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Found 51 results

  1. IntermediateBoth competitors participate exclusively in the orientation of Frontmonaut. Make-up of the 5 manches: Manche 1 : 3 [Free] Manche 2 : 3 [Free] Manche 3 : 2 [Free] + 1 [Block] Manche 4 : 3 [Free] Manche 5 : 2 [Free] + 1 [Block] For every manches there will be a draw of the individual moves for the respective and eventual sequence. Moves for the Category Intermediate
  2. An unplanned water landing is a frightening scenario for many skydivers; it’s one of the reasons that live water training is required for a USPA B License (If you didn’t truly get wet when working on your USPA B license, your instructors weren’t doing you or anyone else any favors). Add a wingsuit to the mix and it’s enough to give pause to even the most experienced skydiver. In 2010 alone, we’ve had three known unintentional wingsuit water entries in the USA. Wingsuits can fly further than skydivers can, and water is an attractive hazard to fly-over. Toss in a low deployment, restricted movement, and some adrenaline and a normal skydive can get really exciting really fast. OK, so it’s not quite the same as Houdini and his locks, and skydiving in a “prom dress” or freefall in a straight jacket isn’t nearly as difficult as some make it out to be. However, emergency situations do require a different approach. Wingsuit skydivers should pre-plan for an unintentional water landing even if flight over water isn’t an issue at their home DZ. A boogie or other special event may put wingsuit pilots into unfamiliar situations where water is present. Flotation devices should be a part of that pre-planning process if over-water flights are a common occurrence. TSA allows for up to four Co2 cartridges to be carried as part of a "life-vest unit." USPA Training And Recommendarions Section 6.2 of the USPA Skydiver Instruction Manual (SIM) guidance for unintentional water landings tells us to: a. Continue to steer to avoid the water hazard. b. Activate the flotation device, if available. c. Disconnect the chest strap to facilitate getting out of the harness after landing in the water. d. Disconnect the reserve static line (if applicable) to reduce complications in case the main needs to be cut away after splashing down. e. Steer into the wind. f. Loosen the leg straps slightly to facilitate getting out of the harness after splashing down. (1) If you loosen the leg straps too much, you may not be able to reach the toggles. (2) Do not unfasten the leg straps until your feet are in the water. g. Prepare for a PLF, in case the water is shallow (it will be nearly impossible to determine the depth from above). h. Flare to half brakes at ten feet above the water (this may be difficult to judge, due to poor depth perception over the water). i. Enter the water with your lungs filled with air. j. After entering the water, throw your arms back and slide forward out of the harness. (1) Remain in the harness and attached to the canopy until actually in the water. (2) If cutting away (known deep water only), do so only after both feet contact the water. (3) If flotation gear is not used, separation from the equipment is essential. k. Dive deep and swim out from under the collapsed canopy. All of these same procedures apply when wearing a wingsuit, yet preparations for an unintentional water landing don’t stop there. We still got work to do. Prior To Entering The Water It goes without saying that the best way to avoid a water landing is to avoid being over the water. However, sometimes it cannot be avoided. In addition to the previously mentioned, USPA-recommended actions, the wingsuit should be unzipped as much as possible prior to landing. This includes armwings, legwings, and body zippers if possible. Do not pull the cutaway/release cables on the wingsuit (assuming the wingsuit has cutaway cables, not all do) if the arms can be unzipped. An armwing that has been cut away will be much more difficult to move and unzip once it has filled with water and your arms are still in the sleeves (For example, the newest Phoenix-fly wingsuit arms might be cut away, as they detach the full wing from the arm, but the arm will still be inside a foam sleeve making it difficult to swim). The tailwing may act as a drag point and force the upper body forward, putting the skydiver on his belly. Enter the water with feet and knees together. Flying at half brakes should allow the canopy to continue forward. Do not flare. Take a deep breath prior to entering the water. After Entering The Water The canopy is a potential point of entanglement. It is recommended that a main canopy be cut away once you are fully in the water. If there is a current, this will prevent the main from dragging you along with it. A reserve cannot be cut away without a hook knife (if you are going to carry a hook knife, carry a metal, not plastic hook knife. A $5.00 hook knife will not do the job). Roll backward or sideways onto your back. If you have not deployed the reserve, the reserve will keep you floating for approximately 30 minutes in fresh water, longer in saltwater. With the tail (and perhaps the armwings) potentially being still inflated, being on your back will prevent the tail and rig from forcing your face into the water. Try to remain calm, breathe deeply and begin the process of removing goggles, helmet, and legstraps (chest strap if it was not undone in the air). The arm and legwings of a three-wing style wingsuit are similar to a ram-air parachute; there is an inlet and air fills the cells. These same inlets and cells can fill with water as easily as they fill with air. Although water in the cells alone will not cause the wingsuit to sink, movement of the wing will cause the suit to be dragged downward. This means that attempting to tread water will drag you under. Do not attempt to tread water, but rather keep your legs motionless. If there is any current, it is imperative that you stay on your back and try to keep your head upstream. Keeping the legs apart will help achieve this goal. Even a slow current will move your body very fast. Remaining calm is perhaps the most important aspect of clearing the suit and surviving. Jeans, boots, and gloves can make the task of escape a little more difficult than expected. Once you are fully unzipped and your legstraps loose, slide your rig and armwings off. After the upper body has been freed, “sit down” in the rig and suit to put you head-high. This allows the torso to roll forward so that it’s possible to dive deep and away from the rig, allowing the legs to escape from the legstraps and tailwing. Although the USPA SIM instructs skydivers to swim away from their rig, I have made the personal choice that I will not swim away from my rig if the reserve has not been deployed. It may be used as a flotation device and might be the difference between life and death. I will cut away the main canopy and swim away from the main. This is my personal decision and is in opposition to USPA recommendations. Follow at your own risk. During the various water experiments, there were a total of 49 water entries in various conditions and wingsuits, all with a rig or dummy rig in place, many with a main canopy attached. Performance Designs Sabre II, Silhouette, and Storm canopies were used. We jumped into still water 18’ deep, 6’ deep, current pools 34” and 24” deep with speeds up to 7 knots. We also jumped into wave pools with swells of up to 3’, which are small to moderate compared to coastline swells. Tossing the main canopy into the 7 knot current pool. Summary During these entries, three things became clear; Go into the water with as many zippers undone as possible. Your chest strap should also be undone for best possible speed once in the water. while this may seem logical, in at least two of the three unintentional water landings, the wingsuiter forgot to unzip arms while dealing with other issues. Get onto your back as quickly as you can. Stay on your back as legstraps, zippers, helmet releases, and goggles are removed. You may want to consider leaving the helmet on if in moving water and head protection is needed. Take a deep, calming breath. Even though my experiments were intentional water landings, they were still nerve-wracking when the suits were fully zipped up. Being jittery is entirely likely. Staying calm and keeping heart and breathing rates down may easily be the difference in survival, particularly in cold water. Be sure to stay clear of the canopy and lines. Currents may drag the canopy around a bit. Rescuers might have an easier time finding you if they can spot the canopy in the water so staying somewhat near but well clear of canopy and lines is a good idea. A hook knife should be part of your kit. When landing in water that has a current, try to keep your head upstream while getting out of the suit. Leave the helmet on to protect your head from rocks and other objects. Stay as far away from the canopy as possible. This is easier said than done. Note that in the video, the current combined with the canopy drag was more than two men could manage even in shallow water. This is where a hook knife would be beneficial. If the rig has a reserve still packed in it, it will float. It also is very easy to escape once the legstraps are undone, as it will remain on top of the water as you dive forward away from the container. "Exiting" from the 3 meter board, fully zipped In conclusion, if over-water wingsuit flights are planned, seriously consider a floatation device. They will not have a significant impact on the comfort of the suit, and are not relatively expensive. ParaGear, ChutingStar, and other skydiving supply shops sell these devices. Remember that CO2 cartridges may not be carried aboard a commercial flight, so you’ll need to source or ship cartridges to your final destination. If a flotation device is not part of your gear/kit, have an advance plan in the event of a water landing. There have been at least three known unintentional water landings in the US this year; only through luck and calm procedures did the wingsuiters survive. Read the Incident Report below to see how one survivor described his experiences and how multiple errors led him into the water. Big puffies and blue skies (and calm waters, I suppose)! -d Douglas Spotted Eagle is a USPA AFFI, Coach Examiner, PRO, and PFC Senior Examiner (North America) on staff at Skydive Elsinore. Student’s Incident report: ##### Name [Deleted] My age: 31 Years in the sport: 4.5 yrs. # of skydives: 287 # of Wingsuit SD’s: 7 # of BASE: 70+ I recently purchased a new Phantom2 Pheonix fly wingsuit and was super eager to get in the air. I got to the DZ and got on the first available load which was a 10 minute call. On any typical skydive, an immediete 10 minute call upon arrival isn’t so bad, but setting up a wingsuit system quickly is not a great idea, but I did. Mistake #1: I forced myself to have to rush to get on a load to do a technical jump for no apparent reason. In the end, I don’t think my rushed preparation lead to the actual situation, but I guess my mind wasn’t where it should have been. I was the last to exit from 12,500?. I had a really great (mostly stable) flight, flying around some clouds. At pull time, like most jumps, I was out over the ocean. I took one last look at my wrist alti at 5K’. Based on my audibles 4000? warning, I’m guessing I was open between 3500?-3000?. Mistake #2: I shouldn’t have pulled that low with a WS on with my low experience level. Mistake #3: I have made 6 previous WS jumps. All more than 2.5 years ago. I did not physically or mentally dirt dive this jump before getting on the plane. After a stable pull (I felt), I immediatley opended with line twists. I’ve had line twist before with this canopy/harness (Sabre 1, 150; 9 cell/Infinity dom;1997) and was able to kick out of them in the past. This line twist began to accelerate instantly. I made 3-4 attempts to kick out of it, but with the restricted movement of my legs in the WS, and spinning horizontally around the canopy, it didn’t do much at all. Mistake #4: I was under too small of a canopy for a WS jump. My exit weight= 240lbs. Wind loading= 1.6. I should have been under a more docile (7 cell), or larger canopy. So, having no luck with my kick attemps, I chopped it. It took me a few seconds to locate my handles (one hand on each). In my haste, I did a “T-Rex” style cut-away. As soon as I saw my right riser clear, I let go of the handle and pulled the reserve (also “T-rex”). Obviously leading to my main still dragging off my left shoulder. Mistake #5: I was jumping a borrowed rig. Although I’ve had about 20 uneventful (other than line twist) jumps with this rig. I wasn’t really familiar with it. Mistake #6: Probably the biggest one. I DID NOT CLEAR MY CUT AWAY CABLE/HANDLE COMPLETELY! Mistake #7: This goes right along with the above…Pulling my reserve WAY TOO SOON! I think because of my slightly slower descent rate (caused by my main still being attached), and my reserve already fired, I felt the second set of risers bouncing around on my head and saw all the lines whipping in-front of my face. As the reserve was slowly coming to line stretch, the lines were beginning to entangle with my helmet (actually the camera on my helmet) Mistake #8: Wearing a camera on a “student” WS jump. With the lines still “somewhat” relaxed, I thought of dumping my helmet but instead I picked/brushed the lines off the camera, clearing them. A split second later, I felt the canopy pressurize and go to complete line stretch. Instantly, the reserve risers had forced my head completely forward, making my chin squeeze into my neck. I knew I had MAJOR line twists on my reserve now too. So now, I’m under one collapsed main still dragging off my left riser, and one tightly twisted up reserve to my right side, still fully zipped into my WS, and I’m getting choked from behind by the reserve risers and can’t lift my head to see any of it. I knew I wasn’t “falling” anymore and that the canopies were not entangled. I don’t know, but the reserve must have been “un-spinning” because the pressure was slowly coming off the back of my neck and the twist opened up enough to squeeze my head back through, behind the risers. Mistake #9: Not sure if I could have prevented this one. If my arms had been unzipped and out of the wings (which they weren’t) I may have been able to reach back during the reserve deployment, and guided the risers in-front of my head before pressurization. At this point, my first objective was to finally cut the main off so I could get completely out of my reserve line twists. The main was still being held on by 1cm of ripcord cable still in the three ring release closing loop. In any case…I was focused on getting that last tinny bit of rip cord out of the closing loop. I had “tunnel” vision on trying to pick at the centimeter of cord. There was too much tension on the riser so I couldn’t get it out. I was definitely not thinking clearly at that moment. ALL I had to do was find my cut-away handle floating behind me and pull it another 1/4 inch. In retrospect, the dragging main (acting like an anchor) may have kept my reserve from continuing to twist and spin me into the ground/water. I’m not sure if completely cutting away at that point would have been any better. Mistake #10: Had I been thinking clearly, I would have found my handle and finished the job of cutting away. At this point I stopped all attempts to correct anything. I saw that I was about 300 yards(?) of the beach, over the water at about 500-300?(?) up. I knew I was going for a swim. The swell was small (2-3?), but definitely was not flat and calm. In preparation for my mid day swim, I started unzipping everything…chest, arms, legs, chest strap. I then reached above the reserve line twist, grabbed the rear/right line set and did a “rear riser” turn towards the visibly shallower water over the reef. I don't know if that helped at all because I pretty much felt like I was under a round canopy with no directional control. I just knew I was drifting towards the reef now. Not knowing the shallowness above the reef gave me a second of pucker factor, but at this point I had not much control or time anyway. I then did a “backwards” PLF (obviously with no flare, toggles still stowed and twisted). I slammed the water pretty hard. Mistake #11: Although this is what saved me from serious impact, I landed in the water with a WS on….not good! While I was underwater, my wingsuit quickly turned into a tunasuit, but before I even had time to deal with the next hurdle……..I stood up. I was now standing 300 yards out in the surf, in 3 feet of water with both canopies attached and the WS on, all filled with water. I was getting dragged in-land with the swell a little bit, but had plenty of time to finally cut-away the main and completely step out of the WS. I saw all the scrambling of people on the shore. I was soon reached by a couple of skydivers and a rescue kayak. We loaded up the rig on to the kayak and swam back to shore. Mistake #12: I probably should have made my first priority to un-zip my wings. Although, at no point did I feel like they were restraining my movement (until I wanted to steer towards the reef). I guess I unzipped them right when I had a moment and thought it was totally needed. ####### Massive thanks to: Lake Elsinore Casino Tooele City Pool Raging Waters/SLC Skydive Elsinore Skydive Utah Performance Designs Rigging Innovations Teledyne Instruments Joey Allred, Aaron Hutmacher, Jose Calderon, Mannie Frances, Karl Dollmeyer, Scotty Burns, Chuck Blue, Jarno Cordia, Bence Pascu, Joe Turner, Frank Hinshaw, T.K. Hinshaw, Tom Deacon, Jim Crouch, Jack Guthrie, Scott Callantine, Jeanie Curtis, Mike Harlon, Chris Squires, Robert Pecnik, Jeff Donohue, and Andreea Olea.
  3. Freeflying is a physically demanding sport (as are other disciplines in skydiving) and like any physical activity it is much easier to damage your body if you do not prepare your body properly. Stretching helps prepare your body for the physical activity it is about to go through, by offering some of the following benefits: Relaxes your body (which is always good in freeflying) Helps your coordination and allows for easier movement Gives you a greater range of motion Increases your body awareness Improves circulation so if you do damage your body it will repair quickerA lot of freeflyers seem to think stretching takes a long time and that it isn’t important. It is very important and if you plan on jumping for a long time then stretching is the way to allow you to keep on jumping as you get older. Stretching can take a long time but it can also be a short 10 minutes in the morning. The following is a short and basic stretching routine to help you prepare yourself in the morning. This doesn’t mean you should only do this in the morning when you go jumping, try to do this every morning, it only takes 10 minutes. Guidelines for stretchingIf you do not stretch right you can damage your body just as bad as if you do not stretch. Some people think that stretching should be painful, this is wrong. You should feel comfortable in your stretch, feeling a mild tension in the area that your are stretching. You should never bounce into a stretch, take your time, and ease into it until you feel the mild tension mentioned earlier. Stretching routineYou should try to do this routine every morning to get the best effect. Start off by making sure you are warm, a hot shower to warm you up in the morning can help. Start by lying on your back, keeping your spine flat to the floor and look up at the ceiling/sky with your head. Start with one leg, bend it at the knee and pull it towards your chest until you feel a mild tension. Hold this position for 20 seconds and then move onto the other leg, taking a 10 second rest in between. [Figure 1] Next, lay on your back, keeping everything straight and looking up at the ceiling with your head. Bend your legs, keeping your feet flat on the floor. Place your hands behind your head and lift it up until you feel a tension in the back of your neck, still keeping the rest of your back on the floor. Hold this tension position for 5 seconds and then slowly lower your head back to the floor. Repeat this 3 times. [Figure 2] This is a good one if you have bad landings and find you hurt your ankles every now and then. Sit on the floor and have one leg flat. Grab the other leg just above the ankle. Rotate your foot clockwise providing a slight resistance with your other hand. Repeat this 20 times and then do the same but rotating your foot anti clockwise. Do not rush this. Now do the same with your other leg, again making sure you do not rush yourself. [Figure 3] Start by leaning against a wall with your head resting on your hands. One leg should be closer to the wall and bent with the foot facing straight forward. The other leg should be straight and behind you, foot facing the wall and the heel touching the floor. Slowly push your hips forwards, keeping your back straight, stop when you feel a mild tension in your calf. Hold this position for 30 seconds and then slowly move your hips back and relax. Repeat with the other leg, again taking your time. [Figure 4] Start by standing up straight with your feet shoulder width apart and facing straight forward. Slowly start bending from the hips keeping your knees slightly bent at the same time. Relax your neck and arms, keep bending until you get a slight stretch in the back of your legs. Hold this for 20 seconds and then slowly move back up. [Figure 5] Start by standing with the side of your body next to a wall, put the palm of your hand closest to wall against it just a bit higher than your head. Now slowly and gently turn your body away from the wall until you feel a mild tension in your shoulder, You should be between one and two feet away from the wall at this point. Hold this position for 15 seconds and then slowly turn back and relax for a few seconds. Now repeat this with your other hand. [Figure 6] Start by sitting on the floor and put the soles of your feet together, hold onto your toes. Now start to gently pull your self forwards towards your feet. Make sure you are moving from your hips and not bending from your shoulders or back. To help try resting your elbows on your knees for stability, this will make it easier. Keep moving forwards until you feel a good stretch in your groin. Hold this position for 40 seconds and then slowly move back and relax. [Figure 7] Now you’ve finished the stretching routine make sure you wrap up warm to get the best effect. Do this every morning and you will see a marked improvement in your flexibility and you will be much more relaxed in the air. Louis Harwood is a freeflyer from the UK and jumps at Target Skysports, in Hibaldstow. He has competed for the last two years in the Artistic nationals, he has two silver and one gold medal in B catagory freefly, freestyle and skysurf. www.avalore.co.uk
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    Freeflying

    Freeflying is the ability to fly your body in any position, in any direction, at any speed at any given time. This includes, but is not limited to, headdown, sit, stand, back, belly and any kind of flying you can imagine. There are no limits to freefly except those created in your own mind. Freeflying Safety Freeflying is exciting, new and so much fun. Safety must always be an issue. By maintaining a safe flying atmosphere you allow yourself to have more fun. Flying safely relates to the level of experience of those with whom you fly. The basics of freeflight can practiced in a safe atmosphere as long as the size of the flying group does not exceed the skill level of those individuals flying together. 2-ways are the best way to train your freeflying skills. Freeflying involves many different flying positions which relates to many different speeds ranging from 90-300 miles an hour. There is a logical progression to safe learning of freefly. It is best to first have an understanding of how to fly your body in slower flying positions before moving on to faster ones. Learning to control speed, direction and proximity at slow speeds increases awareness and reactions. These are the methods which keep everyone safe in the sky. As stated earlier, smaller groups are the safest way to fly. One-on-one flying is the safest way to experience flight with someone else. It allows flyers to maintain visual contact with each other at all times. As experience increases and awareness grows, flying with more people can be fun and safe. This is dependent on the skill of the fliers and how well everyone has planned their dive. There are certain safety rules for breakoff. Once again speed is an important factor. Breakoff altitudes are slightly higher for freefly jumps, 4000ft because of higher speeds. It is also important to gently transition into a track to avoid radical changes in speed. Track for clean air and check. A slow barrel roll before deployment is highly recommended to insure clean air. Following the simple rules of small groups, planning, awareness and breakoffs, insures safety and fun for everyone. Freefly Safety Equipment Container: A tight fitting container which does not allow for exposure of risers and pins is essential to every freeflyer. Increased airspeeds and varying body positions make closure necessary. Altimeter: Two altimeters, visual and audible, are necessary for freeflying. Altitude awareness takes on a new importance when dealing with the faster speeds of freefly. Clothing: It is important to wear clothing that does not restrict movement and will not cover any handles. Helmet: A hard shell helmet is recommended. Cypres: Cypres is recommended to all those who can afford it. The potential for collisions exists. Therefore, it is best to be prepared.
