2. Simple Rubber-Powered Stick Models: The SRPSM

From Ron Williams' Building and Flying Indoor Model Airplanes


 

The logical place at which to begin is with the simple rubber-powered stick model (SRPSM). There are those builders who will fly in the face of logic and attempt to begin with more sophisti­cated craft: so be it; this chapter will be here waiting and they are welcome to return to the joys of these delightful, sturdy flyers.

The SRPSM is the ideal introduction to the building and flying of any type of model airplane. It can be flown indoors or out, and it is simple to build. SRPSMs can vary in size from three- or four-inch mites to three-foot giants and, if they are built with a fair amount of neatness and accuracy, they will fly well.

The plane selected to be shown here is useful as a graphic and simple demonstrator of the laws of aerodynamics. It will introduce the beginner to the subtleties of adjusting free-flight aircraft, first as a glider and then as a rubber-Powered craft.

Before trying SRPSM #1, I recommend try­ing a beginner's kit such as the AMA Cub offered by Sig Manufacturing Company (see Ap­pendix 1). This plane is also known as the Delta Dart. These kits contain all the required parts except pins and glue. The wire hook supplied for the propeller shaft is not very good. A new hook should be bent to the shape shown in the side view of figure 2-1. It can be bent from a paper clip or a piece of 1/32"-diameter music wire as shown in figure 3-22.

The AMA Cub is an exciting flyer that is built according to the very simple instructions in the kit. It takes only an hour or two to build and most of that time is spent waiting for the glue to dry.

SRPSM #1 will require little in the way of tools and supplies; the list is as follows:

1.    1 sheet lightweight bond paper, 8-1/2" x 11".

2.     3 pieces medium-hard 1/16" x 1/8' balsa, 36" long.

3.    1 piece hard 1/8" x ¼" balsa or spruce, 36' long.

4.     1 propeller, hook and bearing assembly from a North Pacific rubber-powered foam-flyer or a Guillow's balsa rubber-powered flyer.

5.    1 paper clip.

6.     Glue: Elmer's white glue, Titebond aliphatic resin or model cement (Ambroid).

7. A Plasticine (clay) lump about the size of a jelly bean.

8. Single-edged razor blade.
9. Pliers: pointed nose preferred.
10. A supply of rubber, 1/8" wide by about 20' long (the extra length for extra motors).

 

If you wish to build SRPSM #1, most of the materials will be available at the local hobby shop (see Appendix 1 for a list of suppliers of materials). If the plane is to be built for small children (two to five years), use very hard balsa, spruce or bass, to take the rough handling they'll give it.

Figure 2-1 presents a "three-view" of the SRPSM #1. A three-view is an illustration of a plane's design, showing the builder what the plane looks like from the top, the side and the front. After studying the three-view and col­lecting the materials listed above, start con­struction by copying the layout (figure 2-2) onto a sheet of bond paper or a piece of lightweight typing paper. The layout is shown step-by-step in figure 2-3. Cut the balsa strips with a single-edged razor blade, 'making a clean perpendicular cut with a smooth forward and downward stroke (figure 2-4). The key to a well-constructed plane is to make joints (places where pieces meet and are glued together) that fit well and require a minimum amount of glue. Constructing the SRPSM #1 involves gluing pieces directly to the layout. The layout itself thus becomes the covering of the wings and tailpieces. Lay each strip over the layout and cut it to fit against each adjacent strip. The strips are glued to the layout with a thin stream of glue applied to the strip and smoothed over with a finger. When using water-based glues like Elmer's and Titebond, wet the side of the strip opposite the glued side with a little water or saliva. The balsa swells when it's wet and warps away from the glued side. Wetting the opposite surface balances the swelling and keeps the strip straight. Glue each strip to each other strip as well as to the layout except at the center of the leading and trailing edges of the wing (see figure 2,-2). These joints will be glued later, at an angle, to create the wing's dihedral (the upward tilt of the wing toward the tip which gives the wing, when seen from the front, a "v" shape).

