Matthew10_28 Posted February 1, 2019 Share Posted February 1, 2019 Here is a short video explaining the effective glideslope. (TLDW; its less than 3.5 because the boat is moving; you need to aim where the boat is going to be at touchdown) In other words, you can't just peg your velocity vector at the optical touchdown point the entire way in the groove. Nor can you peg your velocity vector a 3.5 degrees on your HUD ladder and ride that in. The glideslope you end up flying is about 2.8 degrees (depends on a few factors though). That would be hard to guess at anyway with the the HUD ladder in 5 degree increments. Fly the ball, fly the ball, fly the ball.....but this is what your velocity vector should be doing. Link to comment Share on other sites More sharing options...
Steve Davies Posted February 1, 2019 Share Posted February 1, 2019 Loved this. Thanks! Steve Davies https://www.10percenttrue.com Link to comment Share on other sites More sharing options...
rrohde Posted February 1, 2019 Share Posted February 1, 2019 Good stuff! Thank you! :thumbup: PC: AMD Ryzen 9 5950X | MSI Suprim GeForce 3090 TI | ASUS Prime X570-P | 128GB DDR4 3600 RAM | 2TB Samsung 870 EVO SSD | Win10 Pro 64bit Gear: HP Reverb G2 | JetPad FSE | VKB Gunfighter Pro Mk.III w/ MCG Ultimate VKBcontrollers.com Link to comment Share on other sites More sharing options...
LORD FLASHEART Posted February 1, 2019 Share Posted February 1, 2019 Awesome work Matthew, really cool to see the angled deck drift layed out like that! In the VFA-113 mission we also run 26knots/no wind more maximum line up challenge. For me it’s FPM bear cat 2s JBD at the start, crutch IM then AR it drifts to the right side of the 3rd white centerline marker from the front of the landing area. But yeah MEATBALL all the way for glideslope. Link to comment Share on other sites More sharing options...
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