GREAT PLANES FLING Manuel d'instruction - Page 12
Parcourez en ligne ou téléchargez le pdf Manuel d'instruction pour {nom_de_la_catégorie} GREAT PLANES FLING. GREAT PLANES FLING 16 pages. Fling arf
Practice flying directly into the wind (upwind of yourself)
without letting the plane get off course, and then turn and
come downwind until the plane is even with you and try it
again. When you are comfortable with flying directly into the
wind, start letting the plane go behind you (downwind) a
little before you start back upwind. Continue this until you
can fly directly towards you from downwind without getting
disoriented. At this point you can start to establish a "landing
pattern" and bring the sailplane in for a landing from
downwind. This enables the plane to be flown as slowly
(ground speed) as possible for accurate landings.
Your First Hi-Start Launch
The included hi-start is the most popular way to launch your
Fling ARF. It consists of 30' of rubber tubing and 200' of
string with a streamer at the end. One end of the rubber is
staked down directly upwind of the launch point. One end of
the string is attached to the other end of the rubber. The end
of the string with the streamer has a loop or ring and is
attached to the tow hook on the sailplane. Lay the hi-start
out with the stake directly into the wind. Place the stake at
the far upwind edge of the flying field so the streamer will
blow back onto the flying field. Turn on your transmitter and
then your receiver and hook the ring onto your plane's tow
hook. Pull the plane back approximately 20 yards. More
tension can be used after you get acquainted with the
launching procedure. NEVER pull more than 30 yards. Hold
the plane above your head with the wings level and the
nose pointed slightly up and directly into the wind. Give
the plane a healthy push forward to get it flying and it will
climb up like a kite.You should not have to touch the elevator
during the launch but use the rudder stick to keep it going
straight up. As the rubber relaxes, the plane will fly off the hi-
start and the streamer will bring the end of the string back
towards you.
THERMAL FLYING
Thermal soaring is one of the most intriguing of all aspects
of flying and the Fling ARF was designed to excel at thermal
soaring even in the hands of a novice. It can be hard for the
average person to understand how a plane can fly for hours
and gain altitude without a motor!
Facts About Thermals
Thermals are a natural phenomenon that happen outside, by
the millions, every single day of the year. Thermals are
responsible for many things including forming several types of
clouds, creating breezes, and distributing plant seeds and
pollen. If you have ever seen a dust devil (which is nothing more
than a thermal that has picked up some dust), you have seen a
thermal in action. Their swirling action is very similar to that of a
tornado but of course much gentler. Most thermals have
updrafts rising in the 200 – 700 feet per minute range but they
have been known to produce updrafts of over 5,000 feet per
minute (that's over 50 miles/hour straight up!) These strong
thermals can rip a plane apart or carry the plane out of sight
before the pilot can get out of the updraft.
Thermals are formed by the uneven heating of the earth and
buildings, etc. by the sun. The darker colored surfaces
absorb heat faster than the lighter colors, which reflect a
great deal of the sun's energy back into space. These darker
areas (plowed fields, asphalt parking lots, tar roofs, etc.) get
warmer than the lighter areas (lakes, grassy fields, forests,
etc.). This causes the air above the darker areas to be
warmer than the air over the lighter areas and the more
buoyant warm air rises as the cooler, denser air forces its
way underneath the warmer air. As this warm air is forced
upward, it contacts the cooler air of the higher altitudes. This
larger temperature difference makes the thermal rise
quicker. The thermal is gradually cooled by the surrounding
cooler air and its strength diminishes. Eventually the thermal
stops rising and any moisture contained in the once warm
air condenses and forms a puffy cumulus cloud. These
clouds, which mark the tops of thermals, are usually
between 2000 and 5000 feet high.
Thermal Soaring
It takes a lot of concentration to thermal soar effectively. A
sailplane can fly along the edge of a thermal and unless the
pilot is carefully watching the model he may not realize the
opportunity to gain some altitude. Because most thermals are
relatively small (a couple hundred feet in diameter or less at
400' altitude) compared to the rest of the sky, the sailplanes
will rarely fly directly into the thermal and start rising.
Generally, the sailplane will fly into the edge or near a thermal
and the effects the thermal has on the plane may be almost
unnoticeable. As the sailplane approaches a thermal, the wing
tip that reaches the rising air first will be lifted before the
opposite wing tip. This causes the plane to "bank" and turn
away from where we would like the plane to go.
When you are thermal soaring, try to fly as smoothly and
straight as possible. Trim the plane to fly in a straight line
and only touch the controls when you have to. Watch the
sailplane carefully and it will tell you what it is encountering.
When the sailplane flies directly into a thermal it will either start
rising or stop sinking. Either case is reason enough to start
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