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Carrier Catapult mod version b4 (updated 3/14/2009)

Typical load out on a F4U-1D was eight HVAR's (1072 pounds) and a 154 gallon drop tank (1000 pounds loaded) or a 1000 pound bomb. A 3000 pound load out on a carrier simply was not done, even in Korea the maximum load out was around 2100 pounds of external ordnance.

The new version works great, Thank-you.

Cheers, Neil Smile

I know Fireball has gone to allot of trouble to make sure this is as accurate as possible to real world. We have been testing this version for a while but you can't run every setup on every plane so any input you guys have chime in! Make sure you give details so we can test it too.


Cheers!

After some extensive, I found two things which are interesting:

1) With version b4 the catapult of CVL 24 Belleau Wood continues to be unfunctional.
But, I keep on doing some tests and I found that the catapult mod isn't compatible, one the CVL
24, with the "standart deck" option. The catapult will only work if you use the "short deck" option.

2) I'm building some mission using F4U-1C and CVL's.
I test the catapult with a coop mission. Here the parameters:
- speed of CVL: 59km/h (ie 32 knots, max speed used by CVL LaFayette to launch Corsairs)
- I don't use the wind mod, and I set up the weather to "good", so I don't use the help of wind to
take off
- loadout for my F4U-1C: 1 bomb 2000 pounds + 2 bombs 1000 pounds + 100% fuel.

With the catapult mod b4 I'm able to take off with this kind of loadout.
I think it's highly unhistorical.
With the catapult mod b2, the maximum loadout allowing me to take off is: 2000 pounds bombs, 8 HVAR rockets, and 50% fuel (using same parameters as written above).

So, even if the version b4 gives us a functionnal catapult for all CVL's, I will continue to use version b2 of the catapult mod, which seems to be more "realistic" to me.

Again, I want to thank Fireball for his mod. Those issues mentionned above musn't hide that he has done an excellent work with the version b2 of the mod.

Just tested it! Works like a charm!

No more crashing into water with a fully armed Seafire!

Just one thing, where can I get the carriers which you mentioned in your post?

Ship Pack 2 by FC

The parameters for the MOD now in b4 version are set for all aircraft with whatever weight you spawn on the deck with. The MOD will adjust Cat shot to those weight specs. That is one parameter that is across the board. I think it has to be that way to be accurate because Cats were adjusted to the weight of the plane taking off. So technically there may be an unhistorical loaded plane that in real life couldn't launch from the carrier but now can because the MOD is not limited to historical pressures.

There are many things that are not historic in IL-2. One is the 5" HVAR's weren't introduced until F4U-1Ds and FG-1Ds showed up late 1946.

"The F4U-1D was the first version of the Corsair to serve on-board U.S. carriers. By now Vought had managed to correct the bounce and the dip to port at slow speeds. The first units moved on-board in December 1944, and the Corsair quickly replaced the Grumman F6F Hellcat as the fighter of choice for carrier operations.

The 1D used the Pratt & Whitney R-2800-8W engine. The W signifies that this engine was equipped with a water-methanol injection system, allowing the pilot to boost horsepower for a short period.

The 1D carried the standard six-gun wing armament. In addition it was given an increased capacity to act as a fighter-bomber. Four rocker launch stubs were fitted to each wing, allowing the aircraft to carry eight five inch HVAR rockets. The wing-root bomb racks were altered to allow the Corsair to carry two 1,000 lb bombs or two 154 gallon drop tanks (or one of each). The 1D entered combat in the spring of 1944 with ground based squadrons. It was also produced by Goodyear as the FG-1D."

Quote:There are many things that are not historic in IL-2. One is the 5" HVAR's weren't introduced until F4U-1Ds and FG-1Ds showed up late 1946.

The F4U-1D entered combat in September of 1944 in the battle for Palau.

The HVAR entered combat on the F4U-1D in February of 1945, VF-84 used a lot of them during their deployment aboard the Bunker Hill, so they would have been available for most of 1945.

I haven't read the whole thread but I think this is an absoutly excellent Mod and thank you. I have been chatting with a Flying Instructor in my Squadron who has done many real Cat launches. He says he never noticed any noise from the Cat but did feel the jolt as the sling released as the aircraft left the deck. If this Mod can be improved it is mainly from the asthetic point of view.... Just to look nice...

Maybe some steam - I expect someone could come up with that.
Maybe a jolt throught the airframe when leaving the deck.
Maybe a Sling that falls away as the aircraft leave the deck

As I say, these are all just asthetics on what is an excellent Mod.

