Scoring by the Sporting Code

The contest scores
itself.

Draw, timing, scoring and results — for six classes, by the rules in force, with the paragraph next to every number. On the flight line it runs without a network.

One group, one round

How times become points

Scoring happens within the group: the best flight takes 1,000 points, everyone else their share of it. So it is not only how well you flew that decides, but also whom you flew against.

F3B.2.6 · the same arithmetic in F3G, F3L and F5J

Six classes, six rulebooks

Each one scores by its own paragraph

The classes look alike and are not. Score F5J by the F3B landing table and you get twice the result — and it looks right. That is why every class carries its own rule module, and what stands here is the same list the scoring uses.

  • F3B

    Multi-task on the winch

    Three tasks in one day: duration, distance and speed. The winner of each group takes 1,000 points, everyone else their share of it.

    F3B.2.6 3 tasks

  • F3G

    The same multi-task, electric

    Like F3B, but the model launches itself. In the duration task the height at motor cut-off is deducted.

    F3G.2.6 a 3 tasks

  • F5J

    Electric glider with an altimeter

    One task, and the deduction depends on the launch height: above 200 metres it gets expensive. The best thirty per cent fly a fly-off in which the qualifying rounds no longer count.

    5.5.11.13 one task · with fly-off

  • F3L

    Bungee launch

    One task, two points per second, and a landing table that counts down to two tenths of a metre.

    F3L.7 one task · with fly-off

  • F3F

    Ten legs on the slope

    A run over 100 metres between two bases, ten times. The shortest time wins — no landing, no bonus, and above fifteen rounds two scores are dropped.

    F3F.1.12 one task

  • F3K

    Hand-launch glider, fourteen tasks

    A different task every round, and in each of them a different selection from several launches counts: the last one, the last two, the five longest. Measured in tenths of a second.

    F3K.11 14 tasks · with fly-off

On contest day

The network is the least reliable ingredient

A flying field offers wind, sun and rarely a signal. Entry therefore runs on the device: it starts offline, scores offline, and syncs once there is a network again.

  1. Draw

    Groups that separate team mates and change the starting order from round to round. A withdrawal is a state, not a deletion — the results already flown keep carrying the scoring of their group.

  2. Announce

    Preparation time, working time, landing window and the call of names, with sound and voice. In F5J and F3K the announcement is the rulebook and not a convenience: the signal is the time.

  3. Record

    The right entry mask per class, two timekeepers where required, penalties with their wording, re-flights by paragraph. Every entry carries a seal and a chain link.

  4. Score

    Normalisation, dropped scores, penalties as deductions, shared places and team scoring — the same arithmetic on the device and on the site, so both say the same thing.

So that nobody goes looking

What it deliberately does not do

  • It does not measure. Times come from the watch, the timekeeper or the equipment on the slope. The application records them and does the arithmetic.
  • It uploads nothing to a vendor. The results live on this site.
  • It is not secured against its own operator. Whoever uses the application produces valid seals — that is what they are for. This is why the server checks every value against the rules, the start list and the participant list as well.
  • It scores no class it does not know. A package of an unknown class is rejected — by name, not with a silent mis-scoring.

The next contest

Creating one takes five steps. The sixth is the flying.