Well done mate. I've just got started with the F-15E this week. Still working on approach and landing. She's a very different beast than the rest, so I'm still becoming familiar. Yet, beautiful. Thank you for sharing this tutorial. Wish me luck! :)
Nearly sold a child to buy this mod BUT I need to master my others first...feeling a little gutted but as no offers on the child....it will have to wait 😂😂😂 Thanks for the video cap
I agree with all the commenters, a bank of tutorials are great for when the -15E comes out. I just looked through your videos and don't see an AIM 260 max range video though...
Interesting the F15E doesn't have an AOA indexer. Would make it much easier to keep that in your peripheral vision while focusing on the runway as apposed to looking at the tiny AOA values in the HUD. Although the seat of the pants feel you'd get in the real jet would give you quite a bit of info regarding the angle and speed of the aircraft.
Pretty sure QFE is height above the ground, altimeter supposed to read height above sea level (QNH) unless you want it to tell your height above the ground I guess.
Correct. The only way you get AGL is by having a ground radar altimeter, GPS, or just knowing the ground’s altitude above sea level & subtracting it from your MSL altitude.
Theres a line on the TXYWY at 1:50. Its called a hold short line. You hold short of the line(make sure you can actually see it when you stop) and wait for clearance from the tower. Its not that serious but might be a bit of helpful info for you serious flight simmers
DIdn't see you deploy air brake once wheels touched. Can confirm that airbrake comes out once wheels are down watch them land at local base all the time.
Very spritely and lively takeoff. That thing has some serious thrust, maybe for lighter loads it would be better to go mil power even if it isn't by the book
My problem is how much the aircraft likes to jerk from side to side while decelerating on the runway, I find myself wobbling way too much and I end up over correcting. I suppose that just shows I need to fly it more. Tips and tricks are more than welcome!
still wrestling with getting the strike eagle or not, i mean, i got the hornet and viper, they and the mudhen are pretty much all capable dcs world wise at least of going to point A and dropping a vast array of weapons...in the real world the eagle is needed for those long range missions, strikes or intercepts, in dcs i'm probably never going to take off and fly 6 hours to the target even on increased time lapse or whatever...meaning the real world reason to have a strike eagle in inventory in addition to a hornet or viper simply isnt there. still want it. just not sure what it can do that my hornet cannot.
Notso actually took the jet out of burner right after takeoff, while stoving gear and flaps, and then went back to burner after they were stoved. Alternatively, dont take off in burner when light ;)
Hey, Cap. Saw your old video about reaching to space in a MiG-29 irl, replicated in DCS. Got me wondering (as a not a very aviation physics savvy), how fast could you go straight down to earth from altitude ceiling of the aircraft down to the ground? What aircraft could reach the highest speed before it broke apart or hit the dirt? Also maybe a traditional race car 0 to 60, back to 0 again sort of tests? I know this is pointless, but fun time maybe? Love your weird and wild tests! Cheers
Hey grim reapers, can you please do a cold start from the wso seat? My buddy and I are getting the f15E and he wants to be wso cause he thinks it’s easy, so can you please make a wso guide for cold start and air 2 air?
