Bill, Dick, Ray and Don,
A basic way to predict the airspeed from a given RPM and pitch is:
Pitch x RPM, corrected to whatever 'units' you are comfortable with. It's that simple.
Say 12,000 RPM and a 4" pitch...
Feet per second is a useful condition.
We start with how many revs per second: R(/sec) = RPM/60. For the example, that's 12,000/60 = 200
Then consider how many feet per revolution: that's 4/12 = 1/3
So, fps = 1/3 x 200 = 66.667 fps
Since 60 MPH is 88 fps, 1 MPH is 1.467 fps, and (dividing 66.667... by 1.467) that's 45.54 MPH
Now, pitch:
Dick F has provided excellent sketches of prop sections and pitches. However, there's another thing to consider:
Most of our props have either a flat or undercambered 'rear' face. That is, they have a flat -(or undercambered)- bottom airfoil.
BOTH cases provide lift when the airflow is parallel to the bottom line of the section! ALL airfoils have a "zero lift" Angle of Attack - or angle to the airflow passing over them. Symmetrical airfoils have this 'zero lift angle' parallel to the chord line (defined as the longest single straight line from leading ede to trailing edge). Other, cambered (defined as having a curved midline between top and bottom surfaces) airfoils provide lift when their bottom line is parallel to the air passing over them. They must be turned "down," relative to the airflow, before they produce no lift. The angle where they produce no lift is their zero lift angle.
Raul Hoffman's book (available from AMA and elsewhere) Model Aerodynamics Made Painless is badly titled. It is a horror to make sense out of, but there is a way shown to estimate the zero lift angle of an airfoil: bisect the angle between upper and lower surfaces at the trailing edge!
A look at a symmetrical airfoil shows that the zero lift angle is on the chord line. For other airfoils, it isn't. Props, mostly flat bottom airfoils, have a few degrees of positive Angle of Attack when the airflow is parallel to the bottom surface.
This may be part of why stunter props, at low loads, seem to fly faster than the V = n x P (velocity = nr of revs x distance per rev) that we started with.
Sure, props "slip" - i.e., don't move through the air the way a metal screw with the same angles would through a metal nut - but the difference from trhe zero lift angle to the rear face (where we usually measure prop "pitch" ) might account for that.
For example, assuming a prop unloads the engine so we get a 10% RPM increase from stalled, zero-motion (launch) conditions to level cruise after a lap or so, it seems usual that the timed lap speed is up to 120% of "prop advance rate" (RPM X pitch, converted in units). Anyway, these are numbers I've come up with over many years, and they seem to be useful. Accurate? Maybe not. Useful? Yep.
(If an error is consistent, it is as good as precise accuracy, no?)
After all this, the original question was how does prop pitch affect performace? Try it this way: An engine designed for RC use at 15,000 RPM is at less than ideal conditons at 10,000 RPM. Finding a prop that allows, say, 12,500 RPM in flight should get us closer to the engine's best power zone. Lugging it down to 10,000 RPM might just put it below its best torque response range.
So, go flatter pitch to get he "happy RPM" fpr the engine, at reasonable laptimes for CLPA.