Competition Rules
Indoor Skydiving
Dynamic 2-Way and Dynamic 4-Way
2023 Edition Effective 1st May 2023
FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION COMPETITION RULES – INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
Copyright 2023
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TABLE OF CONTENTS
This document, the Competition Rules for Indoor Skydiving – Dynamic 2-Way and Dynamic 4-Way, 2023 Edition, takes effect on the 1st May 2023. The 2023 Edition differs from the 2022 Edition in those paragraphs with a vertical bar in the margin.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
Special Note: The use of the words he or his in this document does not imply gender but is used in
place of he/she or his/her.
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1
FAI AUTHORITY
The competition will be conducted under the authority granted by the FAI, according to the regulations of the Sporting Code of the FAI, General Section, and Section 5 as approved by the ISC and validated by the FAI, and these rules. All participants accept these rules and the FAI regulations as binding by registering in the competition.
2
DEFINITIONS OF WORDS AND PHRASES USED IN THESE RULES
2.1
Performers
A Dynamic 2-Way (D2W) Team is composed of two (2) Performers. A Dynamic 4-Way (D4W) Team is composed of four (4) Performers plus one (1) Alternate.
2.2
Body
A body consists of the entire Performer and his/her equipment.
2.3
Move
A change in body position, and/or a rotation around one or more of the three (3) body axes, or a static pose. See Addendum B.
2.4
Pattern
A movement sequence during which the Performers' bodies follow pathways, often with embedded moves or intermixing.
2.4.1
Compulsory Pattern: a Pattern with specific performance requirements. See Addenda A.
2.5
Sidelines
Two (2) vertical lighted lines positioned on the transparent tunnel walls 180° opposite each other to describe a vertical plane that spans across the flight chamber. The Start Sideline is clockwise from the doorway (with respect to top view.)
2.6
Centreline
A vertical plane that spans across the centre of the flight chamber extending from one (1) vertical line positioned on the transparent tunnel wall 90° offset from the two (2) vertical lighted lines.
2.7
Ring
A horizontal line that crosses the centre of the flight chamber, two (2) metres above the cable floor, between the two (2) Sidelines.
2.7.1
Ring Plane (for Speed Routines): the plane parallel to the cable floor that spans across the
entire flight chamber at the level of the Ring.
2.8
Antechamber
Area used by Teams as a waiting area for entrance into the flight chamber. This area is separated from public viewing areas and is for the exclusive use of Teams on call.
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2.9
Flight
A Team's performance in the flight chamber.
2.10
Routine
A sequence of Moves or Patterns performed during the working time.
2.10.1
2.10.2
Speed Routine: a routine composed of three (3) randomly drawn Compulsory Patterns (one
from each group, Snakes, Verticals and Mixers, in that order), and Compulsory Transitions,
repeated three (3) times, in the fastest time possible. The Speed Routine starts with a
compulsory entrance and ends with a compulsory exit sequence.
Free Routine: a routine composed of Moves and/or Patterns chosen entirely by the Team.
2.11
Battle
Two (2) Teams compete against each other performing either a Free Routine or a Speed Routine. One (1) Team wins each Battle. (Battles may consist of more than two Teams)
2.12
Working Time
The period of time during which a Team may perform a routine during a flight. Performers will wait for a visual signal before entering the flight chamber.
2.12.1
2.12.2
2.12.3
2.12.4
3
Speed Routine Working Time starts when the first Performer crosses through the door’s
sensor beam and ends when the last Performer crosses through the door's sensor beam,
completely exiting through the doorway of the flight chamber.
Sensor beam technology must be used to detect the start and end of Speed Routine Working
Time.
Free Routine Working Time starts when both feet of any Performer leave either the
antechamber floor, the cable floor, or any other pre-determined place in the flight chamber.
D2W Free Routine: Working Time is 60 seconds.
D4W Free Routine: Working Time is 90 seconds.
At the end of the Free Routine working time, a visual signal will be given and the Team will
have 15 seconds to exit the flight chamber, if they have not already exited.
In case of flight abortion, the end of the Speed Routine Working Time will be assessed by
judges by any means.
DISCIPLINE, EVENT AND CATEGORIES
3.1
Discipline
The Indoor Skydiving Discipline consists in particular of the Dynamic Event, comprising the following categories: Dynamic 2-Way (D2W) Open, Dynamic 2-Way (D2W) Junior, Dynamic 4-Way (D4W) Open, and Dynamic 4-Way (D4W) Junior. There is no gender separation.
3.1.1
Junior Performers, whose 15th birthday occurs during the calendar year of the competition may,
if they choose, enter an open category event. Any competitor may only enter one category
(Open or Junior) in D2W and one category (Open or Junior) in D4W.
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3.2
Objective of the Events
The objective for the Teams is to perform Free Routines with the highest possible merit and Speed Routines in the fastest possible time.
3.3
3.3.1
3.3.2
3.3.3
3.3.4
World Champions
After all completed Rounds and Battles, World Champions in D2W Open, D4W Open, and in Junior categories will be declared.
The (Junior) D2W World Champions and the (Junior) D4W World Champions are the Teams
winning the top Battle of their category.
Ties: If two (2) Teams Battling each other each won a Battle in the last round of the
Tournament, for 1st and 2nd place, and/or for 3rd and 4th place, tie-break Speed Routine
Battle(s) will be held to determine placings.
Prizes and awards are awarded as follows:
All Team Members in the categories will be awarded medals if placed First, Second or Third.
The flags of the countries of the Teams in the categories placed First, Second and Third must
be flown and the national anthems of the countries of the Teams placed First must be played.
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GENERAL RULES
4.1
Equipment
Performers are responsible for outfitting themselves in their own suitable clothing and footwear, including flight suits, full face helmets and ear plugs.
4.1.1
No additional equipment intended to artificially enhance the performance of the flyer is allowed
(eg: palmed gloves). The event judge must decide whether any equipment is allowed or not.
Such decision is no grounds for a protest.
4.2
4.2.1
4.2.2
4.2.2.1
Wind Tunnel Equipage
The minimum acceptable diameter for the flight chamber is 4.25 metres. The minimum height for the transparent wall is 3.7 metres.
The Sidelines must consist of two (2) vertical lines of lights, which must be changeable in
colours. The lights may be LED technology. The Sidelines must extend from the floor up to
the top of the transparent walls or five (5) metres, whichever is less.
For Speed Routines, the Start Sideline must be green and the opposite Sideline blue.
4.2.3
4.2.3.1
The two (2) Rings must have a five (5) cm hole. The diameter of the Ring (from outer rim to
outer rim) must be between fifteen (15) and eighteen (18) cm. The two (2) Rings must be
positioned two (2) metres above the cable floor, one (1) on each Sideline.
The Ring Plane is materialized on the transparent wall by horizontal lines (adhesive tape
affixed or any other equivalent means) of at least fifty (50) cm long, level with the centre of
the Ring, and starting on either side of the outer diameter of the Ring on both Sidelines.
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4.2.4
4.2.5
4.2.6
4.2.7
4.2.8
4.2.8.1
4.2.8.2
4.2.8.3
4.2.9
4.3
4.3.1
4.3.2
4.3.2.1
4.3.3
4.3.4
The Centreline may be a vertical line of lights or adhesive tape affixed to the transparent tunnel wall and must extend from the cable floor (or from the top of the door) up to the top of the transparent walls or five (5) metres, whichever is less.
The speed setting will be indicated in the tunnel and must be clearly visible to the Team prior
to entering the flight chamber.
The colour of the lights for Free Routines and the orientation of the two (2) Sidelines with
respect to the flight chamber doorway that will be used for entry and exit will be published not
less than 90 days before the start of competition.
The wind tunnel equipage and the video judging system must be approved by the Chief Judge
prior to the start of the official Training Flights. If any equipment does not meet the
requirements as determined by the Chief Judge, this equipment will be deemed to be
unusable for the competition.
Video Recording: The Organiser must record all competition flights in a High Definition digital
video signal with a minimum of 50 frames per second and 720p progressive resolution (1080p
recommended).
For Speed Routines, a minimum of two (2) cameras must record video; one camera positioned
at one of the Sidelines and the other camera positioned at the Centreline. If the wind tunnel
configuration permits, a third camera may be positioned at the other Sideline. All cameras
must be level with the Ring.
Video recording must allow the Judges to clearly view the cable floor up to at least three (3)
metres (or to the top of the transparent wall, whichever is greater) above the Ring.
For Free Routines, one (1) camera must record video from a position at the centre of the
viewing gallery arc.
The Organiser must provide the Teams with a way of identification of the Team, which will be
included in the video along with the numeric ID for the Battle.
Official Speed Setting Flights and Training Flights:
Official Speed Setting Flights: Depending on the organizer's irrevocable and indivisible choice expressed in Bulletin 2, either three (3) minutes or two (2) times one (1) minute and thirty (30) seconds per Team will be allocated to each team for speed setting. The lighted Sidelines and Centreline plus the judging and scoring systems to be used in the competition will be used for the official Speed Setting Flights. No score or time will be given by Judges.
Each Team in each category, whose official registration duly reaches the Organiser of the
competition before its official deadline, will have the opportunity, under the terms and
conditions set by the Organiser, to book a maximum of fifteen (15) minutes Training Flights
between 8:00 am and 24:00 pm (local time of the competition) to be performed within forty-
eight (48) hours prior to Official Speed Setting Flights.
