About R/C
Radio controlled aircraft  modeling is one of the most exciting hobbies available.  It involves many interests, disciplines, and skills. Some  of these are aerodynamics, electronics, mechanics, drafting & design, composite material construction and woodworking. There are many other  fields of interest in the hobby of aircraft modeling;  far too many and too varied to try to list. Many people find that there are new skills to be learned before they  are ready to begin to learn to fly.

The hobby is constantly  changing as new technology is developed. A new modeler may become frustrated at times but certainly not bored. To reduce the chance of frustration, a new  modeler should become involved with other modelers in order to learn the necessary skills. This may involve simply visiting  a flying site and becoming acquainted with experienced modelers or joining a club. These modelers are a source of knowledge  and experience that can be invaluable to the new modeler when  he begins to build his first aircraft and when he begins to  learn to fly.  An experienced modeler can act as an R/C flight  instructor and teach a new person the skills required to fly  the aircraft properly and reduce the chance of a crash.

New modelers must realize that a radio controlled  model aircraft is not a toy.  It is a true aircraft in that it  flies and operates by the same principles as a full-scale aircraft  with the difference being the size and weight. The average model will fly in a range of 20 to 60 MPH and weigh 5 1/2 to 6 pounds. The force of the model hitting an object can be devastating  especially if it hits a person. Models must be controlled properly both for enjoyment and for safety. The skills required to accomplish  this must be learned from an experienced modeler.

Before purchasing any equipment, the beginner should ask himself, "Is this a hobby I want to try to see if I like it or is it a hobby I am going to remain involved in for years to come?" If the beginner is going to remain in the hobby for years, he might consider buying more expensive equipment  such as a ball bearing engine and a six (6) channel radio system.  Otherwise, he should try to keep his initial outlay as low as  possible. A beginner can limit his spending to as little as  $200 by buying good used equipment but care must be taken to ensure that the equipment is reliable.  At the other end of the  scale, a beginner could easily invest $1000 on new equipment  if he is not prudent with his purchases.  However, a new trainer system can be purchased as a almost ready to fly package for  about $300.

A beginner should understand the basic concepts of flight. The theories behind the physics of flight are covered in many volumes of books. There are different and sometimes conflicting theories and arguments as to how airplanes fly, but the one accepted principle is that lift is generated as a result of the air pressure on the bottom of the wing being higher than the air pressure on the top of the wing.

There are four (4) primary forces that act on an aircraft in flight; thrust, lift, drag, and weight.  Thrust is the force applied by the combination of engine and propeller acting to pull the aircraft forward.  Drag is the resistance against the aircraft by the force of the air against the forward facing surfaces.  Weight is caused by gravity.  In order for a constant speed to be maintained, thrust and drag must be equal.  In order for a constant altitude to be maintained, lift and weight must be equal.  Lift increases as the velocity of the air passing over the wing increases or as the angle of attack increases as long as the flow of air over the wing remains smooth.  Actual flight is attained when the force of the lift equals weight.

An aircraft pivots about three (3) axes; the yaw or vertical axis controlled by the rudder, the pitch or lateral axis controlled by the elevator, and the roll or longitudinal axis controlled by the ailerons.  It can pivot about any one of these individually or in combination based on the control surfaces that are moved and the direction of the movement.  The rudder is moved to the right, the aircraft will rotate to the right about the yaw axis and vice versa.  When the elevator is moved up, the aircraft will pitch the nose upwards. The ailerons move in opposite directions. When the left aileron is moved up and right one down, the aircraft will rotate to the left and vice versa.

Often a person has an interest in model airplanes and visits a local flying field just to observe. He sees all
types of airplanes from trainers to pattern planes to  scale World War II fighter planes. His interest is increased by all the fabulous looking models.  He thinks, "I have  to have one of those Mustangs." He immediately sets out  trying to find a P-51 model to begin his modeling hobby.  This is a serious mistake. Many hours of training and  practice are involved before a beginner has the ability   to handle the more advanced models. A beginner must realize the dedication that is required to gain the ability to  fly the type of model that initially spawned his interest.   He must begin the hobby with a basic trainer and progress through different levels of models until his goal is reached.

A trainer is a specific type of model aircraft that is  designed to be stable in flight. This means that it has  an inherent ability to correct itself and overcome the rotational forces applied so that it regains straight   and level flight.  Most trainers are designed to be easier to control, easier to take off and easier to land than advanced models. This does not mean that a person can fly a trainer without proper flight instruction. This also does not mean that a trainer is not capable of advanced maneuvers. A new pilot should learn to fly a trainer and fly it well before he moves on to an advanced model. Many experienced R/C pilots still enjoy taking a trainer out for a relaxing flight.

