The Cuban Eight is basically a horizontal figure eight with a
couple of half rolls thrown in for good measure. The plane performs 5/8 of a
loop and holds an inverted 45 degree dive un till the plane reaches half the
desired height of the maneuver. At this point a half roll is performed holding
the same 45 degree dive. The plane pulls up to level flight at the same altitude
it began the maneuver and immediately begins another5/8 loop Hold the inverted
45 degree dive un till the plane again drops to half desired height of the
maneuver. At this point, again perform a half roll and pull up to level flight
at the same point you entered the maneuver. Remember to perform nice round loops
and the rolls should come at half the height of the maneuver. Proper throttle
management is the insider trick to performing a perfect Cuban Eight.
This maneuver is simply an inside loop followed by an outside
loop. Try to get the intersection dead center in frame. It's the outside loop
that must be approached with caution. As mentioned before, inverted flight
should be familiar before tackling low inverted pull outs. The horizontal Cuban
eight is a much simpler form. Inside loop is made in the usual fashion, however,
treat the second half as you would a split 'S' turn. In other words, during
climb into second loop, roll to inverted so it too is an inside loop. Two split
'S" turns one Cuban eight. Naturally the pilot should seek roundness and
continuity paying special attention not to choke it up too small. Use lots of
air.
This maneuver provides a quick turn-around at the vertical
limitations of your 'frame' without going beyond, and to redirect your plane 180
degrees. The Humpty-bump allows a vertical dive to achieve this speed prior to
changing for next maneuver. It is a linking maneuver rather than a feature. From
a fast flat upright fly past, pull up briskly to a vertical climb. At the
desired height and before too much speed is lost make one-half (180 degree)
vertical roll. The reason I emphasize 'before' is that the average model lacks
the juice to pull a sustained vertical climb. If your model slows down too much
your plane will fall out of the pattern. One-half vertical roll and still going
up. Before stall occurs apply down elevator which should kick tail over cleanly
to aim the plane straight down. This loft over the top should be quick yet not
snapped. The ensuing dive should be pulled out clean and level, at desired
height. Proceed to center stage ready for next maneuver.
Start out with good speed to carry it off cleanly. Heading into
the wind. Pull up into the front half of a loop being careful not to loose too
much speed. If you have kept your speed up your plane will reach 12 o'clock and
still have a plenty of speed. The common mistake is to lose too much airspeed
because of abrupt pull up. The plane is now inverted at the top of the loop. Hit
enough down elevator to level off inverted. Allow inverted level flight to
continue until airspeed is regained, then aileron roll back to upright. Full
throttle is maintained throughout this maneuver. Here only practice makes
perfect.
Enter the staging area from left or right (heading into wind).
Judge your own height. I like to enter at about 40 feet off the deck and 150
feet distant with full throttle. At this point you have an aerodynamic mass in
trimmed powered flight carrying the inertia of its mass / speed. Without getting
too technical it is power and inertia that will carry you through the loop. Your
old enemy drag is acting on this mass. The instant you 'dirty' up the plane
(change direction) it will suffer additional parasitic drag which is in direct
proportion to the degree you 'dirty' it. The clue here is to make your pull up
gentle and the resultant arc will be large. The common mistake is to yank in
full elevator and make a loop much too small with pull out higher than entry.
Visually the speed should not vary throughout the loop. This Is where the
finesse comes in, climb to the top of the loop making tiny aileron corrections
to keep wings level. As the plane passes the high point inverted, neutralize
elevator going to a slight amount of down elevator (if required) to sustain a
smooth unchanging arc while reducing throttle to about one quarter. A sharp
closing to Idle at this time may create a pitch change causing the nose to tuck
too quickly. Pull through the back side of loop maintaining constant arc and
visual speed. Pull out at point of entry.
