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zoinksu52
12-27-2005, 10:07 AM
i'm almost positive i've seen real footage of these in carrier ops. i will say that graphically my plane looks great crashing into the sea.

i've seen other posts but have only got the d model airborne once.

120% mix
100% auto
110% throttle
disengage chocks
gear up asap
i'm adding some rudder trim
no other trim
tried flaps in combat and raised - forget takeoff position
tried combos of raising flaps at liftoff - still clueless
tried stick foward as i roll down deck

i'll be trying various settings for elevator trim next.

please instruct me cause the devs haven't. i am 100% carrier takeoff/99% landing with a6m, sbd, f4f, and f6f. i can't figure this one out though. it has taken me about 4 weeks to get this far and i feel my skill has gained to the point where i'm suspicious of some secret or possible bug. please tell me its just my flying and the black magic voodoo sorcery that is necessary as long as live chickens aren't involved.

ReligiousZealot
12-27-2005, 11:23 AM
Go Full flaps (Landing) and then everything else you've already been doing. The reason for going full flaps is you want to generate as much lift as possible at the slowest speed. Make sure you go full throttle (as in 110%) as well and if my memory serves me right, you might have to toggle WEP (War Emergency Power) on. Once you leave the deck, raise the gear and watch out - the Corsair has a nasty habit of dropping a wing close to stall speed, just gently bring it back to level. As you build speed up raise the flaps level by level and begin trimming.

NOTE: You don't have to trim before take-off, its not as easy if you don't but you don't have to (I used to do it with just a single joystick and none of the new "toys" I have now). Hope this helps and good luck flying http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Zeus-cat
12-27-2005, 11:33 AM
I just took off from the Lexington from the number 1 takeoff position. I used takeoff flaps from the start, normal mix, no trim, slight right rudder to get to the center of the deck, 100% fuel and 3 x 500 pound bombs. It was close, but I made it.

I was probably a few feet off the water when I leveled out, but it was possible. Put my gear up as soon as I left the deck. It was wobbly, but I let her sink off the deck to pick up speed.

Zeus-cat

womenfly
12-27-2005, 11:48 AM
I do not recall seeing any ( real) F4U have this much trouble taking-off from a carrier, at least in pictures and on TV.

Why so in the game?

VT-51_Razor
12-27-2005, 11:51 AM
First off, are you referring to carrier ops in a DF server, or in a coop, where the carrier is under way? In the first case, forget it - it's hardly worth the trouble, and in the second case, the default speeds of the ships in the coop FMB are set to a cruise speed, not nearly fast enough to conduct normal flight operations.

In RL, flight ops aboard ship were predicated on having a minumum of 30 knots of wind over the deck. The Captain would achieve this by steaming into the wind at whatever speed that was necessary to get the 30 knots over the deck.

So, if you're interested in simulating flight operations off of a carrier in this game, you'll need to get familiar with the FMB enough to set the Fleet carrier's speed to it's maximum (56 Km/hr for the Essex class and Illustrious, and 61 for the Lex and Sara), and you will have a much more enjoyable experience. As for the Jeep carriers, you'll need to know how to modify the .MIS file in order to get the baby flattops to go fast enough to have your 30 knots of wind over the deck.

In the absence of wind in the game, this is necessary to fly off and on a carrier in the way it was actually done. Carrier ops in a DF server is absolutely absurd, and for me at least, ruins what is otherwise a wonderful flight sim.

zoinksu52
12-27-2005, 12:19 PM
i'm just using single missions learning how to fly. if the carrier can't go fast enough in single mission carrier takeoff get me a live chicken or a patch.

the only thing that has stopped me from smashing this cd into pieces is this forum - the only info to be found to actually play the game - if there is indeed a game hidden behind this sim. i can say the same about silent hunter 3. without forums there's no chance.

sorry to sound negative here but the frustration of learning is starting to bore me. stopped playing sh3 completely. spent 5 weeks learning the game and got good then saw no dynamic campaign or real meat to the sim. just a sim. where's the game. i feel this happening with PF.

went online just now and was able to fly off the japanese carrier which ever that was. been online twice now and it every man for himself. no teamwork or objectives. just dogfight. guess i'll just try offline career till i get bored.

