Tiger Stick Fun Fly Competition

Tiger Stick Registration


Aircraft Specifications: Aircraft must be a stock Thunder Tiger Tiger .40 size ARF Tiger Stick powered by a stock Thunder Tiger PRO .46 engine with a stock muffler. Two or Three wheel gear OK. All Accessories (mount, hardware, etc) can be upgraded. Only 1 servo per function allowed. No mixing.

General Event Rules: A-Class will consist of the more experienced flyers (you know who you are) and will fly events from the A list. B-Class will consist of less experienced flyers and will fly events from the B list. These are less difficult events with a luck factor incorporated into some of the events that will help even the field. B-Class is intended as a learning ground to help you increase your skills and raise your confidence in your abilities. There is no mandatory move from B to A Class. You may continue in B-Class until you feel comfortable moving up. Do be aware that B-Class is intended as a training ground for newer flyers.

Unless otherwise specified in the individual event rules all take-offs, touch and goes, bomb drops and landings will be in a 50' circle going in the same direction with at least 360 degree turn between touches. Time will start when the throttle is advanced and will stop when the wheels are in the circle unless individual event rules state otherwise. it's OK to land short and roll into the circle but the time will not stop until the aircraft is in the circle under it's own power. It's OK to touch in the circle and roll out unless otherwise noted. Missed figure 8 touch and goes and limbo passes must fly a 360 degree pattern and try again in the missed direction. In events that require stopping in the circle, the aircraft may taxi back into the circle from any direction as long as the approach direction was correct. Aircraft must be flyable with no more than a prop change at the conclusion of the flight for the score to count.

4 or 5 events will be selected from the list (depending on the number of contestants). All events will be run twice and the best time used to score. The event winner will receive 1 point; second place 2 points; etc. All events are then totaled with low score winning. Any ties in the top 3 will be flown off.

A-Class Events B-Class Events
1. 10 Touch and Goes 1. Climb and Glide: 20 sec. climb. Longest time wins
2. 5 roops in roll, loop order 2. Dice Roll: Crank Aircraft, roll dice. Take off (time starts) Do number of loops on dice. Land and stop Aircraft in circle and roll 7 or 11 on dice. (time stops)
3. Dixie Death: 3 loops, 3 rolls, 3 spins, touch and go, do it again and land. Any order OK but both sets must be in same order. 3. Same as #2 but with rolls.
4. 10 figure 8 touch and goes. 4. Grab your Prop. Take your prop from judge (time starts). Install prop, start engine, take off, do 3 loops, land, remove prop and give to judge. (time stops)
5. 3 Dead Stick spins. 5. Dead Stick Landing: Max 30 sec. climb, Min. 100 foot altitude, Closest to center of circle wins. No measurement outside of circle.
6. 3 dead stick loops. 6. Turn around touch and goes. Do 2 touch and goes with a 360 degree turn around in circle between touch and the go. Time stops at takeoff after 2nd touch and go.
7. 10 passes under 7' limbo. Time stops on completion of last pass. 7. 5 touch and goes
8. Same as #7 but figure 8 8. 3 loops, 3 rolls.
9. Take off and do two rolls, a touch and go, 2 loops, land and stop aircraft in circle unassisted. 9. 2 dead stick rolls
10. 5 outside roops. 10. 2 dead stick rolls
11. 10 touch and goes with rolls 11. 3 roops in roll, loop order
12. Drop 2 Bombs in a circle on separate passes in shortest time. Stop aircraft in circle. (Time Stops) 12. Stop It: do 3 loops. Stop aircraft in circle unassisted. Time stops when aircraft stops.