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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U147229262</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-04T04:17:21Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Roanoke&amp;diff=186308</id>
		<title>USS Roanoke</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Roanoke&amp;diff=186308"/>
				<updated>2024-05-13T21:32:39Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Usage in battles */ usage techniques&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_cruiser_worcester_class_roanoke&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The ''Worcester''-class light cruisers are the final class of &amp;quot;gun cruiser&amp;quot; built for the United States Navy, being laid down just a few months before the end of World War II. The class was, in concept, built as a distinctive hybrid between the ''[[USS Cleveland|Cleveland]]''-class and ''[[USS Atlanta|Atlanta]]''/''Juneau''-class light cruiser, featuring twelve 6-inch guns mounted in six twin turrets arranged in linear configuration. Each 6-inch gun was intended to be dual-purpose, and as such they were housed inside a turret with high elevation and firing angles to engage air targets, not dissimilar with the 5-inch dual-purpose guns onboard the ''Cleveland'' and ''Atlanta''. However, with the advent of guided anti-ship and surface-to-air missile, the ''Worcester''-class, along with its heavier counterpart the ''[[Des Moines (Family)|Des Moines]]''-class, were considered obsolete. Out of ten original ships ordered, only two ships; ''Worcester'' and ''Roanoke'' were completed. Neither saw any action during their relatively short 11-year career before being decommissioned in 1958.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Air Superiority&amp;quot;]], the '''{{Specs|name}}''' features an alternative take on the &amp;quot;gun cruiser&amp;quot; design of the ''[[USS Cleveland|Cleveland]]'' and ''[[USS Brooklyn|Brooklyn]]'', featuring twelve 6-inch guns that were capable of engaging surface and air targets. As the ship is optimized for anti-air duties using her 6-inch guns, she lacked the 5-inch dual-purpose guns that were a common feature of American cruisers, thus captains may often find her dedicated air defense to be somewhat lacklustre. Nevertheless, once the HE-VT shell options are unlocked, the ''Roanoke'' is capable of easily eliminating both ground and air targets, even at longer ranges.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|6 inch/47 DP Mk.16 (152 mm)}}&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
{{:6 inch/47 DP Mk.16 (152 mm)/Ammunition|6 inch Mk.34 HC, 6 inch Mk.35 AP, 6 inch Mk.34 HC (base fuze), 6 inch Mk.34 HC-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3 inch Mk.33 (76 mm)|3-inch Mk.34 (76 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:3 inch Mk.33 (76 mm)/Ammunition|76 mm HC Mk.27, 76 mm HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
While having good firepower, the survivability of the {{PAGENAME}} is rather poor, mostly owing to its ammo placement. Not only is its magazine huge, but the number 1, 3, and 4 turrets have ammo placed right at the waterline, in contrast to most other ships that have their ammo stored at the bottom of the hull. The 127mm armour belt won't stop any AP shells at this BR or higher, so even a single salvo from an enemy cruiser is very likely to cause instant destruction from an ammo detonation. Therefore, the {{PAGENAME}} should avoid the most heated confrontations, instead helping allies take out isolated enemies, aircraft or small, nimble boats and destroyers, a job it does well thanks to its radar and fast rangefinder. If forced into combat against enemies of equal or greater rank, the {{PAGENAME}} should try to have hard cover or allies nearby to hide behind. Even shallow cover like low-lying islands can be helpful; as long as the vulnerable magazines near the waterline are hidden, the {{PAGENAME}} will become just as durable as other cruisers at this BR.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Twelve fast-firing 6-inch guns in six turrets, thus being able to keep more firepower in case some were disabled&lt;br /&gt;
* Main guns has very good handling and elevation, capable of engaging surface and air targets&lt;br /&gt;
* Very well protected for a light cruiser, with layer of anti-frag armour and thick citadel armour along the length of the ship&lt;br /&gt;
* Numerous 3-inch AA guns are effective at harrassing deck mounts and countering PT boats&lt;br /&gt;
* Generally fast and manoeuvrable despite the size&lt;br /&gt;
* Has an air search radar and fast rangefinding system&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Very large in size, can be easily spotted and targeted&lt;br /&gt;
* Six turrets in linear configuration resulting in a huge ammo rack size, any shot that went through citadel are likely to detonate it&lt;br /&gt;
* Much like other American cruiser, it has no torpedo armaments&lt;br /&gt;
* Lack of 5-inch dual-purposes guns resulting into mediocre anti-air capability while stock, forcing the usage of 6-inch guns to manually engage air targets&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_cruiser_worcester_class_roanoke Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer New York Shipbuilding Corp.}}&lt;br /&gt;
{{USA light cruisers}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pbv_302_(BILL)&amp;diff=182741</id>
		<title>Pbv 302 (BILL)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pbv_302_(BILL)&amp;diff=182741"/>
				<updated>2024-03-11T20:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Usage in battles */ Expand section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_pbv_302_bill&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish tank destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;Drone Age&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The frontal hull armour of the tank is piked and has an additional plate on top of it, effectively giving some protection against bad 23 mm ammunition (like some of the SPAA and medium tanks still use) and 12.7 mm ammunition. Any random spray of such weapons that is not directed to the very top of the roof (where the plate ends) will do no real damage, as even LFP hits tend to get stuck in the transmission. The 30 mm will likely penetrate unless the tank is also angled up. When the tank is swimming, frontal plate swings out, allowing the 23 mm to penetrate the hull.&lt;br /&gt;
&lt;br /&gt;
The sides and the back of the hull are rather strange and have unexpected levels of protection across the board for no explainable reason. Overall, they are somewhat weak and will only stop 12.7 mm ammunition when angled, deflecting poor 23 mm ammunition as well.&lt;br /&gt;
&lt;br /&gt;
The turret overall has poor armour. It has a shield for the gunner on the very front, but the optics can be penetrated by 12.7 mm when looking directly at the enemy, so knowledgeable opponent can always do something to stop the Pbv302. Not only that, but the cupolas on the roof are even more vulnerable and allow to take out everyone but the loader with just the HMG if opponent knows about these weaknesses. The very back has some empty space, so sometimes shots directed there will do nothing, but it's not a good idea to count on it against anyone but Soviets, since the armour can detonate sensitive APHE and can be overpressured easily at the same time.&lt;br /&gt;
&lt;br /&gt;
The roof is overall very weak and should not be relied upon against any kind of airstrike. The launcher is also located very high and can be hit with chemical ammunition to overpressure the tank beneath it or hit with extremely powerful kinetic shells (like APFSDS) to detonate it.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 20 (44°) + 5 (43°) mm ''Front glacis'' &amp;lt;br&amp;gt; 20 mm (36-38°) ''Lower glacis'' || 5 mm ''Top'' &amp;lt;br&amp;gt; 10 + 4 mm ''Bottom'' || 15 mm (5°) || 5-12 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 15-25 mm (14-48°) ''Turret front'' &amp;lt;br&amp;gt; 20 mm (8-18°) ''Gun mantlet'' || 15 mm (5°) || 15 mm (5°) || 12 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 12 mm || 12 mm || 12 mm || 12 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
* Belly armour is 10 mm thick.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=384|rbMinHp=239}}&lt;br /&gt;
&lt;br /&gt;
Pbv 302 is rather slow and clumsy for its rank and BR, being much slower than most medium tanks, but it sometimes compensates it with ability to swim.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/47D (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The regular gun installed in the turret is very weak and is below weakest SPAA of the BR in terms of efficiency. This is mostly because the ammunition used in the gun is extremely poor and even after research the tank can only use HVAP instead of APDS, which means that it's efficiency against angled armour is effectively 0. The gun also cannot aim to the right because of the cupolas, so tank must keep enemy light vehicles on its left to fight them.&lt;br /&gt;
&lt;br /&gt;
The gun is also not very good against aircraft due to a limited maximum elevation of 36°, but this can be compensated by standing on a hill, which is what Pbv 302 will often do to use its real primary weapon - the ATGM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Akan m/47D (20 mm)|20 mm Akan m/47D]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 540 (30) || rowspan=&amp;quot;2&amp;quot; | 480 || rowspan=&amp;quot;2&amp;quot; | -7°/+36° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 26.4 || 36.5 || 44.4 || 49.1 || 52.2 || rowspan=&amp;quot;2&amp;quot; | 6.50 || rowspan=&amp;quot;2&amp;quot; | 5.75 || rowspan=&amp;quot;2&amp;quot; | 5.30 || rowspan=&amp;quot;2&amp;quot; | 5.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''slsgr m/71:''' {{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}}&lt;br /&gt;
* '''slpprj m/68:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:Akan m/47D (20 mm)/Ammunition|HEFI-T, AP-T, HVAP-T}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Rbs 56}}&lt;br /&gt;
&lt;br /&gt;
The pole on the top of the turret is housing the ATGM and guiding mechanism for it. While it can guide the missiles by default in third person view, to properly use it player must press &amp;quot;Select special weapon or ATGM&amp;quot; hotkey or multi-function menu key. This will move the sniper scope to the ATGM, but also disable turret controls. The pole can turn 30 degrees to the sides of the turret. Since the turret cannot be moved in this aiming mode, sudden corrections would have to be made with the hull, which might affect the missile trajectory in bad ways. To regain controls of everything, use of &amp;quot;reset weapon selection&amp;quot; is recommended over any other option.&lt;br /&gt;
&lt;br /&gt;
[[File:Pbv 302 bill overhill shot example.jpg|thumb|right|The launcher can still guide missiles and hit targets even when not entirely exposed. This works in RB.]]&lt;br /&gt;
&lt;br /&gt;
The main reason to fear the PBV 302 are the RB 56 BILL II missiles. These missiles have top-down attack style, meaning they need to be guided above enemy tank. When operator aims crosshairs onto something, the missile will automatically offset itself by 5 degrees to move above theoretical enemy tank roof. The missile explodes downward almost immediately if it flies above anything &amp;quot;tank-like&amp;quot;, even if it is a dead tank or allies. This means, that the missile can be aimed directly at the tank that is behind an obstacle or a hill as well, since the missile will fly above it. It is necessary to guide the missile as close towards theoretical enemy tank weak spots as possible as the explosion is rather precise.&lt;br /&gt;
&lt;br /&gt;
The BILL missiles have extremely high penetration when compared to TOW-2B of other nations, meaning that even in the case of a bad hit they often deal enough damage to make the target afraid, but they have virtually zero penetration power when hitting enemy head-on (in case they hit enemy turret the missile explodes into hull, but when it hits the hull it does nothing at all) and mostly deal no overpressure damage when hitting the bottom of enemy tanks.&lt;br /&gt;
&lt;br /&gt;
The actual damage of missiles is very dependent on the height of explosion and enemy ammo rack placement. The lower the missile explodes, the closer the explosion will be to the turret front, the higher the missile explodes, the higher the chance of hitting the mandatory back ammo racks directly and overpenetrating the entire tank all the way to the floor (overpressuring light tanks or hitting most of the turret crew and even more ammo racks in process). Ammo rack hits are nearly always fatal, but module damage can be easily sustained. When attacking most tanks from the front, the best case scenario is to detonate the missiles as high as possible before BILL outstanding penetration power starts to fail.&lt;br /&gt;
&lt;br /&gt;
Efficiency of the missiles against long tanks with the turret on the very back is questionable at best, so it is better to attack them from the side or when they angle up on a hill. ERA covered tanks take very light damage from BILL most of the time, but it is still possible to push HEAT jet into the turret and destroy them, although this might take up to 14 missiles from two Pbv 302 at once if they also have NERA. NERA tanks with inert ammo racks can also survive a hit into turret and attack should be aimed into middle of the tank, just past NERA screens (by intentionally lowering the missile)&lt;br /&gt;
&lt;br /&gt;
The reload for ATGM takes around 14 seconds as long as the loader is alive, but may take twice as long if he isn't. Rearm on a capture point takes about 6 seconds per missile, allowing to quickly grab more missiles and run. In AB mode, rearm upon emptying the entire ammo rack outside capture point takes 40 seconds, which is also very fast.&lt;br /&gt;
&lt;br /&gt;
The missile has some downsides. The missiles have a dead zone of 10 m, so they can't really be used at ramming range (which is still better than TOW-2B dead zone range), and will detonate above allies and dead tanks that aren't literally infront of the Pbv 302. The fuse also does not react to aircraft, unlike with other top-down missiles, and missile has a rather short maximum range, so BILL cannot be used as a makeshift SAM, unless enemy helicopter is being extremely stubborn and flies straight, so it can be hit directly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Rbs 56]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -12°/+30° || - || - || 13.00 || 11.50 || 10.60 || 10.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Rbs 56/Ammunition|RB 56 BILL II}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
Despite its real life role as an infantry fighting vehicle, the {{PAGENAME}} plays more like other ATGM carriers in game. Its mobility isn't terrible but mostly inadequate for large flanking manoeuvres, and its autocannon and missile react too slow for close encounters with other tanks. As such, the {{PAGENAME}} fares best in long-range sniper battles. Use its reasonable mobility to quickly get to a good hull-down position and make sure only the launcher is exposed, then switch to the &amp;quot;special weapon or ATGM&amp;quot; (using a keybind or the multi-function menu) which will allow guiding the missile from the launcher's point of view. Unfortunately, the post-penetration damage of the ATGM usually won't destroy the enemy in one shot, but light tanks and some medium tanks can be overpressured by hitting them on the roof with the missile. Don't forget to use the autocannon as well; it can be used to take out lightly armoured vehicles and helicopters in order to conserve precious missiles.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*Early access to top-down ATGM - can easily obliterate any camping tank with only the [[CM-25]] being the real competition&lt;br /&gt;
*High compatability with wide variety of cover at any range&lt;br /&gt;
*Can also guide ATGM with its launcher in third person view - something other IFV-like tanks cannot do at all&lt;br /&gt;
*While not quite as unkillable as some other ATGM tanks at the rank, it can take some hits and is not open-topped&lt;br /&gt;
*ECCM on ATGM (Cannot be jammed)&lt;br /&gt;
*Can swim&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*Direct ATGM control can be quite awkward due to the turret no longer working when using it&lt;br /&gt;
*The tank doesn't work like an IFV&lt;br /&gt;
**Terrible ammo for autocannon, will not even make a dent in most light tanks armour, even SPAA might survive full belt &lt;br /&gt;
**Disappointing mobility for rank VI&lt;br /&gt;
**Extreme performance drop if hit in the hull&lt;br /&gt;
*Difficult, but not impossible to destroy with kinetic shells when only exposing the launcher, as APFSDS can detonate it; Draws a lot of attention when attacks with ATGM&lt;br /&gt;
*No thermal sight, some late tanks can spot it and move around it before it notices (irrelevant in AB)&lt;br /&gt;
