This Saturday July 9 - Scale Meet, Warbirds, BBQ, Swap Meet !!!!!

Warbird Fun Flying, BBQ, and demonstrations will happen between Scale competition rounds.

Updated Judging Criteria and Score Sheets, see below:

 

                                Static Judging Score Sheet

 

 

Contestant Name   _____________________________

 

Aircraft Type  _________________________________

    

Class (Circle one)  

Fun Scale            

More Fun Scale

 

 

Static Judging

 

 

Fun Scale                    

 

            Photo of exact plane                           _________    2 points if Yes

 

            Outline and Shape                              _________    3 points max.

 

            Craftsmanship                                     _________    5 points max.

 

            Total                                                    _________   10 points max.

 

 

 

 

More Fun Scale                                  

 

            Is it a real airplane type?                    _________   7 points if Yes

           

            Craftsmanship of

             Enhancements & mods.                      _________   1-3 points

 

            Total                                                    _________   10 points max.

 

 

 

Contestant Name   _____________________________                   AMA #   ___________

 

Aircraft Type  _________________________________

 

 

                            Flight Judging Score Sheet & Contest Total

 

Required maneuvers (Max 10 points each)

                                                                        Round 1 Scores           Round 2 Scores

  1. Takeoff & Climb                                  _______                      _______
  2. Traffic pattern & low fly by                 _______                      _______
  3. Landing Pattern                                  _______                      _______
  4. Final approach and landing                _______                      _______

 

Optional maneuvers (Max 10 points each)      Check two boxes prior to each round, then give this form to the flight judges.

 

      Rounds                 

  2                                               Round 1 Scores           Round 2 Scores

* * Split S                                         _______                      _______

* * Loop or Vintage loop                  _______                      _______

* * Roll                                             _______                      _______

* * Immelmann turn                         _______                      _______

* * Bomb drop                                 _______                      _______

* * Touch and Go                            _______                      _______

* * Horizontal figure eight               _______                      _______

* * Chandelle                                  _______                      _______

* * Fly by w/flaps-gear                   _______                      _______

 

Flying Total                                              _______                      _______

(4 Required + 2 Optional)

 

 

Contest Total                                                      Static Judging Class: 

                                                                                                       

Static Score                                              _______                                   _____Fun Scale

                                                                                                                 

Flight Score (best of 2 rounds)                 _______                                  _____More Fun Scale

                                                                                                                             

Total Score                                              _______         

 

               

 

             Static Judging Criteria (Scale Appearance)

 

For Expert and Modified ARF classes, the model will be judged in a circle with 10-foot radius.  The judges will stand outside the circle. 

 

Class

Static Judging

 

 

Fun Scale

Model should be built from scratch, plans, or kit.  It may be an ARF if it has been modified in shape and/or extensively refinished or re-covered and detailed. 

Contestant must supply a photo of a real airplane of the same TYPE as the plane being modeled.  An image on a smart phone is adequate but more difficult for the judges to use. 

2 points are awarded if the photo is the exact same plane being modeled. 

Then the model will be judged based on correct shape (3 points possible) and craftsmanship (5 points possible).

 

More Fun Scale

Almost any ARF that advertises to be a model of a real airplane should qualify in this category, or the model may be built from scratch, plans, or kit.   It may be made of any material, including foam, but must have a scale or near scale outline of a real airplane TYPE. 

The contestant must supply a photo of a real airplane of the same TYPE as the plane being modeled.  An image on a smart phone is adequate but more difficult for the judges to use. 

The photo need not be the exact same plane or version or have any markings or colors in common with the model.   

The model will receive 8 points if the judges agree it is a scale model of a real airplane type.

1 or 2 additional points may be awarded if the appearance of the model has been enhanced, e.g. paint, details, realistic pilot, working parts, etc.

 

 

                       Judging Criteria for Flying Maneuvers

 

 

 

Judging is subjective.  The following pages are written so that contestants and judges have the same idea in mind about what makes a maneuver “good”.  This can also be used for a Scale Clinic prior to the meet to familiarize pilots with how a scale meet is conducted.

