Edfilho said:
I'm pretty sure carrier take off and landing procedures are really difficult and dangerous. Even in games it's REALLY complicated to pull them of.
But I'm also pretty sure all SPACE take offs and landings in the WC games were neither difficult nor dangerous... Both operations are difficult because of stuff like stalling and lift. You find neither of them in space... Especially when your ship can hover gently even above planetary surfaces (with gravity).
Also, Space carriers are not submited to stormy seas and stuff like that. there are no waves that I know of to rock the ship. No winds either...
I can't see why it should be as hard as the books portray. In no games we face this kind of problem. Of course, how could I know how things will work in the 2600's? Well, a bit of logic AND the stuff I've seen enough things in the games that fit my conception. WC3 and 4 landings are quite easy to do, and they don't strike me as being absurd.
Four words for you, regarding the space-landings in WC1-4 (with the exception of the Intrepid in the WC4 Novel): Automated Carrier Landing System.
The problem with landing in WC comes down to one very simple problem - you have to match vectors with the carrier from your little fighter, so that you're at a relative 'stop' when it comes time to land. One reason that Bear had a tough time landing in the novel 'End Run', at least at the start, was because the Tarawa's deck was so small and cramped - it didn't leave him much time to match velocities and then to come to a relative stop (as far as the carrier's concerned, since the carrier's ALSO moving) within the distance allowed by the bay itself.
You know why docking with a space station in real life is an operation that tends to take a few hours? Same problem - you've got two objects moving at different velocities that have to match them, and then you've got to bring them to a relative stop right next to one another... without jostling the other body's vectors too much so that it has to burn fuel to adjust position, or damage equipment in the resulting collision if you miss.
As they've noted it, sea-based pilots have it easy, since they didn't have to worry so much about matching vectors, and bolters were a lot easier to survive since the bay wasn't an enclosed area. Ditto, the speeds were a lot lower and the vectors a lot easier to deal with, even with wind and waves involved - all you had to do to land was effectively 'stall' the craft over the carrier's deck, or at least to slow down enough so that the cords that are part of the landing system could hook you to a stop.
In microgravity, going too high or too low's definitely an issue, especially if your vectors are all wrong; even gravity won't always help you in such a situation, especially if you clip the top of the hangar, or if you come in too fast and the bay doesn't have another end to fly through. Remember that the vectors are the problem - both you and the carrier are moving at relatively high speeds, and the trick is to perfectly match them so that you're able to come to a stop without hitting the back of the hangar. Besides, you've also got to adapt to the changing flight characteristics of flying into atmosphere if the bay has it... another thing that current pilots don't deal with.