*Fights against tanks with ERA on the roof can be extremely difficult&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=sw_pbv_302_bill Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7818-development-pbv-302-bill-scandinavian-frugality-en|[Devblog] Pbv 302 BILL: Scandinavian Frugality]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer Hagglund}}&lt;br /&gt;
{{Sweden tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SAAB-105G&amp;diff=182329</id>
		<title>SAAB-105G</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SAAB-105G&amp;diff=182329"/>
				<updated>2024-02-29T11:27:03Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Pros and cons */ Tracers have been added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Swedish strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = SAAB-105 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=saab_105g&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish strike aircraft {{Battle-rating}}. It was introduced in [[Update &amp;quot;Hot Tracks&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 936 || 929 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.3 || 27.3 || 36.5 || 33.2 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 958 || 947 || 25.7 || 26.0 || 56.7 || 46.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 387 || 350 || ~8 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 550 || &amp;lt; 650 || &amp;lt; 550 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J85-GE-17B || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 3,292 kg || colspan=&amp;quot;3&amp;quot; | 298 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 36m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 181 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 3,763 kg || 4,154 kg || 4,584 kg || 4,862 kg || 6,500 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 36m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 1,220 kgf || N/A&lt;br /&gt;
| 0.65 || 0.59 || 0.53 || 0.50 || 0.38&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 1,220 kgf&amp;lt;br&amp;gt;(0 km/h) || N/A&lt;br /&gt;
| 0.65 || 0.59 || 0.53 || 0.50 || 0.38&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no armour on the SAAB-105G; the internal modules of the aircraft are fairly spaced out with engines far apart in the rear fuselage and fuel tanks taking up all of the wings and a portion of the forward fuselage. Beware of any wing damage when carrying heavy bomb loads as there is already a lot of strain on them, and they may overload sooner than you would expect.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_SK60B.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Akan m/55 (30 mm)|30 mm Akan m/55]] cannons (150 rpg)&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[m/56D]] rockets&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[psrak m/49/56]] rockets&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[srak m/55 Frida]] rockets&lt;br /&gt;
| 3 || 4 || 4 || 4 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[RB24]] missiles&lt;br /&gt;
| 1 || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | Maximum permissible weight imbalance: 900 kg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons (150 rpg = 300 total)&lt;br /&gt;
* 2 x RB24 missiles&lt;br /&gt;
* 22 x srak m/55 Frida rockets&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
* 6 x psrak m/49/56 rockets&lt;br /&gt;
* 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 6 x 500 lb Mk 82 Snakeye bombs (3,000 lb total)&lt;br /&gt;
* 4 x 750 lb M117 cone 45 bombs (3,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The SAAB-105G is a very flexible multi-role aircraft, best used in the interceptor role at the beginning of an air match, then changing armament mid-match depending on the situation. Thanks to its airspawn and 2 x [[RB24]] (Swedish [[AIM-9B]]) missiles, you can hunt down enemy bombers and heavy attackers before returning to base. Beware as these missiles have very poor tracking on targets doing anything more than flying in a straight line, so are best used on enemies who are too slow to manoeuvre or are otherwise unaware of your presence. Once you have spent the 2 missiles or there are no viable targets to use them on, you will need to return to base to rearm.&lt;br /&gt;
&lt;br /&gt;
On your second take-off, you should consider if your team needs more air power to shoot down fighters, or if you can spend the time to bomb bases or attack ground units. The SAAB-105G gets two wing mounted 30 mm cannons, the same as on the previous SK60B, and performs similarly in a dogfight to that plane; you want to use your massive firepower and very stable turning characteristics to force enemies into turn fights. Be aware of your surroundings though, as the aircraft accelerates fairly slowly after manoeuvring and can make an easy target for far faster aircraft.&lt;br /&gt;
&lt;br /&gt;
For ground attack, you have a very wide range of high performance weapons to choose from. All bombs and rockets have access to a bombing computer, making accurate attacks extremely easy, and the 30 mm gun pods have enough firepower to destroy light pillboxes and medium tanks in a short burst.&lt;br /&gt;
&lt;br /&gt;
As a CAS aircraft in Ground RB you need to be aware of the airspace conditions before selecting your loadout. You are limited to 2 x 2 drops of any kind of bomb, but can only take the gun pods for dealing with air threats with the weaker 500 lb bombs. All bomb loads get access to the RB24 missiles as well, but the added weight is rarely worth taking due to the unreliability of the missiles. Thanks to the bombing computer though, landing even the 500 lb bombs within the 8 m vehicle destruction radius is very easy so long as the targets are not moving too quickly.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Airspawn in air RB&lt;br /&gt;
* Excellent guns&lt;br /&gt;
* Extremely early in BR access to air-to-air missiles in the RB24, ideal for scoring kills on Tu-4s, IL-28s, B-57s and other unaware or slow enemies&lt;br /&gt;
* Wide variety of ground attack ordnance, including a heavy load of bombs with AAMs&lt;br /&gt;
* Access to customizable loadouts for secondary weapons, allowing a vide variety of roles from air interdiction to ground attack&lt;br /&gt;
* Access to bombing computer, making accurate bombing runs even with low yield bombs very rewarding&lt;br /&gt;
* Decent turning ability making for a capable dogfighter&lt;br /&gt;
* Good airbrake and tricycle landing gear makes landing easy&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Below average acceleration, loses speed in vertical manoeuvres rapidly&lt;br /&gt;
* Engines run very hot at 100% throttle under 2,500 m, can be offset by setting to 98% throttle however&lt;br /&gt;
* RB24 missiles are very unreliable on targets with any turning ability&lt;br /&gt;
* Heavier bomb/AAM loads put massive strain on the wings, flying at high speed or making any sharp turns can rip the wings off very suddenly&lt;br /&gt;
* Stiff elevator handling at high speed, hard to pull off from a high-speed dive&lt;br /&gt;
* Thrust reversal not available unlike on the SK60&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=saab_105g Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Image:Sk60.jpg|&amp;lt;small&amp;gt;Saab-105 in action!&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|08pSlYGwMkE|'''No Gunpod-Missile Combo! SAAB-105G - Sweden - Review!''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SK60B]]&lt;br /&gt;
* [[SAAB-105ÖE]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SK60B&amp;diff=182328</id>
		<title>SK60B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SK60B&amp;diff=182328"/>
				<updated>2024-02-29T11:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Usage in battles */ No longer relevant as tracer ammo has been added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Swedish strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = SAAB-105 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=saab_sk60b&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The SK60 was developed for the Swedish Air Force after SAAB's attempt to develop a twin-engine jet aircraft for civilian and military use in 1959. After problems with decision making, it was decided to focus only on the military version of the aircraft. After a few years of development, the prototype first flew in 1963, with a total order of 150 units placed by the Swedish Air Force in 1964. The aircraft was known as SAAB 105, the aircraft was later modified for ground attack with 60 units receiving the new role, Austria later endorsed the SAAB 105, and ordered 40 units.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;New Power&amp;quot;]]. The {{PAGENAME}}, better known as the Saab 105, is a light training vehicle designed for the Swedish army. The vehicle is incredibly light and nimble, and served as ground attacker, thanks to its versatile arsenal of suspended armaments. It has relatively weak engine power and a mediocre flight performance when compared to other aircraft such as the [[Su-11]] and even the [[Vampire FB 5|Vampire]], it lacks access to bombs, however it does feature RB05 MACLOS guided missiles and rockets, it should be noted however, that the guns take the same pylons as the missiles.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
The {{PAGENAME}} is one of the more unique planes the Swedish tech-tree offers, especially at the higher ranks. The plane is fairly modern in comparison to jets of the same BR, sporting the same paint-scheme and armament as the much faster [[J35D]]. The {{PAGENAME}} is incredibly small, but with a wide fuselage to accommodate the twin-seat configuration the trainer offers. The wings are mounted in a high-up position, similar to planes like the [[La-15]]. The plane is propelled by two engines that are mounted just outside the fuselage, giving the plane a top speed of just around 800 km/h. The tail is of a T-shape design and works effectively at all speeds, contributing to good manoeuvrability and low stall-speed. Overall the {{PAGENAME}} is a fitting plane for pilots not yet used to jet combat. The plane flies like most piston-engine fighters, lacking in speed, but featuring supreme mobility and firepower. The {{PAGENAME}} doesn't feature any internal weaponry, but carries two Akan m/55 gunpods, with the same fire rate, burst mass, and positioning as the Draken. This firepower is one of the best at its rank, especially considering the {{PAGENAME}} carries almost twice the ammunition compared to the J35D. Although it's easy to feel godlike with firepower this immense, staying away from fully commit head-on engagements will definitely keep you alive a lot longer, as the {{PAGENAME}} isn't particularly survivable.&lt;br /&gt;
&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being a trainer aircraft by nature, the {{PAGENAME}} is very forgiving in aerodynamics. The plane performs ideally at most speeds, and has a stall speed below 200 km/h, allowing for advanced manoeuvring without risking the pilot's life. The rudder and elevators respond quickly, and deflect even at speeds the airframe itself can't sustain. The ailerons are also powerful, allowing the {{PAGENAME}} to smoothly roll in engagements, which along with the other control surfaces, makes it superior in dogfights.&lt;br /&gt;
[[File:SK60B Attack Run by D33F.png|left|thumb|420x420px|A pair of SK60Bs diving on a target with air-brakes deployed.]]&lt;br /&gt;
The flight performance isn't perfect, as the {{PAGENAME}} has obvious downsides from its trainer background. The {{PAGENAME}} is incredibly slow. The plane struggles to break above 700 km/h at most, and will slowly decrease in speed as the fight goes on, as manoeuvres bleeds speed. The {{PAGENAME}} has no real way to gain this speed back either, as the acceleration is sluggish. Although nothing out of the ordinary for early jets, the {{PAGENAME}} doesn't have the top speed to back this up compared to its peers, meaning that most low-altitude dogfights will result in the Saab being the &amp;quot;sitting duck&amp;quot; most of the time. Taking suspended armaments (which is a must) doesn't aid the overall engine performance. Even taking the Akan m/55 gunpods, which are considered aerodynamic, lowers the climb rate significantly, putting it below 20 m/s. Thankfully, the {{PAGENAME}} is classed as an attacker, giving it an altitude spawn of around 1,000 metres. A smart pilot goes for the altitude advantage, as it compensates for any lack of power the {{PAGENAME}} suffers from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 760 || 741 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.0 || 25.4 || 17.7 || 16.7 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 824 || 792 || 23.6 || 24.0 || 26.8 || 22.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 387 || 350 || ~12 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 650 || &amp;lt; 580 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Turbomeca RM9B || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,262 kg || colspan=&amp;quot;3&amp;quot; | 204 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 29m fuel || 30m fuel || 45m fuel || 60m fuel || 98m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 298 kg || colspan=&amp;quot;2&amp;quot; | Low-bypass turbofan&lt;br /&gt;
| 2,577 kg || 2,588 kg || 2,751 kg || 2,914 kg || 3,327 kg || 5,606 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (102%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || 102%&lt;br /&gt;
! 29m fuel || 30m fuel || 45m fuel || 60m fuel || 98m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 720 kgf || 763 kgf&lt;br /&gt;
| 0.59 || 0.59 || 0.55 || 0.52 || 0.46 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 720 kgf&amp;lt;br&amp;gt;(0 km/h) || 763 kgf&amp;lt;br&amp;gt;(0 km/h)&lt;br /&gt;
| 0.59 || 0.59 || 0.55 || 0.52 || 0.46 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is lightweight, and thus forgoes any sort of armour protection to save weight. This decision is logical, as the {{PAGENAME}} was originally designed with only training purposes in mind. This can be experienced in-game, especially in the lack of cockpit protection, as the pilot and navigator will take turns getting killed in frontal attacks. It is thus never recommended to fully commit in a head-on engagement, as even if a pilot survives, the {{PAGENAME}} will become critically damaged, most likely causing it to crash. Even if the {{PAGENAME}} survives, the flight performance is heavily crippled, making the plane even slower than it already was.&lt;br /&gt;
&lt;br /&gt;
Although weak, the {{PAGENAME}} has a few design tricks making its survivability advantageous, one of which is the engine layout. Since the {{PAGENAME}} is a twin-engine design, getting hit in one of these engines isn't considered fatal. The {{PAGENAME}} flies considerably well even using a single engine, making it back to base without any issue. Thanks to engines being slightly external, engine fires don't wound the overall fuselage as much as a single engine mount would. This makes putting out fires a bit easier, as the {{PAGENAME}} can just dive down to the deck with the engines shut off to extinguish it most of the time. The wings are also a strength of the {{PAGENAME}}. Although prone to breaking as the structure isn't particularly strong, the good aerodynamics allow the {{PAGENAME}} to fly despite missing a wing. The plane can also be easily landed after this, as the low stall speed, and robust fuselage, allow for effective emergency landings.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Akan m/55 (30 mm)|30 mm Akan m/55]] cannons (150 rpg)&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[m/56D]] rockets&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[psrak m/49/56]] rockets&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Rb05A]] missiles&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons (150 rpg = 300 total)&lt;br /&gt;
* 6 x psrak m/49/56 rockets&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
* 2 x Rb05A missiles&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons (150 rpg = 300 total)&lt;br /&gt;
&lt;br /&gt;
The standard armament found on the {{PAGENAME}} are two powerful Akan m/55 gunpods. These cannons are identical to platforms like the [[J35D]], giving the {{PAGENAME}} a formidable burst-mass of 12.15 kg/s! These guns are incredibly reliable and fast in velocity, as they're replicas of the [[ADEN (30 mm)|ADEN]] platform. This is one of the main advantages of the {{PAGENAME}} outside of manoeuvrability. Since the {{PAGENAME}} isn't particularly swift, having armament capable of reaching most opponents is a welcome addition. This can catch many people off-guard, and thus it's recommended to practice aiming these guns, along with finding a comfortable convergence setting for maximum efficiency.&lt;br /&gt;
&lt;br /&gt;
These gunpods are also good against ground-based targets, especially in Air Realistic battles, where light pillboxes are common. The Akan m/55 is capable of destroying these in a short burst of bullets, allowing for some effective ticket bleed when there are no enemy fighters around. They can also be used in Ground Realistic to a certain extent, as they disintegrate any open-top vehicle. They also aid in air-support, as most fighters at this BR are propeller powered, unable to defend themselves against high-velocity 30 mm revolver cannons.&lt;br /&gt;
