You don't need to worry too much where on the deck you start from with the Ifrit. I've literally been at the start of the ramp and it has enough slow speed control to fly away from the ship.
sorry but a lot of this info is wrong. for takeoff, after going over the ramp retract your gear ASAP, you wont need it again since there is only water under you, not more runway. for landing, the initial approach is accurate, but get in the habit of flying slower (500kph) before deploying gear, aerodynamic break effects may be modeled in the future. for final approach, follow the meatball-lineup-angle of attack-repeat workflow: meatball: the lights that shows up on the left of the carrier deck. it shows the correct glideslope to follow with the yellow ball in the middle. when it is below the green lights, gain altitude. when it is above, reduce altitude. lineup: your left/right lineup to the runway, not the carrier. the flight deck is angled, remember that. angle of attack: on the left of your hud you see the >o
oh and if the lights are red on the left that means go around, can be because of a bad approach of a foul deck, which means another aircraft entered the runway, in that case abort immediately to avoid striking it
@@ProbablyHarmless i think funky landings are OK as well but you should at least keep your speed right to avoid trapping but then not having the space to stop
It can have troubles if your vertical speed is a bit too high and AoA on contact is a bit too high - the hooky part will just go below the line instead and scratch the deck.
You don't need to worry too much where on the deck you start from with the Ifrit. I've literally been at the start of the ramp and it has enough slow speed control to fly away from the ship.
Huh. Didnt know i was supposed to aim the nose at the ball, ive been aiming with my velocity vector instead. Explains why my landing tend to be funky.
sorry but a lot of this info is wrong.
for takeoff, after going over the ramp retract your gear ASAP, you wont need it again since there is only water under you, not more runway.
for landing, the initial approach is accurate, but get in the habit of flying slower (500kph) before deploying gear, aerodynamic break effects may be modeled in the future.
for final approach, follow the meatball-lineup-angle of attack-repeat workflow:
meatball: the lights that shows up on the left of the carrier deck. it shows the correct glideslope
to follow with the yellow ball in the middle.
when it is below the green lights, gain altitude.
when it is above, reduce altitude.
lineup: your left/right lineup to the runway, not the carrier. the flight deck is angled, remember that.
angle of attack: on the left of your hud you see the >o
forgot to say that moving carriers are actually easier as you have more reaction time since you essentially habe 50kph more airspeed
oh and if the lights are red on the left that means go around, can be because of a bad approach of a foul deck, which means another aircraft entered the runway, in that case abort immediately to avoid striking it
i was trying to do a more simple doctorine focused aproach to make it easyer for beginers but yes this is all accurate
@@ProbablyHarmless i think funky landings are OK as well but you should at least keep your speed right to avoid trapping but then not having the space to stop
@vincentvoncarnap not actually due to possible structural failures, but optimal speed is 325 kmph
Didn't know I was supposed to land on the back of the carrier. But now my tail hook isn't catching any lines for some reason.
It can have troubles if your vertical speed is a bit too high and AoA on contact is a bit too high - the hooky part will just go below the line instead and scratch the deck.
oaky but how do you land the medusa on this thing to deliver the ammo crate lol
> medusa
> deliver the ammo crate
blud, its tarantula and you drop the navy container into water, you dont land