Aircraft Carrier Takeoff and Landing

L Edge

Legendary member
From FoamyDM"s idea, going to do some exploring. I am first interested in using my EZ Magic jr to see if it can get launched.



IMG_1580.JPG



The boneyard donates a transport and a FB for carrier. First attempt will be a hill and MagicJR . So right now in process of building spare EZ model and launch system. Since wing is not used, space below let's me adapt the mechanism that I used in Space Shuttle . If hill works for plane speed, will adapt motor/prop in fuse tail and use transmitter to get constant speed for carrier. Just exchange prop to ccw and run backwards for landing.
Meantime watch shuttle video and got to land shuttle right on runway. (Use go to youtube)

 
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L Edge

Legendary member
Found out my flying wing will fly slower than most.
In the cellar, it was fine tuned where it climbs or glides. 2 videos proved what is going on. First was disaster and because I threw downwind(wind was maybe 0 to 2 mph) not worth showing. Second moved CG lightly and changed direction into wind. Still needs fine tuning, but with throttle control, I now have finesse to climb and decline. Just practice. Go to 15 sec and 111sec. For a real cool look, go slow the video to lowest speed.




@JasonK
 
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L Edge

Legendary member
Next is mechanism to release that I used for shuttle. This will sit on fb and leveled with transport for first test.

frame.JPG

Used metal coat hanger and soldered so bottom blended with wing and top gave me positive 5 degrees to lift off and not hit tail. Servo was hooked to landing gear switch and end limits did the adjustment to latch and release. If you look at midway of upper left side of wire, solder wire to hold end of model from fluttering.



modelhold.JPG


This is a side view where servo arm is notched out to accept the model and has about 5 degrees forward to retain from fluttering in flight. The EZ model has a crosswise notch where a small diameter carbon rod is glued in and when the servo is forward, locks it tight to frame. Just so happens the 2 motor/props clear the hanger frame so all I got to do is:
what positive angle AOA and power do I need, so when released, clears structure and climbs?
Gut feeling is vary small and 1/2 power.
 

L Edge

Legendary member
Had to modify CG position to do the following.

Redid CG by adding weight in nose so when you have less1/2 power, the model ends up in a high alpha mode slowing it down so when you approach carrier, you manage throttle control to keep in high alpha and descend on a glide slope.. If you add enough throttle, it goes up on plane and climbs up as well as speeds up. Hey, that is workable.

Other things that happen in a closed field is the gust that you hit you into the wind(climb) and (drop) when going downwind. When going crosswind, had to exchange rate of turn to not go near trees. So pilot should land into wind. Tried right turns just to prove it does.
Notice I did left hand approaches so I was practicing in the landing mode descending to the carrier.


Give the plane a 10 out of ten especially being a 4 blade turner. If an engine quits, hoping for a flat spin.

Next step is to go back to 1 EZ Pack to get experience (expect crashes?) glide slopes and landing on a transport and try a takeoff. This is sure a fun project.



 
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L Edge

Legendary member
Moving along, I made another single pack Magic JR with some changes. I moved the motor/prop location to get a CG it so I have more power to try a) a fly off from a carrier and land, b) to see if I have more power to start a loop other than an "E" and can I barrel roll it at the top to come out cockpit up.

Now need to have flight outside and work on transport for lock system to take off as it is rolling. Going to put motor/prop behind rudders and will have throttle preset for say 10mph and use throttle cut off/on to activate since only one person.

carrier plane.JPG
 

L Edge

Legendary member
This morning(without wind), I tested the other MagicJr and ended up jockeying the CG until it stayed in a high alpha flight at less than 1/2 throttle. Result was it really slowed and was under good control and after 3 batteries, I was beginning to put it were I wanted to for fly around to line up and do my glide slope to changing approach speed to the carrier. You could still add almost full throttle and it would climb and do your turns. (remember full throttle does not allow DT to work)

This is now a new concept of using the EZ Pack and a plane to simulate landings!!!! As of now, I change my thought of landing on the carrier10 % and now raising it to 50 %.
So between flying and getting the plane so it functions to take off from the transport carrier, I will be busy.
 

FoamyDM

Building Fool-Flying Noob
Moderator
I appreciate you work here sir. I am working at reclaiming my shop and my large project surfaces. Soon i hope to get building and testing
 

L Edge

Legendary member
I appreciate you work here sir. I am working at reclaiming my shop and my large project surfaces. Soon i hope to get building and testing
Are you going to have your carrier when pilots land be moving or stationary?
It is your project, all I am trying to do is to see if the EZ pack model MagicJR can be controlled and slow enough to do a landing. It is your idea and I hope you succeed for FF26.
As the video showed, it has been done before for takeoff and landing. You inspired me that all I am concerned is, Can my designed model make the grade?