There are certain criteria that a trainer should have in order to be satisfactory for a beginner.
        High Wing. A high wing model is inherently more stable than a low wing model due to pendulum effect.  Since the weight of the model is below the wing, the fuselage tends to swing downward like a pendulum in order to equalize forces.
        Flat Bottom Wing. The wing cross  section should have a virtually flat bottom. This type of cross section has more gentle flight characteristics that are necessary for a beginner.
        Dihedral.  The wing should have some dihedral. This means that the tips of the wings  are higher than the center. The effect of the dihedral  is to try to equalize forces and keep the wings level  or to return the wings to a level orientation.
        High Aspect Ratio . The ratio of  the wing length or span should be at least 5 1/2 times the width or chord. This will reduce the rate at which   the model responds to command input allowing more time for a beginner to react. The width of the wing should be the same from the center or root  to the end or tip. This distributes the weight of the airplane evenly over the entire surface of the wing.
  Low Wing Loading . The weight of the model divided by the area of the wing should not exceed 19 oz./sq. ft.  This reduces the speed required to maintain an acceptable rate that the model descends when the power is reduced resulting in a lower landing speed. 
        Moderate Size . Most trainers are for engine sizes between .15 and .60.  The smaller ones are more susceptible to the effects of wind and normally the wing loading is higher simply because of the weight of the radio equipment.  The larger sizes are easier to fly and easier to see but are more difficult to transport.  Most trainers are for .40 size engines.  These trainers have been widely accepted as the optimum size.
  Structurally Sound A trainer must be able to take the abuses imposed by a beginner.  This is especially true for hard landings.  It must be able to withstand minor crashes with minimal damage.  It should be relatively easy to repair. Some of the trainers that are advertised as indestructible have a very high wing loading and cannot be repaired. These are often made of plastic and are not advisable as a trainer.

A trainer that meets these guidelines will give the beginner excellent service without the frustration that can occur with an inappropriate model. With proper  instruction, the beginner can progress quickly to his  solo flight and on to the novice stage and still get years of sport flying from the trainer.

There are several trainers on the market  that meet and  exceed the guidelines. These range from  the most basic kit to  Almost Ready to Fly (ARF)  models. There are a lot of considerations when choosing a trainer but the two most basic are time and money.  A trainer built from a kit has the advantage of  the modeler having the plans and the knowledge of how the plane is constructed.  It also gives the builder the pleasure of building his first model and the option of color and trim scheme. The biggest advantage of an ARF is the time saved to construct the model when the beginner would rather be learning to fly.   Most  ARF models perform as well as any kit  built model on the market.  It is strongly  recommended that a person speak with an experienced R/C  modeler that is also a flight instructor before purchasing your airplane and flight equipment.

The Basic  Radio System There are many modern radio systems  from which the beginner can choose. There are several  common brands including Futaba, Airtronics, JR and Hitch.  Each of these offers a wide range of options  from a simple 2 - channel to a computer assisted 9 - channel  system. The buyer is limited only by his budget. A beginner  should discuss his choice of systems with his intended instructor. There are several reasons for doing this,  the primary reason being that the student's systems must  be compatible with the instructor's system if it will  be used as a buddy box.

All basic radio systems consist of four (4) basic components. Transmitter .  The unit which takes he input from the user through the gimbals or sticks, encodes it, and sends it to the receiver.  Receiver. The unit that receives the signal, decodes it,  and routes it to the appropriate servo.   Servos.  The device that converts the decoded signal to  mechanical force to operate a control surface.  Batteries . The device that provides power for the  devices to operate. There are specific frequencies assigned by the Federal Communications Commission (FCC)  for use with airborne R/C models. A beginner must ensure that the system that he chooses is tuned to one of these frequencies.  Most radio system manufacturers place a sticker  on the outside of the carton that says, "For airborne use only". There is frequency reference charts available  that lists the purposes of all of the frequencies that  are assigned for R/C use.  the radio that is chosen must meet the 1991 specifications for narrow band receivers. The radio system may transmit and receive on either an AM frequency or a FM frequency. The FM frequencies  are less prone to interference than the AM frequencies  although those using AM frequencies seldom have problems with interference. Some radio systems use an internal  system, called PPM, to help to nullify interference. Regardless of the brand of system, the number of channels, or the price, all transmitters have he same basic components. Transmitters may have additional   switches, slides, and displays depending on the functions  they perform but the basic components remain the same.   A lot must be determined before the initial purchase and should be discussed at length with experienced modelers, especially the intended instructor, before the purchase is made. Clubs also have a list of frequencies that are used at the field by each modeler. It is best to chose a frequency that is not in use at the field that you will be flying.

