VTPR - ISC Contest - part 3



Figures, Points, Criteria, Freestyle


Listed below are the current figure choices the entrant shall choose from to develop his or her contest program. A complete program includes at least one Regular round and only one Freestyle round. Each Figure has a designated ‘maximum points’ and ‘performance criteria’ attached in which judges will utilize in they’re reviews. The figures are weighted similar to the “K” factor system but rather allows the entrants to decide his or her difficulty level up front by choosing a hard Figure to try and get a reasonable score out of 10 for example or choose an easier figure and score full points if the figure’s highest score is 8. It’s a trade off. Do I play it safe or do I risk it all? The Freestyle round is scored as one overall performance.

Example Scoring Exercise:
Pilot flies a ‘Tail Drag’ Pass with a high entry and low exit, but the actual drag is spot on. The glider maintains momentum but the wings are off at an angle to the ground by 15 degrees. How would you score this 8 point figure? Read the criteria below. Would he receive deductions for varied entry and exit positions, wings position? Would he score highly, based on the core of the maneuver, that being the actual tip drag portion? The criteria rule of thumb in VTPR context should be the core of the figure in this Instant Scoring system and its figure criteria. Depending on just how clean the core is, the judge should deduct and score accordingly. I would assume 6-7 points based on this pass description. Deduction’s mainly for the wings not being level through the core.

Level entry and exit positions, apply where designated. All points shown are the maximum value of each figure. Bonus Points are described as shown. Actual points awarded are to be whole numbers at this point. Half numbers may be introduced at a later stage.

Regular Round – choose 8 primary figures. Counts for 75% of the total program score.

Upright Pass5 points
Straight and level pass held to the ground within 1 wingspan for 3-5 seconds. Wings level to the ground. Entry and exit same height from ground.

Inverted Pass6 points + 1
Straight and Level inverted pass with vertical fin tip held within 1 wingspan for 3-5 seconds. Wings level to the ground. Additional 1 point awarded for holding pass 3 seconds inverted with vertical fin tip held within ½ wing span. Entry and exit same height from ground.

Snap Roll Pass10 points
Snap rolls are to be flown normally on a straight and level flight Snap rolls can be chosen to be flown on the ‘level, up, down and 45deg lines’  path. A Snap Roll is similar to an upright Spin. It is an auto-rotation procedure with one wing stalled. In the regular Snap Roll, the plane is stalled by applying a positive G-force. The rudder is used to start the auto-rotation, just like a Spin. Minimal elevation change allowed.

Half Snap Roll Pass – 8 points
Half Snap rolls can be chosen to be flown on the ‘level, up, down and 45deg lines’ path. A Snap Roll is similar to an upright Spin. It is an auto-rotation procedure with one wing stalled. In the regular Snap Roll, the plane is stalled by applying a positive G-force. The rudder is used to start the auto-rotation, just like a Spin. Minimal elevation change allowed.

Single Roll Pass – 9 points
Rolls should be flown normally along a straight and level flight path left or right. The roll rate should be constant and the longitudinal axis of the plane should be straight and level. The flying path should be straight and level. The longitudinal axis may have to pitch up a bit, especially at slower speeds to maintain level flight. This may require constantly changing the input of the rudder and elevator control inputs throughout the Roll. Entry and exit needs to be straight and level and at a constant height. Minimum flying height should be two wing spans above ground.

Slow Roll Pass8 points
Slow Rolls should be flown normally along a straight and level flight path left or right. The roll rate should be constant and the longitudinal axis of the plane should be straight and level. The flying path should be straight and level. The longitudinal axis may have to pitch up a bit, especially at slower speeds to maintain level flight. This may require constantly changing the input of the rudder and elevator control inputs throughout the Roll. Entry and exit needs to be straight and level and at a constant height. Minimum flying height should be two wing spans above ground.

Double Roll Pass – 10 point
Two complete Rolls should be flown normally along a straight and level flight path left or right. The roll rate should be constant and the longitudinal axis of the plane should be straight and level. The flying path should be straight and level. The longitudinal axis may have to pitch up a bit, especially at slower speeds to maintain level flight. This will require constantly changing the input of the rudder and elevator control inputs throughout the Rolls. Entry and exit needs to be straight and level and at a constant height. Minimum flying height should be two wing spans above ground.

Tail Drag Upright Pass – 9 points
Upright Tail Drags require momentary touching the tail section of the fuselage to the nearest ground or vegetation without losing forward momentum. The touching point must be self evident to the judges to be awarded maximum points. Deduction for a ‘no touch’. Wings should be held axially level to the ground.

Tail Drag Inverted Pass – 10 points
Inverted Tail Drags require momentary touching the vertical fin to the nearest ground or vegetation without losing forward momentum. The touching point must be self evident to the judges to be awarded maximum points. Deduction for a ‘no touch’. Wings should be held axially level to the ground.

Reverse Roll Pass (half roll left, half roll right) – 8 points
This consists of a crisp half roll to the left then a half roll to the right without over-rotating in either direction. Maintain straight and level flight. The flying path should be straight and level. The longitudinal axis may have to pitch up a bit, especially at slower speeds to maintain level flight. Entry and exit same height from ground. Minimum flying height should be two wing spans above ground.

