The South African Skydiving League is open to all current PASA SSA members and the jumps can be performed
at any of the PASA dropzones.
During the SASL season there will be a freefly draw for both Open and
Intermediate freeflyers every month. Each draw will consist of 3 rounds having 5 moves per round from the Open and Intermediate dive pools detailed in this document.
Although the SASL may be hosted at a dropzone each month, competitors are free to do the rounds at their home dropzone at any point during the month before the following months draw has been made. Competitors are free to attempt the draw as many times as they wish before submitting their best rounds to the SASL website to be judged.
Each team will get an adjusted score (detailed in this document) which will then translate to individual competitor league points. In the freefly event, each competitor in the team excluding the camera flyer will get the same amount of league points. Each month competitors league points are added and tracked on the SASL website. At the end of the SASL season the winner will be the individual competitor who has the most league points.
NOTE: The Freefly leg of SASL 2009 will be completed at the end of January 2010.
- Teams consist of 2 competitors plus 1 camera flyer. Competitors do not
need to jump with the same team for the whole season as the SASL works
on individual competitor league points. This works in a similar fashion to a
scrambles style meet where team members get the same score in a round
and then carry their individual scores throughout the season.
- Intermediate competitors shall have no more than 350 freefly jumps and
must not have won the intermediate freefly event at the SA nationals before.
- An intermediate freeflyer may compete in open if they wish, but open
freeflyers may not compete in intermediate.
- An Intermediate team may have a maximum of 1 Open freeflyer (camera flyer or competitor). The role of the Open freeflyer is to complete teams and assist Intermediate freeflyers. Although an adjusted score is still calculated as described below, those league points will only be assigned to the Intermediate competitor only. The Open freeflyer will therefore still need to do the open draw in order to gain league points for him/herself.
- Camera flyers will score team points for each competition but will not obtain individual league points since only the two competitors will be judged on their performance. Camera flyers will need to do the draw as a competitor in order to gain league points. Ie: rotating of team members so camera flyers become competitors.
- If 2 or more competitors are tied for league points by the final month of the SASL, those competitors will not be allowed to jump in the same team for the last draw of the season. This is to ensure that there is one individual league point winner at the end of the season.
- Teams score 1 point for each move performed correctly (as shown on footage) and in the correct
order.
- An omitted Random will lead to a deduction of half a point (0.5). An omission is one of the following:
- A Random is missing from the drawn sequence.
- No clear intent to build the correct Random is seen and another formation is presented which results in an advantage to the team from the substitution.
- Teams have 35 seconds working time.
- Each round will have 5 moves.
- Each competitor has a handicap based on their total jump numbers and
tunnel time. This is to give all competitors (both open and intermediate) a
fair chance of being the final SASL freefly winner. The handicap ratio
number for the freefly event is 120.
- Scoring for the freefly event works as follows:
- 1 hour of tunnel time is equated to 80 jumps
- Jumper A has 1000 jumps and 2 hours of tunnel . His total jumps
equates to 1160.
- Jumper B has 500 jumps and no tunnel time.
- They score 5 points for round 1. Their adjusted score is calculated by
dividing the handicap rat io by the total jump numbers ( including
tunnel) for each jumper :
- Jumper A: 120 / 1160 = 0.103.
- Jumper B: 120 / 500 = 0.24
- Then the handicap ratio for each jumper is applied to the score they
received for the round:
- Jumper A: (5 points * 0.103) + 5 points = 5.515
- Jumper B: (5 points * 0.24) + 5 points = 6.2
- Then the competitors adjusted scores are added together and divided
by 2:
- x(5.515 + 6.2) / 2 = 5.858
- This adjusted score of 5.858 is the team's final score for that round.
- All 3 adjusted scores from the draw each month are added together to
determine the total.