Zeus-cat
12-27-2005, 12:29 PM
In my example (above) I set the carrier to default speed. It certainly is possible to ge toff the deck with a full fuel load and a lot of ordinance.

I find online dogfight servers rather repetitive too. There are coops on Hyperlobby or you can fly as a part of a squadron. I think squadron play is the best.

Zeus-cat

zoinksu52
12-27-2005, 01:06 PM
with hyperlobby there are only 1 - 3 servers with a max of 5 people. this has been consistant through the week. kind of silly to go and buy the other games to merge in order to find more PF players. brings new meaning to the definition stand alone version.

i will keep trying to get this f4u in the air. i shall try advice here (thanks all) and draw a pentagram beneath my chair for extra help.

BSS_Goat
12-27-2005, 02:02 PM
Originally posted by zoinksu52:
and draw a pentagram beneath my chair for extra help.

LOL, try shaking a bag of bones and lighting candles, seems to help me.

Iron_Hand1
12-27-2005, 02:10 PM
if you are in a single mission, set flaps to takeoff position if the carrier speed (it will display when you are sitting on the deck stationary)is 20kmh or above. Make sure you don't have any loadout (bombs or rockets) while you are learning how to take off, I would also suggest that you never have more than 50% fuel and would practice with only 25% until you get good at it.
Completely rev your engine all the way up to 110% before you release chocks (remember the torque!) set up elevator trim on a slider if possible, i use it and not the stick to get the tail up.
Now IMO, this is the most important part, as soon as you leave the deck raise gear, and DO NOT pull up, keep the nose pointed at the horizon, it will dip some, pull up only to keep the nose on the horizon until speed builds. When (notice I said when not if), when one of the wings starts to dip, don't correct it with the ailerons, (no movey stick right and left), correct the diped wing with the rudder, this made a huge difference for me when learning takeoffs. Hopefully this will help you some in single and coop missions.
We practice them all the time,(being a pacific based HL squad) as in real life I guess you can never practice them too much.
There is a totally different procedure we use in a DF room, but you can take off there with a small bomb loadout on a consistant basis too.

Good Luck, keep trying you will get it!

S~

zoinksu52
12-27-2005, 02:46 PM
Originally posted by BSS_Goat:
...try shaking a bag of bones...

i knew there had to be a chicken sacrafice!

i'll keep an eye on the carrier speed and reduce fuel which i haven't done.

actionhank1786
12-27-2005, 04:12 PM
Are you using your Chocks?
I noticed you didn't list that one, and i figure you may be using them, but just make sure you're allowing your engine to get revved up all the way before you take off, and i use a bit of up elevator trim so i'm not having to fight the nose down (this was a problem i had in my Spitfire campaign, i had two missions scrubbed because of a pranged prop on the deck)
But yeah, i just figured i'd throw that out just in case it was missed.

zoinksu52
12-27-2005, 06:14 PM
i edited my beginning post to include chocks and 110% throttle. like i said, i can fly the a6m, sbd, f4f, and f6f. i find takeoffs easy in these planes. carrier landings are good in all as well. just have to find the magic combo for the f4u.

i am watching the military channel and Doolittle's b-25's leaving the Hornet makes me want to stab myself in the face.

stansdds
12-27-2005, 06:34 PM
I find that setting carrier speed to a minimum of 20 knots helps greatly, 30 knots is even better, but for realism I set the escorts at 20 (real escort carriers could make 19 to 20 knots).

Lock tail wheel, flaps full down, 6 degrees right rudder trim, 6 degrees right wing down, 3 degrees nose up. Keep the chocks in, power up to 100% or more, hold a little right rudder and slight elevator up, release chocks, release stick pressure about half way through the take off roll. Tail comes up, wheels leave the deck, start retracting wheels, stay straight or allow a little turn to the right, holding right rudder to maintain stable flight. Once airspeed is over 90 KIAS, slowly retract flaps.

