TBF/M
#1

Hope this is the right thread.
On the Avenger I've noticed this:
She
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#2

I second that 100%! Thanks for the Turkey - the one we have, warts and all, is better than none at all.

The real Turkey was definitely a very pilot friendly plane, especially around the boat. My Dad was a TBM pilot during the war, and he always talked about how pleasent it was landing aboard the carrier.

I have found, in the game, that this plane will take off with very little power (comparitively), like around 60%, which lessens the roll and pitch up tendancies considerably. She is very sensitive to pitch excursions during flap extention/retraction (as the real a/c was), so make sure you have a bit of altitude before dumping the flaps in fact, it would be a good idea to take them off in steps.

I agree with Duffy's assesment of this plane's similarity to the Buffalow. They both have a real bad left roll problem.

This is what I have done during my practice around the boat; Start with about 15-20 clicks of right aileron trim. You will be able to see the right aileron sticking up a bit. I also give her about 15 clicks of right rudder trim. Next I give her a little bit of nose down trim, but I can't say how much exactly because I have that on a rotory knob on my throttle. You can definitely see that the elevator is trimmed down though. I put the flaps in the full down position and I then run the engine up to about 65-75%, holding the stick all the way back and apply quite a bit of right rudder. After releasing the chocks, I ease off on the afft stick and retarding the throttle to about 60%. The plane will actually fly off the deck before reaching the round down on a CVE with the ship's speed set to 31 Kts. This is with default weapon loadout and 100% fuel. As soon as I leave the deck, I compensate for the roll, which will get better as you pick up speed, and pull the throttle back to about 50%. At this point I extend the tailhook and start getting ready to turn into the downwind for a landing. I leave the gear and flaps down to minimize the pitch excursions and resulting requirements for retrimming. On the downwind, at about 450 ft, power is back to around 30-35% and nose is trimmed up for a speed of around 70-80 Kts. Keep the downwind in tight - about 1000-1200 ft - and begin your turn to final just before your left wing reaches the bows of the carrier. Use your power to control your desent, ideally reaching about 100 ft just aft of the deck. It's very important not to let your speed build up too much because you don't want to balloon up when you flare at the cut. Once you are sure you will end up on the deck if you chopped the throttle - do so, and gently bring the stick back all the way.

And after you crash, rinse and repeat! :lol:
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#3

Doing better than the AI Avengers then?

So far in 2 coops any aI Avengers have crashed on deck during take-off, any ideas?

Could it be the CofG thing?
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#4

Not sure, they've always done well for me in coops. Are the first waypoints directly off the bows of the ship? Are they crashing into the island, or the catwalks because they aren't going straight down the deck? Or are they just crashing into the sea out in front of the boat? Which carrier are you using? What speed is set for it? What is the loadout for the Turkey?
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