&lt;br /&gt;
* 2 x Rb05A missiles&lt;br /&gt;
&lt;br /&gt;
[[File:SK60B using Rb05A's by D33F.png|thumb|345x345px|The {{PAGENAME}} carrying the Rb05A AGM during a roll.]]&lt;br /&gt;
The {{PAGENAME}} features a lot of unique armament compared to most other Swedish vehicles. One of the most unique of which are two Rb05A Air-to-Ground missiles. Similar to the American [[AGM-12B Bullpup]] in design and explosive mass, the {{PAGENAME}} goes one step further by featuring a proximity-fuse inside the missile. This makes the Rb05 incredibly unique for its class, as it is the only missile, outside of helicopters, capable of effectively dealing with both aerial and grounded opponents. Since the missile is intended for distanced ground-attacks, the Rb05 features a range of over 8 km, making it useful against long-range bombers such as the [[B-29/Tu-4 (Family)|B-29]]. In Ground battles the missile is even more useful, as the explosive mass of 48 kg allows for reliable kills against ground units without putting the {{PAGENAME}} in front of radar SPAA. And since the Rb05 can be used against aerial opponents, the {{PAGENAME}} can easily deal with helicopters without going back to base.&lt;br /&gt;
&lt;br /&gt;
* 6 x psrak m/49/56 rockets&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
&lt;br /&gt;
For players more interested in unguided air-support, the {{PAGENAME}} doesn't disappoint! The {{PAGENAME}} features 12 m/56D rockets also found on the J35D. Thanks to the superior aerodynamics of the {{PAGENAME}}, along with a lower battle-rating, the m/56 rockets get a lot more use than on the Draken. The velocity is immense, reaching 650 m/s, allowing for accurate and distanced engagements. The m/56D carriers less explosives than the earlier m/49A, but compensates for this by still featuring the same penetration values. This makes the m/56 overall better than the earlier m/49A, as the higher velocity makes engagements a lot easier.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that the {{PAGENAME}} is incredibly vulnerable to SPAA when using the m/56D, as they require the {{PAGENAME}} to position itself close to the battlefield. And since the {{PAGENAME}} is one of the slowest jet-powered aircraft in the game, even machine-gun fire can prove lethal if the plane is flown carelessly. Sticking low to the ground and carefully observing opponents is a must if a pilot wants to make every rocket count.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Air Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
* Climb to 3,500-5,000 m (11,500-16,500 ft)&lt;br /&gt;
* Boom &amp;amp; Zoom opponents&lt;br /&gt;
* Conserve ammunition at longer ranges&lt;br /&gt;
* Force faster opponents to turnfight&lt;br /&gt;
* Prioritize bombers if possible&lt;br /&gt;
* Ground strike after dealing with enemy players&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} gets the luxury of spawning at around 1,000 metres from the start, as the plane is classified as an attacker. Just like the [[A-4B|A-4B Skyhawk]], the {{PAGENAME}} can use this advantage to gain the upper hand during the first few minutes of the game. Although many players are purely playing the {{PAGENAME}} for ground battles, diving to the deck will overall limit the {{PAGENAME}}'s success, as the plane has no opportunity to gain speed back at low altitudes. At altitude however, the {{PAGENAME}} can be played more like a piston-engine fighter, using Boom &amp;amp; Zoom tactics to eliminate opponents. This is useful considering the {{PAGENAME}} performs incredibly well at altitude, having a maximum altitude of over 10,000 metres. The {{PAGENAME}} should still try to remain fairly fast, however, as many opponents, such as the [[F-89B]] or [[F-84 (Family)|F-84G]], can easily reach the Saab's altitude by zooming towards it. Keeping the {{PAGENAME}} at a 10° will result in airspeeds around 400 km/h, giving it some room to manoeuvre in case an opponent wants to take care of it. This speed can be maintained for a long time, but keeping the {{PAGENAME}} at an altitude below 5,000 m will result in the most efficiency, as most opponents will stay below that threshold. After diving on opponents several times over, the {{PAGENAME}} can afford to be aggressive if the opportunity arises. The {{PAGENAME}} can force most opponents into dogfights, where they have no chance of defeating its superior turn-rate.&lt;br /&gt;
&lt;br /&gt;
On the other hand, using the {{PAGENAME}} as a regular attacker is also fine. Create a custom preset with the two cannons and, once you unlock them, 8 m/56D rockets. Once spawned, push the throttle to 102% (the {{PAGENAME}} can fly almost indefinitely on this throttle setting) and fly towards the ground targets that are furthest away from the enemy airfield. Prioritise light targets like machine guns and howitzers; rockets can take one out even with a near miss, and it only takes a very short burst from the cannons to destroy them. Once you've expended all your ordinance (preferably saving about a hundred rounds in the cannons for emergencies), fly straight back to the airfield. Don't try to stay and fight, because you would've lost most of your speed by now even with careful energy management, making you a sitting duck for enemies.&lt;br /&gt;
&lt;br /&gt;
If the {{PAGENAME}} gets to face off against the US in a down-tier, it can be recommended to use the Rb05A AGM missile. This weapon system is originally meant for tanks and is indeed highly lethal in ground battles. But a hidden quirk of the missile is a proximity fuse, similar to the [[AA-20 Nord]] found on French aircraft. This is guaranteed to be lethal against planes like the [[B-29A-BN|B-29 Superfortress]], which is commonly found at this BR. The missile works incredibly well against fighters as well, as nobody expects the {{PAGENAME}} to fire a 48 kg warhead in a head-on engagement. The only downside is that the {{PAGENAME}} can only carry two of these, and is completely defenceless afterward. It's more of a fun gimmick at the beginning of a game, but can be quite useful when dealing with the last opponent camping in space.&lt;br /&gt;
&lt;br /&gt;
'''Ground Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
* Stay close to the ground - This counters SPAA&lt;br /&gt;
* Stay high and snipe SPAA with Rb05A's 8km range and proximity fuse&lt;br /&gt;
&lt;br /&gt;
* Engage ground-units by shooting their compact areas at low altitude (m/56D, m/49/5)&lt;br /&gt;
* Attack heavier opponents by gaining altitude before the attack and then swiftly returning to low altitude after the engagement (Rb05A)&lt;br /&gt;
* Prioritize helicopters and enemy fighters (Rb05A, Akan m/55)&lt;br /&gt;
* Avoid enemy fighters (m/56D, m/49/56)&lt;br /&gt;
* Return to base immediately if needed&lt;br /&gt;
&lt;br /&gt;
The most popular use of the {{PAGENAME}} is its intended purpose, known as Close Air Support. The {{PAGENAME}} performs somewhat favourably in this role, being incredibly lethal against tanks since the ordnance options are quite modern for its BR. The {{PAGENAME}} is the earliest example of AGM missiles of any plane in the game, being more than a whole BR below planes like the Fiat [[G.91 R/3 (Germany)|G.91 R/3]], and [[FJ-4B VMF-232]]. Although the Rb05A might look like the obvious option when selecting ground ordnance, the {{PAGENAME}} can easily rack up more kills using the m/56D rockets instead, as they can take out opponents in a single hit, without wasting more than one rocket at a time. This makes the m/56D six times as effective as the Rb05A if practised by an experienced pilot. They are also less dangerous to use, as the unguided rockets don't require any altitude to safely deploy.&lt;br /&gt;
&lt;br /&gt;
When using the {{PAGENAME}} at higher battle ratings, the Rb05A is the most obvious option. Many tanks, especially modern ones, feature advanced protection against chemical explosions, something Swedish m/56 rockets make full use of. The Rb05 AGM missile is a lot more useful here, as no tank can survive a warhead its size, no matter where it impacts. This guarantees the {{PAGENAME}} at least two ground kills, something that can change the tide of the battle at higher ranks, where every opponent is of key importance. Staying low is even more important now, however, as radar SPAA is incredibly deadly at this BR, featuring heavy-calibre cannons and surface-to-air missiles. Only gaining altitude when engaging enemy tanks is important here, as only a few seconds of visibility results in total annihilation by SPAA, as the {{PAGENAME}} is too slow to avoid anything coming towards it.&lt;br /&gt;
&lt;br /&gt;
Because the SK60B has reverse thrusters it makes it possible to land and capture the control points, unfortunately it still needs the standard distance to take off in, so some capture zones can be landed at, but you will be unable to take off afterwards. Long range and open maps are the easiest to capture a zone, these include (but are not limited to) Red Desert, Maginot Line, Fields of Poland, and European Provence.&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|When using the {{PAGENAME}} at higher ranks, make sure to prioritize heavy attack helicopters. These can rack up several kills without anyone being equipped to engage them. The Rb05A was designed for this in mind, and can safely engage helicopters over 8km away, thanks to the deadly proximity fuse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Incredible manoeuvrability - Responds quickly to inputs and turns better than most of your opponent's vehicles&lt;br /&gt;
* Devastating firepower - Access to ADEN gunpods and AGM missiles&lt;br /&gt;
* Access to attacker spawn&lt;br /&gt;
* Long endurance - High fuel and ammo count makes returning to base less frequent&lt;br /&gt;
* Decent survivability - It has 2 pilots, can fly without a wing, or without one of the engines&lt;br /&gt;
* Easy to land - Low stall speed and strong landing gear aids in critical touchdowns&lt;br /&gt;
* Has reverse thrusters - Allows very short landings and can taxi in reverse&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Slow top-speed - Unable to catch most opponents it faces&lt;br /&gt;
* Weak engines - Loses speed in vertical manoeuvres&lt;br /&gt;
* Lack of cockpit protection: pilot knock-out is incredibly common in head-on engagements&lt;br /&gt;
* Slow acceleration&lt;br /&gt;
* No integral offensive armament, requiring gun pods&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
'''Background'''&lt;br /&gt;
&lt;br /&gt;
Unlike most aircraft orders from the Swedish Air-Force, the Sk60 has an unusual background compared to its peers. The aircraft initially started as a commercial project under the name 220, led by none other than Eric Bratt, one of the main engineers behind the J35D. The aircraft was supposed to serve as a private airliner, sporting two engines, and a delta-wing design. But in the autumn of 1958, the Swedish Air-Force was looking for a successor to replace the ageing Sk28C Vampire. This led Bratt and his team to rework the design of project 220, switching the delta-wing design for a conventional straight-wing one. When the Air-Force later specified that this trainer had to carry external ordnance in the form of gun pods, rockets, and bombs, the wing was moved to an upper position. A result of this radical change forced a complete reconstruction of the elevator, mounting it higher than before. Along with some tweaking of the cockpit design, the project received the official name Saab 105.&lt;br /&gt;
[[File:Saab 105 prototype.png|alt=A black &amp;amp; white image showing the Second Saab 105 prototype mid-flight. The aircraft is mostly unpainted, while carrying civilian markings.|thumb|Second Saab 105 prototype mid-flight]]&lt;br /&gt;
The first test flight was conducted in July of 1963, piloted by Karl-Erik Fernberg. The second prototype flew a year later, in June 1964. After some extensive modifying of the air-intakes and wing-structure, the plane was deemed worthy of production. However, during this period the design was going through extensive changes in terms of propulsion, as the French Turbomèca-Aubisque engines (RM9) lacked the required strength. This problem would delay the program another year, but would increase the overall engine thrust.&lt;br /&gt;
The third prototype was deemed worthy of service by December of 1965. And by April 1966, the Sk60A would enter service with F5 Air-Division stationed at Ljungbyhed. Disappointingly, the French engines showed a lack of reliability and required a lot of modifying. This issue was however solved by SAAB during the second batch. The deliveries were finalized by 1968.&lt;br /&gt;
&lt;br /&gt;
'''Sk60B'''&lt;br /&gt;
&lt;br /&gt;
The Sk60B was the second modification of the Saab 105. This version, just like the Sk60C, was directly modified from already existing Sk60A's. The Sk60B featured a gunsight, along with the capability of carrying external ordnance in the form of bombs and rockets. The Sk60C went through identical modifications but featured an elongated nose-cone housing a panoramic camera for additional reconnaissance capabilities. Although the early Sk60 only sported a carrying capacity of around 700 kg, the external ordnance allowed for diverse options depending on the mission, capable of dealing with lightly, and heavily armoured targets.&lt;br /&gt;
&lt;br /&gt;
'''Light attack purposes'''&lt;br /&gt;
&lt;br /&gt;
The Sk60B and Sk60C would see extensive use outside the primary training purpose, as on the 29th of May, 1972, the Swedish government decided a reorganization of the Air-Force's attacker divisions. This forced four attack divisions to be converted into four light-attack divisions, making use of the lightweight Sk60B and Sk60C. These would be stationed accordingly at F21, F5, F3, and F16 fighter wing. The Sk60 was light and slow compared to the Viggen platform. The plane operated inland, as the strike capacity wasn't enough for naval operations, aside from small patrol boats and landing crafts. One major advantage of the Sk60 however, was the small profile and good aerodynamic properties, allowing for precise strike operations. This was already realized long before 1972, as F21 Luleå, an air division located alongside infantry and armoured divisions, saw potential in the Sk60 for close air support as early as 1969. This attacker mentality was put into action on all divisions between 1974 and 1976 and would see extensive use throughout the decade. Although the Sk60B was more of a last-ditch vehicle for air support, the plane proved lethal when put against armoured targets and helicopters, as it could remain fairly hidden by flying low against the ground. This strategy was necessary to avoid incoming fire, as the Sk60 featured no countermeasures or modern avionics. But as a result of the twin-seat design, low altitude flying became a lot safer. The pilot could focus entirely on flying as the second seat was occupied by a navigator giving directions. Though a lack of avionics was a major as the Sk60B required full eye-contact with the target to engage it. This limited the plane to only operate during clear weather, and along with a limited range, made the plane less ideal for wartime conditions.&lt;br /&gt;
&lt;br /&gt;
'''Present day'''&lt;br /&gt;
&lt;br /&gt;
The light attack divisions were already getting disbanded by the early 80s, and the light-attack educational program, along with the remaining light-attack divisions, were entirely disbanded by 1998. Although it's easy to determine this as the end for the Sk60, the plane was still a fantastic trainer. The Sk60 went through a major engine overhaul in 1992, doubling its carrying capacity thanks to a much stronger engine. This fixed a lot of reliability issues, and thanks to modern avionics, the Sk60 featured ballistic computers and navigational systems. The Sk60 was projected to be withdrawn from service several times, but thanks to its reliability and flight performance, the Sk60 remains in active use with both the Swedish and Austrian air force, more than 55 years after its introduction. By some estimates, the Sk60 will remain in the Swedish Air-Force until 2030, making the Sk60 older than its numerical designation.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6912-development-saab-sk-60b-instructed-to-destroy-en|Devblog]] ===&lt;br /&gt;
In 1959, Saab began development of a new twin-engine jet aircraft, intended to serve a wide variety of different roles both in civilian and military use. This led to questions being raised regarding the powerplant choice for the new aircraft, causing delays in development. However, once the decision was made to develop the new aircraft solely for military purposes, the project substantially picked up in momentum.&lt;br /&gt;
&lt;br /&gt;
By 1961, Saab's efforts were endorsed by the Swedish Air Force, which sponsored the development of the aircraft, by then known as the Saab 105, and ordered the production of a prototype in trainer configuration for testing. The prototype took to the skies for its maiden flight in June 1963 and quickly demonstrated excellent handling characteristics. In 1964, the Swedish Air Force placed an initial order for 130 Saab 105's, with that order being raised to 150 machines soon after. The machine received the designation Sk 60 in Swedish service.&lt;br /&gt;
