Competition Rules

Indoor Skydiving

Dynamic 2-Way and Dynamic 4-Way

2023 EditionEffective 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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Link for FAI Statutes and By Laws

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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 inJunior 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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• 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 centreinto 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