Competition Rules


General Rules


Performers are responsible for outfitting themselves in their own suitable clothing and footwear, including flight suits, full face helmets and ear plugs.

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.

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 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 shall 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 shall 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, level with the Ring, and the other camera positioned at the Centreline. If the wind tunnel configuration permits, a third camera may be positioned at the other Sideline.

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.

Speed Setting and Training Flights

Three (3) minutes per Team will be allocated for speed setting.

Speed Setting and Training Flights may only take place prior to the start of the competition.

Each Team in each event will be given the option of two (2) official Training Flights prior to the competition. The lighted Sidelines plus the judging and scoring systems to be used in the competition will be used for the official Training Flights. For Free Routines, no score will be given.

Before the start of the Training Flights, the team captain has the option to explain the delivered Free Routine description sheet(s). The Teams may present video of previous flights for move explanation.

The Draw

The Draw for the Compulsory Patterns will be done publicly and supervised by the Chief Judge. Teams will be given not less than two (2) hours knowledge of the results of the Draw before the competition starts.

The Compulsory Patterns will be drawn as follows: One (1) Pattern from each group (Snakes, Verticaux 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.


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.

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.)

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.

Flight Chamber Entry

Only one (1) doorway leading into the flight chamber will be used for entries and exits. The tunnel will be set to the correct speed decided by the Team during the Speed Setting time. When the tunnel is at the correct speed, a signal will be given to the Team.

Flight Abortion

If, during any competition flight, one (1) or more of the Performers intentionally leaves the flight chamber 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.


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 or other means of interference between (a) Performer(s) and/or the tunnel walls/cable floor shall not be grounds for a re-flight.

Problems with a competitor’s equipment shall 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.

Specific Rules


Dynamic Teams may consist of either or both sexes.

A Team may only represent one (1) NAC.


The discipline is composed of Speed Routines and Free Routines.

Teams must deliver a video of their Free Routine(s) to the Chief Judge at least 48 hours before the start of the competition.

Failure to provide the video of the Free Routine(s) will lead to receiving no credit for Technical Difficulty for all Free Routines.

Teams must declare to the Chief Judge whether their Free Routine starts from 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.

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.
  • Order of the Routines: (F = Free Routine, S = Speed Routine)
    • Qualification Rounds: Rd 1 S; Rd 2 S; Rd 3 F.
    • Tournament with 4 Teams: Rd 1 F; Rd 2 F&S.
    • Tournament with 5-8 Teams: Rd 1 S; Rd 2 F; Rd 3 F&S.
    • Tournament with 9-18 Teams: Rd 1 F; Rd 2 S; Rd 3 F; Rd 4 F&S.
    • Tournament with 19-32 Teams: Rd 1 S; Rd 2 F; Rd 3 S; Rd 4 F; Rd 5 F&S.
    • Tournament Tie-Break: S.


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.

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:

  • Compulsory Round: 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 Round: The Group with the highest Group score (see para. will receive 100 points. Other Groups will be awarded a number of points based on a proportional ratio of 100 points and calculated as follows: (i) Each Group score will be divided by the highest Group score and multiplied by 100, (ii) The teams in a Group will be awarded the same number of points as that attributed to the Group to which they belong.

  • Total scores for the Qualification Rounds are calculated by adding (i) the points accrued for the two (2) compulsory rounds and (ii) the free round points 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).

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.

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 Event following the link:

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.

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.

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