&lt;br /&gt;
During production, the Swedish Air Force drew conclusions from the experiences made by the U.S. forces during the Vietnam War and decided to convert the Saab 105 trainer into a light attack and reconnaissance aircraft. This undertaking proved to be successful, with 60 machines of the trainer version being converted for ground attack missions.&lt;br /&gt;
&lt;br /&gt;
Apart from the Swedish Air Force, Austria also ordered a modified multirole version of the Saab 105 for its air force. Both air forces still employ the Saab 105 to the present day and around 190 units of the type were built in total.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=saab_sk60b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;SK60B Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:SK60B WTWallpaper 001.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 002.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 003.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 004.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 005.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 006.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|0aM7hS-ciYY|'''The Shooting Range #233''' - ''Metal Beasts'' section at 01:00 discusses the {{PAGENAME}}.|a6OMuCFCTvo|'''JUST AWESOME! SK60B! - Sweden''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Similar aircraft in terms of performance and BR&lt;br /&gt;
&lt;br /&gt;
* [[A2D-1]]&lt;br /&gt;
* [[F-84G-21-RE|F-84G]]&lt;br /&gt;
* [[Sea Hawk FGA.6]]&lt;br /&gt;
* [[G.91 R/3 (Germany)|G.91 R/3]]&lt;br /&gt;
&lt;br /&gt;
;Similar Swedish Aircraft&lt;br /&gt;
&lt;br /&gt;
* [[J35D]]&lt;br /&gt;
* [[A21RB]]&lt;br /&gt;
* [[T18B-1]]&lt;br /&gt;
* [[J21RA]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6912-development-saab-sk-60b-instructed-to-destroy-en|[Devblog] Saab Sk 60B: Instructed to Destroy]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Fargo&amp;diff=182054</id>
		<title>USS Fargo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Fargo&amp;diff=182054"/>
				<updated>2024-02-23T23:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Usage in battles */ Write section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_cruiser_fargo_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' was the lead ship of the Fargo-class light cruisers, a sub class of the [[USS Cleveland|Cleveland class]]. Laid down in 1943, she wouldn't enter service until December 1945, missing action in World War 2. She served in the Mediterranean fleet after the war, notably serving as flagship for one month of her stint. She was placed in reserve in February 1950, with less than 5 years of service to her name.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Fire and Ice&amp;quot;]], Fargo is a slight upgrade to the earlier Cleveland. The main advantage is a rearranged superstructure, which gives better coverage for the secondary and anti-aircraft battery. As she was designed late in the war, her anti-aircraft battery is prodigious, with both 40 mm and 20 mm guns covering all angles of the ship. This stronger secondary and anti-aircraft battery comes at the cost of one fewer main calibre turret compared to the [[Brooklyn (Family)|Brooklyn class]]. With a fire rate of 10 rounds per minute (6 seconds), she performs well against cruisers and destroyers.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The Fargo class, as a later evolution of the Cleveland-class light cruiser, has a very similar armour layout to the earlier [[USS Cleveland]]. USS Fargo is well armoured for a light cruiser, with a {{Annotation|5-inch|127 mm}} plate angled at 7° to increase effectiveness. This plate, though thin, covers the area from the waterline to the top of the machinery spaces and is resistant to {{Annotation|6-inch|152 mm}} fire at typical engagement ranges, and is almost immune to {{Annotation|5-inch|127 mm}} fire from nearly all ranges. Below the waterline this drops to a {{Annotation|3.25-inch|82.55 mm}} plate, with fuel tanks behind to absorb any shells which manage to pierce the armour below the waterline.&lt;br /&gt;
&lt;br /&gt;
USS Fargo has no access to torpedo protection; this leaves her only torpedo protection as internal bulkheads and the fuel tanks lining the sides of the ship. It is recommended to attempt to avoid torpedoes at all costs, though if a hit is inevitable it is preferable to take the hit amidships, where the fuel tanks have the most coverage.&lt;br /&gt;
&lt;br /&gt;
The armoured deck covering the machinery spaces and citadel has a thickness of {{Annotation|2 inches|50.8 mm}}, as well as the sides of the citadel below the waterline. The turrets are well armoured for a light cruiser, with a face of {{Annotation|6.5 inches|165.1 mm}} angled at 27° making it effective against {{Annotation|6-inch|152 mm}} and lower calibre guns, with the possibility of deflecting some {{Annotation|8-inch|203 mm}} shells at long ranges. The sides and top of the turrets have {{Annotation|3 inches|76.2 mm}} of armour, and the rear only {{Annotation|1.5 inches|38 mm}}. It is recommended to keep the rear of the turrets hidden, as even the 40 mm Bofors can penetrate the rear at close ranges. The turret barbettes have {{Annotation|6 inches|152.4 mm}} of armour, and these lead all the way down to the magazines.&lt;br /&gt;
&lt;br /&gt;
The magazines are placed far down in the ship well below the waterline, above fuel tanks in the bow and between them in the stern. These are very unlikely to be hit by enemy shells in these positions, but captains should be vigilant in preventing a torpedo strike in these two areas, as any torpedo hit will easily be fatal to the ship, especially in the bow with no fuel tanks to cushion the blast on either side.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
The USS Fargo makes a top speed of {{Annotation|32.4 kn|60 km/h;37.2 mph}} once upgraded, the same as the earlier [[USS Cleveland]]. As with other American cruisers, this gives Fargo the capability to take objectives and crucial areas of the map that slower cruisers, and of course battleships, may not be capable of. It takes approximately 38 seconds to reach flank speed, and Fargo will halt from flank in roughly 1 minute. The rudder takes about 2 seconds to respond, and as Fargo uses a single rudder design, the turning circle is fairly wide. Captains are advised to avoid terrain where sharp turns are necessary, as USS Fargo may be unable to perform such manoeuvres without running aground. Speed will fall to {{Annotation|23 kn|42 km/h;26 mph}} in a sustained turn; this will make Fargo a much easier target and captains are advised to avoid prolonged, aggressive manoeuvres as this will drain vital speed.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|6 inch/47 Mk.16 (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Fargo has 12 x {{Annotation|6-inch|152 mm}} guns as her main battery, split into 4 x triple turrets, mounted 2 fore and 2 aft. The gun mounts have a horizontal targeting speed of 10° per second, which is very quick for a cruiser and better even than some destroyers. This gives Fargo quick reaction times against unexpected threats and allows her to perform well in close quarters engagements. The reload time is excellent at 6 seconds with an aced crew, like other American {{Annotation|6-inch|152 mm}} armed ships like the preceding [[USS Cleveland]]. This fast reload rate allows Fargo to quickly send large quantities of shells downrange from her main battery.&lt;br /&gt;
&lt;br /&gt;
USS Fargo has access to 4 types of shells: the HE round Mk.34 HC, the APCBC round Mk. 35 AP, the HE round Mk.34 HC (base fuse) and the HE-VT round Mk.34 HC-VT. She has no access to SAP unlike other cruisers of her rank.&lt;br /&gt;
&lt;br /&gt;
The HE round Mk.34 HC serves as the stock round for the USS Fargo, and the high filler of 5.88 kg TNTeq will do appreciable damage, especially in the high quantities the fast fire rate and plentiful guns allow. This shell will easily dispatch destroyers and lightly-armoured light cruisers, but begins to have a more difficult time against late war light cruisers with improved armour and of course, heavy cruisers and battleships. Against capital ships the shell will be ineffective, but capable of destroying AA and secondary mounts and setting fire to the superstructure. The HE round Mk.34 HC (base fuse) and the HE-VT round Mk.34 HC-VT are the same shell but with different fuses, hence the names.&lt;br /&gt;
&lt;br /&gt;
The Mk.34 HC (base fuse) has the fuse at the bottom of the shell instead of in the nose, which allows it to penetrate into the armour before exploding. This gives it a small amount of extra penetration with the same filler. The Mk.34 HC-VT has a proximity fuse, allowing it to detonate when close to enemy aircraft and serve as long range AA fire to supplement the AA battery. This is the primary HE round recommended for use, as it functions identically to the normal Mk.34 shell while being able to destroy aircraft, and the slight extra penetration of the base fuse shell is not typically helpful.&lt;br /&gt;
&lt;br /&gt;
The final shell is the APCBC round Mk.35 AP, the primary shell for use against more heavily-armoured targets like the [[Prinz Eugen]] which are commonly seen. The shell has good penetration, but is slightly lacking in filler for its calibre. This is made up for with the heavy volumes of fire the quick reload rate allows, and captains can expect quick damage to internal components and crew, oftentimes leaving enemy captains with little or no time to retaliate if caught off guard. It is recommended to aim for magazines if possible due to the low quantities of filler in the shells, though it's not a major concern with the sufficient rate of fire.&lt;br /&gt;
&lt;br /&gt;
{{:6 inch/47 Mk.16 (152 mm)/Ammunition|6 inch Mk.34 HC, 6 inch Mk.35 AP, 6 inch Mk.34 HC (base fuze), 6 inch Mk.34 HC-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|5 inch/38 Mk.12 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
USS Fargo's secondary battery consists of 12 x {{Annotation|5-inch|127mm}}/38 guns, mounted in 6 twin turrets. These are positioned with one each fore and aft of the superstructure, and 4 more positioned in wing-mounted pairs, port and starboard of the bridge and superstructure. This gives an 8 gun broadside for the secondary battery, with the full 12 being available only for enemy aircraft high above the ship. These guns will already be familiar to captains, as they make up the primary battery of most destroyers in the American bluewater fleet. The guns have excellent rate of fire and high traverse speeds, and as they are designed to be dual purpose, they work well against both air and surface targets.&lt;br /&gt;
&lt;br /&gt;
The AAC Mk.34 serves as the stock shell, a basic HE shell with 3.22 kg TNTe. This will work well against vessels with little or no armour such as early destroyers or PT boats, but for high rank destroyers and cruisers, the SP Common is recommended. The SP Common shell works well against destroyers and light cruisers, being able to penetrate their armour at battle range and the 906.5 g TNTe will do appreciable damage upon penetration. The final shell is the Mk.31 AAVT shell, with the same filler as the HE shell but with a proximity fuse. This is the multipurpose shell of choice, as it is both excellent for destroying aircraft, with a 23 m trigger radius, and performs identically to the HE shell against lightly armoured targets. It is recommended for captains of USS Fargo to run a mixture of AAVT and SP Common shells to allow for rapid response to differing threats.&lt;br /&gt;
&lt;br /&gt;
{{:5 inch/38 Mk.12 (127 mm)/Ammunition|5 inch AAC Mk.34, 5 inch SP Common Mk.46, 5 inch AAVT Mk.31}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 1 (40 mm)|Bofors L/60 Mark 2 (40 mm)|20 mm/70 Oerlikon Mark V (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is devastating in downtiers. Her rapid firing 6 inch and 5 inch guns have excellent damage output with their HE shells, which will rip apart destroyers in a few salvos and wear down the crew of cruisers in minutes. Her survivability is also good for a light cruiser, with decent armor, well placed magazines, and a moderately sized crew, which will allow her to hold her own against same- or lower-tiered ships and last long enough to get behind cover when facing heavy cruisers and battleships. The {{PAGENAME}} is no heavy cruiser though, so bringing her into open waters against multiple enemies is dangerous, unless there are teammates around to divert enemy fire.&lt;br /&gt;
&lt;br /&gt;
Conversely, the {{PAGENAME}} will struggle in uptiers. Her AP shells have relatively poor penetration and low explosive filler, which means that they won't do much damage unless hitting critical components like ammo racks or engine rooms, and they are completely ineffective against top tier battleships and battlecruisers. In this case, finding cover is even more critical. The {{PAGENAME}} should hide among the hills in shallower waters and take out softer targets for the team. She also has radar and HE-VT shells in all guns, so she can protect teammates who lack AA armaments by taking out enemy aircraft from long range.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Excellent firepower against less armored enemies&lt;br /&gt;
** Fast firing primary and secondary armament&lt;br /&gt;
** Base fuse HE does good damage upon penetration and can still effectively damage the exposed components of better armored ships&lt;br /&gt;
* Good survivability for a light cruiser&lt;br /&gt;
* Has radar (with lead calculation) and HE-VT shells, very effective against air targets&lt;br /&gt;
* Adequate mobility, helps moving in and out of cover quickly&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* AP shells are mostly ineffective in uptiers&lt;br /&gt;
* AP shells have low explosive filler&lt;br /&gt;
* Lacks SAP shells, which can be a problem when meeting moderately armored opponents that the HE shells can't penetrate and the AP shells do too little damage&lt;br /&gt;
* Armor is non-existent in uptiers&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_cruiser_fargo_class Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer New York Shipbuilding Corp.}}&lt;br /&gt;
{{USA light cruisers}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Strv_103C&amp;diff=181864</id>
		<title>Strv 103C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Strv_103C&amp;diff=181864"/>
				<updated>2024-02-19T13:03:02Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Pros and cons */ add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|about=Swedish medium tank '''{{PAGENAME}}'''|usage=other versions|link=Strv 103 (Family)}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=sw_strv_103c&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' was the final production variant of the S-tank family. In defense decision 1982, it was planned to withhold acquiring new tanks, which meant the existing tanks and the [[Strv 103 (Family)|Strv 103]]s had to undergo renovations. The vehicles were improved with a better Detroit Diesel engine for better manoeuvrability, a laser rangefinder integrated with the gunner sight for better distance accuracy, and built-in dozer blade on all Strv 103Cs for better protection of the lower front of the hull, as well as side skirt protection to improve the overall survivability of the vehicle.&lt;br /&gt;
&lt;br /&gt;
The '''{{PAGENAME}}''' was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]]. An improved version over the [[Strv 103A]] with better manoeuvrability, better and modern shells, and lastly improved survivability with a fence at the front to protect the hull from HEAT and HEAT-FS rounds, side skirts were added to improve side protection as well. Being a hull-aim based vehicle makes its low silhouette easy to hide behind low cover, also able to use the hydraulics to peek over small hills without exposing too much of itself and take a quick shot then go back into hiding and either manoeuvre to a new position or hope the enemy vehicle did not notice from where the {{PAGENAME}} fired from so it can take another peek and fire again. The {{PAGENAME}}, like the preceding [[Strv 103A]], has a fast reloading 105 mm gun and can fire every four seconds to hit with a rapid devastating fire on unaware enemies.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
The {{PAGENAME}} is a Swedish MBT with a unique design compared to all other tanks of the same era. The S-tank, as it is more commonly known, makes use of the hull to direct fire at various targets. This feature requires the unique &amp;quot;Enable Hull aiming&amp;quot; key, which turns the tank from its regular cruising mode, into a fixed turret, capable of aiming wherever the player points their cursor. The reason the {{PAGENAME}} made use of hull-aimed weaponry becomes apparent when looking at the armour. The {{PAGENAME}} has armour sloped back more than 75 degrees, giving it strong frontal protection, with a high likelihood of causing enemy shells to ricochet. Another luxury a hull-fixed gun offers is the use of an automatic loading system. The {{PAGENAME}} can fire its main 105 mm cannon every four seconds, no matter the amount of crewmen left. Paired with high mobility, and the {{PAGENAME}} becomes one of the most unique main-battle tanks in the game. With a bit of ingenuity and patience, the {{PAGENAME}} works at all ranges, in almost all conditions imaginable.&lt;br /&gt;
