View Full Version : CVE takeoffs in training

04-27-2006, 01:02 PM
Hi all,

I've played a ton of WWII flight sims, but they were all based in the ETO. So I often like to just load up a training mission and practice carrier landings and to a lesser extent takeoffs.

Recently I was practicing landing an F6F-3 on an escort carrier in the "Carrier Landing 1" training mission. After a few failures, I can finally land on a CVE with enough deck left in front of me to turn around and taxi to the aft of the carrier.

Unfortunately, I am about 0 for 5 on successfull takeoffs. When sitting on the carrier, the speed is only 10mph. I am fairly new to PF, but I'm wondering if the flight model updates in the patches make this mission obsolete? Would the CVE need to be going faster to get a Hellcat off the deck? I've been leaving chocks in until my engine has throttled up fully, takeoff flaps set, but I'm only getting about 70mph by the time I run off the end of the deck.

My Hellcat is not loaded with any external stores. So is it something I am doing, or something with the mission being not made for takeoffs? Or maybe it was made before newer FMs were applied?


04-27-2006, 01:40 PM
A couple things could help:

1. Set mixture to 120%.
2. Hold off dropping your flaps until you're 1/2 way down (helps acceleration, a bit!)
3. Reduce fuel load

04-27-2006, 04:04 PM
DarkWolf, if you have the ability, open up the training mission's .MIS file in NotePad. Go down the list and find the chief number for the ships in the formation. Go down a little farther and find the chiefs that correspond to those ships. These lines contain the coordinates and speeds of the ships' waypoints. The last set of numbers in the line is the speed expressed in meters per second (no idea why). Change the number to 20.0, which equates to about 35 kts. This is considerably faster than an escort carrier could go in real life, but it will allow much more realistic flight operations off of the little Jeeps. You will be able to launch from just about the catapult, and landings have much less pay out on the arresting gear. Enjoy! http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

04-27-2006, 04:07 PM
One more thing. after you have modified the mission in NotePad, if you open it up in the FMB for any reason, you may lose the modified speeds. You will need to go back to NotePad and re-do the speeds again.

04-27-2006, 05:33 PM
Maybe try going with full (landing) flaps.

04-27-2006, 05:35 PM
Yes, definitely! All take offs and landings should be with full flaps! http://forums.ubi.com/images/smilies/25.gif

04-27-2006, 06:32 PM
i always wait to get to the end of the deck before i hit flaps to build up more speed. lock tail wheel and keep a straight line. then lift gear asap.

04-27-2006, 06:52 PM
Yup, and keep that rudder centered. Improperly trimmed rudder has a significant effect on speed.


04-27-2006, 08:11 PM
I would have thought going full flaps would slow me down too much. Never thought of using that.

I tried making a run with NO flaps, and only engaging them after I went off the end of the carrier deck, and got airborne quite comfortably. Kinda surprised me.

I considered making my own training mission, but editing the existing one sounds like a good idea. But is the default speed too slow? If you say 35 kts is faster than a CVE could really go, I would'nt wanna be unrealistic if I could avoid it. What would be a realistic speed for CVE if it was steaming full speed for a launch?

Btw, thanks for the advice and answers all.


04-28-2006, 01:38 AM
Your dedication to realism is admirable. Unfortunately, the game engine isn't quite up to providing for the simulation of wind. The Jeep carriers had a top speed of about 19 Kts, which is just exactly what they will do in the game. That is their max allowable speed. IRL, the ship would steam at whatever speed necessary to achieve a relative wind over the deck of around 30 Kts. They would also utilize the catapult for the TBFs, or any plane that was launching from the front of the pack with too little deck space for a deck launch. To compensate for those omissions in the sim, I find it's a good compromise http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Again, IRL, the Jeeps were sometimes not even able to conduct flight operations due to the lack of enough wind!

04-28-2006, 11:51 AM
Ok, well I was just wondering if a mission COULD be made realistic. If it can't, I guess the only option is to break with reality a bit.


04-28-2006, 10:24 PM
Actually Darkwolf your traveling at 19 Knots which is what the top speed of an escort carrier was. The speedbar is set in 10 Knot increments. If you go into the mission files you can calculate the meters per second into KNOTS and see that it is correct. What seems wrong is that even though the F4U Corsair was a smaller plane than the F6F Hellcat and had the same Pratt & Whitney R2800 it is much more difficult to get off of the CVE deck than the Hellcat.

04-28-2006, 11:15 PM
Has anyone made an attempt to tabulate the wind speeds and directions for each map and weather setting? About all I know about it is that wind exists, the wind direction is dependent on the map (and maybe the weather setting), and that wind speed is dependent on the weather setting (and maybe the map). There may or may not be gusts or randomness built in.

I would have no idea how to go about doing such a thing, though. Any ideas?

04-29-2006, 07:45 AM
The wind you think is there, is only there as long as you're on the ground. As soon as you break ground, it no longer affects your plane. Try this sometime; set the weather to rain/snow, and notice that there is a crosswind. Once you take off, come back around and fly down the runway. Notice that there is no need to crab into the wind to stay in trim, and notice also that there is no drift off of your course line. So, whatever wind you think you're feeling, is only present while you're in contact with the ground. as soon as you're up, it no longer is a factor. So wind is no help as far as carrier ops are concerned. http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif