
EVENT DETAILS
Friendly reminder about the club meeting and fun fly this Saturday! Hope to see you there.
Thu Sept 17th at 6:30pm – Club Board Meeting (Zoom)
Sat Sept 19th at 9am – Club General Meeting at Johnson Field
Sat Sept 19th at 10am-12pm – Fun Fly at Johnson Field
September 2026 Fun Fly
$5 entry fee – $1 Mulligans for any event, all cash paid out to winners!
For 5 and fewer entries, prizes for 1st & 2ndplace. For 6 or more entries, prizes for 1st, 2nd, & 3rd place.
The Fun Fly will consist of 3 events from the list below, drawn randomly from a bag, after all entrants are paid and locked.
HIT THE MARK
Using Geb’s altimeter and spinner, hit the target altitude, the target time (60 SEC) and the target spot landing (simulated dead stick once on ground, no power to taxi but may steer with the rudder. 1 Point for every foot over or under in altitude, every second over or under time, and for every whole foot from the spot landing target. No use of timers or coaching allowed. Timer starts on the GO command and stops when wheels touch actual runway. Lowest score wins. Ties will be settled with Rock-Paper-Scissors.
BOMB DROP
Using a provided bomb drop mechanism (solo cup with a heavy washer and streamer) attached to the airplane the pilot will takeoff and attempt to drop the bomb as close to the target as they can. Up to 3 practice drops are allowed before the pilot declares an attempt to drop for score. One point for every whole foot the washer lands from the target. Lowest score wins. Ties will be settled with Rock-Paper-Scissors.
DICE ROLL
Six maneuvers are chosen & numbered 1 - 6. Roll 2 dice at once and choose the outcome, IE roll a 3 and a 6, you can do 6 Immelmans or 3 Hammerheads. Timer starts on the GO command and the pilot takes off, performs the maneuvers and lands. Timer stops when the wheels touch actual runway. Low time wins. Ties will be settled with Rock-Paper-Scissors.
$1 mulligan to roll again, 5x max
1=Roll 2=Loop 3=Immelman 4=Split S 5=Square loop 6=Hammerhead stall turn
SWEET GEORGIA AIR SHOW
Pilot prepares their airplane for taxi and takeoff. On the GO command the timer is started and the pilot eats a cracker, whistles audibly, then takes off and while in the air eats a second cracker and whistles audibly again, then lands. Timer stops when wheels touch actual runway. Low time wins. Ties will be settled with Rock-Paper-Scissors.
CLIMB 'N' GLIDE
With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot is given 30 seconds to climb. At 30 seconds, throttle kill is engaged while the timer continues. Timer stops when wheels touch actual runway. High time wins. Ties will be settled with Rock-Paper-Scissors.
DIXIE DEATH
With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot takes off performs 3 each rolls and loops, (in any order), then do a touch and go then do 3 each rolls and loops (in any order), then lands on the runway. Timer stops when wheels touch actual runway. Low time wins. Ties will be settled with Rock-Paper-Scissors.
ETA!
Pilots draw times from a hat. With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot takes off. Without any aids or assistance, the pilot estimates the flight time to reach the target time and lands. Timer stops when wheels touch actual runway. Closest to target time wins. Ties will be settled with Rock-Paper-Scissors.
OH CRAP!
With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot rolls a pair of dice once to get his "number." He then must taxi, take off, do one loop and one roll, land, taxi back to the start location and then roll the dice again until his number comes up. Any combination of the number is acceptable. IE the pilot rolls a 5 & 2 in the beginning, he can hit that number with a 6 & 1, 5 & 2, or a 4 & 3. The timer stops when the pilot rolls his number. Low times wins. Ties will be settled with Rock-Paper-Scissors.
TWO MINUTE TOUCH 'N' GO
With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot takes off. Pilot performs as many touch and go maneuvers as possible in two minutes. The pilot must execute a at least a 180 degree turn between each touch-n-go. No “bouncing” down the runway in a straight line. Highest number of touch-n-goes wins. Ties will be settled with Rock-Paper-Scissors.
ROOPS
With an airplane positioned and ready for takeoff, on the GO command the timer is started and the pilot takes off. Pilot performs a loop then a roll 3 times then lands. Time stops when the wheels touch the actual runway. Low time wins. Ties will be settled with Rock-Paper-Scissors.