For the purposes of article 4.3.2, Junior Performers (see para. 3.1.1) must have priority
between 08:00 am and 18:00 pm (local time of the competition).
Official Speed Setting Flights and Training Flights may only take place prior to the start of the
competition.
Prior to the Start of the Competition, the Team must deliver to the Event Judge the form set
forth in Addendum E to indicate in particular their initial Speed Settings to be retained for the
Speed Routines and the Free Routines. A copy of the form will be given to the organizer by a
judge designated by the Event Judge.
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4.4
The Draw
At the Chief Judge’s discretion, the Draw for the Compulsory Patterns may be conducted either in accordance with the procedure described below in paragraph 4.4.1, or electronically in accordance with the provisions of article 4.4.2. In both cases, the draw will be done publicly and supervised by the Chief Judge.
4.4.1
4.4.1.1
In case of a non-electronic draw:
The Compulsory Patterns will be drawn as follows: One (1) Pattern from each group (Snakes,
Verticals and Mixers), as shown in Addenda A, will be drawn for each Speed Round.
All Compulsory Patterns will be singularly placed in three (3) containers, one for each group
of Patterns. Individual withdrawal from each container, without replacement, will determine
the Patterns to be performed.
In case of an electronic draw, only the draw generator accessible via the webpage
https://www.dynamicflying.com can be used either by the Chief Judge or the Event judge
under the supervision of the Chief judge.
In both cases, and for each group of Patterns (Snakes, Verticals and Mixers), once all the
Patterns have been drawn, they can all be drawn again singularly without replacement, until
all the rounds have the necessary Patterns.
Teams will be given not less than two (2) hours notice of the results of the Draw before the
competition starts.
4.4.1.2
4.4.2
4.4.3
4.4.4
4.5
Order of Flights
During the Qualification Rounds, all Teams will fly each round in Team number order. Team numbers will be randomly drawn. During the Tournament, all Battles will fly in numeric order. (The Tournament Brackets identify each Battle with a unique numeric ID.)
4.5.1
4.5.2
The FAI Sporting Code, Section 5, Chapter 5.2.5. requirement for the minimum time between
flights will not apply for each Team's second flight in the last round of the Tournament and for
any tie-break Battles.
The relevant order of flights will be maintained throughout the competition, except for any
logistical changes deemed necessary by the Chief Judge and the Meet Director.
4.6
4.6.1 4.6.2
4.6.3
4.6.4
4.6.5
Flight Chamber Entry and Speed Settings
Only one (1) doorway leading into the flight chamber will be used for entries and exits. The Speed setting will be indicated, by any means, in the tunnel and shall be clearly visible to
the Performers prior to entering the flight chamber.
The tunnel will be set to the correct speed decided in writing by the Team during the Official
Speed Setting Flights (see para. 4.3.4) or following any change (see para 4.6.4). Any change
will be considered as cancelling the previously decided settings.
The Team must use the form set forth in Addendum E for any changes in Speed Settings
during the Competition. Such Form must be handed over to the Event Judge at least 20 min
before entering the antechamber. No changes will be accepted beyond this time limit.
When the tunnel is at the correct speed, a signal will be given to the Team. Before entering
the flight chamber (see para. 6.1), the team must indicate by any means to the organizer if
the displayed speed is not consistent with their latest speed Settings.
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4.6.6
The Speed Setting must remain the same throughout any Working Time as defined in para. 2.12.
4.7
Flight Abortion
If, during any competition flight, one (1) or more of the Performers intentionally leaves the flight chamber (eg., one foot of any competitor making contact with the antechamber floor) for any reason (other than a direct order from the Event Judge or Chief Judge), deliberately stopping the flight early, no re-entrance or re-flight will be allowed (also see 6.3.5).
4.8
Re-flights
4.8.1
4.8.2
4.8.3 4.8.4
4.8.5
4.8.6
A re-flight may be granted if the Event Judge or Chief Judge concludes that the performance of a Team has been adversely affected by any external factor(s). The Event Judge’s or Chief Judge's decision is no grounds for a protest.
Contact between (a) Performer(s) and/or the tunnel walls/cable floor must not be grounds for
a re-flight.
Problems with a competitor’s equipment must not be grounds for a re-flight.
A re-flight will be granted if a tunnel spotter must abort a Team's flight for any safety reason,
provided that there was no intentional act on the part of the Team to create a safety problem.
For safety reasons, if a Performer demonstrates inadequate flying skills and/or persistent
unsafe flying requiring repeated intervention by a tunnel spotter, FAI Sporting Code, Section
5, Chapter 4.8 SAFETY will apply.
In accordance with FAI Sporting Code, Section 5, Chapter 5.2.11 (1), a re-flight will be made
as soon as possible after the incident giving rise to the re-flight. In all cases, a re-flight must
be made with a minimum of a two (2) minute delay starting from the time when the last
Performer of the aborted flight completely exits the doorway.
4.9
Freefall
Competitors are not allowed to freefall from any aircraft or use any freefall simulator or wind tunnel, for flights other than competition flights, after the draw has been published.
5
RULES SPECIFIC TO THE EVENT
5.1
5.1.1 5.1.2
Teams
Dynamic Teams may consist of either or both sexes. A Team may only represent one (1) NAC.
5.2
Routines
D2W and D4W are composed of Speed Routines and Free Routines.
5.2.1
5.2.2
In D4W, and except for D4W World Championships, the routines must only be composed of
Speed Routines.
Teams must deliver a video of their Free Routine(s) to the Chief Judge at least three (3) days
in advance (72 hours) before the start of the competition. The video must be uploaded to the
designated ISC Cloud or as is described in Bulletin 2. Competitors are responsible for the
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5.2.3
5.2.4
5.2.5
5.2.6
quality of the video delivered. The quality should be at least that described in para. 4.2.8. for a satisfactory scoring of Technical Difficulty by Judges.
Failure to provide the video of the Free Routine(s) within the time limit stated in para. 5.2.2
will lead to receiving no credit for Technical Difficulty for all Free Routines.
Teams must declare to the Chief Judge where the Free Routine starts and where it ends: the
Antechamber floor, the cable floor, or from any other pre-determined place in the flight
chamber.
Teams may optionally include a written description and/or present and explain their Free
Routine(s) to the Judges before the start of the competition. Deviation from the written Free
Routine description as set forth in Addendum D form will not influence the scoring.
A standard form (see Addendum D) is provided for this purpose.
5.3
Number of rounds
The Qualification Rounds will have three (3) rounds. The number of rounds in the Tournament is determined by the number of Teams registered.
5.4
5.4.1
5.4.2
Order of the Routines
During Qualification Rounds, the Order of the Routines must be :
• Round 1 : Speed Routine • Round 2 : Speed Routine • Round 3 : Free Routine
During the Tournament, the Order of Routines must be determined in accordance with the
indications given in the Tournament Bracket (see para. 5.7.1 for the link). Whatever the
number of teams and in all cases, Tie-breaks will only be speed routines.
5.5
5.5.1
5.5.2
5.5.3
Battles
For each Battle in the Tournament, the Teams will fly in reverse order of their ranking in the Qualification Rounds.
If a Team does not arrive to the Antechamber in time for their Battle (or is withdrawn or
disqualified), the other Team in the Battle will win and may choose whether or not they will fly
their routine for that Battle.
If both Teams (neither of which is withdrawn or disqualified) for a specific Battle do not arrive
to the Antechamber in time for their Battle, the winner will be the Team who placed higher in
the Qualification Rounds.
5.6
5.6.1 5.6.2
Qualification Rounds
All Teams will fly round 1, then round 2, then round 3. Team placings in the Qualification Rounds will be determined as follows:
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
• Speed Routine: The final time, after all penalties have been applied, will be used for this calculation. The fastest Team of the round will receive 100 points. All other Teams will be awarded points based on their time compared with the fastest Team. The fastest final time will be divided by the Team's final time and multiplied by 100 to determine their points.
• Free Routine: The Team with the highest raw Official Score (see para. 6.2.2.3) will receive
100 points. All other Teams will be awarded a proportional fraction of 100 points based on
their raw Official Score as a fraction of that earned by the highest Team. Each Team’s raw
Official Score will be divided by the highest Team’s raw Official Score and multiplied by
100 to determine their points.
• Total scores for the Qualification Rounds are calculated by adding (i) the points accrued
for the compulsory rounds and (ii) the free round points (if any) multiplied by two (2). This
total is rounded to the first decimal place. For the rounding, intermediate values must be
converted from multiple decimal places to one (1), by rounding to the nearest tenth, except
where the second decimal digit is exactly halfway between the two values, where it must
be rounded to the higher of the two. The maximum possible points is 400.
• The teams will be placed in descending order according to the number of points accrued,
•
the team with the highest number of points being placed first.
If two (2) or more Teams have equal points, their placings will be determined by adding
their two (2) Speed routine times. The Team(s) with the fastest accrued times will earn the
higher placing(s).
5.6.3
If one or more Team(s) is(are) withdrawn or disqualified during the Qualification Rounds, the
Tournament Bracket for the number of remaining Teams will be used.
5.7
5.7.1
5.7.1.1
5.7.1.2
5.7.2
5.7.3
5.7.3.1
5.7.4
The Tournament
Based on their placings from the Qualification Rounds, Teams are put into the appropriate Battles in the Tournament Bracket, as shown for the number of Teams in the Category following the link: http://brackets.dynamicflying.com.
