Landing flight takeoff – Great Planes Super Chipmunk ARF - GPMA1303 User Manual
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Before you get ready to takeoff, see how the model handles
on the ground by doing a few practice runs at low speeds
on the runway. Hold “up” elevator to keep the tail wheel on
the ground. If necessary, adjust the tail wheel so the model
will roll straight down the runway. If you need to calm your
nerves before the maiden flight, shut the engine down and
bring the model back into the pits. Top off the fuel, then
check all fasteners and control linkages for peace of mind.
Remember to takeoff into the wind. When you’re ready, point
the model straight down the runway, hold a bit of up elevator
to keep the tail on the ground to maintain tail wheel steering,
then gradually advance the throttle. As the model gains
speed decrease up elevator allowing the tail to come off the
ground. One of the most important things to remember with
a tail dragger is to always be ready to apply right rudder to
counteract engine torque. Gain as much speed as your
runway and flying site will practically allow before gently
applying up elevator, lifting the model into the air. At this
moment it is likely that you will need to apply more right
rudder to counteract engine torque. Be smooth on the
elevator stick, allowing the model to establish a gentle climb
to a safe altitude before turning into the traffic pattern.
For reassurance and to keep an eye on other traffic, it is a
good idea to have an assistant on the flight line with you. Tell
him to remind you to throttle back once the plane gets to a
comfortable altitude. While full throttle is usually desirable for
takeoff, most models fly more smoothly at reduced speeds.
Take it easy with the Super Chipmunk for a few flights,
gradually getting acquainted with it as you gain confidence.
Adjust the trims to maintain straight and level flight. The
airplane is capable of virtually all aerobatic maneuvers.
Spins, loops, snap rolls, point rolls, lomcevaks and stall
turns are all within the capability of this model. This plane is
not a 3D capable airplane. The Super Chipmunk was a
modified British military trainer; therefore, it had limits to
what it could do. At the end of this flying section we have
included a copy of the maneuvers Art flew when performing
his air show.
After flying around for a while, and while still at a safe altitude
with plenty of fuel, practice slow flight and execute practice
landing approaches by reducing the throttle and dropping the
flaps to see how the model handles at slower speeds. Add
power to see how she climbs as well. Continue to fly around,
executing various maneuvers and making mental notes (or
having your assistant write them down) of what trim or C.G.
changes may be required to fine tune the model so it flies the
way you like. Mind your fuel level, but use this first flight to
become familiar with your model before landing.
The flaps on this plane are very effective at slowing the
plane. In fact, with flaps deployed you will find that this plane
will land in a very short distance. Without flaps the plane will
land at a faster, but very manageable speed. To initiate a
landing approach, lower the throttle while on the downwind
leg. Allow the nose of the model to pitch downward to
gradually bleed off altitude. Continue to lose altitude, but
maintain airspeed by keeping the nose down as you turn
onto the crosswind leg. On the crosswind leg, lower the
flaps. Make your final turn toward the runway (into the wind)
keeping the nose down to maintain airspeed and control.
Level the attitude when the model reaches the runway
threshold, modulating the throttle as necessary to maintain
your glide path and airspeed. If you are going to overshoot,
smoothly advance the throttle (always ready on the right
rudder to counteract torque) and climb out to make another
attempt. When you’re ready to make your landing flare and
the model is a foot or so off the deck, smoothly increase up
elevator until it gently touches down. Once the model is on
the runway and has lost flying speed, hold up elevator to
place the tail on the ground, regaining tail wheel control.
One final note about flying your model. Have a goal or flight
plan in mind for every flight. This can be learning a new
maneuver(s), improving a maneuver(s) you already know, or
learning how the model behaves in certain conditions (such
as on high or low rates). This is not necessarily to improve
your skills
(though it is never a bad idea!), but more
importantly so you do not surprise yourself by impulsively
attempting a maneuver and suddenly finding that you’ve run
out of time, altitude or airspeed. Every maneuver should be
deliberate, not impulsive. For example, if you’re going to do
a loop, check your altitude, mind the wind direction
(anticipating rudder corrections that will be required to
Landing
Flight
Takeoff
CAUTION (THIS APPLIES TO ALL R/C AIRPLANES): If,
while flying, you notice an alarming or unusual sound
such as a low-pitched “buzz,” this may indicate control
surface
flutter. Flutter occurs when a control surface
(such as an aileron or elevator) or a flying surface (such
as a wing or stab) rapidly vibrates up and down (thus
causing the noise). In extreme cases, if not detected
immediately, flutter can actually cause the control surface
to detach or the flying surface to fail, thus causing loss of
control followed by an impending crash. The best thing to
do when flutter is detected is to slow the model
immediately by reducing power, then land as soon as
safely possible. Identify which surface fluttered (so the
problem may be resolved) by checking all the servo
grommets for deterioration or signs of vibration. Make
certain all pushrod linkages are secure and free of play. If
it fluttered once, under similar circumstances it will
probably flutter again unless the problem is fixed. Some
things which can cause flutter are; Excessive hinge gap;
Not mounting control horns solidly; Poor fit of clevis pin in
horn; Side-play of wire pushrods caused by large bends;
Excessive free play in servo gears; Insecure servo
mounting; and one of the most prevalent causes of flutter;
Flying an over-powered model at excessive speeds.
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