Takeoff and Landing
 TAKING OFF AND LANDING
This section introduces you to take off and land from carrier and land bases. Remember one thing. Don't over control since a little bit goes a long way. The F/A-18E's electronic flight control system is extremely responsive to your input. Landing is more challenging skill than taking off. It's a rewarding finale to a successful mission and there fore should not be minimized. There's nothing worse than meeting all the mission objectives only to blow it on the landing. When ever preparing for a takeoff or landing, keep these key points in mind.
1. Always refer to the MDI Checklist page. It displays a list of important settings and reminders.
2. Maximum Gross Takeoff weight is 66,000 Ibs.
3. When in NAV Master Mode with the landing gear down. the HUD is optimized for takeoff and landing.
4. Takeoff speed (land-based) varies according to your maximum load. Lightly loaded aircraft require less airspeed, while heavier aircraft need more.
5. A safe landing begins with a good approach to the carrier or base.
6. The heading bug on the HUD provides TACAN or Way point steering to the selected course.
TAKEOFF
CARRIER TAKEOFF
The F/A-18E has a very sophisticated automated -takeoff system. You basically sit back and the aircraft jumps off the deck into the air. Follow these guidelines to achieve a successful carrier takeoff':
1. You start on the catapult ready for launch. Your engines are running and your flaps are set to FULL( their proper takeoff position).
2. Increase thrust(engine power) to military (80%).
3. When your aircraft has reached Full military power, release your wheel brakes.
4. Sit back, but don't touch the flight stick unless an emergency occurs. You also have full power available if equired.
5. Immediately after takeoff. your aircraft automatically rotates to capture a 12° pitch angle.
6. Once you are at a safe altitude, retract the landing gear.
7. Take control of the aircraft's flight stick.
8. When you gain sufficient altitude, decrease/increase your thrust to your desired cruising speed and push the flight stick forward to level the aircraft.
You're now ready to tackle the mission objectives.
LAND-BASED TAKEOFF
Follow these guidelines to achieve a successful land-based takeoff:
1. You normally start at the end of the runway. Your engines are running and your flaps are set to their proper(FULL) takeoff position.
2. Increase thrust(engine power) to full power(100%).
3. When your aircraft has reached Full power, release your wheel brakes.
4. When you gain sufficient airspeed, around 125 and 150 knots depending on your loadout, pull slowly back your joystick.
You should apply aft stick to maintain a pitch angle of about 12 degrees. Be careful not to over rotate (past 15 degrees)
or your engine nozzles may contact the ground and suffer damage.
5. When you gain sufficient altitude(cca 500 ft radar Alt) retract the landing gear.
6. When you gain sufficient altitude, decrease/increase your thrust to your desired cruising speed and push the flight stick forward to level the aircraft.
You're now ready to tackle the mission objectives
LANDING
Landing is a challenging task, and a rewarding finale to a successful mission. To make a safe landing, you must first make a good approach, flying in at the correct speed, altitude and direction, A number of factors come into play when landing:
1. Direction.
Flying toward your last steer point should correctly orient you so that you're flying directly toward the air base.
When you can see the runway, make sure you're aligned with it.
2. Angle-of-Attack.
Your current angle of attack appears on the left side of the HUD. Remember, during landing, use the throttle primarily to control AoA and altitude, not the flight stick. By throttling up or down, you can alter the amount of available lift, and therefore, your altitude. Be careful about pitching the nose up and down at low airspeeds, this can be problematic and may cause a stall.
During the final stages of landing, keep the AoA steady between 7-9 units, use the throttle to adjust this as necessary.
 Airspeed: Slow Angle of Attack: 9.3 to 90.0 degrees
 Airspeed: Slightly Slow Angle of Attack: 8.8 to 9.3 degrees
 Airspeed: On Speed Angle of Attack: 7.4 to 8.8 degrees
 Airspeed: Slightly Fast Angle of Attack: 6.9 to 7.4 degrees
 Airspeed: Fast Angle of Attack: 0 to 6.9 degrees
INSTRUMENT LANDING SYSTEM
To correctly align your aircraft with the runway especially at night or under reduced visibility you'll need to rely on the Instrument Landing System (ILS) and indicators on your HUD. This system places horizontal and vertical "needle" indicators onto your HUD that help you line up with the runway. You can activate the ILS when you're about 10-20nm away from the runway or carrier.