From a fast high pass into the wind, tip nose up about 10 degrees
and make a half roll with ailerons. Immediately lay in full top rudder. In most
cases, nose will pitch down. Rarely, plane will climb. With a well trimmed
pattern ship, it will sustain this attitude with very little further correction.
In most cases, with the trainer types, the plane will seek to right itself and
additional corrections will not usually help.
From a fast high approach to center stage model is pulled into a
20 degree climb at which time you roll to a right hand knife edge. Momentarily stabilize
in this attitude. Once stabilized feed in outside left snap roll stick
positions. Right and left sticks at 10 o'clock (Mode 2). As the snap Is in
progress cut throttle back to idle while maintaining full left rudder. What
follows here Is dependant upon whether the plane has slowed sufficiently enough
to stall all flying surfaces. If It has, a random end over end 1 1/2 tumbles
should follow. It is interesting to now that if this input is sustained plane
will assume an inverted spin. The neutralizing of all controls will stop the
tumble/spin and recovery will be possible.
Cut speed down to a comfortable 'cruise'. Tip nose up slightly,
similar to entry in aileron roll. Immediately thereafter pull right stick (mode
2) to four o'clock in gimbal and. without disturbing engine speed, slap in full
right rudder. This gives input of aileron, elevator and rudder. Again if C.G. is
rearward a nice right hand snap should result. (Reverse input for left hand
snap.) This maneuver will 'scrub off' airspeed as quick as any stunt and full
power must be applied to restore strong flight. A variation of this is the
'outside snap' which is usually entered in the inverted position. All the
foregoing applies except that right stick goes to two o'clock. Incidentally if
input is sustained a nice inverted flat spin should result. Leave yourself lots
of room to pull out.
Start from level to a pull up of about 45 degrees at which time
sharp aileron input is used to roll the plane on its back. While still climbing
take a moment to level the wings inverted, and when so, pull in up elevator to
complete what is the back side of an inside loop. Pull out at level of entry. A
variation of this is to roll your model inverted, at a safe height, and pull
through back side of an inside loop. In all cases direction is changed 180
degrees very effectively.
Reduce throttle to allow plane to come to a predetermined stall.
Don't cut the power down too much as you require some 'helicopter' effect from
the prop to prevent the nose dropping over too soon. You slowly ease back
throttle until plane falls tail first back through its own path. You cannot make
any corrections at this point as not enough airspeed is available. The best
advise for a good 'slide' is a dead vertical entry with no residue of
directional momentum. If all goes well a 'slide' of 10 to 12 feet will result
with nose snapping forward in the direction of entry.
Here again ballsy power is a distinct benefit due to the abrupt
90 degree pull up at the entry, followed by a tall vertical climb. Here we are
looking for an unwavering, brisk climb to the 'crown', where a quick push of
down will press model over the top into horizontal flight across the 'crown'.
Try to proportion the hat at twice as high as wide. When the edge of the crown
is reached another push of down should start the model straight down. Reduce
throttle to slow descent. Pull out sharply at the 'brim' and fly level out of
the maneuver. A "Humpty-bump' turn around looks good as a finisher for this
stunt, and holds the plane within your 'frame".
From a nice low entry with your ship really cranked on, pull up
into a full inside loop, continue for another half loop which should put you at
the top of the first loop inverted. At this point the plane has 'spent' most of
its' momentum and a lot of speed. Neutralize for a split second and allow plane
to accelerate inverted. This will give you the added airspeed to tackle the
second half of the stunt. Apply down, (forward stick) elevator gently to push up
and over in an outside loop. Try to get your pull out at the point of entry.
Throttle should be reduced to about half at the intersection. Simply complete
the back half of the bottom inside loop and pull out at point of entry. Advance
throttle and move off. This stunt will often wipe out just at the point of entry
Into the top (outside) loop. This is caused by lack of airspeed. The down
elevator applied too soon at this time will usually give you a surprise outside
snap roll. This Is why a short build up of speed is recommended while inverted
prior to entry Into top outside loop.