Eagles Cup Events

Limbo with egg then drop it!  *First done at the FFFF 2016

Start with aircraft in start box.

The timer will insert the provided egg.

When timers says start. The pilot can leave the start box and attempt to make as many smooth passes in one direction under the limbo line in 90 seconds.

Only when the timer says “the times up” the pilot can attempt to drop the egg in a circle for the bonus points of a adding of 4 completed limbo passes. If the egg falls out prior the mission, he will deserves no bonus limbo passes.

 

Balloon bust and dicey loops with an egg. *First done at the FFFF 2016

Place provided cup onto aircraft.

Start with aircraft in start box.

The timer will insert the provided egg.

Roll a single dice for a number.

When timers says start. The pilot can leave the start box and attempt to pop the two balloons on each end of the runway.

Each popped balloon is -20 seconds

Once popped or if the pilot chooses to forfeit the -20 each pop, Take off and complete 1 loop per the number you rolled on dice.

Land and taxi back into the start box and the timer will stop the clock when the aircraft's motion comes to a stop with two wheels /skis in the box.

Bonus: If the egg is in the cup, a bonus of 30 seconds will be subtracted from the overall time!

 

Balloon Bust

The object is to hit and break a balloon that is attached to a pole on the field.  Time will start when the plane leaves the ground and will end when the plane lands on the field.  Yes, if it lands in pieces it will count as long as at least the stick was broken.  The pilot may pass up wind or down wind.  Each Pilot will get 2 tries to break the balloon or stick and the points will be ass follows.  Time will be the tie breaker within equal scoring points.

      Pass #      Breaking the Balloon     Breaking the Stick

1                       200                                100

2                       100                                 50

3                        50                                  25

 

Balloon Bust Slalom

The pilot will place the plane in the starting position and stand anywhere that they are comfortable. The pilot will start the timer and then taxi the plane around the markers in the middle of the field and pop the balloon at the end. The pilot will then take off and do a complete 360 degree turn (not a loop) and land the plane. The pilot will then need to taxi back through the markers in the opposite direction and break the balloon on the opposite end of the field. Time will end when the second balloon is broken. A 20 second penalty will be held for each marker on the field that gets hit either in the taxi or the landing. If the plane stalls, a pit member or the pilot must restart the plane and return to the pit zone before the contest can continue.

 

“Bean” there, Done that

24 dried beans will be supplied to the pilot along with a Dixie cup that will be firmly attached to the top of the plane. The pilot must take off and do 2 loops or 2 rolls and then land the plane in the shortest time possible with all of the beans still in the cup. The time will only be used to determine the winner of 2 or more contestants returning with the same number of beans

 

Bomb Drop

The pilot will attach a supplied wooden bomb to the plane in either a cup attached to the top of the plane; or in a bomb drop device on the plane. The scoring will be the sum of the distances from where the bomb drops and the distance to the nose of the plane where it stops from the target after landing. If the bomb is lost in the air, then the pilots score will only be the landing and will only be compared to other fliers who loose the bomb.

 

Can A Cheetah Crawl?

Basics:

With the same plane….a pilot must first make a slow pass through the field, followed by a high speed pass through the field. The fast pass time is subtracted from the slow pass time. There will be two heats. The two scores are added together. Longest resulting time wins.

Two flagmen will be positioned near each end of the runway. When they see that a pilot has crossed their line they will signal with the flag at which time the MC will either start or stop the stopwatch. Both passes must be made during the same flight. I.E. take off…line up….do the slow run….circle around….and do the high speed pass. Each pilot will complete two heats. (All pilots will complete one slow/fast flight, then we move on to the second round)

Rules:

We will roll dice for pilot order.

Both PASSES must be below the treetops and therefore inside the field at all times. Takeoff and circling around outside the field is of course allowable while lining up or preparing for the pass(s). Backwards motion = disqualification during the PASSES. (i.e. doing in the field loops or turns to lengthen flight time). Flight line violation, not keeping minimum 25’ from the pilots box, and flying higher than treetop level = disqualification. Forward motion must be apparent at all times during the passes.

 

“Can” U land

A soda can will be attached to a 30-foot string and the string will be attached to a point on the pilot’s plane. The pilot will take off and will have 5 passes to score points by touching the can in a marked target zones on the field. The sum of all 5 passes will be added to the pilot’s total score for the event. The distance from the nose of the plane to a marker on the field will be used as a tiebreaker after landing.

 

Carrier Touch-n-Go

 

Climb -n- Glide

Take off and climb as high as you wish. Time will begin when you shut off your engine. You must stay aloft for the 2 minutes before landing. Score 120 points for a perfect 2 minutes. Lose 1 point for each second less than or greater than the allowed time. In the event of a tie, the plane landing closest to the flag pole will win.