The Basic Engine. The primary engine type used by modelers today is a single cylinder, two (2) cycle, air cooled reciprocating engine that uses a glow plug ignition and a special fuel mixture of methanol, nitro methane and oil.  Most of the components of the engine are made of cast, forged, or machined aluminum.  The power that can be achieved from these small engines is phenomenal and can vary greatly from one design to another.  A typical inexpensive .40 size engine can produce 1.1 horsepower at 11,500 RPM. The same size racing engine can produce 2.4 horsepower at 20,000 RPM.  All of these engines are the same in their basic components. The design of the engine affects its power output, reliability, and longevity.  The prop shaft is supported by bushings or bearings.  Wear takes place between the piston and cylinder wall and the prop shaft and bushings or bearings.  Most engines on the market today are classified as ABC meaning the they have an aluminum piston and chrome plated bronze cylinder sleeve.  This combination normally produces an engine that yields many hours of trouble free operation if properly maintained.  Those engines that have ball bearings for supporting the prop shaft normally produce about 25% more power and last much longer. New .40 size engines can range from $55 to over $400.  There are several that are accepted due to price, reliability, easy starting, and longevity. An engine should be matched to the airplane it will power. It is recommended for the beginner to talk to an experienced modeler before the purchase.


Field Equipment is required to get a trainer or any airplane off the ground.  There are a few basic items that will suffice to get a beginner into the air and learning to fly but there are other items that can be added to make the job a lot easier. A Glow Plug Driver for providing power to glow plug.  A starter is needed to start the engine. This should be an electric starter but a device called a chicken stick can be used to flip the prop.  Fuel recommended by engine manufacturer. A fuel pump to transfer fuel to the airplane's fuel tank.  A manuel hank crank pump works great or an electric pump can be used. A glow plug wrench is needed for removal of the glow plug. A field box suitable for carrying the equipment. These items should cost about $100.  This can vary depending on the brand of the items and the place from which the items are purchased.  An assortment of screwdrivers, pliers, and allen wrenches may also be needed to perform field maintenance.

An instructor does not have to be certified to any particular standard but must be a competent experienced R/C pilot who is capable of giving instructions with patience.   Many people think that flying R/C models is easy enough that it can be learned without an instructor. Some have succeeded but at great expense.  Many have become frustrated and disillusioned because of a crash on the first flight and never tried again.  This point cannot be stressed enough, that R/C flying is much more difficult that it might seem and that without an instructor to correct mistakes, a crash is inevitable. An R/C flight instructor should  connect two transmitters together so that the instructor can take control of the model any time that he feels that the student is in trouble.  This is the reason that the student should match his radio system to that of the instructor. Older radios may not have this feature and the instructor and trainee must pass the radio back and forth. This is not an accepted practice for learning to fly R/C.  Another option available to the beginner is to purchase a buddy box.  This is nothing more that a transmitter that has had the battery pack, antenna, and possibly some of the transmitting parts removed.  This could be a box that is specifically built for this purpose by the manufacturer of the student's radio system or an old transmitter that has been converted.  The big advantage of this is that it allows the student to fly using only his radio gear and not interfering with the instructor's gear.  He has the option of using more than one instructor, each of whom might have a different brand of radio.  Most R/C clubs have buddy box equipment available to new pilots in their training program.

The last thing that is required of a beginner before he sets out to conquer the world of flight is to join the
Academy of Model Aeronautics (AMA) This organization provides insurance to cover the cost of a catastrophic incident resulting from a model airplane accident.  Very few clubs will allow a beginner to fly at their field unless this type of insurance covers him/her.  Insurance should not be looked at as an option but as a necessary evil.  There are many other benefits offered by the organization.  These benefits are covered by the organization.  The easiest way to find a local club is to ask the owner of a local hobby shop for information.  If there is not a hobby shop in the area, the AMA has information about the clubs.

When the beginner has acquired his equipment, an instructor and insurance and he understands the basics of flight and the use of the controls, he is then ready to start the steps toward becoming a qualified R/C pilot.   There are a few things that a student pilot should keep in mind when preparing for each flight.  These will help in getting the feel for the model in flight. Be very gentle with the controls.  It takes very little movement to get the model to execute a maneuver.  Remember that the farther the stick is moved, the more the control surface moves and the more the model will respond.  As long as the stick is held in a control position, the maneuver will continue.  This is most important when using the ailerons.  When the stick is moved to roll the model, it will continue to roll as long as the stick is held in that position.  Fly it in...fly it out.  When a maneuver is executed, it takes equal and opposite controls to overcome it and return to normal flight.  A turn requires the movement of the ailerons in the desired direction of the turn.  To recover from the turn, opposite aileron input is required.  Keep the model high.

