EF-18 Growler test
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Damn, they don’t mess around when they’re checking the freedom of their controls. I think I’d snap my T.16000M off if I worked it like that…
No kidding, that is pretty violent, lol.
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For all you … pu… Grolwer lovers , here’s some talk about developement, interesting. … sorry for OT , just some EW facts.
(actually , Thanks for some adv. flight package ideas, stpt. enroute sead/jam mix)
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Grrrrowwwler … satcom , electronic disruptors… free wifi :uham:
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I’m a huge fan of the Growler and have been digging around for info on using it as a player. Thank you so much to everyone in this thread I’m going to go fly it right now in BMS!
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I’m a huge fan of the Growler and have been digging around for info on using it as a player. Thank you so much to everyone in this thread I’m going to go fly it right now in BMS!
Hope that update helps.
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so basically if you want to do growler ops, jam every steer point?
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I just saw this thread and I decided to give it a go! It’s great to see these threads that impart knowledge on us that we can’t get from the manual, (at least not that I have found). Thanks so much for sharing this! I put together a basic TE with 2 Growlers from a carrier attacking a nest of 2 SA-10s. I made sure that the steer points were all turned to jam and then took off. I have to say that it worked like a charm and I easily deployed Harms that took the SA-10s out. I never had that much success against SA-10s before and it was quite a rush!! I then returned to the carrier and attempted a landing. As you might expect, this was pretty iffy. I had never succeeded in landing a Super Hornet on a carrier but this time I actually got it on the deck and stopped, albeit at about 210 knots!! Then I immediately burned up! Have any of you guys had any success with the Super Hornet in carrier ops? I was under the impression that the flight model of the Super Hornet wouldn’t let us land with a live pilot. Now I wonder if I am just missing something out there. Any suggestions?
Biz
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Glad you enjoy this powerful tool =).
As far as I remember, Super Hornets land fast and with a very little AoA - if you want to keep the pilot alive. Under these criteria, I think it works.
I just saw this thread and I decided to give it a go! It’s great to see these threads that impart knowledge on us that we can’t get from the manual, (at least not that I have found). Thanks so much for sharing this! I put together a basic TE with 2 Growlers from a carrier attacking a nest of 2 SA-10s. I made sure that the steer points were all turned to jam and then took off. I have to say that it worked like a charm and I easily deployed Harms that took the SA-10s out. I never had that much success against SA-10s before and it was quite a rush!! I then returned to the carrier and attempted a landing. As you might expect, this was pretty iffy. I had never succeeded in landing a Super Hornet on a carrier but this time I actually got it on the deck and stopped, albeit at about 210 knots!! Then I immediately burned up! Have any of you guys had any success with the Super Hornet in carrier ops? I was under the impression that the flight model of the Super Hornet wouldn’t let us land with a live pilot. Now I wonder if I am just missing something out there. Any suggestions?
Biz
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Hornets land a bit slower than Vipers - you need to use the AOA Indexer, and be on-speed; center lights lit. Navy pilots land on-speed, and on-speed varies with gross weight; heavier you are, the faster on-speed is. Trim for landing AOA and fly on-speed.
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It would be handy to have a flap override so you could set your flaps to your liking, in other sims the flight models have you at full flap at 140 knts I’ve yet to get to that value with out falling out of the sky in BMS, 180 knts seems to be the sweet spot on landing the single seat hornets.
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Hornets land a bit slower than Vipers - you need to use the AOA Indexer, and be on-speed; center lights lit. Navy pilots land on-speed, and on-speed varies with gross weight; heavier you are, the faster on-speed is. Trim for landing AOA and fly on-speed.
As you can see Biz, remove two words (Super and BMS) and you have a totally different answer (you probably already know about?)
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It would be handy to have a flap override so you could set your flaps to your liking, in other sims the flight models have you at full flap at 140 knts I’ve yet to get to that value with out falling out of the sky in BMS, 180 knts seems to be the sweet spot on landing the single seat hornets.
Standard Hornet ops - gear and flaps at 250, flaps half for takeoff/full for landing…unless you’re on the cat - then it’s full for takeoff as well.
Fly Navy…!
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Standard Hornet ops …. …unless you’re on the cat - then it’s full for takeoff as well.
Fly Navy…!
Not according to NATOPS for the A/B/C/D models …. “standard” Hornets. Could be different for E/F/G models, which you may be referring to.
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Not according to NATOPS for the A/B/C/D models …. “standard” Hornets. Could be different for E/F/G models, which you may be referring to.
Not if you’re reading the same NATOPS(s) I have…
…Fly Navy.
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Just do this and enjoy… smooth trap.
#----------------------------------------------------- # Flaps #----------------------------------------------------- hasFlapperons 0 flapGearRelative 1 maxFlapVcas 240 flapVcasRange 130 flap2Nozzle 0 #-----------------------------------------------------
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Ahhh, ain’t it great to cheat the code?!?!??! It seems to be all the rage nowadays, especially in Theater development!!
Long live the Falcon unused code!!!
C9
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Ahhhh, if you find COUNTLESS AI crashing into the deck a CHEAT? , then by all means … “unused” it. It is IMHO a FIX,.