Please see Aircraft Limitations

General

Maloof Airpark is a paved field, with a 700 x 100 foot main runway. Two flightlines will be established as needed depending on turnout. Masters Unlimited will fly on carpet over pavement west of the main runway, presuming I can gather sufficient carpet. Carpet is planned to be 100x100 feet, and will be minimum 60x60 feet. Runway is freshly paved. All other classes will fly from the main runway.

Outer circle is approximately 72 feet diameter, then 48 and 24, and center spot is approximately 4 feet diameter. Field will be re-striped, so circle sizes may change. All pilots must remain behind the white line designating the edge of the runway, except in Limbo and Tabletop Touch-and-Goes.

Flying behind the zero line will earn a warning, and then a zero.

Unlimited classes will fly twice for each task, and keep the lower time.
Fun Fly classes will fly each task once. One makeup round will be offered, in which the pilot may better his score. The better of the two scores will be retained for the selected task. Musical Pylons cannot be made up. Magic class is for fun, and  will fly each task once and no reflies.

Pilots may enter one Unlimited class and one Fun Fly class. Prior winners at national level events are required to play in the Masters level. Tasks are selected to encourage brave pilots to move up voluntarily. Any merchandise prizes may also be distributed to encourage moving up.

Pilots must use the same plane for all tasks in a class. Planes may be changed if the starting plane is damaged beyond repair, with CD approval.

CD may change tasks based on number of entries, or for any other reason. These events are to be considered tentative at this time. Event sequence may change. More detailed rules may be presented at the contest, written or verbally prior to each task.

Unlimited tasks are timed from first motion of the plane until touch-down. Fun Fly tasks are timed to break ties. Engine must continue to operate after final touchdown, and plane must be flyable upon request, or a zero is earned.

Electrics: Like powered planes, the prop must continue to turn throughout the flight and landing. On dead-stick events, the prop must stop. Therefore, set your speed controllers to brake, but also set up an idle-up to keep the brake off for powered tasks.

NOTE CHANGE TO SPORTSMAN FUN FLY TASK. Also, Magic tentative tasks posted.
 
Masters Unlimited
  1. Loop Combo (5 inside+5 outside, T&G, 5 outside, 5 inside )
  2. Roll T&G's (10)
  3. Modified Double Dixie (3 rolls, 3 loops, T&G, 3 rolls, 3 loops)
  4. 360 T&G's (10) (Loops permitted)
  5. Garbage Pizza:
    1. 3 Roll Touches (Tomato Sauce)
      3 Rolls, touch  (Cheese)
      3 Loops, touch (Pepperoni)
      3 Roops, touch (Mushrooms)
      5 outside loops, touch (Italian Sausage)
      5 loop T&G's    (ground Beef)
  6. Roop Limbo (5) (Roll then loop prior to each pass under, 5-foot ribbon)
 

Sportsman Unlimited

  1. 10 inside loops
  2. Roll Spot T&G's (5) (roll before each touch, touches in approximately 50-foot circle)
  3. Modified Single Dixie (3 rolls, 3 loops)
  4. 360 T&G's (5)
  5. Roops (5) (roll followed by loop, 5 times)
  6. Limbo (3) (5 foot ribbon)


 

MASTERS FUN FLY

  1. Inverted C&G w/ spot: Climb for 30 seconds. Kill engine, glide inverted as long as possible. Time ends at roll upright. Prove engine dead at 35 seconds. Bonus time for ending in circles. Bonus based on spinner position. Zero if ends up on back or up on nose or off runway.
  2. Can-Can: Empty soda can attached to plane on 50-foot string. Touch can in circles 3 times, maximum 3 attempts. Attempt is when plane is turned toward runway. Touch does not count if plane touches runway on pass. Timed to break ties.
  3. Blackjack (Spot landings): "Cards" A through 10 in boxes on the runway centerline. Box sizes TBD, upon repaint of field. Approximately 20' wide, 5' long, for total of 50' long. Up to 5 "cards" (passes) to make 21, over 21 busts (earns 0). Fewer passes to earn a score places higher. Pilot can declare "hold" after any pass prior to turning final on next pass. All passes in takeoff direction. Timed to break ties.
  4. Tabletop T&G's: Take off from any where on the field. Pilot must touch at least one main wheel on table surface to count as a touch. Repeat as many times as necessary accumulate three touches. Time stops after third touch upon touch-down on the field. Engine must be running. Two minute maximum time limit. Pilot can orient table for wind conditions ONE TIME ONLY before starting event.  Lowest time wins.  Ground touches do not zero.
  5. Musical Pylons: Heats made based on turnout and current standings. All planes in heat take off and fly length of poles set on field. Do not need to actually go around poles. When horn sounds (random clock, approx 30 seconds to 1 minute), all planes must make a touch-and-go. Last plane to TOUCH is out. Planes MUST fly past pylons both before and after the horn. No high alpha flying (harrier, hover). Touch before horn is out. Prop strike stopping engine is out, all other successful touches remain in. Bracket finals based on number of entries, but at least two planes from each heat move up. Bring alternate frequencies if at all possible. Webra .32 will use 3-5 oz. fuel, based on experience. Consolation finals may be used too.

