SNMFC FUN FLY 2025

THE MODEL

1. Any fixed wing model capable of taking off, landing and standing unassisted on its own fixed undercarriage may be used.

2. A maximum of four flight controls - Ailerons, Elevator, Rudder and Throttle.

3. No coupling or mixing of the flight controls. Different elevator/rudder rates may be used for spins and rolls.

4. The same model must be used for all tasks.

5. A change of propellor is allowed only in the event of breakage and the replacement must be like for like or at least a propellor with the same diameter and pitch.

6. All I.C engines must be adequately silenced.

7. Stability systems (gyros/stabilisers/rc.assist) are not allowed.

 

GENERAL FUN FLY RULES

Normal club flying rules apply and members must pay due regard to the safety of other members, guests, judges and spectators.

1. A draw will be made to determine the order of flying.

2. Flying out of bounds scores ZERO points for that task.

3. Pilots must stand in the pilots box whilst flying.

4. All take offs are to be from in front of the pilots box.

5. All timings are from the wheels leaving the ground unless otherwise stated.

6. Each task is scored as follows; first place 10 points, second place 8 points, third place 6 points, fourth place 4 points, fifth place 2 points, sixth place 1 point. Seventh place and below scores ZERO points.

7. DEAD STICK :- I.C.E Powered Models; the engine must be dead at the time of touch down. ELECTRIC powered models; the motor must be CUT at the time of touch down. Once the motor is cut (whenever that is) it must not be restarted. If the motor is restarted for whatever reason, ZERO points scored.

8. CIRCUIT :- A Circuit begins from the time the wheels leave the ground and is completed after a go around and the wheels cross the point at which they left the ground whilst the model is still flying. Crossing the point the wheels left the ground after touch down does not complete the circuit. The circuit can be as big or small as the pilot chooses but don’t fly out of bounds.

SCHEDULE OF TASKS

1. FIGURE EIGHT; Take off and complete as many FIGURE EIGHTS as possible in the time allowed. All Figure Eights must be, at least approximately, in front of the pilots box and at a safe distance. No height or size limit. The time begins from the start of the first eight.

2. SPOT LANDING; Take off and complete one circuit. Go around to land the model dead-stick in the same direction as take off. There is no time limit but additional go arounds are not allowed. The model must land and come to a holt on the strip. More than 10m from the spot or off the strip scores ZERO points. The distance is measured from the nearest edge of the spot to the nearest part of the model.

3. NUMBER OF LOOPS :- Take off and perform as many inside loops as possible in the time allowed for the model type. Loops must be performed, at least approximately, in front of the pilots box. Loops performed elsewhere in the sky will not count. No size limit for the loops but each loop must be a recognisable loop as decided by the judges e.g no corkscrews.

4. 30 + 60 :- Take off and fly for 30 seconds; as timed and called by the judges. Throttle to idle, then glide, touch down and come to a holt on the strip after a further 60 seconds. The throttle may be cut in order to complete the landing. The model touching down nearest to 60 seconds (over or under) is the winner. The next nearest 2nd and so on. Not on the strip scores ZERO points. Each pilot must estimate when the 60 seconds is up. Timers or stop watches are not allowed.

5. SMARTIE DROP :- A small ‘pot’ containing 10 Smarties or similar, will be taped to the centre of the wing in the case of high wing models, the centre of the upper wing in the case of biplanes or to the top of the fuselage in the case of low and mid wing models. Take off and complete one inside loop and then land on the strip. The loop can be performed at any time during the flight. There is no time limit. After the model comes to a holt any Smarties left in the cup will be counted. The pilot with the most Smarties left is the winner. The next most Smarties second and so on. No Smarties scores ZERO points.

6. TOUCH & GOES :- How many “Touch & Goes” can you do in the time set for the model type? Take off and complete one circuit. Then go around to perform a Touch & Go. Then go around to perform a second touch & go, then another and so on until the time limit is reached. Touches must be on the strip with at least one wheel. Time starts from when the wheels leave the ground.

7. FAST TAXI :- Taxi into wind from one end of the strip to the finish line in front of the judges. At least one wheel must be on the ground at all times. The shortest time wins. Taking off or failing to reach the finish line scores ZERO points.

8. ROLL, LOOP AND LAND :- Take off, perform 1 roll, 1 loop and land, in that order. Timed from wheels off to wheels down. The landing must be on the strip. Shortest time wins.

LUCKY DIP

If further rounds are required, draw from the hat;

A) SPIN AND SPLAT :- Take off and climb for 15 seconds - as timed and called by the judges, engine to idle (electric motor cut) and perform as many spins as you dare. The most spins wins. Time starts from wheels off. Splat scores ZERO points.

B) CLIMB AND GLIDE :- Climb for 15 seconds - as timed and called by the judges, engine to idle and glide for as long as possible. Timed from wheels off to wheels down. Longest time wins.

C) BALLOON BURST :- Take off, complete one circuit and go around to land in the same direction as take off and taxi to burst the balloon. Time starts from wheels off, maximum time allowed is 1minute 30 seconds for ALL model types.

 

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