Sea Power

Sea Power

Carrier at 30kts when take off and landing
Carriers increase speed to 30 kts during takeoff and landing, eventually outrunning the rest of my formation, doing 24 - 28 kts especially during high numbers of landing aircraft?
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Showing 1-10 of 10 comments
Carriers always do this to facilitate the planes landing and taking off IRL. They do it so that a plane has more time to manoeuvre.
liaxelot Jan 19 @ 2:21am 
yes it is one of the procedures
but the most classic procedure remains to put the nose of the aircraft carrier in the wind... the speed of 30 knots is precisely avoided in certain circumstances, in particular to not lose or unbalance the escorts
a mix of these two actions was done... depends on the circumstances, near the coast and wind strength
but the planes must land and take off with the nose in the wind
Last edited by liaxelot; Jan 19 @ 2:29am
Ashmck Jan 21 @ 10:16am 
Did not know that, everydays a learning day, thanks guys
Originally posted by Ashmck:
Carriers increase speed to 30 kts during takeoff and landing, eventually outrunning the rest of my formation, doing 24 - 28 kts especially during high numbers of landing aircraft?

It's more that when the Aircraft Carrier is doing 'carrier ops' or 'air ops' or whatever it's called, it ignores ALL player inputs until the queue of whatever is landing or taking off of it is cleared. Even taking direct control you cannot change direction / etc. The quick and dirty fix is to just take any planes in a holding / landing pattern around it and give them a different way point and it'll become responsive again

I haven't played since latest update that I think increased speed things land on carrier and stuff at, but there is a carrier ops mod that also does that and I found it greatly improved take off /landing times on carrier and makes it more responsive in general as a result
Zelos Jan 22 @ 10:34am 
We did make some changes to the carrier operations recently. The vanilla carriers should now recover with a 50-70 second interval. However, the speed up is a historical feature, so it can still result in formations becoming a bit jumbled if the formation isn't capable of those speeds.
- Zelos
Triassic Games
Originally posted by Zelos:
We did make some changes to the carrier operations recently. The vanilla carriers should now recover with a 50-70 second interval. However, the speed up is a historical feature, so it can still result in formations becoming a bit jumbled if the formation isn't capable of those speeds.
- Zelos
Triassic Games

In terms of navigating while planes are in a holding pattern, etc, I wonder if the games logic could be taught to check for a way point / etc between planes landing or taking off, so that the ship is always adjusting back to course if they're in a larger formation / etc

Though the landing is faster in general, if you're running big ops you can still run into moments that your carrier just keeps going random direction because it has so many planes in queue - though I've only actually been playing around in editor so I dunno how often you'd otherwise encounter having like 8+ planes landing in steady waves after missions
kingfhb Feb 16 @ 7:00pm 
Carriers Turn into the wind to get at least 40 knots of wind over the deck for launch. If there is little to no wind, they have to be able to GENERATE the wind themselves. Carriers are a lot more capable than is publicly reported.
Ion_Joe Feb 17 @ 2:57pm 
This is true and accurate for CATOBAR carriers, but why does the Kiev have to do it to launch VTOL jets? I noticed in one game my Kiev beached itself and came to a standstill and then none of the VTOLs would launch.
kingfhb Feb 19 @ 5:26pm 
Originally posted by Ion_Joe:
This is true and accurate for CATOBAR carriers, but why does the Kiev have to do it to launch VTOL jets? I noticed in one game my Kiev beached itself and came to a standstill and then none of the VTOLs would launch.
Good point. VTOL shouldn't matter if there's zero knots across the deck.
Heritec Mar 3 @ 8:02am 
Originally posted by kingfhb:
Originally posted by Ion_Joe:
This is true and accurate for CATOBAR carriers, but why does the Kiev have to do it to launch VTOL jets? I noticed in one game my Kiev beached itself and came to a standstill and then none of the VTOLs would launch.
Good point. VTOL shouldn't matter if there's zero knots across the deck.

If the Kiev starts Air Ops while at 0 speed, it wont accelerate, or at least it did not in my game yesterday. So you can launch VTOL / helicopter.
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