 

A maximum of 10 points can be awarded for each maneuver.  Points should be deducted from the maximum of 10 for deficiencies in either precision or realism.

 

Maneuvers are executed one at a time when the airplane comes around to the near side of the pattern.  They do not need to be strung together into a routine like in an aerobatic contest, except that the landing pattern and the final approach and landing are connected.

 

The pilot or spotter should call “Begin Maneuver” and “Maneuver Complete”, so the judges know when to begin and end scoring.

 

Realism

  • Maneuvers should have roll and pitch rates close to that seen for a real airplane of the type being modeled.  For example, a Cub should not have high roll rates, but a jet fighter may.  
  • Speed – The most difficult part of scale flight is achieving a speed that is slow enough to look realistic for the type of airplane being modeled.  Keeping your model light and practicing flight at slower speeds without endangering the airplane from stall are therefore important.
  • Smoothness – The airplane should not exhibit jerky or unsteady flying.

Precision:

  • Constant headings, bank angles, and altitudes should be appropriate to the maneuvers.  Placement of the airplane at the beginning, during, and ending of the maneuver are also indications of precise flying.

 

 

 

 

                                                Four Required Maneuvers

           

A maximum of 10 points are awarded for each maneuver.

                                               

  1. Takeoff & Climb -- A realistic takeoff should have a realistic takeoff roll length and a steady heading        on the center line of the runway.  Takeoff rotation should be smooth, not abrupt.  Climb should be along the runway centerline with a steady heading and realistic climb angle.  The maneuver ends when the plane makes its first turn to the crosswind leg, after a realistic straight upwind leg.

 

  1. Low fly by – The airplane should descend as if on approach and then fly down between the center and far edge of the runway at a constant altitude and heading.  Altitude should be between 10 and 20 feet.  The maneuver beginning should be called by the pilot or spotter when the plane has descended to the constant altitude which should happen before the approach end of the runway.  Maneuver complete should be called at the end of the runway.  Speed should be a realistic pattern speed.  This is not a high-speed fly-by.
     
  2. Landing Pattern -- After completion of all other maneuvers, the Landing Pattern maneuver begins when called on upwind leg in front of the judges.  Scoring is based on steady headings, realistic roll rates, bank angles, speed, and constant altitude until the descent for landing is begun.  The downwind leg should be parallel to the runway with a steady heading.  The pattern may be rectangular or an oval with large 180 degree turns at each end.  The maneuver ends when the airplane turns onto final approach.
     
  3. Final approach and landing – The maneuver begins at the end of the Landing Pattern maneuver when the airplane has turned onto final approach.  The plane should appear to be on an extended runway centerline for the entire maneuver.  The approach should have a steady heading, speed, and descent rate all the way to beginning of flare for landing.  Flare for landing should be smooth, not abrupt, and occur once.  The airplane should not appear to be going up and down “hunting” for the ground.  Touchdown should be smooth and on the centerline of the runway.  No deductions for one bounce.  A single point can be deducted for each bounce thereafter to a maximum of 3.

 

 

                       Optional Maneuvers (Contestant chooses two)

 

A maximum of 10 points are awarded for each maneuver.  The contestant chooses two, and may make different choices for each round.

           

All maneuvers begin in the near side of the pattern directly in front of the judges unless otherwise specified.  The maneuvers need not be on runway centerline, and should start and end aligned with the far side of the runway. 

                       

  1. Split S – The maneuver begins at altitude directly in front of the judges with a half roll, followed by throttle reduction and a smooth half loop which should end directly in front of the judges, followed by a short flight at steady heading and altitude at the same distance from the judges that the maneuver began.  The half loop should be a semi-circle.

