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Bag o' Tricks
Hovering Orientations

Tail-in
Nose-in
Left side
Right side
Pirouetting

Circuits

"T"
Box
Circle
Eight

Stall Turns

Start from straight-and-level fast forward flight, pull up to vertical, gaining altitude. As the heli reaches vertical, center the collective. Many maneuvers are possible during the 'stall.' When exiting the maneuver, the helicopter should retrace the entry path as closely as possible.

For extra variations, do the whole thing tail-first, or sideways. Or just exit tail-first or sideways. Or just start out tail-first or sideways, and exit normally. Or whatever. You get the idea...

Variations:


    Standard 180
    Standard 540
    no pirouetting, just exit backward
    360
    540, then back 180 to exit backward
    360, then back 180 to exit forward
    no pirouette, just a half-roll (e.g. start inverted, exit upright and backward)
    McTwist - essentially a 540 with flair, as the helicopter passes through a perfectly inverted orientation in the middle of the 540.
Loops and Tumbleweeds

These are related in that they both start and end with straight-and-level forward flight along the same path, and they both involve continuous back-cyclic and a full-down-full collective action while the helicopter completes a backward flip. The differences: how much cyclic, how far to pull down on the collective, and what path the helicopter describes during the back flip.

Loop - From straight-and-level forward flight, pull halfway back on the cyclic and don't ease up on it until you're upright again. When seen from the side, the helicopter follows a circular path. The collective goes from full positive (on entry) to roughly zero (over the top) back to full again (on exit). With practice you'll find yourself working the cyclic a bit, and perhaps using more negative pitch, to get larger and more circular loops.

Variations:


    backward
    inverted (or "outside loop")
    sideways
    with an inverted pirouette at the top
    with a single continuous pirouette
    with multiple pirouettes
    rolling
    square

Tumbleweed - Also called a "moonslide." From straight-and-level forward flight, pull all the way back on the cyclic, quickly bring the collective to full negative, so that when the nose is pointing straight up, the rotor thrust is simply propelling the helicopter straight forward, then back to full positive just as the helicopter's nose points straight down. From the side view, the helicopter continues traveling along the same straight-and-level path the whole time. Ideally, you don't lose or gain any speed or altitude, you just flip backward while travelling forward.

Variations:


    backward
    inverted
    sideways
    pirouetting
    four-point
    continuous travelling tumbling circuits (circles, eights, etc)
Markingover Kinerturn

From straight-and-level fast forward flight, pull up to vertical as with a stall turn. When the heli reaches vertical, go to full positive collective and push forward, so the heli climbs while doing half a forward flip. The helicopter should now be pointing straight down, with the skids facing you. Do a half-roll, then exit as you with with a simple stall turn.

For variation, do something with the rudder during the stalled moment right before the half-roll.


    Standard (described above)
    With 360 before the half-roll
    With 180 before the half-roll, exiting backwards
    Backward
    Inverted
    Skip the half-roll and exit inverted
Other "Turnaround" Maneuvers

Immelman The classic airplane maneuver - starts with half a loop, then half-roll to upright, and continue from there. You'll have gained some altitude in the process.

Cuban Eight Much like two back-to-back Immelmans, but ideally it's a 5/8 loop, and the roll is done while flying downward at a 45 degree angle. This way you start the next Immelman at the same altitude as the first.

Split-S From straight-and-level forward flight, pull up to 45 degrees, half-roll to inverted, and pull back until upright again. Ideally you finish the maneuver at the same height you began, but travelling the other direction.

Blunt Like a split-S, but without the half-roll. Pull up to 45 degrees, dive, and finish inverted (also at the same height you began and travelling the other direction).

Tumble Reversal Much like a tumbleweed, but don't let up on the negative pitch until the helicopter shoots straight up, tail-first (and it will, if you start with sufficient foward speed!). Center the collective and let the heli stall out, then half-roll, then pull back to straight-and-level forward flight.

Roll

A basic aerobatic staple. Start with straight-and-level forward flight, give it 100% cyclie to one side, cycle the collective from full up to full down and back to full up, and exit upright along the same path you started. Ideally you don't gain or lose any altitude or speed.

Variations:


    Standard
    Backward
    Sideways
    Four-point
    With knife-edge piroeuttes
    With a continuous pirouette
    Rolling Circuits - circles, figure-eights, etc
Async Loops

It begins like a loop, but rathen than flying inverted across the top of the loop, you keep the rotor disc vertical (or close to it), and use rotor thrust to draw the helicopter over the top with the cyclic centered. Then feed in more cyclic and reverse the collective, so you exit as if you'd just done a half-flip.

The term 'asynchronous loop' comes from the fact that while the helicopter describes the path of a full loop, the orientation only changes like a half-flip. If you do two async loops in a row, the helicopter follows the path of two loops while doing only one complete flip.

For extra style points, you can throw in a 180 or 360 while the cyclic is centered and the collective is pulling the helicopter over the top of the loop.