&lt;br /&gt;
This isn't to say the {{PAGENAME}} is without flaws. The tank is incredibly vulnerable to flanking manoeuvres, as the side and rear have a thickness of 30 mm. It usually doesn't matter what kind of vehicle gets behind the {{PAGENAME}}, as even SPAA has no issues penetrating the tank. The gun is also filled with drawbacks, especially relating to the aiming. Due to hull-aiming relying on the ground below it, aiming becomes increasingly difficult on uneven terrain as the tank tries to compensate for things in the way. This results in shaky, and highly inaccurate aiming at longer ranges. The tracking is also bad, as the tank finds it difficult to adjust the speed at which it steers neutrally. This requires a {{PAGENAME}} tanker to wait for the target to cross its line of sight, instead of following it along its path. The armour is incredibly weak against APFSDS rounds and ATGM missiles. These usually have enough penetration to knock the tank out in a single blow, exploding the ammunition in the rear as a final touch. As these types of munitions are quite common at this tier, the {{PAGENAME}} can't rely on armour against most opponents on the battlefield. A positive is that weaker types of munitions usually can't reach the crew compartment, resulting in the {{PAGENAME}} surviving 3-5 shells before dying from engine fires.&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''External survivability'''&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with incredible frontal protection. This strong impenetrability isn't thanks to composite, but rather sloping. The {{PAGENAME}} has an incredible frontal slope of over 75 degrees. This results in a lot of ricochets from outdated types of munition, which lack significant velocity to damage the tank. Chemical rounds, which penetrate high amounts independent of velocity, have a higher likelihood of penetrating the vehicle. These shells don't bounce off as easily, while still carrying large penetration values. In order to counter this, the {{PAGENAME}} was outfitted with a unique external armour package. Commonly referred to as a &amp;quot;HEAT fence&amp;quot;, the {{PAGENAME}} is able to counter upper-plate detonations by fusing them ahead of the armour itself. This hinders chemical rounds from causing heavy post-penetration damages, which increases frontal impenetrability. The lower plate has also been strengthened by the introduction of a dozer blade. This adds an extra 20 mm of angled armour, which comes handy against stronger types of munition. The sides have also been slightly enhanced by the introduction of 5mm fuel-canisters acting as side skirts.&lt;br /&gt;
&lt;br /&gt;
'''Internal survivability'''&lt;br /&gt;
&lt;br /&gt;
Once a shell penetrates the vehicle, the {{PAGENAME}} has to rely on its layout. Since the S-tank is entirely hull-designed, everything is incredibly compact to accommodate its varying features. The engine is placed at the front of the vehicle, followed by the crew compartment and lastly ammunition storage. When a frontal penetration occurs, a tanker can consider these compartments as varying grades of damage. Engine penetrations are usually fine, as the only way to take the tank out is by igniting it several times. Shells reaching the crew compartment can be severe, as the tank only has 3 members. Thanks to the last-stand feature, only one member needs to be alive. This can result in a lot of tanked hits, since it's difficult for the enemy to locate which member is still left. Finally, the {{PAGENAME}} is usually destroyed in a single hit if the post-penetration is strong enough to reach the rear ammunition storage. A tanker can still luck out if the shell penetrates the left-side when carrying 26 rounds, as only the right side will be filled.&lt;br /&gt;
&lt;br /&gt;
A universal strength is the upper ribbed armour package. Previously introduced on the [[Strv 103A]], this package allows the {{PAGENAME}} to &amp;quot;shred&amp;quot; incoming projectiles. Thanks to the introduction of volumetric shells, no subcalibre round can currently sneak through this package. Due to heavy angling, and being placed behind the fence itself, it reaches thickness levels of between 500 and 1200mm, making it one of the strongest armour layouts in the game.&lt;br /&gt;
&lt;br /&gt;
A universal weakness is slightly above and below the sharp edge where the upper and lower plate meets. This area can be easily penetrated by both chemical and conventional rounds. With varying damage depending on post-penetration effect. Aiming below the gun-barrel can also knock it out in the process, leaving the {{PAGENAME}} incredibly vulnerable.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* High hardness rolled armour - Slat&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 40 mm (77°) ''Upper Glacis'' &amp;lt;br&amp;gt; 40 mm (74°) + 20 mm ''Lower Glacis'' || 30 mm +10-20 mm ''Upper'' &amp;lt;br&amp;gt; 30 mm ''Lower'' || 30 mm || 20 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 35 mm || 35 mm || 35 mm || 20 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Tracks are 20 mm thick while the suspension is 15 mm thick.&lt;br /&gt;
* Slat armour is 50 mm thick.&lt;br /&gt;
* Sideskirts are 4 mm thick.&lt;br /&gt;
* The crew compartment is lined with 10 mm RHA.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 1057|rbMinHp= 690}}&lt;br /&gt;
&lt;br /&gt;
When glancing over the stat-card of the {{PAGENAME}}, it can be easy to assume the tank has inferior mobility to the earlier variants. But thanks to the tank utilizing the turbine in tandem with the more powerful diesel engine, it ends up being one of the most powerful engines at its BR. This catches a lot of opponents off-guard, as they generally don't expect the {{PAGENAME}} to be able to change positions quickly. This can also surprise wounded opponents, as they usually think they're safe hiding behind smaller obstacles without the {{PAGENAME}} coming towards them. And when facing opponents lacking any form of subcalibre munitions to deal with the {{PAGENAME}}, a tanker can find enjoyment scaring them by simply charging at their position.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} suffers from a severe lack of turrets, which makes it vulnerable to bad positioning. Turreted tanks can easily deal with enemies coming from the sides, without exposing a lot of weak spots. The {{PAGENAME}} needs to turn the entire vehicle, which often proves fatal. To avoid this, it's important to practice driving in reverse. The {{PAGENAME}} goes almost top-speed in both directions, making it viable to drive in reverse if the tank requires immediate repositioning. Combining this with smoke-grenades makes it impossible for the enemy to predict where the vehicle currently is.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|L74 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with the Bofors L74 105 mm cannon. This cannon is identical to the earlier versions of the S-tank. There is some slight visual differences, as the cannon is now welded to the chassis, rather than just drilled through on the earlier variants. But the main difference lies in the ammunition. The {{PAGENAME}} gets access to the DM23 subcalibre shell. This is a treat at its BR, as not all tanks get access to it. The {{PAGENAME}} benefits greatly from this upgrade, as shots don't require the same amount of precision as before to land a devastating hit. This makes it more forgiving to aim, which is especially helpful with the sometimes janky hull-aiming a tanker may experience. But to compensate even further, the {{PAGENAME}} features the same autoloader as any other S-tank, allowing it to fire up to 50 shells with a mere 4-second interval between each round. This makes the {{PAGENAME}} the fastest firing DM23 tank in the game, allowing for some incredible killing sprees when positioned correctly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[L74 (105 mm)|105 mm L74]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 50 || rowspan=&amp;quot;2&amp;quot; | -10°/+12° || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | N/A || 33.6 || 33.6 || 40.8 || 45.1 || 48.0 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 21.0 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:L74 (105 mm)/Ammunition|slpprj m/62, slpprj m/80, slsgr m/61A, rökgr m/61, Shell L35}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 46&amp;amp;nbsp;''(+4)'' || 41&amp;amp;nbsp;''(+9)'' || 36&amp;amp;nbsp;''(+14)'' || 31&amp;amp;nbsp;''(+19)'' || 26&amp;amp;nbsp;''(+24)''&lt;br /&gt;
|-&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| 21&amp;amp;nbsp;''(+29)'' || 16&amp;amp;nbsp;''(+34)'' || 11&amp;amp;nbsp;''(+39)'' || 6&amp;amp;nbsp;''(+44)'' || 1&amp;amp;nbsp;''(+49)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Note''':&lt;br /&gt;
&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|ksp 58 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[ksp 58 (7.62 mm)|7.62 mm ksp 58]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 500 (250) || 600 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 500 (250) || 600 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,500 (250) || 600 || -10°/+30° || ±180°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Long-range Maps'''&lt;br /&gt;
&lt;br /&gt;
A natural fit for the {{PAGENAME}} is long distance engagements. With its high fire-rate and fast shell, paired with unmatched optics and laser rangefinder, it has all the tools to dominate opponents at longer distances. The {{PAGENAME}} should be spawned as early as possible, swiftly positioned far ahead of the team, with plentiful amounts of cover to compensate for its lacklustre survivability against subcalibre munitions. Since the tank has incredible mobility, and almost impenetrable frontal protection in hull-down positions, the S-tank creates hell for the enemy team, forcing them to strategically flank the vehicle, or attack it with guided missiles. The gun barrel can still get knocked out, forcing the {{PAGENAME}} to back away for a few seconds to repair. This can prove costly however, as this window of opportunity can be wide enough to allow a flanking manoeuvre by the enemy team.&lt;br /&gt;
&lt;br /&gt;
Having teammates substantially increases the tank's survivability against flanking opponents, as a turreted teammate can easily engage enemies trying to sneak a final shot in.&lt;br /&gt;
&lt;br /&gt;
'''Close-range Maps.'''&lt;br /&gt;
&lt;br /&gt;
Realizing the upsides and downsides of the {{PAGENAME}} makes it clear the vehicle was never designed for close-range engagements. This downside does show its truth as the vehicle can't fire on the move effectively, and is forced to take it slow in order to not get blasted from the side in a single shot. Either way, these maps can't be ignored when spading the vehicle, or when trying to research its more conventional brother, the [[Strv 104]]. Despite its flaws, the many upsides still have a lot of usage in closer engagements, and can result in high kill games, despite the uncomfortable surroundings. At the start of a match, the mobility should still be used to its limits. The {{PAGENAME}} only really gets to move freely without any form of danger at the beginning of the match where opponents haven't yet secured any areas of the map, so it's important to take a good position as early as possible. Hiding behind buildings and corners is highly effective, as getting flanked won't occur as often. The tank can very effectively fight off one enemy at a time, but struggles to focus on several opponents at once, due to the lack of a conventional turret. This forces the {{PAGENAME}} to pick off targets when they're busy with something else. Alternatively, if the {{PAGENAME}} sees opponents incapable of effectively penetrating its frontal protection, it can calmly peek out of cover to attack, without any danger, as even if the barrel gets damaged, the tank can swiftly reverse back at max speed.&lt;br /&gt;
&lt;br /&gt;
Having a coordinated teammate can prove devastating for the enemy team, as a turreted teammate can easily fend off opponents from directions the {{PAGENAME}} can't handle. Thanks to the tanks amazing survivability, the {{PAGENAME}} can coordinate with a lesser armoured teammate, to work as a spearhead against incoming shells. As soon as the {{PAGENAME}} gets crippled, a teammate can easily jump in to deal with the distracted opponents. Since the {{PAGENAME}} needs to repair a lot due to commonly sustaining damage, having a teammate that can lower repair times is incredibly helpful.&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|Always smoke when you get immobilized in the {{PAGENAME}}! After smoking you can angle the tank vertically with the use of hull-aiming, making it difficult for the enemy to deal more damage.|!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High penetration shells - Access to Swedish DM23 rounds&lt;br /&gt;
* High survivability - Able to tank most rounds from the front&lt;br /&gt;
* New HEAT &amp;quot;fence&amp;quot; - Counters most Chemical rounds&lt;br /&gt;
* Strong turbine engine - Gives the tank high mobility &amp;amp; good off-road performance&lt;br /&gt;
* Low silhouette - Capable of hiding behind walls and small hills&lt;br /&gt;
* Excellent optics - 18X zoom&lt;br /&gt;
* Dozer blade can create cover if none is readily available&lt;br /&gt;
* Can be alive with only 1 crew&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Weak to subcalibre shells - Compact design results in high post-penetration damage&lt;br /&gt;
* Weak side &amp;amp; rear protection - Unable to survive against any high-calibre round&lt;br /&gt;
* Unable to fire while moving&lt;br /&gt;
* Poor stock performance - Weak stock rounds and slow acceleration&lt;br /&gt;
* Loud turbine &amp;amp; diesel engine - Difficult to silently hide&lt;br /&gt;
* Hull aiming is hard to use&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strv 103C is the last official series of the S tank, in the army decision 1972 and 1982 it was decided that getting a new tank for the army was going to be postponed to the 1990s and the Swedish army at time would focus on lighter combat vehicles. So to modernize the S tanks, the Strv 103Bs had to go through a renovation with upgrading the systems and improve the vehicles in a so called REMO (Renovation and Modification) process and it was not until 1986 the first Strv 103B got its REMO done and was designated Strv 103C.&lt;br /&gt;
&lt;br /&gt;
In the Renovation and Modification process the Strv 103Bs got upgraded from a Rolls Royce piston engine to a Detroit Diesel engine, dozer blade on all &amp;quot;S&amp;quot; Tanks that used to be only 1 of 3 Strv 103s equipped with that, new tracks, new external fuel tanks in the form of 22 litre jerry cans that were attached on the sides that also worked as extra protection to the side armour, laser rangefinder that was integrated with the aimsight for the gunner, Lyran 71mm illuminating mortar and new gearbox.&lt;br /&gt;
&lt;br /&gt;
It was not until 1988 that all 290 Strv 103Bs had been renovated to Strv 103C where they stayed in service until 1997 the Strv 103 saw the last of its service in the armed forces.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6505-development-strv-103-0-last-man-standing-en|Devblog]] ===&lt;br /&gt;
In the immediate postwar years, Sweden began looking for a replacement to the Centurion tanks, then in service with its army. The most straightforward solution was to once again look into the export market for potential candidates, although engineers were already working on a domestic design - the Kranvagn. While this process was ongoing, an engineer by the name of Sven Berge came up with a radical new tank design in 1956.&lt;br /&gt;
&lt;br /&gt;
This new vehicle featured a turretless design with a cannon fixed to the hull, which would be trained onto its targets with the precise use of an adjustable suspension system. The design was based on results from a study on tank crew casualties during WWII and the Korean War, which showed a correlation between tank height and hit probability. As such, the 'S-Tank' was kept very small in dimensions and low in profile, while also utilizing some innovative new engineering solutions, such as a mixed power plant consisting of a diesel engine and a gas turbine.&lt;br /&gt;
&lt;br /&gt;
In 1959, the Swedish government approved the construction and testing of two prototypes. In 1960, a pre-production batch of 10 vehicles of the '0-serie' was ordered for field trials, which went on into the mid '60s.  Generating more than favorable test results, the vehicle was formally ordered into production and procured as the 'Stridsvagn 103'.&lt;br /&gt;
&lt;br /&gt;
Despite its original purpose being to replace the Centurion tanks in the Swedish Army, the Strv 103 ended up serving alongside it for a number of decades, until it was ultimately decommissioned in the late 1990s. By that time, 290 Strv 103s were built, spanning over five variants.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=sw_strv_103c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Strv 103C 1.png|thumb|Strv 103C after firing main gun&lt;br /&gt;
