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

Thanks for all the input on this!

I am trying to get this (in its default configuration) as historically correct as possible. And to that end, if anyone has any information, links, etc., I would certainly appreciate it.

The most concrete piece of info that I've found so far is a paragraph in this link:

http://www.auf.asn.au/magazine/seafires2.html

Quote:The hydraulic catapults in the light fleet carriers had only enough boost to accelerate a Sea Fury, at maximum weight of 6650 kgs with a full load of external stores, to about 65 knots so a wind down the deck of a least 30 knots was required for the laden aircraft to attain a minimum flying speed. Some of those carriers were pushing to steam at 22 knots, particularly when in need of a hull clean, so light wind conditions added another unfavourable variable to the launch prognosis. Take-off safety speed was not a term often bandied about.

The weight of a fully-loaded F4U is about the same as the 6650 kgs of the fully-loaded Sea Fury, so in the version I'm working on now I'm using that as my benchmark: To get a fully-loaded F4U, 100% power (non-WEP), 120% mixture, up to approx 65 knots on a no-wind static carrier.

For launching heavy loads in dogfight servers without moving carriers, I plan to have an optional 'CatapultBoost' parameter that the mission builder can include in the mission file, that will add about 30 knots to the power of the catapult.

As for the framerate hits a few (hopefully its just a few) people are having, I really don't have an answer yet as to what could be causing it.

Fireball
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