  5. 1. AUTHORITYThe competition will be conducted under the authority granted by the Atmonauti Committee of the Sports Skydivers Association. All participants accept these rules and regulations as binding by registering as a competitor for the competition. 2. DEFINITIONS2.1 Atmonauti Body Position Atmonauti is the term given to the technique that intentionally utilises the torso (as an aerofoil) to generate lift, while ‘diving’ at an angle of between 30deg – 75deg to generate relative wind required for lift. Use of the torso to achieve lift allows freedom of limbs to achieve a range of handgrips and foot docks, essential for the ARW2 and SFIDA competition formats. 2.2 Atmonauti Relative Work 2.2.1 Sequences and Blocks, including transitions and inters, to include Frontmonauti, Backmonauti and Footmonauti positions. 2.2.1.1 Frontmonauti: Head first into relative wind, torso to earth 2.2.1.2 Backmonauti: Head first into relative wind, back to earth 2.2.1.3 Footmonauti: Feet first into relative wind, back to earth 2.3 SFIDA “Challenge” Neutral Navigator sets direction, angle and speed, Competitors compete side by side of the Navigator and aim to score highest points for that jump by virtue of preset docks and grips, to include transitions. 2.4 Team An Atmonauti Relative Work Team will consist of two (2) competitors and a videographer. For SFIDA no team will exist and two (2) competitors will compete against each other navigated by an appointed qualified navigator. The Videographer will be independent from the competitors. Grip and docks 2.4.1 Grip: a recognisable stationary contact of the hand or hands of one competitor on a specified part of the body or harness of the other competitor, executed in a controlled manner. 2.4.2 Dock: A recognisable stationary contact of the foot or feet of the one competitor on a specified part of the body or harness of the other competitor, executed in a controlled manner. 2.5 Heading The direction in which the “leading edge” of the performer faces. further defined in terms of Backmonauti and Frontmonauti positions 2.6 Leading edge A specific body part of the performer (either head or feet) which is the first point of contact with the relative wind generated from the angle of attack 2.6.1 Frontmonauti: Head first into relative wind, torso to earth 2.6.2 Backmonauti: Head first into relative wind, back to earth 2.6.3 Footmonauti: Feet first into relative wind, back to earth 2.7 Axis 2.7.1 3 axis – F (flight direction), P (Perpendicular to F) & H (Horizontal) 2.8 Atmonauti position Objective is to achieve head-on relative wind (or a custom “tube”) at an angle of between 30deg – 75deg to the ground, with horizontal movement in relation to the ground, whilst searching for lift with the torso - freeing up the limbs to achieve hand grips and foot docks. 2.9 Move A change in body position, and/or a rotation around one or more of the three body axes or a static pose. 2.10 Navigator Neutral Navigator responsible for setting direction, angle and speed. No eye contact or assistance should be present. 2.11 No Fly Zone Frontmonauti<.p> Behind, below, and not on head level during the approach (i.e. must be above, ahead and on head level). 2.12 No Fly Zone Backmonauti Ahead, above, and not on head level during the approach (i.e. must be below, behind and on head level). 2.13 Head level The level of the approaches - utilising the head as reference in relation to the angle of attack set by Navigator. 2.14 Total Separation Is when all competitors show at one point in time that they have released all their grips and no part of their arms or body have contact with another body. 2.15 Inter Is an intermediate requirement within a block sequence which must be performed as depicted in the dive pool. 2.16 Sequence Is a series of random formations/free moves and block sequences which are designated to be performed on a specific jump. 2.17 Scoring move/formation Is a move which is correctly completed and clearly presented either as a free move or within a block sequence as depicted in the dive pool, and which, apart from the first move after exit, must be preceded by a correctly completed and clearly presented total separation or inter, as appropriate 2.18 Infringement2.18.1 An incorrect or incomplete formation which is followed within working time by either 2.18.1.1 Total separation or, 2.18.1.2 An inter, whether correct or not. 2.18.2 A correctly completed formation preceded by an incorrect inter or incorrect total separation 2.18.3 A formation, inter, or total separation not clearly presented 2.18.4 In SFIDA, where one or both competitors cause instability to the navigator, adversely affecting the other competitor on the same jump. 2.19 Omission 2.19.1 A formation or inter missing from the draw sequence 2.19.2 No clear intent to build the correct formation or inter is seen and another formation or inter is presented and there is an advantage to the team resulting from the substitution. 2.20 Working Time Is the period of time during which teams are scored on a jump which starts the first moment and competitor (other than the videographer) separates from the aircraft, as determined by the Judges and terminates a number of seconds later as specified in chapter 3. 2.21 NV Moves, inters, or total separations not visible on screen due to meteorological conditions, or factors relating to the videographer's freefall video equipment that cannot be controlled. 2.22 Rounds Minimum 1 round to call the meet. 2.23 Backmonauti The performer will be on heading flying on his back with his back towards the earth. 2.24 Frontmonauti The performer will be on heading flying at the defined angle as per atmonauti definition with his back towards the sky. 2.25 Footmonauti The performer will be on heading feet-first flying at the defined angle as per atmonauti definition with his back towards the ground. 2.26 Formation A record attempt formation is considered as built when two or more competitors fly on heading with a predefined dock or grip held for minimum 3 seconds, and is the basis for the Atmonauti Linked National/World Records. A free move formation, however, is merely a recognisable stationary contact of the hand/hands or foot/feet – and does not require to be held for 3 seconds as per record attempts. 3. ROUTINES3.1 The discipline is comprised of SFIDA and Atmonauti Relative Work. 3.2 Number of rounds: a. SFIDA: a total of 4 competition rounds will be completed with a minimum of one round to be completed before a meet can be called. b. ARW: a total of 5 competition rounds will be completed with a minimum of one round to be completed before a meet can be called. 3.3 All SFIDA competitions will be judged by an elimination process where the two highest scoring competitors in any given round will compete against each other in the following round and the second and third ranking competitors will compete against each other and so forth. 3.4 In the case of a tie for a specific round, the previous total points are added to identify the highest total average per competitor. 3.5 Should a tie persist, a one jump tie breaker will be performed with the highest scoring competitor moving to the next round. 3.6 A tie breaker may also be required for placing 1st, 2nd, 3rd. 4. THE EVENTS4.1 The discipline will be comprised of the following events: 4.1.1 ARW Events: Exit altitude is 11 000 feet AGL; working time is 40 seconds. 4.1.2 SFIDA Events: Exit altitude is 11 000 feet AGL; working time is 40 seconds. 4.1.3 For meteorological reasons only, and with the consent of both the Event and Chief Judge, the Meet Director might change the exit altitude and/or working time and continue the competition. In this case the following conditions will apply: 4.1.3.1 The working time will be: a. 20 or 40 seconds for the ARW Events b. 20 or 40 seconds for the SFIDA Events. The reduced working time must be used if the exit altitude is lowered (ref 4.1.1 and 4.1.2). The next round must commence if working time is changed and all competitors will be scored on the same working time for a specific round. 4.1.3.2 The minimum exit altitude will be: a. 7 000 feet AGL for the ARW Events b. 7 000 feet AGL for the SFIDA Events. The maximum exit altitude will be 13 000 feet AGL for all events. 4.2 Objective of the Event 4.2.1 The objective of the event is for the a team (ARW) or single competitor (SFIDA) to complete as many scoring moves as possible within the given working time, while correctly following the sequence for the specific round. 4.2.2 The accumulated total of all rounds completed is used to determine the placing of teams for ARW and the process of elimination as defined in chapter 3 is applied to determine the placing of individual SFIDA competitors. 4.2.2.1 For ARW if two or more teams have equal scores the following order of procedures will be applied: 4.2.2.1.1 For determining final standings: a. the highest score in any completed round; b. the highest score starting with the last completed round and continuing in reverse order, round by round until the tie is broken, c. the fastest time (measured to hundredths of a second) to the last common scoring move in the last completed round. d. one tie break round if possible (for the first three placings only). 4.3 Performance Requirements 4.3.1 Each round consists of a sequence of formations depicted in the dive pools of the appropriate annexes, as determined by the draw.4.3.2 It is the responsibility of the team or individual competitor to clearly present the start of working time, correct scoring moves, inters and total separation to the judges. 4.3.3 Scoring moves need not to be perfectly symmetrical, but they must be performed in a controlled manner. Mirror images of moves and whole block sequences are not permitted. 4.3.4 In sequences, total separation is required between block sequences, between free or random moves, and between block sequences and free moves. 4.3.5 Where degrees are shown (180, 270, 360, 540) this indicates the approximate degrees and direction of turn required to complete the inter as intended. The degrees shown are approximately that amount of the circumference of the subgroup's centre point to be presented to the centre point(s) of the other subgroup(s). For judging purposes, the approximate degrees and direction of turn of subgroups centrepoints will be assessed using only the two dimensional video evidence as presented. 4.3.6 Contact or grips are allowed between subgroups during execution of the inter. 4.3.7 Where subgroups are shown, they must remain intact as a subgroup with only the depicted grips. 4.3.8 Assisting handholds on other jumpers or their equipment within a subgroup/competitor or a scoring formation are permitted. 5. GENERAL RULES5.1 Teams may consist of competitors of either or both sexes, except in the female event where (except for the videographer) all competitors must be female. 5.2 The Draw 5.2.1 The draw of the sequences will be supervised by the Chief Judge. Teams will be given not less than two hours knowledge of the results of the draw before the competition starts. 5.2.2 Event Draws: All the «Block sequences» (numerically numbered) and the «Free moves» (alphabetically marked) shown in the appropriate annex will be singularly placed in one container. Individual withdrawal from the container, (without replacement) will determine the sequences to be jumped in each round. Each round will be drawn so as to consist of three or four scoring formations, whichever number is reached first. Alternatively this draw can be done on a Recognised electronic scoring/judging system as approved by the Meet Director and Chief Judge. 5.2.3 Use of Dive Pool: Each block or formation will be drawn only once for the scheduled rounds of each competition. In the event that additional rounds are necessary, due to the tie-breaking jump-off, the dive pool for this round will consist of the blocks and free moves which were not drawn for the scheduled rounds. In the event that all of the remaining blocks and formations do not complete the tie breaking round, the draw will continue from an entire original dive pool in that event, excluding any blocks or formations which have already been drawn for that round. 5.3 Competitors are not allowed to use a wind tunnel (freefall simulator) after the draw has been made. 5.4 Jump Order 5.4.1 Determined by a draw. 5.4.2 Should conditions or availability not allow for Jump Order to be executed as per draw, Competitors ready and present shall be given first option to continue with the rounds. 5.5 Video Transmission and Recording 5.5.1 Each team shall provide the video evidence required to judge each round. Each freefall Videographer must use the video transmission system if provided by the Organiser. 5.5.2 For the purpose of these rules, «freefall video equipment» shall consist of the complete video system(s) used to record the video evidence of the team’s freefall performance, including the camera(s), video media, tape recorder(s), and battery(ies). All freefall video equipment must be able to deliver a PAL digital signal through an IEEE 1395 compatible connection (Firewire) or composite video compatible connection. 5.5.3 As soon as possible after each jump is completed, the freefall videographer must deliver the freefall video equipment (including the tape(s) used to record that jump) for dubbing at the designated dubbing station. 5.5.4 Only one video recording will be dubbed and judged. Secondary video recordings may only be used in NV situations. 5.5.5 The dubbing station will be as close to the landing area as possible. 5.5.6 A Video Controller will be appointed by the Chief Judge prior to the start of the Judges’ Conference. The Video Controller may inspect a team’s freefall video equipment to verify that it meets the performance requirements as determined by him/her. Inspections may be made at any time during the competition which do not interfere with a team’s performance, as determined by the Event Judge. If any freefall video equipment does not meet the performance requirements as determined by the Video Controller, this equipment will be deemed to be unusable for the competition. 5.5.7 A Video Review Panel will be established prior to the start of the official training jumps, consisting of the Chief Judge, the President of the Jury, and the Chairman, or acting Chairman, of the Atmonauti SSA Committee. Decisions rendered by the Video Review Panel shall be final and shall not be subject to protest or review by the Jury. 5.5.8 If the Video Review Panel determines that the freefall video equipment has been deliberately tampered with, the team will receive no points for all competition rounds involved with this tampering. 5.6 Exit Procedure 5.6.1 Exit first (prior to FS, AE, Wingsuiting on the same jump run) at altitude. There are no limitations on the exit other than those imposed by the JM for safety reasons. 5.6.2 The exit will be controlled by the Navigator in SFIDA and Team Principle in ARW2. Exit commands will be made using an appropriate signal system, and should be discussed prior to boarding with the pilot. 5.6.3 Atmo groups will be required to fly minimum 45 degrees off jump run in order to create horizontal separation to freefall groups exiting after atmonauti group. 5.7 Scoring 5.7.1 A team will score one point for each scoring move performed in the sequence within the allotted Working Time of each round. Teams may continue scoring by continually repeating the sequence. 5.7.2 For each omission two points will be deducted. If both the inter and the second move in a block sequence are omitted, this will be considered as only one omission. 5.7.3 If an infringement in the scoring move of a block sequence is carried into the inter (ref. 2.8), this will be considered as one infringement only, provided that the intent of the inter requirements for the next formation is clearly presented and no other infringement occurs in the inter. 5.7.4 The minimum score for any round is zero points, except where zero points have been awarded and penalty/ies imposed. 5.8 Rejumps 5.8.1 In a NV situation, the video evidence will be considered insufficient for judging purposes, and the Video Review Panel will assess the conditions and circumstances surrounding that occurrence. In this case a rejump will be given unless the Video Review Panel determines that there has been an intentional abuse of the rules by the team, in which case no rejump will be granted and the team’s score for that jump will be zero. 5.8.2 Contact or other means of interference between competitors in a team and/or their Videographer shall not be grounds for the team to request a rejump with regards to ARW. In the case of the SFIDA category adverse whether conditions such as bad visibility (in cloud), any contact or other means of interference between the navigator and competitiors and/or between the Videographer shall be grounds for the individual competitors to request a rejump – granted at the sole discretion of the Atmonauti Event Judge. 5.8.3 Adverse weather conditions during a jump are no grounds for protest. However, a rejump may be granted due to adverse weather conditions, at the discretion of the Chief Judge. 5.8.4 Problems with a competitor’s equipment (excluding freefall video equipment) shall not be grounds for the team to request a rejump. 5.9 Training Jumps 5.9.1 Each team in each event will be given the option of one official training jump before the draw is made. 5.9.2 The aircraft type and configuration, plus the judging and scoring systems to be used in the competition will be used for the official training jump. 5.9.3 Two sequences will be created by the Chief Judge. Only teams performing one of these sequences will receive an evaluation and posted score. 6. JUDGING 6.1 The official training jump and competition jumps will be judged as the Videographer provides the video evidence. The Chief Judge may modify this procedure with the consent of the FAI Controller. 6.2 The judging will, as far as practical circumstances allow (landings out, rejumps etc), be judged in the reverse order of placing. 6.3 Three Judges must evaluate each team’s performance. 6.4 The Judges will watch the video evidence of each jump to a maximum of three times at normal speed. If, after the viewings are completed, and within fifteen seconds of the knowledge of the result, the Chief Judge, Event Judge or any Judge on the panel considers that an absolutely incorrect assessment has occurred, the Chief Judge or Event Judge will direct that only that part(s) of the jump in question be reviewed. If the review results in a unanimous decision by the Judges on the part(s) of the performance in question, the score for the jump will be adjusted accordingly. Only one review is permitted for each jump. 6.5 The Judges will use the electronic scoring system to record their evaluation of the performance. At the end of working time, freeze frame will be applied on each viewing, based on the timing taken from the first viewing only. The Judges may correct their evaluation record after the jump has been judged. Corrections to the evaluation record can only be made before the Chief Judge signs the score sheet. All individual Judge’s evaluation will be published. 6.6 A majority of Judges must agree in the evaluation in order to; • credit the scoring move, or • assign an omission, or • determine an NV situation. 6.7 The chronometer will be operated by the Judges or by a person(s) appointed by the Chief Judge, and will be started as determined in 2.13. If Judges cannot determine the start of the working time, the following procedure will be followed. Working time will start as the videographer separates from the aircraft and a penalty equal to 20% (rounded down) of the score for that jump will be deducted from the score for that jump. 7. RULES SPECIFIC TO THE COMPETITION 7.1 Title of the Competition: Atmonauti National/World/Continental Championships 7.2 Aims of Atmonauti National/World/Continental Championships 7.2.1 To determine National/World/Continental Champions of Atmonauti in the: • ARW (Atmo Relative Work), • SFIDA “Challenge” 7.2.2 and • To determine the world standings of the competing teams, • To establish Atmonauti formation/distance/other world records, • To promote and develop Atmonauti, • To present a visually attractive image of the competition jumps and standings (scores) for competitors, spectators and media, • To exchange ideas, experience, knowledge and information, and strengthen friendly relations between the sport parachutists, judges, and support personnel of all nations, • To improve judging methods and practices. 7.3 Composition of Delegations: 7.3.1 Each delegation may be comprised of: • One (1) Head of Delegation, • One (1) Team Manager, • Freefall videographers as.7.3.4 and 7.3.2 At a World/Continental Championship: • Two (2) ARW2 teams consisting of up to: Six (6) ARW2 Competitors • One (1) female ARW2 team consisting of up to: Three (3) female ARW2 Competitors • SFIDA contestants consisting of up to: Three (3) Individual Competitors 7.3.3 At a World Cup: • Any number of teams per event (composed as for a World Championship) to be decided by the Organiser and announced in the bulletins. 7.3.4 Videographers must be entered for each team as part of the delegation and must be a member of the Delegation’s NAC. A Videographer may be replaced at any time during the competition, (with the agreement of the FAI Controller). The evaluation process for the video evidence will be the same for any Videographer. Videographers may be one of the following: a. One person in addition to the team composition in 7.3.2. This competitor is to be considered as a team member for the purposes of awards and medals. b. Any other person (ref 7.3.6). This Videographer is eligible to receive awards and medals. This Videographer may jump as a ‘pool’ Videographer and is subject to the same regulations as other competitors on the team. 7.3.5 If any ARW team consists of competitors from the SFIDA, they should be listed separately on the entry form. 7.3.6 Any ARW competitor can only enter in one ARW team as ‘performer’ but may enter as a ‘pool’ Videographer. A competitor in the ARW event cannot also enter in the Female ARW event. 7.4 Program of Events for SFIDA: 7.4.1 The World Championships is comprised of: • Up to 8 rounds considered as selection rounds, and • Final rounds, consisting of 4 quarter finals, two semi finals, one runners up and one finals round. 7.4.2 Time must be reserved before the end of competition to allow for the completion of the semi-final, final and runners up round. 7.4.2.1. The quarter-final rounds will consist of the individuals with the 8 highest scores from the selection rounds. 7.4.2.2. The semi final rounds will consist of the individuals with the 4 highest scores from the quarter-finals. 7.4.2.3. The finals round will consist of the individuals with the 2 highest scores from the semi final rounds. 7.4.2.4. The runners up round will consist of the lowest scores of each of the 2 semi finals rounds. 7.4.3 A selection round left incomplete must be completed as soon as possible, but after the round in progress has been completed. 7.4.4 If all the selection rounds are not completed at the starting time of the quarter-finals, the round in progress will become the semi final or final round as appropriate. Where this is the semi final, the next drawn round will be used for the final round. The following procedures will apply i) The round in progress will be completed if ten or less (in the case of semi finals) or six or less (in the case of finals) teams remain to jump. All scores for this round will count. ii) The round in progress will be performed by only the ten (in the case of semi finals) or six (in the case of finals) highest placed teams if more than ten (in the case of semi finals) or six (in the case of finals) teams remain to jump. The scores of any other teams in this round will be discarded. 7.4.5 The competition will be organised during a maximum time frame of 5 competition days. Exceptions may be made where a bid is received for multiple FCE competitions at one time. 7.5 Medals and Diplomas are awarded as follows: • All team members (ARW) and individuals (SFIDA) in the events will be awarded medals if placed First, Second or Third. • Certificates are awarded to all competitors that are placed First to Tenth. 8. DEFINITIONS OF SYMBOLS 8.1 Coding in the Dive Pool annexes is as follows: 8.1.1 Indicates Move by the competitor: See image 1 top right. 8.1.2 Indicates transition on “defined’ axis by competitor in either direction: See image 2 top right. 8.2 Visualisation for dock/grip positions, (Ref: 2.5) See image 3 top right. See image 4 top right.
  6. Both competitors participate exclusively in the orientation of 'Fronmonaut" and "Backmonaut". Make-up of the 5 manches: Manche 1 : 3 [Free] Manche 2 : 2 [Free] + 1 [Block] Manche 3 : 1 [Free] + 2 [Block] Manche 4 : 3 [Free] Manche 5 : 2 [Free] + 1 [Block] For every manches there will be a draw of the individual moves for the respective and eventual sequence.