For me, it's almost an entirely different maneuver when you do the loops front-to-back (so that a person would need a side-view to see the shape of the loop) or side-on (so that it looks like a loop from where I'm standing). This is basically because I need a lot more practice with my side-on control... :-)

Standard async loops:


    Nose-in inverted / tail-in upright
    Tail-in inverted / nose-in upright
    Side-on, pointing left
    Side-on, pointing right

Front-to-back, with occasional 180s over the top


    Nose-in inverted, 180, nose-in upright
    Nose-in upright, no 180, tail-in inverted
    Tail-in inverted, 180 tail-in upright
    Tail-in upright, no 180, nose-in inverted
    (see how you could do these all day long?)
Knife-Edge

This is one of my favorite aspects of 3D flight. Theoretically (and practically) there's no way a helicopter can remain airborne for any length of time while it's knife-edge. But with a bit of creativity and optical illusion, you can fake it pretty well.

Funnel - The helicopter travels in tight circles, using a balance of centrifugal force and rotor thrust to maintain a very steep angle for an extended period of time (indefinitely!).

Full Collective Circle - Same thing as a funnel, but bigger. Use maximum collective, but counter that with a steep bank angle to keep from gaining altitude... The traditional funnel is done in very tight circles, on the order of 1-5 foot radius, this one is done with bigger circles, on the order of 10-50 foot radius. There's a fuzzy line between a funnel and a circle. For extra points, start with a dive to build up speed. This will allow a steeper bank (approaching knife-edge) until your speed runs out.

Metronome - Also called a "tick tock." You can ease into this by alternating backward half-flips and forward half-flips. Do them in faster and faster succession, and instead of coming all the way upright or inverted, aim for a only 60 degree angle. Then 45 degrees. 30 degrees? Ultimately you'll be limited by your helicopter's power-to-weight ratio.

Like any other maneuver, this can be done nose-up, node-down, sideways, skids-up, skids-down, travelling, pirouetting, whatever.

"Hesitation Roll" - Think of this as a four-point roll with an extended hesitation during the knife-edge points. Actually I mostly just do a half-roll with a very extended knife-edge point. There's a couple of tricks you can use to extend the knife-edge period. First, use a touch of back-elevator to 'toss' the helicopter upward just as the roll begins. Second, instead of going fully knife-edge, go just short (or just beyond) knife-edge, and use full collective. This will give you just a little bit of lift. Not much, but look at it this way: if it can add a half-second to the knife-edge period, that makes the knife-edge twice as long. The helicopter will travel sideways as a result of the collective, but hopefully the crowd won't notice this too much. Think of it as a remote controlled slight-of-hand trick. :-)

Twisting Plummeting Knife-Edge

These tricks all have the same basic premise: start high, set the rotor on edge, plummet earthward while revolving. The higher you start, the more twisting you can get in on the way down. The only drawback is that it's kind of boring climbing way up there before you do a triple-rolling death-defying terminal-velocity tailslide. I usually just do a big stall turn and content myself with a single roll on the way down, but that's just me.

Nose-first (the basic)
Start like a really big, really high stall turn, do a 180, leave the collective centered, and do a complete roll as you plummet straight down. Pull back and give it full collective to exit into straight-and-level flight.
Rolling tailslide (the backward)
Start like a stall turn, and skip the 180. When the heli gets knife-edge, center the collective (zero degrees), and use full right cyclic (or left) to get the heli rolling. As terra firma approaches, use forward cyclic and full collective to get upright and stop the descent.

It could just be me, but I think this is one of the prettiest maneuvers yet devised.
Death Spiral (the sideways)
Start like a stall turn, yaw 90 degrees so the boom is sticking out sideways. Use forward or backward elevator to 'roll' during the plummet. This time you get out with side cyclic. Think it through and you'll know which side - it depends which way you take that 90 degree turn at the start.

I started doing these with back-cyclic rolls since I didn't know any better. It looks a little cooler with forward cyclic rolls, though. Take your pick.
45-degree (the wacky)
Start like a stall turn, yaw 45 degrees, and put the stick into the corner to 'roll' on the way down. Recover by stuffing the cyclic into another corner. :-)

One of the key things to remember is that no matter what point you're at during the roll, getting upright and level again is always going to require the same control inputs. For the rolling tailslide version, that's forward cyclic and full positive collective. Burn that idea into your mind before you begin the trick. No matter whether you complete exactly one full roll, or only 3/4, or one and a half, the pullout is the same. Be ready for it. Pull out when the ground gets too close, not at some predetermined number of revolutions. You may not have time to finish that last roll!

Oh yeah, and you can also pull inverted out with negative collective and the opposite cyclic input described above. Extra style points for this. :-)

Combinations
Rolling Loop
Rolling Circle
Pirouetting Circle
Pirouetting Loop
Pirouetting Stall Turns
Pirouetting Tumbles (Chaos)


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