Loved the video @Grim Reapers! Can't wait for the next video man! The F-15 Eagle is such a Great Jet. I wonder if Centurion will be Featuring it in Future Campaigns for the Second Channel? Anyway, as mentioned in the last video with CH and his Modules, I have the List and Specs for the Equipment used by the AI Forces in the Weapons DLC for Stormworks: Build and Rescue for you man. This should help give you a General Idea for what the Stormworks Community is Up Against whenever the Weapons DLC is taken into consideration. AI Navy: • Destroyer: Length of 54.75 Meters (177 feet 11.25 inch), Beam of 7.75 Meters (25 feet 2.25 inch), Mast of 15.25 Meters (49 feet 6.75 inch) and a Draft of 3 Meters (9 feet 9 inches). Top Speed of 12 m/s (about 26.5 mph or 23 Knots) and 5 m/s (11 mph or 9.6 Knots) in reverse. Armament Consists of a Battle Cannon with 4 Barrel Extensions (4.75 Meters in Length or 19 Blocks since each block is ¼ of a Cubic Meter) on the Bow with Technically 3 High Explosive Rounds but the AI will cheat in more if it runs out, a Rotary Autocannon with 100 High Explosive Rounds in a CIWS-like Mount at the Stern, a Light Autocannon with 200 High Explosive Rounds just in front of the Bridge and 4 Machine Guns loaded with 50 Kinetic Rounds for Decorative Purposes. A Missile Armed Variant with 8 Radar Guided Anti-Aircraft Missiles in place of the Battle Cannon at the Bow also exists in the AI Navy Inventory however Encounters have been Slim to Nonexistent since the DLC's Release on October 5th, 2021 though Vtuber @Ginger Kitsune has footage on her Channel in the First 4 Hours in her 8 Hour Vod for Playing Stormworks with the Weapons DLC and Space Engineers with @Rimmy Downunder Gaming and his Friends Warpugs and Sam where they Lured the Missile Destroyer Variant onto the Beach in Olsen Bay and she and Rimmy just started Pulling the Missiles off of the Launchers. Quite the Show, trust me. • Fast Attack Craft: Length of 22.00 Meters (71 feet 6 inch), Beam of 4.75 Meters (15 feet 5.25 inch), Mast of 5.00 Meters (16 feet 3 inch) and a Draft of 1.75 Meters (5 feet 8.25 inch). Top Speed of 16 m/s (about 35.45 mph or about 31 Knots) and 5 m/s in reverse. Armament Consists of a Heavy Autocannon with 3 Barrel Extensions (Length of 5.5 Meters or 17 feet 10.5 inch) with 40 High Explosive Rounds at the Bow, a Light Autocannon with 200 High Explosive Rounds at the Stern and 4 Machine Guns loaded with Kinetic Rounds for Decorative Purposes. This is the Fastest ship in the AI Navy Inventory and the Smallest. It's also pretty Maneuverable in terms of Steering so it can Match the Turning Circles of Small Craft though it's easy to destroy with Battleship Caliber Guns, Maybe even Cruisers and Destroyer Calibers as well. Both Ships in the AI Navy don't have any Compartments so even one hit will sink them eventually. They will keep spawning in if you're not careful, in the Highest Difficulty levels for the Sliders as you set the Game up it's possible for another 2 Ships to spawn in while you're fighting One already so be careful. AI Army: • SPAA Tank: Length of 9.5 Meters (30 feet 10.5 inch), Width of 5.5 Meters (17 feet 10.5 inch), and a Height of 3.75 Meters (12 feet 2.25 inch). Just Sits at or Nearby the Capture point, so it doesn't move. Armament Consists of 2 Rotary Autocannons with 109 High Explosive Rounds Per Gun, one on each side of the Turret, and 2 Machine Guns loaded with Kinetic Rounds, one on top by the Commanders hatch and one in front of the driver. These guys will mess you up if you're not careful as the High Explosive Rounds will kill you through the walls of nearby Buildings. As I said before, The Rotary Autocannon is the 30 millimeter Avenger but more on the Size of the M61 Vulcan with the Avenger's Length so it'll tear through you and any builds you might be in. • Main Battle Tank: dimensions are similar to the SPAA Tank, Armament Consists of a Heavy Autocannon with 5 Barrel Extensions (Length of 7.5 Meters or 24 feet 4.25 inch) with 20 High Explosive Rounds and 2 Machine Guns loaded with Kinetic Rounds in the Same as the SPAA Tank for Decorative Purposes. As with the SPAA Tank, this mainly sits at or