One trick that helped me was to stomp on the switch and then throw as
hard as I could, horizontally, before too much tension built up. This
gets you some airspeed before you get lots of line tension trying to
pull the nose up. You might try throwing the model without a winch until
you can throw level and far. It's important here to start with your arm
extended back, although this can feel strange at first. Otherwise you
have much less distance available for your arm to accelerate the plane.
I don't know how many people I've seen just lightly toss the model in a
manner guaranteeing a stall and crash if the winch line wasn't pulling.
This technique does require careful timing and probably reduces height
just a bit, but it helped on an 85oz plane with 134" span and a deep
fuselage. Another suggestion is that if you have a deep fuselage (i.e.
Mantis) you may need to have the hook forward more than for a shallow
fuselage. 

If you don't have elevator compensation for the flaps, you won't be able
to use much, if any flap on launch. You might also want to carefully
check your towhook to be sure it is not mounted with a slant, and to be
sure it doesn't bend when you pull on it.

Dave Seay wrote:
> 
snip I've had about 75% of my launches end in pop-offs. snip
> HELP!
> Dave

-- 
Lincoln Ross
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