When all the strips have been attached to the layout, cut the parts (wing, stabilizer, fin) free of the layout by cutting along the dotted outline shown on figure 2-2. Use the single-edged razor blade for this, being careful to avoid cutting the balsa outlines. Now is the time to add any de­sired decoration to the flying surfaces before setting them aside to proceed with making the fuselage.

The fuselage (figure 2-5) for the SPRSM #1 is a stick. Because it must take the stress of the fully-wound rubber motor as well as the many hard landings and collisions the plane will suffer, it must be made of hard balsa or spruce. The fuselage must be carefully tapered toward the tail along its bottom edge. This can best be done with a small block-plane, but can also be done satisfactorily with a single-edged razor blade or modeling knife (X-Acto, Uber Skiver, etc.) by working slowly and cutting against a hard straightedge. Two short lengths of the fuselage stock are cut to brace the propeller bearing and the rear motor hook.

The braces are "double-glued." To double-glue any joint, apply glue to both surfaces, mate and pull apart, allowing glue to dry; reglue and clamp together until dry. Bind the braces to the fuse­lage with fine silk or cotton thread. After wrap­ping, give them a final coat of glue and sand the whole :fuselage lightly with fine sandpaper.

Remember: cutting hard balsa or spruce with a single-edged razor blade can be done quite easily, but it must be done slowly. Forcing the blade can cause it to break dangerously. Cut along the line with a vertical cut, then cut at an angle to that cut from the "waste" side of the cut (figure 2-6). The idea is to whittle the piece to a nice clean cut at the required angle with a clean, "square" end rather than to chop right through in one single stroke. The cut can also be made with a razor saw, available in hobby shops, but that is another tool to buy and use at a later stage of the game.

The rear motor hook is bent from a paper clip. It should pass through the fuselage from top to bottom before being bent over and given a few coats of glue. The hole required to get the wire through the fuselage can be made with a 1/32” diameter drill or by heating a large straight pin on the kitchen stove until glowing red (hold it with pliers) and pushing it through. When per­forming an operation like this, it is always wise to practice on a scrap of wood of similar size and hardness; there are so many ways to ruin the final product that you might as well not court disaster on the first try. The hot wire will tend to burn a hole that's too large, so practice and be careful. See figure 3-25 for hook shapes.

Raising the wing tips for dihedral is the next step before the final assembly of the airframe. Make a support (figure 2-7) from cardboard or 1/16" to 1/8" balsa sheet. The main objective is to provide a support longer than the chord of the wing at the center section and to make sure that the support is firm. It can be made as shown or can simply be a strip of balsa 1½" wide glued on edge to the tabletop. The top of the wing is the papered side, the bottom is the side with the balsa flame exposed.

Cut partway through the trailing edge of the wing (from the bottom) at the center and crack the wood slightly. Place the wing upside down on the support. Hold the wing tips down to the tabletop with small weights (flashlight batteries, coins taped in stacks, etc.). When the wing is firmly in place (a pin or two through the center rib into the support piece will help), the joints that were left unglued earlier are carefully filled with glue. Rub the glue into the joints and then let it all dry for at least half an hour. The wing may be removed from the jig when the glue has dried.

SRPSM #1 can now be assembled. The flying surfaces are attached, each in turn, with a thin bead of glue. Start with the wing, applying the glue along the bottom of the center rib and attaching it to the fuselage so that the apex of the leading edge of the wing is 1" from the nose (figure 2;1). Attach the stabilizer to the under­side of the fuselage, paper covering side up with a bead of glue down the center top of the stabilizer.

Notice: when the rudder was cut free of the layout, an %" tab of paper projected outside the balsa frame. If this tab, as well as the bottom surface of the outline, is glued, it will make a stronger attachment of the rudder to the fuse­lage stick. Make sure that the various flying surfaces are attached so that their alignments are correct and accurate as shown in the three-view on figure 2-1.