Nearby the Capture point, not as bad as the SPAA Tank due to it's Slower Rate of Fire but can still kill you if you're not careful. AI Air Force: • Eurofighter Typhoons with 2 Air-to-Air Missiles for Decorative Purposes only, 2 Light Autocannons each with 100 High Explosive Rounds and 48 Rockets in Wing Mounted Rocket Pods. Top Speed of 115 m/s (254.8 mph) however the AI will fly them at their Cruise Speed of 70 m/s (155.1 mph) due to the Limits of the AI in Stormworks. As soon as you go over Cruise Speed, that's when the AI can't actually fly their Jets as they just fly straight and level. • Eurocopter Tiger Attack Helicopter: Armament Consists of 4 Rocket Pods, 2 on each Wing, for a Total of 16 Rockets and a Light Autocannon with 100 High Explosive Rounds in a Chin Turret. The Appearance is on par with the Australian Tiger ARH (Armed Reconnaissance Helicopter) however it's top speed is 45 m/s (99.7 mph) which is Slower than the Tiger in real life, like the Typhoons. It is the Only Vehicle in the AI Forces Inventory to have XML edited Parts as well. • Bell UH-1Y Huey "Venom" Transport Helicopter: Armament Consists of 2 Light Autocannons, One on each side, with 200 High Explosive Rounds each, 2 Rocket Pods each with 16 Rockets, again one on each side, and 2 Machine Guns loaded with 50 Incendiary Rounds each as Door Guns. Top Speed of 33 m/s (73.1 mph) which I'm going to safely say is Slower than the Huey "Venom" actually is in real life. The Source for this Information is a Guide on the Steam Workshop by A Canadian, I have it Bookmarked so that I can try and figure out the Basis for each build though I've only identified the AI Air Force Inventory and my best guess for the Navy Inventory is the Swordfish and Needlefish from the Game Carrier Command 2. The Air Force will also likely keep Spawning in As well as mentioned earlier in the AI Navy. As for the Army Inventory, I can only assume that the Tank is a Horrendously Deformed T-62 Turret on a T-72 (-ish) Hull and the SPAA Tank is meant to be a Cross between the Soviet-era ZSU-23-4 Shilka and the 2K22 Tunguska in terms of Firepower and Appearance. I'll let you try to figure that out how to represent it in DCS man. And in case you're wondering, Operation Shoestring II is a go, in about 10 days or so @Camodo Gaming and @Spycakes should be taking the Beaches on the Island of Donkk by Storm and Liberating it, The Chemical Factory, Lighthouse O.B. and Terminal Camodo from the AI Forces in the Weapons DLC. I hope you like the Idea man, I spent about two hours typing this up! Let me know what you think about it and I'll catch you in your next video!
Can you do a Britain vs America simulation with a British double carrier strike group (2 liz class, type 45s and some type 26s) vs American CSG (maybe low escort as to be honest our liz classes aren’t that good when compared to SM-6, LRASM and American ships)? It probably wouldn’t work but I’m curious to see if it could be done.
I have a problem with NWS button, I mapped both that and the paddle switch to my Winwing Orion 2, when I press the NWS button nothing happens, when I press the paddle switch it makes it work but only when i hold the paddle, I tried mapping both of them to a keyboard button and it does the same, what am I doing wrong?
Cap this video is truly disappointing that’s not how gr pilots fly looking at the flight manual what the proper take off speed what is this cap gs a sad day
been searching for caps' F15E joystick setup...he always makes them..But so far No one has made a video for it yet :(..Opps I finally FOUND yours !! HERE THANKS. Cap's F15E Front seat joystick set up - ua-cam.com/video/SCSJ2JNb3T4/v-deo.html
Very happy to see Super Cap's quick and dirty tutorials are back!!!
Thank you Super Cap!
Good to see you making tutorials again, Cap.
Well done mate. I've just got started with the F-15E this week. Still working on approach and landing. She's a very different beast than the rest, so I'm still becoming familiar. Yet, beautiful. Thank you for sharing this tutorial. Wish me luck! :)
omfg the wheels chocks gave me headaches, who would think that there were wheels chocks... Thank you Grim !!!!