File:Strv 103C 2.png|thumb|Strv 103C in forest&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|5PAkCJChYNI|'''Maximum Swedish Frustration - Strv 103c''' - ''JustinPlaysYT''|uQVze1fZYw4|'''The {{PAGENAME}} Main Battle Tank''' - ''Orangefan''|C7cb7GlOnSY|'''Tank Chats #117 - Stridsvagn 103''' - ''The Tank Museum''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://www.tanks-encyclopedia.com/coldwar/Sweden/Stridsvagn-103.php &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; Strivsvagn-103 (1956)]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer AB Bofors}}&lt;br /&gt;
{{Sweden medium tanks}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SK60B&amp;diff=181695</id>
		<title>SK60B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SK60B&amp;diff=181695"/>
				<updated>2024-02-14T01:26:39Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Usage in battles */ Alternative usage as attacker in Air RB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Swedish strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = SAAB-105 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=saab_sk60b&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish strike aircraft {{Battle-rating}}. It was introduced in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, better known as the Saab 105, is a light training vehicle designed for the Swedish army. The vehicle is incredibly light and nimble, and served as ground attacker, thanks to its versatile arsenal of suspended armaments.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
The {{PAGENAME}} is one of the more unique planes the Swedish tech-tree offers, especially at the higher ranks. The plane is fairly modern in comparison to jets of the same BR, sporting the same paint-scheme and armament as the much faster [[J35D]]. The {{PAGENAME}} is incredibly small, but with a wide fuselage to accommodate the twin-seat configuration the trainer offers. The wings are mounted in a high-up position, similar to planes like the [[La-15]]. The plane is propelled by two engines that are mounted just outside the fuselage, giving the plane a top speed of just around 800 km/h. The tail is of a T-shape design and works effectively at all speeds, contributing to good manoeuvrability and low stall-speed. Overall the {{PAGENAME}} is a fitting plane for pilots not yet used to jet combat. The plane flies like most piston-engine fighters, lacking in speed, but featuring supreme mobility and firepower. The {{PAGENAME}} doesn't feature any internal weaponry, but carries two Akan m/55 gunpods, with the same fire rate, burst mass, and positioning as the Draken. This firepower is one of the best at its rank, especially considering the {{PAGENAME}} carries almost twice the ammunition compared to the J35D. Although it's easy to feel godlike with firepower this immense, staying away from fully commit head-on engagements will definitely keep you alive a lot longer, as the {{PAGENAME}} isn't particularly survivable.&lt;br /&gt;
&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being a trainer aircraft by nature, the {{PAGENAME}} is very forgiving in aerodynamics. The plane performs ideally at most speeds, and has a stall speed below 200 km/h, allowing for advanced manoeuvring without risking the pilot's life. The rudder and elevators respond quickly, and deflect even at speeds the airframe itself can't sustain. The ailerons are also powerful, allowing the {{PAGENAME}} to smoothly roll in engagements, which along with the other control surfaces, makes it superior in dogfights.&lt;br /&gt;
[[File:SK60B Attack Run by D33F.png|left|thumb|420x420px|A pair of SK60Bs diving on a target with air-brakes deployed.]]&lt;br /&gt;
The flight performance isn't perfect, as the {{PAGENAME}} has obvious downsides from its trainer background. The {{PAGENAME}} is incredibly slow. The plane struggles to break above 700 km/h at most, and will slowly decrease in speed as the fight goes on, as manoeuvres bleeds speed. The {{PAGENAME}} has no real way to gain this speed back either, as the acceleration is sluggish. Although nothing out of the ordinary for early jets, the {{PAGENAME}} doesn't have the top speed to back this up compared to its peers, meaning that most low-altitude dogfights will result in the Saab being the &amp;quot;sitting duck&amp;quot; most of the time. Taking suspended armaments (which is a must) doesn't aid the overall engine performance. Even taking the Akan m/55 gunpods, which are considered aerodynamic, lowers the climb rate significantly, putting it below 20 m/s. Thankfully, the {{PAGENAME}} is classed as an attacker, giving it an altitude spawn of around 1,000 metres. A smart pilot goes for the altitude advantage, as it compensates for any lack of power the {{PAGENAME}} suffers from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 760 || 741 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.0 || 25.4 || 17.7 || 16.7 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 824 || 792 || 23.6 || 24.0 || 26.8 || 22.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 387 || 350 || ~12 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 650 || &amp;lt; 580 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Turbomeca RM9B || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 2,262 kg || colspan=&amp;quot;3&amp;quot; | 204 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 29m fuel || 30m fuel || 45m fuel || 60m fuel || 98m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 298 kg || colspan=&amp;quot;2&amp;quot; | Low-bypass turbofan&lt;br /&gt;
| 2,577 kg || 2,588 kg || 2,751 kg || 2,914 kg || 3,327 kg || 5,606 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (102%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || 102%&lt;br /&gt;
! 29m fuel || 30m fuel || 45m fuel || 60m fuel || 98m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 720 kgf || 763 kgf&lt;br /&gt;
| 0.59 || 0.59 || 0.55 || 0.52 || 0.46 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 720 kgf&amp;lt;br&amp;gt;(0 km/h) || 763 kgf&amp;lt;br&amp;gt;(0 km/h)&lt;br /&gt;
| 0.59 || 0.59 || 0.55 || 0.52 || 0.46 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is lightweight, and thus forgoes any sort of armour protection to save weight. This decision is logical, as the {{PAGENAME}} was originally designed with only training purposes in mind. This can be experienced in-game, especially in the lack of cockpit protection, as the pilot and navigator will take turns getting killed in frontal attacks. It is thus never recommended to fully commit in a head-on engagement, as even if a pilot survives, the {{PAGENAME}} will become critically damaged, most likely causing it to crash. Even if the {{PAGENAME}} survives, the flight performance is heavily crippled, making the plane even slower than it already was.&lt;br /&gt;
&lt;br /&gt;
Although weak, the {{PAGENAME}} has a few design tricks making its survivability advantageous, one of which is the engine layout. Since the {{PAGENAME}} is a twin-engine design, getting hit in one of these engines isn't considered fatal. The {{PAGENAME}} flies considerably well even using a single engine, making it back to base without any issue. Thanks to engines being slightly external, engine fires don't wound the overall fuselage as much as a single engine mount would. This makes putting out fires a bit easier, as the {{PAGENAME}} can just dive down to the deck with the engines shut off to extinguish it most of the time. The wings are also a strength of the {{PAGENAME}}. Although prone to breaking as the structure isn't particularly strong, the good aerodynamics allow the {{PAGENAME}} to fly despite missing a wing. The plane can also be easily landed after this, as the low stall speed, and robust fuselage, allow for effective emergency landings.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Akan m/55 (30 mm)|30 mm Akan m/55]] cannons (150 rpg)&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[m/56D]] rockets&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[psrak m/49/56]] rockets&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Rb05A]] missiles&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons (150 rpg = 300 total)&lt;br /&gt;
* 6 x psrak m/49/56 rockets&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
* 2 x Rb05A missiles&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons (150 rpg = 300 total)&lt;br /&gt;
&lt;br /&gt;
The standard armament found on the {{PAGENAME}} are two powerful Akan m/55 gunpods. These cannons are identical to platforms like the [[J35D]], giving the {{PAGENAME}} a formidable burst-mass of 12.15 kg/s! These guns are incredibly reliable and fast in velocity, as they're replicas of the [[ADEN (30 mm)|ADEN]] platform. This is one of the main advantages of the {{PAGENAME}} outside of manoeuvrability. Since the {{PAGENAME}} isn't particularly swift, having armament capable of reaching most opponents is a welcome addition. This can catch many people off-guard, and thus it's recommended to practice aiming these guns, along with finding a comfortable convergence setting for maximum efficiency.&lt;br /&gt;
&lt;br /&gt;
These gunpods are also good against ground-based targets, especially in Air Realistic battles, where light pillboxes are common. The Akan m/55 is capable of destroying these in a short burst of bullets, allowing for some effective ticket bleed when there are no enemy fighters around. They can also be used in Ground Realistic to a certain extent, as they disintegrate any open-top vehicle. They also aid in air-support, as most fighters at this BR are propeller powered, unable to defend themselves against high-velocity 30 mm revolver cannons.&lt;br /&gt;
&lt;br /&gt;
* 2 x Rb05A missiles&lt;br /&gt;
&lt;br /&gt;
[[File:SK60B using Rb05A's by D33F.png|thumb|345x345px|The {{PAGENAME}} carrying the Rb05A AGM during a roll.]]&lt;br /&gt;
The {{PAGENAME}} features a lot of unique armament compared to most other Swedish vehicles. One of the most unique of which are two Rb05A Air-to-Ground missiles. Similar to the American [[AGM-12B Bullpup]] in design and explosive mass, the {{PAGENAME}} goes one step further by featuring a proximity-fuse inside the missile. This makes the Rb05 incredibly unique for its class, as it is the only missile, outside of helicopters, capable of effectively dealing with both aerial and grounded opponents. Since the missile is intended for distanced ground-attacks, the Rb05 features a range of over 8 km, making it useful against long-range bombers such as the [[B-29/Tu-4 (Family)|B-29]]. In Ground battles the missile is even more useful, as the explosive mass of 48 kg allows for reliable kills against ground units without putting the {{PAGENAME}} in front of radar SPAA. And since the Rb05 can be used against aerial opponents, the {{PAGENAME}} can easily deal with helicopters without going back to base.&lt;br /&gt;
&lt;br /&gt;
* 6 x psrak m/49/56 rockets&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
&lt;br /&gt;
For players more interested in unguided air-support, the {{PAGENAME}} doesn't disappoint! The {{PAGENAME}} features 12 m/56D rockets also found on the J35D. Thanks to the superior aerodynamics of the {{PAGENAME}}, along with a lower battle-rating, the m/56 rockets get a lot more use than on the Draken. The velocity is immense, reaching 650 m/s, allowing for accurate and distanced engagements. The m/56D carriers less explosives than the earlier m/49A, but compensates for this by still featuring the same penetration values. This makes the m/56 overall better than the earlier m/49A, as the higher velocity makes engagements a lot easier.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that the {{PAGENAME}} is incredibly vulnerable to SPAA when using the m/56D, as they require the {{PAGENAME}} to position itself close to the battlefield. And since the {{PAGENAME}} is one of the slowest jet-powered aircraft in the game, even machine-gun fire can prove lethal if the plane is flown carelessly. Sticking low to the ground and carefully observing opponents is a must if a pilot wants to make every rocket count.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Air Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
* Climb to 3,500-5,000 m (11,500-16,500 ft)&lt;br /&gt;
* Boom &amp;amp; Zoom opponents&lt;br /&gt;
* Conserve ammunition at longer ranges&lt;br /&gt;
* Force faster opponents to turnfight&lt;br /&gt;
* Prioritize bombers if possible&lt;br /&gt;
* Ground strike after dealing with enemy players&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} gets the luxury of spawning at around 1,000 metres from the start, as the plane is classified as an attacker. Just like the [[A-4B|A-4B Skyhawk]], the {{PAGENAME}} can use this advantage to gain the upper hand during the first few minutes of the game. Although many players are purely playing the {{PAGENAME}} for ground battles, diving to the deck will overall limit the {{PAGENAME}}'s success, as the plane has no opportunity to gain speed back at low altitudes. At altitude however, the {{PAGENAME}} can be played more like a piston-engine fighter, using Boom &amp;amp; Zoom tactics to eliminate opponents. This is useful considering the {{PAGENAME}} performs incredibly well at altitude, having a maximum altitude of over 10,000 metres. The {{PAGENAME}} should still try to remain fairly fast, however, as many opponents, such as the [[F-89B]] or [[F-84 (Family)|F-84G]], can easily reach the Saab's altitude by zooming towards it. Keeping the {{PAGENAME}} at a 10° will result in airspeeds around 400 km/h, giving it some room to manoeuvre in case an opponent wants to take care of it. This speed can be maintained for a long time, but keeping the {{PAGENAME}} at an altitude below 5,000 m will result in the most efficiency, as most opponents will stay below that threshold. After diving on opponents several times over, the {{PAGENAME}} can afford to be aggressive if the opportunity arises. The {{PAGENAME}} can force most opponents into dogfights, where they have no chance of defeating its superior turn-rate.&lt;br /&gt;
&lt;br /&gt;
However, the lack of tracer ammunition can make aiming the guns at manoeuvring enemy players quite difficult, so if you aren't confident in your aim, or otherwise just dissatisfied with the {{PAGENAME}}'s stock performance, using it as a regular attacker is also fine. Create a custom preset with the two cannons and, once you unlock them, 8 m/56D rockets. Once spawned, push the throttle to 102% (the {{PAGENAME}} can fly almost indefinitely on this throttle setting) and fly towards the ground targets that are furthest away from the enemy airfield. Prioritise light targets like machine guns and howitzers; rockets can take one out even with a near miss, and it only takes a very short burst from the cannons to destroy them. Once you've expended all your ordinance (preferably saving about a hundred rounds in the cannons for emergencies), fly straight back to the airfield. Don't try to stay and fight, because you would've lost most of your speed by now even with careful energy management, making you a sitting duck for enemies. &lt;br /&gt;
&lt;br /&gt;
If the {{PAGENAME}} gets to face off against the US in a down-tier, it can be recommended to use the Rb05A AGM missile. This weapon system is originally meant for tanks and is indeed highly lethal in ground battles. But a hidden quirk of the missile is a proximity fuse, similar to the [[AA-20 Nord]] found on French aircraft. This is guaranteed to be lethal against planes like the [[B-29A-BN|B-29 Superfortress]], which is commonly found at this BR. The missile works incredibly well against fighters as well, as nobody expects the {{PAGENAME}} to fire a 48 kg warhead in a head-on engagement. The only downside is that the {{PAGENAME}} can only carry two of these, and is completely defenceless afterward. It's more of a fun gimmick at the beginning of a game, but can be quite useful when dealing with the last opponent camping in space.&lt;br /&gt;
&lt;br /&gt;
'''Ground Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
* Stay close to the ground - This counters SPAA&lt;br /&gt;
* Stay high and snipe SPAA with Rb05A's 8km range and proximity fuse&lt;br /&gt;
&lt;br /&gt;
* Engage ground-units by shooting their compact areas at low altitude (m/56D, m/49/5)&lt;br /&gt;
* Attack heavier opponents by gaining altitude before the attack and then swiftly returning to low altitude after the engagement (Rb05A)&lt;br /&gt;
* Prioritize helicopters and enemy fighters (Rb05A, Akan m/55)&lt;br /&gt;
* Avoid enemy fighters (m/56D, m/49/56)&lt;br /&gt;
* Return to base immediately if needed&lt;br /&gt;
&lt;br /&gt;
The most popular use of the {{PAGENAME}} is its intended purpose, known as Close Air Support. The {{PAGENAME}} performs somewhat favourably in this role, being incredibly lethal against tanks since the ordnance options are quite modern for its BR. The {{PAGENAME}} is the earliest example of AGM missiles of any plane in the game, being more than a whole BR below planes like the Fiat [[G.91 R/3 (Germany)|G.91 R/3]], and [[FJ-4B VMF-232]]. Although the Rb05A might look like the obvious option when selecting ground ordnance, the {{PAGENAME}} can easily rack up more kills using the m/56D rockets instead, as they can take out opponents in a single hit, without wasting more than one rocket at a time. This makes the m/56D six times as effective as the Rb05A if practised by an experienced pilot. They are also less dangerous to use, as the unguided rockets don't require any altitude to safely deploy.&lt;br /&gt;