As for functionality, maybe the Cat could only actually work if the Engine power is above say 80%. Anyone releasing the chock below that is clearly trying to taxi and above that trying to launch. Just an idea.

As for locking in when not required. Well, just make the diameter of the lock in area small. My friend said this was actually the case and he would feel the shuttles moving his aircraft sideways into position so this is pretty realistic really.

Just thoughts on what is an excellent Mod and very very well done...

Gos

I have been enjoying the mod, but I can't help but feel I am doing something wrong.

Set up in FMB, New Guinea map Essex Class carrier, at 30 KPH with 4 F4U-1D Corsairs with 2x Napalm, 175 gal. external fuel tank. 100% fuel: spins into the ocean. 50% fuel: spins into the ocean. Tried both with flaps full, then flaps take-off.

I seem to get off the deck quick enough but I seem to have difficulty recovering from the torque once airborne. I have experimented with 80%, or 100% throttle to no effect.

There must be a trick: rudder right as I start?

Thanks for any thoughts

Triad

Stansdds,
Sorry for the confussion Stansdds but I was just responding to Jj

VF-51_Cobraj Wrote:Triad773,
I had the same results with the left kick off the deck. I believe the heavier the load the more pronounced it was. Fireball is going to address this because it was noticed in our beta testing of b4. It also happens in a P-38 and other twin prop so it is not a torque pull but something that needs further looking into in the MOD.

Thanks Cobraj
It almost feels like the left tyre hits on the edge of the deck- something that may not be visible, but has something to do with the collision model/zone. Just a guess, but it was maybe something that could be considered.

I really like this mod as it's been thus far and am pleased it will get better Big Grin

Thanks Fireball, Cobraj and the testing team 8)

Triad

*****************************************************

This is a post of issues or bugs that need to be looked at in this MOD. This post will accompany ever post I make and be updated. Please review the list and make posts on other issues involving this Cat MOD.


~~ISSUE 1:

Triad773: Kicks hard to the left on launch.
Set up in FMB, New Guinea map Essex Class carrier, at 30 KPH with 4 F4U-1D Corsairs with 2x Napalm, 175 gal. external fuel tank. 100% fuel: spins into the ocean. 50% fuel: spins into the ocean. Tried both with flaps full, then flaps take-off. It almost feels like the left tyre hits on the edge of the deck- something that may not be visible, but has something to do with the collision model/zone. Just a guess, but it was maybe something that could be considered

I seem to get off the deck quick enough but I seem to have difficulty recovering from the torque once airborne. I have experimented with 80%, or 100% throttle to no effect.

Cobraj: I had the same results with the left kick off the deck. I believe the heavier the load the more pronounced it was. Fireball is going to address this because it was noticed in our beta testing of b4. It also happens in a P-38 and other twin prop so it is not a torque pull but something that needs further looking into in the MOD. 32 kts IAS


~~ISSUE 2:

J.j.:
CVL 24 Belleau Wood continues to be nonfunctional. One the CVL
24, with the "standart deck" option. The catapult will only work if you use the "short deck" option.


~~ISSUE 3:

Cobraj: P-38 does a wheelie on launch. 32 kts IAS


~~ISSUE 4:

Cobraj: F-80A Shooting Star [Beta] does not launch fully loaded. Bombs, rockets, tanks 100%. Rockets and tanks seem to be the limit with 38 kts IAS on the deck.


******************************************************

I just tried to replicate Triad's mission and did not experience anything like he or CobraJ reports. I used the New Guinea map, the Essex set to 30 kph (2 kph above the default speed) and an F4U-1D with 2xnapalm and 178 gal drop tank with 100% fuel.

Results were no left "kick" during or after launch, and no stall/spin into the drink. I can say it wasn't easy keeping it out of the water, but I managed without too much difficulty. I launched using 100% power (no WEP) and a little nose up and right rudder trim.

My question to Triad is; why 30 kph for the carrier speed? You must have chosen that, as the default speed is 28 kph. 28 kph is only 16 knots. If you want realism, you will need about 30+ knots of wind over the deck. You can set the ship's speed to 56 kph, which is 31 knots. With that speed, the takeoff is a piece of cake. I would be glad to send you a track file if you would like.

This stall/spin problem with some planes has nothing to do with the MOD. It appears to be right. It has to do with Oleg the God 's™ FM. I have always had problems with the Corsair and Seafire on take off from a carrier. Moving or not. I have found out with 50% fuel and a full loadout, if you put the flaps at combat and just use BETWEEN 50-80 % power they take off good.

That might help. The other normal flyable planes have no problems. I always use no more that 80% power and they take off great.

BTW, thanks for the great mod. Big Grin


Phillip :twisted:
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