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Ok, Snaps don't qualify as "3D", but let's briefly discuss some techniques that I think you'll find helpful. When you fly aerobatics with a larger model like the Extra 330L, you'll find that it'll do everything just like your smaller model….only better and easier. There are just a couple of exceptions to how you do things. One is throttle management- it's a must. Just like full-scale planes, you have to throttle back to idle when the nose is pointed down. Another is snap rolling.
Larger aerobatic airplanes need to be snapped like a full scale, too. Don't feel bad if this seems like a big "What are you talking about?" to you. It took me quite a while to figure this out. Let's back up to how we all learned to do a snap roll. If it's an inside (positive) snap, we pull the sticks into the corner, i.e. full up, full aileron, and full rudder in the same direction as aileron. When we want to stop snapping, we release the controls. For smaller models, this technique not only works, but is normally the only way to get the plane to snap. In a full-scale aerobatic plane, as well as with large models, snaps are different- particularly on the new breed of aerobatic birds like the Extra 330L, which have large control surfaces.
For these planes, the trick is to "unload the snaps. "How do you do that? Well, you start a snap roll the same as you would with a smaller model. Pull full up, full rudder, and aileron in the same direction. But as soon as the sticks reach the corners, neutralize the elevator while keeping the rudder and ailerons at full deflection. When you do this correctly, the Extra will not get "deep" into snaps. This allows it to keep more airspeed as it exits the snap, so it stops snapping where you what it to and flies out with more air speed. You'll also find that it will be a lot easier to exit a snap heading the same direction you were when you entered it. It'll take a little practice to get the hang of "flying" the snaps, but I'll bet you'll see a big improvement in the quality of your flying
| The Harrier |
- very slow forward flight in a very nose high (about 45 degrees)
attitude.
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Torque roll |
- "hovering" vertically in place, rotating left around its roll axis. | |
| The Elevator |
- where the plane drops vertically while in a nose high attitude.
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| Waterfall |
- 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 |
- a vertical diving roll that virtually stops its descent as it
instantaneously enters into a flat spin.
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Since we covered them in that first article, let's jump right into two new ones that are a lot of fun.
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The Wall
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The Parachute
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These two new maneuvers are a great addition to your repertoire. And once you've mastered them, here's a knock-'em-dead combo that's become one of my favorites to do with the Extra:
Takeoff normally, but as soon as the Extra is airborne, chop the throttle and do the Wall, then transition into a Torque Roll over the runway.
But one thing's for sure, you're going to want to practice all of this stuff up high before you try that!
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.
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.