  7. Both competitors participate exclusively in the orientation of "Frontmonaut" and "Backmonaut". Make-up of the 5 manches: Manche 1 : 3 [Free] Manche 2 : 2 [Free] + 1 [Block] Manche 3 : 3 [Free] + 2 [Block] Manche 4 : 3 [Free] Manche 5 : 3 [Free] + 1 [Block] For every manches there will be a draw of the individual moves for the respective and eventual sequence. Moves for the category Advanced
  8. The SensationsSpeed skydiving in principle sounds like a high-octane, extreme discipline in skydiving. However, when you hear it’s a solo sport, you then think it “sounds boring”. But it is anything but boring and it’s for one simple reason; speed skydiving has a unique adrenaline-filled freefall sensation. It feels like those first few seconds of normal freefall where you accelerate rapidly, but throughout the entire speed skydive. Speed skydiving is measured as an average over the vertical kilometer (from 8,858 to 5,577ft). That means if you do it well, you can expect to reach your peak speed at the bottom end of the measuring gate. Some skydivers say it is hard to quantify what normal terminal velocity is, however in speed skydiving it’s definitely more tangible. The sensation is of freefalling seriously fast and that’s slightly scary whilst giving you a big adrenaline rush! Who Am I?I jump regularly at Skydive Hibaldstow primarily doing FS team camera work and wingsuiting. Although I have never been on the International Speed Skydiving circuit or a speed skydiving training camp, I always try to attend the UK Speed Skydiving Nationals and seminars. I’m not a freeflyer and I’m not even the best speed skydiver, but I have been enjoying it for 9 years. Doing It WellDoing it well is another matter of course. I have never done an average of over 270mph, whereas Mark Calland (UK jumper) has been over 300mph unbelievably. Speed skydiving requires you to strike a 3-way balance between feeling the airflow on your body, making fine corrections and relaxing. Putting too much input in or being too ridged and it’s all going to go pear-shaped. What to wear plays big part of getting a good average. Some speed skydivers like to wear bright red all-PVC spray on gimp-suits. Sorry but that is too kinky for me! If you can handle them, you can get some good speeds. Many more however prefer to wear a surfers rash vest and some jeans. The jeans help to smooth the airflow, provide some good stability and grip. A Typical Speed SkydiveSo let me describe a typical speed skydive. I get out of the aircraft between 12,000 to 13,000ft (the same altitude as the 8-way jumpers at nationals) and for the first 15 seconds, I slowly start to build up my speed by going into a progressively steeper and steeper track. After what feels like a long time, I begin to feel the air on the back of my calves. This is when I know I am now in the vertical airflow phase of the jump. Around this point, I feel a sudden acceleration and I know I am passing the 200mph mark. It’s almost like I’m passing through a pressure wave and this is common amongst other speed skydivers. For extra speed, I try to flatten my arms by my hips and bring my ankles together. Not long after, I pass through the opening gate of the measured kilometer. By then, I am already doing over 230mph. At this measuring phase of the jump, I’m concentrating on stability with every nerve cell in my body. Ideally, I’m trying not to make any inputs in at all. In fact, I’m trying to relax whilst balancing on what feels like a pinhead. Another sensation is like falling through an invisible narrow tube barely wide enough for my shoulders. I’m talking a lot about sensations in this article, but that is one of the big attractions to the discipline. Being symmetrical is also very important. A slight hip twist, one leg in front of the other and I can expect radical oscillations. Simply relaxing often cures the problem and I can continue to job of accelerating away. The final and most important part of the speed skydive is the deceleration to 120mph! I do this when I hear my two L&B; audibles beeping away inside my Oxygn fullface helmet. For those that don’t know, I’m completely deaf in one ear. So I pack them next to each other. You wouldn’t want to miss your beeps at those speeds. Pulling out of a 250mph swoop is not as gruesome as it sounds. You simply arch your body slightly and you begin to peel out into a swoop. As the speed decreases, you then bring your arms in front of you to a normal flat body position. All this takes less than 4 seconds and this makes you realise how fast you were actually going. MeasurementOnce you land, you unclip the two L&B; Pro-Tracks (not the ones from your helmet) from you harness lateral straps and plug them into the Jump Track software, which produces neat and tidy graphs showing your performance. In competition, each competitor does 6 rounds and the average of their best 3 go forwards. It’s exciting watching the scores come in and seeing your own progression. You would be surprised that being a fatty has little to do with going fast. I’m on the slim side and 2 out of the 5 worlds fastest recorded times have been by other slim built skydivers. SafetyHaving a premature opening of your parachute over 200mph is extremely dangerous. In preparation for a speed skydive, I take a fresh closing loop and shorten it to the point where I can only just get the closing pin in. In addition, I make sure I have two audibles in my helmet and I put gaffer tape on the edges of the visor of my full face. There should be no more than three speed skydivers on a load to prevent traffic problems. The first and last part of the jump involve tracking and it’s possible to cover large distances quickly. Being able to keep a heading is vital. The last thing is that your BOC spandex must be in good condition. SummaryThere are very few disciplines where you can feel how fast you are going and that makes it a real adrenaline buzz. Whilst it is a solo discipline, there is a lot of excited interaction and camaraderie between the jumpers at competitions as they evaluate each other’s jumps and acceleration graphs. You can take part without having to do lots of coached training camps. It’s definitely not boring! Doesn’t covering a vertical kilometer in less than 10 seconds sound like fun? More information: 1. Speed skydiving seminar at Hibaldstow 2. ISSA 3. Larsen & Brusgaard – Kind sponsors of the discipline
  9. (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!
  10. Canopy Relative Work (CRW) may be described as the intentional maneuvering of two or more open parachute canopies in close proximity to, or contact with one another during descent. The most basic maneuver in CRW is the hooking up of two canopies, one below the other. This formation, known as a "stack" or "plane"(the difference between a stack and a plane is the grip on the parachute), is the most common maneuver in CRW. There are two major categories of CRW formations: Vertical formations : Canopies are either stacked or planed one beneath the other. All grips should be on the center cell. Off-set formations : one or more docks and grips are on end-cells. These formations include diamonds, boxes and stair-steps. USPA BSRs recommends a beginner should have the following qualifications before engaging in CRW: At least 20 jumps on a ram-air canopy. Thorough knowledge of canopy flight characteristics, to include riser maneuvers and an understanding of relative compatibility of various canopies. Demonstrate accuracy capability of consistently landing within five meters of a target. Initial training would be conducted with two jumpers - the beginner and an Instructor experienced in CRW. The instructions should include lessons in basic docking and break-off procedures as well as emergency procedures. USPA BSRs has the following recommendations on equipment:The following items are essential for safely doing CRW: hook knife -- necessary for resolving entanglements ankle protection -- adequate socks prevent abrasion from canopy lines. If boots are used, cover any exposed metal hooks short bridle cords -- short, single attachment point bridlecords are essential to reduce the danger of entanglement. Retracting bridle pilot chute systems are desirable cross connectors -- are essential for building planes. These should be connected between front and rear risers only. The following items are strongly recommended for safely doing CRW: altimeter -- provides altitude information for dock, abort and entanglement decisions protective headgear -- must allow adequate hearing capability for voice commands, in addition to collision protection soft toggles -- provide less possibility of entanglement than hard toggles and better flight control trim tabs (go toggles) -- helpful for equalizing decent ratesand increasing control envelope cell crossporting (two rows) -- is recommended (when doneper manufacturer's specs) to minimize the likelihood of canopy collapse cascades -- recommended to be removed from the two centerA lines.
  11. Whether you jump at a large dropzone or a small one, you’ve probably shared a ride to altitude with a wingsuiter. Like all skydivers, wingsuiters should receive a thorough gear check, but a wingsuit also creates unique concerns that a watchful eye can catch. Regardless of experience level, it’s possible to make a mistake while gearing up with a wingsuit – in the same way that its possible for any of us to make a mistake while gearing up for a traditional skydive. This is a situation where your vigilance can save a fellow skydiver’s life. Here are a few recommendations that Flock U has for gear checks: A wingsuit skydiver is a skydiver first and a wingsuiter second – you will need to check his or her rig, chest strap, altimeter, goggles, etc. in the same way that you would with any other skydiver. Make sure that the jumper’s AAD is on (if he or she is jumping with one). Pay particular attention to the jumper’s cutaway and reserve handles. While a wingsuiter’s emergency procedures aren’t any different than a traditional skydiver’s, in some suits, handles can become pulled into or obstructed by the fabric of the suit. That can result in a dangerous surprise if a cutaway or reserve pull becomes necessary. After inspecting the rig, examine the wingsuiter’s arm wings – and in particular, examine the connection between the wing and the jumper’s torso. There’s unfortunately no “one size fits all” rule for arm wing inspection, as different wingsuit designs have different wing configurations. That being the case, there are several general categories of wing/torso connections that each raise their own concerns: Cable Thread Systems. Cable Thread Systems consist of a cutaway-style cable that runs through alternating torso and wing tabs, which keep the wing attached to the torso. By pulling on the cutaway cables, the wingsuiter can release the arms of the suit in an emergency. This design can generally be found in BirdMan brand suits, among others. For a Cable Thread Systesm, look to see if the cables are threaded correctly through the tabs, all the way up. In some cases, they will alternate evenly between wing and torso, but often the cable will intentionally be threaded to skip one or more tabs. Don’t hesitate to ask the wingsuiter if you’re not sure – even experienced wingsuiters may not know the proper configuration for suits that they haven’t flown before, and some wingsuiters have preferences for arranging these tabs that differ from the standard. Make sure the wing cutaway handles are properly secured in a Velcro or tuck-tab housing. Note that there’s often both a front and a rear cable on these systems - so check both, on both wings. Zipper Attachment Systems. Zipper Attachment Systems are found primarily on Tonysuit, Phoenix Fly and S-fly brand suits, though there are many different suit designs on the market that use one form or another of the Zipper Attachment System. These systems generally come in two types: “over the shoulder zippers” and “bottom of wing” zipper attachments. “Over the shoulder zippers” are what their name implies – a zipper that runs over the wingsuiter’s shoulder, which connects the wing to the torso. Generally, in this design, the wing isn’t detached from the torso even in an emergency, and the “over the shoulder” zipper is usually only unzipped if the wingsuiter is removing the suit from his or her rig while on the ground. In these models, there’s generally a Velcro breakaway or other cutaway system or a safety sleeve (described below). Look to see if the zipper is attached properly and zipped all the way down. Some wingsuiters will intentionally leave several inches of the zipper unzipped in the back, so ask before correcting a slightly unzipped wing! If the over the shoulder zipper design includes a Velcro breakaway system, check to make sure the Velcro “sandwich” is holding the top and bottom of the wing together and that the Velcro isn’t bunched or pinched – these gaps can widen when the wing encounters the relative wind. Newer Tonysuits brand model have a “safety sleeve” – a ZP liner – that allows the armwing to silde up the jumper’s arm, permitting the wingsuiter to reach canopy controls in an emergency. As a result, there’s no arm wing cutaway system to inspect. When looking at these suits, make sure that the arm zipper – the zipper that runs from the jumper’s shoulder to his or her wrist – is fully zipped. There will generally be a snap or tuck tab on the bottom of the wing; check to see if they are properly stowed. While inspecting the arm wing, check the wingsuiter’s wrist-mount altimeter (if he or she is jumping with one). Make sure that the jumper can release his or her wings without undoing the wrist-mount (which can happen, for example, if the wrist-mount is put on after the arm wing is zipped up in wingsuit designs with a thumb loop). This is a dangerous and easily avoidable method of losing a wrist-mount altimeter! Check to make sure the wingsuiter’s legstraps are on. Leg straps can be missed by wingsuiters while gearing up, as the suits tends to restrict motion and prevent the jumper from seeing his or her legstraps. Even highly experienced wingsuiters have admitted to momentarily forgetting leg straps while gearing up. When using a wingsuit, visual inspection is insufficient to make sure that the leg straps are on – the wingsuit can deceptively pull the strap against the leg, making it appear that the strap is on. Ask the wingsuiter to shrug – the jumper should feel the resistance in the harness created by tightly worn leg straps. Alternately, you can lift the bottom of the wingsuiter’s rig (in other words, under the pilot chute). If the rig moves more than a couple of inches, it’s not secure enough. Each leg of a Tonysuits brand wingsuits also has a leg zipper pull up system, which is basically a bridle that connects to the leg wing zipper. The bridle is stowed against the leg by Velcro or tuck tabs. Also incorporated in this design is a pair of magnets that keep the bottom of the wing together. These magnets must go over the zip pull ups. If they are under the zip pull up, they may jam under canopy. Are the wingsuiter’s booties on? Particularly when the wingsuiter is using a borrowed or rental suit, booties may be ill-fitting. Badly fitted and poorly positioned booties can result in a lost bootie, which can make for an incredibly difficult flight and dangerous canopy deployment. Check to make sure the bootie is on, and straight. Help to make this year a safer year for skydiving by looking out for your fellow jumpers. Making it a habit to look at others’ gear can only result in positive results. Save someone’s life this year - it could be yours! A free, downloadable wingsuit pincheck file can be found on our site at www.flockuniversity.org. This pincheck guide is perfect for printing for Safety Day or for putting on the wall near manifest. Thanks to Jeff Donahue and Andreea Olea for their help in this article. All photos courtesy DSE.
  12. In November 2008, 71 wingsuit pilots flew in a stealth-bomber-shaped formation over Skydive Elsinore. It was the largest slot-specific formation in the short history of this emerging discipline. But how did the event, which was billed as a “Wingsuit World Record,” change the future of wingsuit flying (if at all)? In a discipline still unrecognized by the FAI and the Guinness Book of World Records, what does it mean to try setting new standards? 71: Achievement and FrustrationThe idea of a big-way wingsuit record was not new. The most notable previous event was in Cochstedt, Germany in July 2006. Organizers there sought Guinness recognition for the largest number of wingsuits exiting on a single jump run, out of an Antonov 72. In contrast, the 2008 71-way at Skydive Elsinore was a purely invitational event focused on slot-specific flying in a four-plane formation. A diverse international team reflected a worldwide growth in the discipline and a global desire to achieve something recognizable within our sport. Hailing from as far as South Africa and Russia, participants from 14 countries qualified for a chance to fly in the big-way by demonstrating their skills at official camps and through a referral system. Five were women (the few, the proud, the only gender not to have a single member axed from her slot!). The skydiving press (the French ParaMag, British Skydive The Mag and American Parachutist, among others) extensively documented the event. The 71-way marked significant achievements as well as frustration. In the achievements column, the team flew a new, wider spacing that reduced oscillation and movement within the unlinked formation. This led to multiple smooth and on-level jumps that looked beautiful from the ground. The previous slot-specific record recognized within the wingsuit community was a 16-way diamond. Like that formation, most small groups had employed a “head-to-foot” spacing technique that encouraged proximity but usually resulted in trailing flyers at the back and reactive vertical motion within the flock. The scope and level of organizing, while it left much room for improvement, was also a check in the achievements column. While there was some initial grumbling about the level of seriousness and the pushing of safety standards in communications to team members prior to the event, most participants expressed relief that the 71-way jumps would be a focused record attempt and not “just another boogie”. Frustration arose when it came time to judge whether the group had succeeded in setting a “world record”. The initial goal was to have each wingsuit pilot flying within three-square-meter boxes arranged in a grid that would be superimposed over still photographs of the formation. The organizers’ proclamation of success was based on a photograph where all flyers were either fully within or touching at least one edge of their three-square-meter grid square. However, without an outside judging structure, heated discussions escalated the meaning of “success” and the best way of judging unlinked formations into a full-throttle debate. Beyond R&D;: 100 over ElsinoreThe debate about how to judge large wingsuit formations will continue unabated until an outside governing body agrees to recognize one set of objective criteria. The 71-way was destined to be a “work in progress” since it had never been done before. With the lessons learned from the experience, an expanded organizing team is preparing for a 100-way wingsuit event at Skydive Elsinore from November 7th to November 13th, 2009. While some ask whether trying to set records before there are established categories is futile, skydiving is not a sport that waits for mainstream approval in order to change and grow. Wingsuiting is an especially entrepreneurial and fast-growing subculture. The hope is to continue safely demonstrating what is possible. In doing so, organizers strive to create events that excite new skydivers and unite those already committed to wingsuit flight. Armed with evidence from last year’s judging attempts, big-way organizers are prepared to continue lobbying both the FAI and Guinness. The 100-way five aircraft formation is invitational. Skills camps are planned between now and July, when official qualifying events begin. A specific Skills Checklist sets out minimum jump requirements and what exit, flying, and canopy skills potential participants need to practice and perfect in order to gain a spot on the team. For more specific information about the 2009 Wingsuit 100-way, go to www.wingsuitworldrecord.com. Numbers and RecognitionOfficial recognition of wingsuit flight as a skydiving discipline will bring a clear judging regime – and therefore, is ultimately necessary for long-term growth. Competition drives our sport, and desire to achieve recognizable goals is at the heart of every team. Whether with the versatility and creativity of vertical relative work or the sheer size of the formation World Team, standards and rules (some made to be broken) compel excellence and progress. In the current vacuum, setting new standards and claiming achievements without official rules is difficult but necessary. The 71-way, for all its imperfections, spurred the wingsuiting community to more seriously consider how it wants to be judged. It also demonstrated that such events have the potential to recruit serious sponsorship and interest from both new skydivers and experienced jumpers in other disciplines. That’s the future.