&lt;br /&gt;
When using the {{PAGENAME}} at higher battle ratings, the Rb05A is the most obvious option. Many tanks, especially modern ones, feature advanced protection against chemical explosions, something Swedish m/56 rockets make full use of. The Rb05 AGM missile is a lot more useful here, as no tank can survive a warhead its size, no matter where it impacts. This guarantees the {{PAGENAME}} at least two ground kills, something that can change the tide of the battle at higher ranks, where every opponent is of key importance. Staying low is even more important now, however, as radar SPAA is incredibly deadly at this BR, featuring heavy-calibre cannons and surface-to-air missiles. Only gaining altitude when engaging enemy tanks is important here, as only a few seconds of visibility results in total annihilation by SPAA, as the {{PAGENAME}} is too slow to avoid anything coming towards it.&lt;br /&gt;
&lt;br /&gt;
Because the SK60B has reverse thrusters it makes it possible to land and capture the control points, unfortunately it still needs the standard distance to take off in, so some capture zones can be landed at, but you will be unable to take off afterwards. Long range and open maps are the easiest to capture a zone, these include (but are not limited to) Red Desert, Maginot Line, Fields of Poland, and European Provence.&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
|When using the {{PAGENAME}} at higher ranks, make sure to prioritize heavy attack helicopters. These can rack up several kills without anyone being equipped to engage them. The Rb05A was designed for this in mind, and can safely engage helicopters over 8km away, thanks to the deadly proximity fuse!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Incredible manoeuvrability - Responds quickly to inputs and turns better than most of your opponent's vehicles&lt;br /&gt;
* Devastating firepower - Access to ADEN gunpods and AGM missiles&lt;br /&gt;
* Access to attacker spawn&lt;br /&gt;
* Long endurance - High fuel and ammo count makes returning to base less frequent&lt;br /&gt;
* Decent survivability - It has 2 pilots, can fly without a wing, or without one of the engines&lt;br /&gt;
* Easy to land - Low stall speed and strong landing gear aids in critical touchdowns&lt;br /&gt;
* Has reverse thrusters - Allows very short landings and can taxi in reverse&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Slow top-speed - Unable to catch most opponents it faces&lt;br /&gt;
* Weak engines - Loses speed in vertical manoeuvres&lt;br /&gt;
* Lack of cockpit protection: pilot knock-out is incredibly common in head-on engagements&lt;br /&gt;
* Slow acceleration&lt;br /&gt;
* No integral offensive armament, requiring gun pods&lt;br /&gt;
* No tracers in any belt - It can be tricky to lead the guns at first&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
'''Background'''&lt;br /&gt;
&lt;br /&gt;
Unlike most aircraft orders from the Swedish Air-Force, the Sk60 has an unusual background compared to its peers. The aircraft initially started as a commercial project under the name 220, led by none other than Eric Bratt, one of the main engineers behind the J35D. The aircraft was supposed to serve as a private airliner, sporting two engines, and a delta-wing design. But in the autumn of 1958, the Swedish Air-Force was looking for a successor to replace the ageing Sk28C Vampire. This led Bratt and his team to rework the design of project 220, switching the delta-wing design for a conventional straight-wing one. When the Air-Force later specified that this trainer had to carry external ordnance in the form of gun pods, rockets, and bombs, the wing was moved to an upper position. A result of this radical change forced a complete reconstruction of the elevator, mounting it higher than before. Along with some tweaking of the cockpit design, the project received the official name Saab 105.&lt;br /&gt;
[[File:Saab 105 prototype.png|alt=A black &amp;amp; white image showing the Second Saab 105 prototype mid-flight. The aircraft is mostly unpainted, while carrying civilian markings.|thumb|Second Saab 105 prototype mid-flight]]&lt;br /&gt;
The first test flight was conducted in July of 1963, piloted by Karl-Erik Fernberg. The second prototype flew a year later, in June 1964. After some extensive modifying of the air-intakes and wing-structure, the plane was deemed worthy of production. However, during this period the design was going through extensive changes in terms of propulsion, as the French Turbomèca-Aubisque engines (RM9) lacked the required strength. This problem would delay the program another year, but would increase the overall engine thrust.&lt;br /&gt;
The third prototype was deemed worthy of service by December of 1965. And by April 1966, the Sk60A would enter service with F5 Air-Division stationed at Ljungbyhed. Disappointingly, the French engines showed a lack of reliability and required a lot of modifying. This issue was however solved by SAAB during the second batch. The deliveries were finalized by 1968.&lt;br /&gt;
&lt;br /&gt;
'''Sk60B'''&lt;br /&gt;
&lt;br /&gt;
The Sk60B was the second modification of the Saab 105. This version, just like the Sk60C, was directly modified from already existing Sk60A's. The Sk60B featured a gunsight, along with the capability of carrying external ordnance in the form of bombs and rockets. The Sk60C went through identical modifications but featured an elongated nose-cone housing a panoramic camera for additional reconnaissance capabilities. Although the early Sk60 only sported a carrying capacity of around 700 kg, the external ordnance allowed for diverse options depending on the mission, capable of dealing with lightly, and heavily armoured targets.&lt;br /&gt;
&lt;br /&gt;
'''Light attack purposes'''&lt;br /&gt;
&lt;br /&gt;
The Sk60B and Sk60C would see extensive use outside the primary training purpose, as on the 29th of May, 1972, the Swedish government decided a reorganization of the Air-Force's attacker divisions. This forced four attack divisions to be converted into four light-attack divisions, making use of the lightweight Sk60B and Sk60C. These would be stationed accordingly at F21, F5, F3, and F16 fighter wing. The Sk60 was light and slow compared to the Viggen platform. The plane operated inland, as the strike capacity wasn't enough for naval operations, aside from small patrol boats and landing crafts. One major advantage of the Sk60 however, was the small profile and good aerodynamic properties, allowing for precise strike operations. This was already realized long before 1972, as F21 Luleå, an air division located alongside infantry and armoured divisions, saw potential in the Sk60 for close air support as early as 1969. This attacker mentality was put into action on all divisions between 1974 and 1976 and would see extensive use throughout the decade. Although the Sk60B was more of a last-ditch vehicle for air support, the plane proved lethal when put against armoured targets and helicopters, as it could remain fairly hidden by flying low against the ground. This strategy was necessary to avoid incoming fire, as the Sk60 featured no countermeasures or modern avionics. But as a result of the twin-seat design, low altitude flying became a lot safer. The pilot could focus entirely on flying as the second seat was occupied by a navigator giving directions. Though a lack of avionics was a major as the Sk60B required full eye-contact with the target to engage it. This limited the plane to only operate during clear weather, and along with a limited range, made the plane less ideal for wartime conditions.&lt;br /&gt;
&lt;br /&gt;
'''Present day'''&lt;br /&gt;
&lt;br /&gt;
The light attack divisions were already getting disbanded by the early 80s, and the light-attack educational program, along with the remaining light-attack divisions, were entirely disbanded by 1998. Although it's easy to determine this as the end for the Sk60, the plane was still a fantastic trainer. The Sk60 went through a major engine overhaul in 1992, doubling its carrying capacity thanks to a much stronger engine. This fixed a lot of reliability issues, and thanks to modern avionics, the Sk60 featured ballistic computers and navigational systems. The Sk60 was projected to be withdrawn from service several times, but thanks to its reliability and flight performance, the Sk60 remains in active use with both the Swedish and Austrian air force, more than 55 years after its introduction. By some estimates, the Sk60 will remain in the Swedish Air-Force until 2030, making the Sk60 older than its numerical designation.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6912-development-saab-sk-60b-instructed-to-destroy-en|Devblog]] ===&lt;br /&gt;
In 1959, Saab began development of a new twin-engine jet aircraft, intended to serve a wide variety of different roles both in civilian and military use. This led to questions being raised regarding the powerplant choice for the new aircraft, causing delays in development. However, once the decision was made to develop the new aircraft solely for military purposes, the project substantially picked up in momentum.&lt;br /&gt;
&lt;br /&gt;
By 1961, Saab's efforts were endorsed by the Swedish Air Force, which sponsored the development of the aircraft, by then known as the Saab 105, and ordered the production of a prototype in trainer configuration for testing. The prototype took to the skies for its maiden flight in June 1963 and quickly demonstrated excellent handling characteristics. In 1964, the Swedish Air Force placed an initial order for 130 Saab 105's, with that order being raised to 150 machines soon after. The machine received the designation Sk 60 in Swedish service.&lt;br /&gt;
&lt;br /&gt;
During production, the Swedish Air Force drew conclusions from the experiences made by the U.S. forces during the Vietnam War and decided to convert the Saab 105 trainer into a light attack and reconnaissance aircraft. This undertaking proved to be successful, with 60 machines of the trainer version being converted for ground attack missions.&lt;br /&gt;
&lt;br /&gt;
Apart from the Swedish Air Force, Austria also ordered a modified multirole version of the Saab 105 for its air force. Both air forces still employ the Saab 105 to the present day and around 190 units of the type were built in total.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=saab_sk60b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;SK60B Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:SK60B WTWallpaper 001.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 002.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 003.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 004.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 005.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 006.jpg|&lt;br /&gt;
File:SK60B WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|0aM7hS-ciYY|'''The Shooting Range #233''' - ''Metal Beasts'' section at 01:00 discusses the {{PAGENAME}}.|a6OMuCFCTvo|'''JUST AWESOME! SK60B! - Sweden''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Similar aircraft in terms of performance and BR&lt;br /&gt;
&lt;br /&gt;
* [[A2D-1]]&lt;br /&gt;
* [[F-84G-21-RE|F-84G]]&lt;br /&gt;
* [[Sea Hawk FGA.6]]&lt;br /&gt;
* [[G.91 R/3 (Germany)|G.91 R/3]]&lt;br /&gt;
&lt;br /&gt;
;Similar Swedish Aircraft&lt;br /&gt;
&lt;br /&gt;
* [[J35D]]&lt;br /&gt;
* [[A21RB]]&lt;br /&gt;
* [[T18B-1]]&lt;br /&gt;
* [[J21RA]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6912-development-saab-sk-60b-instructed-to-destroy-en|[Devblog] Saab Sk 60B: Instructed to Destroy]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Mitscher&amp;diff=180664</id>
		<title>USS Mitscher</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Mitscher&amp;diff=180664"/>
				<updated>2024-01-23T13:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: Add descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_destroyer_mitscher&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''USS Mitscher (DL-2/DDG-35)''' one of the experimental destroyers of the Mitscher class built for the United States Navy immediately after World War II. Originally designated DD-927, she was laid down on 3 October 1949 by the Bath Iron Works Corporation in Bath, Maine, then reclassified as a lead ship for a new destroyer class on 2 February 1951. The ship was named after Admiral Marc &amp;quot;Pete&amp;quot; Mitscher and was launched on January 26, 1952, by Mrs Marc A. Mitscher, Admiral Mitscher's widow, and commissioned on May 15, 1953. Between 18 March 1966 and 29 June 1968, she was modified to a guided missile destroyer and designated DDG-35, serving until 1978. On 1 June 1978, the USS Mitscher was decommissioned and struck from the Naval Vessel Register, and it was scrapped in July 1980.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Ground Breaking&amp;quot;]], the USS Mitscher is a unique destroyer with fewer gun platforms than prior destroyers but increased lethality. The two 127 mm/54 Mark 18 guns are positioned in a single turret in the bow and stern. The main turrets may be fully traversed, providing excellent coverage. While the ship has only two main guns, which severely limits its burst damage and accuracy when compared to other 127 mm guns, these weaknesses are offset by an extremely fast rate of fire of 40 shells per minute, allowing the USS Mitscher to deal a similar continuous damage output as other destroyers in her rank. Furthermore, the shells fired by the USS Mitscher are heavier and more potent in terms of penetration and explosive content than 127 mm shells from World War II. However, with only two gun mounts, its efficacy is severely hindered if one of these turrets is disabled.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
Built during the early Cold War to serve as a &amp;quot;Destroyer leader&amp;quot; to be armed with various armaments for different targets, the Mitscher is unusually large. At a whopping 150 m in length and over 4,800 tons of displacement, she even dwarfs the Japanese experimental cruiser [[IJN Yubari|Yubari]] and has a size closer to that of light cruisers.&lt;br /&gt;
&lt;br /&gt;
The Mitscher is barely armoured. The ship only has thin armour to protect the two cannon turrets and a gun shield for Oerlikon autocannons, the ship will attract incoming fire from all gun calibres and take full damage. Her internal modules are unprotected and can be easily damaged, especially her rocket ammo racks that can be easily detonated due to lack of protection.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
Being a destroyer, the Mitscher is reasonably fast and manoeuvrable, though her large displacement for her class and long length limit her acceleration and agility.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility&lt;br /&gt;
|SpeedForwardStockAB = 61&lt;br /&gt;
|SpeedBackStockAB = 26&lt;br /&gt;
|TurnTimeStockAB = 133.317&lt;br /&gt;
|TurnSpeedStockAB = 43&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|127 mm/54 Mark 18 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament for the Mitscher is two 127 mm/54 Mark 18 autocannons mounted in a single turret at the bow and stern. The main turrets can be fully traversed over 360 degrees and consequently have very good coverage. While there are only two main guns for the ship, which severely limits its burst damage, and has notably worse accuracy compared with other 127 mm guns, these weaknesses are compensated by an extremely fast rate of fire of 40 shells per minute, and thus allows the Mitscher to deal a similar continuous damage output as other destroyers at her BR range. Moreover, the shells fired by the Mitscher are heavier and more powerful than WW2-era 127 mm shells in terms of both penetration and explosive filler.&lt;br /&gt;
&lt;br /&gt;
The Mitscher has three type of shells; an HE shell with similar damage output to other American destroyers, an SAP shell with very good penetration of 156 mm at 5,000 m that is capable of damaging enemy cruisers, and an HE-VT shell that is very useful for engaging aircraft thanks to the gun's wide coverage and fast reload, especially when used with the anti-air radar that the Mitscher is equipped with.&lt;br /&gt;
&lt;br /&gt;
{{:127 mm/54 Mark 18 (127 mm)/Ammunition|5 inch HC Mk.41, 5 inch SP Common Mk.42, 5 inch Mark 41 HC-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch Mk.34 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Mitscher also has four rapid firing 3-inch guns, placed in two turrets, that provide valuable supplementary firepower. However, the small caliber causes them to lose accuracy over long ranges, which, coupled with their tendency to slowly overheat, means that they are best used in close-range melees to help quickly eliminate threats. It should also be noted that the HE-VT shell has less explosive filler than the regular HE shell, so captains should evaluate which one to use as their primary shell, depending on whether they want to focus more on surface or aerial threats &lt;br /&gt;