The maximum number of Teams allowed is thirty-two (32) Teams.
The Tournament Bracket will be approved by the Event Judge and published before the start
of the Tournament. Such approval is no grounds for a protest.
If, after the Tournament has started, any Team(s) is(are) withdrawn or disqualified, they will
follow the losing pathways for all their remaining Battles in the Tournament.
The last round of the Tournament determines the final placings of the Teams and will consist
of one (1) Free Routine and one (1) Speed Routine.
In D4W, when the routines are only composed of Speed Routines (see 5.2.1), the finals will
consist of only one flight.
After the completion of the Tournament, for determination of the final placings, any withdrawn
and/or disqualified Team(s) will be moved to the lowest placings and then removed.
6
JUDGING AND SCORING
6.1
General
Once any Performer has entered the flight chamber, the flight must be evaluated and scored.
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6.2
6.2.1
6.2.1.1
6.2.2
6.2.2.1
Scoring Free Routines
Criteria for scoring Free Routines: Technical Difficulty: • New original Moves/Patterns are performed.
• Moves/Patterns performed require precision, e.g., head touching to head with no other
grips.
• Technicality/complexity of Moves/Patterns performed, e.g., complex intermixing and/or
embedded moves.
• Wind loading (tunnel speed setting used).
• Difficulty of Moves and Patterns.
• See Addendum C.
Execution:
• Full use of working time.
• Moves/Patterns are performed without crashing or loss of balance.
• Use of space in the tunnel.
• Precision of flying (how close are the passes, synchronization between flyers).
• Display of balance.
• Uniformity of body position: Efficient, clean positioning for appropriate power from the
wind.
Presentation: • Original Moves/Patterns and choreography.
• Variety (of moves/patterns, transitions and orientations).
• Rhythm.
• Use of visual effect(s).
• Choreography, Story-telling.
• Creativity.
Appropriate use of Working Time
The total working time of each Team must be compared to the Free Routine Working Time,
as defined in para. 2.12.3 and controlled as in para. 6.5.3.3.
If the performance of their Free Routine by any Team ends more than two (2,00) seconds
before the end of the Free Routine Working Time, hence every second in excess of two (2,00)
seconds must trigger a penalty of 0,1.
If the performance of their Free Routine by any Team ends more than two (2,00) seconds
after the end of the Free Routine Working Time, hence every second in excess of two (2,00)
seconds must trigger a penalty of 0,1.
The total amount of penalties is deducted from the score given by Judges, as explained in
para. 6.2.2.3.
The Free Round (Third Round) of the Qualification Rounds will be evaluated as follows:
After watching all the free routines, judges must, by conference, take into account the above
criteria, and score each Performance between 0.0 to 10.0, rounded to the first decimal.
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6.2.2.2 When Scoring each Performance, judges must use the following weightings: 40% for
Technical Difficulty, 30% for Execution and 30% for Presentation.
Each Team will then be attributed by Judges a score (between 0.0 to 10.0 and rounded to the
first decimal) equal to the average scores given by Judges to the Team. The total amount of
penalties (see para. 6.2.1.1) is then deducted in order to reach the Official Score given to the
Team.
During the Tournament, at the completion of each Free Routine Battle of two (2) Teams, the
Judges, taking into account the above criteria, determine the winning Team of the Battle.
Under the supervision of the Event Judge, during a Free Routine Battle of more than two
Teams, the Judges, taking into account the above criteria, determine the ranking of the Battle
as it follows:
• The Judges will individually rank the Teams by awarding points to the competing teams:
the best team receives a number of points corresponding to the number of teams, then at
each level of the ranking a point is withdrawn until the lowest ranked team which then
receives only one point.
6.2.2.3
6.2.3
6.2.3.1
• The Teams are ranked according to their total number of points: the team with the highest
number of points wins the battle. The ranking is then established in descending order of
the number of points.
• Only for the teams in tie, the judges will determine the ranking by conference.
6.3
Scoring Speed Routines
The score is based on the time, measured in thousandths of a second that the Team takes to perform the three (3) Compulsory Patterns, repeated three (3) times, as well as the Compulsory Entrance, the Compulsory Transitions, and the Compulsory Exit Sequence; plus penalty times for infringements and omitted Compulsory Patterns.
6.3.1
6.3.2
6.3.3
incomplete, or non-judgeable Compulsory Entrance,
Compulsory Pattern, Compulsory Transition or Compulsory Exit Sequence will lead to adding
a penalty of five (5) seconds to the total time for the Speed Routine. See Addenda A for
performance and scoring requirements.
The Performers become designated as P#1, P#2, P#3 and P#4 (P#1 and P#2 for D2W)
according to the order in which they enter the flight chamber at the start of the Speed Routine.
A five (5) second penalty will apply to the Compulsory Entrance, each Compulsory Pattern,
each Compulsory Transition and the Compulsory Exit Sequence if:
Infringements: Each
incorrect,
•
•
•
Any part of the first Performer's body crosses the doorway entering the flight chamber
before the visual signal is given to start the working time.
Any Performer does not maintain their designated slot. If the same positioning error is
carried into the following Patterns to the end of the Speed Routine, this will be considered
as one infringement only, provided that the intent of following the performance
requirements in the following Patterns and compulsory exit sequence is clearly presented
and no other infringement occurs. (After the positioning error, the new order of the
Performers must be maintained.)
The Team does not stay in view and clearly present the performance requirements to the
Judges. e.g., if any Performer flies so high in the Flight Chamber that the Judges cannot
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•
•
determine that the Pattern has been performed correctly, (e.g., properly crossed a Sideline, rotation away from the Start Sideline, etc.).
The leading Performer completely crosses the next Sideline before the following
Performer reaches (hand, foot,…) the previous Sideline, i.e., during the flight a half tunnel
delimited by the Sidelines strictly separates the two competitors (D2W only).
With respect to the pathways described in Addendum A, one or both Performers fly a
Pattern and/or a Transition in the wrong direction (eg. Carving towards the left instead of
the right). If the Performer(s) repeat(s) the performance of the infringed pattern and/or
Transition and respect(s) the pathway, the penalty shall still apply.
6.3.4
6.3.5
The Compulsory Entrance, certain listed Transitions (as set forth in Addenda A), each Pattern,
and the Compulsory Exit Sequence may receive a maximum of one (1) five (5) second time
penalty; the maximum number is fourteen (14).
An omitted Compulsory Pattern will lead to adding a penalty of twenty (20) seconds to the
total time for the Speed Routine. An omission is one of the following:
6.3.6
6.3.7
6.3.8
6.3.9
6.3.9.1
• •
•
•
A Compulsory Pattern missing from the drawn sequence. No clear intent to finish the Compulsory Pattern (e.g., after an infringement) is seen and
there is a resulting time advantage to the Team.
No clear intent to perform the correct Compulsory Pattern is seen and another Pattern is
presented and there is a time advantage to the Team resulting from the substitution.
Any Compulsory Pattern not performed following a flight abortion.
If a Team crashes and becomes disorganised during a Compulsory Pattern, the Team may
continue to the next Compulsory Pattern accruing only a five (5) second time penalty provided
that the Judges see the Team losing time in the process of getting organised and there is no
time advantage to the Team.
One or more Judges may make an evaluation of any infringements and of an omission.
During the Tournament, the Team with the fastest time, after all time penalties are applied,
wins the Battle.
Challenge : A Team may challenge an infringement or omission given by the Judges. No
Team can challenge any infringement or omission given by the Judges to another Team.
After the judges have officially announced their time and busts (specifying the pattern(s) and
line(s)), the team may request an official review. This request triggers the challenge procedure
and cannot be cancelled. In such case, a visual signal could be given (eg: yellow lines).
6.3.9.1.2 This official request must be made before the next flight of the other team, if any, and before
leaving the Antechamber.
6.3.9.1.3 The review by the Team can only be made once and at reduced speed (50% of normal speed).
The Event Judge may authorize multiple reviews within the limit of (3) three.
Right after this official review, the team decides to confirm their challenge or to give up. If the
team persists in the challenge procedure, then the judges will watch the video of the flight,
according to para 6.5.2 and 6.5.3, and determine whether or not the infringement or omission
occurred.
6.3.9.2
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6.3.9.3
If the Judges determine that the infringement or omission occurred, or if the Team, after watching the video, gave up the procedure, the Team may not again challenge another infringement or omission given by the Judges.
6.4
6.4.1
6.4.2
6.4.3
6.4.4 6.4.5
Scores and Results
The final time for each Speed Routine will be published, including the raw speed routine completion time, time penalties, infringement types and any omissions.
For the free round in the Qualification Rounds (para 5.6), the final score for each Free Routine
will be published.
For each Free Routine during the Tournament (para 5.7), the decision of each Judge will be
published, but only indicating which team each judge voted for, and when applicable the
ranking given.
Final Team placings will be determined by a series of Battles in the Tournament (para 5.7).
For all Teams, the individual Battles with their winners will be published on the Tournament
Bracket diagram.
6.5
6.5.1 6.5.1.1 6.5.1.2
6.5.2
6.5.2.1
6.5.2.2
Judging rules
Viewing the Flights: The Judges will watch live each Team's flight. No Performer will approach or talk to the Judges during any Team’s flight. Non-compliance
may result in the application of FAI Sporting Code, Section 5, Chapter 5.4 PENALTIES.
