Section I – Introduction
The Sportsman’s Soaring Program
consists of sequential performance tests or “Levels”. The purpose of these
tasks is to hone your soaring skills and to have fun through a set of
successively harder tasks that measure your skills and knowledge of soaring. You
have the opportunity to achieve these tasks with the sailplane of your choice.
These tasks are designed to be challenging, fun and to give structure to your
soaring activities.
Section 2 – Witnesses
Any task will require the signature
of one (1) witness age 14 or older for anyone over 18. Anyone under 18
will need a signature of someone 18 or over. A logging device (such as
Z-Log or Eagle Tree, etc.) may be used to act as a witness for your timed
portion of a flight. NOTE: A printed copy of the flight log must be
sent with your form to make it valid. YOU MUST STILL HAVE A WITNESS FOR
THE LANDING IF REQUIRED FOR THE FLIGHT. You may combine the flight log and
a witness signature to validate a flight. EXAMPLE: Your flight log
witnesses your 1 hour time and someone shows up BEFORE you land, they can then
witness the landing portion of the flight. This allows the flight to be
counted as “witnessed” towards the hour + landing flight. You would have
them sign for the landing and then include the chart to verify the timed portion
was met. Please use letters beside the signature to note which chart goes
with which flight.
Section 3 – Procedures
The tasks required at all Levels
must be performed with the following restrictions: There is a 1 flight, 1
task rule. A flight may only be used to complete 1 task. You may
decide which “qualifying” task you use it for. EXAMPLE: If you make a 30
minute flight w/landing it can be used for a landing task, 30 minute flight, 30
minute flight w/landing, or any other lesser qualifying flight time with or
without a landing. NOTE: If you make a flight and miss the landing
it cannot be used for any task requiring a landing even if it has a lesser
time.
Section 4 – Precision Landings
Thermal duration
(TD) spot landings. A precision spot landing is accomplished by landing
the sailplane so that the extreme forward tip of the nose or forward most point
of the longitudinal centerline, at rest, is within the required distance from
the center of a designed spot on the ground. All precision spot landing flights
must commence with a hand launch flight of at least 2 minutes or a launch
meeting the specifications for towline lengths and methods outlined in Section
5, except that the towline shall be not less than 75 meters (246.1 feet) in
length. The landing shall be voided if the model jettisons or loses parts, comes
to rest in an inverted position or touches any person or object while landing.
However, contact with a spot-marker which does not noticeably impede the flight
or landing of the model is permissible.
Slope spot landings.
Hand catching is allowed in slope landings. However, at least one
foot must remain touching the ground during the catch. Also, the
plane and pilot both must be within the required landing area when
caught.
Section 5 – Thermal Duration Flight
A thermal duration
flight commences at the time of release from the end of towline, at release of
hand launch or at “power down” of electric models. The distance from the extreme
end of towline, at the winch, hi-start hold-down, tow-man, vehicle, or towline
return device to the attachment point at the model shall be no more than 300
meters (984.3 feet). Electric power, tow men and vehicles shall be limited to a
maximum of sixty (60) seconds from launch to towline release or 700 feet
(aprox), which ever comes first. Electric power is to be used solely for launch.
You must fly in only one general direction until “POWER DOWN”. Flying all
over under power to find lift will be considered unfair play and void the
flight. Starting a soaring flight from a powered flight other than
specified, WILL NOT BE ALLOWED. Example: If you’re out just cruising
around under power and suddenly find lift you MAY NOT simply power down and
start timing a flight. You would be required to land and then re-launch
using the 60 second, 700′, one (1) general direction rules before starting your
flight. Basically you will be using an “invisible winch”. Any “POWER
ON” after launch will void that flight no matter the duration of the “POWER
ON”. Example: if you accidentally hit the power, even for only a second,
that flight will be deemed void. EXCEPTION: You may use a quick “blip” to
re-engage the motor brake. Towing by means of aircraft or other airborne
devices is expressly forbidden.
A flight shall be deemed a thermal duration
flight if, in the opinion of the pilot and witness, the lift being used to
remain aloft is primarily attributable to thermal activity. Termination must be
with a landing within 200 meters (656.2 feet) of the launch point, which is the
point at which the model first become airborne with the exception of the
precision landing specific tasks or tasks that require a specific landing
distance. In which case the landing must be within the specified distance
for that task.
Section 6 – Slope Duration Flight
A slope duration flight
commences with either a simple hand-launch or a launch from the end of a
towline, or electric launch as defined in Section 5. The flight shall be deemed
a slope duration flight if, in the opinion of the pilot and witnesses, the lift
being used to remain aloft is primarily attributable to wave-action or winds
blowing up-slope on a ridge, hill, cliff, wall, etc. Termination must be with a
landing within 200 meters (656.2 feet) of the launch point with the exception of
the precision landing specific tasks in which the landing must be within the
specified distance for that task.
