Magnitude 3 F4U-1D Corsair

Are you flying in VR?

Nerd alert…

Parasitic drag actually. Induced drag is drag “induced” through the production of lift. As AOA increases, the rearward component of lift increases along with the production of vortices, etc. Taken together, these negative forces resulting from lift are “Induced Drag”.

6 Likes

Tactical Pascale posted this a little while ago. Figured some of y’all might find it useful.

5 Likes

You’ll find it insanely easy once you get the numbers right. On downwind turn earlier than you intuitively want. In the base turn aim right for the fantail or even further down deck. That way you are in a constant left bank for best visibility and style points (assuming a moving boat). Keep 95 knots. Any faster and you won’t hit in a 3-pt attitude. 30” holds 95 knots pretty well. Idle once past the stern. Approaches are way more stable if you find a power setting and stick with it. Any torque-dancing just makes the process 10 times harder.

4 Likes

The canopy is curved and probably create some lift… I don’t know if it produces enough to lift itself though. Removing the canopy could increase drag by causing parasite drag, or reduce it by reducing lift due to shape and weight…
Anyway… HA! Out-nerded!

Oh, and Magnitude 3, if you’re reding this; I fully expect this to be simulated. Now.

7 Likes

You nerds will be building soap box derby cars next :laughing:

7 Likes

Hot damn! I do stand corrected! Thanks. :blush:

1 Like

Damn Man! You nailed it. It can’t be explained better than that.
I said, get past the stern and make her quit flying… but I prefer the way you said it.

2 Likes

If anyone wants to try some MP in the Corsair, I’ve put up a ded server with a Marianas WWII sandbox mission. Dynamic spawns on land or sea. Various targets available via the F10 menu.

Server name: MUDSPIKE I SANDBOX
Password: mudspikeFTW
Max players: 32
IP address: 98.48.181.28
Port: 10308

10 Likes

What Mods do we need?:crazy_face: im up for it. Just need that ffb profile. Thanks for that Dan.

2 Likes

Hey @chipwich, I tried the mission very briefly but couldn’t make it to any of the zones because of honeydo requests. Thanks for hosting.

2 Likes

No mods, just the WWII Asset pack and the F4U.

1 Like

Damn just noticed this when heading to bed

1 Like

Cool, I may try it tonight after work. Since I’m working tomorrow, that might not be prudent though…

1 Like

I launched off the boat, flew north to Rota, spawned some EWR on the South shore and shot them up with rockets. Destroyed 3. Nothing fancy. There were 3 x Uboats on the way to Rota who were happy to shoot at me. I kept my distance, since I have a poor record with them. Will probably get back on later tonight. RTB’d to a dirt strip, since I was low on fuel and knew that I’d be shooting many missed approaches at the boat. Seemed to work OK.

I launched off the boat and hit the south A2A patrol. Loitered for 10 but couldn’t find anyone. I didn’t think that this might be a comms command until just now as I type :crazy_face:.

Yep, VR. Not as much difficulty with visiblity over the nose as I expected.

Speed management is definitely one of the issues I have. The prescribed 30" at 2300-2400 puts me at 140-160kts on initial, 120kts on downwind, and 100-110kts in the groove. I can’t get her to slow to and hold 90-95kts. Getting configured and trimmed up on the downwind takes so long I miss my groove timing as well. I have to extend 2 miles past the ship instead of the standard 1 mile.

1 Like

Yeah, pull up your comms menu and chose F10 other to spawn targets.

1 Like

I’ll be more specific and that might help explain how to capture the energy targets with those settings. 1st, I run at 2600. Full RPM probably works too. I do this in case I go around. RPM = Power. An added benefit of higher RPM is less apparent torque. I say “apparent” because I doubt it is actually less as that would seem to be dubiously Newtonian. But it makes power changes more manageable for me. I fly close to the runway in real life and close to the boat in-game. Downwind is 250-300’ off the water. I begin my turn before abeam the stern. Nice, easy 25° of bank and a VV of about 400 FPM. 30” works pretty well flying this way, maybe 25” if I am a touch high. I am constantly turning. The only time the wings are level is about 3-5 seconds before crossing the fantail. A long final seems easier but is actually MUCH harder.

Back to the power settings. We can’t be married to them. They are rough targets to set on downwind with full flaps. Use whatever works as you begin the 180 to the stern.

Maybe fly upwind along the BRC like you would in the jet but fully configured. This way you won’t be tense and rushed on downwind. Fly upwind at 300’ and a gentle continuous turn to downwind at about 100-110. From there on the wings level bit you’ll only need a few seconds to trim for 90-100. Your right foot must be connected to your left hand, just like a helicopter.

If it’s standard, I never would have survived the Navy. I, no kidding, begin my turn and descent when I am looking along my left wing pointed somewhere between the bridge and the stern. (Assuming the ship is steaming)

There’s an included “furball” mission under Instant Action which is a lot of fun. When you get back to the boat, most of your flight will probably have returned and are stacked along the bow. It’s an education landing, with them blocking your exit. Hurray for angled decks!

4 Likes

I feel like I’m really getting her dialed-in. No real bad habits. Lookin’ good, feelin’ good.

Arrgghh!

8 Likes