Speed Routine Judging:
A panel of a minimum of five (5) Judges, three (3) Judges for D2W, must evaluate each
Team’s Speed Routine.
Each Judge will watch each Team's flight from an assigned physical location or by viewing
the video monitor of a camera set in that same assigned physical location.
6.5.2.2.1 The Judges may use video monitors and these cameras must record video (para 4.2.8). The
cameras for the video monitors must be positioned in accordance with the Judges’ assigned
physical locations below.
Judges' Assigned Physical Locations:
6.5.2.3
6.5.2.3.1 Two Judges, positioned at a Sideline, will evaluate for complete crossings of the Sidelines
and will evaluate that no part of any Performer's body is visible in the Ring hole (Vertical
Patterns only). The Judges must be positioned with the Judge's eye level with the Ring and
the outer rim (but no view beyond the outer rim) of the far Ring visible through the five (5) cm
hole of the near Ring.
In D2W, the Sideline Judge(s) will also evaluate Synchronisation.
The Sideline Judge(s) must be positioned such that the Sideline on the far wall is obscured
from view by the Sideline on the near wall.
6.5.2.3.2 At least one Judge, positioned at the Centreline with the Judge's eye level with the Ring Plane,
will evaluate the Team's correctness in following the performance description of each
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6.5.2.4
Compulsory Pattern (e.g., Performers flying in the correct order, pirouettes in correct direction, etc.) The judge(s) will also evaluate for complete crossings of the Centreline.
Judges' Video Review Process for Speed Routines:
6.5.2.4.1 At the request of any member of the judging panel, made within fifteen (15) seconds after the
end of the flight, the Chief Judge or the Event Judge will allow a video review, from a particular
camera view, of the part of the flight in question. A video from a particular camera view may
be subject to several different requests as long as the same part of the flight is not reviewed.
6.5.2.4.2 For each request, a maximum of three (3) viewings per camera view is permitted. The judges
will watch the video evidence (1) one time at normal speed. Two (2) viewings may be done at
normal speed or reduced speed (50% of normal speed). It is not permitted to watch the video
backwards or to freeze an image.
When requested by a judge, exceptions to the rules set out in this paragraph may be made
upon special authorization given by the Event Judge.
6.5.2.4.3 Three (3) or more judges, overseen by the Chief Judge or the Event Judge, will make an
assessment by a majority decision of the part(s) of the flight in question.
Free Routine Judging:
A panel of a minimum of three (3) Judges must evaluate each Team's Free Routine. Each
Judge will evaluate all criteria (para 6.2).
The Free Routine Judges will be positioned in an arc spread throughout the entire viewing
gallery, not including the Antechamber and controller booth.
The chronometer will be operated by the Judges or by (a) person(s) appointed by the Chief
Judge or by sensor beam technology, and will be started at the beginning of working time
(para 2.12.3).
At the end of working time, a signal will be given. Without discussion with other Judges, each
Judge will record their evaluation of the performance executed within the working time and
submit it to the Event Judge.
For the Free Routines in the Qualification Rounds, the Judges may review video of any or all
of the Teams.
During the Tournament, in consideration of the four (4) criteria (para 6.2), each Judge will
select the best Team in the Battle.
The Judges may use an electronic scoring system to record their evaluations.
6.5.3
6.5.3.1
6.5.3.2
6.5.3.3
6.5.3.4
6.5.3.5
6.5.3.6
6.5.4
7
RULES SPECIFIC TO THE COMPETITION
7.1
Composition of Delegations
Each Delegation may be composed of:
•
•
One (1) Head of Delegation.
One (1) Team Manager.
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• •
A maximum of two (2) D2W Teams and two (2) D4W Teams for a WISC or Continental Indoor Skydiving Championship. The number of Teams for an Indoor Skydiving World Cup will be decided by the Organiser.
7.2
Competition schedule
The competition will be organised in accordance with two (2) official training days and a minimum time frame of three (3) competition days.
8
ADDENDA
Addendum A1: Speed Routine Compulsory Patterns – Snakes Addendum A2: Speed Routine Compulsory Patterns – Verticals Addendum A3: Speed Routine Compulsory Patterns – Mixers Addendum B: Basic Orientations, Rotations and Pathways Addendum C: Difficulty Addendum D: Free Routine Description Form Addendum E: Speed Settings
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM – A1 SPEED ROUTINE COMPULSORY PATTERNS - SNAKES PERFORMANCE
REQUIREMENTS & JUDGEMENT CRITERIA
Performance Requirements for Snakes
•
For execution purposes, the definitions given in Addendum B for any orientation, rotation and
pathway must be respected. The Sidelines and Centreline apply. Each Performer's entire body must completely cross each Sideline and Centreline. Each Performer must be in the orientation of the Snake before crossing the Start Sideline after the
Compulsory Entrance.
For the Compulsory Entrance and before reaching the Start Sideline:
•
•
•
•
▪
In D2W, P#1 must be closer to the Start Sideline than P#2 before starting the first Snake. In D4W:
▪
▪
P#1 must be closer to the Start Sideline than P#2, P#3 and P#4 before starting the first Snake. P#2 must be closer to the Start Sideline than P#3 and P#4 before starting the first Snake. P#3 must be closer to the Start Sideline than P#4 before starting the first Snake.
▪
▪
• The following Performer(s) follow the leader throughout the illustrated pathway, with respect to top
view. (Mirror image is not permitted.)
First and Third Snake
Second Snake
• During any Snake, each Performer crosses a Sideline six (6) times and crosses the Centreline three
(3) times.
Infringements Applicable to the Compulsory Entrance
•
If the Compulsory Entrance is not performed correctly, a five (5) second penalty will apply.
Infringements Applicable to Snakes
•
If a Performer flies any Snake differently from that which is described, (e.g., failure to switch to outface during a Switching Snake, etc.) a five (5) second penalty applies. Apart from the Compulsory Entrance, if a Performer's body is not in the correct orientation, (e.g., it
is horizontal,) before crossing the Start Sideline, a five (5) second penalty applies.
If a Sideline or Centreline is not completely crossed, (e.g., a hand does not pass the line, even
though the rest of the body does,) a five (5) second penalty applies.
If the Performers change their order of following one another, or a different Performer becomes the
leader during any Snake, a five (5) second penalty applies (para 6.3.3).
• • •
Also see para. 6.3.1 to para. 6.3.6 for general busts and skips.
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D4W & D2W ENTRANCE AND SNAKES
Compulsory Entrance (D4W & D2W)
P#1, followed by P#2 through P#4, must completely cross the vertical plane defined by the Sidelines.
The Performers may cross this vertical plane in any orientation. Maintaining sequential order, the
Performers must flow counterclockwise (with respect to the top view) into the first Snake.
S-1 Head-down Inface Snake (D4W & D2W)
Performers cross the Start Sideline in a head-down inface orientation and remain in head-down inface carving during the entire Pattern. Performers begin by carving towards the Performers' left in the first and third Snake (right in the second Snake). When passing through the centre the first time, each Performer changes to carving towards his/her right in the first and third Snake (left in the second Snake). When passing through the centre the second time, each Performer changes to carving towards his/her left in the first and third Snake (right in the second Snake).
S-2 Head-down Switching Snake (D4W & D2W)
Performers cross the Start Sideline in a head-down inface orientation and remain head-down during
the entire Pattern. Performers begin by inface carving towards the Performers' left in the first and third
Snake (right in the second Snake). When passing through the centre the first time, each Performer
changes to outface carving towards his/her left in the first and third Snake (right in the second Snake).
When passing through the centre the second time, each Performer returns to inface carving towards
his/her left in the first and third Snake (right in the second Snake).
S-3 Head-up Inface Snake (D4W & D2W)
Performers cross the Start Sideline in a head-up inface orientation and remain in head-up inface carving
during the entire Pattern. Performers begin by carving towards the Performers' right in the first and third
Snake (left in the second Snake). When passing through the centre the first time, each Performer
changes to carving towards his/her left in the first and third Snake (right in the second Snake). When
passing through the centre the second time, each Performer changes to carving towards his/her right
in the first and third Snake (left in the second Snake).
S-4 Head-up Switching Snake (D4W & D2W)
Performers cross the Start Sideline in a head-up inface orientation and remain head-up during the entire
Pattern. Performers begin by inface carving towards the Performers' right in the first and third Snake
(left in the second Snake). When passing through the centre the first time, each Performer changes to
outface carving towards his/her right in the first and third Snake (left in the second Snake). When
passing through the centre the second time, each Performer returns to inface carving towards his/her
right in the first and third Snake (left in the second Snake).
S-5 Head-down Mixed Snake (D4W & D2W)
Performers cross the Start Sideline in a head-down inface orientation and begin by head-down inface
carving towards the Performers' left in the first and third Snake (right in the second Snake). When
crossing through the Sidelines for the first time, each Performer transitions through the back down
orientation to head- up inface carving towards his/her left in the first and third Snake (right in the second
Snake). When crossing through the Sidelines for the second time, each Performer transitions through
the back-down orientation to head-down inface carving towards his/her left in the first and third Snake
(right in the second Snake).
S-6 Head-up Mixed Snake (D4W & D2W)
Performers cross the Start Sideline in a head-up inface orientation and begin by head-up inface carving
towards the Performers' right in the first and third Snake (left in the second Snake). When crossing
through the Sidelines for the first time, each Performer transitions through the back-down orientation to
head-down inface carving towards his/her right in the first and third Snake (left in the second Snake).
