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Holbeach

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Everything posted by Holbeach

  1. Early Angled Deck trials. ..
  2. Reviewing the Fleet. ..
  3. IRL the ship could provide 30 kt and the caterpult could be used if there is zero wind. In game you can make it off at full load, but it's a bit tight. No cat but a little extra wind makes it more comfortable. I use 22 kt plus wind to make 38 kt over the deck in my practice mission. ..
  4. Halsey and McCain were held responsible and were recommended for other duties. Nimitz backed Halsey and refused to comply. McCain had no such luck and was put in charge of the Veterans Association. He died shortlyafterwards. ..
  5. Thanks for that/.I have this damage recorded as being caused by the following double Typhoon, Connie/Viper. Similar damage was caused to the USS Bennington and Escort Carrier, USS Windham Bay. USS Heavy Cruiser Pittsburgh lost her bow. USS Bennington. Heads rolled after the enquiry. ..
  6. Catapults on a Fleet Carrier are for launching aircraft in full load, zero wind conditions and are much slower turn over than fly off. A fully loaded Corsair can T/O from spawn position at the island with no problem. Taxi back was not done on a Carrier. It was pushed back by a crew, but if you must, then either reverse down the deck, or have the Ship stationary with no wind, then turn round and indulge your fantasy. Interesting fact: Essex Class Carriers were desighned to launch stern first if required by circumstances. ..
  7. The Japanese also went down the armoured deck road, (IJN Taiho) but major flaws in the design drastically reduced the survivability and she didn't last long. Sunk by a single torpedo hit from Submarine USS Albacore in 1945. ..
  8. I'II put this here rather than start a new thread. This is a good comparison between the British armoured and US un-armoured flight deck damage. ..
  9. The cowl flaps are closed to keep the engine warm. A cold engine is an unhappy engine. ..
  10. I placed 5 Carriers in a group, only No. 1 had working wires. The a.i. have no such problens. 4 F4U a.i. took off from their own ships and all 4 returned to their own ships with working wires. Also their wires had a different animation, with full retraction rather than simply disappearing. ..
  11. The tailwheel should rotate through 360 deg, but it doesn't. That in itself is wrong. But if you lift the tail off the ground, you still can't push through a crosswind of more than about 6 kt. Any additional power will simply skid the mainwheel along the ground. Even with the tailwheel retracted, using the tail as a skid, you still can't push through a crosswind. Strong wind effect on the tail, low rudder prop wind effect, low friction with wheels on the ground, tail wheel not rotating. Therefore Taxi is impossible except in very low wind conditions. ..
  12. If you have Carrier as No 2 in the group, no arrestors will work. If Carrier is No 1, all arrestors will work. I had this prob some time ago. I assumed it was caused by adding Fletcher and Iowa mods. I removed mods and it remained. I deleted mission and started again with a new Carrier group, Wires were working and have been ever since. I assumed Mission was corrupted. This morning I created 2 Missions to confirm your findings. Carrier as No 2 = No wires. So, With 2 Carriers in group, only No1 will have wires. So if you need 2 Carriers, 2 groups will be required for both to have wires. ..
  13. Red Bull F4U4. ..
  14. You don't taxi back on a Carrier after landing. You just land, then take off from where you landed. ..
  15. End of the war for the British Pacific Fleet. And the US Fleet for good measure. ..
  16. Can't get enough of this carrier stuff. Up to 10 consecutive circuits per session and I'm starting to get the hang. My practice fleet. 1 Desroyer ahead at half mile and Port side Destroyers at 800 and 1400 yards to mark the correct pattern. ..
  17. It was too low for Corsairs because the armoured deck, which was 4 inches thick, produced a lot of top weight, so it had to be as low as possible to maintain stability. This created a hangar much reduced in height from a US carrier. Luckily the wing tips could be removed. History might have been very different otherwise. ..
  18. 11 in the air. Another one from the cockpit. And another. ..
  19. For use with carrier landings. ..
  20. For interest sake. The -4 had automatic/manual cowl and oil cooler/Intercooler flaps. ..
  21. Attack the Tokyo Maru. ..
  22. I came to the same conclusion on Aug 6 when I posted this: I tried more fuse combos today but they all exploded on contact. Plugs made no difference unless used N and T, when no explosion will occur. The correct use for a 5 or11 second delay tail fuse AN M116, is for very low level and the nose plug in, but it explodes on contact. The only one that provided a usable delay was nose fuse Mk 244 mod 1, (anti submarine), which gave 4 secs with switch in N/T psition. This fuse is designed to not burst on the sea surface, but travel underwater for 4 secs and burst near a submerged submarine. It's secondary role is to drop on someone over land, for a low level pass with delay.. Oh well, keep plodding on. The M135 A1 and M136 A1 air burst fuse actually works! This timed nose fuse was a thing before radar alt was used. Minimum setting 5 secs. (should be 10), Never used by the Navy, but could be a fun thing to try.
  23. I'm talking about the RL Corsair. I wonder why they didn't design such a complex engine with auto temp controled cowl flaps. ..
  24. I flew 10 traps plus 1 go round and 1 bolter, in a row, 45 mins total. Engine stopped while setting up next T/O. No.11. Paying particular attention to temps, oil stays in the blue at half open and dosn't need to be touched. Cowl flaps need constant adjustment, (wonder why it's not auto), and mostly wants to go cold. Red line is instant death. Don't close cowl completely. Oil press gauge is always low, red line low, or zero at idle. Fuel press OK. 40 gal left. Res selected. Why did it stop, who knows? After looking at the replay, I noticed the engine was idling a bit slower, about 490rpm, so it didn't seize, it maybe plug fouled and conked out. Lost the hook on no.9 landing, but it still worked for no.10. Carrier has stopped, so last landing was 16kt wind. ..
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