Top-version Exercises:

The task consists of 5 exercises and the task is timed from launch to landing. Pilots have two attempts at the task, their fastest time of the two attempts will be their score. The fastest task time is the winner. The clock starts when you initiate your launch and the wing leaves the ground. And stops when you land on the Deck at the end of exercise 5 when the first part of the pilot/motor/wing touches the ground

The Exercise:

  1. Accuracy of launching - pilot has 2 attempts to launch. Every attempt must be from the designated "Launch Deck”. Pilots may take as long a take off run as they need (beyond the deck) but must start the launch from within the "Launch Deck". The task attempt ends after two failed launches. The 1st successful launch, signaled by the referee, may be used to start the task.
  2. Bombing - after doing 1st exercise (Launch Accuracy) the pilot must "bomb" the target with the tennis ball. The pilot may choose whatever height needed. The ball should be thrown from the pilot's hand. The target is the a one metre diameter round ring in the main field. The pilot has only one ball with him. If the pilot fails to hit the target, he must fly to the marker 3, then marker 4. Pilot has 2 attempts to score these markers by touching them with any body part (PF) or any trike part (PL).
  3. Slalom - after bombing (2nd exercise) the pilot must touch all the markers in this order - 1-2-3-4-1-2-3-4. If any of markers are missed, the pilot must try again for that marker. Each pilot has 2 attempts to touch each marker. A marker is scored if it is touched by any body part (PF) or trike part (PL)
  4. Conveyer - after completing the slalom (3rd exercise) the pilot must attempt the "conveyer”. He must land on the Deck and then launch again. Trike pilots (PL) must land with all wheels on the ground and take off. PF pilots must land, run for more than 5 steps and then take off. While doing conveyer, the pilot mustn't go out of the Deck. Each pilot has 2 attempts to do conveyor. Every launch must start from the Deck. You can use other people to lay out your wing for take off.
  5. Accuracy of landing - after the "conveyer", pilot must land on the Deck. From any altitude the pilot must fly over the Deck and kill the engine. After the engine stops the pilot must turn (left or right declared at briefing) and fly to a landing on the Deck. While landing, trikes must not be rolled or tipped. On a failed landing the pilot can try again. Each pilot has 2 attempts at the landing. Every take off must be from the Deck. You can use other people to prepare your take off.

    Bonus: if the pilot lands on the bomb target (at the center of the main field), instead of the Deck in exercise 5, 10 seconds will be deducted from the time.
    All the rules for exercise 5 apply but the smaller target can be chosen after the turn for the bonus score.

Easy-version Exercises:

The task consists of 4 exercises and the task is timed from launch to landing. Pilots have two attempts at the task, their fastest time of the two attempts will be their score. The fastest task time is the winner. The clock starts when you initiate your launch and the wing leaves the ground. And stops when you land on the Deck at the end of exercise 5 when the first part of the pilot/motor/wing touches the ground

The Exercise:

  1. Accuracy of launching - pilot has 2 attempts to launch*. Every attempt must be from the designated "Launch Deck”**. Pilots may take as long a take off run as they need (beyond the deck) but must start the launch from within the "Launch Deck". The task attempt ends after two failed launches. The 1st successful launch, signaled by the referee, may be used to start the task.
  2. Bombing - after doing 1st exercise (Launch Accuracy) the pilot must "bomb" the target with the tennis ball. The pilot may choose whatever height needed. The ball should be thrown from the pilot's hand. The target is the a one metre diameter round ring in the main field. The pilot has only one ball with him. If the pilot fails to hit the target, 10 seconds will be added to the time.
  3. Conveyer - after completing the slalom (3rd exercise) the pilot must attempt the "conveyer”. He must land on the Deck and then launch again. Trike pilots (PL) must land with all wheels on the ground and take off. PF pilots must land, run for more than 5 steps and then take off. While doing conveyer, the pilot mustn't go out of the Deck. Each pilot has 2 attempts to do conveyor. Every launch must start from the Deck. You can use other people to lay out your wing for take off.
  4. Accuracy of landing - after the "conveyer", pilot must land on the Deck. From any altitude the pilot must fly over the Deck and kill the engine. After the engine stops the pilot must turn (left or right declared at briefing) and fly to a landing on the Deck. While landing, trikes must not be rolled or tipped. On a failed landing the pilot can try again. Each pilot has 2 attempts at the landing. Every take off must be from the Deck. You can use other people to prepare your take off.

    Bonus: if the pilot lands on the bomb target (at the center of the main field), instead of the Deck in exercise 5, 10 seconds will be deducted from the time.
    All the rules for exercise 5 apply but the smaller target can be chosen after the turn for the bonus score.