Activating ILS:
1. Fly within approximately 15 nm of the runway/carrier.
2. Make sure Navigation master mode is active.
3. Click on "L" button.
The ILS has several indicators that help you correctly line up. The idea is to maneuver so that the horizontal and vertical steering bar lines form a cross and fall on top of the velocity vector indicator.
1. Glideslope (Horizontal) Steering Bar
2. Localizer (Vertical) Steering Bar
3. Velocity Vector Indicator
Glideslope Steering Bar
This horizontal line indicates your altitude relative to a 3° glideslope (the optimal angle for descent.) If you are above this glideslope, the velocity vector will be above this line. If you are below this glideslope, the velocity vector will be below the line.
Localizer Steering Bar
This vertical line indicates your horizontal lineup with the runway. If you are to the left of the runway, the velocity vector will be to the left of this line. If you are to the right of the runway, the velocity vector will be to the right of the line. This bar shows your position relative to the center line of the runway and doesn't depend on your heading.
Velocity Vector
The velocity vector(Flight Path Indicator) is a circle that moves around on the HUD. It indicates the direction in which your aircraft is actually moving which is often different from the direction in which your nose is pointing. When landing, keep the velocity vector centered over the lined-up localizer and glideslope steering bars. Steer toward the center of the cross. This will give you the ideal landing approach. Velocity Vector is linked to Vertical Velocity which should not be faster than 900 fpm negative for the clean aircraft at final stage of landing (prior touch down). If your aircraft is heavy loaded then the rate of descend should be less then 800 fpm.
LAND-BASED LANDING
When you are returning to the Air Base following your mission, you need to contact the Tower controller and request "landing", using the communications menu. You should do this when you are between 15 - 25 nm from the base. When you are declared to land perform basic Land-based landing pattern from your location to touchdown as it is shown in the following illustration:
1. Enter pattern
2. Slow down to 250 knots.
3. 230 kts - gear down , flaps Full
4. On speed AoA.
5. Verify landing checklist.
6. Base leg - maintain on speed AoA.
7. Final Approach - 160 kts.
8. Touchdown - throttles idle.
If a tower controller gives you a "hold for traffic at... alt" then perform an orbit pattern at a specific altitude that the Tower has given you until you are cleared to land.
Follow these steps to make the final approach:
1. Adjust thrust so that you've got about 300 knots of airspeed. If the throttle is about 25% power and you're still going too fast, use the speed brake to bleed off some airspeed.
2. At 230 knots and 5 nm from the base lower the landing gear and flaps.
3. Make slight throttle adjustments to gain or reduce airspeed and lift as necessary.
Use the throttle to keep the AoA between 7- 9 units. Use the rudder if you need to make
slight yaw adjustments to stay lined up with the runway.
4. Overlap the horizontal and vertical ILS steering bars so that they form a symmetrical cross. Then, center the velocity vector over this cross. When this happens, you are descending at the correct glideslope angle (3°). Finally, use your throttle and rudder to keep the lines crossed and centered on top of the velocity vector, airspeed should be 200 knots
5. 1 nm from runway reduce your airspeed to 160 knots and the vertical velocity should be approximately 1000 fpm negative.
6. Check your pitch angle. Just prior to touch down, it should read about 10° or so, AoA should be approximately 8 units, vertical velocity should be 700 fpm negative and your airspeed 140 - 160 knots.
7. At touch down, reduce throttle to idle, (Optional) activate the speed brake. At the same time, maintain a pitch angle of 10° or so. This helps soften the nose wheel landing, and also uses wind resistance against the aircraft to bleed off some speed.
8. When your speed slows to about 100 knots, drop the nose down onto the runway and apply the wheel brakes.
ABORTING A BAD LAND-BASED LANDING
If you're too low, too high, too fast or too slow, you may Not be able to correct your landing in time. If this happens, abort the landing and try again:
1. Punch your throttle to 100 %, but don't change course.
2. Retract the flaps and speed brake if active.
3. Raise the landing gear.
4. Climb back to an altitude of 5,000 feet.
5. Make a wide 180° turn to the left (landing pattern is never to the right), straighten out, and try second approach the original direction.