Glad to see the tutorials back again CAP
Engine: on
Parking break: Off
Throttle: yes
Love to see you back doing tutorials Cap .
Please make a series of tutorials for the F-15E like you did for the Hornet. That's why we love the GR.
Throttle forward. Pull back. Sorted. 👍
instructions unclear. Had to ditch the jet into a river
Rare sight of Cap taking off, and lanidng by numbers.
agreed
i like this style of video editing
Ok thats it! This thing better release before the day is out!
Nearly sold a child to buy this mod BUT I need to master my others first...feeling a little gutted but as no offers on the child....it will have to wait 😂😂😂 Thanks for the video cap
DCS is literally kicking the rest of us in the nuts. This is absurd.
That's what I said on Longshots video.
It has taught me to never pre-order something with no release date.
When is it coming out? I search everywhere and it says 02/23/23.
Why do you say that?
Why? Because there's no release date?
I agree with all the commenters, a bank of tutorials are great for when the -15E comes out. I just looked through your videos and don't see an AIM 260 max range video though...
AIM-260 limited to 135NM in game. No idea about real life.
Interesting the F15E doesn't have an AOA indexer. Would make it much easier to keep that in your peripheral vision while focusing on the runway as apposed to looking at the tiny AOA values in the HUD. Although the seat of the pants feel you'd get in the real jet would give you quite a bit of info regarding the angle and speed of the aircraft.
Pretty sure QFE is height above the ground, altimeter supposed to read height above sea level (QNH) unless you want it to tell your height above the ground I guess.
Correct. The only way you get AGL is by having a ground radar altimeter, GPS, or just knowing the ground’s altitude above sea level & subtracting it from your MSL altitude.
Can’t wait for this thing
Theres a line on the TXYWY at 1:50. Its called a hold short line. You hold short of the line(make sure you can actually see it when you stop) and wait for clearance from the tower. Its not that serious but might be a bit of helpful info for you serious flight simmers
wow I’m seeing video about this everywhere in the youtube. So when is the full release date for steam and standalone?
February 2024 is looking good then 😍
DIdn't see you deploy air brake once wheels touched. Can confirm that airbrake comes out once wheels are down watch them land at local base all the time.
Can't wait till you try and land that on a carrier CAP. Then we can have competitions lol,
Very spritely and lively takeoff. That thing has some serious thrust, maybe for lighter loads it would be better to go mil power even if it isn't by the book
My problem is how much the aircraft likes to jerk from side to side while decelerating on the runway, I find myself wobbling way too much and I end up over correcting. I suppose that just shows I need to fly it more. Tips and tricks are more than welcome!
The F16 maiden flight had similar issue and was quickly fixed by applying throttle. Also on takeoff. In your case it may be the reverse.
still wrestling with getting the strike eagle or not, i mean, i got the hornet and viper, they and the mudhen are pretty much all capable dcs world wise at least of going to point A and dropping a vast array of weapons...in the real world the eagle is needed for those long range missions, strikes or intercepts, in dcs i'm probably never going to take off and fly 6 hours to the target even on increased time lapse or whatever...meaning the real world reason to have a strike eagle in inventory in addition to a hornet or viper simply isnt there. still want it. just not sure what it can do that my hornet cannot.
Notso actually took the jet out of burner right after takeoff, while stoving gear and flaps, and then went back to burner after they were stoved. Alternatively, dont take off in burner when light ;)
Surprised to see the grim reapers not in a LN based jet 😢
The angle of roll affects your (on) speed because when you are level you create more drag and lift
@@aerotorc any movement away from level flying will affect your speed and ultimately your on speed
IRL 10 kts GS in congested areas and 25 kts GS is typical for max taxi speeds. Rule of thumb is >10 kts GS for turns. (Source: AF Pilot)
Great video cap, how do you switch between cockpits?😊
1 & 2 on keyboard I believe he said
Kinda early today! Thanks for the Video! (also, do you use any kind of post-processing like reshade?)
