Other Skydiving disciplines




Angle Flyingedit

Angle Flying was presented for the first time in 2000 at the World Freestyle Competitions, the European Espace Boogie, and the Eloy Freefly Festival.

The technique consists of flying diagonally with a determinate relation between angle and trajectory speed of the body, to obtain an air stream that allows for control of flight. The aim is to fly in formation at the same level and angle, and to be able to perform different aerial games, such as freestyle, three-dimensional flight formation with grip, or acrobatic free-flying.

Cross-countryedit

A cross-country jump is a skydive where the participants open their parachutes immediately after jumping, with the intention of covering as much ground under canopy as possible. Usual distance from jump run to the drop zone can be as much as several miles.

There are two variations of a cross-country jump:

The more popular one is to plan the exit point upwind of the drop zone. A map and information about the wind direction and velocity at different altitudes are used to determine the exit point. This is usually set at a distance from where all the participants should be able to fly back to the drop zone.

The other variation is to jump out directly above the drop zone and fly down wind as far as possible. This increases the risks of the jump substantially, as the participants must be able to find a suitable landing area before they run out of altitude.

Two-way radios and cell-phones are often used to make sure everyone has landed safely, and, in case of a landing off the drop zone, to find out where the parachutist is so that ground crew can pick them up.

Night jumpsedit

Parachuting is not always restricted to daytime hours; experienced skydivers sometimes perform night jumps. For safety reasons, this requires more equipment than a usual daytime jump and in most jurisdictions, it requires both an advanced skydiving license (at least a B-License in the U.S.) and a meeting with the local safety official covering who will be doing what on the load. A lit altimeter (preferably accompanied with an audible altimeter) is a must. Skydivers performing night jumps often take flashlights up with them so that they can check their canopies have properly deployed.

Visibility to other skydivers and other aircraft is also a consideration; FAA regulations require skydivers jumping at night to be wearing a light visible for three miles (5 km) in every direction, and to turn it on once they are under canopy. A chem-light(glowstick) is a good idea on a night jump.

Night jumpers should be made aware of the dark zone, when landing at night. Above 30 meters (100 feet) jumpers flying their canopy have a good view of the landing zone normally because of reflected ambient light/moon light. Once they get close to the ground, this ambient light source is lost, because of the low angle of reflection. The lower they get, the darker the ground looks. At about 100 feet and below it may seem that they are landing in a black hole. Suddenly it becomes very dark, and the jumper hits the ground soon after. This ground rush should be explained to, and anticipated by, the first time night jumper. Recommendations should be made to the jumper to utilize a canopy that is larger than they typically use on a day jump and to attempt to schedule their first night jump as close to a full moon as possible to make it easier to see the ground.

In addition, in order to mitigate problems seeing the target, people on the ground often park their cars with their headlights on around the target circle facing toward the center.

While more dangerous than regular skydiving and more difficult to schedule, two night jumps are required by the USPA for a jumper to obtain their D (expert) license.

Pond swoopingedit

Pond swooping is a form of competitive parachuting wherein canopy pilots attempt to touch down and glide across a small body of water, and onto the shore. Events provide lighthearted competition, rating accuracy, speed, distance and style. Points and peer approval are reduced when a participant "chows", or fails to reach shore and sinks into the water. Swoop ponds are not deep enough to drown in under ordinary circumstances, their main danger being from the concussive force of an incorrectly executed maneuver. In order to gain distance, swoopers increase their speed by executing a "hook turn", wherein both speed and difficulty increase with the angle of the turn. Hook turns are most commonly measured in increments of 90 degrees. As the angle of the turn increases, both horizontal and vertical speed are increased, such that a misjudgement of altitude or imprecise manipulation of the canopy's control structures (front risers, rear risers, and toggles) can lead to a high speed impact with the pond or Earth. Prevention of injury is the main reason why a pond is used for swooping rather than a grass landing area.

Skysurfingedit

Space Balledit

This is when skydivers have a ball which weighs 455–590 grams and release it in free fall. The ball maintains the same fall rate as the skydivers. The skydivers can pass the ball around to each other whilst in free fall. At a predetermined altitude, the "ball master" will catch the ball and hold on to it to ensure it does not impact the ground. Space balls are prohibited at many drop zones, due to risk to persons and property on the ground in the event that the ball is not caught or dropped during/after deployment

Stuff jumpsedit

Thanks to large unpopulated areas to jump over, 'stuff' jumps become possible. These jumps consist of skydivers leaving the aircraft with some object. Rubber raft jumps are popular; where the jumpers sit in a rubber raft. Cars, bicycles, motorcycles, vacuum cleaners, water tanks, and inflatable companions have also been thrown out the back of an aircraft. At a certain altitude, the jumpers break off from the object and deploy their parachutes, leaving it to smash into the ground at terminal velocity.

Swoop and chugedit

A tradition at many drop zones is the swoop and chug. As parachutists land from the last load of the day, other skydivers often hand the landing skydivers a beer that is customarily chugged in the landing area. This is sometimes timed as a friendly competition but is usually an informal, untimed, kick-off for the night's festivities.

Another example of this is "Hit and Rock", a variant of accuracy landing devised to let people of varying skill levels compete for fun. "Hit and Rock" is originally from POPS (Parachutists Over Phorty Society). The object is to land as close as possible to the chair, remove the parachute harness, sprint to the chair, sit fully in the chair and rock back and forth at least one time. The contestant is timed from the moment that feet touch the ground until that first rock is completed. This event is considered a race.

Trackingedit

Tracking is where skydivers take a body position to achieve a high forward speed, allowing them to cover a great distance over the ground. Tracking is also used at the end of group jumps to achieve separation from other jumpers before parachute deployment. The tracking position involves sweeping the arms out to the side of the body and straightening the legs with the toes pointed. Arms can be positioned further back to drop altitude faster. This is how a skydiver adjusts his or her elevation to match other jumpers in the formation in order to "dock" smoothly.

Sit Flyingedit

This form of skydiving involves the skydivers flying in a feet to Earth position. With less surface area being presented to the wind these skydivers can generate more free fall speed.

Head Down Flyingedit

This form of skydiving involves the skydivers flying in a head to Earth position. Generally, the object is to fly together with other skydivers and perform maneuvers during the free fall, for the sheer enjoyment of it all.

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