When crossing through the Sidelines for the second time, each Performer transitions through the back-
down orientation to head-up inface carving towards his/her right in the first and third Snake (left in the
second Snake).
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM – A2 SPEED ROUTINE COMPULSORY PATTERNS - VERTICALS PERFORMANCE
REQUIREMENTS & JUDGEMENT CRITERIA
Performance Requirements for Verticals
•
For execution purposes, the definitions given in Addendum B for any orientation, rotation and
pathway must be respected. The Sidelines and Ring apply. During each Vertical (not including the Compulsory Transition), each Performer will cross a Sideline four (4) times, completing (2) two full vertical orbits around the Ring. Any Vertical starts in a head-down orientation with P#1 (and P#3 in D4W) having continued across
the Centreline following the compulsory transition from any head-down Snake. During a Vertical, the
performers may partially cross the Centreline, but must finish completely on the correct side of the
Centreline. Any Vertical ends in a head-down orientation.
•
•
•
• Apart from the Compulsory Transition to any Vertical, Performers must fly around the Ring,
completely clear of the Ring. The Performers must completely cross a Sideline on each half of the
Vertical.
• All 180° and 360° and all head-up and head-down pirouettes must rotate away from the Start
Sideline.
• All 180° and 360°, head-up and head-down pirouettes must be performed with all parts of the body
completely above the Ring Plane.
Infringements Applicable to the Transition from any Snake
•
If the Compulsory Transition to the Vertical from the Snake is not performed correctly, a five (5) second penalty will apply.
Infringements Applicable to Verticals
• At the beginning of the Vertical, while flying over the Ring, a performer must be, at some time, strictly on his/her side of the Centreline before reaching the Ring Plane; otherwise, a (5) five second penalty applies. At the end of the Vertical, if each Performer is not on their side of the Centreline, a five (5) second penalty applies. If any Performer flies any Vertical Pattern differently from that which is described, (e.g., Performers
not pirouetting in the correct direction, etc.) a five (5) second penalty applies.
If a Sideline is not completely crossed, a five (5) second penalty applies.
•
•
• Apart from the Compulsory Transition to any Vertical, no part of any Performer's body may be visible
through the Ring. If any part of a Performer's body is visible through the Ring, a five (5) second
penalty applies.
Performance Requirements and Infringements Applicable to V-2 Butterfly and V-6 Crossing Classic
•
The Centreline applies.
While performing V-2 Butterfly and V-6 Crossing Classic, each Performer must cross the Centreline twice and maintain their sequential order: in D2W, P#1 must cross in front of P#2 and in D4W, P#1 must cross in front of P#2, P#2 in front of P#3 and P#3 in front of P#4. Any infringement will lead to a five (5) second penalty.
•
Also see para. 6.3.1 to para. 6.3.6 for general busts and skips.
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D4W TRANSITION AND VERTICALS
Compulsory Transition from Any Head-down Snake to Any Vertical
While remaining head-down throughout the Compulsory Transition, P#1, followed by P#2 through P#4, must cross the Centreline and then the Start Sideline before starting any Vertical.
Compulsory Transition from Any Head-up Snake to Any Vertical
While remaining head-up throughout the Compulsory Transition, P#1 and P#3 must cross the Centreline. When crossing through the Sidelines, each Performer transitions to head-down in a half inface Reverse Eagle before starting any Vertical.
V-1 Back Layout (D4W)
While head-down, the Performers separate into two (2) pairs. P#1 and P#2 will be the leading pair and P#3 and P#4 will be the following pair. Each pair, one after the other, flies forward over the Ring and then performs one-half outface Eagle passing under the Ring to head-up. Next, each pair, one after the other, flies backward over the Ring and performs one-half inface Reverse Eagle under the Ring to head- down.
V-2 Butterfly with Bottom Loops (D4W)
While head-down, the Performers separate into two (2) pairs: P#1 and P#2 will be the leading pair and P#3 and P#4 will be the following pair. Each pair, one after the other, flies forward, with the two (2) Performers in the pair crossing each other, over the Ring. Then each pair, one after the other, performs a bottom loop passing under the Ring to head-down. This sequence is performed twice.
V-3 Classic (D4W)
While head-down, the Performers separate into two (2) pairs. P#1 and P#2 will be the leading pair and P#3 and P#4 will be the following pair. While head-down and flying over the Ring, each Performer in the pair performs a 180° pirouette. Each pair then performs one-half inface Eagle under the Ring to head-up. While head-up and flying over the Ring, each Performer in the pair performs a 180° pirouette. The pair performs one-half inface Reverse Eagle under the Ring to head-down.
V-4 Head-down 360° (D4W)
While head-down, the Performers separate into two (2) pairs. P#1 and P#2 will be the leading pair and P#3 and P#4 will be the following pair. Each pair, one after the other, flies forward over the Ring and then performs a bottom loop passing under the Ring to head-down. As the pairs fly over the Ring, they perform a 360° pirouette and perform a bottom loop passing under the Ring to head-down. The 360° pirouette must rotate away from the Start Sideline.
V-5 Head-up 360° (D4W)
While head-down, the Performers separate into two (2) pairs. P#1 and P#2 will be the leading pair and P#3 and P#4 will be the following pair. Each pair, one after the other, flies forward over the Ring and then performs one-half outface Eagle passing under the Ring to head-up. Next, each pair flies backwards over the Ring and performs a 360° pirouette and then performs one-half inface Reverse Eagle under the Ring to head-down.
V-6 Crossing Classic (D4W)
While head-down, the Performers separate into two (2) pairs. P#1 and P#2 will be the leading pair and
P#3 and P#4 will be the following pair. Each pair flies forward, and performs a 180° pirouette while the
two (2) Performers in the pair crossing each other over the Ring Plane. Each pair then performs one-
half inface Eagle under the Ring to inface head-up. While head-up and flying over the Ring Plane, each
pair performs a 180° pirouette while the two (2) Performers in the pair crossing each other. Each pair
performs one-half inface Reverse Eagle under the Ring to head-down.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
D2W TRANSITION AND VERTICALS
Compulsory Transition from Any Head-down Snake to Any Vertical
While remaining head-down throughout the Compulsory Transition, P#1, followed by P#2, must cross the Centreline and then the Start Sideline before starting any Vertical.
Compulsory Transition from Any Head-up Snake to Any Vertical
While remaining head-up throughout the Compulsory Transition, P#1 must cross the Centreline. When crossing a Sideline, each Performer transitions to head-down in a half inface Reverse Eagle before starting any Vertical.
V-1 Back Layout (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. The pair flies forwards over the Ring and then performs one-half outface Eagle passing under the Ring to head-up. Next, the pair flies backwards over the Ring and performs one-half inface Reverse Eagle under the Ring to head-down.
V-2 Butterfly with Bottom Loops (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. The pair flies forward, with the two (2) Performers in the pair crossing each other, over the Ring. The pair then performs a bottom loop passing under the Ring to head-down. This sequence is performed twice.
V-3 Classic (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. While head-down and flying over the Ring, each Performer in the pair performs a 180° pirouette. The pair then performs one-half inface Eagle under the Ring to head-up. While head-up and flying over the Ring, each Performer in the pair performs a 180° pirouette. The pair performs one-half inface Reverse Eagle under the Ring to head-down.
V-4 Head-down 360° (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. The pair flies forwards over the ring and then performs a bottom loop passing under the Ring to head-down. As they fly over the Ring, they perform a 360° pirouette and perform a bottom loop passing under the Ring to head-down.
V-5 Head-up 360° (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. The pair flies forwards over the Ring and then performs one-half outface Eagle passing under the Ring to head-up. Next, the pair flies backward over the Ring and performs a 360° pirouette and then performs one-half inface Reverse Eagle under the Ring to head-down.
V-6 Crossing Classic (D2W)
While head-down, the two (2) Performers fly this Pattern as a pair. The pair flies forward, and performs
a 180° pirouette while crossing each other over the Ring Plane. The pair then performs one-half inface
Eagle under the Ring to inface head-up. While head-up and flying over the Ring Plane, each Performer
in the pair performs a 180° pirouette while crossing each other. The pair performs one-half inface
Reverse Eagle under the Ring to head-down.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM – A3 SPEED ROUTINE COMPULSORY PATTERNS - MIXERS PERFORMANCE
REQUIREMENTS & JUDGEMENT CRITERIA
Performance Requirements for Mixers
• For execution purposes, the definitions given in Addendum B for any orientation, rotation and
pathway must be respected.
• The Sidelines apply during any Mixer. Each Performer must completely cross a Sideline during each
part of a Mixer.
• The Centreline strictly applies during any Shuffler when passing through the centre.
• The Compulsory Transition to any Snake or Exit Sequence is considered to be a part of the Mixer.
• Mixers finish to a head-down orientation when all Performers have performed a bottom loop to head-
down and, then, inface carve crossing a Sideline. When head-down (before the inface carve), the
Performers must be on the correct side of the Centreline.
• Mixers finish to a head-up orientation when the Performers have performed one-half outface Eagle
to the head-up orientation and, then, flown backwards through the Sidelines again. When head-up
(before flying backwards), the Performers must be on the correct side of the Centreline.
• During a Mixer, the Performers may partially cross the Centreline, but must finish completely on the
correct side.
