International Hand Launch Glider Festival
June 3-4, 2001

Round Strategy 

To clarify the rules and assist with getting accustomed to flying the tasks of the contest, this section has been added.  Please be aware that this section is definitely an editorial type section.  Please analyze it that way.

Rules Clarifications:

Time Start/Stop

Time starts at the time of release of the plane and stops when the plane sheds a part or touches a ground based object.  A plane that looses a part on launch has it's time start at release and stop on loss of a part, even if it is one second.  Time stops if the plane touches a pilot, timer, or even a blade of grass.

The flight time window starts following the countdown and ends with the buzzer.  Any plane in the air prior to the window start time horn must come down and relaunch prior to any time counting toward a flight.  Any plane in the air after the buzzer received 1/2 their score for the round.

A note here is that it was difficult to call down a plane or planes when they are launched prior to the horn.  In one case, several planes were launched early, and all planes were called down and the flight window restarted.  As stated, this is a difficult policy to enforce.  Perhaps in the future the CD will have observers who will call out contestant numbers for those who launch early, permitting those who followed the rules to continue to fly and have the advantage.  The problem here is the split second of time required by the judgment.

Off Field Landings

The flight area was  about the size of a full size soccer field.  The west and east boundaries were marked with yellow warning tapes.  On the south side, above the cars and tents were some low power lines.  These can be seen in the photograph of Darwin Barrie's Raptor perched on top of one pole.  

All flights were required to terminate on the field in order for the times to count.  This is a difficult call if the timer does not know that the time does not count if the plane touches a ground based object outside of the launch area.

Discus Launch Issues

Nearly all the pilots were using the discus launch method.  Depending on the round requirements, javelin type launches were also performed.  As stated in the rules, there was a "Zero Tolerance" rule for launches.  Any pilot who hits a pilot on launch will receive a zero (0) score for that round.  This was interpreted as any person hit.  This occurred once.

Problem
When this pilot asked how the pilot, timer or other person is treated when hit by the plane, the question was totally misunderstood.  No resolution of this issue was stated.  In the future, I believe this issue will be addressed more fully.  Imagine, as a pilot, you are hit by a plane on launch, while you are flying.  You can become unaware of the status of your own plane, loose the plane or orientation such that you cannot compete or fly further.  If a timer gets hit, the pilot suffers from not being able to have their time reported to them properly.  This is not like a a midair, where both pilots can try to avoid the instance.

For other issues, we may see officials of the contest randomly checking planes, times, scores, etc during the contest, that is, in the background.  This might sound extreme, but may permit the contests to run smoother and some issues to be resolved easily.


Switching Planes

Pilots were permitted to switch planes during a flight round.  For example, if a plane lands in a tree, the flight time stops, and is not counted toward the flight time.  In these cases, as well as if a plane becomes unflyable, or even if the pilot wants to just change planes, the pilot has to get the new plane.  Backup planes were placed just off field, outside of the launching area.  If the plane is not already off the launch area, the pilot has to place the old plane off field and get the new one.  Helpers were not permitted to bring a plane from off field onto the field and return with the old plane.  Once a plane is replaced, that plane cannot be used again in that round.

Overall Strategy:

The main goal is to maximize the time in the air and minimize the time on the ground.  What is lost on the ground cannot be gained in the air.  Whatever time is taken up by over flying the max time cannot be regained.  For example, if you need 4 flights with a maximum time of 2 minutes per flight, in a 8 minute window, any time taken up by launching, airplane handling or over flying of the target maximum flight time of the flight is lost.   Thus, your turn around time from hand catch to launch needs to be minimized and you must land at the target time.  For rounds which require a minimum number of flights, then the pilots must only fly the minimum number of flights.  How do you do this, that is the reason for practicing and designing.  

Let's take a look at each of the rounds from this pilots' point of view.  Since this pilot had not had previous experience with each of these flights, advice was giving by other more experienced flyers.  Remember, for each flight group the scores are normalized to 1000 points.

Round 1: 
10 minute Window, Unlimited flights, The most number of flights in the following sequence: :10, :15, :20, :25, :30, :35, :40, :45, :50, :55, 1:00, 1:05; 1:10

If you add up the flight times in order you will see that the last flight will be a 1 minute 10 second  flight (70 seconds) which gives the pilot 80 seconds for turn around time.  The pilot cannot launch 12 times in 5 seconds, hence the 70 second max flight time.  This leaves 80 seconds to launch 12 times, or about 6 seconds per launch.  If the pilot does not miss a flight in the ladder, then this is ample time for launching.  The pilot needs to be able to refly a flight if required.  To be able to do this, the pilot must reduce the launch or ground time.  It takes longer to launch using the discus launching style than for the javelin throw.  In general, many pilots launch javelin style for the early flights, as the turn around time is 2-3 seconds.  Doing this, the pilot gains launch, ground or reflight time.  This time can be used to overfly the target time slightly.  In order to land exactly at the target time the pilot must be able to control the plane and keep it slow for landing.  Hence flaps.  More planes are going to be having flaps next year.


Round 2:  
8 minute Window, Unlimited flights, Eight longest flights, one minute max time per flight
With 8 flights and one minute max for each flight, the target flight time will be 480 seconds less the time it takes to launch the 8 flights, and the overfly time of a flight.  The last flight ends with the flight time being stopped by the end of the flight window buzzers and the plane MUST touch a ground based object, or land exactly at that time.  If you assume a 7 launches (the first is at the horn) with a launch time of 3 seconds each, and the plane is landed exactly at the target time, the maximum will be nearly 467 seconds of flight time.  If you can launch faster, you can gain a few seconds.   This makes the javelin launch better if you can launch the plane and max one minute each time.


