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View Full Version : Grumman's vs. Corsair on take off.



Worf101
08-29-2005, 09:57 AM
I'm curious if anyone else is having this problem. With the Hellcat and Wildcat I can take off circle and land on a moving carrier now with little or no problems. Heck on one stretch I took off and landed in a Hellcat on the same carrier 7 times before taking a swim.

With the Corsair I can't even seem to take off once without drinking seawater. Doesn't matter if I lock the tail wheel etc I always manage to yank my way into the drink. Anyone else having this problem and anyone have any tips on how to take the Corsair off the deck.

Da Worfster

Worf101
08-29-2005, 09:57 AM
I'm curious if anyone else is having this problem. With the Hellcat and Wildcat I can take off circle and land on a moving carrier now with little or no problems. Heck on one stretch I took off and landed in a Hellcat on the same carrier 7 times before taking a swim.

With the Corsair I can't even seem to take off once without drinking seawater. Doesn't matter if I lock the tail wheel etc I always manage to yank my way into the drink. Anyone else having this problem and anyone have any tips on how to take the Corsair off the deck.

Da Worfster

ckur
08-29-2005, 11:08 AM
When training taking off with F4U, use 50% fuel no bombs etc. Use take off flaps, lock tailwheel, throttle up and release chocks. Now the important part, When you go over the bow of the ship dont pull the stick too hard or you will stall and end up in the drink. Just keep the ac airborne until the speed builds up a bit and then get some altitude. If you like you can raise the gear once over the bow, but if you plan to do a landing pattern you may also leave it down.

You can take off with F4U from Enterprise class carrier (stationary, in multiplayer) with 50% fuel and rockets, at least when you taxi to the rear of the ship to get to use the whole deck for take off run.

In real life the carriers had about 25 knot wind over the deck, so you may want to set your carrier going 40- 50 km/h. The wind over the deck will make taking off a lot easier.

tttiger6BL
08-29-2005, 01:10 PM
I agree with all of the above except a 40-50 kph carrier. About 30-35 is going as fast as that boat can go http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Give the plane about 35 taps (on the keyboard key) of right rudder trim before you start your roll. Then, once airborne, give it about 25 taps back to the left until the ball is centered. You won't have to fight the rudder as much to keep it straight.

A couple taps of up trim will help but not more than two or three or you'll cause a stall.

Be sure to use 120 percent fuel mix. It really gives it more power. But kick it back to 100 percent right after takeoff or you'll be trailing black smoke.

If you're in an online Coop, try to grab a plane at the end of the line. Every extra yard of deck roll helps.

Don't even try it on an escort carrier, even though that's what the Marines used exclusively at the end of the war. There simply isn't a long enough deck to get up with anything more than a half tank of fuel on a CVE.

Pity we don't have catapults.

ttt

wintergoose
08-29-2005, 01:13 PM
Try what they realy did on the Jeep-carriers.
Full trottle with flaps up to build up speed, and lower the flaps just before you goes over the bough. Dont reise your stic. Lower the noce against the see and gain speed.

JFC_Rautaristi
08-29-2005, 01:53 PM
I have a lot of experience in carrier takeoffs in F4U. It needs some practise but it isn't that hard when you get the hang of it. in 3.04 i could take off from stationary carrier with 2000lbs of bombs. This isn't possible in 4.01 but you still can get about 1000lb +rockets. First taxi to the end of the deck and use a little right trimm and also trim elevators so you can pull up with less motion on stick. Apply takeoff flaps and release chocks. When you reach the comms tower, apply landing flaps and off you go! Works for me and i hope it works for you too.

Worf101
08-29-2005, 02:01 PM
Thanks folks. I'll try some of these tips tonight and see what's what. Hopefully I can figure out how to get this thing off the deck and I haven't even tried to lift off with bombs or rockets yet....

Sigh...