Infringements Applicable to Mixers
• •
•
If any Performer flies any Mixer differently from that which is described, (e.g., failure to switch to outface during a Shuffler, etc.) a five (5) second penalty applies. If any Performer crosses through the centre in the incorrect order during any Shuffler, (e.g., P#2
crosses the centre before P#1,) a five (5) second penalty applies.
If any Performer does not completely cross a Sideline during each part of a Mixer, (e.g., a Performer
does not perform their circle sufficiently wide enough for their entire body to completely cross a
Sideline on each half circle,) a five (5) second penalty applies.
• At the beginning of the Mixer, if each Performer is not on their side of the Centreline, a five (5) second
penalty applies to the previous Vertical.
• At the end of the Mixer, if each Performer is not on their side of the Centreline when head-down,
right after his/her half back loop, a five (5) second penalty applies.
• At the end of the Mixer, if each Performer is not on their side of the Centreline when head-up just
before moving backwards during the transition to a head-up Snake, a five (5) second penalty applies.
Performance Requirements and Infringements Applicable to Specific Mixers
• After the half back loop to head-up, at the beginning of each head-up Mixer (M-2 and M-6), a five
(5) second penalty applies if any Performer, when proceeding into inface carving, is not in a head- up orientation before reaching the Sideline.
In D4W, during any Circling Mixer (M-1, M-2, M-3 and M-4), a five (5) second penalty applies if any
pair of Performers (P#1 and P#3, and P#2 and P#4) does not fly the circles in a circular orbit in a
horizontal plane.
•
Infringements Applicable to the Transition from the Mixer to the Snake
•
If the transition from the Mixer to the Snake is not performed correctly, a five (5) second penalty will apply to the Mixer.
Infringements Applicable to the Compulsory Exit Sequence
•
If the Compulsory Exit Sequence from any Mixer is not performed correctly, a five (5) second penalty applies to the Compulsory Exit Sequence.
Also see para. 6.3.1 to para. 6.3.6 for general busts and skips.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
D4W MIXERS, TRANSITION AND EXIT
M-1 Head-down Inface Circles (D4W)
While head-down, each pair of Performers separates into inface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline, and P#2 followed by P#4, crossing the other Sideline. While head- down, P#1 and P#3, facing one another, and P#2 and P#4, facing one another, perform an additional 360° of inface carving, crossing a Sideline two (2) additional times, once for each half circle. P#1 and P#2 then become the leading pair and fly forwards, crossing through the Sidelines, followed by P#3 and P#4. Thence...
M-2 Head-up Inface Circles (D4W)
While head-down, each pair of Performers flies forwards, crossing through the Sidelines, performing
one-half back loop to head-up. While head-up, each pair of Performers separates into inface carving in
opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing
the other Sideline. While head-up, P#1 and P#3, facing one another, and P#2 and P#4, facing one
another, perform an additional 360° of inface carving, crossing a Sideline two (2) additional times, once
for each half circle. P#1 and P#2 become the leading pair and perform one-half inface Reverse Eagle,
crossing through the Sidelines, to head-down, followed by P#3 and P#4. P#1 and P#2 fly forwards,
crossing through the Sidelines, followed by P#3 & P#4. Thence...
M-3 Mixed Circles (D4W)
While head-down, each pair of Performers flies directly through the Sidelines, presenting their backs to each other into 180° of inface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline, and P#2 followed by P#4, crossing the other Sideline. Each pair, one after the other, flies forwards, crossing through the Sidelines, and then performs one-half outface Eagle, passing though the Sidelines again, to head-up, into 180° of outface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Then, P#1 and P#2 become the leading pair and fly backwards, crossing through the Sidelines, followed by P#3 and P#4. Each pair, one after the other, then performs one-half inface Reverse Eagle, crossing through the Sidelines, to head-down. P#1 and P#2 fly forwards, crossing through the Sidelines, followed by P#3 and P#4. Thence...
M-4 Reverse Mixed Circles (D4W)
While head-down, each pair flies forwards, crossing through the Sidelines, and then performs one-half outface Eagle, crossing through the Sidelines, into 180° of head-up outface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. While head-up, P#1 and P#2 then become the leading pair and fly backwards, crossing through the Sidelines, followed by P#3 and P#4. Each pair, one after the other, then performs one-half inface Reverse Eagle, crossing through the Sidelines again, to head-down. Each pair then flies directly through the Sidelines, presenting their backs to each other into 180° of inface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline.P#1 and P#2 then become the leading pair and fly forwards through the Sidelines, followed by P#3 and P#4. Thence...
M-5 Head-down Shuffler (D4W)
While head-down, each pair of Performers separates into inface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Next, P#1, then P#2, then P#3, then P#4, passes through the centre into 180° of outface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. Continuing the Shuffler, P#1, then P#2, then P#3, then P#4, passes through the centre into 180° of inface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. P#1 and P#2 then become the leading pair and fly forwards through the Sidelines, followed by P#3 & P#4. Thence...
M-6 Head-up Shuffler (D4W)
While head-down, each pair flies forwards, crossing through the Sidelines, performing one-half back
loop to head-up. While head-up, each pair of Performers separates into inface carving in opposite
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Next, P#1, then P#2, then P#3, then P#4, passes through the centre into 180° of outface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. Continuing the Shuffler, P#1, then P#2, then P#3, then P#4, passes through the centre into 180° of inface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. P#1 and P#2 then become the leading pair and perform one-half inface Reverse Eagle, crossing through the Sidelines, to head-down, followed by P#3 and P#4. Each pair then flies forwards crossing through the Sidelines. Thence...
M-7 Mixed Shuffler (D4W)
While head-down, each pair of Performers separates into inface carving in opposite directions, with P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Next, P#1, then P#2, then P#3, then P#4, passes through the centre crossing through the Sidelines while performing one-half inface Eagle to head-up and then perform 180° of inface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. Continuing the Shuffler, while head-up, P#1, then P#2, then P#3, then P#4, passes through the centre crossing through the Sidelines and performs 180° of outface carving, with P#1, then P#3, crossing a Sideline and P#2, then P#4, crossing the other Sideline. Then, P#1 and P#2 become the leading pair and fly backwards through the Sidelines, followed by P#3 and P#4. Each pair, one after the other, then performs one-half inface Reverse Eagle, crossing through the Sidelines, to head-down. P#1 and P#2 fly forwards, crossing through the Sidelines, followed by P#3 and P#4. Thence...
M-8 Head-down inface Shuffler (D4W)
While head-down, each pair of Performers separates into inface carving in opposite directions, with P#1
followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Next, P#1,
then P#2, then P#3, then P#4 passes through the centre into 180° of inface carving, with P#1 followed
by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. Continuing the
Shuffler, P#1, then P#2, then P#3, then P#4, passes through the centre into 180° of inface carving, with
P#1 followed by P#3, crossing a Sideline and P#2 followed by P#4, crossing the other Sideline. P#1
and P#2 then become the leading pair and fly forwards through the Sidelines, followed by P#3 & P#4.
Thence...
Compulsory Transition to any Snake or Compulsory Exit Sequence (D4W):
to a Head-down Snake or Head-down Compulsory Exit Sequence (D4W):
Each pair, one after the other, performs a bottom loop, crossing through the Sidelines, to head-down,
ending with each Performer head-down completely on his/her side of the Centreline, right after his/her
half back loop. While head-down, each pair then inface carves, crossing a Sideline, and then the
Centreline for P#1 and P#3, before starting any Head-down Snake or Head-down Compulsory Exit
Sequence.
...To
transition
...To
transition
to
a Head-up Snake
or Head-up Compulsory Exit Sequence
(D4W):
Each pair, one after the other, performs one-half outface Eagle, crossing through the Sidelines, to head-
up, ending with each Performer completely on his/her side of the Centreline. While head-up, each pair
then flies backwards through the Sidelines, and then through the Centreline for P#2 and P#4, before
starting any Head-up Snake or Head-up Compulsory Exit Sequence.
Head-down Compulsory Exit Sequence (D4W)
While head-down, P#1, followed by P#2, then P#3, then P#4, will inface carve towards the Performers’
right, completely crossing the Start Sideline before exiting the flight chamber from the far side, while
maintaining sequential order.
Head-up Compulsory Exit Sequence (D4W)
While head-up, P#1, followed by P#2 then P#3, then P#4, will inface carve towards the Performers' left, completely crossing the Start Sideline before exiting the flight chamber from the far side, while maintaining sequential order.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
D2W MIXERS, TRANSITION AND EXIT
M-1 Head-down Inface Circles (D2W)
While head-down, the two (2) Performers separate into inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. While head-down, they perform 360° of inface carving, crossing a Sideline two (2) additional times, once for each half circle. Joining as a pair, the Performers then fly forwards, crossing through the Sidelines. Thence...
M-2 Head-up Inface Circles (D2W)
While head-down, the two (2) Performers, as a pair, fly forwards, crossing through the Sidelines, performing one-half back loop to head-up. While head-up, the two (2) Performers separate into inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. They perform an additional 360° of inface carving, crossing a Sideline two (2) additional times, once for each half circle. Joining as a pair, the Performers perform one-half inface Reverse Eagle, crossing through the Sidelines, to head-down and then fly forwards, crossing through the Sidelines. Thence...