&lt;br /&gt;
{{:3-inch Mk.34 (76 mm)/Ammunition|76 mm HC Mk.27, 76 mm HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
With only four 20mm Oerlikons, the Mitscher's dedicated anti-aircraft armament is quite average for its BR. Although useful as a last line of defense, in most cases these AA guns will only destroy enemy planes ''after'' they have dropped their weapons. It's much more advisable to keep an eye on the radar and eliminate aerial threats with the main guns from long range instead.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mark 35 (533 mm)|Mark 108 Weapon alfa}}&lt;br /&gt;
&lt;br /&gt;
The Mitscher can be equipped with four 533 mm Mark 35 torpedoes in fixed mounts. These torpedoes are not powerful compared to contemporary torpedoes, nor are they particularly fast, but still retain sufficient explosive power at the Mitscher's battle rating. The primary limiting factor for these torpedoes are the fixed firing mounts, which means these torpedoes cannot be used with the same level of utility as on other destroyers.&lt;br /&gt;
&lt;br /&gt;
The Mitscher also has access to two 320 mm Alfa antisubmarine rocket launchers. These rockets are very powerful, with an explosive mass of 113 kg of TNT, but are heavily limited by a range of 600 m. These mounts have very exposed ammunition storages, which deal a significant amount of damage to the Mitscher when detonated. However, the relatively high crew count and large size of the Mitscher means that the damage inflicted by a detonation of these rockets will not critically damage or wholly incapacitate the ship. Overall, the Alfa antisubmarine rockets are not recommended in general, but can be taken in some close-range maps.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite her post-war main guns, the Mitscher still has the lowest damage output among other 4.7 US destroyers, especially at long ranges, in which case the [[USS Gearing]] and [[USS Sumner]] would be better choices. Nevertheless, she is an excellent support vessel and overall a fun ship to play with. Stay behind cover or teammates and help eliminate targets that they may have trouble dealing with. Her fast rangefinder allows the Mitscher to deal with agile vessels like torpedo boats with more ease, and her radar and HE-VT shells will keep the skies clear. Even if forced into combat with other bluewater ships, the Mitscher can still hold her own with her large crew count and very high penetrating SAP shells.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Rapid-firing 127 mm autocannons capable of delivering continuous damage&lt;br /&gt;
* Main turrets have good coverage and is fully traversable&lt;br /&gt;
* Wide range of autocannons to deal against surface and aerial targets&lt;br /&gt;
* Rockets can prove devastating at close range&lt;br /&gt;
* Radar can calculate lead for anti-air duties with the main guns&lt;br /&gt;
* Very fast rangefinding, only 6 seconds to measure and 3 seconds to update&lt;br /&gt;
* SAP shell can penetrate all ships in her BR range&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The largest destroyer in the game, with the size of a light cruiser, can be easily targeted&lt;br /&gt;
* Only two main guns, its effectiveness is significantly decreased when one or both is disabled&lt;br /&gt;
* Very poor burst damage&lt;br /&gt;
* Rocket ammo racks can be easily detonated&lt;br /&gt;
* Fixed torpedoes mean ship has to be manoeuvred to aim&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_destroyer_mitscher Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:USSMitscherWaterlineBowShot.jpeg&lt;br /&gt;
File:USS Mitscher Photograph Sideshot Underway.jpeg&lt;br /&gt;
File:USS Mitscher underway port bow shot.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7385-development-uss-mitscher-dl-2-new-standards-en|[Devblog] USS Mitscher (DL-2): New Standards]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Bath Iron Works}}&lt;br /&gt;
{{USA destroyers}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SB_2M-105&amp;diff=180573</id>
		<title>SB 2M-105</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SB_2M-105&amp;diff=180573"/>
				<updated>2024-01-21T20:58:55Z</updated>
		
		<summary type="html">&lt;p&gt;U147229262: /* Flight performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet bomber '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = SB 2M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=sb_2m_105&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' was a sole prototype of an attempt to upgrade the then obsolete SB series bombers. The plane was powered by two Klimov M-105 engines, had redesigned wing that reduced the area and wingspan. The wing itself was later incorporated into Arkhangelskii Ar-2 dive bomber &lt;br /&gt;
&lt;br /&gt;
The SB 2M-105 has been in the game since the start of the Open Beta Test prior to Update 1.27. For its size, the SB features a decent payload options of up to three 500 kg bombs or a mixed loadout of two 250 kg and six 100 kg bombs. The manoeuvreability of the SB is also very impressive, allowing it to dogfight with less agile enemy fighters and damaging them utilizing the front mounted twin Shkas machine guns. However the rear hemisphere protection is rather weak with just single Shkas machine gun in a dorsal turret and single Shkas in a ventral turret.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SB 2M-105 is a fairly manoeuvrable bomber (like its successor, the [[Ar-2]]), but with one caveat: the low optimal airspeed of 185 km/h for the elevator. This means that at speeds above 400 km/h, the aircraft becomes extremely sluggish in the pitch axis, which can be dangerous in a steep dive. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,700 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 450 || 439 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 21.7 || 22.2 || 10.0 || 10.0 || rowspan=&amp;quot;2&amp;quot; | 366&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 486 || 466 || 20.8 || 21.0 || 15.9 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 600 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 315 || 309 || 280 || ~6 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 280 || &amp;lt; 300 || &amp;lt; 185 || &amp;gt; 350&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|FAB-100sv (100 kg)|FAB-250sv (250 kg)|FAB-500sv (500 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 6 x 100 kg FAB-100sv bombs (600 kg total)&lt;br /&gt;
* 2 x 250 kg FAB-250sv bombs (500 kg total)&lt;br /&gt;
* 2 x 250 kg FAB-250sv bombs + 6 x 100 kg FAB-100sv bombs (1,100 kg total)&lt;br /&gt;
* 4 x 250 kg FAB-250sv bombs (1,000 kg total)&lt;br /&gt;
* 1 x 500 kg FAB-500sv bomb (500 kg total)&lt;br /&gt;
* 2 x 500 kg FAB-500sv bombs + 2 x 250 kg FAB-250sv bombs (1,500 kg total)&lt;br /&gt;
* 3 x 500 kg FAB-500sv bombs (1,500 kg total)&lt;br /&gt;
* 1 x 500 kg FAB-500sv bomb + 2 x 250 kg FAB-250sv bombs (1,000 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ShKAS (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 2 x 7.62 mm ShKAS machine gun, nose turret (960 rpg = 1,920 total)&lt;br /&gt;
* 1 x 7.62 mm ShKAS machine gun, dorsal turret (1,920 rpg)&lt;br /&gt;
* 1 x 7.62 mm ShKAS machine gun, ventral turret (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Arcade Battles:'''&lt;br /&gt;
&lt;br /&gt;
This bomber is quite fast for its BR so you should use this as an advantage. For example, you should climb directly at the beginning of the match to 5,000 m and destroy the enemy bases with setup 5 (2 x 250 kg + 2 x 500 kg) which is the heaviest payload you'll have with this plane.&lt;br /&gt;
&lt;br /&gt;
'''Realistic Battles:'''&lt;br /&gt;
&lt;br /&gt;
In Realistic battles you should use the same tactics as in Arcade battles. Note that 2 x 500 kg FAB 500 bombs are enough to destroy a base.&lt;br /&gt;
&lt;br /&gt;
'''Simulator Battles:'''&lt;br /&gt;
&lt;br /&gt;
In Sim, the overall tactic remains the same as other bombers: base/airfield bombing. However, there are several notes for this particular SB 2M bomber.&lt;br /&gt;
&lt;br /&gt;
Maybe it's because of the design of short fuselage and huge wings, or it's caused by something else, the SB 2M is super hard to control in the pitch. If you leave the stick at the deadzone, the aircraft will automatically climb or dive which will lead to a crash if unnoticed. Trimming doesn't help. For the gunner view, even though you might have the &amp;quot;autopilot when in gunner view&amp;quot; enabled, it won't help either, as it will still continuously pitch up and down like a boat. Also note that when switching to gunner view, it will sometimes uncontrollably roll to one side which will make it enter a spin quickly. Therefore this bomber is extremely frustrating to fly in Sim.&lt;br /&gt;
&lt;br /&gt;
Note: the setup with the most explosive mass is the 2x 250 kg + 2x 500 kg, but this way the two 500 kg bombs are carried under the wing roots and the two 250 kg inside the bomb bay. So if you use the default keybind (space) to open bomb bay and drop bombs, the timing will get messed up when bombing a base, since the two wing-mounted bombs will go first, then the bomb bay opens, dropping the two inside. The time between the two drops are long enough for one drop to completely miss the target. To avoid this, set up a keybind for open / close bomb bay, and drop bomb series (all bombs go at once). When approaching a base, open the bomb bay first, then drop all the bombs, they will now all hit the target.&lt;br /&gt;
&lt;br /&gt;
When bombing airfields, make sure to fly above 2,000 m to avoid the anti-aircraft artillery, as this plane is unprotected and its coolers will often get damaged, leading to the engines overheating. You should familiarise each module of the airfield to maximise the damage. The airstrip is the most visible and the easiest one to hit, however bombing it seems to halve your reward. So it is recommended to bomb everything else: hangar, fuel area, living quarters, etc. The plane hangars are probably easy, since they aren't too small.&lt;br /&gt;
&lt;br /&gt;
Given its huge wings compared to the rather skinny fuselage, it can be tricky to land as it will bounce off the ground and leap into the air again and again, no matter how slow it seems to fly. The trick is to slow it down more than any other twin-engine plane, plus set up key binds for &amp;quot;flaps down&amp;quot; and &amp;quot;flaps up&amp;quot; to replace the default &amp;quot;toggle flaps&amp;quot;. This way you can use the wanted flap anytime. When approaching the airfield, make sure to descend to around 400 m when you are approximately 2 km away from the start of the runway. This is an appropriate distance to decelerate. As the airstrip occupies 1/3 of your windscreen, reduce speed to approximately 220 km/h, deploy combat flaps and cancel out that extra lift by pitching down. When you are almost touching down, reduce speed to no more than 160 km/h (seems dangerously slow but it can still glide safely), deploy landing gear, take-off flaps and pitch down even more so the SB 2M remains overall parallel to the ground. At the last second before touch down, make sure you are around 130 km/h and deploy landing flaps. This way the bomber can land gently and softly, and will not bounce off. At last, do not constantly hold the brake. Release brake immediately once the nose starts to dip down to avoid propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Against the SB 2M (all modes but mostly in sim):'''&lt;br /&gt;
&lt;br /&gt;
You should be very careful against bombers since with the Sim control (whether it be mouse joystick or a real stick) the plane will manoeuvre much more gently, making yourself a great target for the bomber's gunners. DO NOT follow behind the SB 2M's six unless you are sure that its tail gunners are unconscious. Chasing behind the SB 2M makes yourself pretty much stationary for the tail gunners, and you will be showered with 7.62 mm bullets.&lt;br /&gt;
&lt;br /&gt;
If your plane is an early biplane armed with weak machine gun (2-4 x 7.7 mm or below), you should use deflection shots. That is, imagine yourself as an anti-air missile, predict where you two will meet and fly towards that point. This way it gives the gunners little window to open fire at you. When firing, try to aim for the cockpit for a possible pilot-snipe, as the pilot is very unprotected or aim at its engines to damage it or the cooler. Without an engine the SB 2M won't fly far.&lt;br /&gt;
&lt;br /&gt;
If you are flying an interceptor/heavy fighter that is heavily armed and armoured, you can just sit behind the SB 2M and confidently take out its crew/modules one by one, as its 7.62 mm machine gun has rather weak penetration and damage. This is the most precise way of damaging an aircraft, however, the safest tactic is still and will always be deflection shooting. One accurate burst will critically damage the weak airframe of the SB 2M, or snap off its wing straight away.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Adequate speed for a bomber, allowing it to get to targets quickly&lt;br /&gt;
* Great turn rate allows it to change direction quickly, or to even dodge attacks&lt;br /&gt;
* Nice payload allows it to finish off a base in one go, or destroy tanks / pillboxes easily&lt;br /&gt;
* Great defensive firepower at the tail (2 x 7.62 mm MGs) with fast rate of fire, good trajectory and plenty of ammo allows it to deal with enemies on its six effectively&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Defensive guns don't cover the belly and the sides well, and are quite light against fighters such as [[Bf 109 E-1]] or [[Ki-61 (Family)|Ki-61]]&lt;br /&gt;
* Crew and important parts (e.g. fuel tank, engines, coolers) lack protection, increasing the chance of being pilot-sniped or critically damaged. Combined with its weak airframe, it is vulnerable to heavy fighters like [[Ju 88 (Family)|Ju 88]]&lt;br /&gt;
* In Simulator, it is extremely hard to control. No matter how precisely you trim, it will always automatically pitch up and down. Also when switching to gunner view, it will roll, causing a death spin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
In the autumn of 1940, the SB 2M-105 variant was launched into full-scale production, equipped with 1,100 hp Klimov M-105 twelve-cylinder, V-shaped, water-cooled engines and VISh-22Ye propellers.&lt;br /&gt;
&lt;br /&gt;
Planes of this modification were equipped with MV-3 turrets and LU hatch mounts, and they included all of the improvements which had been applied to machines of previous variants, now implemented to the fullest extent. In particular, landing headlights and cradles for the retractable ski landing gear were mounted.&lt;br /&gt;
&lt;br /&gt;
Some SB 2M-105 aircraft had a new type of glazing on the pilot's cockpit's sliding canopy to improve visibility during landing and taxiing around the airfield.&lt;br /&gt;
&lt;br /&gt;
A total of 6,831 SBs were produced in all versions, including about 150 SB 2M-105s, until their production ended in early 1941. The SB bomber was the first Soviet aircraft whose licensed production was organized abroad. 110 planes designated B.71 were built in Czechoslovakia.&lt;br /&gt;
&lt;br /&gt;
In addition to the USSR, SB bombers were in service with Spain, China, Czechoslovakia, Bulgaria, Germany, Slovakia, and Finland.&lt;br /&gt;
&lt;br /&gt;
After their combat debut in Spain, SBs came to be used in China from February 1938 onward. Bombers of this type participated in the Battles of Lake Khasan and Khalkhin Gol. They were used in combat operations against Poland in September 1939 and in the war with Finland in the winter of 1939-40. When World War II began, the SB was the most popular Soviet bomber. They were extensively operated as day and night bombers, as well as scout planes, on the Soviet-German front until late 1943. They took part in the war with Japan in the Far East in August 1945.&lt;br /&gt;
&lt;br /&gt;
The Chinese Air Force used SBs until the end of World War II, as well as during the course of China's Civil War. Czechoslovakian B.71 planes were obtained by Germans and used as auxiliary and training vehicles. Bulgarian planes participated in the invasion of Yugoslavia in April 1941.&lt;br /&gt;
&lt;br /&gt;
The Finns had about 20 captured SB bombers of various versions, mainly SB 2M-103s, which they used as scouts and anti-submarine warfare patrol aircraft.&lt;br /&gt;
&lt;br /&gt;
The SB aircraft were withdrawn from service with the USSR in 1946.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=sb_2m_105 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|1R9OL0Hf-yw|'''The Shooting Range #33''' - ''Pages of History'' section at 03:10 discusses the SB 2M.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
* Ilyushin [[DB-3B]]&lt;br /&gt;
* Bristol [[Blenheim Mk IV]]&lt;br /&gt;
* Mitsubishi [[Ki-21-Ia]]&lt;br /&gt;
* [[Martin 167-A3]] Maryland&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Tupolev}}&lt;br /&gt;
{{USSR bombers}}&lt;/div&gt;</summary>
		<author><name>U147229262</name></author>	</entry>

	</feed>