  13. You might as well be searching for The Holy Grail. How often have you heard of a team who's had a big argument and broken up before, during or immediately after Nationals, having already spent an exorbitant amount of money? Most of the time this could have been avoided by simple communication, honesty and a little bit of compromise from the outset. Instead, the 'volcano effect' takes hold, and petty grievances, built up over the course of the year, come to an ugly head, usually at an important and stressful event - like Nationals. Quite often the issue that causes the break-up seems pretty minor a couple of months down the line. But it's an all-too-common practice in skydiving, and one that detracts from teams and individuals being able to perform at their best. Most teams require two years minimum to even scratch the surface of their full potential. It takes time for teams to gel to the extent that they have true communication, anticipation and knowledge of working together. But this all-pervasive attitude, which makes it acceptable to break up a team over somewhat insignificant differences, prevents the sport and individual skydivers from growing and progressing. It's the syndrome of seeking the 'perfect' team, and it's become so commonplace in skydiving that we could almost be forgiven for thinking it's acceptable. What is 'the perfect team'Most competitive skydivers have an idea of what the 'perfect' team is. They look at teams like Airspeed, Deland fire and Sinapsi PD, see these teams communicating and performing well, and make the assumption that to some degree, team members are virtual clones of each other. They never see individuals disagreeing or arguing, and believe these must be 'perfect' teams comprised of 'perfect' skydiving individuals with 'perfect' personalities. They imagine how great it would be to be part of a team like this, and that their own problems stem from being unable to replicate this perceived 'perfection' in their own teams.Because of this unrealistic expectation, too many talented skydivers waste their time not training with a team at all. There's nothing worse than not training - in fact, some of my steepest learning curves have come from being part of what could be described as 'dysfunctional' teams. In a similar way, teams waste time by constantly replacing 'flawed' team members in search of the 'perfect' team dynamic; instead they should be working together, getting over personality differences to achieve a common goal, which is performing at the team best. It may come as a shock but - there is no perfect team! The truth is that on any team, individuals have their own ideas, flaws and times of stress - and often disagree with their teammates. Our unique qualities and imperfections make us part of this diverse human race, and differences are inevitable. I can't think of a more diverse group of people than Airspeed 8 - our disagreements ranged from how many jumps to do, to physical training and jumpsuit colours (you should see what we finally came up with in 1996)! Despite this, I often hear how up-and-coming jumpers idealise the top teams and think they always get along perfectly with each other. The result is that when a disagreement naturally occurs on their own team, they assume it's an inherent and insurmountable fault in the team - and subsequently break up or switch members. Differences like this are to be expected, and are part and parcel of team training, no matter what level you're at. A reply I often hear to this is, 'Yeah, but we're not Airspeed,' - implying it's easier to deal with team disagreements and personality conflicts when you're a professional team; if you have to put up with it for 'work', then somehow, you can. But when non-pro teams nowadays are spending between $5,000 and $25,000 per person per year on this sport - it seems like a few minor differences could be worth dealing with for longer than just one season! More to the point - there's really no alternative, if you want to perform, you have to deal! It's easy for teams to think their issues are unique, and that problems can't be resolved because of this; however, the case is most likely that the individuals are not willing to work out their 'unique' issues. Usually the problem is nothing more than the result of someone's need to express themselves, and this, in turn, being taken the wrong way. Problems like this could have been resolved months earlier with the input of a good coach, or by using truthful 'pass the rock' sessions where team members get the opportunity to vent and communicate openly. Teams need to realise that what they're going through is normal, and conflict is part of a natural evolution for every team. There is not a single team that does not go through conflicts. The difference between a successful team and a failing team is that the former works out their differences, whereas the failing team does not. It's not a matter of individuals being unable to resolve their conflicts - it's simply that they are unwilling to. Airspeed has gone through few big decisions without some pretty heated opinions being cast around the room. Because every team goes through the same cycles of development, it's worth outlining what those cycles are, so they know what to expect. One way of looking at how teams grow and mature is to use Bruce Tuckman's 'forming, storming, norming, performing' model. Forming - Stage 1 The 'honeymoon phase'When most teams join up, they all seem to get along - everyone is excited about the new team and keen to get started; this is also known as the 'honeymoon phase'. Most skydivers are jubilant that they actually have a team to skydive with, morale is high, and negative personality traits are kept in check. It's very important in the 'forming' stage to get an experienced coach for guidance and direction. Many teams also benefit from having a team leader, and this is the time to appoint them. You should also spend quite a bit of time discussing your goals and aspirations as honestly as possible, as this will avoid problems down the line. There could be nothing more frustrating than being in a team where people have completely different agendas - one wants to take the team to the World Meet and another just wants to get the swoop at the end of the dive! Levels of commitment in terms of number of jumps, tunnel, money and time should be discussed as a priority, and while not every member of the team will have exactly the same objectives here, as long as they are in the same ballpark the team can succeed. It's important to come to a workable compromise and move on - rejecting a team whose goals don't precisely match yours, and ending up not jumping, is much worse than doing only 200 team jumps that year instead of the 300 you wanted to do! Individual long-term goals can even be different - it's fine if one person eventually wants to become a World Champion, and another just wants to compete for a couple of years before moving on to other things - as long as the collective team goal is agreed upon and compatible for the duration of the agreed term of the team. I refer to this as 'buying into the contract'. The key agreements of this 'contract' are: Individuals agree to work together to achieve the common goal. Individuals agree to communicate honestly with each other, more commonly known as having regular 'pass the rocks'. Individuals value their differences, i.e. they recognise that every person has a different background and personality, and will therefore have different ways of relating and behaving. Individuals seek to gain insider learning about their impact on the team, i.e. thinking before speaking and recognising that what they say has the potential to impact the team in a negative (or positive) way. Individuals should be responsible and accountable for their actions and words. Storming - Stage 2 Guess what? The honeymoon is over!This is the frustrating stage of learning with the team; individual quirks start to come out and team members vie for position as they attempt to establish themselves. Cliques can also start to form within the team - questions and uncertainties come up and the 'contract' itself may be questioned. This is where most teams sow the seeds of inevitable self-destruction. Simply put, this is the stage where arguments might occur over block techniques, individual performance and styles of relating. Even table manners, personal hygiene and fashion sense can all come under attack! It's important to realise that this is natural human behaviour in a goal-orientated team environment. It's also important for individuals and the team to reiterate the goals they set and believe that the team outcome is more important than individual needs. At this stage, outside help in the form of a coach experienced in dealing with team dynamics is invaluable. I've heard more times than I'd like to recollect, 'I guess I'm just not a team-player'. I don't believe this to be true. That individual is just not willing to compromise, or never bought into the 'contract' in the first place. People who are described as 'team players' are just more willing than others to suppress their need to be heard all the time. I also believe there's no such thing as a natural team player. Anyone has the ability to become a team player as long as they are willing, at times, to put aside their own ego for the good of the team. Knowing that the 'storming' stage is normal and can be overcome by focusing and refocusing on the agreed team 'contract' is critical at this time. There's no knowing when the 'storming' will occur, or how long it will last. However the sooner a team recognises it and then accepts it as normal, the sooner the team will leave this phase behind. Norming - Stage 3Congratulations - you've got further than most teams and are on your way to performing your best! This is the phase where the team has recognised individuality as a strength, and has matured as a group. Commitment and unity is strong. It could feel similar to the 'honeymoon phase', but instead of being based on enthusiasm alone, it marks a time of personal growth and acceptance. Roles and responsibilities are clear and welcomed: the team's everyday interactions and dealings have become like clockwork, and the daily training routine, including team meetings and 'pass the rock' sessions, is more instinctive and needs no prompting. It's important to realise the individuals themselves have not fundamentally changed, and disagreements will still occur - however teammates have come to understand that having their personal needs met is secondary to team growth. The same disagreements teams had in the 'storming' stage suddenly seem less important and are dealt with more quickly and in a more mature manner. Performing - Stage 4 The fun part!In this stage the team has a high degree of autonomy and will be running like a well-oiled machine. The team is able to focus on performance; personal issues that would have held them back previously as a distraction have melted into the background and become irrelevant. This is also the phase where individual relationships and trust are consolidated within the group. On a personal level, team members trust that each one will always act for the good of the team - communication between piece-partners is open and honest. In the sky, teams feel that everything falls into an instinctual rhythm, more so than a forced or conscious act. Trust in individuals' ability runs high, allowing team members to be sure that others will also fly their slots with confidence. This in turn allows for faster keys, more confident moves, and ultimately, more points. Teams should expect that disagreements will still occur - even arguments - but now issues are resolved within the team positively. It's also important to recognise that just because a team has reached the 'performing' stage, they may not be the 'best of friends' - however teammates trust and respect each other, because of the understanding that they are all focused on the common goal, i.e. the 'contract'. This phase is more easily attainable than most people think, or believe. It's the most fun part of training, and the pay-offs are numerous. Individual growth, realisation of your potential, a load more points and the best skydiving you'll ever do are just some of them. And it's a choice that anyone can make. Gary Beyer was a member of multiple World and National Champion team, Arizona Airspeed, between 1995 and 2002. He has since retired from World level competition and dedicates his time to team and tunnel coaching. www.onthelineskydiving.com This article was first published in Skydive The Mag (UK) and is republished here on request and with permission from the author. Photos by Mike McGowan
  14. So, you can sit fly with your friends in a group or fly in a two way. The first step to being a free flier, Congratulations! Once you have reached this level you might ask yourself “what’s next?” Today is your lucky day because this article is for you! After you have learned the basic position which we will cover in a second, the skill set you want to learn is 6 points of motion and then docking. This will allow you to interact with your friend in the sky and not just be a base. Sit Fly: The PositionServing as an introduction to free fly, this position is pretty difficult to get without some instruction. The idea is to sit in the sky just like you are sitting in a chair with a few minor exceptions. First you want to have your legs about shoulder width apart. Second, you want to have your heels aligned with your knees as not to catch any air on your shins. The foot should be flat just like if you had it sitting on the ground. It is imperative to have even consistent heel pressure when you sit fly, or you will be on your toes which makes it difficult to improve your mobility. Keep your feet pointing straight forward at all times! In sit fly your body follows your heels and your hips so you need to have a strong platform to work from. Third, you must consistently have a 90 degree angle at your hips to fly strait down. Sit up not back. Pretend you have a string pulling your head strait up while keeping that 90 degree angle. Sitting up will then add a quaint arch to your torso which will help you keep from falling back. Lastly, relax your arms so they keep right at head level. Do not press down on your arms in the neutral position. Pressing down the arms is a common fault of most new sit flyers. It causes you to press your torso forward catching air on it and then consequently backsliding. If you have problems with the position get some coaching in the wind tunnel, SkyVenture has made learning the sit fly position a snap for the student and the instructor. Let’s move on to movement, shall we! Sit Fly: 6 points of MotionSpeeding up will be the first point of motion we learn. Simply press your heels down while keeping flat feet and having your hips, torso and heels in alignment. It is not necessary to straighten you legs. A small adjustment of your surface area will increase your speed greatly. Practice sitting up against a wall in the sit fly I described above, then by pressing through your heels stand up to a half squat, not all the way up and then settle back down into the sit. Do it slowly, erratic movements usually create horizontal space, so stand up and down smoothly. The reason we try not to straighten are legs at first, is because straight limbs usually create stiffness. In order to keep control of the position you must be supple. Slowing down is the next thing we learn. This can be done a few ways. I use them all, so it would be best to learn as many ways as you can. The first way to slow down is to press your arms down. Remember to keep sitting up while you do this or you will back slide from leaning forward. The second way to slow down is to bring your knees in a bit and then flare out your heels. This is my preferred way to slow down. This position increases your surface area a lot because your legs are a larger wing then your arms. This is also ideal because this leaves your arms free to dock or to use sign language to your friend. This position became popular in the wind tunnel because larger people needed to use there legs to keep them off the grate. Lastly if you really need to slow down learn to back fly in the wind tunnel. The back fly position will help you close huge vertical gaps quickly, for example if your friend corks up. A word of caution, learn to back fly with a coach in the wind tunnel before you use it with your friends. Using the back fly position without proper control can cause a vertical speed variation between you and your partner which can cause a high speed collision if you are not careful. Moving forward is our next task. Forward motion is the hardest yet most used motion in sit fly. It is technically difficult to learn so it might take some time. It is the most used point of motion because most people are back sliding in sit fly or back slide when they try something new. To move forward, get back in the half squat position or the downward motion. Then press your hips forward as far as you can while keeping your heels shoulder width apart and your feet facing forward. The best way to practice this is on the ground by leaning as far back as you can while free standing. Forward is a balance move that is why it is so hard. It also takes a little momentum in the sky to move forward so you might have to hold the position a few seconds before you actually realize you are moving. Keep those heels down! Moving backward is the easiest of the 6 points of motion. Most people are back sliding at first when they learn the sit fly position. To move backwards simply keep in the sit fly position and lean forward a bit. It doesn’t take much to rocket backwards, so immediately go back to the neutral position. The last two positions are side sliding left and right. They are tough. We won’t go into them in depth here because that would be a little advanced for this article. Besides carving is much more fun and seems to be a little more useful in every day flying. To carve go forward with a slight turn in your hips. Sit fly: Docking Docking your friend for the first time is probably the most fun you can have sit flying. This move is tough for some so listen up! First you must get your arms level with what you are going to dock. Move up or down. Then move forward slowly and stop at the target you want to dock so it is just out of your reach. Stabilize your heels by pressing down slightly. This is the key to docking; if you turn while you dock it is probably because your feet slide one way or the other. After you have stabilized reach with your hand up at the target not out. If you reach out your torso will follow and you will back slide, maybe pulling your friend with you. Make sure your arm is 90 degrees from your torso. Try not to shift with your torso. Have your arm and hand move independently of your torso. Fly your hand into the target and then dock the hand or foot lightly. If you grab on too hard you might contort your position so you fly away. Dock lightly. If you feel tension in the dock let go and go back to neutral, breathe deeply and try again. Keep in mind that this stuff is not easy for everybody. Don’t be afraid to ask for help or to get coaching. The SkyVenture wind tunnel is also a great tool when it comes to learning these basics of sit fly. Steven Blincoe is the Founder of The New School Flight University. He has 4,000 free fly jumps and over 300 hours in the SkyVenture Orlando wind tunnel. You can contact him at 530-412-2078 or [email protected] for advice.
  15. Visit BASEjumper.com for more BASE jumping information, articles, photos, videos and discussions Section 1: Introduction Section 2: Before even considering doing a wingsuit BASE jump Section 3: So you still want to wingsuit BASE Section 4: You now have some wingsuit BASE experience, what’s next? Section 5: Conclusion Appendix A: Specific wingsuit drills to practice from the plane Appendix B: Relevant entries from “the list” Appendix C: Some considerations for wingsuit site selection Download Full Article in PDF 1. Introduction: We have all seen the amazing videos of people like Robert, Yuri and Loic flying their wingsuits. It is natural to want to follow in their slipstreams but let us make sure we do so safely and with adequate preparation. This document is intended as an initial information source for BASE jumpers interested in starting wingsuit BASE. This document is not an instruction manual. It does not contain rules, only advice. Wingsuit BASE is more dangerous than normal BASE jumping if the jumper does not conduct adequate preparation. If you choose to pursue wingsuit BASE you are strongly recommended to seek instruction from an experienced wingsuit BASE jumper. There is no substitute for one to one coaching. A wingsuit allows for incredible freefall delays and horizontal distances to be achieved, almost eliminating the chance of striking the object you jumped off, the number one cause of BASE jumping fatalities. But jumping a wingsuit also has some serious drawbacks: The wingsuit restricts your physical movement making exits harder to perform i.e. difficult to climb down to the exit point, easier to go unstable and then harder to recover. The wingsuit complicates deployment and prevents you from controlling your canopy immediately after opening. The wingsuit jumper must carefully assess the terrain he intends to fly over as the eventual opening point and landing area will be different than for a normal BASE jump and will also depend on flight performance. Experienced BASE jumpers who use ground rush as an altitude indicator must exercise caution during their initial jumps. The low fall rate and high horizontal speeds can fool the jumper that they are higher than they actually are. The wingsuit ground rush for a minimal canopy ride is a lot less intense than for normal freefall. The wingsuit jumper must also pay attention to his altitude when flying down a talus or over sloping terrain. The jumper often focuses on the airspace they are flying towards, giving the illusion they have lots of altitude available (e.g. looking at the valley floor in front of them). In this situation the jumper must remember that the critical altitude is the immediate vertical elevation they have over the talus or slope. The wingsuit jumper must always ensure sufficient altitude for a safe deployment - bear in mind that as soon as the PC is released the wingsuit jumper will stop flying and drop vertically approx. 200’+ as the canopy deploys. Experienced wingsuit BASE jumpers may attempt to make jumps that would be otherwise impossible without a wingsuit. The jumper must be absolutely sure of his own capabilities and those of his equipment when undertaking jumps that allow little margin for error. 2. Before even considering doing a wingsuit BASE jump you should be: An intermediate BASE jumper: With minimum 50 BASE jumps (but more jumps are strongly recommended!) Cool under pressure, very comfortable in the BASE environment Always performing solid exits, also when exiting with arms by your side Have good sub & terminal tracking skills Have excellent canopy flying skills and landing accuracy Have consistent record of stable deployments and on-heading openings An intermediate wingsuit skydiver: With minimum 50 wingsuit skydives (but more jumps are strongly recommended!) Who wears a wingsuit as if it were pyjamas, not feeling physically restricted by the fabric Always able to find the PC quickly and cleanly, with good on heading openings Well practiced at recovering from instability Able to unzip arm wings instantly after deployment - like 2nd nature Familiar using arm and leg cutaways in freefall and under canopy immediately after opening Able to fly the suit comfortably without “potato chipping” achieving reasonable fall rate and forward speed Ideally have performed some wingsuit balloon jumps to simulate the exit & sub terminal flight See Appendix B for specific flight drills to practice whilst jumping the wingsuit from the plane. A person who has read all the incident reports, analysed the contributing factors and accepted that wingsuit / BASE jumping is worth the risk of serious injury & death. 3. So you still want to wingsuit BASE? Let’s talk about specific preparation: Equipment: First thing, it is strongly recommended to start wingsuit BASE using a low performance wingsuit i.e. Birdman Classic, GTi or similar. Once you have 10+ good wingsuit BASE jumps you could consider jumping with a higher performance suit. The following items are strongly recommended: A 1 or 2 pin BASE container for wingsuit BASE. The high speed airflow over the container and high deployment angle excludes the use of a Velcro rig. A normal terminal pack job i.e. symmetrical, mesh slider packed “up” (large or fine mesh depending on personal preference). ZP pilot chutes, the size depends on your canopy, between 34” – 38”. The PC should NOT have a hackey handle (or heavy handle). With a hackey PC handle there is the possibility of the bridle wrapping around the base of the handle. A heavy PC handle could contribute to PC hesitation. The following items are recommended: A container with “dynamic corners” or open corners. A suitable helmet, goggles and low profile protective pads. Back to the dropzone: Perform 20 hop-n-pops using your low performance wingsuit and a sensibly sized 7 cell main, or even better your BASE canopy in a skydiving rig. (The 20 jumps can count towards the 50) Work your deployment altitude gradually down to USPA minimum of 2200’, open by 2000’ (Discuss this with your CCI / DZO first, some dropzones may enforce a higher pull altitude) If you have any instability, deployment or opening problems go back to full altitude jumps until they are rectified, use a BMI if necessary. During these 20 hop-n-pops think about your emergency drills for the following situations, bearing in mind the reduced altitude and time under canopy: Unstable exit Handle inside of pouch /BOC Hard pull Floating handle PC in tow Premature deployment Horseshoe malfunction Line twists Line over Water landing Jammed zip Now to a far away land: It is strongly recommended to go to one of the following well known “high” locations for your first wingsuit BASE jumps. Become familiar with the object performing normal BASE jumps, getting to know landing areas and outs, obstacles, rock drop, winds, talus / ledges etc. Site Pro Con Carl’s Huge wall in Northern Norway: Good vertical rock drop Huge LZ Good access Not many sheep and it rains a lot Norwegian Fjord in Southern Norway: Good vertical rock drop Medium sized LZ Good access Very expensive beer Italian Terminal wall: OK vertical rock drop Small LZ (assume Heli LZ) Good access Wind / turbulence can be a problem Swiss Fungus: Good vertical rock drop Large landing area Access is difficult, requiring high fitness level and basic climbing skills Once you are comfortable with the site, pick a day when you are feeling 100% and the weather conditions are perfect to make your first wingsuit BASE jump. Advice for your first wingsuit BASE jump. What to focus on? Being current! Make sure you get current at wingsuit skydiving and BASE jumping in the weeks running up to your first jump. Pack yourself a nice terminal opening, attach the wingsuit correctly with the PC packed in the BOC with the correct tension (not too loose or too tight). Perform a full gear check before the hike, avoid “exit gear fear” syndrome, as you will already be under pressure. Exit in a nice head high position, student style, with you arm wings open and your leg wing closed, your arm wings will help you balance and remain head high. 1-2 sec after exit slowly extend your leg wing and start to trim the suit as you feel the air speed picking up. Premature exposure of the leg wing can cause you to go head low – be warned! Better to be head high. If you should go head low, stay calm! Bring your head up and if the object allows it, try to stay parallel with the surface and build up some speed to allow you to pull up out of the dive more easily. You may wish to consider this possibility when selecting the site of your first few wingsuit jumps. After you have extended the leg wing focus on flying the suit efficiently away from the object pulling nice and high – don’t rush, take time to reach, grip and throw the PC. The PC throw should be vigorous to clear the burble the suit makes behind you. Remember to keep your body symmetrical at all times during deployment to help maintain on heading performance. It is recommended to learn to deploy from full flight as the BASE environment rarely allows enough altitude to collapse your wings and fall vertically prior to deploying. This also has the advantage of keeping the airflow over your body fast & clean reducing the chance of pilot chute hesitation. Deploying from full flight implies keeping your leg wing inflated and only collapsing your arm wings for the moment required to locate the PC. As your canopy reaches line stretch it is better to close your leg wing as it can catch air causing your body to twist. Your first 5 - 10 jumps should focus on a stable exit, flight and deployment, once you have these survival skills you can start to think about flight time and distance. 4. You now have some wingsuit BASE experience, what’s next? Once you have become a competent wingsuit BASE jumper you could consider: Jumping a higher performance suit Jumping from lower objects, for example the higher exit points in the legal Swiss valley. Jumping camera Performing 2 ways + Opening up new objects Aerials Your imagination is the limit! Make sure there is video! Note: Trying to land any of the current wingsuit designs is only recommended for the terminally ill. You want to jump a higher performance wingsuit: So you have done approx. 10+ good wingsuit BASE jumps with a low performance suit and you now intend to jump a higher performance suit. Assuming you have trouble free experience flying the higher performance suit from the plane you can go ahead and use it for BASE. Treat your first wingsuit BASE jump using the higher performance wingsuit the same as your first wingsuit BASE jump. You want to jump a wingsuit that has a leg pouch PC: If you intend to use the leg pouch PC (e.g. S3 or Phoenix Fly wingsuit) - it is strongly recommended to perform the following ground and skydiving preparation. Prior to jumping the leg pouch PC perform a couple of thousand practice pulls on the ground. Be able to find the handle, regardless of body position with your eyes closed. Do 300 practice pulls a night for a week or so, simulating full flight then deployment. When packing the PC into the leg pouch assure that the Birdman or Phoenix Fly guide lines are followed. The PC should not be too loose or too tight. It is strongly recommended to bar tack the Velcro sleeve to the bridle - check that you leave enough free bridle between the bar tack and pin to ensure the Velcro is completely peeled before any tension is applied to the pin. Failure to do so can cause PC hesitation. Don’t mate the male-female Velcro over each other 100% when the suit is brand new, let the them overlap 50% to the side for the first few dozen jumps until the Velcro is slightly worn. For more details on assembling and packing the leg pouch PC system please refer to http://www.interone.net/learn/basepc.html. Perform at least 10 skydives with the system, using a wingsuit or BASE bridle, start with normal altitude jumps, performing dummy pulls in flight and then pulling high to give yourself extra time. Assuming you have no opening problems or issues finding the PC handle quickly & easily you can work down to lower altitude deployments. Treat your first wingsuit BASE jump using the leg pouch the same as your first wingsuit BASE jump. 5. Conclusion Following these guidelines does not make wingsuit BASE jumping a safe activity. Wingsuit BASE is still a relatively new discipline. It requires jumpers to develop new skills, new muscle memory, new judgement and new understanding. Respect it. This document is by no means the final word on wingsuit BASE jumping, always seek advice and guidance from other experienced wingsuit jumpers and share what you discover. By taking part in this activity you are in effect a “test jumper”, we all still have a lot to learn…. Let’s be careful out there Long Flights Contributors: James Boole Craig Poxon Robert Pecnik Simon Brentford Gray Fowler Yuri Kuznetsov Steve Schieberl Per Eriksson Disclaimer: The authors of this document accept no responsibility, financially or otherwise for any loss, serious injury or death that occurs as a result of any persons following the advice contained within this document. BASE jumping and wingsuit BASE jumping are extremely dangerous activities carrying risk of serious injury or death. Performing the activities described in this document with out becoming an expert skydiver and completing dedicated BASE / wingsuit training will likely result in a demonstration of natural selection. Appendix A Specific wingsuit drills to perform whilst jumping from the plane: Barrel rolls Front flips Back flying Flying and pulling with left arm wing closed (i.e. to simulate blown wing) Pulling out of steep dives quickly (i.e. bad exit) Dropping knees Turning with minimal altitude loss Carving turns Arching, de-arching Deploying from full flight Flying with one bootie off Turning only with legs Turning only with arms Appendix B – Wingsuit fatalities #67 Kirill Kiselev, September, 2002 Age: 27, from Ekaterininburg, Russia. Cliff Jump (Wing Suit) Vikesaxa (Eiksdalen Valley) Norway Impact I received this report from a close friend of Kirill who witnessed or heard most of the jump. Kirill has 500 skydives with 20 being with a wing suit, and 30 BASE jumps, with 2 being with a wing suit. This fatality began with an inadvertent low pull from a man who didn't do low pulls. His friend believes Kirill encountered a stability problem late in the flight. The friend, along with authorities, inspected Kirill's body and gear at the hospital. Kirill had opened his canopy, the slider is at the links. Both toggles are still stowed. The wing zippers are closed and the swoop cords are still over his fingers. The wing fabric between his legs is torn. His broken neck and one broken leg suggest opening and impact occurred at about the same time. The report intimates failure of the wingsuit material between Kirill's legs caused a stability problem at pull time. By the time Kirill stopped trying to overcome the situation and deploy, it is too late. Kirill is the first BASE jumper to die flying a wingsuit on a BASE jump. #68 Rob Tompkins, September 12, 2002 Lysbotn, Norway Cliff Jump (Wing Suit) Kjerag Impact This is the second wing suit BASE fatality. Rob has 247 BASE jumps with 92 being with a wing suit on the day he died. A report states: "For the last month, Rob had his eye on a particular jump between launch points 4 and 5. We looked at it, doing rock jumps and basically studying the jump. There are two launch points next to this particular jump, one with a 7-second drop and the other with an 8-second drop. Rob jumped the 7-second launch point 10 times always doing a reverse gainer. The place he's looking at now, he dubbed the, "RT Hjørner," and has a rock drop time of 5-seconds. We analyzed this site on video and with other wing suit pilots. In my opinion, the jump is not achievable - and I repeated this to Rob. Other wing suit pilots said the same thing. Rob is convinced he can do it including a reverse gainer. After 7 seconds of freefall Rob impacted the talus ledge. He never tried to deploy his pilot chute, knowing that this would not save him. Rob believed he could out fly the ledge right up until he died. Rob is remembered as a good man, full of respect, and kind to everyone." #69 Lukas Knutsson, October 11, 2002 Cliff Jump (Wing Suit) Engelberg, Switzerland (Cold Steel) Impact Lukas has a good launch and good flight with his wingsuit and pulled high over the landing area. This is the third BASE wing suit fatality. Despite a powerful pull the pilot chute ended up in the turbulence behind him. In the burble the pilot chute spun around very fast. Lukas notices the deployment is hesitating and collapsed his wings and rolled to one side to clear the pilot chute. At this point the pilot chute achieved bridle stretch but the bridle had entangled with the pilot chute so badly the pilot chute is almost totally collapsed. Lukas did rollover to the other side and struggled hard to get the canopy out of the container. However, the container remained closed to impact. Lukas is a very experienced long time BASE jumper (this site is now called "Cold Steel" in his honour) and he will be missed by the entire BASE community. #75 Gabi Dematte, August 13, 2003 Cliff Jump (Wing Suit) Gasterntal, Switzerland Cliff Strike & Impact The following report is from one of Gabi's many friends. "Gabi went to jump alone, like she did very often. Getting away from the crowds in Lauterbrunnen she went to another valley known by only a very few jumpers. She couldn't out fly a ledge with her wings. Which is awkward, because she kicked ass with those wings. She did not attempt to pull. Gabi was a very good jumper, and a super nice person. I was lucky to get to know her and I will treasure her contribution to my existence. For me, it was nice to jump with another woman. It was special and it did not last long enough. Lauterbrunnen valley is empty and quiet now." Gabi is the fourth BASE wing suit fatality." #80 Jeff Barker, July 5, 2004 Age: 32 Cliff Jump Mount Baker-Snoqualmie National Forest Impact Jeff is jumping with a wingsuit and he failed to clear a outcropping in freefall. #81 Duane Thomas, August 21, 2004 Age: 35 Cliff Jump Lauterbrunnen, Switzerland Impact Duane, a Kiwi with a quick smile, is a well known and experienced BASE jumper. The following is from an eye witness. "The jump is witnessed by two British jumpers and two Swiss jumpers. One Brit watching, and videoing, from the exit point, the other three watching from the LZ. This is Duane's first wingsuit BASE jump, and his first jump ever with a leg mounted pilot chute pouch. Prior to this jump Duane prepared by making 50 aircraft and 2 hot air balloon wingsuit skydives. Duane had a good exit and a good flight. Everybody saw him reach for and locate the pilot chute at what the witnesses said is a reasonable altitude. He then kept his hand there and continued in freefall. The speculation is the lack of normal ground rush (like the type he is used to when not wearing a wingsuit) might have fooled him. The Swiss are yelling at him to pull and he finally did so, at what they said is about 30-feet above the ground. The canopy lifted out of the pack tray but is no where near line stretch when he impacted in a full flight position. According to the Swiss there is no fumbling around, or looking for the pilot chute handle - all the witnesses agree on this. He reached and located the pilot chute, but just took to long to deploy it. A hard pull cannot be fully discounted at this time, but all the witnesses believe he just waited too long." This is the sixth BASE wingsuit fatality since the first one occurred in September of 2002. Reproduced with the kind permission of Nick Di Giovanni #194. The complete list can be viewed at: http://www.basefatalities.info or http://hometown.aol.com/base194/myhomepage/base_fatality_list Other wingsuit incidents: Patrick de Gayardon Geoff Peggs or Dwain Weston Appendix C – Wingsuit site selection You want to open up a new object jumping a wingsuit: So you have become a very competent wingsuit BASE jumper and you intend to open up an object that has never been jumped with wingsuit. Here are some factors to bear in mind. Make sure the vertical rock drop gives you enough altitude to launch the suit and get flying with a little extra in case you have a poor exit. The altitude profile of the object will also affect your decision. Use tools like rock drop, laser range finder and GPS to accurately measure the object. When estimating the horizontal distance that can be achieved from an object remember to factor in the altitude loss from exit and deployment. You may also wish to consider the conditions at the exit point and whether it is practical to put on the wingsuit there. Booties offer little traction when wet or muddy, be careful that you have good ground to stand on for your exit A wingsuit takes several seconds to start generating significant lift and forward speed. Therefore jumping a wingsuit from below 1500’ offers very little benefit in terms of freefall time and object separation (but it adds some colour to the jump).
