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On Oct 9, 11:23*pm, "noel.wade" wrote:
All - Does anyone know of any good books or articles on the nuts-and- bolts */ common-strategies of how to fly the various competition task types? I'm still waiting on my copy of Winning II, but Reichmann and Brigliadori don't really touch on these and the competition rules only define what the tasks ARE, not how to approach flying them... I haven't yet been able to find any good reading material (other than the SRA 2005 Comp Guide) on how to approach the different task types - anyone have any recommendations? BTW, I've read some of the different rules documents, and it may be that I don't fully understand the scoring system... the big question- marks in my mind relate to speed points vs. distance points, and their trade-offs. *For example: when is it worthwhile to push for extra distance, even if it might hurt the average speed you have going (so far) during a task? Thanks, take care, --Noel Hi Noel, John Cochrane's web pages have a bunch of interesting reading. Some of it is fairly "deep" (hey, he's an economist for chrissakes - sorry John), so be prepared to white board and talk to yourself while you read. http://faculty.chicagogsb.edu/john.c...rs/#For_glider For my part, I'd also suggest you keep it simple. Aside from the obvious stuff like being prepared, knowing the basic rules, etc. I'd do the following: - All tasks: Assuming you have the basic flying skills (e.g. thermalling, cruising, etc.), try to stay with people, preferably a few people who are a bit better than you. Don't be embarassed about "leaching" in your first contest. At the same time, don't get in the way. You'll be amazed at how much you'll learn. - All tasks: Start early and let the good guys catch up to you. No, really. Forget about start gate roulette or trying to start at the "optimal time". If you're near/at the top of the gate and it looks like the day is more-or-less "cooking", go ahead and start. Sometimes, a few more folks will start soon after, and you'll have them to fly with for a while. More often than not, they'll sit in their cockpits laughing (privately) at your rookie mistake while you get hung out to dry. Inevitably, the good guys will catch you and pass you. Maybe you can hang with them for a couple of thermals. - AAT: In theory, you want to finish the task more or less "on time"; ie. if it's a three hour task, you want to finish around 3 hours. Good theory. In practice, most newbies have trouble hitting a precise time because their flying is inconsistent. The penalty for being under time is way worse than being a bit over. Shoot for 15 minutes over time. You'll be so slow that it won't really matter, and your goal at this point should be to build up contest time anyway. - MAT: Similar to AAT in terms of time. Other than that, the one big one is to always aim for a "target rich environment". If there's a quadrant that has lots of turnpoint options, go there, other things being equal (i.e. unless it looks like crap compared to the other areas). There's nothing worse than banking on one turnpoint that miles from nowhere, only to find that it's surrounded by the only blue hole/thunderstorm/over-development in the contest area. To put it another way, always give yourself some options in case the turnpoint you thought you were heading for isn't going to work out. There you have it. Follow the above, and you're guaranteed not to come in DFL. P3 |
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