Tip Drag Upright Pass – 8 points
This requires momentary touching of a wing tip on the ground or vegetation. The glider may be positioned off the level plain axially to complete ‘the touch’ of the wing tip. The more angularity of the wing tip to the ground will equate to less deductions as this puts the glider in greater danger of pin-wheeling. This high risk Figure could be awarded extra points if performed correctly.

Tip Drag Inverted Pass – 10 points
This requires momentary touching of a wing tip on the ground or vegetation. The glider may be positioned off the level plain axially to complete ‘the touch’ of the wing tip. The more angularity of the wing tip to the ground will equate to less deductions as this puts the glider in greater danger of pin-wheeling. This high risk figure could be awarded extra points if performed correctly.

4 Point Roll Pass10 points
This requires low, straight and level flight as safely as possible without crashing. This may be performed in clear space close to the front lip of the slope if it is near ground level of the pilots standing position. Points might also be deducted for not maintaining a straight and level flight path. The entry and exit should maintain the same height from the ground. Slow or fast trajectory speed is weighed less than crisp and obvious 1⁄4 roll hesitations of 1 second duration.

2 Point Roll Pass8 points
This requires low, straight and level flight as safely as possible without crashing. Unlike the 4 Point Roll Pass, this figure must be flown directly over the ground. Points might also be deducted for not maintaining a straight and level flight path. The entry and exit should maintain the same height from the ground. Slow or fast trajectory speed is weighed less than crisp and obvious ½ roll hesitations of 1 second duration.

Touch-N-Go to Inverted Snap Pass9 points
This requires enough momentum to be able to lightly touch the fuse-belly on the ground and perform a half Snap Roll to inverted and continue flying without crashing. Exit needs to be straight and level.

Knife-Edge Pass – 10 points + 1
This requires the gliders top surface to be facing towards the pilot. One (1) additional point awarded for canopy towards the pilot flight path. Perform a left or right flight trajectory while maintaining a maximum distance from the ground of 2-3 wing spans. The pilot should hold the Knife Edge Pass for a minimum of 3 seconds with the wings 90 degrees perpendicular to the ground. A slight arc across the flight line is allowable due to natural gravity tendencies. The Entry and Exit should be straight and level.

Vertical Falling Knife-Edge – 9 points
The gliders trajectory towards the ground should sustain a minimum of 3 seconds and the glider should be able to rotate out of the figure with wings parallel to the ground (within 3 wing spans distance of the ground) into straight and level hover or flight. Degree of perpendicularity of the wings while falling towards the ground will determine the deduction. Less perpendicularity means more deduction.

360 Degree Inside Flip - 9 points
This “mad flip” figure is to be done within 2 wingspan distance from the center rotating axis of the glider and the ground. Wings parallel to the ground through the figure. Entry and exit may have minimal height difference. Over or under rotation of the flip will have a deduction. Glider must continue flying level on exit.

360 Degree Outside Flip - 10 points
This “mad flip” figure is to be done within 3 wingspans distance from the center rotating axis of the glider and the ground. Wings parallel to the ground through the figure. Entry and exit may have minimal height difference. Over or under rotation of the flip will have a deduction. Glider must continue flying level on exit.

Creative Landing Pass – 5 points
This pass consists of landing the glider with a twist. In order to receive 5 points the pass must include a bonus point move listed below i.e. Hover Half Snap Roll, Inverted or Upright hand catch. Bonus points additive.

Bonus Points – Points are additive to the regular round of figure points only.

Inverted Launch – 1 points
This maneuver must be part of a regular round figure. Glider is launched no higher than
head height. Wings level to the ground. The glider enters level flight into the chosen
primary figure.

J-Flip Launch – 2 points
This maneuver must be part of a regular round figure. Glider is launched inverted and re
versed no higher than head height. On exit the wings should be level to the ground while entering into a chosen primary figure.

Lowest Of The Low – 5 points
Points are awarded to the event entrant who obviously and consistently flies all of his or her figures lower than any other entrant for the day.

Hover Half Snap Roll3 points
In a headwind, the hover Snap Roll needs to maintain level flight of the glider with minimal elevation loss or gain. Wings are to remain parallel to the ground after the Snap Roll is completed.

Hand Upright Catch – add 1 point

Hand Inverted Catch – add 2 points

Freestyle Round – Accounts for 25% of the total program score.

This is a solo round flown one time per entrant per event and is established to allow pilots to freely express VTPR Aerobatics in a personalized way. This is a flowing and fluidic session in keeping with the VTPR style of flying that allows the pilot to perform all of his or her techniques and transitions in one package.
  • Requires a minimum of 3 chosen figures from the above list to be mixed in your personal ‘freestyle’ arrangement. Figures "may be repeated".
  • Transitions may be explored with creativity and above 3 wingspans from the ground.
  • A generous amount of low and over-ground passes of any form should be obvious as per part 2, item 8.
  • Time limit is 3 minutes from launch. A 15 second overage is allowed without deduction.
  • Helpers are allowed to retrieve and re-launch the glider.
  • Any size glider from 60" wingspan and above is allowed.
  • Recorded music is allowed for timing and choreography purposes.
  • Judging criteria as per Part 5

This 'freestyle video' example shows what is possible in the areas of originality and creativity. The performance includes at least 3 primary figures i.e. tip drags, touch-n-go's, falling vertical knife edges and inverted passes. It also displays fluidic and flowing characteristics as well as clean and purposeful execution. The video can be used as a guide in developing your personal freestyle performance.






Next up – Part 4,    Video Contest