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Old 11-29-2016, 07:05 PM
Micah Lindstrom is offline
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Question
3D/sport turns

I would like to have somebody explain to me how to make a turn on the vertical up line where you "swing the tail around" about the only ones I can do is where you pull both sticks to the back and out... I'm trying to master the half snap 90 degree turn but they are tricky for a guy who doesn't even have 2 years experience, the knife edge walls could use some improvements for sure
I bought the 79" slick with a dle 55.

I thought this would be a good thread to describe all the different "ahhhh factor" turns, don't be afraid to post what you know !
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Old 11-29-2016, 08:14 PM
3dfreak is online now
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Is this what you're talking about??
Wamsy's 3D Tutorials: Basic Turnarounds (3 min 3 sec)
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Old 12-09-2016, 08:43 AM
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"swing the tail around" - Are you talking about a stall turn AKA hammerhead?


If so its one of the easiest maneuvers to learn.

Start with your rudder on high rates. Ele and ail can be on low/pattern rate.

Decide which way you are going to turn. If there is a crosswind you want to turn the nose into the wind direction to make the maneuver as clean as possible.
  • Pull to vertical. Make sure to establish a perfectly vertical line.
    • If you are performing the turnaround close to the pilot stationthat is vertacal may actually appear to be angles away slighly due to your perspective on the ground.
  • Start bringing throttle back to idle.
  • Wait for the plane to slow, just before it stops and would start sliding backward kick the rudder to full deflection.
    • On some planes a little blast of throttle helps start it rotating.
  • The plane will start rotating around. Start taking the rudder input out as soon as the nose passes through the horizon with a goal of having the rudder back to neutral when the plane is pointed exactly nose down.


And that's all there is to it... much harder to explain than to do. Sometimes you need a blip of opposite rudder at the bottom to stop the rotation, and maybe even a little rudder on the downline to keep it straight. Once you try it out its just a matter of practicing to find out how much rudder input your plane wants....


Once you learn a basic rudder stall turn and how to half loop out (what yuo where doing pulling back on the stick), then you can put these together in various combinations:

Humpty bump:
pull vertical
1/4 roll
half loop
opposite 1/4 roll to exit on downline

Figure 9:
Pull vertical
1/2 roll
3/4 loop to exit level

Half reverse Cuban 8:
Pull to a 45 degree climb
half roll
5/8 loop to exit level

Immelmann:
half loop
half roll to exit horizontal

Split S:
half roll
half loop to exit horizontal

And you can do all kinds of variations of the above... inverted entry, inside and outside loop portions, substitue snaps for the rolls, etc.
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Last edited by jharkin; 12-09-2016 at 07:27 PM.
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Old 12-09-2016, 09:09 AM
scottyb313 is offline
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Quote:
Originally Posted by 3dfreak View Post
Is this what you're talking about?? Wamsy's 3D Tutorials: Basic Turnarounds - YouTube
How the heck did you get a slick into Phoenix, Sorry if that's a dumb question.


Scott
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Old 12-09-2016, 09:28 AM
Micah Lindstrom is offline
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What I was looking for is the one in the video, I'm also going to try to learn other more advanced "3D" turns like the half snap 90 degree turn, and the wall. Thanks your you advice on the hammerhead
Quote:
Originally Posted by jharkin View Post
"swing the tail around" - Are you talking about a stall turn AKA hammerhead?


If so its one of the easiest maneuvers to learn.

Start with your rudder on high rates. Ele and ail can be on low/pattern rate.

Decide which way you are going to turn. If there is a crosswind you want to turn the nose into the wind direction to make the maneuver as clean as possible.
  • Pull to vertical. Make sure to establish a perfectly vertical line.
    • If you are performing the turnaround close to the pilot stationthat is vertacal may actually appear to be angles away slighly due to your perspective on the ground.
  • Start bringing throttle back to idle.
  • Wait for the plane to slow, just before it stops and would start sliding backward kick the rudder to full deflection.
    • On some planes a little blast of throttle helps start it rotating.
  • The plane will start rotating around. Start taking the rudder input out as soon as the nose passes through the horizon with a goal of having the rudder back to neutral when the plane is pointed exactly nose down.


And that's all there is to it... much harder to explain than to do. Sometimes you need a blip of opposite rudder at the bottom to stop the rotation, and maybe even a little rudder on the downline to keep it straight. Once you try it out its just a matter of practicing to find out how much rudder input your plane wants....


Once you learn a basic rudder stall turn and how to half loop out (what yuo where doing pulling back on the stick), then you can put these together in various combinations:

Humpty bump:
pull vertical
1/4 roll
half loop
opposite 1/4 roll to exit on downline

Figure 9:
Pull vertical
1/2 roll
3/4 loop to exit level

Half Cuban 8:
Pull to a 45 degree climb
half roll
5/8 loop to exit level

Immelmann:
half loop
half roll to exit horizontal

Split S:
half roll
half loop to exit horizontal

And you can do all kinds of variations of the above... inverted entry, inside and outside loop portions, substitue snaps for the rolls, etc.
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Old 12-09-2016, 09:29 AM
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I mite try some tail slides the next time I go out, idle up and let her fall!
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Old 12-09-2016, 10:26 AM
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Maybe call it "1/2 roll Hammerhead"
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Old 12-09-2016, 11:32 AM
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Gettin better 1 [email protected] a time!
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Quote:
Originally Posted by jharkin View Post

Figure 9:
Pull vertical
1/2 roll
3/4 loop to exit level
My figure 9's always exit just shy of level, in the dirt...
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