CARRIER LANDING
To avoid stopping short at takeoffs, the F/A-18E also has a very sophisticated Automatic Carrier Landing System (ACLS).
While ACL steering is selected on the HSI, and the autopilot is coupled to the system it provides a totally hands-off landing.
But here we will only look closer to manual carrier landing.
When you are returning to the ship following your mission, you need to contact the carriers Strike controller and declare "inbound" using the communications menu. You should do this when you are between 50 - 100 nm from the ship. At the 50 nm point, you should request "landing", again using the communications menu. From that point, the Marshal controller will assign you a Marshal, or holding point at a certain bearing and number of miles from the ship and at a specific altitude. The Marshal stack is a known point in space where aircraft are held pending entry into the well orchestrated operation that is Carrier launches and recoveries. It is usually over 20 NM from the Carrier on a fixed heading. Your assigned altitude will depend on the type of aircraft you are in (Hornets on top down to Tomcats on the bottom) and at what time you reach the Marshal.
Getting to the marshal stack
To get to the Marshall stack is not so bad if you think of "the radial" as a spoke in a wheel - the carrier is the hub. Upon returning from your flight call "inbound", then when close switch the MPCD to either TCN or ACL mode and fly to the carrier, call "request landing". Once you request to land do not ask again. Every time you request landing they check their current list and then give you a time after that. Basically you just keep pushing back your push time every time you request landing. It is important for you to orbit this point at your assigned altitude as other returning aircraft may be holding above and below you. You will also be told when you can expect to "push" or leave the Marshal stack and begin your final approach. The basic carrier landing pattern from Marshal to touchdown is shown in the following illustration
1. Marshal stack
2. Platform - 250 kias , passing 5000 ft, reduce descent to 1200 fpm
3. 10 nm - level at 1200 ft , 200 kias, set landing configuration (Hook, Flaps, Gear)
4. 5 nm - ACLS lock on, couple autopilot for ACL 1 Landing. Check landing configuration. For manual landing ACL 2 , check landing configuration only.
5. 3/4 of mile - call the ball
Bolter / Wave Off pattern if your tail hook misses the arresting wire
6. Approx. 2 nm turn left when directed.
7. Turn downwind when directed.
8. 6 nm - 1200 ft check landing configuration.
When Marshall controller give you your "slot", drop your airspeed to 250-300 kts and fly that heading and altitude out to however many miles they specify and fly a 4 or 5 mile oval pattern until told to commence.
If there is no TACAN for the carrier, you have to visualize the radial. Best way to do this is pull up the ACL page and adjust the range until you see the symbol for the carrier. Listen closely for the radial from the CATC. Now remember that this radial is the bearing from the boat to the marshal stack, so to get back to the boat, you need to travel in the opposite direction (180 degrees opposite of the radial).
To figure this out is pretty easy. If the radial is between 001 and 180 degrees, you will add 180 degrees. If between 181 and 360, you subtract 180 degrees.
The new number is the direction you must fly towards the boat, which will put you on the radial. If you don't like math, do it this way.
A bearing has 3 digits, i.e. 270. 270 is between 180 and 360, so we want to subtract. Subtract 2 from the first column (2) and add 2 to the second column (7), and you get a bearing of 090. That is reversed for radials between 001 and 180.
If we had a radial of 090, add 2 to the first column and subtract 2 from the 2nd column, to get 270. Once you have this number, steer to line up a straight shot to the boat on this bearing. With a radial of 270, you need to fly 090 to the boat.
MODE 2 (ACL 2) OR MANUAL LANDING
Once you've been cleared to approach, follow these steps on final approach:
1. Select ACL steering mode from the MDI - HSI page.
2. When told to "push", depart the marshaling stack and descend 5,000 ft at 250 kts at a rate of 4000 fpm.
3. Once at 5,000 ft reduce your rate of decent to 1200 fpm.
4. Monitor your descent to 1,200 ft by following the ACL MDI cues airspeed is 200 kts. Check your aircraft's weight. F/A-18E's maximum carrier landing weight is 46,000 Ibs. if your weight is grater than this limit, dump excess fuel. Only dump enough fuel to take the aircraft weight just below max trap. If you are forced to bolter and getting low on gas, you'll have to hit the tanker. If necessary, jettison stores .
