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Su-33 carrier takeoff fails in custom mission, but not on quickstart


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Posted (edited)

Hi all.

 

I've got a strange probleme regarding the carrier takeoff:

If I start the carrier takeoff quickstart mission, takeoff is really easy: Throttle to full, no breaks, and the plane is securely flying when the ramp has been passed.

 

But currently, I have created a small mission:

- Start from carrier

- First engage a Spitfire (gun and small range fighting training)

- Second engagement: F18 with no weapons (long range training)

- Last engagement: A fully loaded A10-C (evasions, ECM, Flares, ... training)

- Return to carrier

 

The problem: I can't take off the carrier if I use the starting position.

 

My procedure:

1. Check if jet blast deflectors are up

2. Breaks to carrier mode (doubled force)

3. Throttle to full with second level afterburner activated

4. Release the breaks when 2nd stage afterburner light goes on

5. Leave the ramp with about 130km/h and crash directly into the sea.

 

It happens with normal missile loadout and without missiles attached.

If I cancel launch procedure, turn around, and start somewhere near the landing ropes, I normally can do a successful launch.

 

Can anybody tell me what am I doing wrong?

I didn't find any keybinding to enable the carrier's wheel blocks normally used on the Admiral Kusnezow. What can I do to launch with full loadout?:helpsmilie:

Edited by xplod
removed strange formating

[sIGPIC][/sIGPIC]

Currently used modules:

- F16 Viper(primary)

- F/A 18 Hornet , F-5E Tiger, L-39, C-101 for fun

- (many more unused but great modules :-) )

Posted

Pay attention to the wind over the deck. Heavy sky was updated shortly after the PFM came out to correct for this. You’re doing everything right my only suggestion along with raising the inlet grids is two differents approaches

1. look at videos of the real thing, they keep the nose low to gain speed. Also retract gear the second you leave the deck for less drag more acceleration.

2. If keeping your nose moderately low doesn’t help then hit ASC off and gently pull alpha while looking at the radar alitimeter, in the worst case scenario you can pull an extreme enough angle of attack along with the special afterburner mode to get you out. It is possible, but there’s also a reason pictures show operstionally they use smaller load outs probably for headroom flexibility fuel efficiency and greater bring back.

 

Also one other thing that I should’ve put first will probably,get you 10% more thrust probably most important,, inlet grids! I believe left alt I, unfortunelty they are on by default, turn them off and you probably won’t have to resort to a half cobra to avoid dunking:)

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Posted

Carrier is supposed to go full power straight into the wind - very important! That will set you up.

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Posted

In a custom mission you can place the Su-33 on the ramp further back on the aircraft carrier to get a greater take-off run (the Kutznezov has no catapults). But first you have to pay attention to the overall weight at take-off. If the plane is too heavy (for example because it has all the fuel) it cannot take-off with a too short run. Also, pay attention to the loading armament. In general with full tanks and complete armament the Su-33 can take-off only from an airport.

Posted

U is supposed to change take off position but never works for me. Another tip is the stick limiter Y button. Hold that so the stick kicker doesn’t limit travel in an emergency scenario.

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Posted

I have found a youtube video about real SU-33, and I could see that most of your replies do make sense:

 

 

- If planes were launched from runway 1 and 2, the planes didn't carry any weapons.

- Armed planes alway started from runway 3

- Armed planes always carried no more than 4 or 6 missiles

 

 

I set my starting possion to 3, reduced arnament to 4xR73 and 2x27ER together with ECM pods, and lowered fuel to 80%.

Now takeoff works perfectly...

 

 

Thanks for your help!

Best regards,

Dirk

[sIGPIC][/sIGPIC]

Currently used modules:

- F16 Viper(primary)

- F/A 18 Hornet , F-5E Tiger, L-39, C-101 for fun

- (many more unused but great modules :-) )

Posted

If you combine all the advices here and perfect your techinque it is still possible to take off very heavy from positions 1 and 2.

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Posted

My experience is very different. When in low speed situation you have to keep the nose pretty high (start to pull the stick at the end of the ramp). She'll still accelerate but you won't drop that much. Try it - it can save your life :)

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Posted (edited)
My experience is very different. When in low speed situation you have to keep the nose pretty high (start to pull the stick at the end of the ramp). She'll still accelerate but you won't drop that much. Try it - it can save your life :)

 

Same, full missile load, 75% fuel, No.1 take-off position in campaign mission (ship moving), the way I could take off reliably with minimum altitude loss was to get the tail pointed at the sea ASAP. Basically stick full back as soon as the ramp is cleared. Funny enough, I got this idea from watching the DCS Su-33 module trailer video.

 

In MP I took off fine from the long ramp at max weight from a stationary ship.

 

But front positions with a static ship... nope, don't even try. Make sure the ship is moving in your custom mission, the faster the better.

