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F9F will not take off from carrier with catapult mod - Printable Version

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F9F will not take off from carrier with catapult mod - US_GRANT - 07.06.2009

Before everyone starts, just listen to the rest of the story.

A friend has made some Korea map missions. All parties involved have UI1.1 patched to UI1.1.1 with wind mod activated, carrier take off and catapult 2b mod installed.

We were flying a mission that we had flown before with no problems. We had full fuel with rockets and 2x500lbs bombs. My friends could take off with no problems but when it was my turn in the cat, with full flaps, full power and stick all the way back, when fired, my plane would just shoot off the end of the carrier and nose right into the water. No matter what we tried, my Panther would not get airborne.

Any suggestions?

BTW, carrier was heading at flank speed and wind was down the deck and REMEBER, the other planes had no trouble getting airborne.


- madcat - 07.06.2009

First check you have the latest Carrier Takeoff mod, you said you got version 2b ??? of that mod, version 5.2 is out and that supports the Panther.

Next check fuel load, if you fully armed and have 100% fuel then I don't think your ever get off the deck.

Taxi up the the catapult, make shore it snaps you into position. Then set flaps to take off, trim the aircraft for take off and run up to full power.

Then away you go


- Balto - 07.06.2009

I do like Madcat :

i use carrier take off and catapult (same mod) 5.2
i only take 50% fuel + 6 Roquettes
i use take off flaps
i do trim my plane to go up without touching the joystick (15 taps on key borad trim to go up)
one i leave the deck first thing i do is raise up the landing gear and then put combat flaps,
after that i wait until i'm faster than 350 kmh and i raise all flaps.

Also you can (maybe you MUST) add this at end of you mission file .mis :

[Mods]
CatapultAI_EssexClass 1
CatapultAllowAI 1
CatapultBoost 1


- US_GRANT - 07.06.2009

madcat Wrote:First check you have the latest Carrier Takeoff mod, you said you got version 2b ??? of that mod, version 5.2 is out and that supports the Panther.

Next check fuel load, if you fully armed and have 100% fuel then I don't think your ever get off the deck.

Taxi up the the catapult, make shore it snaps you into position. Then set flaps to take off, trim the aircraft for take off and run up to full power.

Then away you go

I think you missed the part where I said all three of us had the same ordinance and fuel load and they got off with no problems; that's full load of fuel and 6 rockets and 2x 500lbs bombs. I also tried the same thing on a land runway and still used more runway than was available before i got airborne.


- US_GRANT - 07.06.2009

did some more testing and research and low and behold the carrier take off mod was missing and the wind mod was deactivated again even though I had turned it on.

Oh well, at least now it is working.


- Doolittle81 - 07.06.2009

Could you send me those Korean missions you mentioned? I just today spent 8 hours setting up the whole Korean theater stuff...planes, map, catapult mods, etc... Lots of frightening mistakes and crashes and Loading failures along the way...
Finallly got it sorted out and even flew a FMB mission of my own to blow up a bridge...GREAT FUN!!

Also, could you send along a link to the wind mod you mentioned ( I assume it is important????)

Thanks


- US_GRANT - 08.06.2009

Doolittle81 Wrote:Could you send me those Korean missions you mentioned? I just today spent 8 hours setting up the whole Korean theater stuff...planes, map, catapult mods, etc... Lots of frightening mistakes and crashes and Loading failures along the way...
Finallly got it sorted out and even flew a FMB mission of my own to blow up a bridge...GREAT FUN!!

Also, could you send along a link to the wind mod you mentioned ( I assume it is important????)

Thanks

I'm not the one who made the missions. I'd have to talk with the author. The wind mod is already in the UI1.1. It's at the bottom of the list in the MODS folder. You just have to remove the "-", if it's there.


- Balto - 08.06.2009

Wind mod is not necessary to take off with panther 1.4 and takeoff mod version 5.
Just take 50% fuel and only 2 bombs or only the rokettes also be sure the carrier is at max speed on all carrier's waypoint.


Grant : i'm happy you did it , i was sure you had some trouble with catapult/takeoff mod
thats why i said the first thing to do is to use new version of catapult v5 Big Grin