Hey, Cap.
Saw your old video about reaching to space in a MiG-29 irl, replicated in DCS. Got me wondering (as a not a very aviation physics savvy), how fast could you go straight down to earth from altitude ceiling of the aircraft down to the ground?
What aircraft could reach the highest speed before it broke apart or hit the dirt?
Also maybe a traditional race car 0 to 60, back to 0 again sort of tests? I know this is pointless, but fun time maybe?
Love your weird and wild tests! Cheers
CHALKS AWAY OLD BOY!
the speed to rotate came in a blink holy crap. How does it compare to an F16?
Great landing cap! :)
Nice landing and tutorial.
...that's why we have checklists! HAHAHA
Let me play this shit!!!!!!!! plz!!!!!!!!!!!!!!!! I've been waiting for nearly two years!!!!!!
Chief won't remove my wheel chocks. He must not trust me to fly this thing.
What are you using for camera control? It seems too snappy to be VR head tracking. Are they saved camera positions?
i MISS RC
what happened to him
@@zykilo674 Last I heard, he had moved and they havent heard from him since. Maybe they have since I last asked about it but thats what CAP told me.
In the western US, you're supposed to tip cows, NOT Strike Eagles!! 😄
What button or switch is used for trimming? Cant find this anywhere :(
Relax everyone. ffs
You can start to idle in a jet plane when you dont need the wings anymore.
Can you put a patriot missle on the belly
Hey grim reapers, can you please do a cold start from the wso seat? My buddy and I are getting the f15E and he wants to be wso cause he thinks it’s easy, so can you please make a wso guide for cold start and air 2 air?
Loved the video @Grim Reapers! Can't wait for the next video man! The F-15 Eagle is such a Great Jet. I wonder if Centurion will be Featuring it in Future Campaigns for the Second Channel?
Anyway, as mentioned in the last video with CH and his Modules, I have the List and Specs for the Equipment used by the AI Forces in the Weapons DLC for Stormworks: Build and Rescue for you man. This should help give you a General Idea for what the Stormworks Community is Up Against whenever the Weapons DLC is taken into consideration.
AI Navy:
• Destroyer: Length of 54.75 Meters (177 feet 11.25 inch), Beam of 7.75 Meters (25 feet 2.25 inch), Mast of 15.25 Meters (49 feet 6.75 inch) and a Draft of 3 Meters (9 feet 9 inches). Top Speed of 12 m/s (about 26.5 mph or 23 Knots) and 5 m/s (11 mph or 9.6 Knots) in reverse. Armament Consists of a Battle Cannon with 4 Barrel Extensions (4.75 Meters in Length or 19 Blocks since each block is ¼ of a Cubic Meter) on the Bow with Technically 3 High Explosive Rounds but the AI will cheat in more if it runs out, a Rotary Autocannon with 100 High Explosive Rounds in a CIWS-like Mount at the Stern, a Light Autocannon with 200 High Explosive Rounds just in front of the Bridge and 4 Machine Guns loaded with 50 Kinetic Rounds for Decorative Purposes. A Missile Armed Variant with 8 Radar Guided Anti-Aircraft Missiles in place of the Battle Cannon at the Bow also exists in the AI Navy Inventory however Encounters have been Slim to Nonexistent since the DLC's Release on October 5th, 2021 though Vtuber @Ginger Kitsune has footage on her Channel in the First 4 Hours in her 8 Hour Vod for Playing Stormworks with the Weapons DLC and Space Engineers with @Rimmy Downunder Gaming and his Friends Warpugs and Sam where they Lured the Missile Destroyer Variant onto the Beach in Olsen Bay and she and Rimmy just started Pulling the Missiles off of the Launchers. Quite the Show, trust me.
