Perform a range check, Monitor your flight time, Take off – Flyzone FLZA4014 User Manual

Page 15

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15

Perform a Range Check

As a precaution, an operational ground range test should

be performed before the fi rst fl ight each time you go out.

Performing a range test is a good way to detect problems that
could cause loss of control such as low batteries, defective
or damaged radio components or radio interference. This
usually requires an assistant and should be done at the
actual fl ying site you will be using.

First turn on the transmitter, then install the fully-charged

battery into the fuselage. Connect the battery and install the
hatch.

Remember, use care not to “bump” the throttle stick.
Otherwise, the propeller will turn and possibly cause
damage or injury.

Follow the instructions that came with your radio control
system to perform a ground range check. Make sure you
operate the motor and vary the rpm while performing the
check. Have your assistant alert you if the controls quit
responding or move suddenly or erratically.

If the controls aren’t working correctly or if anything seems
wrong, don’t fl y the model until you fi nd and correct the

problem. Make certain all the servo wires are securely

connected to the receiver and that the transmitter batteries
are in good condition.

Monitor Your Flight Time

Monitor and limit your fl ight time using a timer (such as one
on a wrist watch or in your transmitter if yours has one).

When the batteries are getting low you will usually notice a

performance drop before the ESC cuts off motor power, so
when the plane starts fl ying slower you should land. Often

(but not always), power can be briefl y restored after the

motor cuts off by holding the throttle stick all the way down
for a few seconds.

To avoid an unexpected dead-stick landing on your fi rst

fl ight, set your timer to a conservative 7 minutes (in most
conditions the Super Cub will usually fl y for approximately
9 minutes, but this can vary). When your alarm sounds you
can either land right away, or if you are an experienced pilot
you may continue to fl y until the motor fi nally quits. Then,
glide it in for a landing. If planning a “dead-stick,” circle your
Cub upwind of the landing area until the motor quits and
note the run time.

When you learn how much fl ight time you are getting you
can adjust your timer accordingly. Always be conservative so

the motor won’t quit unexpectedly and you will have enough
battery to land under power.

Take Off

Until you have become comfortable fl ying your Super
Cub, do not fl y if the wind speed is greater than 10 mph
[16 kph].

One fi nal check before takeoff: always check the fl ight
control response to your inputs from the transmitter

before every fl ight. Be certain the ailerons, elevator, rudder
and throttle respond correctly and that none of the controls
have inadvertently become reversed.

Your Cub may takeoff from short grass or pavement. For

beginners, short grass is usually best because it stabilizes the
wheels, making it easier to keep the plane rolling straight ahead.

If the grass is too tall the Cub may also be hand-launched.

ROG (Rise off Ground)
Place the model on the ground with the nose pointing
directly into the wind—taking off into the wind reduces the
ground speed required for takeoff and helps stabilize the
plane, keeping it moving straight ahead. Smoothly but rapidly
advance the throttle using the left control stick (rudder)
to keep the Cub going straight and the right control stick

(ailerons) to keep the wings level. Once the plane becomes

“light,” smoothly apply just enough “up” elevator to allow

the model to rise into the air—all this will happen in a few
seconds. Do not “yank” up on the elevator stick—rather, be
smooth and allow the plane to establish a gentle climb

Hand-Launch
It’s easy to hand-launch your Piper Cub, but it’s even easier
to have an assistant launch it—especially for the fi rst time.

Have your assistant hold the model under the fuselage
behind the landing gear. When you have signaled “ready” and
your assistant has acknowledged, advance the throttle to full
power. The Cub should pretty much fl y out of his hand, but
it’s a good idea to give it a strong toss at a slightly nose-up
attitude. Remind your assistant to do his best to launch the
Cub with the wings level. The Cub will initially ascend, then
climb once it gains enough fl ying speed. Apply “up” elevator to
start climbing and use the ailerons to keep the wings level.

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