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FLM rules 2001.doc (92k)
(13 Jan 01)

PF1 Task Catalogue.doc (229k)
(13 Jan 01)

Rules and task catalogue.zip (71k)
(13 Jan 01)

PPG PHG Nationals
Introduction
(30 Sep 08)

FLM rules 2001
(13 Jan 01)

PF1 Task Catalogue
(13 Jan 01)

PPG Scoring
Entries
(16 May 01)

Overall position
(16 May 01)

MFG TEAM
(15 May 01)

Task 1
(15 May 01)

Task 10
(15 May 01)

Task 2
(15 May 01)

Task 3
(15 May 01)

Task 4
(15 May 01)

Task 5
(15 May 01)

Task 6
(15 May 01)

Task 7
(15 May 01)

Task 8
(15 May 01)

Task 9
(15 May 01)

TEAM
(15 May 01)

TOTALS
(15 May 01)

PPG Tasks
TASK 10 brief
(15 May 01)

TASK 1 brief
(15 May 01)

TASK 2 brief
(15 May 01)

TASK 3 brief
(15 May 01)

TASK 4 brief
(15 May 01)

TASK 5 brief
(15 May 01)

TASK 6 brief
(15 May 01)

TASK 7 brief
(15 May 01)

TASK 8 brief
(15 May 01)

TASK 9 brief
(15 May 01)


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PPG PHG Nationals: PF1 Task Catalogue
Updated 13 Jan 2001 2001 UK National Championships

2001 UK National Championships

Task Catalogue

Tasks for Class PF (PPG)

A1     PURE NAVIGATION

Objective

To fly a course between as many turn points or markers as possible within the time window and return to the deck.

Scoring

Pilot score =

Where, according to briefing;

Either:           

NBp  = The number of ground markers and/or turn points a pilot collects in the task

NBmax = The maximum number of markers and/or turn points collected in the task

OR

NBp = the distance flown by the pilot in the task.

NBMax = the maximum distance flown in the task.

 

A2     NAVIGATION, PRECISION & SPEED     

Objective

To make a clean take-off from the deck, to fly a course between as many turn points or markers as possible within a given time, and to collect bonus points for landing at designated markers before returning to the deck.

Special rules

-    The clock starts the moment the marshal makes the signal to take off.

-    At the start, the pilot scores 300 bonus points for a clean take off at the first attempt, 200 for the second, 100 for the third, zero for any attempts thereafter.

-    In the case of landing markers, If the pilot elects to switch off his engine at least 5m above the marker and:

Makes a first touch on the marker:  Landing bonus: 200 points

Misses the marker: landing bonus: 50 points

 -   If the pilot elects to not switch off his engine and:

Makes a first touch on the marker:  Landing bonus: 100 points

-    If the pilot falls over as a result of a landing: zero landing bonus for that landing.

-    If the pilot obstructs another competitor attempting to land at a landing marker penalties will apply.

-    The clock stops the moment the pilot either crosses a line or lands back on the deck.

-    Any outside assistance: Score zero.

Scoring

Pilot score =

Where, according to briefing;

Either:           

NBp  = The number of ground markers and/or turn points a pilot collects in the task

NBmax = The maximum number of markers and/or turn points collected in the task

OR

NBp = the distance flown by the pilot in the task.

NBMax = the maximum distance flown in the task.

AND

Bto = Pilot's takeoff bonus points

Bld = Pilot's landing bonus points

BldMax = The maximum landing bonus points achieved.

 

A3     NAVIGATION / ESTIMATED SPEED

Objective

To fly a course between any combination of turn points, markers and gates as defined at the briefing having declared estimated flight times or estimated times of arrival as required at the briefing, and return to the deck.

Special rules

-    The value of T, in seconds, will be given at the briefing.

Scoring

Pilot score =

Where, according to briefing;

Either:           

NBp  = The number of ground markers and/or turn points a pilot collects in the task

NBmax = The maximum number of markers and/or turn points collected in the task

OR

NBp = the distance flown by the pilot in the task.

NBMax = the maximum distance flown in the task.