- The competitors from each team (not the camera flyer ) are then
assigned league points based on their overall standing against the
other teams for the month:
| Position | 1st | 2nd | 3rd | 4th | 5th |
6th | 7th | 8th | 9th | 10th |
League Points | 10 | 9 | 8 | 7 | 6 |
5 | 4 | 3 | 2 | 1 |
- Each competitor carries their own league points through the season to
determine their final standing at the end of the SASL. Running totals are
kept up to date on the SASL website.
- By using this method, jumpers with 300 or 3000 jumps will all have an even chance of winning the SASL based on their experience level.
Any rules relating to the SASL that are not specifically covered in this document
will follow the rules outlined in the FAI Artistic Events documentation.
Any questions around these rules or the events themselves can be forwarded to the SASL.
The SASL reserves the right to amend these rules if deemed appropriate.
FF-1. Opposing Totem
(competitors facing opposite directions. Left foot to right shoulder, right foot to left shoulder)
FF-2. Single foot-to-foot
( left-to-left or right-to-right)
FF-3. Single Hand-to-Foot
(either hand to either foot)
FF-4. Feet-on-Knees
(competitors facing each other)
FF-5. Hand-to-Hand
( right-to-right or left-to-left)
FF-6. Linked Front-loop
FF-7. Upright carve
Both performers are upright and facing each other. They perform a 360-degree
carve around each other, maintaining the facing position for the entire move.
There will be no penalty for an over rotation or an under rotation of up to 44
degrees. An under rotation of 45 degrees or more will be awarded a zero.
FF-8. 360 turns
Both performers are upright and facing each other. Each completes a 360 degree
rotation on the vertical axis. No penalty will be assessed for off heading completion
up to 44 degrees. A penalty of .5 will be imposed for off heading completions either
competitor from 45 to 90 degrees, and a zero will be awarded if either performer is
off heading by more than 90 degrees.
FF-1. Double Spock
One Performer is in head-up orientation, the other Performer is in head-down orientation.
Each Performer takes a grip on the top of the head of the other Performer.
FF-2. Vertical Compressed
One Performer is in head-up orientation, the other Performer in head-down orientation.
Both Performers take a grip on the leg of the other Performer.
The right hand of each Performer must be on the right leg of the other Performer (or left hand
on left leg)
FF-3. Sole-to-Sole
One Performer is in head-up orientation, the other in head-down orientation.
A sole-to-sole dock is performed.
FF-4. Double Grip Vice-Versa
One Performer is in head-up orientation, the other Performer is in head-down orientation, The
Performers demonstrate a two-handed, hand-to-hand grip with each Performer's right hand in
a grip with the other Performer's right hand.
FF-5. Double Grip Head-down
Both Performers are in head-down orientation.
The Performers demonstrate a two-handed, hand-to-hand grip with each Performer's right
hand in a grip with the other Performer's left hand.
FF-6. Totem
Both Performers are in head-up orientation, facing in opposite direction.
One Performer demonstrates a feet-to-shoulder dock, a separate foot on each side of the head
of the other Performer.
The left foot of the top Performer must be on the right shoulder of the other Performer and the
right foot of the top Performer must be on the left shoulder of the other Performer.
FF-7. Brouette
One Performer is in flat orientation, the other Performer is in back-down orientation.
The Performer in the flat orientation takes a grip with one hand on the leg of the other
Performer and with the other hand on the arm (at the same side as the leg on which the other
grip is taken) of the other Performer.
FF-8. Double Sit-to-Feet Grip
Both Performers are in head-up orientation.
One Performer demonstrates a two-handed, hand-to-feet grip. The left hand must be on the
right foot of the other Performer, the right hand must be on the left foot of the other Performer.
FF-9. Caterpillar
Both performers are in flat orientation.
One Performer demonstrates a left hand grip on the left leg and right hand grip on the right leg
of the other Performer.
FF-10. Double Grip Head-Up
Both performers are in head-up orientation.
The Performers demonstrate a two-handed, hand-to-hand grip with each Performer's right
hand in a grip with the other Performer's left hand.