When you launch a hlg is it best to climb as steep as possible or to climb gradually?
From : Joe Hahn
Interesting and good question, Jerry.
Don and I have been discussing this very issue recently. Our conclusion
to date is that it really depends on what you are trying to
accomplish, ie., maximumum altitude is obtained with a launch as close to
vertical as possible, with a properly timed and smooth pullout at the
top. This would of course yield the best still air times and the most
altitude for searching for lift. Is this ALWAYS the best way to launch?
Generally yes, occasionally no.
Contest situations as well as your air reading ability may dictate the
need for a launch that is flatter, allowing you to cover more
ground(turning your launch energy into more distance than altitude) which
gets you into a known lift area more quickly. I personally will sacrifice
a bit of altitude in order to get to an area in which the air is going
the right direction (UP!). This is a very common tactic I use in
contests. I have the confidence to know that if I can send the ship to an
area producing lift, even if it means arriving there at a low altitude, I
can find lift, center in it, and go up. The plane I fly is no small part
of that confidence-the Monarch is exceptional at exploiting weak lift at
low altitudes.
The answer is to practice, and get comfortable using, both techniques.
Joe
From : Don Stackhouse
I just had a few additional comments to add to Joe's response.
Assuming you're trying for maximum altitude in your launch, the basic
requirement is to use as much of your initial kinetic energy from the throw
for lifting the weight of the model to altitude, and therefore the minimum
amount of energy wasted as aerodynamic drag loss. The energy lost to drag
depends on how fast you're going, the length of time you spend doing it, the
amount of lift you're generating, and the aerodynamics of the model. If none
of the other factors get in the way, the way you can minimize your drag loss
and maximize your altitude is by spending the shortest time possible in the
climb. This would suggest a nearly vertical climb path.
Unfortunately it's not that simple. First of all, in order to get a good
follow-through on your throw and put the maximum possible kinetic energy into
the model, you have to end the throw with the model moving almost horizontal
at the moment of release. So how to transition into that near verticle
attitude? Well, when you pull up you are making lift, which also means you
are making more drag (usually, but there are exceptions I'll discuss in a
moment). If you pull up too fast you kill off energy with excessive induced
drag. If you pull up too slowly you lose too much speed while you're still
moving horizontally. Without getting into it too deep, the best pull-up will
happen when the wing is working at around the lift coefficient for best glide
angle. If you have the c/g on your Monarch set in the forward part of the
recommended c/g range and set the elevator trim for that flight condition,
the model will probably do a close to optimum pull up by itself right after
you release. If you set the c/g near the aft end of the recommended range
(like most of the experienced competition flyers) your pitch stability will
be low, and you will probably need to use a some up elevator right after the
throw. Just make it quick but smooth. You might want to ballast your model
with a forward c/g, trim it for best glide angle, then try a few throws that
way just to see what it should look like. Then re-balance and re-trim with an
aft c/g for performance and try to manually fly it along a similar flight
path at the beginning of launch.
The next complication involves the airfoil. Some airfoils (like the Monarch
'C's) are great at high lift coefficients for slow speeds, and may do well at
best l/d and penetrating speeds, but have problems with the flow on the lower
surface when you get to the near zero lift coefficients encountered during
the initial high speed part of launch. This type of airfoil will also have
drag problems if you push over too abruptly at the top of the climb. On this
type of wing you do best if you try to keep some load on the wing all through
the launch, to keep the wing producing lift. Pull up firmly right after the
throw, but only pull to about 40 degrees above horizontal, then ease off into
a more gradual pull up to about 50 - 60 degrees. Hold that climb angle till
you get close to best l/d airspeed, then use a smooth pushover to level. Be
careful not to push too hard, or you will start to make negative lift with
the wing, with the resulting high drag. Remember, the idea is to keep the
wing producing some positive lift at all times throughout the launch. This is
the technique I would use on a Monarch 'C'. The timing here is critical. If
you push over too soon you make negative lift and kill off speed, but if you
wait too long or push too gently you don't get leveled off soon enough and
you'll stall. Either way you don't get maximum height. Just like landings,
the solution is practice, practice, practice.
On the Monarch 'CX' you can use a little negative flap (about 3/32" to 1/8")
to reduce the camber during launch and avoid this situation. On this one I
would recommend a little negative flap (just enough to flatten the underside
of the wing), smooth but quick pull to vertical right after the throw, and a
vertical climb with a smooth push to level at the top. As the model
approaches level, bring the flaperons back down to neutral (or to about 3/16"
positive (downward) deflection if you're in a thermal or in dead still air).
Once again, you want to pitch over at the top gently but smoothly along a
more-or less ballistic flight path, so that you aren't making negative lift.
Just don't do it too gently and stall.
The Wizard works well with pretty much the same approach, but you need even
less negative flap deflection at the beginning. We spent a lot of time on the
Wizard and Chrysalis airfoils making sure they don't have drag problems at
low lift coefficients. The Chrysalis also likes a vertical climb. Of course
on the Chrysalis you don't need to worry about the flaps. Just pitch over
smoothly at the top.
Once you get to where you can do a max height launch consistently, re-read
Joe's answer and start practicing launches that attempt to put the model at a
particular spot in the sky, in terms of both height and location. You should
also be developing your ability to read the lift conditions at the same time,
as well as practicing downwind and crosswind launches when the winds and your
skill level allow. When you finally master all these skills you will be able
to spot where the lift is, throw the model towards the lift, and have the
model reach the peak of the lauch right in the middle of the lift zone. Then,
after beating Joe Wurts at the Nats, you can come by my place and teach me
how to do it!
Don Stackhouse @ DJ Aerotech
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