  16. Remember when you were a student? Most of us couldn't exit a plane to save our lives (or pass a level), the skydive seemed so short yet so full of things to do, and when it was over we had this nagging feeling of, "If only there was more time!" Welcome to 10-way. If you're an accomplished competition formation skydiver, then 10-way isn't so tough, just another engineering challenge to meet with a little thought and practice. But for most weekend warriors who usually just jump with their buddies to have fun, funneling exits with varying frequency but not quite sure why, 10-way is an event that makes you feel like a student again. But when you start training for 10-way, like when you were a student, a new world of skydiving challenges opens up to you. Not only is it challenging--10-way is also a blast! It's some of the most intense skydiving you'll do, because whatever you do, it's got to be very fast if you're going to be competitive. And you don't have to be a full time skydiver to get good at it. As Roger Nelson, program manager at Skydive Chicago and eight-time 10-way medalist, often said, "10-way is the only discipline at Nationals where you can be a weekend warrior and really compete against the best in the world." For example, Skydive Chicago's STL10 team practiced in the mornings from 7 a.m. to 10 or 11 a.m., stopping to allow jumpmasters and videographers to work for the rest of the day, and still won two gold and two silver medals in four competition years. And who knows how low the time can go? "We're building 9.2-second jumps, thinking we're pretty hot, but Roger's saying, 'I think we can do eights…' and we did," remembers Frank Shisler, member of Skydive Chicago STL10 in 2000 and 2002. "It's all about focus and intensity; once you step in your slot behind that line, it's a totally different world." When you're really training for 10-way, you give that exit and skydive every last bit of effort you've got. To excel in 10-way, that's what it takes. If you just want to play with this new discipline for fun, well, it lends itself to that too. Not being a World Meet event, it tends to be more casual and the experienced teams more supportive than in some other events. This article presents the lessons learned from several years of 10-way experience with a recognized top 10-way team, Skydive Chicago STL10. The concepts explained here are valuable to anyone working on 10-way, and will be most useful for those trying to get past good on their way to great. Your Mission Is…Your goal for every 10-way formation skydive is to build one correct predetermined formation as fast as possible. There's only one point to remember. In theory, it's the simplest competitive skydiving event out there, with the exception of accuracy--get to the right place as fast as you possibly can (or at least faster than the next team). It's almost a drag race between teams, especially in the later rounds. Easy, you say? Not necessarily. To be sure, the "new" rules (which went into effect for the 2002 Nationals and were a screaming success) make things a bit easier than they have been in previous years because they now allow grips out the door. This means that you can launch part or all of the 10-way as a chunk, thus making the exit frame (the position of everyone when the last person exits the door) tighter. Then the early floaters and late divers don't have as far to go to the two unlinked jumpers who form the base, making the completion time shorter. The rules require the first two jumpers in the base to be unlinked, which can happen with a grip flash after launching a chunk. So technically, you could launch all 10 together, let go of the base two, then dock the two four-ways on the base if you could manage it. By the way, all participants except the camera flyer must be lined up behind a line on the floor for exit--no floaters allowed. This line goes from the forward edge of an Otter door to the rear bulkhead on the right side of the plane. Going over this line starts the clock, even if you are obviously just setting up and not ready to exit, so be careful of it until you are ready to exit. You have 35 seconds to build the formation in competition, because a five-second hold time is required within the total working time of 40 seconds. If you take longer than 35 seconds to build the formation, it's a bust and you are awarded the full time of 40 seconds. Why 10-Way?So what exactly will 10-way do for you? It's not a World Meet event. It won't teach you transitions and vertical hops. You can't practice it in the wind tunnel. But it will teach you all about exit dynamics, subterminal relative work, approaching a formation from above or below, and a respect for team cooperation at least equal to that you get from other disciplines. Body position on exit is just the beginning. Since there are no outside floaters in 10-way, the way your body is positioned upon breaking the plane of the door (while driving out the door hard) determines how far you (and anyone behind you) will be from the teammates ahead of you. What you do in that split second determines the outcome of your skydive. Contrary to popular belief, 10-way is not all about diving. The first few people out are dive floaters--they bomb the door, but do so either sideways (with their left sides exiting first) or turning to the right (exiting a Twin Otter) in order to float back up to the base. Between dive floating, setting a base, and diving down to the base, there is a wide range of ideal exit body positions based on the slot in question, and every member of a good team has an understanding of all of them. On to subterminal work. When 4-, 8-, and 16-way competitors say the exit is everything, they generally mean that the exit separates the best from the really good. In 10-way, the exit is almost literally everything. From the instant you cross that line inside the plane to the instant the last grip closes is your build time. Just to give you a little perspective, SDC STL 10 averaged a build time of 9.79 seconds for the required six rounds in the 2002 USPA Nationals (which they won). If we assume that we spend 8 seconds "on the hill" before reaching terminal velocity, and that a fast exit might hit 2 seconds on a really good day, that means that a top 10-way dive is completed before hitting terminal velocity. That's what we mean when we say the exit is everything--building a formation that fast requires an ideal exit and a lot of flying skill on the hill. Once you're out, if you're not the base, you have to dock on it. Since we're talking about sub-terminal hill work, we have to remember that the plane of the formation is still tilted to some degree relative to the ground. Thus, the floaters approach from below and the divers approach from above--which is quite different from the typical larger-formation picture of approaching on level. Here, level is relative to the plane of the formation, not the horizon. And if you want fast times, you don't have time to hit level a distance out from the formation and approach flat. You need the fastest approach, which is a straight line. Besides, if you're building in sub-terminal air, the base is accelerating--so if you pause a ways out, you're usually hosed. Cooperation and consistency among all team members is essential to each member's successful performance and thus that of the team as a whole, perhaps even more so in 10-way than in other competitive disciplines. All it takes is one sidestep by one person early in the lineup to hose the whole skydive by giving everyone else an exit they didn't expect (perhaps even involving the infamous door strikes). In a 35- or 50-second skydive, a bump on exit is much smaller in the grand scheme of things. But if your build time goal is less than one-third the working time of a 4-way jump, every fraction of a second counts. That's why every member of a 10-way team has to be on the same word, not just the same page, in order to succeed. "You change one person, you change the whole thing," says Shisler. "If you want to be competitive, you have to put in the practice with the same people in the same slots." Also, the cohesiveness and discipline you learn with 10-way will benefit you in any other competitive disciplines you choose. You get all of these benefits from doing competitive 10-way, and you get to have fun too! The fun and bonding between team members are the biggest reasons why several teams, like SDC STL, compete together with minimal lineup changes year after year. Exit ChallengesDiving out of a plane solo isn't so tough, but if you want to be in the same time zone as your teammates when you exit for 10-way, some grips are quite helpful. So now you're diving out some number of people as a chunk. That doesn't mean that you have to hold onto them forever--the people just behind the base and the divers behind them generally find that holding on just long enough to ensure proximity through the "snap" on exit is all they need (floaters tend to do best without grips, as dive floating individually is enough work). Thus, if you are one of the jumpers with a grip on exit, your hold time and release timing will be engineered through trial and error, and consistency is an absolute requirement. Letting go of only one hand earlier than usual will spin the person you're holding. Letting go of both hands early will leave you and everyone behind you too far away (or the floaters too far away, if you are early in the lineup). Letting go too late might screw up the person you're holding. Setting up behind the line is a lot like The Price is Right--you want to be as close as possible without going over. As stated earlier, this starts the clock whether the offending body part is a foot over the line or a head leaning over it. Think of the line as a plane, not just a line on the floor. Your exit setup will go through a lot of changes before it settles into one that is good for everyone. Practicing on the ground with rigs is a helpful start, but the actual skydives are the real test. Once you've settled on an effective lineup (Jane's foot here, Bill's knee tucked in just so), stick to it unless you're trying to improve something and you let your teammates know. As previously stated, your exit affects everyone else's--so if you're going to change something, talk about it. Movement on exit is another challenge--not everyone can move at the same time. If you're first out and start the clock, be sure that you go at the same point in the count, not leading the GO! one time and going right on it the next. This helps set the timing for the later divers, who have to be leaning in the right direction at the right time to exit with the team without either running people over or getting caught napping and being dragged out the door. "You're skydiving from the word 'HOT!' " says Shisler. "A lot of casual teams get out (of the plane), get stable, then get together. You can't do competitive 10-way that way. You have to be flying together from the word HOT! A lot of people don't understand that." Also, using the door side of the plane for balance is not allowed under the rules, whether during setup or on exit, though you can use the opposite side. (Note: if you lean on that side of the plane, be sure that no part of your rig is caught on a bench or seat belt bolt. I can tell you from experience that this definitely hampers your exit…) Your balance, which is essential to a good exit, depends on your agility, your teammates' balance, and a smooth jump run. Speaking of jump runs, consistent airspeed as well as a smooth flight is essential. When traveling to different drop zones, or even with different pilots at home, we found that changes in airspeed produced noticeable changes in the exit frame. With higher airspeeds, everyone is more separated and the times are longer. With a slower airspeed, everyone notices a steeper exit frame and often a longer build time because of the different angle, despite being closer together. So, basing practice flights on the airspeeds specified in the competition manual (85-95 knots) is a big help to a seriously training team. If jumprun is bumpy, your exit will stink. It's guaranteed. Don't be afraid to call a breakdown of the lineup and a go-around if the floor is rocking and rolling, especially in competition. Formation Build ChallengesSo now that you're out the door, for most of you it's time to chase the base. You might be tracking uphill with everything you've got, or diving and hoping you can stop without sacrificing a teammate. Either way, aiming for a target when both you and it are on the hill can be tough. If you are building a 10-way quickly, in subterminal air, it's a big game of acceleration control--not position control. If you're the base, you try to keep acceleration constant. If you're a floater, you are trying to slow your acceleration and then match the acceleration of the base. If you're a diver, you're accelerating more and then trying to slow--not stop--your acceleration to match that of the base. Matching position with a stationary target isn't so bad, but the acceleration game is a challenge. Add to that the fact that you are working in "mushy" subterminal air, and the degree of difficulty rises again. It's a lot harder to make these acceleration changes at this time than it would be in terminal freefall, especially right out the door. Respect the fact that things just don't work quite as well as you want if you're not used to a lot of subterminal maneuvering, and take it easy the first several times. Hitting the base hard can take it out, or it might just change its angle enough to make it cut into or surf on the relative wind more than it was doing before you hit it. This will change the base's position from its normal exit frame, hosing the floaters and divers who haven't docked yet. With a highly practiced team, everyone gets accustomed to a certain exit frame after a certain amount of practice and is already going to that familiar spot on exit rather than waiting to see what the base does. When that spot changes, it messes up things for everyone. Of course, at some point everyone has to cross the line in order to figure out just where it is…the takeouts can be spectacular. Your vertical approach isn't the only thing that requires a lot of care--you don't want to hit the formation hard on the horizontal plane either. It's essential that the angle of the formation remain the same, ideally where it was planned to be. Large changes in the angle during the build screw up the approaches of everyone who isn't yet docked. When you're approaching the formation on the ragged edge of too fast to stop, it's pretty tough to adjust to an angle change. Then, although it's best not to throw off the angle in the first place, it's not necessarily good to quickly fix it either. When time is short and the angle is off, those still approaching are already adjusting their approaches to compensate for the problem. If the base puts the angle back where it was, then those still approaching could be going the wrong way--to the temporary "bad" angle they saw just a second ago. Figuring out how much angle change your team can handle takes a lot of practice and awareness in the base and late floaters/early divers. Last, but certainly not least, of the formation build challenges is that of grips. It's easy to snag the first bit of the right arm or leg that comes near you, but it's absolutely vital that you get a solid grip the first time, not just grabbing a fold of a jumpsuit and hoping it will hold. There can be a lot of tension in a fast 10-way build, and you'll surely get a lot of grief if you're the one who lets go. Another thing about grips--if you are on the front of the triple diamond, you have no grips. However, if you keep your hands out wide and overlap the hands of the person next to you, it can look like you do--this will look like an incorrect formation. As in the smaller-way RW disciplines, you have to present the formation to the judges correctly in order to get scored. Each slot carries the responsibility for this. Slot SpecificsFirst of all, the exit is roughly a single file line. Many teams will stack the first couple of people out the door or curve the lineup to shorten its overall length from the door, but the later divers tend to do best when exiting single file so they don't interfere with each other during side-by-side exits. The early slots (usually 1-3 or 4) are the floaters, the middle slots (usually 4 or 5-6) are the base, and the last to exit (usually 7-10) are the divers. Floaters--For decades, late divers have had the "glory slots" on larger formations because all eyes were on them as the formation completed. In 10-way, the ideal situation is for the last floater and the last diver to dock at the same time, so there's a lot of healthy competition between the two groups. "If you don't get out of the plane in a mode that propels you up, then you're behind the curve and the divers beat you every time," says Ron Olson, four-time 10-way medalist in slots 1 and 2. "You've got to know where your target is--the sooner you spot it and the angle it's coming at you, the quicker you can adjust to where you need to go. You need to be able to cup air and look where you're going at the same time, and go where you look. You're pointing your toes and driving at it hard, then all of a sudden you're level with it, it's coming at you, and you're trying like crazy to stop. "The rest of it is looking at the divers and knowing that if you slack off, they'll beat you there," he laughs. With a quick build, floaters certainly have to work hard. First they're anchoring in the airplane to stay behind the line even though others might be leaning on them, then they're going up as hard as they can go, then they're stopping as hard as they can and punching out a hard arch to stay with the base as it continues to accelerate. No 10-way slot is for tentative flyers, but the floater slots in particular are best filled by skydivers who know how to get maximum performance out of their bodies--whether it's tracking up hard, slamming on the brakes with your knees almost in your chest, or backsliding in your slot to keep up with the formation sliding down the hill. And like divers who need to go fast and stop quickly, floaters benefit from a lighter body type. "Lighter people have a better chance of recovering when they're behind the curve," Olson notes. However, you have to be able to match the base's fall rate when you dock, so if you are so light that you can get to the formation quickly but not stay down with it, you might need weights even if you are a floater. Another key to a good floater performance is a consistent base, says Paul Wold, four-time 10-way medalist in slots 2 and 3. "You've got to leave the plane going to your slot on the base, or you're too slow. But you can't leave the plane going to a spot like that unless the base is in the same place every time." Base--Just in case you haven't heard the word "consistent" enough yet, "consistent" is the hallmark of jumpers suited for these two slots. The 10-way is "initiated by two unlinked jumpers"--that's you. Your job is to get out of the plane the same way and speed every time, and to set a stable fall rate every time and a stable heading for each formation. It sounds like a job for a drop-test dummy, but it isn't. On exit, you might have two or three people hanging on you, so not only are you towing them out as you start the "train," you also get to deal with any of their issues as well as your own. It's your job to fix any problems that arise so that you exit where and as fast as you are supposed to be. Regarding the formation build, as anyone who's done larger formations will tell you, sometimes you have to fight like hell just to stay still when other people are docking on you. And of course, all the effort you put into staying still includes vertical and horizontal force, and it's tougher to fly hard in mushy sub terminal air. Base flyers should ideally be skydivers with lots of subterminal maneuvering under their belts, not career-long late divers or super floaters. People who are used to a lot of contact and working towards multiple points (particularly with competition RW teams) tend to have the subterminal flying skill and solidity (sometimes described as "roots in the sky") that these slots really need. Solidity means that when someone docks too hard, you can almost instantly adjust to minimize their effects on the rest of the formation. This requires split-second reactions and strong flying skill, the kind an instructor needs when manhandling a creative student. This slot isn't for "delicate" flyers who are easily bumped out of position. Also, the base can't be maxed out in terms of fall rate (slow or fast), because the adjustments could go either way (more on weights later). Position isn't just related to fall rate and your spot in the sky, it also involves the right angle for everyone. You'll find that once you get your exit to be fairly consistent, everyone ends up in about the same place relative to each other in the exit frame. So you plan each formation's angle to give everyone the shortest approach to their slots. If the base doesn't set that ideal angle, then everyone has further to go and thus the time is slower. And as previously discussed, maintaining the angles throughout the build is also the job of the base and anyone who has already docked. With practice, you develop an image of the exit frame you expect to see, and any significant changes then offer the option of accommodating them. If, for example, a floater flipped on exit and dropped down, you might punch it out a bit to help them out. But you don't want to go all the way to where they ended up, because then you make nine people work to save one. Ideally, you go to a point in between where everyone else goes a little further, and that floater goes a little further, and your time is better than if you went all the way to the floater and made the divers make up the entire distance. Divers--Even experienced large-formation divers often get humbled when they switch to a good 10-way team, because much is the same, yet much is different. If you're building a fast 10-way, the divers can't go into a max no-lift dive at all because they'll blow right past the formation (this is the most common mistake). As stated earlier, this is a game of acceleration control, with emphasis on the control. It starts with "not listening to the count, but feeling movement and being prepared," says TJ Hine, two-time silver and two-time gold medalist in 10-way with Skydive Chicago STL (TJ has been #9 for the last two years). "You've got to be skydiving from the word 'HOT!' " The right exit for a diver is one where he isn't getting pushed or pulled, instead flowing out the door smoothly behind his teammates with grips on the laterals to maintain proximity out the door. Hitting the door is a concern for the later divers, but tends to start earlier in the lineup (such as when someone in the middle or an early diver cuts the corner to the right when exiting). Thus, the divers mainly rely on their teammates to put the train in the middle of the door so that everyone makes it out clean. Shin guards on the front of the shin or the outside of the calf can be quite helpful when working out lineups and exits early in the season. Once you're out the door, "The big thing is how you release--you can push people around with the release, but don't hose your teammate," says TJ. "Figure out where the air throws you with your release and don't fight it. Design the formation from there, not from the lineup." For example, Skydive Chicago STL designed formations so that #9 was the last one in, not #10, because #10 (Tommy Shannon) always got thrown past TJ and to his right on the release, in a leapfrog type of move. Next is the approach to the base. "The big thing is being aware of the base as fast as possible, not so much the person you're docking on," TJ explains. "Go for your airspace relative to the base." If you chase the person you dock on, then if they are out of place, so are you. When slowing down to dock, you might find that swoop cords or baggier suits are quite helpful to a diver. As with floaters, leaner-bodied jumpers have a better time with diver slots; the floaters need to conserve altitude early, while the divers need to do so at the end of the approach to keep from passing the base. Also, as with all slots, you have to hang on tight when you get there. "You need death grips on first grip," TJ adds. "The later guys can really put tension on the formation. "The faster times are when people don't think, just react," he summarizes. Weights and SwoopsIt's well recognized in smaller-way RW disciplines that weights are necessary to equalize fall rates for various team members, and 10-way is no different. Whatever it takes to get all members to a matched mid-range fall rate, whether it's weights for one or a looser suit for another, then that's what should be done. For example, as stated earlier, if you're a floater with a small build relative to your teammates, you might still need to wear weights in order to keep up when docking on and flying with the formation. The base might experiment with weights for a time, especially if all floaters or the divers are consistently faster to the base than the opposite group. Weights seem to have a significant effect on the base's initial acceleration out the door, which is what the floaters and divers evaluate for their target position. As previously stated, the fastest times are when the last floaters and divers dock at about the same time, so if one side has an advantage, you have to "handicap" them to get a better overall time. As a diver, however, you probably don't want to wear weights unless absolutely necessary to match the formation's fall rate, as they decrease your ability to slow down your dive. Regarding slowing the fall rate, remember that major changes in fall rate are the norm for non-base flyers in 10-way. Swoop cords are often used by divers to make the change from fast to slow easier, smoothing their docks. Swoops can be very handy for a diver who needs to stop hard, but make sure that they're not so tight that they restrict your movement. It's not good if they float you up in the formation or keep you from reaching your toggles comfortably. VideoLast but certainly not least of the slots is your (hopefully) dedicated videographer. As SDC STL's 2000-2002 videographer and proprietor of Skycam Productions, Mike Wood, says, "If it's not on video, it never happened." What's the most important thing about capturing a fast 10-way on film? "Don't screw up," Mike laughs. "I carried two cameras in competition just in case. There's absolutely no room for error. If a floater or diver goes low, they can fly back up and maybe get a worse score, but not having video gives you a 40 (the maximum score). You have to be there absolutely as quick as possible. If I'm one second behind, it costs the team. You have to be there before the last floaters and divers so you can see the last grip close on video to stop the clock. "A lot of people don't take filming 10-way as serious as other disciplines because it's fun," he adds. "But it can be a very competitive thing just like 4-, 8-, and 16-way. It has its own challenges that make that one point very difficult to do fast, as well as filming that one point. With unpracticed teams, it might be 10 seconds before the first two people hook up. With us, it's over by then. There's no time to screw up and fix it. We're shaving tenths of seconds, not 5-10 seconds per jump. Even a 12-second jump is over very fast. "To me, the biggest challenge is getting in your own little spot in the sky without hitting the floaters or the divers," Mike continues. "The exit is coming out so fast (with a medal-class 10-way) that you have to jump many times with the same people in order to learn to react to the base's colors. You have to let half the lineup go past you to (be in position to) film the break in the base grips. Then you have to beat the floaters and get up over the top without running into the divers, because now you're close enough to get in their way if you're not careful." So what's the procedure for getting the perfect 10-way video? Mike is happy to explain. First, you have to be solid and ready to hang on for awhile on climbout, he says, to allow the team to set up inside. "I usually hook my left foot inside to help hold on, then pull it back when the last guy steps into the lineup," he says. "It helps signal the front guys that the count is coming, too. And you have to know how to angle your head to see the whole line before exit. You want it clearly shown, not on the edge of the frame. But don't put your head in too far--one fill-in videographer learned that lesson when he got his lens peeled off by the first guy out the door. "Then on the count, you watch the blur of bodies stream past until the base colors come out," he goes on. "A lot of times, you drop off a little too soon until you get used to your team. I'd slide down the fuselage, not out to the side, since as the floaters hit the door they are immediately spinning around to come back up and it's easy to get in their way. Then you pop up to stay out of the divers' way. You have to get right over the top; if you're too flat, you can't see all the grips. "It's not hard so much as practicing with your team a lot to learn where to be and where not to be," he sums up. Training Logistical ChallengesWith all the jump mechanics out of the way, you might wonder what could be next? The answer is: Lots! For example, if your team can build a 10-way in under 15 seconds, why go to 13,000 feet? You can do training jumps from a lower altitude, saving time and money, and allowing easy back-to-back loads if the rest of the load is climbing to full altitude. For the last three years, Skydive Chicago STL ended up doing training jumps from 6,000 feet--sometimes as low as 5,200 feet--and still built the planned formation nearly every time. However, keep in mind that if you only allow enough altitude for a fast build time, you can't rebuild a funnel--so don't try. A good bet is to plan enough altitude to accommodate your fastest build time plus at least ten seconds to allow a build in spite of a bobble. Besides, you're supposed to hold it for 5 seconds anyway--it's good to get in that habit early. Another key is to document your progress--write down your build times on the various formations every time. That way you can see which ones you need to work on, and which ones you can't wait to draw at Nationals. Thirdly, we've all heard the old saw about how you play like you practice. Well, that means you have to practice like you'll play, which means practicing all or most of your jumps out of a Twin Otter, as that is the only aircraft used for 10-way at Nationals. Not only do you require a Twin Otter, you also require a Twin Otter flying at the same airspeed (85-95 knots) as are specified in the USPA Skydiver's Competition Manual. It's a good idea to check with drop zones where Nationals have been hosted to see what exact airspeed and power settings have been used in previous meets to ensure consistency between practice and competition. The last significant training hurdle is that of over-analyzing the skydives. We all know that each skydive is a little different (or a lot!), but that's easy to forget when you're looking at only 10-second skydives and working towards cookie-cutter consistency. Don't get too bogged down in the particulars of every single skydive--look at your team's performance over a period of time and jumps before you make conclusions about your improvement or backsliding. There is certainly a lot of effort, thought, and engineering behind a successful 10-way team. But there is also a lot of camaraderie, friendship, and learning--there has to be for 11 people to keep working towards the common goal of a highly competitive 10-way. Not to mention the pure thrill of achieving a fast time with the simultaneous cooperation and skill of 10 of your closest friends. The challenges of navigating the road to top-level competition status, both technical and cooperative, make 10-way competitors better all-around skydivers--who had a blast while they were getting better!
