New Zealand's First Powered Paragliding Competition and fun flyin
2nd - 5th, April, 2010
Christchurch will be hosting NZ's first Paramotoring competition/fly-in. Organized by Parapro, the event will provide an opportunity for pilots to come together to test themselves in a variety of fun tasks. From paint ball shooting, precession, economy, speed-flying and other fun tasks. This friendly event is also designed for the not so experienced who are very much social flyers. The event will provide an opportunity to learn from others and enjoy the social aspect and comradeship of what paramotoring brings. The event will be held over 2 days, with 2 days to spare in case of weather restraints.
We will mix the event with social flying such as a flyin to Akaroa or exploring the bays around banks peninsula.
Our flying site is at Lake Ellesmere, providing a huge adventure playground of open areas and is within 40 minutes drive of Christchurch.
As well being our first national paramotor comp /fly-in it will also serve as a fun competition between NZ and Australia. - (An Airborne Bledisloe Cup). Next year it will be Australia’s turn to host the event.
The competition will be based on the USPPA competition syllabus with a few other interesting and fun tasks thrown in
As well being our first paramotor comp it will also serve as a competition between NZ and Australia. - (An Airborne Bledisloe Cup)
Trophies will be for: Best New Zealand Pilot -- Best Australian Pilot -- The Winning Country -- Best overall pilot.

Competition Rules:
All pilots must be qualified paramotor pilots. The same wing and motor must be used for all tasks.
In the event of an equipment failure, identical gear may be substituted. For power units, that means the same
make and model using the same power plant.For wings that means the same make, model and size. All equipment
must have a current warrant of fitness.
Pilots must have radios capable of receiving on FRS channels 1 through 18 at least.
Pilots may not receive any assistance of any kind either physically or over the radio except in an emergency.
Any such assistance zero’s the pilots score for that task. For example, if I pilot needs assistance to get launched,
then he earns no points for the launch.
Acknowledging that there is increased risk in competition, pilots must have at least 50 logged solo powered flights.
The designated advanced tasks are for pilots with a mininum of 50hrs paramotoring experience.
Only members of the NZHGPA & HGFA/PICO may compete in sanctioned events.
Rankings will published and based on the scoring rules below and the top three ranked pilots be published in various media.
Scoring
Pilots will receive points for each task based on formulas below. All qualifying task scores will be added together to
determine the pilot’s event total.
In order for a task to qualify, at least 50% of the competitors must have a non-zero score in that task. In order for an
event to count towards national ranking, at least 50% of the pilots must score.
In the event of a tie for 1st 2nd or 3rd place in any event, the launch and spot landing tasks will be re-flown until those
places are determined. Plaques or certificates (depending on the organizers) are given out to each pilot who places.
Any fall, injury or damage to equipment during a task results in that task’s score being zeroed.
The Judge working a task has final say in all matters relating to his/her task but they are encouraged to use video, if
available, to decide. In the event of two judges, one lead judge will be assigned and have the final say although the
lead is encouraged to get agreement with the other judge.
No pilot may have a negative score on any task. If scoring would result in less than 0 then that task will be counted
as 0.
Target
The standard target consists of three rings and a centre. The outer ring is 6.5 meters radius, the middle ring is 4
meters radius and the inner ring is 2 meters radius. The lines do not necessarily have to be drawn on these radiuses
but these values will be used for competitions.
A centre marker no bigger than 25 centimetres should be used to mark the “bullseye”.
Task Sheet
Foot Drag - advanced task
The pilot flies through the first gate dragging at least one foot and continues through as many gates as possible until
passing the last one. At least one foot must remain on the ground and points are scored each time a gate is passed. It
is timed and greater speed is beneficial. The gates must be passed in order.
Scoring:
1. 100 points per gate passed between the cones. If a cone is touched, then no score is earned for that gate.
2. 20 points are subtracted each time or each second (if it lasts more than a second) that both feet leave the
ground. In the event a pilot runs, each footstep is counted as having both feet leave the ground so 10 steps
would mean 200 points are deducted.
3. Time Points: FT=Flown Time, ST=Shortest Time completed, LT=Longest Time completed, TR=Time
Range (LT-ST), time points awarded = 100 x (LT-FT) / TR.
4. A zero score is assigned if the pilot falls, his wing touches the ground or the gates are passed in the wrong
order.
