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TonyPiech
11-26-2004, 07:24 PM
Does anyone have a good technique in getting off a carrier in a corsair with some ordinance? I can take-off with a default load (no ordinance); but just can't make it taking-off with 2 x 500lbs bombs and rockets. I'm flying full throttle with WEP and flaps in take-off position. The ship is moving at 56kmp. My plane is in a starting position, about 1/3 of the distance from the stern of the carrier, I tried to cheat by releasing chocks and trying to circle back more towards the stern of the carrier but couldn't control the plane when trying to turn-around, also the chocks wouldn't re-set when attempting to stop the plane from rolling-off the deck. Kinda strange that the chocks wouldn't reset. So I end-up in the drink trying to take-off with ordinance either way. http://forums.ubi.com/groupee_common/emoticons/icon_redface.gif

PriK
11-26-2004, 07:38 PM
You can get a touch more power by increasing your mixture but with that ordinance you shouldn't have any problem. Ideally you will yank back on the stick just before the end of the runway and "ride the stall". Also, rev up your throttle to full before releasing chocks for maximum power on takeoff.

icrash
11-26-2004, 08:36 PM
Might let her sit a few seconds running at full power to really sure its on wide open. Have you tried leaving the flaps up until a plane length or 1/2 plane length from the end of the deck? I've noticed on the land bases that I get up to speed faster with the flaps up and use less runway. I drop the flaps to take-off once I'm up to speed. Course this is on land and not the Corsair.

SimplyUnreal
11-26-2004, 08:55 PM
Yup, you are correct with that "icrash". I did this once on a carrier. Changing your flaps to takeoff position just a plane length or so before leaving that deck will help. I was having troubles myself once with an ordinance setup and tried this and got off the deck. My wheels got wet a bit but I still managed to get her flying.

TAW_BlueDevil
11-26-2004, 09:11 PM
Even though its not accurate how its done in R/L i have found that when I cant get off with takeoff flaps, that by using landing flaps allows me to get airborne. Yes ok so its not perfect, but it gets the job done.

TonyPiech
11-26-2004, 09:11 PM
Thanks for the responses, I'll try having the flaps raised until a little before leaving the deck. I managed to get-off by reducing my fuel load from 100 to 75; guess that helped also. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Fliger747
11-27-2004, 12:39 AM
The 'flap drop' technique is used to get supercubs and 185's out of short places. They have a manual flap handle and can be popped quickly. Probably not ever used in carrier ops because of flap operation speed and the likely fatal conequences if the flaps failed to deploy.

RxMan
11-27-2004, 08:00 AM
The Corsair flaps are VERY slow to deploy, best to lower before beginning run. Full flaps (landing) is what I've seen Corsairs use in movies, real and Hollywood, so don't feel guilty about using them. Using 120% Mix is a definite advantage at takeoff, drop to 100% at 500M or so. 50% fuel is plenty heavy and give a good range, 100% fuel would definitely be a problem with any ordinance.

effte
11-29-2004, 01:21 AM
I'd suggest using rich mixture (120%) for all high power settings, to provide extra cooling and detonation margin.

triggerhappyfin
11-29-2004, 04:25 AM
http://forums.ubi.com/images/smilies/heart.gif http://forums.ubi.com/images/smilies/heart.gif http://forums.ubi.com/images/smilies/heart.gif http://forums.ubi.com/images/smilies/heart.gif http://forums.ubi.com/images/smilies/heart.gif http://forums.ubi.com/images/smilies/heart.gif

Just have to say it: JUST LOVE THIS GAME!!

They sure haveāĀ“nt made it too easy on us!! http://forums.ubi.com/images/smilies/88.gif

LilHorse
11-29-2004, 08:37 AM
Glad this is still being discussed. I've been finding that I have no problems launching with 100% fuel in single missions, campaign missions or online as long as I'm on one of the BIG carriers and well to the stearn. In the offline training missions they start you off on one of the "Jeep" carriers and a third of the way down the deck. I can get Wildcats off the deck on those, but a Hellcat or Corsair for me always ends up in the drink. And last night online I was on a bigger carrier with a Hellcat, but again I was starting off a long distance away from the stearn, so again, I went swimming. I'll try some of the advise you guys have given already. Any more would be appreciated.

RAF__Swede51
11-29-2004, 10:49 AM
Yes, Ive found myself spawning way forward on deck in on-line missions and found it pretty near impossible to take off in a Corsair with so little deck to gain airspeed regardless of fuel/ordinance and flap configuration.
Last time I tried folding wings and taxiing back to the rear deck area and taking off from there. Everyone seemed to understand what I was doing and folded their wings as well until I got by. But one problem came up from time to time, if someone who is re-spawning spawns on top of me, we both blow up right there.
So my last resort was to exit the game and re-join and found that my spawn point was changed to the rear of the carrier.
BTW.. how does one get their throttle? or is it fuel mixture? to 120%?
I have seen this talked about before..

TAW_BlueDevil
11-29-2004, 11:22 AM
swede you have to assign a function key for it and be using CEM (complex engine management) in order to use it.