Plan
Your Training
You need to time your training whether it is weekends, training camps,
or a mixture, so that your performance will peak at the time of the competition.
If you do plan a pre-Nationals training camp, allow some time to recover
(generally a week) so that you arrive at the competition fresh and raring
to go.
If you plan multiple training camps its best to front load
your training into the beginning of the year rather than leave it to a
few weeks before the competition. This then allows you to consolidate
what you have learned eg, by visualisation, weekend training, watching
videos.
Deciding where you want to train will depend on your preference for coach
and aircraft availability. We are lucky that most drop zones in the UK
or at the popular training locations abroad have left hand door aircraft,
meaning you can do the standard traditional exits and the formations will
appear the same in freefall. This makes it easy to adapt exits to the
aircraft being used at this years Nationals.
Training
Camp
When
you form your team you should discuss goals. Most teams will set an average
goal (average number of formations scored in the working time of 35 seconds),
as a reflection of progress. Discuss your goals with your coach so that
they can plan your training accordingly.
Your
training may consist of the following:
Personal
drills
2-ways/4-ways to develop your personal skills.
Exit
practice
do all the exits in your dive pool at least a couple of times.
This will also allow you to see all of the blocks on the hill,
ie, the first few seconds out of the door when the formation is not
yet flat.
Random
sequences
Sharpening up random work is the quickest way for increasing
your 4-way average. (Randoms are single scoring formations.) Random
jumps are lots of fun and allow you to develop your teams natural
rhythm.
Drilling
blocks
make sure that you create the right pictures for the start of
the block, the correct random start leads to a good block. (A block
is two or more formations with a set move between them.)
Using
the tunnel
great for enhancing personal skills or drilling specific block
moves.
Competition
draws
normally at the end of your camp. If you can, do the draws with
another team to create some friendly rivalry! We would use old draws
where we had the scores for the US and Norgie girls; this got the hearts
racing!
Debriefing
training camps
with your coach to gain direction about what to work on when
you return to your home DZ.
Competition
Practice
Get
some competition practice before the Nationals. Draws in training are
no substitute for the real thing. There are lots of FS Grand Prix competitions
planned this year with free coaching available, allowing you to experience
true competition nerves.
BPA
Coaching Roadshows
These develop your personal skills and enable you to meet like-minded
people interested in forming teams. If you already have a team, bring
along your training plan and use the free advice from our top coaches.
Visit
the Nationals DZ
Visit the host DZ before the meet, either a separate weekend or turn
up a couple of days before the meet starts. The trip will allow you
to check out the facilities, accustom yourself with local boarding procedures,
get used to the aircraft and accustom yourself with the landing area.
This should make you feel more comfortable allowing you to focus on
the competition itself.
Make sure that the last couple of jumps before the competition are feel-good,
upbeat random jumps. The most important thing at this stage is to go
into the meet with the right mental attitude, feeling prepared, ready
and good about your team.
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How
Did We Get There?
Having set our goal, we obtained the rules from the BPA, and divided
the overall plan into specific challenges. We had personal goals and
team goals, and selected the most important.
One
Thing at a A Time
The best advice is this: dont try to fix everything at once
stick with the biggest issue at the moment. Once its no longer
the biggest thing, move onto the next biggest area, and so on. Design
simple, manageable jumps that deal with the immediate challenge.
Our theory was that the first point comes from matching fall rates and
having the basic skills. The next few points come from remembering the
dive; after that come precision, teamwork, economy, communication; then,
keeping it clean and eliminating wasted time. Somewhere way down
the list is move fast. We actually worked on slowing
down our moves until the very end of the training. Thus dirt-diving
slow motion was invented.
Some teams dirt-dive using unrealistically fast movement, which can
translate into rushed, sloppy moves. Slow motion dirt-diving aims to
use really precise moves, then key points instantly so no time is wasted.
It results in smoother dives, more economical transitions, instantly
keyable points, and heightened awareness.
Choosing
Slots
The four slots in a 4-way team are: Outside Centre; Inside Centre; Point;
and Tail. The slots refer to the position on exit. Outside Centre tends
to be floating and Inside Centre will probably be diving. As you would
expect Tail is closest to the aircrafts tail and Point to the
sharp end. The slots define where each person is most likely to be.
Generally the two centres set up and key the formations. Tail will mostly
be at the back of the formation looking in and Point is at the top,
often facing out.
The most experienced jumper should be in either the Outside Centre or
Inside Centre position, to control the launches. Beyond that, we figured
Inside Centre needs to display awareness and communication, Outside
Centre needs to be good at turning, Tail needs to be the quickest, and
Point needs to be the most confident. We changed slots at one stage,
to fix a launch, and then kept the new arrangement, simply because everybody
liked it.
Training
Randoms
We kept mainly to the junior dive pool, with the occasional block move
just for fun. Everything was launched with minimal gripswitching
one formation is pretty much as easy to launch as another. With a pool
of 12 junior random formations, there are 132 moves that can possibly
be drawn, sometimes with a choice of ways to do them. So practically
every possibility can be trained with 3-point dives, in about a hundred
skydives, each jump being done twice. The first time through gives familiarity
with the sequence, and the repeat gives an opportunity to hone any aspect.
The moves were written down on a grid and ticked off once each had been
practiced. If each person learns one thing per jump, then 100 jumps
create 400 improvements thats one big resulting gain.
We gave every move a score according to subjective difficulty. So Donut
to Stairstep Diamond was rated as 1, Donut to Hook was a 3, and so on.
Totting up gives a difficulty rating for the jump. We started with low-scoring
dives, but eventually tested the most awkward dives that the numbers
would provide.
We did about 20 jumps from a SkyVan before agreeing that left-hand door
training was essential. A last minute change of training venue to Empuriabrava
turned out to be a very canny move. The weather was perfect and the
drop zone exceeded our best expectations in getting us in the air in
their Otter. 50 training jumps were easy to achieve in a week, with
a carefully planned rest schedule that kept energy levels high the whole
time.
Setting
Realistic Goals
During regular goal sessions, we constructed team plans
our contract with each other. Subjects we discussed included;
jump numbers per day, arrival time at the dz, time between jumps, packing,
meals, even bedtimes no subject was off-limits. Realism is the
key to making this work. The idea is to construct a modus vivendi
to which everybody can stick, to get through the training on schedule,
on good terms and in good condition. Peripheral issues, disagreements,
fatigue and misunderstandings simply never interfered with training.
Relishing
Challenges
Trying out new things, having ideas and making mistakes and above
all, keeping a good relationship with the sport are the essence
of learning (given due respect to safety, of course). If anybody ever
asked Are you sure about this?, the answer would often be
No, but lets find out and have fun doing it. Challenges
provide rich pickings for those who see them as opportunities.
Thus, we entered the undersubscribed senior category at the Woodmouse
Meet, and the result was way beyond expectation. The team learned its
first senior blocks on a 20-minute call, dealt with remembering slot-switchers
and 12-point jumps, and made first place. Mission Impossible are very
proud to share space on the Woodmouse and Andy Kelly trophies with such
teams as Mind Games and 4Pak.
Fictional
Draw
By the penultimate day in Empuria there were no training objectives
left, other than to go faster. We devised some speed drills, involving
moving as fast as possible, whilst maintaining precision. The trick
is to work really hard on stopping and then make any final adjustments
before picking up grips. On the last day we drew a fictional competition
against imaginary competitors, producing an average in low double figures.
Nationals
2003
Two weeks later was the Nationals and what an awesome competition
that was, with another record turnout. Flat flying is bigger than ever!
Records were broken and broken again, right from round 1. Everything
was up for grabs right until the very last round when Mission Impossible
actually became Mission Accomplished magical!
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Junior
and Intermediate Categories
Starting a team may sound daunting but there are categories designed
to allow newer jumpers to compete at their own level and build skills
gradually.
How
To Qualify
Junior and intermediate 4-way teams are allowed one wild card,
with no limit on jump numbers, often a very experienced skydiver.
The other three team members jump numbers must add up to less
than 900 jumps for juniors and 1,800 for intermediates. The jumps
are counted after each person qualifies for FS1.
There is no limit on jump numbers for the cameraflyer and you do not
need to have one (although it is definitely preferable). The teams
category is defined when it first registers with the BPA on or after
1 March (any year) or from the first BPA meet entered.
Junior
4-way
Juniors and intermediates use fewer formations than the seniors (who
use the entire IPC dive pool as in World Championships). Junior teams
do entirely random jumps, ie, single formations. The junior
randoms have been chosen by omitting the most difficult from the international
dive pool. Junior jumps consist of just three points (formations)
whereas seniors do five or six. The aim is to build personal skills
such as in-place turns, grip discipline, fall rate control, etc, by
focussing on individual flying.
Junior
4-way Randoms: A,
B, C, E, F, G, J, K, N, O, P, Q.
Intermediate
4-way
The intermediate
dive pool consists of the above randoms plus 12 easier blocks out
of the 22 total. Intermediate dives consist of three or four points.
Now jumpers work on flying together, building on basic skills they
learned as juniors.
Intermediate
4-way Randoms: As
Junior - A, B, C, E, F, G, J, K, N, O, P, Q.
Intermediate
4-way Blocks: 2,
4, 5, 6, 7, 9, 11, 13, 14, 17, 19, 21.
Intermediate
8-way
A junior or intermediate 4-way team can combine with a senior 4-way
team and enter the 8-way intermediate event, with a reduced dive pool.
To qualify, three team members jump numbers must add up to less
than 1800 jumps (post FS1).
Intermediate
8-way Randoms: B,
F, G, J, L, M
Intermediate
8-way Blocks: 1,
4, 6, 14, 18, 21
IPC
Dive Pool Links:
4-way
PDF
8-way
PDF
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