  17. With today's fast fall rates, weights are essential for lighter weight jumpers. Small jumpsuits are not enough, especially when jumpers in the base are also wearing smaller jumpsuits. There is nothing more embarrassing than making a nice swoop to your slot only to pop three feet above everybody else when you break for the second point. Been there, done that. But it is not as simple as just slapping on ten pounds of weight and swooping. There is a learning curve involved. Jumpers wearing weights for the first time face the fear of going low. They have to learn how to fly with the extra ballast. They have to learn how to fly like a heavier jumper. That means they have to set up a little higher on approach. They also have to stop a little sooner then they are used to doing. Maybe for the first time, they have to fly cautiously. And some jumpers have to learn how to use different amounts of weight for different sizes of formations. It is a challenge, but one you have to face head on if you want to get invited on the good loads. For jumpers wearing weights for the first time, the roles can suddenly be reversed. The big boys in the base might get their chance to watch the lightweights sucking air as they go low. (I'm sure this puts a little smile on the big fellas' faces.) But don't fret. Show the big boys how quickly you can pop back up and get in. For those of you who have never had to worry about going low, here's a little primer. If you go low, move away from the formation and turn sideways to the formation. While keeping the formation in sight, lower your head and spread your arms and legs out as far as possible to assume a flat stance. Push down on the air as much as you can with your hands and feet. Crunch your gut muscles if you have to. Hold this position until you are far enough above the formation to make a good approach. (Forget the old 'hugging the beachball' theory. That actually lets air spill out all around you.) Let's say you made it in and you're fairly proud of yourself. You glided smoothly into your slot without having to fight to stay down with the formation. Of course, you had to watch your altitude. No more approaches from below the formation. The weights kept you honest. Now it's time to move to the next point. When you let go, you feel like you're in sequential heaven! You don't have to swim and flail to stay down with the big boys. You simply move laterally to your next position. What a treat! But don't get too cocky just yet. The next point is a "floaty" one. The big boys in the middle quickly build a 4-way compressed accordion and you are moving around to pod the end. "What happened?" you think as you sink two feet below your slot. Whoops! You've never had to watch your altitude this closely before. "Hee-hee!" go the big boys again as they watch you recover (again). But you're a good jumper and it only takes you a second to pop up and move into your slot. You tell yourself that you'll watch your altitude a little closer on the next move, and you do. The last point is a round and you feel like one of the big boys as you meet them in the center and don't have to work to stay down with them. "Piece of cake," you think to yourself. As you track off, you feel some of the old cockiness returning. But the cockiness starts to fade after you land and start wondering if the big boys will let you jump on the next load with them. Well, don't worry about it. You might not be ready for another big-way just yet. In fact, your next step should be to check out the weights on some smaller formations, preferably 4-ways. Remember I said that some jumpers have to use different amounts of weight for different size formations? So don't rush things. Check out the weights on several smaller ways. Depending on how often you make it out to the DZ, this could take several weeks, even months. Just remember that you are learning to fly all over again. You might have gotten into some bad habits by flying like a lightweight. I know I did. I had gotten used to diving down and not stopping until I was level with the formation. Then I'd make a perfectly level approach from where I had stopped. Boy! Did I ever get my wake up call the first time I tried this with weights. Another factor to consider is where to wear the weights on your body. From my experience, vests seem to work better for women and belts for men. It's just pure physiognomy. Women are typically lighter in the upper torso area, men in the hip area. But this isn't a hard and fast rule. Take me for instance. I wear both a vest AND a belt, but I only carry three pounds in the vest, whereas I carry six in the belt, nine pounds in all. What works for one person may not work for another. A couple of guys at my home DZ wear about ten pounds in a belt. All I know is that without the weights I wouldn't be jumping on the hot loads at my DZ. I wouldn't be doing hot 4-way either. I'm sure if you talked to my DZ's head organizer, he would tell you that I have made great strides in my performance since getting the weight thing figured out. It was hard work but it was darned well worth it. I know I'll be in some of the hot skydives in the year-end videos!
  18. I've seen a lot of skydivers who want to improve their sequential skills but don't quite know how to go about it. They jump their butts off but never seem to get any better. They learn just enough to dive down and latch onto somebody, but that's about it. Somehow, they fell through the cracks when it came to learning the basics. I blame some of this on experienced skydivers who don't take the time to work with up-and-coming skydivers. I blame some of it on the speed with which we whisk jumpers through our training courses. I blame some of it on the instructors for not making sure students can perform basic freefall maneuvers. And I blame some of the students, themselves, for not asking for help. So, for those of you who may have fallen through the cracks or want to improve your flying, here are a few simple ways to tune up your freefall skills. Learn to Calm DownYou can't enjoy or concentrate on a skydive unless you are calm. There is no magic formula for achieving calmness -- it is just something you have to do on your own. Exercise, proper rest and diet can help, but inner calmness is something you have to find within yourself. Just try to leave your troubles behind when you come to the drop zone. Focus on enjoying your day of freedom. Breathe -- take slow deep breaths both in the airplane and in freefall. Stay mentally focused but relaxed, not tense. Learn to filter out distractions right before and during the skydive. There are a lot of distractions on a skydive (people talking in the aircraft, the sound of the engines, the wind, your fear of forgetting a point, and yes, even your fear of falling). With practice, you can learn to filter out distractions. Think about your skydive and how good it will feel once you're in the air. Establish a Good Fall RateBefore you can do anything related to sequential, you must fall at just about the same speed as the other jumpers. Before you find yourself floating on a big-way sequential dive, check your fall rate on a smaller one. Do a simple 4-way maneuver (star to open accordion and back to a star, for example). Monitor who is falling faster or slower. Try to find a common fall rate for your group. Heavier people, or faster fallers, should wear a jumpsuit with a little extra fabric to slow down their fall rate, and slow fallers should wear tight suits and weights. Finding this common ground is sometimes easier said than done, especially if you are jumping with different groups. But try to work out the fall rate first before moving on to more advanced moves. Start Small and Get CoachedPractice 2-, 3- and 4-ways instead of trying to get on the big-ways right off the bat. If you're a student or just getting into formation skydiving, this is what you should be doing anyway. If you have been jumping for some time but are still having problems, you might have to swallow a little pride and go back to the basics. In either case, get an experienced skydiver to coach you and your group. Don't waste time floundering around by yourselves. Get your jumps on video if at all possible. Make each jump count. Practice! Practice! Practice!Try to make several jumps with the same group, and make as many jumps as you can back-to-back. Even if you can't afford to jump every weekend, lump several jumps together when you can jump. Skydiving is no different than any other sport -- you have to practice to be good. Give Yourself Time to LearnDon't expect to fly like a pro in one or two weekends. If that were possible, you wouldn't see 4- and 8-way teams making 10 jumps a day every weekend all summer long. Tell your friends you're taking some time away from big-ways to work on smaller formations. Don't worry, they won't make fun of you. They'll probably respect you for trying to improve your flying skills. They might even be a little envious that you're doing something they might need but are too proud to try. Better yet, some of them might join you. Skydive in Your HeadWhen you can't practice for real, go through skydives in your head. I do this a lot, and for good reason. I live in Ohio where it's tough to jump during the winter. So I do a lot of mental skydiving. I go over 4-way block sequences. I design skydives, then go through them in my mind. After a day of real jumping, I always review the day's jumps during the drive home. It's the same thing football and basketball teams do after a game -- they review the game film. Speaking of videos, they are wonderful training tools, but they cannot substitute for instant replay in your head. Which brings up another point -- always get a debrief after the jump. A good coach or organizer always does this. It helps you remember the skydive better, especially the parts that need work. Enjoy the Skydive!Last but not least, enjoy the skydive from exit to landing. Feel the formation leave the plane as one coordinated unit. Ride the exit and smile as you look for the first key. Then feel yourself glide, relaxed and controlled, to the next point. Keep that smile and relaxed control as you go from point to point. At breakoff, contain your enthusiasm until you clear and pull. Then hoot and holler if you want. It's your skydive!
  19. You just landed after throwing a double gainer from a cliff in Moab. Adrenaline surges through your system as you think of the amazing visuals you just saw. As you gather up your canopy, you pause to watch the next jumper exit. After a short delay, he tosses his pilot chute and the canopy deploys offheading. He takes evasive measures but the strikes the wall repeatedly. After finally getting the canopy turned away from the cliff, he lands hard on the talus and tumbles to a stop thirty feet below and doesn't move… Now the real adrenaline kicks in. What do you do? Introduction The scenario above is a severe one, but all too possible. In the hazardous environment we know as BASE jumping, we often place ourselves in situations which may result in our injury or death. Due to the inherent risk involved with this activity, every time we jump there is a possibility that something will go wrong. Fortunately, the most common BASE injuries are relatively minor and having a basic knowledge of first aid can help dramatically. With immediate care you can reduce the lasting effects of many injuries, and the time it takes to recover. Another goal is to improve the comfort level of the injured. The scene of an accident is not the place to be thinking about learning lifesaving skills. Preparing yourself ahead of time will make you a more confident jumper and knowing your partners have the same skills will go a long way if you yourself happen to be the one needing help. For the purposes of this paper, I have tried to explain thing in layman's terms wherever possible and assume that you have taken a basic CPR course. (Call the American Red Cross or go to www.redcross.org.) Assessment This is where you size up the situation and the extent of the jumpers injuries. This is a process you will use for serious injuries. Your basic assessment should take about one minute. Not slow enough to waste valuable time, but not so fast that you miss important signs. Your minute will be divided into two phases: the Primary survey or ABC' s (15 seconds), and the Secondary survey (45 seconds). Primary: Establishing the severity of the situation. Make the scene as safe as possible. Move anything that may be a risk to you or the injured and get hysterical people out of the area. Send someone for help. Airway. Make the jumper has an airway. If they can talk to you, they have an airway. If not, check yourself. Use the head tilt/chin lift or a jaw thrust. (These techniques can be learned in a basic CPR course.) Breathing. Are they breathing? Put your ear to their mouth/nose area and look for the chest to rise and fall. If no breathing, revert to your CPR training. Circulation. Do they have a pulse? If not, start CPR. Is there profuse bleeding? Deformity. Are there obvious injuries? Expose. Weather conditions permitting, remove the clothes of the jumper (cut preferably) and cover with blankets as needed. Hypothermia is a possibility now and you need to be aware that the jumper may go into shock. Secondary: Eyes, ears, nose, and mouth: Eyes; in sunlight, cover the eyes then uncover them and see if the pupils react. At night use a light to check. Ears; is there any fluid coming out? Don't try to stop drainage. Nose; any bleeding? Mouth; look for blood or broken teeth. Teeth can be a choking hazard so remove loose, broken pieces. Neck: Can you see any obvious deformities? Chest: Can you see any section of the chest that moves opposite the rest when the patient breathes? (Broken ribs) Is there any tenderness? Abdomen: Is there any tenderness or does the abdomen seem more rigid than normal? (Internal bleeding) Are they trying to keep you from touching them? Pelvis: Any tenderness? Can you feel bones rubbing or grinding? Someone with a broken pelvis will sometimes feel like they're, "falling apart." Arms: Do you see any obvious fractures? Can you feel any bones grinding? Can you feel a pulse in the wrist? Check circulation by pressing on the fingernails and seeing how fast they get red underneath. Try this on yourself for a comparison. Can they feel you touching their hands? Can they move their arms? Have them squeeze both of your hands at the same time and feel if one side is weak. Legs: Do you see any obvious fractures? Can you feel bones grinding? Can you feel a pulse behind the ankle? (Check behind the big ball on the inside of the ankle.) Check the nail beds. Can they feel your touch? Can they wiggle their toes? By now, you should have an overall impression of how severe the jumpers' injuries might be. Now you can plan the best course of action for the rescue efforts. Redo this assessment every 3-5 minutes until EMS personnel take over. Be sure to report these findings to EMS personnel as it will provide useful information to them. For a quick set of field vital signs: Check the pulse and count beats per minute. Approximate blood pressure can be obtained without a stethoscope or BP cuff. A cool trick: If you can feel a wrist pulse, the systolic pressure is about 80. If you can feel a pulse on the inside of the arm where the bicep and tricep meet, it's about 70. If you can only feel it in the neck, it's about 60. Check breaths per minute. This may not mean much to you but if you can provide EMS workers with a sheet of vital signs detailing every five minutes in the past half hour, it can increase your friends' odds of surviving. This is because it shows the "trend" of vital signs and can give valuable clues about the condition of the jumper. Shock Shock can have several different causes but the likely causes in our situations would be trauma to the nervous system, or loss of blood. Shock occurs when tissues and vital organs are not getting enough oxygen from the bloodstream. Symptoms of shock include: Pale, cool, clammy skin Restlessness Nausea/vomiting Rapid breathing Drop in blood pressure The first step in treating shock is to stop blood loss. Then, cover the jumper with a blanket. As long as injuries don't prevent you from doing so, elevate the feet about 8-10 inches over the heart. They may get thirsty but try not to give anything to eat or drink. If there may be a long delay until help arrives, you can give small amounts of water at room temperature. Even if a jumper doesn't display symptoms of shock, treat for shock anyway. They might not be in shock yet. Bleeding There are three types of bleeding: capillary, veinous, and arterial. Capillary bleeding is the oozing blood you see when you skin your knee. It is minor and not life threatening. Veinous bleeding is blood from a vein. It is dark red and flows out of the wound. Arterial bleeding is pretty obvious since there will usually be an arc of bright red blood spurting out of the body. Arteries carry lots of blood and arterial blood loss can be immediately life threatening. Stop the bleeding: Apply pressure directly over the wound. If you have a clean dressing, use it. If you don't have something sterile, use what you have. A shirt or towel will work. If the wound gets dirty, we can treat it with antibiotics later. If direct pressure fails to stop the bleeding, combine direct pressure with elevating the wound over the heart. If the bleeding still hasn't stopped, apply direct pressure to a pressure point. There are eleven pressure points on each side of the body If all else has failed, use a tourniquet. The decision to use a tourniquet is a serious one. This will completely stop the blood supply to the extremity involved and may result in that limb being amputated. Use it in a life or death situation. To apply a tourniquet: Wrap a band around the limb. Preferably, use something flat and at least one finger wide. A strap from a stashbag will work. Tie it in a knot around the limb. Lay a stick or similar object directly on the knot and tie another knot over it. Twist the stick to tighten the band. Twist it until the bleeding stops. Tie the stick in position Record what time you applied the tourniquet and once it's on, DO NOT remove it. Femur Fractures The femur is the long bone between your hip and knee. Alongside your femur, lies the femoral artery. The femoral is one of the largest arteries in your body and cutting it can result in bleeding to death very rapidly. For this reason, proper attention to femur fractures is extremely important. Fortunately, the femur is a serious chunk of bone so it takes a lot of force to fracture it. If you suspect that the jumper has a femur fracture, you must not let them attempt to walk on it! After the thigh is injured, the muscles will spasm. If the femur isn't there to support the muscle, the sharp bone ends can cut muscle tissue, nerves, and the femoral artery. The way to prevent this is to apply traction in the long axis of the bone. The easiest method of applying traction is to use a traction splint. (The Kendrick traction splint™ is a very BASE friendly item to have. It costs about $100 and folds into a pouch that will fit inside a hip pouch or cargo pocket. If you were sitting there with a femur fracture I could offer you one for a couple thousand dollars and you'd accept.) To apply traction, pull straight on the ankle. Imagine trying to stretch the leg and make it longer. You will need to keep constant traction until an actual traction splint is available. It is very important that you never let up the tension or else serious damage may result. If the shoe comes off, the resulting rebound will be excruciating and bad things will happen. For this reason, remove the shoe on the broken leg. The jumper won't be walking anyway. Splinting Splinting is not really a science. When a bone breaks, the ends are usually very sharp. When these sharp edges move around, you can damage muscle tissue, nerves, and blood vessels. In order to prevent this, you splint the affected bone to immobilize it. Sometimes, you use whatever is available. There are two classifications of fractures, closed fractures and open fractures. Closed fractures include any fracture where the bone does not break the skin. In such instances, proper treatment includes immobilizing the fracture and seeking medical attention. Open fractures occur when a bone breaks through the skin. Signs of a fracture include: A bone end sticking out of the body, A grinding feeling at the site of the suspected fracture, Deformity of the limb, Loss of ability to move the limb, Loss of pulse or sensation, Muscle spasms. Your first step in treating a possible fracture is to stop and take a deep breath. Few fractures are life threatening unless they are mishandled. If there's no apparent life threatening injury, the best approach is a slow methodical one. Cut away clothing from the area and control any bleeding. If you find an open fracture, treat it like any other wound. Generally, you don't want to attempt to straighten out a broken limb. Don't try to realign the bones yourself. There are exceptions to this. If the limb has no pulse or is losing color, you may need to reduce the angle of the fracture to restore circulation. If you need to transport the jumper over rough terrain, a limb sticking out to the side will make things difficult. In these situations, not splinting would be more dangerous. IF YOU DECIDE TO ADJUST A FRACTURE, keep in mind that the sharp end can do major damage to the surrounding tissues so limit movement as much as possible. Also, have someone hold the jumpers arms so you don't catch a right hook. The goal in splinting is to immobilize the bone that is broken. You should try to immobilize the joint above and below the fracture. Find something to use as a splint. Most sites where we jump are in wooded areas so there is usually a variety of sticks and branches to choose from. If possible, pad the splinting materials with a towel or shirt to take up the space between the limb and the splint. This will also improve the comfort of the jumper. Use your imagination and you can usually come up with a splint for most fractures. Forearms can be fractured when you try to catch yourself during a less-than-graceful landing. Fractured forearms should be splinted with a natural curl of the fingers. Place a roll of gauze, or something similar in the palm of the hand. This will go a long way to improve comfort. If you suspect fractured ribs, you can pad the chest and gently wrap it. Placing the arm on the affected side into a sling helps. Try so calm the jumper and have them sit down until help arrives. Limit movement since a fractured rib can puncture a lung. If you suspect a skull fracture, DO NOT place pressure on the head. Monitor level of consciousness and do not give morphine! Joint injuries Damaging joints is a constant threat to BASE jumpers. Ankles are the most frequently injured joints skydiving, BASE jumping, and most sports. There's a saying that goes, "An ounce of prevention is worth a pound of cure." This applies to us because it is pretty easy to reduce the number of ankle injuries. Wearing an ankle brace is an easy and effective measure to prevent hurting your ankles in a sketchy landing. They're available at any sporting goods store. A simple low-grade sprain can keep you grounded for a weekend. A serious sprain can keep you from jumping for a year or longer. If you break a bone, it will usually heal stronger than it was before you fractured it. Ligaments, tendons, and other soft tissues may never completely recover from injuries. Ask anyone who's been jumping for a few years. If a jumper injures a joint in the field to the point that it will not bear bodyweight, you should treat it as a fracture until an x-ray can prove otherwise. Splint it and proceed to the nearest hospital for evaluation. All Sprains can be treated with the acronym, R.I.C.E. Rest: stay off the affected joint and give it time to heal. Ice: apply ice, cold packs or frozen vegetables to the joint. Peas work well because they will conform to the shape of the joint. Just don't eat them after several freeze/thaw cycles. Compress: wrap the joint firmly but not too tight. An ACE wrap can is ideal. If your fingers or toes turn purple, it's too tight. If you squeeze your nail-beds, the color should return immediately. If not, re-wrap more loosely. Elevate: Kick back and have a cold one. Try to keep the injured joint at about heart level. This regimen can be supplemented by taking Motrin (ibuprofen) or Aleve (naprosyn). Follow dosing directions on the package. Both are anti-inflammatories and will help with the pain. If this treatment isn't working, it might be a good time to see a doctor. Summary This paper is by no means, a complete set of first aid information for the BASE jumper. In addition to reading this paper, I highly recommend enrolling in a CPR class, a basic first aid course, and an EMT Basic course. Most junior colleges offer an EMT course and CPR is usually included. These classes will show you how to approach an injury and decide on the most appropriate course of action. First aid is a skill-set we hope to never need. The harsh reality of our sport is that there will be more injuries, and there will be more fatalities. Hopefully someday BASE jumpers will stop being injured and killed. Until that day comes, we all need to know what to do when accidents happen. ---Dexterbase
  20. admin

    My First BASE Rig

