Hey just btw, when watching on mobile the little “f-5>” and all those are really nice bc yt already likes to kill pixels, and on mobile the screen is way smaller. Makes watching these videos much more enjoyable because we can actually tell whats going on lol.
Damn I was in the skyhawk you tried to save, been in that furball for like 5 mins stalling the migs just like with the "mine! mine! mine!" f4s lmao, incredible how a couple of seconds make all the difference
Lag pursuit, Yo-Yos, Outside barrels rolls, lots of vertical, and most important... energy is high, speed kept up. The best F-4 DCS flying on the net. What viewers do not see is the "intuitive" monitoring of your speed and energy state. You are going by "feel" or cues. Rarely I see you get into trouble. No reason why you cannot take 3 tanks. No Sparrows means you save 2000 lbs (4 x 500lbs), which is almost one wing tank (370 gal x 6.5 lbs per gallon = 2400 lbs) of fuel. You know as well as I you can jettison them at any time. As the saying goes, "Better to have them and not need them than need them and not have them". It is easy to be generous with other people's fuel. Your MIG-19 seat time has made you a sniper. Always a pleasure.
@@knightonwarbeck1969 Appreciate this a lot, it’s great to know there are people who can read into what’s going on behind the scenes, the stuff that’s more difficult to display on screen. There was a whole fight edited out at the start between the form ingress and the first merge where I kept a pair of wing tanks on the entire time, scored some glancing hits but ultimately the kill was scored by a teammate and I didn’t think it was worth the time sink to show. I think the bags came off somewhere at the start of the first merge shown, but because they were empty rather than for performance.
Great skills. I am not able to keep my energy high for that long as you did in most of the dogfights. I always get that beeping sound indicating high AoA.
Easy change to make - ease off just enough to save the AOA beeps - the speed you save will keep you turning less hard for longer, so the net result is better than bleeding all your energy off in one turn.
no sparrows is silly. The primary weapon of the phantom was always meant to be the sparrow. I don't understand why they don't just lock it to the E varient.
@@Bullet4MyEnemy even then, the phantom without an early sparrow just seems wrong. Although you're right, it does seem that the E variant way over preforms.
Huh... interesting alternate history. For early 1960's the Phantom's weapon set restrictions would take away the *gun*, not the AIM-7s. This is actually an ahistorical buff for Phantoms of that period. To be fair I am not sure how you would restrict the gun in the mission editor since it is not an external store as the F-4E carries an internal gun unlike earlier Phantom variants.
It was earlier models of the Phantom that didn’t have a gun, the E model was from 1967/8 and has the internal gun so it isn’t wrong for the period to keep the gun. The change is as much for balance as period accuracy though, I could’ve probably explained it better in the intro. If the Phantom kept its Sparrows in this server setup it would be the only thing with all aspect missiles, which are also the longest range A/A weapon available to any aircraft on the server - fighting things with 9Bs or R3/K13s would make it unstoppable and no one would want to fly Red so the server would end up being very one sided and just kinda die.
If you are looking for historical accuracy, 9 out of 10 times you launch a Sparrow it should either do nothing, or drop off the rail and call to the ground. :)
@@wurzzzz I’m aware of the bit you mean without even checking the timestamp, but my guncam mysteriously didn’t record for that bit… The big wigs at base will never know lol The Skyhawk was already dead otherwise I wouldn’t have gone for it, but you miss 100% of the shots you don’t take so I felt it was worth a punt given how many other contacts were around me. Quicker you thin the herd, less time you’re at risk.
Do MiG-21 still get their radar missiles? If so then that's fkd up. What's the point of having an F-4E on the server if you don't give it it's main weapon? So stupid.
Can you explain why you not set the cross to AA mode ? - is there no need ? - is there a reason why you use AG and 55Mils - thanks alot for your great videos
@@BikeratBerlin The A/A sight is on a gyro and bobs about all over the place, makes it useless unless you’re pulling along the same axis as the target which I’m often not. The gun points down about 3° so setting the A/G sight to -55 gives you both a fixed pipper *and* it’s accurate to the depression of the gun.
