FREESTYLE SWOOPING RULES

DOWNLOADABLE & PRINTABLE FREESTYLE RULES

VIEW ALL FREESTYLE ILLUSTRATIONS

 DEFINITION OF FREESTYLE

Freestyle competition consists of a series of acrobatic parachute swoops across a body of water focusing on the approach, execution and landing. Freestyle swooping highlights the acrobatic abilities of the world’s best canopy pilots on the Pro Swooping Tour.

SCORING PROCEDURES

The competitor’s performance will be judged on the following basic components.

Approach-15%

Time on Water-15%

Execution-50%

Landing-20%

Degree of Difficulty-Multiplied times approach 3pts max, time on water 3pts max, execution 10pts max & landing 4pts max

APPROACH (15% of total score)

The approach score begins when the competitor starts the final turn (at the initiation point) during the set up and stops with the competitor’s first point of contact with the surface of the water.

0 points

Loss of control and/or unsafe flight

0.6 points

Some smooth flight, some radical moves, indecisive turns, noticeable corrections required

1.2 points

Some smooth flight, control of turn with at least 180 degrees turn

1.8 points

Smooth flight, control of turn with at least 270 degrees turn

2.4 points

Smooth flight, control of turn with at least 450 degrees turn.

3 points

Smooth flight, control of turn with 630 plus degrees of turn

EXECUTION (50% of total score)

The execution begins with the competitor’s first point of contact with the surface of the water and stops after exiting the water area just prior to the first point of contact with the surface of the ground. Freestyle moves are defined to a maximum point value of 10 points. Pilots who fail to execute freestyle maneuvers as they are defined are issued less than 10 points depending on their overall performance during the execution of the move.

0 points

Failure to perform

2 points

Poor performance

4 points

Average performance

6 points

Good performance

8 points

Very good performance

10 points

Excellent performance

DEFINITION OF FREESTYLE MOVES FOR EXECUTION

View all the Freestyle moves

Look Away:

The head turns away from the line of flight, either left or right.

-The pilot turns head either left or right away from the line of flight.

-The head should be turned as far as possible to prevent seeing the direction of travel.

 

Look Back:

The head lifts skyward and back away from the direction of flight.

-The pilot lifts head skyward and back as far as possible.

-The head should be lifted to prevent seeing the direction of travel.

 

Crane:

The body is straight with one foot dragging and the other leg bent as much as possible above the surface.

-The body should be straight and rigid from the head to the dragging foot.

-The knee should be locked on the leg that is dragging the surface.

-The non-dragging leg should be bent at the knee as much as possible placing with the foot near the knee or thigh of dragging leg.

-The body should be leaning forward as much as possible

 

Split:

The pilot drags both feet on the surface with the feet spread wide apart while keeping the body vertical.

-The body should be vertical and straight from the head to the feet with knees locked.

-Both feet should be dragging and positioned as far apart as possible.

 

“T”:

The pilot’s body is vertical with one foot dragging, and the other leg extended and horizontal to the surface.

-The upper body should be straight and vertical to the surface.

-The leg of the dragging foot should be extended and locked at the knee.

-The non-dragging leg should be extended straight out from the body, horizontal to the surface and locked at the knee.

 

Cross-Up:

The pilot positions himself with both feet underneath the body (inline) and crossed while dragging the surface.

-The upper body should be vertical to the surface and straight.

-The legs and feet are inline with the body.

-The knees are slightly bent and legs should be crossed below the knees with both feet dragging the surface

 

Can Can:

The pilot extends both legs to one side of the body (not underneath the body) with feet apart while dragging at least one foot on the surface.

-The upper body should remain square to the line of flight with chest and shoulders facing forward, not upward.

-The pilot should extend the legs and push feet out to one side as much as possible with the knees locked.

-The feet should be as far apart as possible.

 

Superman:

 The pilot’s body is straight and horizontal with both feet dragging the surface while facing forward.

-The body should be straight and rigid from the head to the feet.

-The body should be horizontal and low to the surface.

-The legs and feet should be together and dragging the surface.

 

Nac Nac:

The pilot drags both feet inline with the body at the same time with the forward foot dragging heel side and the trailing foot dragging toe side.

-The upper torso should be vertical to the surface and facing forward.

-The body should be positioned close to the surface.

-Both feet should be dragging inline with the body, no wider than the shoulders.