 

Dicey Lotto

There will be 6 zones marked on the runway and will contain the numbers from 1 through 6 in each of the zones. The pilot will roll two dice and will need to take off and perform a touch –n- go in the zone of the numbers rolled on one of the dice and then the other number rolled on the dice. Time will start when the pilot starts the timer and will stop when the pilot lands and stops the timer. No substitutions in numbers can be allowed. The touch –n- go must be performed cleanly in only the zone of the number desired. Any roll through another number will require a second pass. As many passes can be made as required completing the event. Time will start when the plane leaves the ground to when the plane touched down.

 

Dicey Roops

The pilot will roll 2 dice before the start of the flying part of the event. The pilot must do 1 roll plus 1 loop (roop) for the number rolled on the dice and then land to roll the dice again. Time will start when the plane leaves the ground and will end when the pilot rolls his number again after the roops are completed. The pilot must change direction to initiate the sequential roops (do a 180 degree turn for the next roop).

 

Egg Drop

A cup will be fastened to the top of the plane by the pilot and inspected by the judge. An egg will be placed in the cup and the pilot will taxi on to the field and take off. The pilot must do at lest a 180 degree turn before the egg is dropped. Time will begin when the plane leaves the ground and will end when the plane touches down. The pilot must get into position and drop the egg closest to the marker on the field. If an egg is lost before the turn or lost in the woods, then time will determine the points allowed.

 

Egg Land

The object is to take off and land with an egg attached to the top of the plane with a paper cup and rubber bands. A cup will be fastened to the top of the plane by the pilot and inspected by the judge. An egg will be placed in the cup and the pilot will taxi on to the field and take off. Time will begin when the plane leaves the ground and will end when the plane touches down. The pilot must do this in exactly two minutes. The pilot must count his own time with no timing devices. One point will be deducted for every second the plane is greater than or less than two minutes. Land with an egg in two minutes = 200 points. Land without an egg in two minutes = 50 points.

Variation:

The object is to take off and land with an egg attached to the top of the plane with a paper cup and rubber bands. A cup will be fastened to the top of the plane by the pilot and inspected by the judge. An egg will be placed in the cup and the pilot will taxi on to the field and take off. Time will begin when the plane leaves the ground and will end when the plane touches down. The pilot must fly for at least one minute. One point will be deducted for every second the flight is less than one minute. The object is to end up as close as possible to a predetermined point on the runway, with the egg still in the cup. The distance is measured between the point and the egg cup. Engine must be at idle or off after touching down, taxiing after landing is not allowed. Score is 100 minus number of feet from the marker minus any time penalty plus 50 if you land with the egg.

 

Le Mans Start, Balloon Bust, Loop, and Land

 

At the beginning of the event a dice will be rolled to determine what type of loops are performed. Even numbers indicate outside loops must be performed, pilots rolling odd numbers must do inside loops.

This event is just as the name implies. The CD starts the clock and says 'GO'. The pilot will fuel and start the plane, taxi to the first balloon and bust it. Next, each pilot must take off and complete 6 inside or outside loops depending on the dice roll. After loops are completed you land and break the second balloon, which stops the clock.

Fastest time completing all tasks is the winner.

 

Limbo

We will use a two zone limbo system with crepe paper streamers to divide the zones. Each pilot will get five passes (one wave off on approach is also allowed). If the streamer(s) are broken, you still earn points based on judges sighting, but the most points are awarded by keeping the streamers uncut. As shown below you get the highest points for inverted flight in the lower zone. If you stay upright, the highest points are awarded in the upper zone. A slight touch or even a roll-through still gets points, so come out and join the fun.

 

Limbo Scoring Matrix

 

with
streamer

without
streamer

with
streamer
(inverted)

without
streamer
(inverted)

roll thru

10

5

-

-

touch

20

10

40

20

lower zone

30

20

80

40

upper zone

40

15

60

30

 

Mail Run

The object will be to place the plane in a “starting box” on the field. The pilot will start a timer located near the inbound mail box and then will taxi the plane to a “pick up” zone and get a business card and attach it to the plane any way they want. The pilot will then take off and do a complete 360 degree turn (not a loop) and land. The pilot will need to taxi back to the start area and place the mail in the “inbox” and then stop the timer after they put the card into the container.

 

Pattern Surprise

 

Precision dead stick

The pilot will take off and count 60 seconds and get to a comfortable altitude to kill the engine. The timer for climb out will be stopped and the timer for glide will be started. The pilot must stay aloft for 60 seconds before landing nearest the marker on the field. Score 120 points for a perfect 2 minutes. Lose 1 point for each second less than or greater than the allowed time. The distance from the marker on the field to the nose of the plane will be measured for the landing precision. This distance will be subtracted from the score of the climb and the glide times.

 

Precision Egg Land

The object is to take off and land with an egg attached to the top of the plane with a paper cup and rubber bands. Time will begin when the plane leaves the ground and will end when the plane touches down. The pilot must fly for at least one minute. One point will be deducted for every second the flight is less than one minute. The object is to end up as close as possible to a predetermined point on the runway, with the egg still in the cup. The distance is measured between the point and the egg cup. Engine must be at idle or off after touching down, taxiing after landing is not allowed. Score is 100 minus number of feet from the marker minus any time penalty plus 50 if you land with the egg.