@@l8knight845 Interesting counter argument for removing the Sparrows. I think the server admin would argue that it’s more for game balance than realism, the idea behind the 60s rotation is more that missiles take a back seat in favour of gun combat. (Which personally I am a fan of.) So having a “BVR” capable aircraft with all aspect missiles would be a little too much when the best other aircraft get are 9Bs and R3s which can’t even be uncaged, let alone fired front aspect.
The F4E was the Vietnam era Phantom that had an internal gun in the nose. All the previous versions, including all past and future Navy Phantoms, had to use a centerline gun pod. The pod added a lot of weight and drag, but was actually reasonably accurate and held a decent amount of ammunition as well (1200rnds). The F4E didn't enter squadron service until very late 1967, and until 1969/70 there were still older model F4 squadrons in Vietnam. The centerline pod didn't see much use, there are articles if you Google on the subject, Robin Olds forbid his pilots from mounting the center pod gun, as few were trained in a2a gunnery, and in his opinion would have gone charging after Mig 17/19 to have gun duels, and would have lost as the F4 would get eaten alive in that arena so he claimed.
@@Crooked_Will Because nothing else can carry Fox-1s when everything is era locked to a 1960s scenario - it makes blue far too strong to balance fairly. Sparrows are still allowed on the 70s scenarios and onwards.
Love the little details like the cover above the instruments wobbling at the start
I can't have been the only one saying "oof" at the same moment you did watching that, that shot at 13:00 was filthy
Yea, that was filthy 🤣
Great shot Ed that was 1 in a million! 🤯
@Toshminosh
👌🏼
“Surely what is he doing” as he nose plants … lol 😂
Hey just btw, when watching on mobile the little “f-5>” and all those are really nice bc yt already likes to kill pixels, and on mobile the screen is way smaller. Makes watching these videos much more enjoyable because we can actually tell whats going on lol.
Damn I was in the skyhawk you tried to save, been in that furball for like 5 mins stalling the migs just like with the "mine! mine! mine!" f4s lmao, incredible how a couple of seconds make all the difference
Lag pursuit, Yo-Yos, Outside barrels rolls, lots of vertical, and most important... energy is high, speed kept up. The best F-4 DCS flying on the net. What viewers do not see is the "intuitive" monitoring of your speed and energy state. You are going by "feel" or cues. Rarely I see you get into trouble. No reason why you cannot take 3 tanks. No Sparrows means you save 2000 lbs (4 x 500lbs), which is almost one wing tank (370 gal x 6.5 lbs per gallon = 2400 lbs) of fuel. You know as well as I you can jettison them at any time. As the saying goes, "Better to have them and not need them than need them and not have them". It is easy to be generous with other people's fuel. Your MIG-19 seat time has made you a sniper. Always a pleasure.
@@knightonwarbeck1969
Appreciate this a lot, it’s great to know there are people who can read into what’s going on behind the scenes, the stuff that’s more difficult to display on screen.
There was a whole fight edited out at the start between the form ingress and the first merge where I kept a pair of wing tanks on the entire time, scored some glancing hits but ultimately the kill was scored by a teammate and I didn’t think it was worth the time sink to show.
I think the bags came off somewhere at the start of the first merge shown, but because they were empty rather than for performance.
Great skills. I am not able to keep my energy high for that long as you did in most of the dogfights. I always get that beeping sound indicating high AoA.
Easy change to make - ease off just enough to save the AOA beeps - the speed you save will keep you turning less hard for longer, so the net result is better than bleeding all your energy off in one turn.
😂 "Mine Mine Mine". Loved Finding Nemo. Great movie.
The cover photo for this video goes hard!
I like the pop a wheelie on take off too 😅
great flying!
no sparrows is silly. The primary weapon of the phantom was always meant to be the sparrow. I don't understand why they don't just lock it to the E varient.
Because the E and E2 are the same missile in DCS, there’s nothing different about them in the files so the E is massively over performing.
@@Bullet4MyEnemy even then, the phantom without an early sparrow just seems wrong. Although you're right, it does seem that the E variant way over preforms.