-Feet can be dragging on their sides but the forward foot must be heel side and the trailing foot toe side.

 

Boomerang:

The pilot carves while keeping contact with the surface.

-The upper body should remain square to the line of flight with shoulders facing forward, not upward.

-The lower body should be positioned close to the surface.

-The pilot must drag at least one foot on the surface.

 

Splice:

The pilot drags the surface with both feet apart and extended out in front of the body.

-The body should be horizontal and low to the surface with upper torso facing up.

-The body should be straight and rigid from the head to the feet.

-The legs and feet should be apart and dragging the surface.

 

Walnut:

The pilot’s feet are behind the body and above the surface while dragging both knees.

-The upper body is leaning forward with Shoulders Square to the line of flight.

-The legs are inline with the body with both knees dragging the surface.

-The knees are bent as much as possible with the feet positioned near the buttocks.

 

Flex head:

The Pilot positions the body and buttocks low to the surface with one leg extended out in front dragging a foot heel side while the other leg is bent at the knee dragging a foot on the surface near the buttocks.

-The upper body should be vertical with the buttocks close to the surface.

-One leg should be extended out in front with the knee locked while dragging the foot heel side.

-One leg should be bent at the knee with the foot dragging the surface near the buttocks.

 

Method:

The pilot twists the lower body at least 90 degrees from the upper torso with feet apart and dragging on the surface.

-The upper body should be vertical and remain forward with shoulder square to the direction of flight.

-The lower body can be twisted in either direction but must rotate at least 90 degrees from upper torso.

-The feet should be as far apart as possible.

 

Lazy Boy:

The pilot’s body is horizontal with the legs extended out in front with the body while dragging both feet on the surface.

-The body should be horizontal and facing upwards while low to the surface.

-The body should be straight and rigid from the head to the feet.

-The legs and feet should be together with the knees locked while dragging the surface.

 

Blind man:

The pilot twists the entire body 180 degrees in the harness from the direction of flight while dragging the surface with at least one foot.

-The body should rotate a full 180 degrees from the direction of flight.

-The body should be vertical with knees slightly bent.

-The pilot should rotate without losing contact with the surface.

 

 Ghost rider:

The pilot takes hands completely off the controls (toggle and risers) while facing forward with feet underneath the body and dragging at least one foot on the surface.

-The upper body should be vertical.

-The hands must be off the controls and extended out to the sides during the execution.

 

Wingover:

The pilot executes a carving maneuver so that one end cell of the canopy makes contact with the surface.

-The body should be positioned low to the surface.

-A wingtip must make contact with the surface while simultaneously dragging a part of the body.

 

Switchblade:

The pilot places both toggles in one hand and in front of the body.

-The upper body should face forward of the direction of flight.

-Both toggles must be in one hand only and in front of the body while dragging at least one foot on the surface.

 

Cowboy:

The pilot takes one hand off the controls and drags it on the surface while dragging at least one foot.

-The body is vertical and low to the surface with the shoulders square to the direction of flight.

-The hand must drag the surface while dragging at least on foot.

-The hand dragging the surface must be completely off the controls with no toggle in hand.

 

Switchback:

The pilot places both toggles in one hand and behind the body.

-The upper body should face forward of the direction of flight.

-Both toggles must be in one hand only and positioned behind the body while dragging at least one foot on the surface.

 

Tick Jockey:

The pilot places both toggles in one hand and in front of the body (switchblade) while using the free hand to hold a leg behind the body while dragging a foot on the surface.

-The upper body should be straight and vertical.

-Both toggles must be in one hand only and in front of the body.

-The free hand should be holding the ankle of one leg, which is bent at the knee and behind the body near the buttocks.

 

DEGREE OF DIFFICULTY

The degree of difficulty is multiplied by a competitor’s total score, which is combined (added) from approach, execution, time on water & the landing scores.

 Competitors must pre-declare their routines to the chief judge the day before the competition begins, but may make changes in a timely manner. However, pilots are responsible to ensure the chief judge fully understands the routine. The competitor is responsible for any miscommunication and there will be no re-jumps or protests awarded for such. Competitors who fail to achieve declared moves or drawn moves will forfeit the value of the DD for that move and be penalized in the execution score for each incomplete move.