The SRPSM #1 can be flown as a glider or as a rubber-powered plane. Flying it as a simple glider (SG) is described next, with experiments in adjustment. Flying it as a rubber-powered plane is described further on in the chapter. The assembled SRPSM #1, as shown in figure 2-8, is ready for test gliding. Press a small lump of clay (Plasticine) onto the nose of the plane as shown.

The first thing to do after adding clay to the nose of the plane is to check its balance. The plane's fuselage should rest horizontally when the plane is supported at each wing tip (figure 2-9). Add or remove clay until this is achieved.

For its first flight, hold the SG by the thumb and side of the forefinger, just ahead of the wing's trailing edge, pretty much as if you were going to throw a pencil, point first, across the room (figure 2-10).

Grasping it lightly but firmly, practice the tossing motion without actually releasing the plane. This motion should be smooth and crisp, not too forceful and horizontally forward (see figure 2-10). It is a good idea to practice the motion over and over without tossing the plane so that you can attempt to visualize what will happen as the plane is released. Figure 2-11 shows the glide path to be expected from a properly assembled, weighted and adjusted SRPSM in its glider mode.

The rudder, elevator and ailerons (figure 2-12), known together as the control surfaces, are manipulated to adjust the plane to a given flight path. Practice with their use can take place indoors or out; a beginner should look for calm weather outside or find a decent-sized indoor space (from the dining room to the living room is usually O.K.). The SG is so light that it will seldom damage anything that it might hit unless it knocks over a particularly fragile object.

When making the first test glides of the SG, inspect the control surfaces before each flight to be sure they are not bent out of the plane of their adjacent surfaces. The glide should be steady and straight ahead. (When launching outdoors, always be sure to launch into the wind.)

The first exercise to be practiced with the SG is that of getting the glide to be as fiat as possible when the plane is launched straight ahead. Raising the elevators will cause the nose to come up (figure 2-13A) while bending them down will cause the nose to come down (figure 2-13B). A stall occurs when the plane pitches up, loses forward momentum and then dives toward the ground. Occasionally, the plane will recover, stall again and go into another dive. A straight dive occurs when, after launching, the plane abruptly heads nose-first into the ground. Use very small movements of the control surfaces to effect or correct either a stall or a dive. When a plane adjusted for a stall is thrown hard, it will often loop.

Once you have launched the plane successfully on a straight, forward glide several times, it's time to experiment with turns. The rudder is the first control surface used for turns and the aile­rons the second. Rudder and ailerons are usually used in conjunction with each other to flatten or smooth (coordinate) the turn. But the rudder is the first surface to experiment with, by bending it very slightly to the right or left. In keeping with the way most indoor planes are flown today, the experiments described here will all be in terms of flying to the left. After making a smooth, straight flight, the rudder is slightly bent, moving it, when viewed from the rear, about %" to the left (figure 2-14). Tossing the glider with this adjustment will result in a smooth, banked turn to the left. The rapidity or severity of the turn will depend on how much the rudder is bent. A turn of 10 to 15 feet, or even wider for larger spaces, is the aim of these tests of the SG.

To make the turn tighter, it may become necessary to provide more up elevator to keep the plane from diving in. But there is definitely a limit to how much up elevator can be added before the turn tightens up even more! The answer to this is not to put more up elevator but to begin using the ailerons to coordinate the turn.

In full-scale aircraft or radio-controlled model planes, the objective of aileron control is to cause the wings to bank in conjunction with the rud­der's pivoting of the plane about the plane's vertical axis. This is made unnecessary in free-flight models through the use of dihedral, the upward tilt of the wings from their center to­ward the tips. As the rudder swings the model about its vertical axis, the dihedral (or polyhe­dral) acts as ailerons to cause the plane to bank into the turn. Consequently, the ailerons on the SRPSM and SG are used not for increasing the bank of the turn, but for reducing it by keeping the left wing up and the right down in a turn (figure 2--15) to the left. Make this adjustment by bending the left aileron down and the right aileron up.