M-3 Mixed Circles (D2W)
While head-down, the two (2) Performers, as a pair, fly directly through the Sidelines, presenting their backs to each other into 180° of inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. As a pair, the Performers fly forwards, crossing through the Sidelines, and then perform one-half outface Eagle, passing through the Sidelines again, to head-up, into 180° of outface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers fly backwards crossing through the Sidelines. The pair then performs one-half inface Reverse Eagle, crossing through the Sidelines, to head-down. The pair flies forwards, crossing through the Sidelines. Thence...
M-4 Reverse Mixed Circles (D2W)
While head-down, the pair flies forwards, crossing through the Sidelines, and then performs one-half outface Eagle, crossing through the Sidelines, into 180° of head-up outface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. While head-up, both Performers, as a pair, fly backwards, crossing through the Sidelines, and then perform one-half inface Reverse Eagle, crossing through the Sidelines again to head-down. The pair then flies directly through the Sidelines, presenting their backs to each other into 180° of inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers fly forwards, crossing through the Sidelines. Thence...
M-5 Head-down Shuffler (D2W)
While head-down, the two (2) Performers separate into inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Next, P#1, then P#2, passes through the centre into 180° of outface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Continuing the Shuffler, P#1, then P#2, passes through the centre into 180° of inface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers fly forwards through the Sidelines. Thence...
M-6 Head-up Shuffler (D2W)
While head-down, the two (2) Performers, as a pair, fly forwards, crossing through the Sidelines, performing one-half back loop to head-up. While head-up, the two (2) Performers separate into inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Next, P#1, then P#2, passes through the centre into 180° of outface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Continuing the Shuffler, P#1, then P#2, passes through the centre into 180° of inface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers perform one-half inface Reverse Eagle, crossing through the Sidelines, to head-down. The Performers then fly forwards, crossing through the Sidelines. Thence...
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
M-7 Mixed Shuffler (D2W)
While head-down, the two (2) Performers separate into inface carving in opposite directions, with P#1, crossing a Sideline and P#2, crossing the other Sideline. Next, P#1 then P#2, passes through the centre crossing through the Sidelines, while performing one-half inface Eagle to head-up and then performs 180° of inface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Continuing the Shuffler, while head-up, P#1, then P#2, passes through the centre crossing through the Sidelines and then performs 180° of outface carving, with P#1, crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers fly backwards through the Sidelines. The Performers then perform one-half inface Reverse Eagle, crossing through the Sidelines, to head-down and then fly forwards, crossing through the Sidelines. Thence...
M-8 Head-down inface Shuffler (D2W)
While head-down, the two (2) Performers separate into inface carving in opposite directions, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Next, P#1, then P#2, passes through the centre into 180° of inface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Continuing the Shuffler, P#1, then P#2, passes through the centre into 180° of inface carving, with P#1 crossing a Sideline and P#2 crossing the other Sideline. Joining as a pair, the Performers fly forwards through the Sidelines. Thence...
Compulsory Transition to any Snake or Compulsory Exit Sequence (D2W):
...To
transition
to a
Snake or Head-down Compulsory Exit Sequence (D2W): The pair then performs a bottom loop, crossing through the Sidelines, to head-down, ending with each Performer head-down completely on his/her side of the Centreline. They then inface carve, crossing a Sideline, and then the Centreline for P#1, before starting any Head-down Snake or Head-down Compulsory Exit Sequence.
Head -d ow n
(D2W): The pair then performs one-half outface Eagle, crossing through the Sidelines, to head-up, ending with each Performer completely on his/her side of the Centreline. While head-up, the pair then flies backwards through the Sidelines, and then through the Centreline for P#2, before starting any Head- up Snake or Head-up Compulsory Exit Sequence.
Head-down Compulsory Exit Sequence (D2W)
While head-down, P#1, followed by P#2, inface carves towards the Performers' right, completely crossing the Start Sideline before exiting the flight chamber from the far side, while maintaining sequential order.
Head-up Compulsory Exit Sequence (D2W)
While head-up, P#1, followed by P#2, inface carves towards the Performers' left, completely crossing
the Start Sideline before exiting the flight chamber from the far side, while maintaining sequential order.
...To
transition
to
a Head-up Snake
or Head-up Compulsory Exit Sequence
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM B BASIC ORIENTATIONS, ROTATIONS AND PATHWAYS
A. ORIENTATIONS
There are six (6) basic orientations (not including diagonal orientations) which a body can have to the wind (or cable floor). These define which way the torso is oriented.
A-1. Belly-down Orientation
The torso is horizontal, on its front, facing down towards the wind (or the cable floor).
A-2. Back-down Orientation
The torso is horizontal, on its back, facing up, away from the wind (towards the ceiling).
A-3. Sideways Orientation
The torso is horizontal, on its side, with either side facing towards the wind (or cable floor). The chest is facing the tunnel wall.
A-4. Head-up Orientation (HU)
The torso is vertical with the head up, directly away from the wind (towards the ceiling). For the Compulsory Patterns, the Performers may lean, but the feet must be below the knees, the knees below the hips and the hips below the shoulders.
A-5. Head-down Orientation (HD)
The torso is vertical with the head down, pointing directly down into the wind (towards the cable floor). For the Compulsory Patterns, the Performers may lean, but the shoulders must be below the hips, the hips below the knees and the knees below the feet.
B. ROTATION AXES
Most moves involve a form of rotational motion of the body. A total of five (5) axes are used to describe the six (6) possible basic rotational motions.
B-1. Wind Axes
There are two inertial axes which stay fixed with respect to the wind (or cable floor).
Vertical Axis
The vertical axis remains parallel to the wind, (pointing from the ceiling to the cable floor). Spins are rotations about the Vertical Axis.
Horizontal Axis
The horizontal axis is any axis perpendicular (90°) to the wind, pointing towards any part of the tunnel wall.
B-2. Body Axes
There are three (3) body axes which stay fixed with respect to each Performer's body.
Body Head-Tail Axis
The body head-tail axis is oriented lengthwise, pointing from head to tail-bone, normally through the Performer's torso. (In a layout position, the head and feet are in the same line. When the body is bent at the hips, this axis is aligned with the spine and does not include the legs.)
Body Front-Back Axis
The body front-back axis is oriented forwards and backwards, pointing from front to back, normally through the Performer's belly.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
Body Left-Right Axis
The body left-right axis is oriented sideways, pointing from left to right, normally through the Performer's hips.
C. BASIC ROTATIONAL ACTIONS
There are six (6) basic rotational actions. Twisting combines rotational actions by adding a rotation about the body head-tail axis during a rotation about the body left-right or front-back axis.
C-1. Flat Turns
Flat turns involve a rotation (specified in degrees) about the body front-back axis when that axis is aligned with the vertical axis. The body can be belly-down or back-down while performing a flat turn.
C-2 Pirouettes
Pirouettes involve a rotation (specified in degrees) about the body head-tail axis when that axis is aligned with the vertical axis. The body can be head-up or head-down while performing a pirouette.
C-3 Barrel Rolls
A barrel roll is a rotation about the body head-tail axis when that axis is aligned with the horizontal axis. A barrel roll may begin and end in a belly-down, back-down or sideways orientation.
C-4 Cartwheels
A cartwheel is a head-over-heels rotation about the body front-back axis when that axis is aligned with the horizontal axis. The body passes through a head-up, sideways and/or head-down orientations during the course of a cartwheel. A cartwheel needs not start nor finish in an exact head-up, sideways or head-down orientation. A cartwheel is considered to be a full cartwheel when the head has travelled 360° around the horizontal axis from the point at which it started. A cartwheel may be performed to the right or left.
C-5. Loops
A loop is a head-over-heels rotation about the body left-right axis when that axis is aligned with the horizontal axis. The body passes through a head-up, belly-down, head-down and/or back-down orientation during the course of the loop. A loop may begin and end in a head-up, belly-down, head- down and/or back- down orientation. A loop needs not start nor finish in an exact head-up, belly-down, head-down and/or back-down orientation. A loop is considered to be a full loop when the head has travelled 360° around the horizontal axis from the point at which is started. There are two (2) kinds of loops. (Loops are referred to by the direction in which the loop is initiated, since in the case of twisting loops, the direction in which the loop completes may be different from the direction at the start.)
Back Loop
A back loop is a loop rotation initiated with the torso rotating backwards.
Front Loop
A front loop is a loop rotation initiated with the torso rotating forwards.
Bottom Loop
A bottom loop is one-half outface Eagle with one-half back loop.
C-6. Side Loops (Loops on the Side)
A loop in the sideways orientation is a rotation about the body left-right axis when that axis is aligned
with the vertical axis. For example, a Spinning Egg is a true loop on the side.
C-7. Twists
Twisting combines rotational actions by adding a rotation about the body head-tail axis during a rotation about the body left-right or front-back axis, aligned with either the horizontal or vertical axis. There are two (2) basic categories of twists.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
Vertical Twists
A vertical twist is a head-over-heels rotation about the horizontal axis (loop or cartwheel) combined with a rotation about the body head-tail axis. A single or full twist is defined to be a 360° rotation about the body head-tail axis over the course of a 360° loop or cartwheel. The amount of twist contained within a loop or cartwheel is the amount of twisting rotation completed after a 360° looping or cartwheeling rotation has been performed, when measured from the point in the loop or cartwheel at which the twist was first initiated. Twists may be initiated at any position in the loop or cartwheel and in any direction.