DEGREE OF DIFFICULTY CHART AND MULTIPLIERS

Base degree of difficulty (DD) for jumps=1.50 may be adjusted depending on venue location and overall skill level of the competitors. Any possible combination of the below offered tricks may be combined to form a maneuver in a single swoop with the consequent DD to be added the base.

 

MANEUVERS

DD

Look Away

0.05

Look Back

0.1

 Split

1.0

Crane

0.7

“T”

0.9

Can Can

1.1

Cross Up

1.2

Boomerang

1.5

Superman

1.7

Nac Nac

1.9

Method

2.0

Lazy boy

2.2

Splice

2.3

Flex head

2.3

Walnut

2.4

Wingover

2.6

Switchblade

2.6

Blind man

3.0

Ghost rider

2.9

Cowboy

3.0

Switchback

3.1

Tick Jockey

3.1

 

COMBINATIONS

DD

Crane/”T”

1.2

Crane/Cross Up

1.35

Crane/Split

1.4

Crane/Method

2.2

Crane/Super

2.2

Crane/Boomerang

2.5

Crane/Flex head

2.6

Crane/Wingover

2.8

Crane/Switchblade

2.8

Crane/Switchback

3.25

Split/Cross Up

1.6

Split/Super

1.8

Split/Can Can

1.9

Split/Method

2.25

Split/Nac Nac

2.35

Split/Splice

2.5

Split/Blind man

3.3

Split/Ghost rider

3.15

Split/Switchblade

3.1

Split/Switchback

3.3

Split/Cowboy

3.3

Split/Tick Jockey

3.35

“T”/Cross Up

1.4

“T”/Split

1.8

“T”/Boomerang

2.2

“T”/Nac Nac

2.3

“T”/Method

2.35

“T”/Splice

2.75

“T”/Blind man

3.2

“T”/Ghost rider

3.2

“T”/Wingover

3.1

“T”/Switchblade

3.25

“T”/Tick Jockey

3.35

“T”/Switchback

3.4

Cross up/Superman

2.0

Cross up/Boomerang

1.7

Cross Up/Lazy boy

2.35

Cross up/Blind man

3.1

Cross up/Ghost rider

3.05

Cross Up/Switchblade

2.75

Cross Up/Switchback

3.2

Can Can/Nac Nac

2.2

Can Can/Boomerang

2.15

Can Can/Method

2.2

Can Can/Lazy boy

2.4

Can Can/Splice

2.5

Can Can/Blind man

3.2

Can Can/Ghost rider

3.25

Can Can/Wingover

2.8

Can Can/Switchblade

2.9

Can Can/Switchback

3.2

Can Can/Cowboy

3.15

Superman/Can Can

2.2

Superman/Lazy boy

2.6

Superman/Walnut

2.7

Superman/Ghost rider

3.15

Superman/Switchblade

2.85

Superman/Switchback

3.45

Superman/Cowboy

3.2

Superman/Tick Jockey

3.35

Nac Nac/Boomerang

2.35

Nac Nac/Method

2.25

Nac Nac/Lazy boy

2.75

Nac Nac/Splice

2.85

Nac Nac/Flex head

2.75

Nac Nac/Blind man

3.25

Nac Nac/Ghost rider

3.2

Nac Nac/Wingover

2.75

Nac Nac/Switchblade

2.8

Nac Nac/Switchback

3.2

Nac Nac/Cowboy

3.15

Boomerang/Superman

2.1

Boomerang/Method

2.4

Boomerang/Switchblade

2.85

Boomerang/Switchback

3.4

Boomerang/Cowboy

3.25

Splice/Crane

2.5

Splice/Flex head

2.65

Splice/Super

2.7

Splice/Switchblade

2.9

Splice/Ghost rider

3.25

Splice/Cowboy

3.2

Walnut/Switchblade

3.25

Walnut/Switchback

3.45

Walnut/Ghost rider

3.4

Walnut/Cowboy

3.4

Flex head/Switchblade

3.15

Flex head/Switchback

3.4

Flex head/Ghost rider

3.35

Flex head/Cowboy

3.3

Method/Lazy boy

2.5

Method/Splice

2.55

Method/Blind man

3.2

Method/Ghost rider

3.35

Method/Wingover

2.9

Method/Switchblade

2.95

Method/Switchback

3.35

Method/Cowboy

3.25

Lazy boy/Crane

2.4

Lazy boy/Splice

2.45

Lazy boy/Flex head

2.5

Lazy boy/Superman

2.5

Lazy boy/Ghost rider

3.2

Lazy boy/Switchblade

2.95

Lazy boy/Cowboy

3.25

Blind man/Ghost rider

3.35

Blind man/Switchblade

3.2

Blind man/Cowboy

3.45

Ghost rider/Cowboy 

3.4

Wingover/Cowboy

3.35

Switchblade/Cowboy

3.35

Switchback/Tick Jockey

3.45

Add Look Away

0.05

Add Look Back

0.1


*New moves or combinations with more than two moves must be pre-declared and demonstrated to the chief judge prior to competition so a proper DD can be issued for the routine.

 TIME ON WATER (15% of total score)

0 points

No time on water

0.6 points

Short duration, less than 100ft on water

1.2 points

Medium duration, between 100 & 150ft on water