  6.  

SPORTSMAN FUN FLY 

  1. C&G w/ spot: Climb for 30 seconds. Kill engine, glide as long as possible. Time from first motion, to touch down on active runway. Landing off runway earns 0. Prove engine dead at 35 seconds. Bonus time for ending in circles. Bonus based on spinner position. Zero if ends up on back or up on nose or off runway.
  2. Can-Can: Empty soda can attached to plane on 50-foot string. Touch can in circles 3 times, maximum 5 attempts. Attempt is when plane is turned toward runway. Touch does not count if plane touches runway on pass. Timed to break ties.
  3. Timed Bomb Drop (2): Use supplied bomb equipment, no mechanical releases. Take off with a bomb, turn 360 degrees, drop bomb, turn 360 degrees, land. Reload and repeat. Circle scores will be in seconds, 0 for center and increasing values outward. Circle scores are added to flight time for total, lowest wins. Equipment includes a wood dowel, approximately 3" long, on a platform for rubber bands or a clip for profile. Bombs are a washer or other round object with a small streamer.
  4. Two minute Spot T&G's: Earn point in circles for each touch. Prop strike ends turn, and does not earn points. Points earned on prior passes are retained.
  5. Musical Pylons: Heats made based on turnout and current standings. All planes in heat take off and fly length of poles set on field. Do not need to actually go around poles. When horn sounds (random clock, approx 30 seconds to 1 minute), all planes must make a touch-and-go. Last plane to TOUCH is out. Planes MUST fly past pylons both before and after the horn. No high alpha flying (harrier, hover). Touch before horn is out. Prop strike stopping engine is out, all other successful touches remain in. Bracket finals based on number of entries, but at least two planes from each heat move up. Bring alternate frequencies if at all possible. Webra .32 will use 3-5 oz. fuel, based on experience. Consolation finals may be used too.

  6.  
 

Magic Class

Limited to any Modeltech Magic, including original Magic, Magic v2.0, Simply Magic, and Magic Extra. This class is for laid back fun, and will not include trophies, but will still have access to merchandise prizes.
  1. Hobbs Mail Run: Take off, fly to both ends of field. Land, taxi 360 degrees around cone in center of runway, Take off, fly past both ends again, land and roll past cone. Fastest time wins.
  2. Blackjack (Spot landings): "Cards" A through 10 in boxes on the runway centerline. Box sizes TBD, upon repaint of field. Approximately 20' wide, 5' long, for total of 50' long. Up to 5 "cards" (passes) to make 21, over 21 busts (earns 0). Fewer passes to earn a score places higher. Pilot can declare "hold" after any pass prior to turning final on next pass. All passes in takeoff direction. Timed to break ties.
  3. Roops (5) Takeoff,(roll followed by loop, 5 times), land, for time.
  4. Two minute Spot T&G's: Earn point in circles for each touch. Prop strike ends turn, and does not earn points. Points earned on prior passes are retained.
Optional additional task, time permitting:
  1. Timed Bomb Drop (2): Use supplied bomb equipment, no mechanical releases. Take off with a bomb, turn 360 degrees, drop bomb, turn 360 degrees, land. Reload and repeat. Circle scores will be in seconds, 0 for center and increasing values outward. Circle scores are added to flight time for total, lowest wins. Equipment includes a wood dowel, approximately 3" long, on a platform for rubber bands or a clip for profile. Bombs are a washer or other round object with a small streamer.