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The Big E — USS Enterprise (CVN-65), the home plate you launch from

Low three-quarter view of the grey USS Enterprise carrier model on a white background: flat deck with angled landing strip markings, a boxy island with a mast, and a large white 65 painted near the stern end.

The Big E is where every Hornet Bay sortie begins and ends: a 342-metre angled-deck carrier with Cat 1 reserved for you, Cat 2 for the air wing, and a meatball guiding you to the 3-wire.

Every sortie in Hornet Bay starts and, if you follow the rules, ends in the same place: a 342-metre slab of grey steel doing a steady course through the bay. The Print Bay lists her at a real length of 342 m, and she is the one ship in the sim that matters more than any other, because she is your point of origin.

What you are standing on

USS Enterprise was the Navy’s first nuclear-powered carrier, commissioned in 1961. In the sim she is the home plate: a flat-top with a boxy, flat-roofed island and a landing strip angled off to port, as covered in the angle deck post and the island rebuild. The hull number, 65, is painted big on the deck.

In the sim

Escorts and a model for your desk

She never sails alone. Four station-keeping escorts hold a picket around her, and the cruiser ahead is also in the Print Bay, along with the Big E herself: scaled to 250 mm long, six angles of her on the shelf.

One standing rule applies, and it is the reason she matters: a mission only counts as complete when you return to the point of origin. Land at another airfield and you can rearm and refuel, but you still have to come home.

Try this: take off from the carrier, circle once, then fly the break and put the meatball in the centre of the row. Do it three times and you will never look at a runway the same way.

— HB