AND

T = The total difference in between pilot's estimated and actual times for all  timed sectors. (>=300 = 300)

 

A4     NAVIGATION / ESTIMATED SPEED / PRECISION

Objective

To fly a course between any combination of turn points, markers, landing markers and gates as defined at the briefing having declared estimated flight times as required at the briefing, and return to the deck.

Special rules

-    The value of T, in seconds, will be given at the briefing.

-    At the start, the pilot scores 150 bonus points for a clean take off at the first attempt, 100 for the second, 50 for the third, zero for any attempts thereafter.

-    All landing markers may be attempted with engine on unless the marker is in the landing deck and is the final element in the task.

-    If the pilot falls over as a result of a landing: zero landing score for that landing.

-    If the pilot obstructs another competitor attempting to land at a landing marker penalties will apply.

Scoring

Pilot score =

Where, according to briefing;

Either:           

NBp  = The number of ground markers and/or turn points a pilot collects in the task

NBmax = The maximum number of markers and/or turn points collected in the task

OR

NBp = the distance flown by the pilot in the task.

NBMax = the maximum distance flown in the task.

AND

T = The total difference in between pilot's estimated and actual times for all timed sectors. (>=250 = 250)

Bto = Pilot's takeoff score

Bld = Pilot's landing points

BldMax = The maximum number of landing points achieved in the task.

 

B1.    PURE ECONOMY

Objective

Take-off with a measured quantity of fuel and stay airborne for as long as possible and return to the deck.

Special rules

-    Free take-off within the time window.

-    Departure from view of the marshals or egress from the permitted flight area will incur penalties.

-    Land outside the airfield boundary:  Score zero.  Land inside the airfield boundary but outside the deck:  20% penalty.

Scoring

Pilot score = 

Where: 

Tp  = The pilot's time, 

Tmax  = The longest time taken to complete the task

 

B2     ECONOMY & DISTANCE

Objective

To take off from the deck with a given quantity of fuel, fly as many laps as possible around a course not exceeding 1Km in length and land on another deck.

Special rules

-    Pilots must not exceed 200ft height at any time, or 30ft whilst rounding pylons.

-    Exceeding the height limitations or failure to round a pylon does not score that lap.

-    If the pilot or any part of his PPG touches the ground during the task and takes off again, score zero.

-    Failure to land in the landing deck: 20% penalty.

Scoring

Pilot score = 

Where:          

Lp = The number of whole laps completed by the pilot

Lmax = The maximum number of whole laps achieved in the task.

 

B3     ECONOMY & NAVIGATION

Objective

To take off with a given quantity of fuel and locate an unknown number of markers within defined sectors and return to the deck.

Description

Each sector will contain a given IP (initial point) and a FP (finishing point) which may be a turn point, marker or gate.  The pilot flies a given track between the IP and FP.  An unknown number of markers may be distributed along the track.

Special rules

-    Outlanding: Score zero.

Scoring

Pilot score =

Where:          

NBp  = The number of ground markers and/or turn points a pilot collects in the task

NBmax = The maximum number of markers and/or turn points collected in the task

 

B4.    ECONOMY & PRECISION

Objective

To make a clean take-off in the time window with a given quantity of fuel, stay airborne as long as possible within a defined area and land on landing markers situated within the deck before the end of the time window.

Special rules

-    The pilot scores 300 bonus points for a clean take off at the first attempt, 200 for the second, 100 for the third, zero for any attempts thereafter.

-    Departure from view of the marshals or egress from the permitted flight area will incur penalties.

-    When landing, If the pilot elects to switch off his engine at least 5m above a marker and:

Makes a first touch on the marker:  Landing bonus: 200 points

     If the pilot elects to not switch off his engine and:

Makes a first touch on the marker:  Landing bonus: 50 points

-    If the pilot falls over as a result of the landing: zero landing bonus.

-    If the pilot obstructs another competitor attempting to land at a landing marker penalties will apply.

Scoring

Pilot score  = 

Where:          

TP  = The pilot's time

Tmax  = The longest time taken to complete the task

Bto = Takeoff bonus points

Bld = Landing bonus points

 

B5     SPEED TRIANGLE AND OUT AND RETURN

Objective

With limited fuel, to fly around a circuit in the shortest possible time, return to the deck, and then, with the pilots remaining fuel fly in a given direction as far as possible and return to the deck.