Section 7 – Cross Country Flight
A cross country flight
is a thermal duration flight which commences with a launch as specified in
Section 5. AFTER towline release or “power down” for electric models, the
sailplane must be flown over the launch point and then to a pre-designated goal
a minimum straight line distance away landing within the required distance.
Section 8 – Goal & Return Flight
A goal and return
flight is a thermal duration flight which commences with a launch as specified
in Section 5. AFTER towline release or “power down” for electric models,
the sailplane must be flown over the launch point and then to a pre-designated
goal a minimum straight line distance away and back to the launch point landing
within the required distance.
Section 9 – Timed Flight (L1)
Make your required time
within +/- 60 seconds and land within 10M (32.8 feet) of a predetermined marked
spot.
Section 10 – Timed Flight (L2)
Make your
required time within +/- 30 seconds and land within 2M (78.75 inches) of a
predetermined marked spot.
Section 11 – Timed flight (L3)
Make your required time
within +/- 10 seconds and land within .5M (19.7 inches) of a predetermined
marked spot.
Section 12 – Timed Flight (L4)
Make your required time
within +/- 5 seconds and land within ¼ M (9.8 inches) of a predetermined marked
spot.
Section 13 – Ladder Flight (L1)
Make the required flight
times consecutively and land within 10M (32.8 feet) of a predetermined marked
spot all on the same day. Use as many attempts as
needed to make each flight time before progressing to the next time.
Section 14 – Ladder Flight (L2)
Make the required flight
times consecutively and land within 2M (78.75 inches) of a predetermined marked
spot all on the same day. Use as many attempts as
needed to make each flight time before progressing to the next time.
Section 15 – Ladder Flight (L3)
Make the required flight
times consecutively and land within .5M (19.7 inches) of a predetermined marked
spot all on the same day. Miss any flight
time twice and you must start back at the beginning and repeat the ladder.
Section 16 – Ladder Flight (L4)
Make the required flight
times consecutively and land within 1/4 M (9.8 inches) of a predetermined marked
spot all on the same day. Miss a time and you
must start back at the beginning and repeat the ladder.
Section 17 – Add Em’ Up (L1)
Add your flight times up to
reach the specified goal. All flights must be made on the same day.
Minimum flight time per flight is 5 minutes. Use as
many attempts as needed to make your flight time before adding it to your total.
Section 18 – Add Em’ Up (L2)
Add your flight times up to
reach the specified goal. All flights must be made on the same day.
Minimum flight time per flight is 10 minutes. Use
as many attempts as needed to make your flight time before adding it to your
total.
Section 19 – Add Em’ Up (L3)
Add your flight times up to
reach the specified goal. All flights must be made on the same day.
Minimum flight time per flight is 12 minutes. Miss any flight time twice and you have to
start over.
Section 20 – Add Em’ Up (L4)
Add your flight times up to
reach the specified goal. All flights must be made on the same day.
Minimum flight time per flight is 15 minutes. Miss a minimum flight time and you have to start
over.
Section 21 – “A” Frame (modified ladder) (L1)
Make the
required flight times consecutively and land within 10M (32.8 feet) of a
predetermined marked spot all on the same day. Use as many attempts as needed to make each flight time
before progressing to the next time.
Section 22 – “A” Frame (L2)
Make the required flight
times consecutively and land within 2M (78.75 inches) of a predetermined marked
spot all on the same day. Use as many
attempts as needed to make each flight time before progressing to the next
time.
Section 23 – “A” Frame (L3)
Make the required flight
times consecutively and land within .5M (19.7 inches) of a predetermined marked
spot all on the same day. Miss any flight
time twice and you must start back at the beginning and repeat the ladder.
Section 24 – “A” Frame (L4)
Make the required flight
times consecutively and land within 1/4 M (9.8 inches) of a predetermined marked
spot all on the same day. Miss a flight time
and you must start back at the beginning and repeat the ladder.
Section 25 – Standard Aerobatics
Aerobatics are for the
slope levels to keep them interesting. They will be noted as A1 and A2,
etc. Unlike aerobatic routines the requirements have no order or flight
pattern to be done in.
A1
INSIDE LOOP
OUTSIDE LOOP
HORIZONTAL ROLLS –
LEFT/RIGHT
VERTICAL ROLLS – LEFT/RIGHT
INVERTED FLIGHT 3- MINUTES
DURATION
KNIFE EDGE PASS 5 M IN LENGTH
STALL TURN LEFT / RIGHT
A2
SLOW HORIZONTAL
ROLLS
LEFT/ RIGHT 1
SECOND PER 90* OF ROTATION
SLOW VERTICAL
ROLLS LEFT/
RIGHT
1 SECOND PER 90* OF ROTATION
HORIZONTAL 4 POINT
ROLLS
LEFT/RIGHT ROTATION
STOPPING EVERY 90*
VERTICAL 4 POINT
ROLLS
LEFT/RIGHT ROTATION
STOPPING EVERY 90*
SNAP ROLL –
POSSITIVE
LEFT / RIGHT
SNAP ROLL –
NEGATIVE
LEFT / RIGHT
LINKED MANEUVERS
Linked maneuvers are the next step in
the learning curve. Now that you have shown you can do the maneuvers, it’s
time to start putting them together. Each of these “links” are to be done
as listed. If a direction is listed for a maneuver you
MUST go that direction during the maneuver. If none is
listed, then it’s the pilot’s choice. Each set of linked maneuvers is to
be done during a single pass. The passes can be done in any
order. The “>” symbol is used to show the “link” . Using INSIDE
LOOP > HORIZONTAL ROLL as an example. The inside loop is done first
then the horizontal roll. This would complete
the “pass”. Whether it’s the first pass or not is up to
you. As long as all the passes in the task set are completed during the
flight.