• Fast Attack Craft: Length of 22.00 Meters (71 feet 6 inch), Beam of 4.75 Meters (15 feet 5.25 inch), Mast of 5.00 Meters (16 feet 3 inch) and a Draft of 1.75 Meters (5 feet 8.25 inch). Top Speed of 16 m/s (about 35.45 mph or about 31 Knots) and 5 m/s in reverse. Armament Consists of a Heavy Autocannon with 3 Barrel Extensions (Length of 5.5 Meters or 17 feet 10.5 inch) with 40 High Explosive Rounds at the Bow, a Light Autocannon with 200 High Explosive Rounds at the Stern and 4 Machine Guns loaded with Kinetic Rounds for Decorative Purposes. This is the Fastest ship in the AI Navy Inventory and the Smallest. It's also pretty Maneuverable in terms of Steering so it can Match the Turning Circles of Small Craft though it's easy to destroy with Battleship Caliber Guns, Maybe even Cruisers and Destroyer Calibers as well.
Both Ships in the AI Navy don't have any Compartments so even one hit will sink them eventually. They will keep spawning in if you're not careful, in the Highest Difficulty levels for the Sliders as you set the Game up it's possible for another 2 Ships to spawn in while you're fighting One already so be careful.
AI Army:
• SPAA Tank: Length of 9.5 Meters (30 feet 10.5 inch), Width of 5.5 Meters (17 feet 10.5 inch), and a Height of 3.75 Meters (12 feet 2.25 inch). Just Sits at or Nearby the Capture point, so it doesn't move. Armament Consists of 2 Rotary Autocannons with 109 High Explosive Rounds Per Gun, one on each side of the Turret, and 2 Machine Guns loaded with Kinetic Rounds, one on top by the Commanders hatch and one in front of the driver. These guys will mess you up if you're not careful as the High Explosive Rounds will kill you through the walls of nearby Buildings. As I said before, The Rotary Autocannon is the 30 millimeter Avenger but more on the Size of the M61 Vulcan with the Avenger's Length so it'll tear through you and any builds you might be in.
• Main Battle Tank: dimensions are similar to the SPAA Tank, Armament Consists of a Heavy Autocannon with 5 Barrel Extensions (Length of 7.5 Meters or 24 feet 4.25 inch) with 20 High Explosive Rounds and 2 Machine Guns loaded with Kinetic Rounds in the Same as the SPAA Tank for Decorative Purposes. As with the SPAA Tank, this mainly sits at or Nearby the Capture point, not as bad as the SPAA Tank due to it's Slower Rate of Fire but can still kill you if you're not careful.
AI Air Force:
• Eurofighter Typhoons with 2 Air-to-Air Missiles for Decorative Purposes only, 2 Light Autocannons each with 100 High Explosive Rounds and 48 Rockets in Wing Mounted Rocket Pods. Top Speed of 115 m/s (254.8 mph) however the AI will fly them at their Cruise Speed of 70 m/s (155.1 mph) due to the Limits of the AI in Stormworks. As soon as you go over Cruise Speed, that's when the AI can't actually fly their Jets as they just fly straight and level.
• Eurocopter Tiger Attack Helicopter: Armament Consists of 4 Rocket Pods, 2 on each Wing, for a Total of 16 Rockets and a Light Autocannon with 100 High Explosive Rounds in a Chin Turret. The Appearance is on par with the Australian Tiger ARH (Armed Reconnaissance Helicopter) however it's top speed is 45 m/s (99.7 mph) which is Slower than the Tiger in real life, like the Typhoons. It is the Only Vehicle in the AI Forces Inventory to have XML edited Parts as well.
• Bell UH-1Y Huey "Venom" Transport Helicopter: Armament Consists of 2 Light Autocannons, One on each side, with 200 High Explosive Rounds each, 2 Rocket Pods each with 16 Rockets, again one on each side, and 2 Machine Guns loaded with 50 Incendiary Rounds each as Door Guns. Top Speed of 33 m/s (73.1 mph) which I'm going to safely say is Slower than the Huey "Venom" actually is in real life.
