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Explanation of the Blender: Airplane starts high, then it is pointed straight down. The plane is rolled with ailerons only until it is snapped into a flat spin. The flat spin can be extremely fast which emulates the blades of a blender.
The speed build up of the plane determines how fast the plane spins when entering the flat spin. It is quite easy to break the fuselage in half, lose the canopy, lose the rudder, snap a wing, or snap a wingtube if you are too fast in the downline. If you are too slow on the downline it is boring. To be exciting, you want to spin just a little slower than when your plane flies apart.
It is very simple to do a blender. Anyone can perform the maneuver with just a few seconds of instructions. Performing the maneuver and having your plane intact afterwards just takes a little trial and error, which is easy to do. To be really exciting, you may bend or break something eventually.
Radio Setup:
- Full throw elevator - 40 - 50 degrees, full throw ailerons (30 degrees or more), and full throw elevator.
Elevator Basics:
- If you have a strong and heavy plane, you can do the best blenders. The plane will spin like a... well like a blender! It will be a blur it spins so fast. The high weight of the plane will keep the momentum of the spin high for a long period of time. I spun my 40%, 210cc, 50 lb. SD-Models Yak so fast that it was a blur, so just because the plane is big doesn't mean that it can't spin really fast. I really didn't want to spin it that fast, and didn't do that again. The plane did live to fly again, though I did apparently crack the hatch hold downs and a few flights later that day, off went the canopy/hatch. My pilot had a headache, but he was ready for more the next weekend.
- The faster the downline, the faster the rotation. Typically the longer the downline, the faster the vertical speed.
- If your plane is very light, it will not build up speed as quickly as a heavy plane, and may never build up enough speed at idle to obtain a high rotation. With my 35% Extra at 21 lbs, I go to full throttle on the downline. You MUST work your way up slowly on the downline speed. Your first blender must be at idle, and it should drop for one second or so. You must start the decent from close to stall speed, not at full or even 1/2 throttle. Let the plane slow as much as possible before pushing over. If the plane rotates slowly or won't even get into a spin, then enter the same way (near stall speed), but drop for 2 seconds. Continue to enter the decent near stall speed, but let the plane drop longer to build up more speed. If the plane breaks in half, you went down too fast. Unfortunately, this is about the only indication you will receive that you exceeded the limits. If the plane spins around so fast it looks like it will break, it probably will break eventually. If you do several blenders, the stress builds up on the plane and is more likely to break in the future. Once you have determined a downward vertical speed that you are comfortable with, you can obtain repeatable results by always starting from a near stall and using a time or distance to determine the speed built up.
Now that you understand the importance of the speed going into the blender, and the consequences thereof, following is the stick movements:
- Once you push the plane vertically downward, apply full left aileron.
- Once to obtain the speed required, push both sticks up and together. This will put you into full throttle, but the engine will not be at full throttle until after the plane is in the flat spin.
- After the plane has entered into a flat spin, move the aileron stick towards the middle or to the right to flatten the spin. See the article above on flat spins.
- To exit the maneuver, go to idle and neutralize the controls. The rotation will stop and the plane will nose over and enter a dive. The higher the wing loading of your plane the longer it will take to pull out of the dive. It is best to pull out into the wind, if you are not pointed into the wind be prepared for a longer time to pull out. It is usually difficult to predict when the plane will stop rotating, so counting on pull outs into the wind is not a good move.
- Advanced exit: As the plane is in a flat spin, go to idle and neutralize the elevator and ailerons, but apply full opposite rudder. The plane will stop rotating instantly. You always want to stop rotating into the wind. You do not want to pull out downwind unless you have to and you have lots of altitude. If you have a light, 3D plane, you can halt the rotation into the wind using opposite rudder and just fly out pretty much horizontal.
Important - manufacturers do not have a blender (or other stress related issue) warranty. If you overstress the plane, it may fail immediately but it also may fail several flights later (like when my hatch blew off) when you are flying a long at 1/2 throttle straight and level. Telling the manufacturer that you were just flying along straight and level and the plane failed does not give you any type of warranty. Typically any manufacturer will only replace a plane if lots of them fail for exactly the same reason. Almost every manufacturer has had planes fail due to a building or design issue and replaced the wings (usually) with a new design at no charge under warranty. SD-Models, Aeroworks, Quique, Precision Aerobatics and others have had wing failures in one particular airplane and replaced all the wings at no charge under warranty.
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