elightle

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Everything posted by elightle

  1. So true. I'm on my "winter break" now. Can't wait for spring!
  2. As soon as I saw that T-10 over my head on my first static line jump, caught my breath, and saw the beautiful sky all around me and the earth at my feet. Such a feeling of freedom and control.
  3. Matt, thanks so much for the comments. Maybe I am not alone in all this after all.
  4. Left once in 1983 because I didn't want to get sucked into being a skydiver with no other interests/skills/ambitions/goals. Another reason was the cost to compete, which I dearly loved. Thinking about leaving again for some of the same reasons. It's hard when you love something so much but you just can't justify being away from family that much. I should have tried out for the Golden Knights when I was still in the military and had the chance.! It's still hard to be a recreational jumper. Even at my age, I like to challenge myself. Been on scads of pickup 4-way teams but it doesn't do it for me. Can't afford the tunnel trips to compete like I want. Family situation won't allow it either. I love my wife and we're going to adopt a child next year. Hoping I can reach a happy medium with skydiving and life. Danged this conscience!
  5. How big was the planned formation?
  6. I believe so... especially if there is a considerable age difference. Most of the women at my DZ are young enough to be my daughters and that is how I think of and look at them. Maybe I'm just getting old and soft but I like it this way. Next season two good looking women will be on my 4-way team and there will be no issues at all. We'll be training together, eating together and occasionally drinking together but there will be no problems at all.
  7. Very nice (and moving) photo/video tribute. I didn't know Pam but send my sincerest condolences to a fellow skydiver. Prayers for her husband, Brian, are on the way as well.
  8. Why not remove one slot from each 4-way random? On a lot of them, you can remove either Point or Tail. Then if new people want to get into 4-way, they are already somewhat familiar. Just my 2 cents worth .
  9. At my DZ, we can request a go-around. We did that a couple weekends ago because we knew it would hose the whole load.
  10. Like jverley said, work on fall rate control in the tunnel. Also 5'11' 185 is not that big. I jump with guys that height and over 200 lbs who have no problem. Going low can be a self-fulfilling prophecy. If you think you're going to go low, you probably will. The trick is to keep jumping and not let it mess with your head. Do 2- and 3-ways with people your size to guarantee success then move up to larger formations as you gain confidence.
  11. And if you wait til after June 1st, 2012, I'll join you!
  12. I was on that load with my 10-way team, Westwind from Greene County, Ohio. I didn't even look behind me as we scrambled out of the plane after it bellied in. I still don't know why the one guy jumped out when we were only 12 or 15 feet off the ground. One of my teammates, Bill Brandon, broke his ankle but the rest of my teammates and me were fine.
  13. I hear ya, Steve. West Point was my home DZ when I was stationed in Norfolk and Arlington, VA. I learned RW with Carol Clay there in the mid-70s and had a lot of good times in the original clubhouse. Also, West Point is where the existing state record was set - an 88-way. I'm glad I got to be a part of that and party with Carol one more time.
  14. (This article was first published in the August 2004 issue of Parachutist as “One Good Turn Deserves Another”. Since then, the article has been updated and improved.) Turning a piece on a formation skydive is not as simple as yanking it around and hoping it will stop where it is supposed to. Jumpers in the piece must help it stay close and level throughout the turn, and they must help their piece partners start and stop the turn without rotating it too far or slamming it into the other piece. A piece that is yanked around too fast can rotate too far or even injure somebody. A piece that is not completely turned or turned incorrectly can drift away and actually become harder to control. This article shows the correct (and safe) techniques for turning pieces on recreational RW loads. Meet the minimum skill levelBefore jumpers participate in a skydive that involves piece turning, they should meet the requirements for a USPA A license, which means that they can do individual 360-degree turns, dock on another skydiver, maintain eye contact, track, wave off, and pull. In addition, jumpers should be able to dock on small formations such as a 4-way Star. Start with partial turnsNewer jumpers should start with partial turns (180 degrees or less) on small formations. Here is a fun drill. Build a 4-way Open Accordion, break it in the middle, turn the two pieces 180 degrees and re-dock. This puts the jumpers who were on the inside on the outside, and vice versa. In this drill, think more about “trading places” with your piece partner than about turning the piece. The piece will automatically rotate if you move to the slot vacated by your piece partner. As you move, try to help place your piece partner in the spot you just vacated, keeping your piece level with the other piece as you do. Repeat the process to place yourselves back in your original slots then repeat the drill until breakoff. Move on to 360-degree turnsOnce you can do drills like the one described above, you are ready to move on to 360-degree turns on small formations. A good drill for this is the Zig Zag – Marquis 4-way block. A “block” is a two-formation set in