Da Worfster

Asgeir_Strips
08-29-2005, 03:07 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by tttiger6BL:
I agree with all of the above except a 40-50 kph carrier. About 30-35 is going as fast as that boat can go http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Give the plane about 35 taps (on the keyboard key) of right rudder trim before you start your roll. Then, once airborne, give it about 25 taps back to the left until the ball is centered. You won't have to fight the rudder as much to keep it straight.

A couple taps of up trim will help but not more than two or three or you'll cause a stall.

Be sure to use 120 percent fuel mix. It really gives it more power. But kick it back to 100 percent right after takeoff or you'll be trailing black smoke.

If you're in an online Coop, try to grab a plane at the end of the line. Every extra yard of deck roll helps.

Don't even try it on an escort carrier, even though that's what the Marines used exclusively at the end of the war. There simply isn't a long enough deck to get up with anything more than a half tank of fuel on a CVE.

Pity we don't have catapults.

ttt </div></BLOCKQUOTE>

Actually the Essex class carriers yorktown and lexington class carriers steamed at 30 knots when they launched their aircraft. that would be 55,56KP/H!!

1kt is 1.852KP/H so 30kts times 1.852KP/H is 55.56KP/H!

the speed in KP/H is almost the double of that in knots for a simple reference

IronHawk7076
08-29-2005, 03:15 PM
How accuret is this I'm wondering. I'm sure during WWII the Corsair was able to take off a carrier with a full tank plus drop tanks and armorment.

felbeast
08-29-2005, 03:27 PM
Can one change the direction/speed of the carriers in the game?

Achilles_NZ
08-29-2005, 04:14 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by felbeast:
Can one change the direction/speed of the carriers in the game? </div></BLOCKQUOTE>

Only in the full mission builder.
Moving the waypoints around will alter the carriers heading, and under each waypoint you can edit the speed as well.

For the take-off's I have found the advice above to be spot on.
Im not very familiar with the Corsair, (yet) but have had to practice a lot with it for the campaign im currently working on.

Locked tail wheel is a must to fight the pull of the engine torque.
30 - 35 Taps of right rudder trim. (CTRL+X)
Approx same amount of nose up trim. (A bit more for heavier loads)
Flaps set to take-off.
As you begin to roll, a quick tap of right rudder to keep on the centerline and you should be in with a grin http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

These settings work a treat, especially with the Generic US carrier.
Maximum loadout I have managed to get airborne with is 8x Rockets, 2x 500 pounders and a full tank of fuel. (Much harder with the British CV though)

I have run into a few other problems but will start another thread rather than get this one off topic.

fordfan25
08-29-2005, 06:57 PM
i have found the FM to be all but cloned with the hellcat and sair. other than top speed thay fly just alike to me.

fordfan25
08-29-2005, 06:58 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JFC_Rautaristi:
I have a lot of experience in carrier takeoffs in F4U. It needs some practise but it isn't that hard when you get the hang of it. in 3.04 i could take off from stationary carrier with 2000lbs of bombs. This isn't possible in 4.01 but you still can get about 1000lb +rockets. First taxi to the end of the deck and use a little right trimm and also trim elevators so you can pull up with less motion on stick. Apply takeoff flaps and release chocks. When you reach the comms tower, apply landing flaps and off you go! Works for me and i hope it works for you too. </div></BLOCKQUOTE>

dont forget to lock the tail wheel i find it help alot. realy helps when tryn to take off in a FM2 on a escort carrier http://forums.ubi.com/images/smilies/blink.gif

L33T-Zoolander
08-30-2005, 02:16 AM
Setting the mixture to 120% helps a lot when taking off from carrier decks, in PW powered planes. Just remember to set it back to 100% as soon as you get your gear and flaps up.

Bluedog72
08-30-2005, 02:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by IronHawk7076:
How accuret is this I'm wondering. I'm sure during WWII the Corsair was able to take off a carrier with a full tank plus drop tanks and armorment. </div></BLOCKQUOTE>

They used catapult systems to 'throw' the aircraft off the deck, in Pacific Fighters we have to rely solely on the thrust produced by the prop.