1.8 points

Long duration, between 150 & 200ft on water

2.4 points

Big duration, between 200ft & 250ft on water

3 points

Floater, more than 250ft on the water

LANDING (20% of total score)

The landing performance score begins when the competitor makes the first point of contact with the surface of the ground and ends when all the competitor’s momentum has stopped.

0 points

Lands in water

0.8 points

Crash on the surface of the ground, no control of body

1.6 points

Contact with the surface with hands or knees

2.4 points

Walks, runs or slides but stays on feet without touching the ground with hands or knees

3.2 points

Lands with feet only and takes only one or two additional steps

4 points

Lands on one or both feet with no additional steps or sliding

NEW MOVES FOR FREESTYLE X (Free routines)

New moves must be pre-declared and demonstrated to the chief judge prior to the competition. The chief judge will issue the new move or combination a “DD” based on its difficulty compared to other similar existing freestyle moves or combinations. New moves must be pre-declared and the pilot must receive a landing score of 2.4 points or higher during the routine for the move to be declared “new” and added to the official list of freestyle maneuvers.

Freestyle rules, moves, descriptions and scoring procedures outlined in this document are the intellectual property of the Pro Swooping Tour created for international canopy piloting competition. All rights reserved CPC™ and Pro Swooping Tour®

 

PST  EVENTS                 OFFICIAL COURSES

FREESTYLE..............    Compulsory, Free, Accuracy

SPEED………………    Standard, Carving or Pair

ACCURACY…..........     Zone, Carving or Beach

DISTANCE………...      Standard or Long Jump

 

 PST COMPETITION LEVELS

PRO events-Pro level, Pro qualified canopy pilots only  

OPEN events-All qualified pilots.

Pro/Am-Open to both Advanced class amateurs and Pros

 

1. DEFINITION OF WORDS AND PHRASES USED

1.1    COURSE: The designated path which competitors must fly through as indicated by a series of vertical and/or horizontal markers.

1.2    GATE: Consists of two (2) vertical or horizontal markers positioned side by side and separated laterally by a variable distance.  Gates are used to define the flight path of the course.

1.3  VERTICAL MARKER: A device which, when fully erected, is positioned upright and is flexible.  Vertical markers typically indicate wind direction and extend above the surface to a height between 5-10 feet.

1.4   HORIZONTAL MARKER: Similar to the flexible vertical marker, this device, when laid on the surface, acts as a marker to outline the parameters of a course.

1.5    START: The first gate set at the beginning of the course.

1.6    FINISH: The finish gate set at the end of the course.

1.7   BODY: All or any part of the anatomical structure, including normal prosthetic appendages, making up a competitors physical being.

1.8    ROUND: The completion by all competitors in an event of one scored run in that event, using the same launch method.

1.9    MARKER STRIKE: Any part of the competitor’s body or equipment that contacts a vertical marker while negotiating the course.

2.0    HIGH PERFORMANCE LANDING: "A high performance parachute landing is created when a canopy pilot makes any control input during the approach and/or on final to gain extra speed for landing".

 

2. QUALIFICATIONS, POINTS, RANKING

2.1 GENERAL REQUIREMENTS: Participants must have at least 300 high performance landings and a minimum of 100 high performance landings within the previous twelve months prior to any PST competition or event. This prerequisite may be waived at the discretion of the PST.

2.5 PRO QUALIFICATION: Once a canopy pilot has earned a Pro slot through the CPC (Canopy Piloting Circuit), a Pro Qualification may be requested from the PST but is not required of the top three finishers of the CPC championships. The PST will assign a chief judge to establish the Pro Qualification course and administer an official Pro Qualification.  The Pro Qualification course is a 185 ft long, 20ft wide carving course consisting of 5ft vertical markers with a defined entry and exit gate.  Prior to the qualification the chief judge will hold a draw for the candidate to determine the direction in which the course will be set up to carve.

2.6 PRO QUALIFICATION TEST: In a controlled manner, the candidate must negotiate the course by scoring the entry gate and then fly to the exit gate without making any physical contact with the surface or the vertical markers that define the course. In order to successfully score a gate the competitor must show that some part of their physical body is below the tops of the vertical markers that form the gates. The candidate must successfully achieve four out of six, qualification runs before awarded a PST Pro classification.  The candidate only has one chance to to achieve four out of six runs with no additional attempts.

2.7 TOUR RANKING: Canopy pilots who qualify and compete at the Pro level receive performance points (see point scale, appendix 2.5A) based off the position they finish at each PST competition.  These points are carried over from each competition and totaled to determine the competitor’s current and overall rank.

2.8 RE-CERTIFICATION: Canopy pilots who are "Pro" qualified and do not accumulate any performance points within a twelve month period will be required to re-certify. These pilots must request a re-certification test from the Pro Swooping Tour. Pro pilots who fail the re-certification will be required to return to the CPC amateur league and earn a Pro slot at the CPC Championships.

3. GENERAL RULES

3.1 SAFETY:  A competitor may be removed from any PST event, at any time, if the chief judge or meet director determines the competitor is performing in an unsafe manner.  Meet management will indicate all safety infractions by issuing either a yellow or a red flag.  A yellow flag will be issued for any minor safety infractions, a red flag will be issued for serious safety infractions.  Two yellow flags will equal a red flag.  A red flag at any time will result in the competitors’ removal from that competition.  The chief judge or meet director will evaluate all safety infractions to decide all flags issued.

3.2 ATTIRE: Hard shell protective head covering will be worn by all PST competitors.  Protective body gear may be worn and is strongly recommended, the type that will not hinder the competitor’s equipment or compromise safety.  Failure to wear mandatory safety gear while negotiating a competition course will constitute the lowest possible score for that round.

3.3 TRAINING: Practice runs on a course may be scheduled to take place prior to the start of competition, but the lack of practice runs shall not be grounds for delaying the start of any event.

3.4 JUMP ORDER: Determined by wing loading, higher loading to exit first, or a draw prior to any competition. Adequate delay between participants must be instigated to ensure safe separation and time for any course judging.

3.5 EXIT ALTITUDE: Exit altitude for PST competition and events will be no lower than 2,500 feet AGL.

 

4. COURSES & EVENT RULES

4.1 NEGOTIATING A COURSE: To correctly negotiate a course, competitors must pass through the start gate, run between all posted vertical and/or horizontal markers & continue through to the finishing area or gate.

4.2 SCORING A GATE: To correctly score vertical gates, competitors must pass a portion of their body between the vertical markers defining that gate and below the imaginary line which connects the top of any two vertical markers.

4.3 VERTICAL EXTENSION: Competitors who do not correctly pass some portion of their body between the vertical start gate, course gates or the finish gate in the PST events that require it, will receive a Vertical Extension.  Competitors who score a vertical extension will receive the worst possible score for that round.

4.4 VERTICAL/HORIZONTAL MARKER STRIKE: Some PST events/qualifiers require competitors to negotiate a course without making contact with any of the vertical and/or horizontal markers that define the course.  Competitors who make contact with markers receive a “marker strike” and are issued a penalty in either time or points, depending on the type of event they are competing in.

4.5 SPEED EVENT:

In a controlled manner, pilots must negotiate the course (straight, carving or team) by scoring the entry gate and then fly through to the exit gate in the fastest time possible. In order to successfully score a gate the competitor must show that some part of their physical body is below the tops of the vertical markers that form the gates. Competitors who land inside the course may kite their canopy through to the exit gate and still receive a time for the round. However, if any part of the competitor’s canopy touches the surface prior to the exit gate the pilot will receive the worst possible score for that round. In the team speed event the time is started when the first team member enters the course and the time is stopped when the last team member reaches the exit gate.