which jumpers build the first formation, split into pieces, rotate the pieces then reconnect them to form the second formation. In competition, experienced teams speed up their turns by rotating the end of one piece over the end of the other piece – in essence, reducing a 360-degree turn to 270 degrees or even less. But in this article, we only discuss flat turns because they normally work best on recreational loads where the objective is not speed but smooth level turns. In the Zig Zag – Marquis block shown above: To start the turn, Jumpers A and B break grips and turn approximately 90 degrees to the right and stop, keeping each other in view over their left shoulder (helps them stay close and level). While this is happening, Jumpers C and D stay put except to extend their arms to let Jumpers A and B move. Once Jumpers A and B have moved, Jumpers C and D “trade places”, keeping each other in sight over their left shoulder as they move. When their legs almost touch, they stop, look over the other shoulder (called a “head switch”) and place Jumpers A and B together in the Marquis. While Jumpers C and D are finishing their turns, A and B also do a “head switch” and keep each other in view and on level while they are placed together. All jumpers should help keep the pieces level throughout the turn. Notes: To be safe while they trade places, Jumpers C and D do not move directly at each other, but slightly offset so that their legs do not collide. Also if they focus on “trading places” rather than spinning their partners around, the pieces are more likely to stay close.The same concepts used for the Zig Zag – Marquis example above can be applied to turning pieces in larger formations. Consider the following example. In the 9-way example above: Jumper A turns approximately 90 degrees to the right and stops, keeping the other pieces in view over his left shoulder (helps him stay level and close). Jumper B moves into the space cleared by Jumper A. At the same time, Jumper C moves into the space vacated by Jumper B. As soon as Jumper A feels the piece rotating, he looks over his right shoulder for the other pieces and stays level with them as the turn finishes. As the turn finishes, Jumpers B and C place Jumper A back into his original slot. All jumpers should help keep the pieces level throughout the turn.Note: Everybody’s initial moves should create enough momentum to keep the piece rotating. If it starts rotating too fast, Jumpers B and C can lower their right knee temporarily to put on the brakes. Similarly, if the piece stops rotating too soon, they can lower their left knee until it starts moving again. Rotate pieces on their center pointsTo keep the pieces close throughout the turn, each jumper must help the piece rotate on its center point. Jumpers in each piece should watch the other piece over one shoulder as the turn starts, then “head switch” and watch it come back into view over the other shoulder as the turn completes. This helps keep the pieces close and on level and emphasizes the following point: If you keep your target in sight, you will be more likely to fly to it. Get the right gripsIn the dirt dive, jumpers should practice the grips they will be taking in the air. This way they won’t be fumbling around for grips when the piece starts turning. Also a grip should not hinder a piece partner’s ability to fly. This is especially true of leg grips. Do not grip at or below the knee because this hinders your piece partner’s ability to move his leg. Instead, grip as high as you can on the outside of his thigh so that when he moves his leg your grip doesn’t move much at all. Tip! High, outside leg grips also help people with short arm spans to fly when they have Sidebody grips. Sidebody grips consist of an arm and a leg grip on the side of your piece partner. It is much easier to fly if your arms aren’t all stretched out. Slow is FastIf the pieces drift apart and get on different levels during a turn, jumpers should not try to make up the distance too quickly. They should get the pieces level first then slowly make up the horizontal distance. Slamming the pieces together in a rush can possibly injure somebody or even cause a funnel. At the very least, it creates a wave throughout the formation that must be dealt with before jumpers break for the next point. If jumpers break before the formation settles down, they will more than likely end up on different levels again. It actually takes less time to get the pieces level and fly them smoothly back together than it does to slam them together then have to deal with an unstable formation. As often is the case, slow is fast. Give it timeLike any skydiving technique, learning to turn pieces effectively takes time. Don’t expect to run straight from your A license exam to jumping on the hot RW loads. Practice on small formations first. Do some 4-way; there is no better training tool for learning how to turn pieces. With practice, you’ll learn to anticipate your moves and to work with other jumpers in the piece. Piece turning is definitely a group effort and when everybody is working together, it feels like the piece has eyes and a mind of its own as it does a smooth, quick and controlled 360-degree rotation then stops on a dime and makes a perfect re-dock on the other pieces!
  15. Surprised this thread isn't getting more comments. I just know somebody's achin' to say something .
  16. Start Skydiving Florida in Coleman! Brand new DZ opening in November. www.startskydivingflorida.com
  17. Airspeed has done a great job recruiting! I'll miss doing fun 4-way with Niklas at Start Skydiving but he needs to get back in the real game.
