I think it can be done, but have never bothered to roll my DS - I have models much better at rolling
First off - a good head of steam. Flat out, enter a slight dive to build speed. As the DS has the inertia of a heavy duck feather, it will hit flat out after around five feet of full chat, I reckon.
Pull the nose gently up to around 10- 15 degrees up, let off the elevator and push full rudder - left is a good choice here, let what torque is in there help you out.
The model might fly a barrel shaped roll, which will end up nose down as she comes out back in level flight. You can push a little down elevator as she goes through inverted, but be sparing. This can make life too interesting in a couple of ways.
One, you push the airfoil beyond its zero lift angle of attack to the airflow and the wing stops lifting.
At this point, you will soon notice that gravity doesn't stop sucking...
Two - you forget to take the elevator out because you're having too much fun. As the model reaches wings vertical, that elevator command is still working and the model shoots off sideways, or pitches up to be more corrrect, as it is desperately trying to do what you are telling it to.
For these, and many other reasons, it is best to start off 'three mistakes' high in order to be able to extricate her from what might be an overly interesting attitude (been there many times )
You may have to diddle around with entry attitudes, amount of rudder (too much can act like a great brake, BTW), amount of down - etc, etc. If you can never get out in less than a 30 degree nosedown attitude, time to look at getting a real aerobatic ship. Aeros are much easier when the model is working for you, not being close to torn limb from limb.
Snap rolls are something else. I aren't sure that parkfliers of this ilk wwould enjoy life in a fully stalled, high G, high power autorotation.
It must have an ability to recognise experience
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