    For BASE jumping information, BASE jumping articles, photos, videos and discussions visit BASEjumper.com This article was written entirely by Tom Aiello, BASE 579. Tom has made more than 500 BASE jumps in the past 3 years, from over 100 objects. He is not an authority or expert of any kind on BASE jumping or any other type of parachuting, so all his advice should be taken with a grain of salt. All opinions are those of the author only. By making any fixed object parachute jump, you are taking your life in your own hands, and accepting responsibility for any possible outcome. Copyright 2002. Permission to reproduce and distribute in this exact form only is hereby granted. So, the time has come to buy your first BASE rig. You've made the skydives, practiced your canopy control, and have an experienced mentor to keep you out of trouble. But what rig should you buy? If you have less than 30 jumps, here are my recommendations (more jumps than that, and you're on your own). The really critical thing is to buy purpose-built BASE gear. Lots of people have been BASE jumping with converted skydiving gear for a long time. It is time for this to stop. Skydiving gear is very dangerous for BASE jumping, and has caused, and continues to cause, fatalities, especially among beginners, in the BASE world. Please don't become a statistic. The guiding principle for selecting a first BASE rig is "Keep it Simple." If you are faced with a choice between a simpler and a more complex option, always choose the simpler one. In this article, I will focus on stock (non-custom) gear from major manufacturers, which is what the majority of first BASE gear purchasers must choose from. Note that I will pick and choose from various manufacturers. If you want to take advantage of the "package" prices offered by most manufacturers, you will not have this option. If you are doing this, I strongly recommend selecting your canopy first, and letting that choice determine your package. In the end, it is the canopy that will make or break your system. The container is, in the words of one BASE jumper, "just the garage you park your Ferrari in." CanopyNot Optional: Tailgate It is absolutely mandatory that any BASE canopy deployed with the slider removed or tied down use a tailgate. The tailgate is reefing device developed by Basic Research to promote nose first inflation, and reduce the incidence of line over malfunctions. Under no circumstances should a beginner jump a canopy without a tailgate. Option: Secondary Inlets Several BASE canopies (FOX Vtec, Flick Vtec, Blackjack, Troll) are now available with secondary (bottom skin) inlets. These additional inlets provide faster inflation, give rear riser response earlier in the inflation sequence, and can help keep the canopy inflated in some emergency situations (such as an object strike pinching off the nose). They slightly increase pack volume, especially on the canopies (Troll, Blackjack) where they are covered with one way valves to retain the canopies original flight characteristics. They may also create some poorly understood, but relatively undesirable phenomenon, such as opening backsurge in deep brakes. There is no real consensus in the BASE world on the suitability of secondary inlets for beginners. I believe that beginners should avoid canopies with bottom skin inlets. There are several reasons for this. First, no beginner should jump a system that has poorly understood effects of any kind. Second, a beginner should not be jumping objects in which the advantages of secondary inlets are critical (for example, opening very near to an object). Third, secondary inlets add expense to the canopy (especially the one-way valve systems, which are generally superior to the open vents). My recommendation is to avoid bottom skin inlets until you know enough to want them for your particular (advanced) jumping style. Option: Multi Bridle Attachment The multiple bridle attachment is available on FOX canopies from Basic Research. Essentially, the multi replaces the standard, single bridle attachment point with a line cascading to four separate attachment points (one in the standard location, one near the rear of the center cell, and one each on cells three and five). The objective is to reduce center cell stripping (the center cell pulling out of the free packed canopy on deployment), and thereby improve opening heading and consistency. While the theory is sound, I am not convinced of the practical benefits, especially at subterminal airspeeds. Given that, I would not recommend the system for a beginner, as it adds both complexity and price (US$150) to the parachute system. Option: ZP/Composite Topskin Most BASE manufacturers offer topskins made either wholly or partly of zero porosity material. There are several advantages to this configuration, including better flight performance, stronger flare, and faster openings. Unfortunately, there is one big disadvantage-packing. When you are learning to pack for BASE, there are enough difficulties and distractions without throwing in another one. I'd recommend that a beginner get an all F-111 canopy, for simplicity and ease of packing, which translates into better opening heading. Recommendation: Ace, all F-111, Consolidated Rigging My favorite all around BASE canopy is the Ace, from Consolidated Rigging. The Ace airfoil (which is identical to the Blackjack) has tremendous control range, giving both very high and very low speeds. It flares quite well, although you may have to adjust toggle settings for your personal arm length and preference. It also opens (the real issue in BASE canopies) faster, cleaner, and more consistently than any other unvented canopy on the market. In my opinion, the best canopy for a beginning BASE jumper is a standard, all F-111 Ace.Avoid: Any Skydiving Canopy, Unvented Troll Do not jump any skydiving canopy (PD 7 Cell, Raven, PD Reserve, etc) in the BASE environment. This is an archaic practice that should be stopped. With real, purpose built BASE canopies available, there is virtually no reason to ever leave a fixed object with a skydiving canopy on your back (and the few reasons that do exist-salt water landings, gear confiscation-are pretty much inapplicable to a beginner). Don't kill yourself trying to save a few dollars. Buy real BASE gear. I personally have had very bad openings on my Troll (Atair Aerodynamics). My openings have been wildly inconsistent, and included unacceptable snivels, end cell closures, and asymmetric inflation (leading to off-heading openings). As a relatively experienced jumper, using every technique I can think of, including those recommended by the manufacturer, I have been unable to achieve consistently good openings in my jumps (just under 100) on this canopy. Although the Troll's flight characteristics are fantastic, the openings make this canopy unacceptable for a beginner. ContainerVelcro or Pin? The first thing you have to decide is if you want a Velcro or pin closed container. For a first container, get Velcro. Velcro rigs are simpler, cleaner, and easier to pack and use. Pin rigs are advanced gear, because you must have your pack job dialed in to achieve the correct pin tension, because many acquire adjustment for various altitudes, and because it's harder to close a pin rig without disrupting your pack job. The only case in which you should consider a pin rig for your first rig is if you are an experienced wingsuit pilot determined to jump right into wingsuit BASE. Velcro rigs are unsuitable (and very dangerous) for wingsuit flights. However, Velcro rigs are well proven for delays from 0-15 seconds, so any non-wingsuit jumper should definitely start with a Velcro closed BASE rig, regardless of their intended objects and delays. Option: Alpine Basic Research offers a built in climbing harness as an option on their BASE rigs. I have owned a rig with this option for some time, and have found that I rarely use it. For the extra cost and complexity (the extra buckles have some small potential to confuse the uninitiated), I'd definitely skip this option. Option: Saddle Bags Saddle bags are built in "pockets" sewn onto the leg straps of the rig's harness. These can be handy for stashing bits of rescue, first aid, or climbing gear, or just as a place to put your camera after shooting exit shots of your friends. I also have this option on one of my rigs, and while I do use it, I haven't found it indispensable enough to recommend it. For a first rig, avoid the saddle bags. Option: B-12's B-12's are the snap closures on old-style skydiving leg straps. They can be extremely useful on some relatively advanced jumps (those where room to gear up is limited). However, the use of B-12's with a hand held pilot chute (which is the proper beginner deployment technique) has caused at least one BASE fatality. If you do use B-12's on your BASE rig, be sure that you always snap your leg straps before removing your pilot chute from the bottom of container (BOC) pouch. In the interests of simplicity, this is another option I'd leave off a first BASE rig. Option: Stainless Steel Hardware Following the popularity of stainless hardware in the skydiving world, most BASE gear manufacturers now offer rigs with stainless hardware, both in the harness geometry and the three ring system. Unless you know that you will be making a large number of water landings, there is very little reason to add the expense of stainless hardware to your rig. Option: Sorcerer The Sorcerer is a two parachute BASE container manufactured by Vertigo BASE outfitters of Moab, Utah. Although some skydivers will like the extra confidence of a second canopy, the truth is that the Sorcerer is really an advanced trick rig. Advancing technology has made BASE gear so reliable (statistically more reliable than skydiving reserves), that adding a second canopy really gives very little additional insurance. In addition, the two canopy system is a poor choice for beginners because (a) it makes them less likely to pay the proper level of attention (meticulous) to their pack job, (b) it may make them overconfident, even in situations where the Sorcerer's second canopy (which deploys admirably quickly, in less than 150' under ideal conditions) will have insufficient altitude to inflate, (c) the system is more complex, and a beginner should use the simplest system possible, (d) it is cumbersome to carry around a second canopy you never use, and (e) The extra bulk of large canopies tends to make most Sorcerer jumpers use canopies that are significantly undersized for BASE landing areas, which could be a very costly and injurious problem for a beginner. Note that some skydivers may feel that having a "reserve" is worth the cost. However, the second canopy on a Sorcerer is no more a "reserve" than the first. Any BASE system, properly assembled, maintained, and packed, will open more reliably and consistently than any skydiving reserve system. Jumping a Sorcerer isn't like having a reserve-it's like having two reserves. Save the Sorcerer for advanced trick jumps (like BASE fun-aways), when you are more experienced. For now, stick with a standard BASE system. Option: Para-pack The Para-pack is specialized BASE rig that allows you to stow gear (camping gear for long approaches, for example) between the back pad and the pack tray. The rig is remarkably clean, and maintains tension over the pack tray quite well. However, unless you have a specific need for this type of expedition jumping, there is no need to spend the extra money (it's something like US$500) and deal with the extra complexity of the system. Option: Hook Knife Originally, a hook knife was considered mandatory equipment for BASE. However, as gear technology advanced, and it became clear that the incidence of slider up line over malfunctions was extremely low, hook knives started to be left off of BASE rigs. However, there have been at least three documented cases of slider up line overs in the past two years, and one of them required the use of a hook knife to clear. Even if this happens on only one in 1000 jumps, it is worth carrying a hook knife for the other 999. Since the cost of a hook knife is quite low, and there is no inconvenience in carrying one, you should purchase a hook knife with your first BASE rig. Recommendation: Vision, Gravity Sports Limited My personal favorite Velcro rig is the Vision, from Gravity Sports Limited. The Vision was designed, built, re-designed, and re-built by Dennis McGlynn while he was jumping very aggressively. Everything about this rig screams "ease of use." It is incredibly simple, it is very comfortable, and it absolutely minimizes distortion of your pack job, both on the way into, and on the way out of, the pack tray. Secondary Recommendation (Pin): Gargoyle, Morpheus Technologies If, and only if, you are an experienced wingsuit pilot intending to take your wingsuit to the cliffs as soon as possible, you should skip a Velcro rig (very dangerous for wingsuit jumps due to the potential for a premature deployment) and go straight to a pin rig. It would be far better to buy a Velcro rig and become an expert BASE jumper before launching your wingsuit. However, if you are dead set on moving straight to wingsuit flights (which I do not recommend), you will need a pin rig. My favorite pin rig is the Gargoyle, by Morpheus Technologies. If you are jumping a wingsuit, you will definitely want the dynamic (open) corners option. The Gargoyle has superb pin protection (better than any other two pin rig), does an excellent job of maintaining pack symmetry both into and out of the pack tray (it is probably the best of the pin rigs in this critical area), and can be closed exactly the same at any altitude (reducing complexities that could be troublesome early in your BASE career). Avoid: "Home Made"Rigs Many jumpers (including myself) begin their BASE careers using "home-" or "rigger-made" BASE gear. Unfortunately, many of the minor manufacturers who produce these rigs are so far out of the main stream that they make rigs with design flaws (minor or major) that have long since been worked through and eliminated from the rigs built by major manufacturers. Avoid purchasing a rig from a friend, or your DZ rigger, and instead purchase your gear from a major manufacturer. In general, if you cannot buy a real, purpose built, BASE canopy (Ace, Blackjack, Mojo, FOX, Flick, Dagger or Troll) with your rig, from the same shop, you should look to purchase the container elsewhere. Avoid: Unstiffened Side Velcro Some older Velcro rigs have unstiffened side flap Velcro. Examples include early Odysseys and Reactor 3's. Unstiffened side flap Velcro can shrivel with the shrivel flap during a head down deployment, and should be retrofitted with a stiffener to prevent a pilot chute in tow malfunction. All major manufacturers have rectified this design flaw, and will retrofit older rigs to eliminate the problem. Pilot ChutesEventually, every BASE jumper accumulates a large collection of pilot chutes for various delays. As a beginner, you will need to acquire at least three. To paraphrase my BASE mentor, you will need one PC each for terminal jumps, really low jumps, and everything else. In general, that means one 32-36" PC (terminal), one 46-50" ZP PC (low) and one 42" ZP PC (everything else). Unless you live in Norway or Australia, you will quickly find that the 42" ZP is your workhorse PC, and that you leave it on your rig for everything from 2-6 second delays. Later on, you will want to fine tune your PC's for your delays. For example, one manufacturer recommends a set of four PC's (32", 38", 42", and 46") to cover all possible delays. When you are starting, though, you can save money (and simplify your systems) by going with just three-little for terminal, big for go and throws, and 42" for everything else. Just about everyone uses ZP material exclusively for BASE PC's. In some cases, F-111 can have advantages over ZP, but all your subterminal PC's ought to be ZP in the beginning. Option: Bridle Attachment Point There are several different configurations possible for bridle attachment on a pilot chute. The standard configuration used by virtually every BASE gear manufacturer (CR, BR, Morpheus) allows the jumper to asymmetrically attach the PC to the bridle. The older style of attachment (Paratech Rigging) is far superior, as it makes an asymmetric attachment (which greatly contributes to orbiting, and hence degrades heading performance on opening) virtually impossible. If at all possible, order your PC's with the older "loop" style attachment point. Option: Apex Vents Some manufacturers are now offering pilot chutes with mesh vents at the apex. The purpose of these vents is to dampen the oscillation inherent in a pulled down apex round (like a pilot chute), as well as reducing the orbiting that often results from a vigorous PC toss. This is one of the few options that I would strongly recommend for any jumper, even a beginner. The vents really don't create any added complexity packing, and really do help improve opening heading (which suffers dramatically from oscillating and orbiting pilot chutes). Vented pilot chutes are not recommended for low freefalls with very short (less than one second) delays, as they do inflate slightly slower than unvented PC's. Recommendation: Apex Vented 42", Consolidated Rigging My favorite 42" PC is the A-V pilot chute from Consolidated Rigging. The CR A-V series, in addition to the apex vent, has a slightly oversized topskin, which contributes to stability. Recommendation: 36" F-111, Basic Research For terminal delays (without a wingsuit-wingsuit PC's should be slightly larger), the standard BASE PC is either a 32" ZP, or a 36" F-111 PC. For a beginner, I would recommend a 36" F-111 PC, as F-111 PC's appear to be more stable than ZP (even vented) PC's, and the advantages of ZP (faster inflation) should not matter to a beginner at terminal (no beginner should pull low enough that the PC inflation time difference becomes important). Recommendation: 48" ZP, Basic Research For low, hand held deployments, I prefer the Basic Research 48" ZP PC. BR does not put a handle of any kind on their 48", which is mandatory for hand held deployment. Further, they do not put any kind of cap or vent on the PC, either of which could slow inflation, and cost critical feet at low altitudes. Avoid: The Hook, Gravity Sports Limited Gravity Sports pilot chutes have the load tapes applied on the block, rather than the bias of the ZP material. This allows the pilot chute to stretch and deform, both over time with wear, and instantaneously during each deployment. This can result in asymmetries and oscillation, both of which can degrade opening heading. RisersAlthough almost all BASE specific risers meet certain criteria (type VIII, LRT style toggles, etc), and you should be fine sticking with whatever riser and toggle system comes standard with your first rig, it is slightly better to purchase toggles and risers separately, to allow a wider choice in available options. If cost is a primary consideration, just go with the standard setup. But if you have a bit more money to spend, consider ordering exactly the riser setup you want. Not an Option: Mini-Risers (Type 17) Occasionally, skydivers (and one German BASE manufacturer) will attempt to use mini-risers on a BASE rig. This is totally unacceptable. Mini risers have failed in actual use, and if that were to happen on a BASE jump (more likely than on a skydive, as BASE openings are harder), you would be lucky to survive. Under no circumstances should a beginner (or any other BASE jumper) use equipment with mini-risers. Option: Pin v. Cloth Toggle Stubs BASE toggles are available with either standard (stiffened cloth) or metal pin toggle stubs. The standard stubs are generally preferred. Although the metal pins have virtually no chance of toggle hang-up, the incidence of hang-ups on the cloth stubs (with the thick Dacron lines used for BASE canopies) is near zero. Also, the metal pins tend to wear the brake settings more quickly, and are slightly more likely to prematurely release ("blow" a toggle) during the opening sequence. Option: Mini Rings (RW8) Most BASE gear manufacturers offer mini three rings, either as an option, or standard equipment. Since the manufacturing tolerances for these rings are tighter, and there is no disadvantage in using standard large (RW1) rings, avoid mini-rings on your first BASE rig. If possible, you might wish to use large tandem strength (RW10) rings, which are available from some manufacturers. Option: Big Grab Toggles Several manufacturers now offer stiffened toggles. These go by a variety of names, including "Big Grab" and "EZ Grab". Although the best way to avoid object strike is to correct heading on risers, there are some situations in which a BASE jumper wishes to release the toggles immediately, with no hesitation and no fumbling. Stiffened toggles are designed to make this much easier, and generally work in that regard. They do make packing marginally more difficult, and for that reason, should be avoided by a beginner. However, like line release toggles, this is a piece of equipment you should consider adding quite early in your BASE career. If cost is a major issue (you don't want to spend the extra money on a second set of toggles), it is possible, but not recommended to start with big grab toggles. Option: Integrity Three Rings BASE risers are now available in both standard three ring and reversed (integrity) configurations. Most BASE jumpers consider the reversed (integrity) three ring to be standard equipment for BASE. Integrity risers are marginally stronger than standard risers, but are also a bit more difficult to manufacture properly. Since a standard type VIII riser has never failed in actual use, either riser set up should be fine for a beginner. The standard set-up (with a grommet through the riser) is probably more familiar to a beginner, and is definitely more field tested (there have been two reported incidences of unintentional riser release on BASE jumps-although the cause is undetermined in both instances, both releases occurred on integrity style risers). On balance, the standard three rings are probably a slightly better option for a beginner. Option: Line Release Toggles Several BASE manufacturers now offer toggles that can release the control line, allowing a jumper to clear a line over malfunction without resorting to a hook knife. These line release toggles are the best currently available line over clearance technology. However, the extremely low occurrence of line over malfunctions in the BASE environment, combined with the added complexity of the line release toggles, indicate that beginners should avoid their use. Although they may become standard equipment for BASE, they are not yet sufficiently proven to recommend their use to a beginner. As an aside, in the event that you do choose to purchase line release toggles with your system, I would strongly recommend a toggle with a one handed operation (such as Vertigo BASE Outfitters' WLO [What Line Over?]), rather than a toggle with a two handed operation (such as the Gravity Sports Supertoggle. All things considered, though, a beginner should avoid adding this extra complexity to their system until they are comfortable with their basic equipment. Recommendation: Standard Three Rings, Standard Toggle, Morpheus Technologies My favorite standard riser is the one manufactured by Morpheus Technologies. Essentially the same as the risers made by BR or CR, Morpheus' standard riser is a non-integrity three ring, with the LRT toggle system, and RW10 (tandem) three rings. Stash BagOption: Waist Band Some manufacturers (Vertigo BASE Outfitters, Gravity Sports Ltd) offer stash bags with waist bands, either permanent or removable. For technically difficult approaches, or just for longish hikes, these waist bands are an absolute life saver. Since they are generally removable, and add negligible bulk, they are highly recommended for all jumpers. Option: Waterproof Material Some manufacturers offer stash bags made of waterproof material. Whether you decide to use one will depend on your jumping environment. If you live somewhere that it rains often, you will find the water protection well worth the investment. However, if you live in a dry area, or frequently need to wad up and pocket your bag quickly, you may find that the extra bulk of the waterproof fabric makes it more trouble (and cost) than it is worth. I know that my waterproof stash bag (Gravity Sports, Ltd) more than paid for itself the first time I had to swim across a creek to reach the trail and hike back to the car (my rig stayed completely dry on my back). Option: Cliff Pack You may want to consider adding a heavier cliff pack to your gear collection. A cliff pack is a backpack, sized to fit your rig, protective gear and a bit more, with a decent suspension for hiking, and which can be collapsed into a waist pack for jumping. Although most modern jumps do not require this gear, there are certain areas with long hikes (Norway comes immediately to mind) where a cliff pack will significantly improve your hiking experience. Although you probably won't need one initially, if you are planning a trip to a site with long hiking approaches, definitely consider purchasing a cliff pack. Recommendation: Heavy Duty Stash bag, Gravity Sports Limited My favorite stash bag is Gravity Sports' heavy duty stash bag. This bag is burly, will take tons of abuse, has no plastic buckles (which can break at inopportune moments), and compresses moderately well. If you have a chance to pick one of these bags up, grab it. Avoid: Stash bag, Paratech Rigging I had very bad luck with my Paratech stash bag. The fabric was too light, and the bag survived very few jumps. In addition, the cord lock that closed the bag kept sliding open, so I had to stop every few hundred yards to verify that my gear was still in the bag. NOTE: My recommendations have evolved considerably during the course of this writing. Although the basic equipment I recommend for a beginner (Ace in a Vision) is the same, my views have changed as to several options (Big Grab Toggles, WLO toggles, Integrity Risers) for this writing. Resources BASE Gear ManufacturersConsolidated Rigging 4035 Grass Valley Highway Auburn, California 95602 530 823-7969 530 823-7971 fax [email protected] http://www.crmojo.com Basic Research 236 East 3rd Street, Unit C Perris, California 92570 909 940-1324 909 940-1326 fax [email protected] http://www.basicresearch.com Morpheus Technologies 5107 Lantana Street Zephyrhills, Florida 33541 813 780-8961 813 788-7072 fax [email protected] http://www.BASErigs.com Vertigo BASE Outfitters P.O. Box 1304 Moab, Utah 84532 435 259-1085 [email protected] http://www.vertigobase.com Gravity Sports Limited 10472 Iris Road Truckee, CA 96161 530 582-4747 530 582-4345 fax [email protected] http://www.gravitysportsltd.com/dennis/ Leading Edge BASE 1425 Century, Suite 100 Carollton, Texas 75006 972 245-5300 972 245-0598 fax [email protected] http://www.leadingedgebase.com Paratech Rigging 6416 Cardinal Road Vernon, British Columbia Canada V1H 1W3 250 260-8053 [email protected] Used BASE Gear Classifieds On Line http://www.blincmagazine.com/cgi-bin/forum/dcboard.cgi?az=list&forum;=classified&conf;=blinc http://www.dropzone.com/cgi-bin/classifieds/page.cgi?g=BASE_Gear%2Findex.html&d;=1 BASE Gear Reviews http://www.blincmagazine.com/reviews/Gear/ © Copyright 2002 Tom Aiello. Permission to reproduce and distribute in this exact form only is hereby granted. Please address any questions, comments or corrections to the author at [email protected].