The Source for this Information is a Guide on the Steam Workshop by A Canadian, I have it Bookmarked so that I can try and figure out the Basis for each build though I've only identified the AI Air Force Inventory and my best guess for the Navy Inventory is the Swordfish and Needlefish from the Game Carrier Command 2. The Air Force will also likely keep Spawning in As well as mentioned earlier in the AI Navy. As for the Army Inventory, I can only assume that the Tank is a Horrendously Deformed T-62 Turret on a T-72 (-ish) Hull and the SPAA Tank is meant to be a Cross between the Soviet-era ZSU-23-4 Shilka and the 2K22 Tunguska in terms of Firepower and Appearance. I'll let you try to figure that out how to represent it in DCS man. And in case you're wondering, Operation Shoestring II is a go, in about 10 days or so @Camodo Gaming and @Spycakes should be taking the Beaches on the Island of Donkk by Storm and Liberating it, The Chemical Factory, Lighthouse O.B. and Terminal Camodo from the AI Forces in the Weapons DLC.
I hope you like the Idea man, I spent about two hours typing this up! Let me know what you think about it and I'll catch you in your next video!
Can you do a Britain vs America simulation with a British double carrier strike group (2 liz class, type 45s and some type 26s) vs American CSG (maybe low escort as to be honest our liz classes aren’t that good when compared to SM-6, LRASM and American ships)? It probably wouldn’t work but I’m curious to see if it could be done.
No speedbrake on final?
First again. The king returns!!!
Except you weren't.
@@t44e6 I commented 18 seconds after the video dropped and before anyone else. So how is it that I wasn’t? 🤡
Tutorials when its not even out 😭😭
When does it come out? I want it so badd
@@Pablo_lens few months
@@Pablo_lens Next month
He's Baaaaaaaaack!
Where is the flaps button located ?
Hey GR, how do you do a carrier landing with the f15E? It has a hook and carrier stuff
10:15 landing light should be in this checklist
I have a problem with NWS button, I mapped both that and the paddle switch to my Winwing Orion 2, when I press the NWS button nothing happens, when I press the paddle switch it makes it work but only when i hold the paddle, I tried mapping both of them to a keyboard button and it does the same, what am I doing wrong?
Hello, I’m pretty new to DCS, in the su25T, I hold wheel brakes, put full throttle, then when I start to move, I release, is this a good habit?
What key fast-forward , thank you
1:31 Duck sound
You haven't done a proper mudhen landing until you've gone in with your left engine out, 30 knot crosswind, and heavy rain.
Is it possible for AI to land the plane while I’m in the WSO seat?
so the f15c has a tail hook but i cannot find the control to use it and was wondering if anyone knows if its in the game just not operational??
THIS IS PRETY MUCH JUST A WAY SHORTER VERSION OF SPUDKNOCKERS VIDEO .... JUST DONE BY CAP
5:30 r u sure? The Eagle doesnt seem to accelerate very fast... ^^
Quite unrealistic float in the very last feet. Whoever did the dynamics, outdid it. Otherwise quite good.
Yarrrrs
Noone does it better than Cap. On speed!
👻👻👻👻👍👍👍👍
Cap this video is truly disappointing that’s not how gr pilots fly looking at the flight manual what the proper take off speed what is this cap gs a sad day
Why does Ukraine want F-16's? Can you do a DCS scenario that illustrates the advantages?
been searching for caps' F15E joystick setup...he always makes them..But so far No one has made a video for it yet :(..Opps I finally FOUND yours !! HERE THANKS.
Cap's F15E Front seat joystick set up - ua-cam.com/video/SCSJ2JNb3T4/v-deo.html
This is a tutorial for who? 😂😂👍
Any and all valued viewers.