It is worthwhile, on becoming familiar with the techniques outlined here, to experiment with a turn to the right, for there are times when a turn to the right is appropriate. For instance, many outdoor free-flight planes are adjusted to turn right as well as some indoor hand-launched gliders and flying scale models.

With the SG adjusted to fly in a 10- to 20-foot circle to the right or left, it can be thrown as high as possible--a heavy version should reach 30 feet or so--and it can be flown in a gymnasium or outdoors. Be careful of the trees and always launch it into the wind[

Flying the plane as the SRPSM #1 means adding the propeller with its bearing and the rubber motor to the SG. Remove the clay and slip the propeller-bearing assembly over the nose of the plane. The propeller should be 5" to 5%" in diameter. If the box of the bearing assem­bly fits too loosely, the nose must be shimmed up with pieces of hard balsa or cardboard so that the nosepiece slides on snugly. The binding that holds the lower piece to the main stick (figure 2-5) should provide all the bulk required. It is important that the bearing does not slip or twist about when the motor is fully wound.


The rubber strip required for flying the SRPSM #1 is usually obtainable from any model airplane hobby shop. See also the lists in Appendix 1. The rubber should be 1/8" wide for best results. Rub­ber of other widths will work. The next size smaller (3/32") will under-power the plane, but will provide longer flights because more turns can be put into it. The next size larger (3/16") will over-power the plane, providing spectacular flights of short duration--great fun out of doors.

 

The first loop of rubber for testing should be about 10" long and 1/8" wide. All sizes of rubber can be tied as shown in figure 2-16, with an overhand knot first and then a square knot pulled up tight against the overhand knot. Be very careful that the second knot is a square knot and not a granny, as the granny will not hold when the rubber is lubricated and fully wound.

The rubber should be wet when the knots are tied---chewing lightly on the ends of the rubber strands and wetting the rubber with saliva works fine. After pulling the knots tight, trim the rubber's ends to no longer than 1/4" nor short­er than the width of the rubber. To tie rubber that has been lubricated, the rubber must first be washed in soap and water to insure a tight knot. The lube can be "chewed" out of the rub­ber, but; as a flavor combination, rubber and lube will never be found on any menu.

 


What is lube? Basically, it's an oily or slippery liquid which enables one to put more winds in a rubber motor and which reduces wear and tear on the motor. Any commercial lube is satisfac­tory (Sig, Micro-X, Aerolite, etc.), but, in a pinch, Johnson's K-Y lubricating jelly mixed with a little green soap and/or glycerine (all available from the drug store) will work fine. The lube is rubbed sparingly onto the length of the rubber with the fingers.

 

Test flying the rubber-powered SRPSM #1 is best done in a large, open space, especially if it is covered, knee-deep, with soft grass. The hard floor of a gymnasium is not going to have any adverse effects on the plane, but soft grass will encourage confidence.

Hold the plane in one hand, 'by the fuselage, about halfway back from the wing's leading edge. Using the other hand, turn the propeller in a clockwise direction (see figure 2-17). A flight or two with 100 to 150 hand-winds on the propeller will determine what is required in the way of adjustments. What held true for the plane as a glider will hold true for it when powered. If the plane dives in, add up elevator. A small amount of left rudder and bending down the left aileron slightly should result in a rapid climbing spiral to the left when the motor is more fully wound. As the limit of the motor is reached or larger rubber is used, use more left aileron with even a bit of right aileron (bent up).

To wind the motor more, it is taxing, to say the least, to use one's fingers. The answer to this is to employ a winder. A simple, inexpensive 5-to-1 winder made by Kyosho and sold in the U.S. by Sterling Models, Inc., is ideal for the beginner. The only other winder commercially available at this writing is a 16-to-1 winder, also inexpensive, sold by Midwest Products Com­pany. Both are usually available in hobby shops. A 10-to-1 winder is described (for scratch build­ing) in Chapter 10.