  18. Me too but it was at the POPS WR attempts a year ago.
  19. Hi, Bill. I am so sorry to hear about your two conditions. I am 20 or so years younger than you and only hope I can keep jumping til I am 78. Keeping in touch with your friends is very important and DZ.com is one good way. Sending good karma and positive thoughts Ed
  20. Funneled exits are bound to happen once in a while on recreational RW loads, but they do not have to be the norm. With the leadership of a good load organizer and thorough dirt dives, jumpers with relatively little experience can soon be pulling off stable exits. In recreational RW, the most common type of exit is a Star (or “round” as it often called). In a Star exit, it is easier to control the exit chunk and maintain levels because all jumpers are looking into the center. The number of jumpers in the Star exit depends on factors such as jumper experience and the complexity of the skydive. For recreational loads with mixed experience levels, a 2, 3 or 4-way Star is probably large enough. Any bigger and the chance of a funnel increases. This article focuses on Star exits from left side-door aircraft such as Otters, Cessna Caravans and PAC750s because they are commonly used for formations larger than a 4-way. Also, because many recreational skydivers don’t do a lot of 4-way, terms such as Middle Floater and Rear Floater are used instead of 4-way terminology such as Outside Center and Tail. Deciding Who Will Be In The BaseThe simple solution is to put only experienced jumpers in the base, but that often doesn’t leave enough experienced jumpers further back in the lineup. An alternate solution is to put experienced jumpers outside the plane and lesser-experienced jumpers inside. This mix of experience levels can work quite well if everybody leaves on ‘GO’ and presents to the relative wind. Then, if the exit is less than perfect, the experienced jumpers are in a better position to control the exit chunk. For example, if one of the inside jumpers starts to flip over, it is sometimes possible for one of the outside jumpers to push against his back pack and help him settle back down into his slot. The Importance Of Dirt Diving The ExitThe exit is just as important as remembering the points of the skydive. If the base is not there, no points will be turned anyway. So during the dirt dive, jumpers should pack it up and take grips exactly the way they expect to do it on jump run. This can prevent a lot of fumbling around for grips when they are lining up for real. If a mockup of the aircraft door is available, jumpers should use it. If not, they can make marks on the ground to represent the door. Typically, the organizer is positioned in the middle of the door and facing in so that he can see when everybody is in position before giving the count. Since full face helmets make it very difficult to hear the count, many organizers move their head or leg in time with the count. Some organizers swing their left leg out-in-out to indicate the Ready-Set-Go. (The second swing out represents the ‘Go’). Launching A 2-Way StarThis exit uses a Middle Floater and 1 jumper inside the plane. As mentioned earlier, the most experienced jumper should be outside the plane because he is in a better position to control the inside jumper as the 2-way leaves the plane. Getting Into position1. With both hands holding onto the bar (or the top inside of the door if there is no bar), the Middle Floater rotates his body to the left so that his back pack goes out the middle of the door (so he doesn’t snag anything). His head follows until he is standing outside the plane with his right foot on the edge of the door and his left knee presented to the prop blast. His hands should be approximately shoulder-width apart. 2. As soon as the Middle Floater turns around in the door, the Inside Jumper reaches between the Middle Floater’s arms then right and left for his arm grippers. This leaves both the Middle Floater’s arms free to fly and control the exit. 3. As he takes grips, the Inside Jumper steps forward with his left foot, placing it on the edge of the door and crouching down (not on his knees) while keeping his chest cheated toward the prop blast and his back straight up and down. His right foot should naturally be a foot or two back inside the plane (helps ensure his body is cheated toward the prop blast). The Launch When the Inside Jumper is ready, he looks up at the Middle Floater. The Middle Floater gives the count and launches out, leading with his left knee and presenting his chest and hips to the prop blast. With his free hands he can help control the Inside Jumper if he starts to twist or turn off heading. He can also double grip the Inside Jumper for added stability. The Inside Jumper DOES NOT push but goes with the exit, keeping his head up and rotating his chest and hips toward the prop blast as he helps fly the 2-way on the relative wind. Both jumpers are responsible for keeping the 2-way on heading relative to the aircraft’s line of flight so that other jumpers on the skydive can go directly to their slots for a faster build. The 2-way is also responsible for maintaining a good fall rate. Launching A 3-Way StarThis exit uses 2 floaters (a Rear and a Middle) and 1 jumper inside the plane. Again, the most experienced jumpers should be outside the plane. Getting Into Psition1. The Rear Floater climbs out first (see the photo of the Middle Floater climbing out for the 2-way). 