Horizontal Twists
A horizontal twist is a rotation about the vertical axis (flat turn or side loop) combined with a rotation about the body head-tail axis. A single or full twist is defined to be a 360° rotation about the body head- tail axis over the course of a 360° flat turn or side loop. For example, a Flip Through is a horizontal twist.
D. CIRCULAR PATHWAYS
There are two (2) basic types of circular pathways a Performer may follow, which can be performed either infacing or outfacing. Circular pathways may have embedded moves (e.g. Bottom Loop) or intermixing of Performers.
Inface
The front of the torso faces inward towards the concave side of the pathway, usually, but not always, towards the centre of the flight chamber.
Outface
The front of the torso faces outward, away from the concave side of the pathway, usually, but not always, towards the wall of the flight chamber.
D-1. Carving
The Performer(s) body(ies) trace(s) a circular path in approximately a horizontal plane. Carving is performed while head-down, head-up or in other orientations.
D-2. Vertical Orbits
The Performer(s’) body(ies) trace(s) a circular path in a vertical plane. Eagles and Reverse Eagles are two (2) common forms of Vertical Orbits that involve also rotating about the Body Left-Right Axis.
Eagle
The Performer(s) travel(s) in a Vertical Orbit while continuously leading with the head, passing through the back-down, head-up, belly-down and/or head-down orientation (in that order, if infacing). An Eagle may begin from any orientation in this progression. A Half Eagle is when the Performer has travelled head first through 180° of vertical orbiting. A Full Eagle is when the Performer has travelled head first through 360° of vertical orbiting.
Reverse Eagle
The Performer(s) travel(s) in a Vertical Orbit while continuously leading with the feet (or tail-bone), passing through the back-down, head-down, belly-down and/or head-up orientation (in that order, if infacing). A Reverse Eagle may begin from any orientation in this progression. A Half Reverse Eagle is when the Performer has travelled feet (or tail-bone) first through 180° of vertical orbiting. A Full Reverse Eagle is when the Performer has travelled feet (or tail-bone) first through 360° of vertical orbiting.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM – C DIFFICULTY
‘Difficulty’ is the combined result of several factors. The overall performance of the Flights (moves, patterns and transitions) counts for Difficulty. In general, Difficulty factors are:
Easier
High drag moves flown with slow tunnel speed
Low drag moves flown with fast tunnel speed Moves executed individually
Body position lost during move(s)
Random Movements Move(s)/Pattern(s) without elements of precision
Easy natural body positions Move(s) do(es) not require flexibility
Move(s) do(es) not require strength and power
Basic, simple Move(s)/Pattern(s)
Performing previously seen Move(s)/Pattern(s)
Rotations on 1 axis Slow flying in lose proximity
Performing moves, carving/rotating always in a
preferred direction
Performer(s) flying in clean airflow Fast transitions through burble(s) of other
Performer(s) and/or doorway
All Performers flying in same direction and pathway
(carving, vertical orbiting, etc.)
Carving/vertical orbits without embedded move(s)
Transitions between Moves/Patterns with the same axes
No direction change Complex Moves/Patterns using arms and legs to
control flying
Eye contact with other Performer(s) Landing on the cable floor to exit and end routine
More Difficult
High drag moves flown with fast tunnel speed, the longer the duration of high drag move(s), the more difficult
Low drag moves flown with slow tunnel speed, the longer the
duration of the low drag move(s), the more difficult
Moves executed in a connected sequence
Ideal body position maintained throughout move(s)
Precisely Choreographed Movements
Move(s)/Pattern(s) with elements of precision, e.g., head-to- head with no other grips
Awkward body position and/or grip(s), such as a hand grip on
one's own foot with that grip behind
Move(s) require(s) flexibility
Move(s) require(s) strength and power
Move(s)/Pattern(s) require(s) long learning progression
Performing brand new Move(s)/Pattern(s)
Rotations on more than 1 axis (in which use of 3 axes is
more difficult than use of 2 axes)
Fast flying in very close proximity Performing moves, carving/rotating in both directions Performer(s) flying across burble of other Performer(s)
and/or doorway
Performer(s) remaining in burble(s) of other Performer(s)
and/or doorway for extended time
Performers simultaneously flying different directions and
pathways, intermixing (while carving, vertical orbiting, etc.)
Carving/vertical orbits with embedded move(s)
Transitions between Moves/Patterns with different axes at a precise heading/orientation
Reversal of direction at a precise heading/orientation
Variety of complex Moves/Patterns without using arms or with arms and/or legs in fixed pose or in creative, artistic gestures
No eye contact (blind) with other Performer(s)
Landing exactly in the doorway with a complex move to exit and end routine
Combinations of multiple factors further increase difficulty. Teams are not expected to demonstrate all of the above difficulty factors within one routine. A difficulty factor may sometimes have the opposite effect of making a Move/Pattern easier, e.g., retracting the arms keeping them fixed to the body may
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
decrease the difficulty of certain moves. Judges are expected to apply additional knowledge and understanding of Difficulty.
Table of Difficulty factors – examples only.
Difficulty Free Routine Moves and Patterns Categorised by Type of Movement
Type of Move
Very easy
Easy
Moderate
Difficult
Very Difficult
HD Inface Carving
HD Outface Carving
Same direction
With direction change
Same direction
With mixed orientation
With direction change
With mixed direction
Mixed orientations OR directions
Mixed orientations AND directions
Mixed orientations AND
directions
HU Inface Carving
Same direction
With direction
chang
e
With mixed orientations
With mixed directions
Mixed orientations AND directions
HU Outface Carving
HD Flares
HU Flares
Same direction
Same direction
Same direction
With direction change
With direction change
With direction
change
With mixed orientations
With mixed orientations
Mixed orientations
OR directions
While crossing &
Mixed orientations AND
directions
While crossing & burble
burble hoping, mixed hoping, mixed orientations
directions
While crossing &
AND directions
While crossing & burble
burble hoping, mixed hoping, mixed orientations
directions
AND directions
Cheerleaders
Direction change
returning to same orientation
Direction change into different orientation
With mixed orientations
Transition into verticals or flares
Transition into verticals or flares with tricks OR spins
Interlacing
Breakers
Back Layouts (Verticals)
Front Layouts (Verticals)
Transition into carving
Same direction
Back Layout (V-1)
Transition into
carving with orientation change
Mixed direction &
crossing with burble hoping
Verticals while
crossing & burble hopping
Front Layout (2015 D2W/D4W-10)
Transition into verticals
With mixed orientations
Back Layout with spins OR tricks
Verticals while
crossing & burble hopping
Transition into verticals with spins
Anti-breakers
Front Layout with spins OR tricks
Transition into verticals with flips/loops
Anti-breakers with mixed
directions & crossing with burble hoping
Mixed orientation back
layouts with tricks OR spins
Mixed orientation Front
Layouts with tricks OR spins
The above table shows a scale of difficulty for each type of move/pattern and each type of move/pattern is to be read within its own line. The table does not compare the difficulties of each type of move/pattern to the other types of moves/patterns, e.g., it does NOT intend to imply that a basic Breaker is as easy as basic HD Inface Carving.
Judges are expected to apply additional knowledge and understanding of Difficulty.
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM - D FREE ROUTINE DESCRIPTION
Instructions for use:
Word file (recommended):
•
Download the Addendum – D as word.doc on a PC and save it, preferably under your Team country
name and number. Fill in the required data. Add rows in the Free Routine description if needed.
When done, save it again under a name relating to your Team and category.
Print the document and deliver it to the Chief Judge.
•
•
•
•
PDF file:
•
•
•
•
•
Print the page of the Addendum – D.
Fill in the required data with pen (black or blue only).
Print the last page with boxes only if you need more space for the Free Routine description.
Deliver it to the Chief Judge.
Do not write out of the boxes, or in the sidelines or edges of the paper.
Team #
Team Name:
COMPULSORY INFORMATION Art. 5.2.4
START of the Routine :
Antechamber Cable Floor Other (specify) : _______________
END of the Routine:
Antechamber Cable Floor Other (specify) : _______________
COMPULSORY VIDEO
PROVIDED TO JUDGES
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
OPTIONAL:
The Free Routine description covers the following rounds:
Name of move / sequence
Description, if appropriate
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
ADDENDUM - E SPEED SETTINGS
Instructions for use:
•
Print the page of the Addendum – E.
• •
Fill in the required data with pen (black or blue only). Deliver it to the Event Judge:
• •
Prior to the Start of the Competition for Initial Settings or At least 20 min before entering the antechamber for any changes (use a blank document)
•
Do not write out of the boxes, or in the sidelines or edges of the paper.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SPEED SETTINGS (indicate INITIAL or CHANGE) :
TEAM NUMBER
TEAM NAME
SPEED ROUTINE
FREE ROUTINE
___________ %
___________ %
Date and Time
Competitor’s Name and Signature
DO NOT USE THE FOLLOWING BOXES
Event Judge
Driver
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY
Fédération Aéronautique Internationale
Avenue de Rhodanie 54
CH-1007 Lausanne
Switzerland
Tel: +41 21 345 10 70
Fax: +41 21 345 10 77
www.fai.org
info@fai.org
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FAI – FEDERATION AERONAUTIQUE INTERNATIONALE – INTERNATIONAL SKYDIVING COMMISSION 2023 COMPETITION RULES FOR INDOOR SKYDIVING – DYNAMIC 2-WAY AND DYNAMIC 4-WAY