ASRO Man-on-Man Slope Racing 101

 Updated 12/23/02

 

 

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Slope Racing 101
by Professor T. Copp
Updated 12/17/02 - Click here to see the Official MoM Rules

In this short class we will learn the basics of slope racing and race strategy, indicated in green text.
Simple explanations of why we do things are in blue.
The goal in slope racing is to win. To finish first, first you must finish. 

Man on Man:
Man on man racing involves racing up to 4 models on the race course at the same time, in the same conditions.
The goal is to be the first pilot to finish all required laps.

The basic race structure:
The race course is set along the face of the slope perpendicular to the wind. The turn points are defined as base A and base B. Base A is where the pilots will stand. The race course should be at least 80 meters long for the smaller span classes and up to 200 meter length for the unlimited class. Any distance will work depending on the shape of your slope. Take into consideration that faster models need more distance between the bases and smaller models get boring on too long a course. The length of the heat race is usually 8 complete laps. About 1 1/2 to 2 minutes in length.

The pilots are separated into smaller groups called Heat races. These heat races are needed because we simply do not have room to race everyone at the same time. Pilots race in multiple heat races and get scored according to their final placing in that heat race. The pilot’s scores from each of these races are added together. If there is a tie in the final score then we arrange a fly off. Usually we only fly off for the top 5 places to determine the overall winners.

Depending on weather conditions, available frequencies and the number of pilots entered a pilot may not fly directly against every other pilot entered in the event yet he is scored against him. Heat races could have different number of pilots in them due to frequency conflicts or other reasons. The heat races need to be scored exactly the same so every pilot is fairly scored not only against the pilots in his heat but in the entire contest because all scores are used to decide the outcome.

Scoring (points) are awarded as follows:

Example:  There are two rounds of 48” Foam, Round One with 4 pilots and Round Two with 3 pilots.  If a pilot in Round 2 gets a DNF (crashes on course), he will receive 5 points (4+1).

The winner is the pilot with the least amount of points. 

The points for 1 thru 4 are simple to understand. Let me explain why the DNF and DNS are the way they are.

DNF is when a pilot’s model does not finish the required race distance for whatever reason. If he crashed or had mechanical problems it doesn’t matter. He did not finish the race and is scored aDNF. If a pilot cuts 2 turns (explained later) he did not finish so he also gets a DNF. If the pilots cannot safely control his model and is asked to land by the CD he is scored a DNF as he had not completed the required number of laps.

DNS is when a pilot does not launch when required to start his heat race. This rule is designed primarily to keep the contest moving. Without this rule the contests will be delayed by waiting for a few pilots that are never ready, reducing the amount of heat races flown. Less heat races = less fun for everyone. A DNS is also used to score a pilot that has dropped out of competition. Every pilot in the matrix needs a score of some kind. A pilot is scored a DNS for every heat race he fails to start.

As you can see the goal is to earn as few points as possible. So to win you need to have your equipment ready to race on time and to avoid anything that will earn you a DNS. You need to fly in such a way to be competitive yet fly smart enough to avoid a mid air collision, crashing during a race or cutting any turn or anything that will earn a DNF score.

How to establish the Man-on-Man racing matrix (excel spreadsheet - 28KB)

Race procedures:

1.  All pilots and callers in the heat race will be in the ready area with their models. The CD before the event designates the ready area.

2.  Each model is ID (identified) to their corresponding Base B turn callers (Judge).

3.  Prior to the start of the contest, the CD will designate the launch area. The CD will then give the signal to launch. At this point a DNS is earned if a pilot is not ready. The command to launch also signals that the course is clear and safe to start the race. Safe = no persons are in harms way of any model on or near the designated racecourse.

4.  When all models are in the air the CD will start the countdown time to start. The countdown can be 30 to 60 seconds long and should be recorded so the playback is automatic and the same for every race. At this point the heat race is officially in progress so any pilot that does not finish the required laps is scored a DNF. Why? The countdown is part of the race, model placement before the countdown reaches zero is important for a good fast start and at this point the results of the heat race are up to each pilot. No relaunches are permitted once the countdown has started. Why? You are in danger if you leave the pilots area and physically enter the course during a race. If someone enters the racecourse then the race must be aborted and re started. If you or your helper causes the restart then you will earn a DNS for delaying the race because you will not be allowed to restart. Don’t crash before the start. Hell, don’t crash ever!

5.  A proper start is when a model is outside of base A and flying toward base B When the countdown reaches zero or start all models are allowed to enter the course. If you “Jump the Start” (cross base A before the countdown reaches zero or start.) Then you must exit the course and re enter the course from outside base A flying toward base B (a big loop usually). If you are late on the start you must go outside of base A and enter the course by flying towards base B. In other words, before your laps start to count your model at sometime must be outside base A and flying to base B for a start. If you are late you cannot start in the middle of the course to “catch up” you must follow the starting procedures.

6.  When your model breaks the invisible plane of base B the base B turn judge will signal that that model has gone far enough and you can turn back to base A. A model that has changed direction by 90 degrees near the turn is considered to have committed the turn. If this turn is before the invisible plane of base B then that pilot’s model has “Cut” the turn and is required to fly an extra lap. If the pilot cuts 2 turns then that pilot earns a DNF and is required to pull off the racing line and out of the way of the other competitors in that heat race. Don’t cut!! No, you cannot go around and get the turn. Why? Because you could cause a mid air collision with your unexpected flight path across the other competitors racing line. If YOU screw up don’t take the rest of the field out with you. If you do you will be killed.

7.  After the required laps are completed the heat race is considered finished and the models will land as soon as possible so the next heat race can start.

Flying smart:
A smart pilot knows that to finish first, first he must finish. He also knows what racing line to take to avoid contact with another pilots model and how to make a safe pass for position. He also knows how to fly a defensive line while in the lead to protect his position and finish the race safely.

Where to fly:

Fly in the fastest air

More to come…………

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