Round 3:  
8 minute Window, 8 flights, Total time - two minute max time per flight
With the ability to launch 8 times to achieve a 2 minute max, the maximum number of flights the pilot should have is 4.  The total time will be 480 seconds less the time required for 3 launches and any time past the target time.  The maximum number of seconds will be close to 465 seconds using a Discus launch.  If the pilot can javelin throw into a known thermal then the total time will be a few seconds longer.

Round 4:  
10 minute Window, Unlimited flights.  A one, two, three and four minute flight ( in any order)
The goal here is to launch only 4 times.  The total time will be 600 seconds less the time required for 3 launches and any over fly time of the target. The last flight ends with the flight time being stopped by the end of the flight window buzzer and the plane MUST touch a ground based object, or land exactly at that time. The total time will be 600 seconds less the time required for 3 launches and any time past the target time.  

Round 5: 
10 minute Window, 8 flights, Total time - three minute max time per flight
The goal here is to fly 4 flights, with max times of  1, 3, 3, and 3 minutes, or 2, 2, 3, and 3 minutes, in any order.  The total time will be 600 seconds less the time required for 3 launches and any time past the target time. The last flight ends with the flight time being stopped by the end of the flight window buzzer and the plane MUST touch a ground based object, or land exactly at that time. The total time will be 600 seconds less the time required for 3 launches and any time past the target time.

Round 6: 
 8 minute Window, Unlimited flights, Four longest flights - two minute max time per flight
The goal here is to fly 4 flights, with max times of  2, 2, 2 and 2  minute.  The total time will be 480 seconds less the time required for 3 launches and any time past the target time.  Hence the pilot should max the first 3 flights, and get as much time as possible on the last flight.  The last flight ends with the flight time being stopped by the end of the flight window buzzer and the plane MUST touch a ground based object, or land exactly at that time. 

Round 7: 
8 minute Window, Unlimited flights, Most flight time from increasing flights.  Must have at least 3 flights.  First flight must be at least 15 sec.  To receive credit for a flight, it must be longer than the previously credited flight.
This is termed the 1, 2 and out round.  The first flight is made to get 15 seconds and meet the first flight time requirement.  The second flight is required to get a time longer than the first 15 second flight, like 1 or more seconds, or to find a thermal.  The third flight is the long flight, and the time for this flight is stopped by the end of the flight window buzzer.  The plane MUST touch a ground based object, or land exactly at that time.  The second flight can be as long as the pilot wants so long as the pilot knows that the third flight time can exceed the time of the second flight.  The total time will be 480 seconds less the time required for 2 launches.  

Round 8:  
8 minute Window, Unlimited flights, Three longest flights - three minute max time per flight
The goal here is to fly 3 flights, with max times of  3, 3 and 2  minutes.  The total time will be 480 seconds less the time required for 2 launches and any time past the target time.  Hence the pilot should max the first 3 flights, and get as much time as possible on the last flight.  The last flight ends with the flight time being stopped by the end of the flight window buzzer and the plane MUST touch a ground based object, or land exactly at that time. 

Round 9:  
10 minute Window, Unlimited flights, a one, two, three, and four minute flight (in any order)
The goal here is to fly each flight  land at the max time, and relaunch into a known thermal.  Only 4 launches should be done.  The total time will be 480 seconds less the time required for 3 launches and any time past the target time.  So the pilot should get maxes on the short flights and have the last flight end at the buzzer.  

Round 10:  
10 minute Window, 6 flights, Five longest flights - two minute max time per flight
The goal here is to fly 5 flights, with max times of  2  minute each.  The total time will be 600 seconds less the time required for 4 launches and any time past the target time.  Hence the pilot should max the first 4 flights, and get as much time as possible on the last flight.  The last flight ends with the flight time being stopped by the end of the flight window buzzer. The plane MUST touch a ground based object or land exactly at that time. 

Round 11:  
5 minute Window, 6 flights, Five longest flights, one minute max time per flight
The goal here is to fly 5 flights, with max times of  1  minute each.  The total time will be 300 seconds less the time required for 4 launches and any time past the target time.  Hence the pilot should max the first 4 flights, and get as much time as possible on the last flight.  The last flight ends with the flight time being stopped by the flight window buzzer.  The plane MUST touch a ground based object or land exactly at that time. 

Round 12:  
10 minute Window, 8 flights.   One, two, three and four minute flight (in any order)
The goal here is to fly each flight, land at the max time, and relaunch into a known thermal.  Only 4 launches should be done.  The total time will be 480 seconds less the time required for 3 launches and any over fly time of the target. So the pilot should get maxes on the short flights and have the last flight end at the buzzer. 

Round 13:  

10 minute Window, 6 flights, Five longest flights - two minute max time per flight
The goal here is to fly 5 flights, with max times of  2 minutes each.  The total time will be 600 seconds less the time required for 4 launches and any time past the target time.  Hence the pilot should max the first 4 flights and get as much time as possible on the last flight.  The last flight ends with the flight time being stopped by the end of the flight window buzzer and the plane MUST touch a ground based object, or land exactly at that time.

Think these flight tasks are easy?  Try it under pressure.   Good Luck.


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