Cloverleaf - advanced task
The pilot kicks the centre stick then rounds the upper left one and flies according to the diagram. It is timed and greater
speed is beneficial. The pilot is only allowed one try to kick any stick. Time runs from passing the first stick to the
last stick. The sticks must be kicked and rounded in order.
Scoring:
1. 50 points per kicked centre stick.
2. -50 points for missing/inside a corner stick.
3. Time Points: FT=Flown Time, ST=Shortest Time completed, LT=Longest Time completed, TR=Time
Range (LT-ST), time points awarded = 100 x (LT-FT) / TR.
4. A zero score is assigned if any part of the pilot or his/her equipment touches the ground except the sticks.
5. A zero score is assigned if the sticks are kicked/rounded out of order or in a turn done in the wrong
direction.
Navigation / speed / precision
Objective
To take off and navigate to 3 remote fields in a given order, returning to the airfield after each visit, performing given tasks
as defined in the briefing and return to the airfield in the best possible ellapsed time.
Description.
Take off from the given deck.
1) Fly to remote field "1" land and stay there for at least 1 minute before relaunching.
2) Fly back to the deck and perform a controlled touch and go.
3) Fly to remote field "2" land and stay there for at least 1 miunute before relaunching.
4) Fly back to the deck, land and get out of harness and sign a form brfore relaunching again.
5) Fly to remote field "3" land and stay there for at least 1 minute before relaunching
6) Fly back to the deck and land on target.
The 3 outlandings, the touch and go and the sign in are optional with a bous of 100 points each (5x 100 = 500 points.
However in order to score speed points, the pilot must fly over each landing spot
The touch and go consists of 1 meter circle that must be touched by the pilot without any of the aircraft or pilot touching
the ground outside the circle, and with the pilot able to flyaway. Only one attempt allowed.
Bonuses for each of the 3 outlandings are awarded if the pilot lands on the deck, gets out of harness and signs a form in a specified
spot, before launching again.
There are 2 targets, each consisting of a series of concentric circles, scored on the first touch as near as possible to the centre.
The pilot must overfly the targets with the engine off with at least 500ft before proceeding to land on either of the 2 targets
Target size:
25cm dia 250 points
2 meter dia 175 points
4 meter dia 100 points
Outside 6.50dia - zero landing score
Penalties
There is no penalty for landing out in this task and in the event of not finishing the task any bonus already collected will count
The pilots time starts when the pilot leaves the deck.
The pilot time stops when crossing the finish gate, just prior to attemptingto land on the target.
Slow/Fast
The pilot flies straight through the gates as slow as possible then goes around flies straight through the gates as fast
as possible. Each run is timed from gate to gate and the greater the difference, the higher the score. Time runs from
passing the first stick to the last stick. The pilot must complete both the slow and the fast portion to get any points.
Scoring:
1. Pilot Ratio=Long-Time/Short-Time, Migration=minimum achieved Pilot Ratio, Migration=highest achieved
Pilot Ratio of all competitors that flew both halves, Diff Ratio=difference between the highest and the lowest
ratios.
2. Points=200 * (Pilot Ratio – Min Ratio)/Diff Ratio
2. A zero score is assigned if any part of the pilot or his/her equipment touches the ground OR the sticks.
Takeoff
The pilot makes a clean takeoff in the fewest attempts. The wing cannot touch the ground after initial inflation.
Scoring:
1. 300 points are awarded for making the first attempt, 200 points from making the second and 100 points for
making the 3rd.
2. After a pilot is cleared to launch, 20 points will be deducted each time the wing is brought up off the
ground and no launch is made.
3. A launch is considered begun if the pilot starts running in a forward inflation or gets at least halfway
around while turning to run forward after a reverse inflation.
4. A zero score is assigned if the pilot falls after being cleared to launch.
Power Off Landing
The pilot flies over the landing spot at least 300 feet above ground level (AGL) and shuts off the motor. He then
lands as close as possible to the “bulls eye” with minimal energy (travelled distance) and stops. The point of first foot
contact is the touchdown and is the most important element of scoring. A small part of the score comes from having
minimal distance travelled.
Travelled distance is from initial contact to standing still and is measured to the touched point farthest away from
initial touchdown. For example, it is permissible to just touch the centre and have that count as a bull’s-eye, but if
two pilots touch the centre, the least travelled does better.