4.6 DISTANCE EVENT: 

 In a controlled manner, pilots must negotiate the course by scoring the entry gate and fly as far as possible until their first point of contact with the surface.  A competitor’s score will be the total number of feet traveled from the entry gate to their first point of contact with the surface. In order to successfully score a gate a competitor must show that some part of their physical body is below the tops of the vertical markers.  A competitor’s first point of contact must be inside the course defined by the vertical markers.  In the Long Jump variation the competitor must not make contact with the horizontal marker that defines the jump itself.

 4.7 CARVING ACCURACY: 

In a controlled manner, pilots must negotiate the course by scoring the quad entry gate and then carve left or right to the parameter gate of their choice.  Pilots accumulate points two ways on this course, points are issued for each water gate that is scored while making contact with the surface and for the parameter gate that is scored before contact with the surface of the ground. Marker strike penalties apply to this course.

4.8 ZONE ACCURACY: 

In a controlled manner, pilots must negotiate the course by scoring the four sets of approach gates and then land with a series of zones at the end of the course.  Pilots are awarded points for each approach gate they score while making contact with the surface of the water and for the zone in which they make their first point of contact.  Penalties are issued to those pilots who fail to score at least one approach gate, fly into a penalty zone or fail to reach the zones at the end of the course. Marker strikes do not apply to this course.  The Beach Accuracy variation of this event is almost identical but pilots are penalized for making contact with the surface prior to reaching an accuracy zone at the end of the course.

RULES SPECIFIC TO THE ZONE ACCURACY EVENT

The competitor must score the entry gate, then remain within the boundaries of the course as defined

by the course markers to obtain a score. After scoring the entry gate there is no penalty for vertical

extensions.

The competitor’s score for a round is the sum of the gate points, the zone points and penalty points.

Gates

      A. The competitor earns gate points for each gate when he drags any part of his body through the

           imaginary line running across the surface between the markers of that gate.

      B. The gates have the following points:

           Gate 1 = 31 points

           Gate 2 = 16 points

           Gate 3 = 9 points

           Gate 4 = 4 points

Zones

      A. Zone 0 is any part of the surface ,including the bank, outside the defined zones 1-8 other than the water.

 

    B. The scoring zones have the following points:

           Zone 1 = 9 points

           Zone 2 = 16 points

           Zone 3 = 24 points

           Zone 4 = 31 points

           Zone 5 = 40 points

      C. The zone points earned by a competitor are equal to the point value of the scoring zone within

           which the competitor first makes contact with surface.

      D. The penalty zones have the following points:

           Zone 6 = -10 points

           Zone 7 = -25 points

           Zone 8 = -40 points

      E. The line between zone 0 & 1 is defined as part of zone 0.

           The line between zone 1 & 2 is defined as part of zone 1.

           The line between zone 2 & 3 is defined as part of zone 2.

           The line between zone 3 & 4 is defined as part of zone 3.

           The line between zone 4 & 5 is defined as part of zone 4.

           The line between zone 5 & 6 is defined as part of zone 6.

           The line between zone 6 & 7 is defined as part of zone 7.

           The line between zone 7 & 8 is defined as part of zone 8.

           The line between zone 8 & 0 is defined as part of zone 0.

           The sidelines are defined as part of the zones.

 

If the competitor has earned zone points but comes to a stop within a penalty zone, the point value of

that zone will be the penalty points earned by the competitor.

If the competitor stops outside the scoring and penalty zones the score for the round will be 0 points.

If the competitor’s first point of contact with the surface, other than the water, is within zones 0 or a

penalty zone, the score for the round is 0 points.

Competitors who fly outside the course at any time will receive 0 points for the round.

The minimum score for a round is 0 points

The score for the event is the cumulative score of all completed rounds.

A Tie Breaker process will be used to determine the placing of competitors with equal scores after all completed rounds. The higher placing will be given to the competitor with the highest single scoring

round within all completed rounds.

 

 ZONE ACCURACY COURSE SPECIFICATIONS

 Course Markers

      A. Open class entry gate height 5ft

      B. Intermediate class entry gate height. 10ft

Water gates: Two rows of course markers that form a series of four gates on the surface of the

          water.