The thing is I am amazed that with some practice with the 2 controls of EZ transmitter, it flies like a 4 channel radio. With crosswinds, a touch of differential will allow you to fly a straight course!!!!!!! That's why I want to see is it can land on home plate.
 

FoamyDM

Building Fool-Flying Noob
Moderator
What you’re doing is amazing discovery.

It will be moving (airborne) and likely 20-30mph? Thats why i have to get the working model flying.

The magicJr is a maneuverable devil
 

L Edge

Legendary member
Here is the green and yellow version. Have another one yellow, orange, red version built that I am using for testing for takeoff and landing.


The carrier is 95% ready to attempt a takeoff. What I did is went to my boneyard and selected an old transport and stole my Shuttle carrier release and hacked the "heck" out of it. @ FoamyDM want a forward velocity of say 20 mph. I intend to try to launch in a good stiff breeze to see if it will take off plus carrier movement.
The release mechanism(see above-slotted servo controlled by flap switch) was glued on to the front(laying horizontal to ground) and is designed to release by a notch and round carbon rod in the model that was hollowed out and glued on the bottom of model.

IMG_1606.JPG


When released, it bumps the front of the model up(positive AOA) which improves the wind getting under the wing and lifts the model.
Behind the model is a stationary black segment of foam glued to frame to hold the plane stationary until it lifts off.

IMG_1607.JPG


To power the model, I hacked the tail and voila!!!, a motor and prop was added.

IMG_1601.JPG


Since no one around, going to try 2 radios by myself and see what happens.

First radio is EZ pack and self explanatory. Add power over 1/2 and release model from carrier by tripping the servo by switch on other radio.

Having a fancy radio with 2 sequencers,(DX 9) set up a throttle for the prop like any radio and incorporated a 3 position switch on the nose wheel so that 1) has a brake so when I increase throttle it just sits there, 2) brake oscillates to keep a fixed speed, 3) brake is released.
Watch rod on servo to be down(brake on, center is oscillate, and top break off) .

Hope to add power to carrier, either use oscillating brake or no brake to get constant speed to release plane.


If that works, how do we land if carrier is going to moving say at 20mph? So off comes launcher, install flat deck like first pic above, reverse motor and add puller prop and now use oscillating brake so it is constant speed. Left both rudders(add a center one) so plane doesn't hit the prop when trying to land. May cut height of rudders if I am even close. Wonder about release as well?

Now you know why I like exploring. Always fun!!!
 
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L Edge

Legendary member
Finished up and now ready to try to launch a Magic JR from my transport. Waiting for a day with 5-10 mph winds so I get a direct lift for takeoff to simulate @FoamyDM carrier.

Meantime, got more practice(high, low, fast, slow) to improve better control of EZ Pak transmitter and plane. Have DT on high so it gives better control in tight spaces. I now know I could fly this beauty indoors. Going to do high alpha (3 crashes high) and actually see how slow and it's down slope trajectory to assimilate a carrier landing approach.

Pilot didn't put hat on dead center so some right action is missing in turns. Almost hit myself 3 times going for the meatball.

 

L Edge

Legendary member
Sorry @FoamyDM this project came to the end. Not enough power in transport to push it straight thru grass.

Got it to run on parking lot, but need someone to steer. So takeoff and release mechanism(my shuttle) is shut down. For landing on a moving carrier, I practice and changed model from a 2 engine to my 4 engine model and I came to the following conclusion.

1) the four engine has much more power to hit 20+ mph for your carrier.
2) acceleration is present that it could catch up to the carrier and if needed climb..
3) played with high and low differential thrust so as you come around for final leg you can have good control for lineup to land. Had enough practice that I can switch from high to low while approaching.
4) glide slope of 4 engine gives a more gentle approach than the 2 engine during decent.
5) has a very low stall speed and good stability even with a wind.

setuo.JPG


Rocking of wings was due to high DT, learn to switch to low DT in flight. After much practice, came to the conclusion that if tried, 60% chance or better I could land on moving carrier since carrier wake would be below me.

The EZ Pack sure is interesting and I feel I could fly this in a gym. Thanks for offering this challange.