F3J
started in the UK as a TD alternative to F3B.
The basic concept was to create a relaxed contest that required minimal
equipment. No winch wars, just some mono
and a buddy to pull the plane up. It was
thought that big old floaters would rule the day, and the hand tow would be
easy on the planes. As will all
competitions, the sport has evolved to a highly competitive precision
event. Big events are won or lost based
on how close to the horn you launch and land, how much time you spend on the
towline, and how good your landings are.
Fundamentally
F3J is a relatively simple game. There
are a number of teams (usually 4 man) that are matrixed to fly against each
other at the same time. There is a
preparation time that is used to set out lines and equipment and get ready to
fly on the flight line. Immediately
following the prep time is the working time.
The pilot launches any time after the buzzer that begins the working
time and must land prior to the buzzer signaling the end of the working
time. The pilot is aiming at a landing
spot that provides bonus points for closeness to the spot. The total of the number of seconds flown plus
landing points is the pilots score.
After a number of preliminary rounds, a designated number of pilots
advance to the fly-offs based on their individual scores. There are generally no team scores except in
the World Championships. Note that
multiple pilots from the same team may make the flyoffs and will compete
against each other.
I will
summarize the basic rules here. There
are a lot of rules to be followed and the best thing is to read, and understand
the official FAI rules. You can find a
copy of them here (note that this is for all RC Soaring events refer to the
F3J section for specific rules): ftp://www.fai.org/sporting_code/sc4/sc4_f3_soaring_09.pdf
·
5
minute preparation time this is the time immediately preceding the working
time and is used in full competitions to set out the launch equipment. When the horn goes off at the end of the
preparation time, the working time starts, regardless of whether you are ready
or not.
·
10/15
minute working time window this is the window in which you accomplish your
flight. Generally the 10 minute working
times are for the preliminary rounds and the 15 minute working times are for
the flyoff rounds. You are trying for the
longest flight possible in the working time.
Since the time for your flight starts when you release from the towline,
the longest flight possible is less than 10 minutes (1- minutes minus time on
tow). Note that for all signals the START of the horn is the marker not the
end. If you heard the horn before you
let go of the plane to launch you are good, If you heard the horn before your
plane hits the ground, you are late!
o
You
must launch AFTER the start horn. If you
do not, then you must immediately return and relaunch. Note that the working time clock is still
running so the longest flight you can achieve gets smaller as the longer it
takes to return and relaunch.
§
Must
land BEFORE the end horn. If you do not,
you receive a 30 point penalty and loss of landing points. If you are more than 1 minute late your
flight is recorded as a zero.
o
Time
starts when you release from the line
o
Time
stops when you hit a ground based object (not counting towlines)
o
Record
time to 2 decimal places (the rules specify 1 decimal place, but we always
record to 2 to avoid problems with rounding)
·
You
must launch from inside the launch corridor.
The launch corridor, a 6m wide lane that represents the flight
line. If you do not, you must land and
relaunch in the corridor.
·
Penalties:
Flying less than 3 meters over any safety area or if any part of your plane
stops in the safety zone you get a 100 point permanent penalty. Safety penalties are permanent and cannot be
erased by a throwout of the offending round.
The minimum safety area is the launch corridor. Officials may designate other areas at their
discretion. Other safety areas must be
described in the pilot meeting.
·
You
must land within 75 meters from the 100 point mark of your landing zone, if not
you get a zero score for the flight.
·
You
may relaunch 1 time inside the window.
Once the plane leaves your hand on the launch it is considered an
attempt and the score for that flight counts.
·
You
may request a reflight as a result of the following conditions:
o
Collision
in the air with another model
o
Collision
with another pilots launch line
o
Another
plane hits your launch line
o
An
egregious hindrance that causes you thru no fault of your own to not be able
to complete the flight. Note that this
rule is rarely applied.
o
A
competitors towline is not removed from over your line when you need to launch
o
YOU
MUST IMMEDIATELY CLAIM THE HINDRANCE AND TERMINATE YOUR FLIGHT. Continuing to fly implies that you accept the
hindrance and waive your right to a reflight.
o
For
your reflight you may be scheduled in the next available group, or with a
randomly selected set of pilots
·
Zero
Flights there are several conditions that cause you to receive a zero flight:
o
Losing
any part in the air except as the result
of a collision with another model or towline. (shedding parts on landing is
OK!)
o
Landing
more than 75 meters from your landing spot
o
Anyone
other than the pilot controls the
aircraft
·
Launching
o
No
mechanical aids other than a pulley may be used.
o
Towers
must immediately remove the line so it does not cross a competitors line
o
Special
rules apply for the launch equipment and will be covered later
·
Towlines
note that in many local competitions where there are enough lanes for all
teams, we allow the teams to leave their lines out on the field.
o
Must
be set out in the 5 minute Prep time
o
Must
be reeled in by the end of the working time
o
May
not exceed 150m under a 20N pull (about 5lbs)
·
Landing
o
Must
land on the tape for points
o
If
the model hits the pilot or his helper, the landing points are zero
o
If
you land after the horn 0 landing points and 30 point penalty
·
Flyoffs
the number of pilots in the flyoff is generally determined by the organizer.
o
The
highest N pilots go on to the finals (fly-offs)
o
Scores
are discarded from the prelims
o
The
winner of the Fly-offs is the event winner.
o
If
there is a tie, the tie is broken by the placement of the pilot in the
preliminary rounds.
While
scores are recorded on an individual basis, F3J is very much a team sport. Having a good team is both helpful to
individual scores as well as necessary to minimize the need for outside help. Since F3J requires hand tows, the minimum
optimum team is 4 fit pilots. In this
configuration you can fly, call and tow for yourselves as a self contained unit
with 2 of the pilots towing and the other 2 flying and calling, rotating as
necessary. Various other combinations of
teams are necessary to support other team requirements such as pilots unable to
tow, smaller team sizes etc. Generally
volunteer or hired towers are used to fill in the team for these conditions. Usually there is team protection, meaning
that pilots on the same team will not fly against each other during the
preliminary rounds. Pilots from the same
team can make the flyoffs- and will then fly against each other.
·
The
best condition is that each competitor has a complete set of tow equipment to
ensure that if they make the flyoff they have sufficient equipment. In reality, since not everyone makes the
flyoff it is not unusual to borrow equipment and help from other competitors that
did not make the flyoff.
·
BFS
Big freaking stake. This is a
requirement for anchoring the end of the towline. The rules have some minimum requires as
follows:
o
The
stake must be long enough to be driven into the ground at least 40CM
o
The
stake must be secured by 2 metal safety lines at the rear of the stake with
minimum 30cm stakes
o
The
towline connection may not be more than 10CM above the ground.