5. At 10 nm, things start to happen quickly:
- Activate the ILS system.
- Lower the landing gear.
- Set the flaps to FULL.
- Lower the tail hook .
6. At 6 nm lower your speed to 170 kts and maintain proper Localizer and Glideslope position. Make slight throttle adjustments to gain or reduce airspeed and lift as necessary. Use the throttle to keep the AoA between 7- 9 units. Use the rudder if you need to make slight yaw adjustments to stay lined up with the carrier.
7. Maintain proper Localizer and Glideslope position all the way to touchdown. At 3/4 of a nm from carrier reduce your airspeed to 145 knots and the vertical velocity should be approximately 1000 fpm negative.
8. Follow the LSO's guidance calls.
9. Check your vertical velocity. Just prior to touch down, it should read 800 fpm negative, AoA should be approximately 8 units, and your airspeed 140 - 145 knots.
10. At touch down, increase throttle to military power. When fully stopped reduce throttle to idle.
How to trap
Once you've been told to commence switch to ACL mode and start following the line to the carrier, drop your hook. As you reach the 10 mile platform your airspeed should get below 200 kts, drop the gear, apply full flaps and turn on the ILS don't worry about centering the needles just yet .
Try to keep your flight path indicator on the ships tower as it becomes visible. At 3/4 of a mile out after you "call the ball'' pitch the nose up so the watermark is at about 3 to 4 degrees above level flight line put the ILS centered on flight path indicator just left of the island. When 1/2 mile of a carrier Pitch the nose so its within 2 to 3 degrees of the +5 ladder bar. Watch the vertical velocity, it should be below 900 fpm negative. Use the throttle to place the ILS just forward of the 4 wire and very minor left and right stick motion to stay ahead of the right moving motion of the landing area.

The velocity vector is where the jet is going right now. You can use this to maintain your glideslope as you will see a trend develop before you see a deviation on the ball. If you place the velocity vector just at the forward right section of the landing zone you will be in good shape. Attempt to make it drift down slightly towards the 4 wire as you get in close to the trap. If you leave it just forward of the 4 wire until the trap you can get consistent 2nd or 3rd wire snags. In the sim the glideslope is off just a bit I believe...placing you low if you fly a centered ball to touchdown and giving you lots of 1 wires...not where you want to be. So just work it slightly high for those 3 wires.

Keep in mind that the Carrier is underway and therefore the angled deck is effectively moving from port to starboard (left to right) from your landing perspective. Keeping the ILS to starboard of centerline will compensate. By the time you get there, the wires will have moved forward and right (because of the ship's motion) to put you centered between the 3 and 4 arresting wire. Carry about 140 -145 knots of airspeed and vertical velocity below 900 fpm negative over the ramp and trap.
If all goes good you will trap 2nd or 3rd wire.
For those who don't like marshaling all the time you don't have to. Even though it's modeled well in this sim I rarely do it now. What I will do is set my self up for a break as long as there is no traffic nearby or on the approach. It would be bad for you to make your wingie waveoff because you fouled the deck! It works fine and no one yells at you as long as you did not check in. It also saves gas and time, plus its fun..try it!
WAVE - OFF
If your approach joust doesn't meet the landing criteria (too low, too high, too fast or too slow) and you may not be able to correct your landing in time, the LSO will Wave you off to go around and try again.
If this happens, abort the landing and try again:
1. Punch your throttle to 100 %, but don't change course.
2. Retract the flaps and speed brake if active.
3. Raise the landing gear.
4. Climb back to an altitude of 2,000 feet.
5. Make a wide 180° turn to the left (landing pattern is never to the right), straighten out, and try second approach the original direction.
6. Follow the cues on MDI - ACL page. Carriers Strike controller will also aid to your new approach
BOLTER - BOLTER
If your tailhook misses the arresting wire (that's why you push the power up on touchdown), you'll fly off the end of the angled deck and go around and try a second approach.
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