JFC_Rautaristi
08-30-2005, 02:59 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by fordfan25:
dont forget to lock the tail wheel i find it help alot. realy helps when tryn to take off in a FM2 on a escort carrier http://forums.ubi.com/images/smilies/blink.gif </div></BLOCKQUOTE>

I did use it a couple of times when the previous patch came out but i didn't feel any difference. Well... I'll try again and see how it feels.

JG53Frankyboy
08-30-2005, 03:49 AM
i have much less proplems , actually none http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif , to start a F4U-1D with 100% fuel , 2x1000lb bombs & 8xHVAR from an Essex carrier (set to 56km/h !) than to start a FM-2 with two small bombs at 75% fuel from an escort carrier (set to 35km/h!) ?!?!

here is my "test"mission

[MAIN]
MAP CoralSea/Online_load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[Wing]
880sq00
USN_VF_15A01
USN_VF_44A01
USN_VF_50A02
812sq02
USN_VF_21Bz01
[880sq00]
Planes 1
Skill 1
Class air.F4UCORSAIR4
Fuel 100
weapons default
[880sq00_Way]
TAKEOFF 49967.26 20586.84 0 0 1_Chief 0 &0
NORMFLY 3328.41 20792.30 3000.00 350.00 &0
[USN_VF_15A01]
Planes 1
Skill 1
Class air.F6F5
Fuel 100
weapons default
[USN_VF_15A01_Way]
TAKEOFF 50002.98 30085.83 0 0 0_Chief 0 &0
NORMFLY 2835.31 30900.80 3000.00 350.00 &0
[USN_VF_44A01]
Planes 1
Skill 1
Class air.F4U1D
Fuel 100
weapons default
[USN_VF_44A01_Way]
TAKEOFF 50049.44 40392.94 0 0 2_Chief 0 &0
NORMFLY 2301.12 40639.49 3000.00 350.00 &0
[USN_VF_50A02]
Planes 1
Skill 1
Class air.F4U1A
Fuel 100
weapons default
[USN_VF_50A02_Way]
TAKEOFF 49967.26 49761.80 0 0 3_Chief 0 &0
NORMFLY 1931.30 49474.16 3000.00 350.00 &0
[812sq02]
Planes 1
Skill 1
Class air.SEAFIRE3
Fuel 100
weapons default
[812sq02_Way]
TAKEOFF 50008.35 10396.15 0 0 4_Chief 0 &0
NORMFLY 1027.29 10807.06 3000.00 350.00 &0
[USN_VF_21Bz01]
Planes 1
Skill 1
Class air.F4F_FM2
Fuel 100
weapons default
[USN_VF_21Bz01_Way]
TAKEOFF 50090.53 1109.47 0 0 5_Chief 0 &0
NORMFLY 534.19 1314.93 3000.00 350.00 &0
[Chiefs]
0_Chief Ships.USSEssexCV9 1 0 2 1.0
1_Chief Ships.HMSIllustriousCV 1 0 2 1.0
2_Chief Ships.USSIntrepidCV11 1 0 2 1.0
3_Chief Ships.USSSaratogaCV3 1 0 2 1.0
4_Chief Ships.HMSIllustriousCV 1 0 2 1.0
5_Chief Ships.USSCasablancaCVE55 1 0 2 1.0
[0_Chief_Road]
50132.75 30031.79 120.00 0 2 15.433334350585938
1068.38 30037.88 120.00
[1_Chief_Road]
50008.35 20011.56 120.00 0 2 15.555555555555555
616.37 20052.65 120.00
[2_Chief_Road]
50049.44 40023.11 120.00 0 2 15.433334350585938
862.92 39982.02 120.00
[3_Chief_Road]
49926.16 50008.35 120.00 0 2 15.433334350585938
657.46 50090.53 120.00
[4_Chief_Road]
50049.44 10005.78 120.00 0 2 15.555555555555555
534.19 10046.87 120.00
[5_Chief_Road]
50049.44 780.74 120.00 0 2 9.774444580078125
534.19 780.73 120.00
[NStationary]
[Buildings]
[Bridge]
[House]