 

  1. Loop or Vintage Loop – A Loop should be a circle in shape and is appropriate to an aerobatic plane capable of enough speed and thrust to begin from level flight without diving for speed beforehand.  Throttle should be reduced at the top of the loop to manage speed on the downward side.  The loop should appear to be a circle.    
    A Vintage Loop is appropriate for low performance airplanes.  The airplane should dive gently with full throttle to build speed before reaching the point in front of the judges where the Vintage Loop begins.  The vintage loop is not circular and is more tall than wide because the speed of the plane bleeds off during the climb and then increases again during the descent.  Throttle is reduced to idle at the top. 

    Both kinds of Loop should start and be completed at the same point and altitude in front of the judges and maintain the same distance out from the judges during the whole maneuver. 


     
  2. Barrel Roll – A barrel roll is appropriate for airplanes of any performance level.  The airplane may dive gently for speed if needed before the nose is pulled up into a climb at which point the airplane rolls and appears to do a large corkscrew or spiral shape through the sky.  In a real airplane, a barrel roll can be done with positive G for the whole maneuver.  Throttle is reduced at the halfway point, which should occur in front of the judges, and then restored when the maneuver is complete. 

 

  1. Slow Roll – A slow roll is not necessarily slow but should not occur faster than a rate realistic for the plane being modeled.  The roll should be done with a constant altitude and heading, and the plane should be inverted just as it passes in front of the judges.

 

  1. Immelmann turn – This is one half loop followed by one half roll.  Low performance airplanes may dive for speed before beginning the maneuver.  The half loop should begin directly in front of the judges, and should appear as a semi-circle.  The half roll should not start until the half loop is complete, after which the plane should fly level and straight for a short time.

     
  2. Bomb drop – The bomb drop should occur along runway centerline and the bomb should land directly in front of the judges for a perfect score.  One point may be deducted for each 10 feet away from that point.  Contestants will be razzed mercilessly, and zero points awarded if a bomb hits a judge.  The choice of dive bombing or level bombing should be appropriate to the plane being modeled.

 

  1. Touch and Go – Criteria for approach and landing maneuver apply.   After touchdown, criteria for takeoff and climb apply.

               
  2. Horizontal figure eight – The figure eight begins before the airplane is in front of the judges, so that a 90 degree turn results in the airplane flying away from the judges and directly in front of them.  The turn direction then changes and 360 degree circle is begun.  At the end of the 360 the airplane should again be directly in front of the judges flying away from them.   At this point the plane reverses turn direction again and turns 270 degrees until it is on runway heading in the opposite direction from the starting heading.  This is not an aerobatic maneuver.  The path over the ground should appear to be two circles, the crossover points should be directly in front of the judges, altitude should be constant, and the maneuver should begin and end the same distance from the flight line.

 

  1. Chandelle – A chandelle is a climbing 180 degree turn where the throttle stays in one position and the plane climbs and decelerates throughout the maneuver so that it is near stall at the end of the 180 degree turn.  The plane should roll into the turn gradually and reach maximum bank angle at the 90 degree point and then gradually decrease bank angle until the wings are level at the 180-degree point.

 

  1. Low slow fly by with flaps and/or gear – Criteria for the Low Fly By required maneuver apply, except that the airplane should be at approach and landing speed.  Flaps and gear, if installed, should be lowered before the maneuver begins.  Near the end of the runway, the flaps and gear should be retracted and a steady-heading climb on runway centerline should continue.  Maneuver is complete when the plane begins its first turn which should be after flaps and gear are retracted. 

 

 

 

                                        Final Results

 

 

Fun Scale

 

            1st Place ___________________        Score___________________

 

            2nd Place___________________        Score___________________

 

            3rd Place___________________        Score___________________

 

 

 

 

More Fun Scale

 

            1st Place___________________         Score___________________

 

            2nd Place__________________          Score___________________

 

            3rd Place__________________          Score___________________

 

 

 

 

Best Flight Score

 

            1st Place__________________           Score___________________

 

 

 

 

Pilot’s Choice Award (By popular vote of all contestants)

 

            1st Place__________________           Score___________________