3D with Mike McConville (Part One)

9/29/2000 by Mike McConville

Copyright:© 2000 Horizon Hobby, Inc.

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In this article...

Page 1: 3D with Mike McConville
Page 2: The Maneuvers
Page 3: The Elevator
Page 4: The Harrier
Page 5: The Waterfall
Page 6: The Blender
You've heard about these new 3D maneuvers, maybe even seen some spectacular demonstrations, but if you're like most modelers you really don't have a clue what they're all about. Well, read on and we'll try to help de-mystify the 3D "magic."

So just what is 3D?

In simplest terms, it's maneuvers performed by an airplane that are not done in a normal airplane flight path. Airplanes that hover; descend nose high at 45-degrees; float along in level flight, hanging on the prop; or tumble tail-over-nose in a rapid flipping motion.

What makes a good 3D airplane?

When you combine these maneuvers together with other loops, rolls, snaps and spins, it seems like the aerobatic options are endless. But you can't do this with just any old aircraft. In many forms of modeling, you can put an average plane in the hands of an excellent pilot and you'll see superb maneuvers. 3D isn't one of them.

To fly 3D, you have to have a plane that's capable. What's capable? Well, it starts with having lots of pitch control. Elevators taking up 50% of horizontal stabilizer's surface is a start. (They need to move kind of like a barn door: 45° off neutral is good). The same control deflection applies, but to a lesser extent, with rudder and ailerons.

Our choice for 3D is Hangar 9's CAP 232. It was designed with 3D aerobatics in mind, and we're here to say that, after a year in service, it's easily one of the best 3-D machines around right out of the box. It's great!