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Here is a précis of the principal "faults" that you should look for and the number of marks to deduct whilst you are applying standard CIVA rules of critique to sequence programmes at all levels. Always however refer to the current CIVA Section-6 Rules (power or glider) for the ‘official’ solution in all matters of judging detail.
 
At the entry to and exit from EVERY figure element DEDUCT....
  Horizontal start & finish Lines
Off axis left or right n-deg
Climbing or diving n-deg
One wing low n-deg
No distinct line drawn
Flying in wrong direction on the "A" axis
1 point/5 deg
1 point/5 deg
1 point/5 deg
1 point each
Mark = Hard Zero (HZ)
Family 1 - lines and angles  
  Horizontal 45's & Verticals
Climbing or diving n-deg (before or after roll)
Steep or shallow n-deg (before or after roll)
Positive or negative n-deg (before or after roll)
No line drawn before or after roll
Longer or shorter line before or after roll
1 point/5 deg
1 point/5 deg
1 point/5 deg
1 point each
1 to 3 points
Family 2 - turns and rolling turns  
  Turns
Rolling entry or exit (i.e. a "co-ordinated" turn)
Bank angle too shallow (less than 60 deg)
Bank angle varied
1 to 2 points
1 point/5 deg
1 point/variation
  Rolling Turns
Roll rate varied
Roll stopped or turn and then restarted
Not an even integration of rolls at end
Not enough / too many rolls or a flick-roll seen
1 point/variation
2 points
1 point/5 deg
Mark = hard zero
  Both Types
Turn rate or radius varied
Climbing or diving in turn
1 point/variation
1 point/5 deg
  Exit
Was n-deg early or late
1 point/5 deg
Family 3 - combinations of lines  
  All Figures
Longer or shorter 2'nd etc. line
1 to 3 points
Family 5 - stall turns  
  Up/down Lines
Up/down-line pos/neg/left/right n-deg (before or after roll)
Short, long or no line drawn up/down (before or after roll)
1 point/5 deg
1 to 3 points
  The Turn
Turn-around too wide (pivot beyond wingtip)
Rolled or pitched n-deg in turn-around
Exit pull or push radius smaller or larger
1 point/wing length
1 point/5 deg
1 to 3 points
Family 6 - Tail Slides  
  Up/Down Lines
Up/down-line pos/neg/left/right n-deg (before or after roll)
Short, long or no line drawn up/down (before or after roll)
1 point/5 deg (was 2 per 5 - beware!)
1-3 points
  The Slide
Visible 'cheat' angle at the top
No slide seen
Yawed or rolled n-deg in slide
Pitched the wrong way (wheels up or down)
Mark = Perception Zero (PZ)
1 point/5 deg
1 to 3 points
Mark = Hard Zero (HZ)
Family 7 - Loops and Eights  
  Half & Full Loops
Large or small radius at top or in 1'st/2'nd etc. quarter
Line drawn between roll and looping segment
Roll not central in looping segment
Off axis during looping segment
Higher or lower exit
1 to 3 points
2 points
1 to 3 points
1 point/5 deg
1 to 3 points
  Eights
Smaller or larger 2'nd half
Lower or higher 2'nd half (horizontal)
1 to 3 points
1 to 3 points
  With Corners
Longer or shorter 2'nd etc. line length
Up/down-line pos/neg/left/right n-deg {before or after roll}
1'st/2'nd etc. 45 steep or shallow {before or after roll}
Horizontal segment off axis left/right/up/down
1 to 3 points
1 point/5 deg
1 point/5 deg
1 point/5 deg
Family 8 - Combinations of Lines, Angles and Loops  
  Humpty Bumps
Up/down-line pos/neg/left/right n-deg (before or after roll)
Rolled or yawed in half-loop
Push instead of pull, or pull instead of push
1 point/5 deg
1 point/5 deg
Mark = hard zero
Family 9 - Rolls and Spins  
  Slow Rolls
Rolled n-deg short or too far
Roll barrelled (pitched and/or yawed whilst rolling)
Roll rate varied
Axis changed left/right/up/down n-deg during/after roll
Hesitation at random point
Wrong type of roll substituted
1 point/5 deg
1 point/5 deg
1 point/variation
1 point/5deg
2 points
Mark = Hard Zero (HZ)
  Hesitation Rolls
Climbed or sank in knife
Slower or faster 2'nd etc. half/quarter/eighth
Under/over rotated 1'st/2'nd etc. half/quarter/eighth
Hesitation missed (wrong type of roll substituted)
1 to 2 points
1 to 3 points
1 point/5 deg
Mark = Hard Zero (HZ)
  Flick Rolls
Part flicked and part aileron'd roll
Not flicked (no stall seen)
Positive instead of negative, or neg instead of pos
2 to 5 points
Mark = Perception Zero (PZ)
Mark = Hard Zero (HZ)
  Combinations Of Rolls
Any line between two rolls
Significant(?) line between rolls
Same direction when opposite required (or vice versa)
Wrong number of rolls where linked
At least 2 points
Mark = Hard Zero (HZ)
Mark = Hard Zero (HZ)
Mark = Hard Zero (HZ)
  Rolls immediately prior to or just after looping
Any line between stopping loop/roll and starting roll/loop
Roll starts before loop finishes
Significant line between rolls
At least 2 points
1 point/5 deg (from required line)
Mark = Hard Zero (HZ)
  Spin Entry
Entry not stalled, and/or "rolled" in – not spinning
Flicked entry (too fast)
Mark = Perception Zero (PZ)
Mark = Perception Zero (PZ)
  Spin Exit
Spin rotation short or too far n-deg
Line after was positive or negative n-deg
No line drawn after
1 point/5 deg
1 point/5 deg
Mark = Hard Zero (HZ)
     
The following general points apply to all sequences:  
1 At unlimited, two half-rolls and either one inside/outside horizontal eight or one all positive humpty
bump or one all positive ‘vanilla’ stall turn are allowed prior to the start of the sequence. At other
levels reduced allowances are made - consult the respective national rules.
2 The sequence start, end and any intermediate breaks must be signified by three wing rocks.
3 Every figure must begin and end on the "A" or "B" axis in erect or inverted level flight.
4 The mark for each figure is 10 points minus the sum of the deductions that you judge appropriate.
5 Figures missed-out, obstructed by cloud or started behind the Judges must be awarded a hard zero.
6 For a figure flown so far distant that the exact detail is not apparent, the maximum mark should be 5.0
7 The framing mark (out of 10) is judged on the symmetrical and good use of the whole 'box'.
8 In gliding the harmony mark (out of 10) is judged on the regularity and flowing nature of the flight.
Zeros
Occasionally the Chief Judge will call the Judging panel members together after a sequence to discuss contentious points. Debates at these occasions can become quite heated, but a common settlement of any disputed points is essential and it is the Chief Judge's job to ensure that this is reached as quickly as possible. Whilst you should certainly present your own point of view, once the Chief Judge has made a decision - do accept it! It in unfair to harass the CJ and impossible to prove who is actually correct.
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