Scoring:
1. A zero score is assigned if any part of the pilot’s body or equipment touches the ground, other than his/her
feet until after the wing first touches down. It is permissible that the pilot may kite the wing out of the
circle after body motion has stopped if approved to do so by the judge.
2. Initial contact scoring is based on the first point of contact:
a. 250 points for touching the centre. If one foot touches visibly before the other than the distance to
the heel of the first touchdown will be used. If the landing is on both feet simultaneously and
either foot touches the centre marker, it will be counted as a centre touch.
b. 175 points for touching on or inside the inner ring.
c. 100 points for touching on or inside the centre ring.
d. 50 points for touching on or inside the outer ring.
5. Distance Travelled scoring: DT=Distance Travelled, SD=Shortest Distance Travelled, LD=Longest Distance
Travelled, DR=Distance travelled Range (LD-SD), points awarded = 100 x (LD-DT) / DR.
6. Pilot score is Initial Contact Score + Distance Travelled Score.
Power On Touch & Go Landing
The pilot flies the directed pattern and lands on or near the “bulls eye” then runs/walks exactly 10 steps followed by
a takeoff. The point of first foot contact is the touchdown and is the most important element of scoring. A small part
of the score comes from having as close to 10 steps as possible. The 10 steps must be made within 10 seconds. The
walk/run portion is only counted within 50 meters of the centre point to get points for the steps portion.
Scoring:
1. A zero score is assigned if any part of the pilot’s body or equipment touches the ground, other than his/her
feet, from touchdown through liftoff. The task is completed when the pilot has climbed at least 50 feet.
2. Ring Points are awarded for initial contact the same as for a spot landing.
3. 100 step points are awarded for travelling exactly 10 steps. 20 points are deducted for each step over or
under 10. The first touchdown is step 1 and each foot fall is another step.
4. Step points are zeroed if the pilot steps beyond 50 meters from the centre point.
Kite War
All competitors kite their wing up when the judge starts the event. Pilots attempt to keep their wing from touching
the ground as long as possible: last one up wins.
The wing used must be one the pilot has flown or be within the recommended weight range (body weight only). This
is to prevent the use of an abnormally small wing which could proffer an advantage. A box will be outlined (marked
by cones) and pilots must remain in the box. The box should be sized so as to allow all pilots a reasonable layout
area. Pilots location in the box will be determined by experience. Those with the most experience must be placed in
the rearmost (downwind) location.
For the task to count towards any pilots score there must be at least 5 competitors and at least one wing that remains
up for 2 minutes or more.
The wing fabric must not touch the ground or another pilot. Once this happens the pilot must ball up the wing and
exit expeditiously without touching or interfering with other competitors or their gear. The task starts on “Go” when
the judge shouts “Ready, Set, Go”. The task ends at the point where only one wing remains up or in the box. From
start to finish is the task’s time.
Scoring:
1. 100 points for being the last one up or in the box
2. 50 points for the second to last one up or in the box.
3. 25 points for the third to last one up or in the box.
4. 10 points for keeping the wing up at least 2 minutes (is additive for the placers)
Bomb Drop
Light weight, approved and marked “bombs” will be dropped from any height while flying. Where the “bomb” stops
is the scored position.
ORD=Outer Ring Distance, FDD=Farthest Drop Distance where the worst scoring bomb stopped as a distance from
the centre.
Scoring:
1. 100 points for hitting the centre.
2. 50 points for hitting on or inside the inner ring.
3. 30 points for hitting on or inside the middle ring.
4. 15 points for hitting on or inside the outer ring.
5. 100 x (FDD – DD) / FDD.
Ball Scoop & Drop – Advanced task
The pilot either picks up or dribble kicks (runs) a soccer-sized ball with his/her feet and drops it into a circle or
barrel 50 meters feet away in the least amount of time possible. Additionally, points can be scored getting the ball to
simply hit the barrel.
1. No part of the pilot’s body or equipment can touch the ground, other than his/her feet, until after the ball
has hit the barrel.
2. No part of the pilot’s body or equipment can touch the circle (or barrel).
3. Once the pilot crosses the starting point he must always be moving towards the target. Stops are permitted.
Scoring:
1. 100 points for first touching the ball.
2. 100 points for carrying the ball airborne for more than 10 meters.
3. 100 points for the ball dropping into the circle or barrel.
4. 100 points if the ball touches the barrel (note: this is additive to the dropping points).