Description

Fuel quantity allowed:  (Suggested: 6 litres)  

Part 1: Speed; The pilot take off time is noted. The pilot flies to one or more turnpoints and returns to the deck where he is timed.

Part 2: Distance; The pilot then flies in a given direction to a point of pilot choice, photographs it, and returns to the deck.

Special rules

-    Land out before completing part 1: Score zero. 

-    Land out before completing part 2: Score zero for part 2.

-    IMPORTANT: The point the pilot photographs as his point of greatest distance in part 2 MUST be clearly and unequivocally interpretable onto the official map.  It is recommended the pilot takes several views of the point  to confirm his position in relation to surrounding features and also takes back-up photos of earlier points along his route.

-    Failure to takeoff or land entirely in the deck:  20% penalty.

Scoring

Pilot score =

Where:          

tp = the pilot's time,

Tmin = The best time (Part 1)

dp = the pilot's distance

dMax = the greatest distance  (Part 2)

 

C1.    PRECISION TAKE-OFF AND LANDING

Objective

To make a clean take off at the first attempt in the deck, and subsequently land as near as possible to a point.

 

Description
The pilot is permitted four takeoff attempts, climbs to 500ft overhead the target, cuts the engine before passing through a gate and tries to make a first touch as near as possible to the centre of a target consisting of a series of concentric circles.
Special rules

-    The pilot scores 250 points for a clean take off at the first attempt, 170 for the second, 90 for the third, zero for the fourth.

-    The circuit to be flown will be detailed at briefing.

-    The first touch of the ground by the pilot's foot is the point from which the pilot's score will be derived.  A first touch on the line scores the higher score.

-    Contestants will be awarded a zero score if the pilot or any part of the aircraft touching the ground outside the deck while undertaking the task.

-    Contestants will be awarded a zero landing score for:

Engine not stopped before the gate.

Gate not passed correctly.

Falling over as a result of the landing.

Scoring

Pilot score = (Bto + Bld)

Where:          

Bto = Takeoff points

Bld = Landing points

 

C2.    PRECISION CIRCUIT IN THE SHORTEST TIME

Objective

To strike a number of targets laid out in a given order in the shortest possible time and return to the deck.

8 targets 2m in height are laid out 50M apart in two arrays.  The first array has 4 targets in a straight line, the second array has 4 targets in a slalom. 

A further target is placed 50M behind target 10 to serve as a pylon which must be flown round (by the body of the pilot) before target 10 is struck.

Description

 

Special rules

-    A valid strike on a target is one where the pilot or any part of the PPG has been clearly observed to touch it.

-    To count as a strike, target No. 9, the pylon, must be rounded in a CLOCKWISE direction.

-    A strike on target 1 starts the clock, a strike on target 10 stops the clock.

-    Pilots may have only one attempt at striking each target except for the first and last targets where three attempts at each are permitted. 

-    Failure to strike the first or last target or touch the ground at any point between them: score zero.

Scoring

   Pilot Score =

Where:

NQ  = The number of targets struck by the pilot

Sp  = The pilot's elapsed time in seconds between striking target 1 and target 10

 

C3.    SLOW / FAST SPEED

Objective

To fly a course as fast as possible and then return along the course as slow as possible.

Description

A straight course between 250m and 500m long and 25m wide is laid out with gates at each end. The pilot makes a timed pass along the course as fast as possible, returns to the start, and makes a second timed pass in the same direction as slow as possible.

Special rules

-    For each leg, the clock starts the moment the pilot passes the first gate and stops the moment he passes the second.

-    If the pilot or any part of his PPG touches the ground during the first leg: VP1 = zero and EP = zero

-    If the pilot or any part of his PPG touches the ground during the second leg: VP2 = zero and EP = zero

-    If the pilot zigzags or if the body of the pilot overflies a side of the course or exceeds 2m above ground:  Score zero.

-    The maximum time allowed for a pilot to complete each leg of the course is 5 minutes.