Pulley
and Stake
Safety
wires to the left are not pictured but there.
Stake is not completely in the ground for this picture.
·
BFH
Big Freaking Hammer that stake is hard to pound in and youll be glad to
have it. A claw or pry bar may be useful
to get it back out of the ground.
·
Towing
Equipment the towing equipment consists of the ropes, handles, pulleys and
shields and assorted attaching hardware.
o
Straight
tow no pulley and no stake required.
Towers pull directly on the end of the line. This is rarely used these days. It is occasionally used when the wind is
particularly high and the lift is elusive to get a higher tow as the expense of
time on line.
o
Pulley
Tow This is the normal towing method
§
2
towers on a set of Y handles attached to a pulley pull the airplane up.
§
The
pulley must have a shield and lines of specific size. The shield must be 15cm in diameter in the
states we generally use a good quality Frisbee as the shield. The cheap Frisbees tend to shatter when hit
or cracked. The line/rope must be at
least 5mm in diameter and the legs of the Y must be between 1.5 and 3m long.
§
Pulleys
can be ordered at www.skipmillermodles.com

Close-up
of Pulley and shield.
Note
there is an optional small pulley on the carabiner to allow the rope to
slide. This is not required.

Tow
Rig - I also now use padded kite handles from into the Wind.

A
different Pulley Setup
This
is a Fredette pulley with PVC handles.
Not as good as the kite handles.
·
Line
Reels these are basically required when the event requires you to lay down
and pick up your lines for every round.
For the Normal US event the lines are left on the field and thus you
only need to lay down and pick up at the end of the day. An electrical cord reel is sufficient for
these events.
o
Used
to store, lay down and take up the launch lines.
o
Highly
geared for speed.
·

·
A
Line Winder
·
Great
for quick retrieval of the line
·
Tow
Line this is a stretchy monofilament line.
The most popular is speedline from EMC-Vega in Germany. It can be ordered in the US from www.skipmillermodels.com in various sizes. Normally it is stored in water for at least 2
weeks prior to use to make it stretchier.
Some have advocated various additives in the water as well, but I think
the general consensus is that water soaking is fine.
o
Monofilament
line
§
There
are varying sizes for different conditions and aircraft
·
1.25
no/light wind and light A/C
·
1.35
general purpose moderate wind
·
1.45
Big wind and Heavy models
§
Sheathing
is used to protect the line at connection points (both ends of the line)
·
You
can find this in climbing stores or good hardware stores. Some use parachute cord, or in the climbing
stores it is known as accessory or utility cord. The 3mm or 4mm works well depending on the
size of your mono.
·
Use
the outer sheathing on the ends of the mono where you attach things
·
Use
a lighter or soldering iron to melt the ends of the sheathing to prevent
fraying. Just a touch is needed you
dont want sharp hard edges.
·
Cut
and remove the inner lines from a 12-18 piece of sheathing and thread the end
of the mono through it.
·
Protects
the line ends from damage
·
Tie
your knots in an overhand knot and avoid line overlaps.

