CV(n)-6 Night Operations

I have enough trouble taking off and landing during daylight and now you expect me to do it at night.I have night blindness.

BTW working a Truk night attack mission.


Talon
 
Al and I are doing more research on the carrier as we have information that shows she had two rows of lights and pilot accounts that mentioned only a single row down the middle. We will nail it down and make sure it is historically accurate. If we go with two rows they will be smaller than those curently shown. The lights are directional and can be seen fully on approach but fade out when viewed from side angles and distance.

Steve
 
More info........... Here is the full link for the document
http://www.cv6.org/ship/logs/nite_op_material.htm

Deck Lighting

The deck lighting used successfully on this ship is comprised of the normal night lighting furnished carriers with the exception that the flush-deck lights have not proven satisfactory. Borrowing an idea from the INDEPENDENCE, a set of lights, hereinafter known as "Victory Lights", have been installed. Since their use was started, the planes have lined up with the deck many times better and not a single plane has gone over the side.
The victory light consists of a vertical member on deck 6" by 21" and constructed of rubber (similar to "stop" signs which may be run over by cars) with the after side painted white. A strip painted white and of the same dimensions is painted on the inboard side on deck, the 21" dimensions being fore and aft. A small (20-watt) light is mounted on deck to shine on the vertical member at an angle of 45°. (Deck guide lights are recommended for this light but to date they have not been available and a homemade housing has been in use). The lights are controlled by a rheostat. They are placed as far outboard on deck as possible and still form a straight line from the number one barrier to the ramp. Nine are in this line on the port side and four on the starboard side abeam of the first four on the port side. Four lights are all necessary on the starboard side as the pilot only uses them to line himself up after the cut and he can't see further aft on deck than the fourth light at that time.
The standard red deck edge lights on both sides are arranged with every other one turned out on the starboard quarter 30°. This allows the pilot to pick these lights up early and has proven a big help in aiding pilots to line themselves up with the deck sooner than was the case before they were turned.
The combination of the pilot being able to line himself up earlier and the wider span of the victory lights has proven its worth in operations. Pilots are also universal in their acclaim of the improvement in depth perception with the loom of the victory lights as contrasted to the direct light of the flush deck lights. The flush deck lights are kept open to be used only as a standby in case of a failure of the victory lights.
Signals Aft

The standard ultra violet landing light with the luminous suit for the LSO has been very satisfactory. In addition, the LSO is provided with a VHF set to "talk pilots in" when necessary in addition to the visual signals. He wears standard headphones and is provided with a lip microphone. The mike control button is installed on the handle of the right paddle and makes for simple operation by the LSO. The VHF set is tuned to the landing channel so that the LSO is continually apprised of the situation in the landing circle and of the information being given planes by SNAPPER.
Also installed at signals aft is an Aldis lamp fitted with a yellow filter. This light is used as a "fourth turn" light and also to check wheels, hook, etc. of a plane in doubt on these subjects when the plane makes a pass close by for this check.
 
Great Steve! Is that a moving carrier?
Mind you I'm with Talon - I can't land on the darn things in full daylight, I think I'll sit out the night missions in the NAAFI :icon_lol:

Actually - you lose the sea-level effect of the models at night, much better! :)
 
Call me "Old Army", but it would seem the choice of lighting color would've been "red" perhaps?

(Dont forget your "Black-outs"!) Nice work!
 
Great Steve! Is that a moving carrier?
Mind you I'm with Talon - I can't land on the darn things in full daylight, I think I'll sit out the night missions in the NAAFI :icon_lol:

Actually - you lose the sea-level effect of the models at night, much better! :)

Clive, she is fully mobile but I have found it easier to land with it stationary and with localized wind down the deck. The deck lights do not appear untill the deck drops.

This is the new configuration with yellow aldis lantern at stern and red marker light port midships. the deck lights are now much smaller.

Steve
 
Of course I have never landed on CV-6 but I have plenty of landings on CVN-65 and CV-64 at night and I can tell you that this is a damned good reproduction of what it looks like (within the restrictions of the sim). I highly recommend the moving version for realism. As mentioned by Tom Hanks in the film "Apollo 13" the wake glows from disturbed luminescent plankton and offers a nice directional cue, especially in the warm waters of the Pacific where Enterprise operated.
 
Al and Kasey,

Coming your way AM tomorrow to test her out. I added anti collision lights to the superstructure including the heavy crane. All of the deck lights have reflective light when the aircraft get close to them.

We will have both a daylight and night version of the Enterprise for mission building.

O-1
 
CV-6 Enterprise Wake

I have the wake effects added to the CV-6 Enterprise but the wake is
at the bow (front of the ship) and not the stern. How can that be fixed?
(sim.cfg):

[fltsim.0]
title=CV6_Enterprise
model=
texture=
[General]
category=Boat
[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
[DesignSpecs]
max_speed_mph = 30
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition = 47


[Effects]
wake = fx_wake_CV6
 
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