2. On the heels of the Rear Floater, the Middle Floater climbs out the same way, except he rotates his body to the right and stands pretty much in the middle of the door. 3. As the Middle Floater climbs out, the Rear Floater grips the Middle Floater’s right arm gripper with his left hand. 4. Both floaters are now standing outside the door and should be turned slightly toward the front of the aircraft with the inside of their left knees presented to the prop blast. 5. The Inside Jumper gets in position the same way as described for the 2-way Star except he takes a left-hand grip on the Rear Floater’s right arm gripper and a right-hand grip on the Middle Floater’s left arm gripper. (Again, he steps toward the door with his left foot and places it near the edge of the door to ensure he is cheated toward the prop blast.) Launch When the Inside Jumper is ready, he looks up at the Middle Floater. The Middle Floater gives the count and launches out, leading with his left knee and presenting his chest and hips to the prop blast. The Rear Floater should anticipate the count and leave a split second early, hardly noticeable but just enough to place him on the lower end of the 3-way and looking up at it. (In 4-way, the Rear Floater, called the ‘Tail’, is always on the lower end of the formation to help anchor it on the relative wind.) The Inside Jumper DOES NOT push. He simply steps off, keeping his head up and rotating his chest and hips toward the prop blast as he helps fly the 3-way on the relative wind. All jumpers are responsible for keeping the 3-way on heading relative to the aircraft’s line of flight so that other jumpers on the skydive can go directly to their slots for a faster build. The 3-way is also responsible for maintaining a good fall rate. Launching A 4-Way StarThis exit uses 2 floaters (a Rear and a Middle) and 2 jumpers inside the plane. As with the 2 and 3-way Star exits, the most experienced jumpers should be outside the plane. Getting Into Position1. The Rear and Middle floaters climb out the same way as described for the 3-way Star exit. (Note: The Rear Floater should stand a few inches forward of the rear door jamb so that the Inside Rear jumper does not hit his arm on exit.) 2. While the two floaters are climbing out, the 2 inside jumpers (let’s call them Inside Rear and Inside Front to indicate their relative positions in the door) should step forward with their left foot and place it on the edge of the door, keeping their back pack backs straight up and down and their chests cheated toward the prop blast. They should crouch but not be on their knees. Their right foot should naturally be a foot or two back inside the plane. 3. The Inside Rear jumper takes a left-hand grip on the Rear Floater’s right arm gripper and a right-hand grip on the Inside Front jumper’s left arm gripper. 4. The Inside Front jumper takes a right-hand grip on the Middle Floater’s left arm gripper and can either leave his left hand free or reach back and double grip the Inside Rear jumper’s right arm. The Launch When the inside jumpers are ready, they look up at the Middle Floater. The Middle Floater gives the count and launches out, leading with his left knee and presenting his chest and hips to the prop blast. The Rear Floater should anticipate the count and leave a split second early (the same way as described for the 3-way exit). The inside jumpers DO NOT push. They basically step off and go with the Middle Floater, keeping their heads up and rotating their chests and hips toward the prop blast. The Inside Front jumper should also think about launching toward the front of the plane, and the Rear Inside jumper should think about helping to place the Inside Front jumper up and forward. No grip switching is necessary. If the 4-way is the base for a big-way, jumpers can take double grips for added stability. All jumpers are responsible for keeping the 4-way on heading relative to the aircraft’s line of flight so that other jumpers on the skydive can go directly to their slots for a faster build. The 4-way is also responsible for maintaining a good fall rate. Safety Tips Before boarding the plane and before jump run, jumpers should give each other pin checks. During the lineup and the exit, jumpers should always protect their handles. Before planning to launch larger exit chunks, jumpers should know how many jumpers are allowed in the door and at the back of the aircraft (so that the aircraft’s stall point is not jeopardized). If they don’t know, they should ask the pilot!As with other types of exits, methods for launching a Star can vary from one organizer to the next, from one 4-way team to the next, or even from one DZ to the next. The methods described in this article are ones that have worked successfully for this author on both 4-way and recreational loads. But no matter what method is used, success is much more likely if jumpers present as much as possible to the relative wind when lining up in the door and continue this through the launch. Finally, bigger is not always better. Most skydivers would rather swoop on a solid 2-way than chase a funneled 6 or 8-way base. A solid base allows everybody on the load to turn more points and get the most bang for their buck.
  21. Don't know where to get the video but is this Tom Kirwin you're talking about. I knew him back in the early 80s before I quit jumping for 15 years. He was a newcomer then. I guess they did a lot while I was on hiatus, including a few large formation records. I wouldn't have thunk it (and that's all I'll say).