Training Material (Carrier Ops) (ver 1.


Requirements for the Naval Operations license C license must be obtained before taking this test !!
Traffic patterns Traps Navigation Torpedo usage*

Traffic patterns
The pilot must be able to demonstrate correct usage of traffic patterns from the training carrier, and understand the correct terminology.

Pilots must make 1 touch and go to simulate a failed trap. Pilots must achieve the minimum points pass mark (100 points over 5 traps), taxiing back for takeoff. (Bent props are ok) Pilots must successfully ditch the aircraft in the water

All pilots must be able to navigate over water. Test will be a ship to ship transfer

Carrier Ops
Take-off (Launching)
1. Make sure that the carrier is clear before you spawn in. Radio Silence must be maintained until all Aircraft are in flight.

2. Lock the Tail-wheel

3. Ensure the deck in front of you is clear.

4. Spin up (start your engine) and call “(YOUR CALLSIGN/AC Number) is Spinning up”

5. Call “(YOUR CALLSIGN/AC Number) is ready for launch”

6. On permission go full power and chocks away.

7. Call “(YOUR CALLSIGN/AC Number) is rolling”

8.Pass the tower and lower the flaps to takeoff

9. Raise the gear and flaps

10. Call “(YOUR CALLSIGN/AC Number) is up and clean”

Landing (Trapping) and the Pattern
Slightly different to what you will have experienced landing on grass/concrete runways, but very similar. Follow these few safety rules and you’ll be a dab-hand at this in next to no time.


“This is (Callsign), Breaking the Bow – Only for use if joining the pattern



“At the Beam – Going Dirty” (Gear, Hook and Flaps Down)


Approach from holding pattern Make the turn when the carrier is at your 7 o’clock position

“(Callsign), is on finals.”

TOWER: “Roger, (Callsign), call the ball” “(Callsign), At the ‘90’ requesting Trap”

Points Explained

0 points 10 points 25 points 50 points 25 points 10 points 0 points

To pass the exam you must achieve a minimum of 100 points.

Trapping and the Pattern (Explained)
Looking at the diagram above, you may be a little confused as to what it’s actually all about? Well, all shall be explained here and it’s very simple. Well, the theory is.

1. After takeoff, make a regular left hand pattern but keep it slow. If you overcook it now, the consequences are likely to follow you all the way in. 2. When on the “Downwind” leg and you are parallel with the tower announce “At the Beam, going Dirty” – This tells everyone your intentions and the tower that you are getting ready for a trap. Lower your gear, flaps and hook. 3. When the carrier is at your 7 o’clock position, call out “(Callsign (yours)), at the 90, requesting trap” this has to be made after the first 90' turn has been made so that the direction of the aircraft is parallel with the stern of the carrier – This announces to the tower that you are committed to Trapping on the carrier. The Tower will respond with “Roger, (your callsign), call the ball” – This tells you that if you are ready, you have permission to trap. Now the ball is in your court, it’s up to you whether you land or abort.

4. THE LANDING: This is the tricky part, it’s more art than science, it all depends on how heavy-handed you are with things but basically, you want to come in nice and slow, but with enough height to allow you to gently place your Aircraft on the deck in a nose-up attitude. FLARING IS A NO-NO! There is no need to flare your aircraft; it will do more harm than good. 1. If you have a successful trap, call out “Foul Deck!” this tells everyone that you have made a good landing and that the carrier deck is unavailable for launch/traps. 2. If your landing is less than successful i.e. if your hook doesn’t catch, call out “BOLTER! BOLTER!” Then power up full power and go around again as if you had just taken off normally.

There you have it, the complete guide for Launching and Trapping on a carrier. Hope to see you practicing to get your Naval Wings.