A Certified Flight Instructor once said, "The two most useless things to a pilot are air above you and runway behind you."  By this he meant that if a pilot gets into trouble, he must  have plenty of air below him to recover.  When landing, the runway that is behind the airplane after touchdown is wasted because there is a reduction in length of runway to take off again in case of trouble.  Keep the model in sight.  Do not fly too high nor too far away.  Although the trainer may seem fairly large, it is easy to get it far enough away so that it is difficult to see its orientation.  Do not fly into the sun.  A moment of blindness caused by the sun can be long enough to lose a model.  Do not become discouraged.  There will be times when nothing seems to go right.  Each maneuver results in a near catastrophe.  Everyone who flies R/C models today has been through this in learning to fly.  Do not give up.  The next session will be better.  DO NOT PANIC When a maneuver goes wrong, take all the time necessary to recover from the mistake.  Panic will cause a student to over-control in an attempt to recover and cause the condition to worsen in the opposite direction.  Although the instructor may seem to be a casual observer standing at the side of the student, he will be watching in case the student gets his model in a dangerous situation The first few flights will begin with the instructor doing the take-off and checking out the model.  The student should watch the airplane as the instructor explains each control movement as it occurs.  This will give insight into what is required to execute a take-off.  The same will be true for the landing. 

Learning to properly land a model is by far the most difficult part of learning to fly.  The model is most vulnerable when on the approach to landing because of the close proximity to the ground, its slow airspeed, the reduced responsiveness to control input, and the disorientation due to reversed control. When the instructor has flown the airplane to sufficient altitude, usually 150 to 200 feet, he will ask the student if he is ready to take control.  It is normal to be nervous at this point.  Assuming that the student is using a buddy box, the instructor will give control to the student by pressing and holding the trainer switch.  He will tell the student the maneuvers that he wants him to perform and how each one is to be done.  He will give him instructions as to how to improve each maneuver as it is being done.  He will have him perform gentle turns left and right, flying ovals around the field, flying rectangles and figure eights.  Each maneuver serves a purpose in building the skill of the student pilot.  The student will progress to steeper turns, slow flight and stall recovery, each in itself a maneuver required to learn to land. If at any time, the student should get into trouble, the instructor can take control of the model simply by releasing the training switch.  He can avoid a mishap and take the trainer back to a safe altitude.  The instructor will not let a situation build to a point that is beyond his ability to recover yet he will allow the student time to attempt the recovery on his own. If the student has the time to devote to flying often, he can progress quickly.

The day will come when the instructor will allow the student to attempt his first landing.  This is a critical time for the instructor since he must react quickly if the student makes a mistake.  It may take several attempts before the student actually sets the model down on the runway.  Even then, it might bounce and seem to be flying again.  Even when this occurs, the student must continue to control the model all the way to the point that it stops rolling. After what seems like an eternity to the student, the day comes when the instructor is satisfied that the student is proficient enough in his flying skills to fly solo.  This can be a harrowing or an exhilarating experience for the student.  He feels that he has finally reached his goal but this is only the beginning.  At this point, the fun really starts.  The student can now spend hour after hour practicing and developing his skills.

Using a Flight Simulator A flight simulator cannot teach a beginner to fly. There are no magic programs built into a simulator that teach the user the correct way to perform a maneuver or alert the user when a maneuver is done incorrectly. A simulator is exactly what the name implies, a program  that simulates the actions of an airplane. It is an easy  and convenient way to practice the simplest turns to the  most complex maneuvers even when it is dark, wet, windy, cold, etc. A simulator can benefit a beginner greatly  if used properly. For a beginner, a simulator can be invaluable in developing approach coordination. When a model is flying  toward the flyer or approaching, the controls are backwards. To make the model go to the flyer's right, the stick is moved to the left. Being able to move the stick in the correct direction without thinking takes a lot of practice. This can be done on a simulator. A beginner can benefit from the use of an R/C simulator by using it between flying sessions to practice the things that he has been taught by his instructor.  Using the instructions he has been given, he should practice only those things that he has been taught while working to improve coordination and developing a feel for each maneuver.  He can use it prior to a flying session to build confidence in his ability to control the model. Getting started with the help of experienced modelers, a beginner should be able to make a somewhat educated guess as to which trainer system best fits his needs. 

When a beginner makes the decision to become involved in R/C aircraft modeling, he must be willing to devote his time and money to the hobby.  He must be willing to tolerate disappointment and frustration.  Although R/C modeling can be frustrating and disappointing at times, it is very rewarding and a lot of fun.


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