Sheathing

Sheathing showing knot
·
Assorted
accessories - there are various other
items necessary to connect the lines and parts, and operate efficiently:
o
Parachutes
- use good ones with good rings. Parachutes or pennants are required. There are advanced methods of using
parachutes without rings and they are just along for the ride giving one less
failure point.
o
Carabineers
o
Whistles
·
Watches
watch management is a key to good teamwork and success. You should have a watch to monitor the prep
and working time as well as keep track of the flight time.
o
Usually
each team uses 2 watches during each flight different colors and even watch styles is helpful to
ensure that you dont mix up the watches and count down on the wrong one
trust me it happens
o
Usually
we use the countdown watch for the prep/working time and a count up watch for
the flight time.
·
Get
all the equipment laid out and organized
·
Set
the lines out so the launch end of the lines is several steps in front of the
launch area
o
This
is so that when you are preparing to launch you can walk back into the launch
area and get proper tension on the line.
·
Set
out two lines of your choice so you have a primary and backup ready.
·
No
electronic communication devices allowed between pilots and tow men. No cell phones, walkie talkies etc.
·
Hand
signals used for all communications with towers. It helps to have a whistle available in case
the tower are not paying attention. This
is most helpful if there is an unexpected reflight in the middle or end of a
flight. The towers are winding down then
and you may need to get their attention.
·
There
are several important signals that are used to communicate with the towers. While these are not always the hand signals
that are used they are commonly used, you can choose to invent your own if you
like
:
o
Get
ready to tow windmill arm motion
o
Select
line to use left or right L shape arms tower repeats to confirm
o
More
tension pumping arm up and down
o
RUN
Leg kick
A
few important details about signals.
Always be clear to the towers WHO is going to give signals, especially
the kick. There is a lot of activity at
the flight line and they cant watch everyone.
Usually the pilot does the kick and the rest of the signals, so he
should stand in a consistent place, generally behind and to the left or right
of the thrower. When choosing the line,
use the L shaped arms to indicate which line you want to launch on, and expect a
confirmation from the towers so you know everyone is on the same page. Occasionally the towers will respond with a
signal different than the one you gave.
If this occurs, give your signal again.
If the tower again responds with a different signal, he is telling you
that you should NOT launch on the line you want. This is probably because they have found a
problem with that line. In that case
repeat the signal for the other line and expect a confirming signal back, then
fly on the alternate line.Launching
·
Set
the watches properly
o
Zero
the flight time watch
o
Set
the Window watch to the Window time PLUS the prep time. For example, for a 10 minute window and a 5
minute prep time set the watch to 15 minutes.
For a 10 minute window with a 1 minute prep set the watch to 11
minutes.
·
Listen
for the countdown to the beginning of the PREP time and start the working time
watch. This now lets you keep track of
the prep time and be ready to launch when the watch is at 10 minutes. (note
that the organizer announcements will also count down to the start of the
working time. This just helps you be ready.)
·
During
the prep time signal the towers what line to use and pretension the line
·
With
10 seconds left to the start of the working time, the launcher does final
tensioning of the line and moves into the launch area.
·
Depending
on tension the pilot kicks 0-2 seconds prior to the horn. DO NOT KICK SO SOON THAT THE THROWER CANNOT
HOLD UNTIL THE BUZZER! The thrower
should tell the pilot when he wants him to kick. If there is a lot of tension, he may want a 1
second kick, or on the buzzer, but if the tension is low the thrower may want a
2 or 3 second kick.
·
After
hearing the launch tone the plane is thrown hard.
·
Stay
in your Lane weaving around is a bad thing.
Dont tension as much if you are launching wild.
·
When
the plane comes off the line start the flight watch
·
If
the line breaks during the launch
o
If
you can fly it out make it happen this means a very good score if you make
it.
o
If
you have no hope, then IMMEDIATELY turn to land.
§
Be
sure to land or catch the plane OUTSIDE the safety area
o
Your
helper should be resetting the watch, signaling the towers to switch to the
second line and getting the end of the 2nd launch line ready for the
relite.
o
The
helper will hook the plane up and run back to tension and holler to the pilot
when he is ready to throw. The pilot
then kicks to start the 2nd launch.
·
Just
like regular TD keep track of other pilots and time left
·
Estimate
your ability to make the 10 if things are bad you may want to bail and
relite, rather than wasting time on a fruitless effort.
·
Be
sure to reset the FLIGHT watch on a relite leave the window watch running
·
Once
you commit to a relite that flight counts
·
Pay
attention to other pilots that relight estimate their max remaining time
o
Important
because if everyone is falling out, the first to relite and get to lift can be
the winner
o
If
the first relite can get only 7 minutes, if everyone else relites, you can win
with a 7:01 flight
·
Once
you pass 5 minutes, you will probably NOT relite
o
The
exception is if you land out. This would
be a zero flight, but if there is still time on the clock you can relite your
backup plane and get a few minutes of time for the flight.
·
Plan
your landing everyone comes in at the same time so there is not a lot of room
to maneuver.
o
Many
people like the long straight in approach
o
If
running a pattern be sure to look around for traffic timer should help with
directions and traffic
o
Be
flexible
·
No
skegs allowed so higher approaches and dorks are required.
·
Slides
suck!
Have
Fun!!!