 

To use a winder, it is necessary to have a "stooge," i.e., a frame that holds the plane (figure 8-12) or a hook that holds the rubber (figure 2-19), or a friend to act as stooge. The rubber can be wound off the plane and then placed, wound, onto the plane. To wind on the plane, wind from the rear hook end of the rubber as the plane is held by the propeller and fuselage by a friend. The friend should grasp the propel­ler and its bearing between the thumb and forefinger of one hand while encircling the rub­ber motor with the thumb and forefinger of the other hand. This will tend to guard the plane, should the motor break and fly back toward the plane. The person operating the winder stretches the rubber by moving away from the plane; the rubber is stretched three to five times its normal length as winding is begun. After one half of the winds are turned in, the winder is moved slowly toward the plane as the last turns are added to the motor.

Different sizes and types of rubber will allow different amounts of turns in any given length of motor. Smaller cross sections of rubber (nar­rower strip) will take more turns than larger cross sections. When I encountered the question of how many turns a rubber motor would take, I found graphs and tables and widely varying an­swers. The most useful advice was to practice winding a test piece of rubber until it broke. At the time it seemed senseless .... Wind a motor until it ]broke? What could be learned from that? But as I began, in desperation, to make up short motors of similar lengths and to master the counting of turns (this requires some concentra­tion, especially as people wander up to converse or ask questions at turn number 53 or 64 or 86 · · .), I began to gain a sense of what different winding techniques and different rubbers were capable of. I found that periodically feeling the rubber, checking its resilience or hardness, told me much about what to expect from what I was winding. With practice and patience, I found that there was a technique to winding rubber; that my technique improved with practice; and that I could get much more out of rubber that was considered inferior than I was supposed to.

The winding is begun by placing the knot end of the rubber on the stooge hook and the loop end on the winder. After winding, remove the loop end from the winder and, holding the plane by the propeller and its bearing, slip the loop over the prop hook. Remove the knot end from the stooge hook and slip it over the rear hook. After inspecting all adjustments, the plane is ready to launch.



When winding off the plane, a firm place to anchor one end of the loop is required. A "quick and dirty" way to accomplish this, which frees the flyer from the need for an accomplice, is to put a screw hook (or cup hook) into a piece of wood, and glue, tie, clamp or tape this piece of wood to a firm place or heavy object (figure 2-19) or put the hook into the side of a willing, heavy toolbox. It's a good idea to inspect whatever hook is used for sharp edges and to file or sand them off if necessary. Such flaws can cause a tightly pulled or wound motor to be nicked and to break.

Launching the SRPSM #1 is just like launching the SG, except that, while one hand holds the plane's fuselage, the other holds the propeller to keep it from turning and then releases it so that the propeller is spinning just before the plane is launched. When the rubber motor is fully wound or of wider rubber, launch the plane upward (rather than straight ahead as in the gliding exercises). The launching motion should be free and relatively effortless: just support the plane as the motor takes over and "guide" it into its flight path.



Observing beginners, it is amazing how many failures precede a solid success--but what is more amazing is how quickly those failures are left behind. Perseverance is the most valuable part of one's effort in most things, and doubly so with building and flying. It may take only one or two tries to get the knack of launching a simple rubber-powered stick model, or it may take dozens. What matters is to keep at it; to try to repeat what went well and to forget what went wrong. Most of the best builders and flyers I know are those who experienced the most difficulty at the beginning, but put it behind them as quickly as they could.

The three-views which follow are for other simple rubber-powered stick models. Figure 2-20 illustrates a plane from the 1930s, the dec­ade considered the golden age of indoor flying. There were thousands of clubs and hundreds of thousands of indoor flyers during the late twen­ties and up to World War II, The Beginner's Tractor was actually quite sophisticated, but a beginner of the time had immediate access to advice and information from local modelers. De­partment stores and newspapers in many cities sponsored clubs providing meeting places, newsletters and continuous support. High schools and junior highs sponsored flying as well. Alternative SRPSMs are plentiful in kits (from most hobby shops) or from plans that appear regularly in model magazines and newsletters.

» Next Chapter »

« Support Indoor
« Duration today!
A2ZCorp Rubber Powered Hobby Supply store