Edited by VC

VC

 

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Posted

Please don't get me wrong:

 

My intent of writing the summary was to give newbies like me some information how to get your plane into the air successesfully.

 

 

Even with a HOTAS joystick, I sometimes break my fingers trying to press all the correct buttons ... :-)

 

 

Thanks for all of your help,

_X_

[sIGPIC][/sIGPIC]

Currently used modules:

- F16 Viper(primary)

- F/A 18 Hornet , F-5E Tiger, L-39, C-101 for fun

- (many more unused but great modules :-) )

Posted

I had a number of crashes until I tried doing what you did, plus turning off the flight stability system (default key is 'S') so I could pull a crazy angle of attack and basically flew off like a rocket. Probably not intended, but it works.

Posted

No I certainly endorse that method as well:) but if you’re not gonna fall in to ocean, say below max weight, I enjoy the realism of keeping the nose low like you see in real lols videos

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Posted (edited)

Maximal A/C takeoff weight (carrier is not moving, no wind) for shor' rwy at +15C is 27 tons, for long rwy - 32 tons.

Maximum landing weight is around 25 tons.

 

Don't forget to use the "special brakes" this will allow to set full afterburner and have the aircraft stationnary (don't wait too long though).

In doubt disable the FOD shields and check air intakes are fully open. Deployed FOD shields will reduce the thrust by 12%..

 

Raise the landing gear as soon as airborne to reduce the drag, and check it's up.

If able "drop" a bit to gain some speed, level flight otherwise. Your left hand is free to move around, you are at full a/b not a single drop of extra power available.

Don't forget to raise the flaps.

 

Attached is a snapshot from the manual p135.

 

Happy flying.

AFM.jpg.2fa2b72d2c6faa8fd53b533b54765aef.jpg

Edited by xavnl

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Posted
If able "drop" a bit to gain some speed, level flight otherwise. Your left hand is free to move around, you are at full a/b not a single drop of extra power available.

Don't forget to raise the flaps.

I would not advise to try to level the flight unless 100% sure you're light enough at take off.

But in any case that would be best practice - nose high until fast enough and vertical speed is positive - and that only should be the moment to raise the flaps because they give more lift then drag during take off.

I assume talking about full afterburner you meant also the special mode.

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  • 2 months later...
Posted (edited)

I created a mission with Su33 in the park # 3 of Admiral K., flying the mission offline, the aircraft is parked in the park # 3, but loading the mission online the plane is always positioned at park # 1 or # 2, at no. # 3 does not go there, and the radio of "Admiral" always repeat the clerance of the take-off to infinity ... what happens?

It's frustrating... I can not take off at full load from #1 and #2, I need to spawn at # 3 but it does not work.

Can anyone help me?

Ciao

Edited by Duster

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Posted

:joystick:

Full fuel and full loadout ramp 3 and 4, full after burner full trim up and off she goes, gear up wait til around 300 flaps reset trim off you go.

 

ok, at park 3 in MP even if the mix is ​​set does not go there, I always find myself at park 1 or 2 ... park #3 not working in MP?

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CPU i7 7700K@4.5ghz * COOLER ARCTIC Freezer 13 CO * MB MSI Z270 Gaming M3 * RAM G.Skill 32GB DDR4-2400 DDR4 2400MHz * GPU Zotac GTX 1070Ti mini * SSD Samsung 850 EVO 500GB for S.O. * SSD Samsung 860 EVO 500GB for DCS * HDD 1TB WD Blue x2 * PSU Corsair CX650M * SO Windows 10 pro 64bit * TrackIR 5 * Saiteck x52 Pro

Posted
:joystick:

 

ok, at park 3 in MP even if the mix is ​​set does not go there, I always find myself at park 1 or 2 ... park #3 not working in MP?

 

Just fold wings and taxi back until we get a new kuz you will always spawn 1 and 2 just make sure you dont spawn on someone.

Posted

if I place myself manually at # 3 and ask take off the tower the Admiral opens the firewall for the park 1 or 2 ...

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Posted
You fly through it it dont exsist :)

 

doing taxi at # 3 then the carrier radio goes crazy ... ok, but what a bad thing it is !!

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Posted
Yes it does go crazy does on land to so maybe a bug

 

we hope to fix, but I do not believe it...

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CPU i7 7700K@4.5ghz * COOLER ARCTIC Freezer 13 CO * MB MSI Z270 Gaming M3 * RAM G.Skill 32GB DDR4-2400 DDR4 2400MHz * GPU Zotac GTX 1070Ti mini * SSD Samsung 850 EVO 500GB for S.O. * SSD Samsung 860 EVO 500GB for DCS * HDD 1TB WD Blue x2 * PSU Corsair CX650M * SO Windows 10 pro 64bit * TrackIR 5 * Saiteck x52 Pro

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