CARRIER

As the name implies, the comp involves taking off and landing from an imaginary aircraft carrier. Most wheel-equipped models will be suitable.

Basic Rules

Real Navy aircraft have to operate from restricted decks and have a good speed range.
The competition tests our models against these standards.

Deck scores

These test the take-off, touch-n-go (bolter) and landing.  Perfect manoeuvres get a maximum of 10 points each and can be marked down for deviation or other misdemeanours!  Running over the edge of the “deck” gets a “splash” and zero points but you can relaunch from a “splashed” take-off or bolter to complete the flight, but with zero points for the “splash”!  A maximum of three “missed approach” attempts for the bolter and landing may be allowed at the judges’ discretion.

Speed range

The model is flown into wind over a distance course of approximately 100 metres (actual distance not critical so long as it’s constant).  A flagman is placed at the correct distance down the field upwind of the “deck”.   The model completes two runs, one a max speed and the other as slow as possible (no prop-hanging!).  The model is timed from passing the “deck” until the flagman drops his flag to signal the model has completed the course.  The ratio between the two times is used to multiply the final total “deck” score to give the final score for the round.

Typical flight

A typical flight will start with a take-off, aiming to run and climb out straight down the middle of the deck.  After a short circuit or two to adjust trims, etc, (if necessary), the model is positioned for the fast run.  When the flagman and judge are ready, the model is flown as fast as possible (in level flight – no diving!) from above the “deck” to the flagman.  After the flag drops, the time is taken and the model flown back downwind for the next run.   After adjusting speed and configuration (flaps?) the model is then flown as slowly as possible from the “deck” to the flagman.  The time is again taken.  The model is then flown back downwind of the “deck” to approach for the touch-n-go.  If successful, a further circuit is flown for the landing, which should take place entirely within the “deck”

A typical score might be 10+10+10 for the “deck”, a fast run of 10 seconds, and a slow run of 30 seconds.  The speed ratio is 3:1, so the 30 deck score is multiplied by 3 to give the final score of 90.   A dodgy deck score or poor speed ratio will cost you points!