fly
out straight and level, or stop the rotation while pointed
vertical and go into a torque roll.
Worst way to mess up:
Take it down too low,
over-control your elevator on recovery and snap into the ground.
To avoid this, simply change rates on your elevator to normal
travel.
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The Blender
What it is:
The Blender, or Panic
maneuver is a vertical diving roll that virtually stops its
descent as it instantaneously enters into a flat spin.
Plane set-up:
3D set-up as described
in the manual. Most likely you'll have 60-75% expo with these
settings. The CG should be on the mark or aft 1/2". Make sure
your wing is strong-this can be an extremely violent, but always
exciting maneuver.
How to do it:
Start from about
400-500 feet straight and level, chop throttle and push the nose
straight down. As soon as the plane is diving straight down at low
throttle, add full left aileron. Let it complete 2 or 3 rolls,
then quickly transition the sticks to an inverted snap roll
position (left aileron, right rudder, down elevator) all at the
same time. If you do it right, the airplane will instantly
transition from a left roll to a flat spin in the same direction,
and the descent will all but stop. Add full throttle just after
the spin goes flat making the rotation speed high and helping stop
the vertical descent.
Recovery:
Simply release rudder
and aileron, and hold just a little down elevator. The plane will
stop rotating and begin to fly out. As it gains airspeed, roll
back to upright. Remember you're in "3D mode," so don't
do anything abrupt or you can stall the airplane.
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The Torque Roll
What it is:
Plane
"hovers" vertically in place, rotating left around its
roll axis.
Plane set-up:
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
without gyros. But gyros provide the best aid to stabilize the
aircraft- they won't do the maneuver for you, but they'll help.
The pros will also tell you to add 3/4 degree of upthrust to your
engine. This helps keep your plane from falling forward in the
Torque Roll, and it'll fly straighter uplines in non-3D maneuvers,
too.
With a little aft CG,
gyros and upthrust, you'll find your plane will be set-up best so
you can concentrate on attitude recognition. Naturally, you'll
need lots of power for this one: Generally 2 to 1 thrust/weight
ratio. That will let you immediately pull out of a bad spot.
How to do it:
Fly low along the
ground at low throttle, and gently add power with up elevator to
bring the plane into a vertical position. Some flyers add a little
left aileron to get the roll motion started. Add throttle to keep
the nose pointed up and make corrections with rudder and elevator
to keep things straight.
Trickiest part:
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.
Recovery:
Fly out at full
throttle.
Worst way to mess up:
Get turned around when
the belly is facing you. Remember to push the tail the way you
want it to go (when belly is facing you)
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The Parachute
What
it is: The Parachute is a vertical dive that instantly
decelerates in its descent as it abruptly corners 90º, turning
into an Elevator.
Setup:
A 3D setup is a must, i.e. 40° elevator, and be sure to
use Expo. Flip the switch to turn on the spoilerons. This will
help to keep the Extra from teetering back and forth. Setting the
CG toward the aft location will help, but I have had great results
even at the forward CG location.
How
to do it: Start from about 400-500 feet straight and
level, chop throttle, and push the nose straight down. As soon as
the model is diving straight down at low throttle, add full up
elevator. If you do it right, the Extra will instantly transition
from a vertical dive to an Elevator. (Tip: Add a little throttle
just after transition to an Elevator. That'll keep fuel going to
the engine and keep it from quitting.)
Recovery:
Simply add full power and reduce elevator to transition
into normal forward flight.
Advanced
Recovery: Juggle the throttle to slowly lose altitude
and do a Harrier landing. The model will land on the rear of the
rudder first, then add a little power so it doesn't smack the
landing gear too hard.
Worst
way to mess up: To build up too much speed. This
maneuver has huge "WOW" factor, but just like a Blender,
too much speed and it over stresses the wing. So watch the speed.
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The Wall
What
it is: The Wall is a Parachute turned on end. The model
starts in normal level flight and suddenly corners nose up 90º...as
if it hit a wall.
Setup:
Same as the Parachute.
How
to do it: Start from about 100 feet straight and level,
chop throttle, and as the model begins to slow down, quickly pull
full up elevator. When the plane corners to vertical, add full
power and release the up elevator. (Tip: Start a low speed and add
power at the same time that you begin to pull full up elevator.
Recovery:
Simply release the elevator, go to full throttle, and fly out
upward.
Advanced
Recovery: Juggle the throttle to sustain a hover and
transition into a Torque Roll.
Worst
way to mess up: If you don't get the throttle in
quickly enough, the model falls backward. Not good.
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These articles were originally written by Mike Mconneville and
published by Hangar 9.
Moonwalk
The Moonwalk: Flying the airplane backwards while in a horizontal line.
Suicide Slide
The Suicide Slide: Bringing the airplane down a vertical down line in a
knife-edge. A Elevator in Knife edge.

Pogo.
The Pogo: Similar to a hover, however making the airplane increase and
decrease altitude while in a hover. Controllable tail slide is important
with a Pogo.
Tail Slide
The Tail Slide: Flying the airplane backwards while in a vertical line.
Harrier
The Harrier: Flying the airplane with a very high angle of attack. Very
little forward movement. Can be performed up right or inverted and also
landing is possible from a Harrier. From Parachute to Elevator to
Harrier.
Knife Edge Hover
The Knife Edge Hover: Similar to a hover, however while in a knife-edge
position with no forward movement.
Toilet Bowl
The Toilet Bowl: Similar to a waterfall, however on a horizontal line.
From a knife-edge, the aircraft flips end over end on the horizontal
line and continues to fly in original direction.
Blender
The Blender: While rolling in a vertical downline, slamming the airplane
into an inverted flat spin. Good test of wing bolts.
Elevator.
The Elevator: Dropping the airplane vertically with little to no forward
movement. The airplane looks as it is falling out of the sky while
maintaining the wings level. Also can be performed inverted.
Tick Tock
The Tick Tock: Rotating the airplane 180 degrees to inverted then 180
degrees back to up right as the plane falls vertically. Also can be
performed the other way around.
The Parachute.
Parachute: A wall from a vertical down line. Can be done up-right or
inverted. You transfer from a Wall to an Elevator and bring the plane
straight down.
The Wall.
Wall or Pop-Up: From straight level flight, the plane rotates 90 degrees
to a vertical position and comes to a sudden stop. Go from a Wall to a
Hover or Torque Roll.
Waterfall.
The Waterfall: From a hover, the plane flip end over end. Normally done
pushing down elevator and modulating throttle to control.
The Hover.
Hover or hovering: Holding the plane in a stationary vertical position
with out it torque rolling.
Torque Rolling
The Torque Roll: Holding the plane in a stationary vertical position
while the torque of the motor, rotates the plane around the motor. The
roll is to the left. You can also, TR down the field allowing the plane
to rotate and go with the wind
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