5. Time Points: FT=Flown Time, ST=Shortest Time completed, LT=Longest Time completed, TR=Time
Range (LT-ST), points awarded = 100 x (LT-FT) / TR.
Beam Walk
The pilot lands on beam, walks in one direction then takes off. The pilot makes as many steps as possible in the
shortest time. The time starts at first touchdown.
The beam may be from 2 to 4 meters long and between 0.5 meters wide. No part of the pilot’s body or
equipment can touch the beam or ground except his/her feet. Additionally:
1. The pilot must be airborne for at least 10 seconds before and after landing on the beam.
2. Each step must have the foot completely in front of the preceding step.
3. The task (and time) ends when:
a. Both feet first leave the beam.
b. A foot touches the ground.
c. A foot lands in the wrong direction of travel.
Scoring:
1. 20 points for each forward footfall (the first touchdown and then each subsequent forward-moving footfall
counts).
2. Time Points: FT=Flown Time, ST=Shortest Time completed, LT=Longest Time completed, TR=Time
Range (LT-ST), time points awarded = 100 x (LT-FT) / TR.
Platform Stand
This can be done with or without the motor. The pilot must stand in place or within a 1/2 meter square meter
platform while kiting the wing for as long as possible. The competition director will declare whether or not
stationary placement is used instead of platform placement. Stationary placement means the pilots feet must not
move at all (vertically or horizontally) from the point he declares the start.
The pilot must start within one minute of stepping onto the platform and will call “start” for the judge to start the
task’s time.
1. No part of the pilot or his equipment, except the feet, can touch the ground or platform.
2. The task ends when any part of the pilot or his equipment touches the ground beyond the platform or, if
stationary placement is being used, any foot moves.
Scoring:
1. 200 points for having the longest time.
2. Each pilot will earn a number of points as a percentage of the longest time.
Efficiency/ economy
Each pilot starts with an empty gas tank and fuels exactly 2 litters of fuel (including oil as appropriate). He launches
and tries to stay up as long as possible, up to 60 minutes. Pilots must have the approval of the launch judge prior to
taking off so their time can be recorded. They should announce their landing on the radio. Pilots are required to note
their launch time and landing time which will be used in the case judge’s time is not available.
Scoring:
1. Most points are awarded for having the longest time.
2. Pilots must land within the 60 minute window or be assigned a zero score.
3. Each pilot will earn a number of points as a percentage of the longest time.
4. Task Score is: Efficiency Points Avail * (Time Up)/Eff Time Range * Multiplier
5. Multiplier is: Mot Factor + (CC's - Min Motor)/(Max Motor - Min Motor)
6. Motor Factor (MotFactor) is 0.4.
Target shooting
Fuin task: Paint ball shooting, paramotoring style
Pilots will shoot at a number of targets flying a low level circuit.
Mininum horizontal distance from target is 5 meters
Mininum AGL height is 2 meters
6 targets total.
Comp Costs
Competition fees:..................................................................................................................................$70
Barbeque (optional) ............................................................................................................................. $20
For overseas pilots and/or those that do not have transport the following fees are required
NZHGPA membership fee ...........................................................................................................................$50
Transport to and from the airport, to the official accommodation, competiton venue,
paragliding site in Little River and Akaora. (for those that dont have transport).................................................. $120
Comp fees can fee paid to Parapro by credit card or bank transfer
Accommodation - 4 nights (1-4 April)
There are 2 options:
Option 1 Trampers/ shooters hutt at the competition venue. Very basic bunk style $5 per night.
Sleeping bag required.
option 2. Okuti Gardens Eco-friendly accommodation. Bed & Breakfast or self contained.
They have also Tent sites and single beds - backpacker style. Prices range from $ 10 - $35 less 20%
discount for our group. Sleeping bag maybe required.
Located near Little River on the amazing Bank’s Peninsula, 50Km from Christchurch, 24km form
Akaroa and 15 minutes from our comp site. Little River also hosts one of the areas best paragliding sites. 2500 ft AGL
See their web site: www.okuti.co.nz
Payment for accommodation; To be paid upon arrival. (They do not take credit card) First in first served.
Book your accommodation type by emailing Okuti Gardens directly and state you are with the paramotor comp
First night will be the 1st April, staying at the above official accommodation as there maybe an early start on the 2nd.
Briefing will be done on the night of the 1st
For competitors arriving prior to the 1st April I would strongly suggest to book at the Marine Bar and Back packers.
Web address www.themarine.co.nz