General Category > Unofficial F/A-18 Acceleration Pack board

F-18 carrier brake problems

<< < (11/23) > >>

SpazSinbad:
For FCLP on a runway with T-vasis (use the ordinary glidepath as indicated in the graphic) you can get a good idea about flying the Optimum Angle of Attack and flying the glideslope. If anyone can arrange to have a carrier deck (without arrestor wires) for a runway so that the mirror can be seen next to the runway that would be ideal but I don't know how to do that yet.

Practising FCLP - a lot - is mandatory for any carrier pilot so don't scoff at doing it yourself. It would also be good to have a carrier setup without wires so that 'touch and goes' could be practised without having to arrest and cat to interrupt the practice. I guess that could be done in other ways though.

SpazSinbad:
USN FCLP video from the late 1970s probably. The full video shows Skyhawks, Crusaders and Phantoms FCLPing. The clip shows pilot view at dusk (probably for the sake of the film) with the mirror and landing area marked by lights. Note the touchdown zone - it has ALL THE RUBBER! (3Mb .WMV video 'FCLPmirrorDusk.wmv') & a longer version uploaded now.

http://files.filefront.com/FCLPmirrorDuskwmv/;13705740;/fileinfo.html (3Mb .WMV)
&
http://files.filefront.com/USN+MADDLsHiQmmwmv/;13706486;/fileinfo.html (8Mb .WMV)

Hanimichal:
hey SpazSinbad
  thanks very much for details, because I dont know anything  in real world aircraft


In my configuration every noob like me can say: goodbye forever spin out of control in the carriers

-------------
[contact_points]
;Gear
;Wingtips
;Bottom
;Top

static_pitch = -3.100
static_cg_height = 6.600
gear_system_type=1           //Hydraulic
emergency_extension_type=2   //None=0,Pump=1,Gravity=2
max_number_of_points=11
point.0= 1,   -8.000,   0.000, -6.000, 9999, 0, 1.135, 80.000, 0.200, 3.500, 0.610, 3.000, 3.000, 0
point.1= 1,  -35.500,  -9.900, -7.400, 9999, 1, 0.635,  0.000, 0.400, 2.500, 0.546, 3.900, 3.900, 2
point.2= 1,  -35.500,   9.900, -7.400, 9999, 2, 0.635,  0.000, 0.400, 2.500, 0.546, 3.500, 3.500, 3
point.3= 2,  -37.830, -20.000,  0.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
point.4= 2,  -37.830,  20.000,  0.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
point.5= 2,   -5.000,   0.000, -1.500, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.6= 2,  -50.000,  -4.000, -2.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.7= 2,  -50.000,   4.000, -2.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.8= 2,  -15.000,   0.000,  5.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.9= 2,  -48.000,  -6.600,  9.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.10= 2, -48.000,   6.600,  9.000, 9999, 0, 0.000,  0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
--------------------

SpazSinbad:
Hanimichal, Nothing wrong with starting out. I need to do that in FSX but as you can see I'm not setup for carriers so far - doing other things. However I do not see the point if you are starting out to use the most difficult flight settings, when you can just as easily wind them back to middle or easy. Then with practice introduce more difficult settings. No need to mess with contact points because (as we can see) things are not so good anyway. Sure you have to learn how to carrier land - which is much different to landing on a runway. That is the point. Don't expect to land on a carrier the same way you might land on a runway.

Remember not every approach can have a good landing - not even in the real world. Pilots can Wave Off or they are told to Wave Off. If things are not going very well then start again. No need to crash on deck. What is the point of that if you can see it coming? Wave Off and try again. Practice Practice Practice. Did I say Practice? Every carrier pilot needs practice before during and after they learn how to carrier land. No one ever gets an approach 100% correct. They may get close but they always strive for the best every time. If it is not working out then they wave off.

FCLP ashore is worthwhile practice with the T-vasi with the hook down so that you see a proper steady AoA indexer. Practice. The whole point of Navy flying is to carrier land. If you cannot do that then you are not a Carrier pilot. So practice - but I said that. Real world requires constant practice ashore and afloat. No ifs or buts. Practice practice practice. It is fun because it is difficult and it is always difficult to do it 100% correct. You can see precisely via the AoA indexer and line up and meatball how bad or good your approach is every millisecond. Always get back to the ideal. Don't accept anything less.

jimi08:
Spaz,

After reading some of your posts, I can't help but notice your comments about the AoA indexer.  You mentioned that due to it blinking with the tail hook in the up position, that it isn't of any good use.  If you are on a stabilized approach, your AoA should not be changing THAT rapidly between the 1 second intervals that the indexer blinks.  I know your remedy to the  problem is to make the approaches with the hook down, but you might want to try the following if you decide to go back to making approaches with the hook up.

1.  Since your AOA indexer is directly related to your angle of attack, use it as a secondary input.  By this, I mean once you are established on the approach with the amber donut (blinking or not) confirm that your AoA on the HUD is right around 8(+/- 1 degree), which is what gives you the amber donut.

2.  Take a look at your airspeed.  As long as you maintain your weight/airspeed combination you will remain "on-speed" for that approach.

3.  Once you are "on the ball" make sure you keep your velocity vector around 3.5 to 4 degrees below the horizon line in your HUD

4.  Maintain your optimum "on-speed" while keeping the velocity vector at 3.5 to 4 degrees below the horizon until touchdown.

Tips:  As you make your approach, keep an eye on the ball, if you notice you are getting a little low on the approach, add a little power to bring the velocity vector closer the the horizon line in your HUD, once you are pretty close to being back on the ball, reduce power, to lower the velocity vector back around 3.5 to 4 degrees below the horizon line.  If you are a little above the glideslope, do the opposite by reducing power a little to bring the velocity vector down to around the 5 degree line below the horizon.  Once you are close to getting back on the glideslope, increase power to maintain.  Once you are back on, double check that you are still at the speed that gave you the amber donut (or check that the AoA is still indicating about 8 degrees on your HUD).  Hope this helps.

-Jimi

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version