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    Getting Into BASE

    For BASE jumping information, BASE jumping articles, photos, videos and discussions visit BASEjumper.com This article was written entirely by Tom Aiello, BASE 579. Tom has made over 500 BASE jumps in the past 30 months, from more than 100 objects. He is not an authority or expert of any kind on BASE jumping or any other type of parachuting, so all his advice should be taken with a grain of salt. Copyright 2002. Permission to reproduce and distribute in this exact form only is hereby granted. Virtually every time I tell someone that I'm a BASE jumper, their first question is "how could I get into that?" After answering that question dozens of times, I decided to write it all down, so that I can avoid repetition induced laryngitis. There are as many different ways of getting started BASE jumping as there are jumpers. But, after some soul-searching, some discussion with friends, and some internet research, I've decided that the course I wish I had followed, and the one I've tried to set people on, goes something like this. Check the Fit BASE jumping is not for everyone. Give yourself a long hard, look, and decide if BASE really fits you. It's virtually impossible to objectively evaluate yourself, so it might be helpful to have a (close and tactful) friend help you with this step. Does BASE jumping fit your physical abilities? BASE is not really about personal fitness (although it helps) or athleticism (which only comes into play in advanced sub-disciplines). In BASE, the important physical abilities are reaction time, coordination and balance. Evaluate yours. It may be helpful to ask some of the following questions: If you are sitting at a desk, and knock a pencil off, do you pick it up off the ground, or did you catch it in mid-air? When you spill a bottle of beer, do you have to get up and get a new one, or do you right it before you've lost most of it? How often do you trip or stumble? Does BASE jumping fit your mindset? The best BASE jumpers are organized to the point of anal retentive. They also have an intellectual curiosity about almost everything. Have you ever wondered how the reserve system on a skydiving rig works? How many times did you trust your life to it before you starting wondering? Are you always trying to find a pull-up cord to close, or do other people ask you for them? Do you make correct decisions in pressure situations? BASE jumpers need to react quickly, and correctly, in life threatening situations. Have you ever been confronted with an oncoming car in your lane? How did you react? Did you have to think about it, or did it just happen for you? BASE will best fit a person who is intellectually curious, has good reactions, responds quickly and correctly (without having to think during the emergency), has excellent coordination and is highly organized and detail oriented. You can definitely still be a BASE jumper who has trouble with one or two of these things, but if you are weak in most of these areas, BASE is not a good sport to take up. Make the Decision Make absolutely certain BASE is really what you want. This sport is dangerous, sometimes illegal and very addictive. It will take over your life. I would never advise someone to get into it (and I have found it to be the most rewarding experience of my life). In my short time in this sport I've seen two life flight helicopters from the outside, two more from the inside, the back of a police car, several broken bones and a funeral. I've also spent three weeks in Intensive Care and 18 hours in neurosurgery. Are you sure you really want to do this? There are lots of different reasons to get into BASE, and I have given up trying to decide which are the "right" ones. The important thing is that your reasons are important enough to you to outweigh the potentially enormous costs of BASE jumping. Unless you are a NASCAR driver, BASE is by far the most dangerous thing you will ever do. Statistically, you have something like a 5% chance of dying by the end of your BASE career. Worse, your chance of serious injury (think hospital time) is more like 95%. I know three BASE jumpers with more than 500 jumps who have not spent serious time (more than a day or two) in the hospital due to BASE accidents. Even they agree that it is just a matter of time until they are seriously injured. If you are not ready to die BASE jumping, you are not ready to BASE jump. Go to this web site: http://juliabell.home.att.net . Read the entire thing. Seriously. Still want to be a BASE jumper? Then read on... Do Your Homework Next you need to find out everything that you can about BASE jumping. Talk to every BASE jumper you can. Read every article you can find about BASE, rigging or weather. Get on the internet and find everything you can about BASE (there is a whole lot more than you'd think). I have included several of my favorite references at the end of this article, but there are many, many more. Get Your Head Straight Now that you've made the decision to jump, make sure that you have the right mentality. There are two important pieces of that mentality that will keep you alive in this sport. Never do anything that doesn't feel right to you. If you're not ready for something, don't do it. We all determine our own learning speeds, and there is no way to know in advance what you'll be comfortable with. Don't be pushed into doing things you're not ready for by overeager partners or teachers. Never be afraid to back down. It takes far more courage to back off the exit point than to jump. There are definitely times when it is right to back off, and knowing when to heed that little voice in your head is critical to your survival. This sport is very, very serious, and taking it lightly will hurt, maim, or kill you in short order. The rest of your mentality you'll develop as you go, learning from other jumpers, from experience (both positive and negative) and from the rest of your life. Tell Your Family It is the responsibility of every BASE jumper to tell their family that they are involved in BASE, that they understand the risks, and that they have chosen to take those risks. Sit down with your family and talk to them about BASE. This is obviously an extremely difficult proposition. Facing your family with your decision to engage in a life-threatening activity cannot be easy. However this discussion is important both for you and for the sport of BASE jumping. An honest, open discussion with your loved ones will make them feel more included in your decisions. They will generally be more impressed with the maturity and thought that has gone into your decision to jump. This can help avoid the arguments, tantrums, and guilt trips that might otherwise be thrown at you by family and friends who don't understand your activities. An explanation, by you, that you understand and accept the risks involved, will help prevent your family from attacking other members of the BASE community in the event of your injury or death. There have been far too many cases of the families of dead jumpers accusing, confronting, suing and even prosecuting other jumpers as a result of fatalities. Don't let this happen to your friends. Write a letter to your friends and family, to be opened in the event that you die BASE jumping. In the letter, explain why you have chosen to take up BASE, what you hope to get from BASE jumping, and why you are willing to risk death for it. Give sealed copies to (at the very least) your family and your BASE mentor. Do this to defuse any conflicts that might arise from your death. Make the Skydives First, make at least 200 skydives. You need to make these skydives in order to practice accuracy, tracking and canopy control skills. You also need to establish a general comfort level with parachutes, free fall, and split second decisions. The skydivers who are best prepared for BASE generally jump large, 7 cell, F-111 canopies, have had a number of malfunctions and responded correctly, and are comfortable with multiple skydiving disciplines. If your only focus is BASE jumping, don't succumb to the temptation to become canopy swooping freeflyer. Instead, focus on CRW and Accuracy as your skydiving disciplines. To practice tracking make entire skydives in max track. Don't count on the limited tracking on break off, or on the balanced tracking of a tracking jump. Make the whole dive tracking as hard as you can, with camera and coaching if possible, and work on getting the most lift, and the most drive out of your track. For accuracy practice, it's best to use the canopy that you intend to BASE jump with. Try to set up low (under 500 feet), to simulate the BASE environment. Don't forget to make approaches cross- and down-wind as well, since you will often have to do this while BASE jumping. For canopy practice, you should make some CRW jumps (on a CRW canopy) and then do some canopy drills on your intended BASE canopy. CRW is a great way to learn canopy flight characteristics in tight spaces before you get into the BASE environment (and CRW with your BASE canopy is an excellent drill-after you've learned some CRW skills). Be sure you've made several night jumps during your skydiving career. In many places, BASE jumps are made almost exclusively at night (to avoid arrest, incarceration, and gear confiscation), and comfort with flying and landing your canopy at night is essential to survive these jumps. Make some jumps on your BASE canopy to learn its performance envelope. Pay particular attention to riser input, practicing riser turns and riser flares. Make sure you practice your riser turns before popping your toggles-that's the way you'll have to do it to avoid smacking the side of a cliff one day. Obviously, you'll want to practice them after grabbing the toggles, as well. Find a Mentor While you are learning to skydive, you will doubtless meet skydivers at the drop zone. Try to find and meet the local BASE jumpers as well. Your goal should be to find someone with 200 or more BASE jumps, who you think will be a good teacher, and whom you get along with. You also have to trust them with your life (that is what you will be doing, after all). Get a BASE Rig Now, with proper canopy skills and an instructor, you need to find a BASE rig. Your best bet is to buy a new, Velcro closed, BASE specific rig from a major manufacturer, and put a real BASE canopy in it. You can also find good used gear (check the classified ads on the BASE board: www.blincmagazine.com). The key is to get actual BASE specific gear. Lots of people will try to sell you converted skydiving gear (Ravens, Cruiselites, Pegasus's, etc). Avoid this and get real BASE gear. Everyone has different preferences in gear, but the key is to find actual, purpose built, BASE gear. Take a First Jump Course So, now you have the pre-requisite skydiving skills, an appropriate rig, and you've found an instructor. Time to go jumping, right? Wrong. Now it's time to get to work. Before you can make your first jump, you still have to learn basic rigging and packing, dead air exits skills, and simple ethics. There are two ways to do this. The simplest is to cough up US$1000 or so, and take a first jump course from one of the major gear manufacturers. Since most of us don't have an extra grand to throw around, we tend to try to skip this step. I don't recommend this. It really is worth the money to get qualified, professional instruction. You wouldn't try to make your first skydive without paying for instruction, would you? Even if you had a friend who swore he "knew all about it", and could easily "take you for a jump." First jump courses are also available from various BASE organizations around the world, such as the Australian BASE Association (which maintains a database of qualified instructors in Australia) and the Norwegian BASE Association (which has classes available at Lysefjord in an attempt to minimize accidents at that popular site). If you have the money, though, my preference would be to take your course from an American manufacturer, as their "teaching object" (a 486' bridge over water, with a huge grassy landing area) is generally the safest for a first time jumper. There is a similar object in Southern Europe, and Robert Pecnik offers a First Jump Course there. Lots of people try to save some money by getting their friends to "teach" them. This is a bad idea for several reasons. First, you don't know that your friend really has the qualifications to teach. Second, you don't know that he's really motivated to do a thorough job teaching. Sure, he can get you off for that first jump, but what did he teach you about dealing with your unstable launch on jump number 12? Third, you will learn more if your First Jump Course is not taught by the same mentor who guides you through your next 20-50 jumps. Finally, these "informal" first jump courses can drag on for weeks, months, even years. If you contract with a real business, you know the exact dates of your course, and you can plan for it. Watch Some Video Now that you have an idea of what a BASE jump ought to look like, get your hands on some BASE video. The best video for this is the "Lemmings Exits" series from Bridge Day (http://www.lemmingsvideo.com/). Try to get several years of "Lemmings Exits", and whatever other BASE video you can find. Watch the video, preferably with your BASE mentor. Evaluate each jump. The more errors you can see before jumping, the more likely you are to avoid them yourself. Get Started Now you're ready to start jumping. After your First Jump Course, you should have a solid knowledge of gear, rigging and packing, some theoretical knowledge of malfunctions and solutions, and a practical set of launches to work from. The next step is to get home and make as many jumps (in as short a time) as possible with your BASE mentor. Ask as many questions constantly. Try to learn as much as you can. Once you feel comfortable (and so does your mentor), start branching out and jumping with other people. Ask them the same questions (they may have different answers). Watch different people pack. Watch different people jump. Always ask why things are done a certain way. Keep Learning Now that you have 20-30 jumps, and can hang with the local crew, you can consider yourself a solid beginner. There is still a lot more to learn, see and do. Never stop learning. In addition to being a good way to stay alive, it's one of the most rewarding things about the sport. Some Resources First Jump Courses: Consolidated Rigging 4035 Grass Valley Highway Auburn, California 95602 530 823-7969 530 823-7971 fax [email protected] http://www.crmojo.com Basic Research 236 East 3rd Street, Unit C Perris, California 92570 909 940-1324 909 940-1326 fax [email protected] http://www.basicresearch.com Morpheus Technologies 5107 Lantana Street Zephyrhills, Florida 33541 813 780-8961 813 788-7072 fax [email protected] http://www.BASErig.com Robert Pecnik [email protected] Australian BASE Association Tom Begic Director of Safety and Operations [email protected] Must See Web Sites: http://www.basejump.org Click on the "Articles" link, and read ALL the "Must Read" articles. http://www.blincmagazine.com Pay special attention to the "Knowledge BASE" and "BASE Board" sections. http://www.crmojo.com Especially look through the "Articles" section of the "Library". Books: Understanding the Sky. Dennis Pagen. Sport Aviation Publications; ISBN: 0936310103; (February 1992): Buy this book. Read it, then keep it. You'll want to read it again when you have around 100 BASE jumps, and then again around 500 jumps. Each time, it will become more useful. Groundrush. Simon Jakeman. Jonathan Cape; ISBN: 0099232618; (July 1993): The first (and so far only) book ever published about BASE jumping. Album of Fluid Motion. Milton Van Dyke. Parabolic Press, Inc.; ISBN: 0915760037; (May 1982): The most valuable picture book I've read. You may not understand why it matters at first, but once you start jumping cliffs and buildings in wind, the basic concepts in this book become invaluable. Don't worry about the technical jargon-just look at the pictures. BASE Gear Manufacturer Web Sites http://www.crmojo.com http://www.basicresearch.com http://www.BASErig.com http://www.vertigobase.com Used BASE Gear Classifieds On Line http://www.basejumper.com/ Other Informational BASE web sites of interest http://www.basejumper.com http://www.vertical-visions.com http://juliabell.home.att.net http://www.bridgeday.info http://www.thebasepoint.com And one inspirational web site: http://www.yosemite.org/vryos/ © Copyright 2002 Tom Aiello. Permission to reproduce and distribute in this exact form only is hereby granted. Please address any questions, comments or corrections to the author at [email protected].
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    Style and Accuracy

    More commonly called Style and Accuracy, these disciplines are also referred to as the "Classics." The first skydiving competitions in the first half of the 20th Century involved landing on a target using a parachute, then the Style series was created: Freefall style is a sequence of six maneuvers performed in the following order: 360-degree turn, 360-degree turn, backloop, 360-degree turn, 360-degree turn, backloop. All four turns and two backloops performed in proper sequence and in the correct direction is called a "series." Each of the four series prescribes different directions for the 360 degree turns. For Accuracy Landing, a jumper guides his/her canopy to a precision landing on a disc, or electronic pad, with a three-centimeter diameter dead-center target. The object is to get as close to the center as possible. Accuracy landing is also part of the USPA-sanctioned championship event Para-Ski. Para-Ski combines accuracy landing with a giant slalom skiing race.
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    Skysurfing

    Skysurfing is a team parachuting discipline, with each team consisting of two athletes: a Skysurfer and a Cameraflyer. The Skysurfer rides a specially designed skyboard during freefall, sliding, spinning, twisting and yes, surfing through the sky. The Cameraflyer records the performance with a helmet-mounted camcorder but also contributes to the performance interactively --and the team's overall score--through his or her own creative and athletic skills. All Skysurfing performances take place in the four dimensional stadium in the sky called freefall. This is the only place where you can fly your body in all three regular dimensions, up/down, left/right, forward/backward, plus the fourth dimension of relative speed. Not even NASA astronauts get to play in four dimensions. In free fall, you can cheat the boundaries of time and space, but only a minute at a time. Comparing Skysurfing to other board sports such as snow boarding and skate boarding is a common mistake. About the only shared trait is that all involve some kind of board. The Skysurfer's skills are much more closely related to freestyle skydiving, whose devotees perform gymnastic- and/or ballet-style maneuvers utilizing the aerodynamics created by the "relative wind" the athlete moves through during freefall. Adding a board to the equation, though, is not just a whole other ball game--it's a whole other sport.
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    Para-ski

    Para-ski is one of the competitive disciplines in parachuting and the only one to originate outside parachuting. The sport originated in Switzerland in the early 1960’s, when Swiss skiers conceived of para-ski as a form of mountain rescue. The concept was to jump from an aircraft, parachute to an open area near the victim, strap on skis, and evacuate the casualty down the mountain. Original European meets were a timed event which included parachuting onto the mountain, donning skies, and racing a course. Today, the two events are conducted separately. Para-ski international meets and cups have been held since 1964 and World Championships since 1987. Meanwhile, the modern, turbine-powered helicopter has replaced the parachute as the aerial vehicle for transporting mountain rescuers and casualties as well as today’s para-ski competitor. Today’s competition consists of giant slalom (GS) skiing and precision parachuting using gliding parachutes. The GS courses are approximately 1,000 meters long with a run time of one minute and average 30-35 gates. Two GS races are conducted under FIS rules. Each competitor makes six jumps under FAI rules. Jumps are from 3,000 feet. The target is located in a challenging and sloping mountainside venue; competitors aim for a touch-sensative pad with a five centimeter target center. A system of scoring combines parachuting and skiing performance to determine combined individual and team winners.