I can also sit on the deck, dial in trim, lock tail wheel, full flaps, release chocks, hold brakes, power up to about 80% while holding the stick back, when the tail wheel gets a little bouncy I release the brakes, use right rudder to track straight, releas the stick about half way through the run, then do the same as above.

Don't forget to unlock the tail wheel before landing.

Loki-PF
12-27-2005, 06:36 PM
Originally posted by zoinksu52:
i edited my beginning post to include chocks and 110% throttle. like i said, i can fly the a6m, sbd, f4f, and f6f. i find takeoffs easy in these planes. carrier landings are good in all as well. just have to find the magic combo for the f4u.

i am watching the history channel and Doolittle's b-25's leaving the Hornet makes me want to stab myself in the face.

@zoinkers
@womenfly

Hi folks!

I'm fairly newb around here too (just ask anyone LOL!).

One little thing I found that helps immensly with carrier ops that I didn't know until fairly recently...

All maps have a wind and a wind direction. Take Hawaii for example. On that map the wind is blowing from the north towards the south (If memory serves)

So, if you take the FMB and setup your carriers steaming north then youl get another 5-15 KPH over your wings.

The variance in above is attributed to the "type" of weather you have selected. The harsher the weather the faster the wind.

I have found that this accounts for the majority of the variance we see in the game versus those archived file footage of planes taking off. Carriers *always* steamed into the wind for flight ops unless there was an emergency.

When taking off from a carrier thats steaming into the wind it's as if you *leap* into the air.

Also check your difficulty settings because if they are set too low then wind wont have any effect at all.

Good luck and hang in there!

PS welcome to the club!

PPS there once was a thread a bit ago that had most of the various pacific maps and the prevailing winds listed. Perhaps one of the *old Salts* could provide a link?

gustaf3
12-27-2005, 07:49 PM
Here's all you need to get started on the right foot. Just did my own training flick, " Setting-up For Carrier takeoff & Landing". It'll be just what the doctor ordered for ya.
Download fron our training page at:
Setting-up for Carrier Take-off & Landing (http://www.rcaffb.com/fighterbomber.htm)

RCAF_FB_Gustaf

redfeathers1948
12-27-2005, 08:53 PM
Way friggin cool website Gustaf3!! http://forums.ubi.com/images/smilies/25.gif

Waldo.Pepper
12-27-2005, 09:37 PM
Setting-up for Carrier Take-off & Landing

Not bad, but the landing method depicted seems to me to be only useful if you fly no cockpit.

Lately I am trying to land the wartime way. i.e. curved approach. You don 't have to in the game but it is good to learn.

BSS_Vidar
12-27-2005, 10:39 PM
Wanting to learn how to fly around the boat properly? Read this, and let me know if you have any questions.

http://www.bss214.com/cq/cq.htm

Take a look at a few screen shots with some Blacksheep in the pattern...

http://pub16.bravenet.com/photocenter/album.php?usernum=1291521479&album=23363

zoinksu52
12-27-2005, 11:20 PM
thank you gustaf3. your site is great. now i might not get my wildcat shot down in a dogfight by a d3a - how freakin' embarrasing.

too bad devs couldn't do something like that since printed/file-on-disk manuals seem to be slightly under modelled.

so after watching the video i can now get f4u-1a's airborne. the full flap version and setting flaps at liftoff which works better as i gain more speed. in cockpit i practice single mission take-off1 with 10mph breeze, bank left and land...and i'm not digging out my liferaft as often. my current landing procedure on this particular aircraft is titled the "Thatche Heave" depicting a farmboy's hay bale toss.

and it appears as though my stall recovery methods were unsound. i looked like Lance Armstrong working the rudder.

so i believe i'm ready for combat maneuver training. i call my #1 move in the arsenal "chutes away".

thanks to all my major help.