      A. Open 15ft wide

      B. Intermediate 30ft wide

      C. 35ft between each gate

 Accuracy and penalty zones

      A. The shape and dimensions of the accuracy and penalty zones must be laid out as described in the

          accepted and approved bid for the competition.

      B. The depth of zones 1 - 5 must be 15ft

      C. The depth of zones 6 - 8 must be 10ft

      D. The accuracy zones are to be set up over the ground and no part of them may extend into the water.

           Lines must mark the area separating each zone so they are clearly visible.

      E. The zones must contain sand on the surface to a minimum depth of 10 centimeters or be covered

           With a material designed to minimize injury.

      F. Distance between last gate and first line zone should be 70ft

5. CONDITIONS, MALFUNCTIONS, RE-JUMPS

5.1 CONDITIONS: Though PSI events take place in a clear, controlled airspace, competitors accept the fact that wind conditions on the course may not be identical for all competitors at the time of their run.  A competition may be suspended if the chief judge or event director deems the existing wind conditions may pose a danger to competitors.  The PSI requires all chief judges to suspend competition if the winds exceed 15mph in any direction on the competition course.  Meet management may issue a waiver to run or continue a competition with winds in excess of the 15mph limit.

5.2 MALFUNCTIONS: Any canopy malfunction which creates a control problem for a competitor may warrant a re-jump/re-run.  A competitor experiencing a malfunction must immediately indicate they have a problem by flying outside the designated pattern and utilizing the alternate landing area.  Following a malfunction, an inspection of the equipment will take place immediately after the competitor has landed.  Self-induced malfunctions will not be considered as grounds for a re-jump/re-run.  A control problem is a condition that occurs during the round which makes it virtually impossible for the competitor to pass safely through the course.  If two or more competitors approach and/or enter the course close together and in the process create interference between each other, a re-jump/re-run may be rewarded to a single competitor only or both, at the sole discretion of the chief judge or meet director.

5.3 RE-JUMPS/RE-RUNS: Competitors requesting or receiving a re-jump/re-run are responsible for any costs incurred for this jump unless waived by meet management.  Adverse weather conditions will not be accepted as grounds for a re-jump/re-run.  A re-jump/re-run shall be granted for this reason at the sole discretion of the chief judge or meet director.

 

6.  OFFICIALS

6.1 JUDGING & PST CONTROLLER:  The PST shall select, train and approve all chief judges, PST controllers & staff assigned to PST sanctioned events.  The chief judge shall approve the preparation of all competition and qualification courses prior to the start of PST events.  Gate, line and course area judges will be selected by the assigned chief judge.  All course judges work under the direct supervision of the chief judge.  If a course is run incorrectly, the appropriate penalty shall be applied to the competitors over all score. A PST approved electronic scoring system & video cameras will record the competitors’ overall performance. Scores are not final until the data and/or video tapes have been reviewed in closed session by the chief judge. The assigned chief judge will determine a competitor’s final score and standing. The PST will assign a PST controller to assure all rules and regulations are followed during all sanctioned events.

7. OBJECTIVES

7.1 OBJECTIVES OF COMPETITION:  To promote the sport of parachuting, canopy piloting and high performance canopy swooping.  To provide an educational and controlled flight arena for all canopy pilots.  Create an enjoyable experience for the PST competitors, spectators and sponsors. Maintain a ranking system in order to monitor all competitors’ progress throughout each season, for the selection of any invitational or special events and to determine the overall champions of the PST.

 See Appendix 2.2A & 2.5A below:

 Appendix 2.2A

 

Point accumulation for Pro Qualification

 

1st place finish 100pts

Last place 25pts

 

75 (100 – 25) will be divided by the number

of competitors to determine the amount of

point issued between 1st & last place.

 

75 divided by 15 competitors=5

1st-100

2nd-95

3rd-90 pts, ect

Appendix 2.5A

Performance points

Rank          Points

 #1                              100pts    

 #2                  98.5

 #3                  96.9

 #4                  95.2

 #5                  93.4

 #6                  91.5

 #7                  89.5

 #8                  87.4

 #9                  85.2

 #10                82.9

 #11                80.5

 #12                78

 #13                75.4

 #14                72.7

 #15                69.9

 #16                67

 #17                64

 #18                61

#19                 58

#20                 55

#21                 52

#22                 49

#23                 46

#24                 43

#25                 40 

#26                 37

#27                 34  

#28                 31

#29                 28 

#30                 25