Id love to fly an F1EE formation with you one day 😂
@@retxxrns2436
Hop in the Discord, dude 👌🏼
Got some F1 footage to edit from a sub squad I did the other days.
Huh... interesting alternate history. For early 1960's the Phantom's weapon set restrictions would take away the *gun*, not the AIM-7s. This is actually an ahistorical buff for Phantoms of that period. To be fair I am not sure how you would restrict the gun in the mission editor since it is not an external store as the F-4E carries an internal gun unlike earlier Phantom variants.
It was earlier models of the Phantom that didn’t have a gun, the E model was from 1967/8 and has the internal gun so it isn’t wrong for the period to keep the gun.
The change is as much for balance as period accuracy though, I could’ve probably explained it better in the intro.
If the Phantom kept its Sparrows in this server setup it would be the only thing with all aspect missiles, which are also the longest range A/A weapon available to any aircraft on the server - fighting things with 9Bs or R3/K13s would make it unstoppable and no one would want to fly Red so the server would end up being very one sided and just kinda die.
If you are looking for historical accuracy, 9 out of 10 times you launch a Sparrow it should either do nothing, or drop off the rail and call to the ground. :)
@@352hartmn It should fail 90% of the time, but I think there is more variety to the failure modes than just dropping off the rail and not igniting.
That looked like a ton of fun.
Love how I did a wheelie on takeoff
The desync is strong
If you pulled that shot at 6:42 in real life they'd take your wings away.
@@wurzzzz
I’m aware of the bit you mean without even checking the timestamp, but my guncam mysteriously didn’t record for that bit… The big wigs at base will never know lol
The Skyhawk was already dead otherwise I wouldn’t have gone for it, but you miss 100% of the shots you don’t take so I felt it was worth a punt given how many other contacts were around me.
Quicker you thin the herd, less time you’re at risk.
Do MiG-21 still get their radar missiles? If so then that's fkd up. What's the point of having an F-4E on the server if you don't give it it's main weapon? So stupid.
The 21 never had R3Rs on the 60s rotation so no change there
Can you explain why you not set the cross to AA mode ? - is there no need ? - is there a reason why you use AG and 55Mils - thanks alot for your great videos
@@BikeratBerlin
The A/A sight is on a gyro and bobs about all over the place, makes it useless unless you’re pulling along the same axis as the target which I’m often not.
The gun points down about 3° so setting the A/G sight to -55 gives you both a fixed pipper *and* it’s accurate to the depression of the gun.
@@Bullet4MyEnemy thanks again for that explanation I will try it:)
if sparrows are disabled, are guns as well?
Good one!7
So in that time era, the Phantom doesn't have a gun right? I feel like it deployed with the Sparrow, so they felt there was no need?
@@l8knight845
Interesting counter argument for removing the Sparrows.
I think the server admin would argue that it’s more for game balance than realism, the idea behind the 60s rotation is more that missiles take a back seat in favour of gun combat.
(Which personally I am a fan of.)
So having a “BVR” capable aircraft with all aspect missiles would be a little too much when the best other aircraft get are 9Bs and R3s which can’t even be uncaged, let alone fired front aspect.
@@Bullet4MyEnemy I get it. Just thought it was funny.
The F4E was the Vietnam era Phantom that had an internal gun in the nose. All the previous versions, including all past and future Navy Phantoms, had to use a centerline gun pod. The pod added a lot of weight and drag, but was actually reasonably accurate and held a decent amount of ammunition as well (1200rnds). The F4E didn't enter squadron service until very late 1967, and until 1969/70 there were still older model F4 squadrons in Vietnam. The centerline pod didn't see much use, there are articles if you Google on the subject, Robin Olds forbid his pilots from mounting the center pod gun, as few were trained in a2a gunnery, and in his opinion would have gone charging after Mig 17/19 to have gun duels, and would have lost as the F4 would get eaten alive in that arena so he claimed.
Why were sparrows banned?
@@Crooked_Will
Because nothing else can carry Fox-1s when everything is era locked to a 1960s scenario - it makes blue far too strong to balance fairly.
Sparrows are still allowed on the 70s scenarios and onwards.
5:40 Mine! Mine! Mine! sounds. ROFL