A3 – (7 passes)
INSIDE LOOP > HORIZONTAL ROLL
1/2 HORIZONTAL ROLL
> OUTSIDE LOOP > 1/2 HORIZONTAL ROLL
HORIZONTAL 4 POINT ROLL (RIGHT)
> POSSITIVE SNAP ROLL (RIGHT)
HORIZONTAL 4 POINT ROLL (LEFT) >
POSSITIVE SNAP ROLL (LEFT)
HORIZONTAL SLOW ROLL (RIGHT) > HORIZONTAL SLOW
ROLL (LEFT)
NEGATIVE SNAP ROLL (RIGHT) >HORIZONTAL ROLL (LEFT)
NEGATIVE
SNAP ROLL (LEFT) > HORIZONTAL (RIGHT)
A4 - ( 9 passes )
1 1/2 HORIZONTAL ROLL >OUTSIDE LOOP >
1/2 HORIZONTAL ROLL
4 POINT ROLL > INSIDE LOOP > POSSITIVE SNAP
ROLL
STALL TURN > 1/2 ROLL ON DOWNLINE > INVERTED FLIGHT 10m > 1/2
ROLL
CUBAN 8 > LEVEL FLIGHT > SNAP ROLL
HUMPTY BUMP > LEVEL
FLIGHT > FULL ROLL
GOLDFISH > 1/2 ROLL > INVERTED FLIGHT 5M
> 1/2 ROLL
1/2 ROLL > FIGURE 9 > 1/2 ROLL
1/2 CUBAN 8 > SNAP
ROLL > OPPOSITE SNAP ROLL
ROLL > HALF DIAMOND LOOP >10M INVERTED
FLIGHT >1/2 ROLL
Section 26 – Aerobatic
Routines
Aerobatics routines are for the slope levels to keep them
interesting. They will be noted as R1 and R2, etc. They differ from
standard aerobatics as they must be done in a specific flight pattern. For
help with understanding how to read aresti diagrams click here.
Section 27 – TD contest style rounds
A
round will consist of 3 flights. Flight times will be noted as “task
time”. EXAMPLE: 7 minute task would mean three flights with a goal of 7
minutes + landings for each flight. Total points for the 3 flights
must meet or exceed the required points total for the round. So a perfect
flight would give you:
7 minutes x 60 seconds = 420 + 100 points (perfect
landing) = 520 points x 3 flights =1560 total possible points
75% of
1560 =1170
Difficulty:
Difficulty will be based on a
percentage of the total possible
score.
L1 75%
of total
score
L2
85% of total
score
L3 90%
of total
score
L4 95%
of total score
Scoring:
1 point is awarded for every
second of flight time
-1 second for every second over the required flight
time
100 points for a perfect landing
-1 point for every inch away from
the landing mark
Measurements are to be made from the fixed landing mark
to the nose of the plane. Remember, the landing shall be
voided if the model jettisons or loses parts, comes to rest in an inverted
position or touches any person or object while landing. However, contact with a
spot-marker which does not noticeably impede the flight or landing of the model
is permissible.
Flight window:
There is a flight
window requiring 30 minutes between flights +/- 2 minutes
Window is to be
measured from landing to next launch
All flights must be completed on the
same day
Section 28 - Limbo
(L1) Limbo to be 2 M high by 4 M
wide. You have 10 minutes to complete the limbo. Plane must be
flying after completing the limbo pass.
(L2) Limbo
to be 1.5 M high by 4 M wide. You have 5 minutes to complete the
limbo. Plane must be flying after completing the limbo pass.
Section 29 – Dynamic Soaring
The task starts by
announcing your start. Then you must make the required amount of laps in
the stated time by flying Dynamic soaring circuits.
Section 30 – Laps On A Course
The course is to be 100
meters in length and should be marked by poles, land marks or a helper(s).
You must fly past the markers before making your turn. The task starts by
announcing your start. Then your timer will then start the clock when you
pass the first marker and stop it when you pass the last marker on the final
lap.
Section 31 – Consecutive Flight Task
Consecutive flights
are simply flights flown one right after another. They must be flown on
the same day. All flight times are minimum. Flight times and witness
information may be listed on the back of your form or a separate sheet of paper
to allow enough space for all of the information. Your flights must land
back on the field