 

Precision Landing

There will be 4 concentric rings on the field. The object will be to land within the circles on the field. The total score will be the sum of the zone that the plane lands, plus the zone that the plane comes to rest in. A timer will begin when the plane leaves the ground and will end when the plane comes to rest. Time will be a tie breaker within equal scoring points. Scoring: 100 points for center, 70 points next outer, 50 points next outer, and 10 points for outer most. The total score will be the sum of both points. If a plane touches down in the center but rolls out of the outer most circle, the total points will be 100. If the plane touches down and stops in the middle zone, the total score will be 200 points.

 

Precision touch-n-go

There is a large circle painted on the field. The object is to do six touch and goes within the circle, without touching the ground outside the circle. You get six passes to get as many touches in the circle as you can. To break a tie, fastest time wins.

 

Puddle Jump

The pilot must take off and then land within the first zone, take off before leaving the first zone and cross the middle zone, land in the second zone and then take off before rolling out of the second zone. Time will begin when the plane leaves the ground and will end after the plane leaves the second zone. In case of a tie, the shortest time wins. Perfect score is 50 pts. , 20 for touch in 1st zone and jumping middle, but missing 2nd zone, and 10 for touch in 1st zone but missing all others. Time will be a tie breaker within equal scoring points.

 

Take Off Loop and Land

The pilot must take off and do 20 loops and land. Time will begin when the plane leaves the ground and will end when the plane touches down anywhere within the mowed portion of the field.

 

Take off Roll and Land

The pilot must take off and do 20 rolls and land. Time will begin when the plane leaves the ground and will end when the plane touches down anywhere within the mowed portion of the field.

 

Ten Pin

Ten 2 liter soda bottles will be placed on the field in a large diamond pattern. The pilot will have 2 minutes to take off and knock down as many of the bottles as possible before time runs out. The plane must be in the air to count as a tip over so taxiing into the bottles will not count. Each touch–n-go will cost the pilot 2 points. Each knock down will be worth 10 points. In the event of a tie, a landing spot will be used to determine the winner and will be measured from the marker to the nose of the plane. Any crashes or dead-sticks will end the event (MDS owners beware).

 

Timed Pattern

The pilot must complete all of the following maneuvers in the shortest time possible. The events must be done in order and will not be judged for form, just for completion. The pilot must call each maneuver. Time will start when the timers says go and end after touch down and taxi to designated spot.

Take off
1 Loop
1 Roll
1 Stall Turn
1 Split "S"
1/2 Cuban 8
2 (count 'em two) spins!
Landing

 

Time Trials

The Time Trials event is an adaptation of pylon racing to our small, tree-lined field. The goal is to complete 3 circuits in the shortest time possible.
Just like all other Eagles Cup events, there are no limits on airplane type or engine size as long as the club noise limit is obeyed. Trainers and students are welcome.

The pilot and judge/time keeper will stand at a pilot station. A spotter will stand at each end of the field, one close to the notch (north end), one near the trees (south end).The pilot will take off in any direction. The circuit will start when the plane passes the pilot's station going north to south. The plane must exit the field over the south end trees, turn left 180 degrees and fly towards the notch. The plane must travel around the tree that is at the edge of the notch and enter the notch below treetop level. A circuit is complete when the plane passes the pilot station.

The timer will stop when the 3rd circuit has been completed.

The spotters at either end of the field will raise their arm when the 'pylon' has been successfully passed on entry. The judge will say 'check' to the pilot when the pylon has been successfully passed. The pilot may turn before a 'check', but he/she runs the risk of missing the turn (south end) or hitting the tree (north end). Either spotter may 'wave off' a turn if the pylon was not rounded properly.

If a turn was missed (as indicated by a spotter wave-off), the pilot must go back and successfully complete the turn.
A dead stick ends the event. Scoring is done first by # of laps completed, then by lowest time.

Violating the flight line disqualifies the pilot from the event (0 points).
In the unlikely event of a tie, the pilot who competed first wins.

 

Touch -n- Go

Object is to take off and do so as many touch-and-go's as possible within a 2-minute time limit. Time will begin when the plane leaves the ground. The score will be the total # of touches accumulated. There can be only one touch per pass but a pass can be up or down wind. Looping is allowed as long as the plane does not cross the flight line and go over the pit.

 

Touch and go Timer

The object will be to do as many touch -n- goes as possible within a 2-minute time limit but a minimum of 3 will be required. The pilot must count the 2 minutes without the use of a timer. Each touch will be worth 3 points added to the score. Every second that the time is over the 2 minute time limit will be a 3-point reduction form a perfect time score of 120. Every second that the time is less than the 2-minute time will be a 2-point reduction form a perfect time score. No touches will be allowed once the landing approach is called.

 

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