Scoring

Pilot score =

Where:

Vmax  = The highest speed achieved in the task, in Km/H

Vp1  = The speed of the pilot in Km/H in the first leg of the task

Vmin  = The lowest speed achieved in the task, in Km/H

Vp2  = The speed of the pilot in Km/H in the second leg of the task

Ep  = The difference between the pilot's slowest and fastest speeds, in Km/H

Emax  = The maximum difference between slowest and fastest speeds, in Km/H

C4     THE FOUR STICKS

Objective

This task is intended as a small break task between elements of an overall task. 

Description

There are 4 standard kicking sticks set at the corners of a 50m x 50m square.  The pilot must kick 3 of the 4 sticks.  The first stick the pilot kicks may be any of the 4 sticks.  The third stick the pilot kicks must be diagonally opposite the first, the second stick may be either of the two other sticks.

Special rules

-    If this task is used to take a time for the purposes of an element of the overall task then the time shall be taken the moment the pilot strikes the first stick.

-    The pilot may have as many attempts as necessary at striking the first stick.

-    Only ONE attempt is allowed at kicking both the second and third sticks.

-    There shall be one group of 4 sticks for every 15 competitors in the task.

-    On approach to the task, pilots should choose a "free" group of sticks, however if, in the opinion of the marshals on duty a conflict with another aircraft existed (depending on the overall task, for example if there is a timing involved) both should kick only one stick and then depart on the rest of the overall task.  Both pilots will then be given the opportunity to have ONE further attempt at this task as soon as possible after the end of the overall task.

Scoring

The scoring should be integrated into the overall task as NQ.  If the pilot fails to kick either the second or third stick then for each stick then the penalty shall be no more than 5% of the overall task score.

C5          Up - down - Precision landing

Objective

To climb to a height of pilot choice, switch off the engine and glide to a precision landing as fast as possible.

Description

A “kicking stick” is positioned near to the precision landing target.  The pilot kicks the stick to start the clock.  The pilot climbs to a height of pilot choice and cuts his engine.  The engine must be off for at least 30* seconds before the pilot touches the ground as near as possible to the centre of a 10m radius target.  The clock stops when the pilot touches. Pilot time is corrected with a time bonus or penalty depending on pilot's landing performance.

Special rules

-    The pilot may only have 3 attempts at kicking the stick.

-    5* seconds are subtracted from the pilot’s time if the first touch is on a football at the centre of the target.

-    10* seconds are added to the pilot's time for every whole second less than 30 seconds between engine stop and first touch.

-    1* second is added to the pilot's time for every whole 5*cm of distance from the furthest point of first touch to the centre of the target. (Max 5m* [100 sec]*).

-    30* seconds are added to the pilot's time for falling over on landing.

Scoring

Pilot score = 

Where:

Tp = Pilot time between kicking stick and first touch including any landing bonus or penalty.

TpMin = Shortest time between kicking stick and first touch including any landing bonus or penalty.

* = Numbers may be varied by director at Pilot briefing.

 

N1     NOISE IN CLIMB

Objective

From a stationary position on the ground in front of a line and using a fixed throttle (and propeller pitch) setting of pilot choice, the pilot takes off and climbs in a straight line over a microphone set 300m distant from the line.   The max noise in dBA of the aircraft is measured.

Special rules

-    Weaving, failure to fly directly over the microphone, changing throttle or propeller pitch setting:  Zero score.

Scoring

Pilot score = 

Where:

nMin = The minimum noise in dBA achieved in the sub-class

nP = The noise achieved by the pilot in dBA

 

N2     MINIMUM NOISE IN LEVEL FLIGHT

Objective

To fly two legs of a course in opposite directions as quietly as possible.

Description

The course is between two points 300m apart and must be flown in a straight line at a height of 25ft (± 10ft). at a pilot selected constant throttle and propeller pitch setting.  The microphone is positioned 100m offset from the centreline and equidistant from the two points.

Special rules

-    Weaving, changing height, throttle or propeller pitch setting whilst in the course: Zero score for that run.

Scoring

Pilot score = 

Where:

nMin1 and nMin2 = The minimum noise in dBA achieved on each run in the sub-class.

nP1 and nP2 = The noise achieved by the pilot in dBA on each run.