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Carrier Catapult mod version b4 (updated 3/14/2009)
#76

I just tried the Illustrious again, and the catapult worked perfectly. However, you are absolutely right about the other CVLs. I tried the HMS Ameer, and it worked OK, but the Graf Zepp. did not.
#77

Very Cool FB, Very Cool!!! Big Grin Thanks M8.
#78

VT-51_Razor Wrote:I just tried the Illustrious again, and the catapult worked perfectly. However, you are absolutely right about the other CVLs. I tried the HMS Ameer, and it worked OK, but the Graf Zepp. did not.
You should taxi 5 meters farther on Zeppelin. The caps are wrong placed on skin. I know it because i tried with stuka and was OK.
#79

Would some kind soul please post a short mission so those of us who are FMB newbs can give this a try?

Thanks much!!!
#80

PM me your email address and I'll send you some. Tell me what a/c you prefer.
#81

Did some research for WWII Carrier launches. Take off speed of the F4U Corsair, without weapons, is 84MPH (appx 75kts/ 140KMH). Carrier max speeds were recorded as 30MPH (appx 27kts/70kmh).

That means that in order for the Carrier to launch an EMPTY F4U with only fuel, carrier would need to be going full speed (30mph) + natural wind speed (??? we'll use 10mph for this example)=40mph wind over the deck.

Then 84mph - 40mph = a cat speed needed of 44mph. ALL USN carrier CATBOSS's (catapult boss) add on a little bit just in case. Usually 5% of what is actually needed for that particular plane. (.05 x 84mph=4.2mph + 44mph = 48.2 cat speed). Start adding weapons and the speed of the cat needs to increase due to aircraft weight.

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
#82

I don't see how you can make a catapult mod for both static and moving carriers. I suggest that for those who want to use the catapult mod in DF servers, they have the wind config mod in it as well. The difference between using it in a coop with moving carriers and any wind involved, and a DF server with neither, is 30-40 knots!! Unless Fireball figures out a way to let the pilot adjust the launch speed, there doesn't seem to be any way to compromise between the two.
#83

I have now tested out the mod and found it to be a blast! (pun intended) There are indeed issues with launching heavy planes from stationary carriers. I was able to launch the TBM Avenger with a torpedo and 25% fuel but not an F4U1A Corsair with 25% fuel and 2 thousand pounders and NO ammunition. I shot it all off before launching. Right into the water...

So for CAP or escort the fighters will get airborne but not for strikes. The mod needs a little tweaking if it will work on a DogFight server. With the wind mod working then its not an issue. On a moving ship all the planes I tested flew off deck fine. No matter the loadout.
#84

how long will it be before the Catapult is fixed and can push a Corsair up in the air with bombs?? :?:

thanx..

note: if the Corsair was modeled correctly it would not need a catapult to push a Corsair up with a full load..
:roll:
#85

Perhaps there is a way that players can use, say, the bombsite elevation keys to raise or lower the pressure setting for the Cat. There does need to be some kind of limits on Cat speed or penalties for raising it too high (such as ripping off the gear).

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
#86

Redleg Wrote:Perhaps there is a way that players can use, say, the bombsite elevation keys to raise or lower the pressure setting for the Cat. There does need to be some kind of limits on Cat speed or penalties for raising it too high (such as ripping off the gear).

IN real life the Catapult operator calculates the amount of force to apply in it's operation. Not the pilot.
:!:
#87

Did an SBD with 3 500lb bombs, but could not get a
Corsair with a drop tank and couple o'napalms up. Wasn't even close.

Well, still loving it Big Grin

Thanks

Triad
#88

Ramstein Wrote:
Redleg Wrote:Perhaps there is a way that players can use, say, the bombsite elevation keys to raise or lower the pressure setting for the Cat. There does need to be some kind of limits on Cat speed or penalties for raising it too high (such as ripping off the gear).

IN real life the Catapult operator calculates the amount of force to apply in it's operation. Not the pilot.
:!:

Yes, but the code involved for the game to calculate that would be extensive due to all the different weights/take off speeds of the planes with and without weapons/fuel. There would have to be some kind of Array Lookup Table to find the correct weight/take off speed of a given Plane depending on it's load. That's why I said to let it be entered by the pilot.

The formula to figure the CAT pressure is fairly simple. (TOS-(WS+CVS)+5%)=CAT Speed

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
#89

Here is a quick demo for it

http://www.youtube.com/watch?v=PI96yTgKqYw
#90

Fireball is working on having the cat adjust itself to the weight of the aircraft. I think he is nearly ready for version 3 of the MOD. Stay tuned!! I'm sure fine tuning will be needed and you guys need to give him imput like you are doing so he can make it work for everyone.
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