4.34 HOW TO SET UP CARRIER PROPERLY
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0 : RunwayListType
• Runway #0
• Heading shall be 360 (or whatever the axis of the deck on the ship is)This is the Main take off Runway. Same as Land Airbases. The only differences are:
• They have two TakeoffPT. Each TakeOffPT corresponding to the location of the position where the AC needs to stop on the catapult.
• They have two TakeRunwayPT corresponding to the pre positioning of the aircraft behind the catapultOrdering is
TakeoffPT (Left)
TakeOffPT (Right)
TakeRunwayPt (Left)
TakeRunwayPT(Right)
TaxiPt
….
• The RunwayPT shall be positioned at the intersection of the two catapults. If there are no intersection (it would mean aircraft are taking off on parallel catapults ?), it shall be positioned far away in the middle 1000 ft minimum. This is the point that defines the orientation of the aircraft on the catapultThis runway does not need an opposite runway definition
1 : RunwayListType
THIS IS THE LANDING RUNWAY, used for proper taxi back to ramp
• Runway #1
• Heading shall be Landing runway Heading – 180 deg.
• For instance if orientation of the landing runway is 350 deg, heading shall be 170This is the landing runway, same than standard airbase except:
• RunwayPT shall be positioned just on the second arrestor cable right in the middle of the runway for proper LSO and ILS operations.
This runway does need an opposite runway definition
4 : RunwayListType
THIS IS THE OPPOSITE RUNWAY THAN THE ONE ABOVE
• Runway #1
• Heading shall be in the example 350 degThis is the opposite to the landing runway #1
• This runway only needs one RunwayPT
• RunwayPT shall be positioned near the “end” of the runway for proper LSO and ILS operations.5 : RunwayListType
• Runway #2
• This is catapult #3 (only used by players)
• Heading shall be heading of the catapult
• This runway only requires 1 TakeOffPT and 1 RunwayPT
• TakeOffPT defines the point where the AC stops at catapult
• RunwayPT defines the axis of the catapult , it should be 1000ft away minimumThis runway does not need an opposite runway definition nor RnwyDimListType
6 : RunwayListType
• Runway #3
• This is catapult #4 (only used by players)
• Heading shall be heading of the catapult
• This runway only requires 1 TakeOffPT and 1 RunwayPT
• TakeOffPT defines the point where the AC stops at catapult
• RunwayPT defines the axis of the catapult , it should be 1000ft away minimumThis runway does not need an opposite runway definition nor RnwyDimListType
2 : RunwayDimListType
• Runway #0
This defines the dimension of the runway #0 (main take off runway)
Pay attention that it is mandatory that TakerunwayPT and RunwayPT are within the area defined.3 : RunwayDimListType
• Runway #1
This defines the dimension of the runway #1 fully7: RunwayDimListType
• Runway #4
This shall be used to define the exact geometry of the deck, using RunwayDimPt only.8: RunwayDimListType
• Runway #5This shall be used to define the exact elevation Z (negative UP) of the deck along the X axis of the ship
Use RunwayDimPT to set up the elevation along X axis:
US carrier ships are flat so require only two pointsPoint1 : X = -570 ; Y =0 ; Z = -67
Point2 : X = +55 ; Y =0 ; Z = -67Look at kuznetsov for ramp geometry definition
9: RunwayDimListType
• Runway #6This runwayDimListType defines the areas of the arrestor cables
each area has to be defined with RunwayDimPt , for 4 cables, 5 areas must be defined. Look at existing carrier in KTO for an example
there is no need of RunwayDimListType for Runways #2 and #3 (side catapults)
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How to enable airplane for carrier ops… eg, Mig29M … ? (NO need for perfection, just to enable carrier ops for flight testing for any plane, so no fancy launchbars and or 'dunno how that stuff called on Kuznetsov, launch-chalks? … so just to get hooked without fancy stuff)
I understand, 4.34 changed the principal of carrier ops for Player … AI is typically AI … he don’t need anything special.
C’mon what is the secret ? some stuff with the model itself?
THANKS
(I would use Su33D ,… but ahem, … Topolo didn’t quite made it flyable… cough…No prob… It will be fixed I know., so I wanted to try Mig29… but that b*** won’t hookup… Actually I’ve did it “the normal” way - brute-force rom the end of the deck … but… ya’know)
OH BTW BIG THANKS FOR THE SCHOOL
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Su33 not flyable ??? Please explain
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Ok,
Please look this thread, everything written was seen in flight, I’ve flown few flights, various (heavy, eg. kh41) configurations.
https://www.benchmarksims.org/forum/showthread.php?37233-Q-fm-dat-edit-aircraft-keep-flashing-quot-FUEL-quot-quot-TRIP-FUEL-quot-on-HUD
(I’m not sure is cctw1 talking exactly about Su33 , but I am … and that’s exact thing what is happening)So its better to continue there so we don’t pollute this thread…
And Thanks.p.s. You haven’t answer me , is there a magic way to make plane carrier launch capable? (cat and kuznetsov system)
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Just wondering now if those instructions above are still true, i.e. after the 4.35 released… and how to apply them now, of course.
I’d better not to try any chance on myself, could already imagine the worst coming by my own hands…Thanks in advance!
With best regards.
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make plane carrier launch capable? (cat and kuznetsov system)
How to enable airplane for carrier ops… eg, Mig29M
On the Kuz , it’s quite easy : All you need to do is to find a certain spot , just before the “launch line”(dunno the real name, sorry) .
Once the Twr gave you t/o clearance, you need to roll very , very slowly while taking T/O position . , keep a good alignment ; don’t hesitate to use the brake firmly , to gain inches after inches . Your weels will suddenly be blocked , allowing you to apply 100% power . Let max power applied , the plane will sudenly move, and here you go .