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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U27174234</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-05T15:06:14Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Lvkv_9040C&amp;diff=113899</id>
		<title>Lvkv 9040C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Lvkv_9040C&amp;diff=113899"/>
				<updated>2021-10-22T21:29:37Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_lvkv_90c&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 SPAA {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&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;
''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.''&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 || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ 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;
&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=781|rbMinHp=486}}&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|akan m/70B (40 mm)}}&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/70B (40 mm)|40 mm akan m/70B]] || 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 !! 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; | 234 || rowspan=&amp;quot;2&amp;quot; | 300 || rowspan=&amp;quot;2&amp;quot; | -8°/+50° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 30.7 || 42.5 || 51.7 || 57.1 || 60.8 || rowspan=&amp;quot;2&amp;quot; | 0.20 || rowspan=&amp;quot;2&amp;quot; | 0.20 || rowspan=&amp;quot;2&amp;quot; | 0.20 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 20.8 || 24.4 || 29.7 || 32.8 || 34.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/90 || APFSDS || 143 || 142 || 137 || 130 || 123 || 116&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/90 || HE || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| kulsgr m/90 || HE-VT* || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/90 || APFSDS || 1,465 || 0.5 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/90 || HE || 988 || 0.96 || 0 || 0.1 || 174.4 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| kulsgr m/90 || HE-VT* || 1,015 || 0.88 || 0 || 0.1 || 190.8 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_Strf_9040C.png|right|thumb|x250px|[[Ammo racks]] of the [[Strf 9040C]] (identical)]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.9.0.62''' --&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;
| '''234''' || 186&amp;amp;nbsp;''(+48)'' || 138&amp;amp;nbsp;''(+96)'' || 90&amp;amp;nbsp;''(+144)'' || 72&amp;amp;nbsp;''(+162)'' || 24&amp;amp;nbsp;''(+110)'' || 0&amp;amp;nbsp;''(+234)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&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;
| Pintle || 2,000 (250) || 600 || -8°/+20° || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''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).''&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;
* Capable at destroying jets with its fused HE and tanks with its APFSDS&lt;br /&gt;
* A [[Strf 9040C|Stridsfordon 90C]] with radar and lock-on ability to engage jets and helicopters at longer distances&lt;br /&gt;
* Very well protected SPAA&lt;br /&gt;
* Not limited to AA role and can flank and destroy tanks easily thanks to its 40 mm APFSDS&lt;br /&gt;
* Good mobility&lt;br /&gt;
* Low profile unlike other SPAAs&lt;br /&gt;
* Access to second generation thermals for the gunner&lt;br /&gt;
* Much higher gun elevation than the following [[Lvrbv 701]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Due to its limited magazine (only 24 shells) it can not engage multiple targets without emptying the magazine&lt;br /&gt;
* When the magazine is emptied, it takes time to reload - holding down the trigger is not recommended. Fire in short bursts to avoid spooking the pilot/tanker and conserve ammunition&lt;br /&gt;
* While reloading the magazine it will be an easy prey for enemy air units&lt;br /&gt;
* The HE-VT shell is a tier II modification&lt;br /&gt;
* The stock HE shell needs a direct hit on an aerial vehicle to destroy it - smart pilots know not to fly in a straight line, making it very difficult to take them down&lt;br /&gt;
* Doesn't have SAMs so can't engage helicopters at long ranges&lt;br /&gt;
* An easy target for enemy helicopters with long range Vikhr and Hellfire ATGMs&lt;br /&gt;
* Does not get access to the scouting abilities the Strf 9040C and [[Strf 9040 BILL]] have&lt;br /&gt;
* Rather slow turret traverse&lt;br /&gt;
* No CITV&lt;br /&gt;
* 40 mm HE-VT is rather weak - multiple hits are required to down an enemy aircraft&lt;br /&gt;
* 40 mm HE-VT needs to travel a certain distance to activate the fuse - helicopters at close range require a direct hit to take down&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Sweden anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=111433</id>
		<title>Air-to-air missiles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=111433"/>
				<updated>2021-09-11T15:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Countermeasures work on radar missiles now. Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Air-to-air missiles were added to the game in [[Update 1.85]]; they are available to many aircraft from around the Korean War era and onwards. In-game they are a potent weapon to have at your disposal, allowing you to destroy enemy aircraft from several km away in some situations. There are currently three main categories of air-to-air missiles available to use: command guided missiles, beam riding missiles, and infrared homing (heat-seeking) missiles.&lt;br /&gt;
&lt;br /&gt;
===Rockets vs. Missiles===&lt;br /&gt;
The thing that separates air-to-air missiles from rockets is the presence of a guidance system. When a rocket is fired it will simply fly along its trajectory until it hits something (a target or more often the ground), or self-destructs. By comparison, an air-to-air missile has an active guidance system, allowing it to fly towards and follow a target.&lt;br /&gt;
&lt;br /&gt;
==Command guided missiles==&lt;br /&gt;
The most basic type of air to air missiles in-game are command guided missiles. Command guided missiles are manually guided to the target by the pilot (or another crew member) of the aircraft which fired them. Once the missile was fired the pilot would watch the missile (many missiles had a flare in the tail to aid visibility) and manually guide it towards the target, using a joystick.&lt;br /&gt;
&lt;br /&gt;
===Command guided missile usage===&lt;br /&gt;
[[File:AA-20_Fired.jpg|thumb|400px|right|An [[AA-20]] command guided missile, fired at a [[MiG-15]] from a [[G.91 R/4]]. Notice the lack of HUD elements relating to the missile, you have to watch the missile's flare and manually guide it to the target.]]&lt;br /&gt;
In-game if a command guided missile is fired, and no further input is given, then it will act like an unguided rocket with a proximity fuse. In order to guide the missile you must set up guided weaponry controls (see below); after you have fired the missile you can then use the controls to manually guide it towards the target. Guiding a missile will usually require you to stop controlling your aircraft, as guiding the missile to its target is hard enough without also maneuvering your aircraft at the same time, so make sure there is no one on your tail before you fire one. It takes a lot of practice to get good at using command guided missiles, however, such missiles usually have a large warhead and proximity fuse, making the job slightly easier. It can sometimes be desirable to use command guided missiles as unguided, proximity fused, rockets; such as in head-ons or if an enemy is dead in front of you (e.g. after they over-shot you).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, command guided missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Command guidance pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Much better manoeuvrability than beam riding missiles, and better than some heat-seekers&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Have to stop controlling aircraft to control missile&lt;br /&gt;
* Can be hard to manually guide missiles&lt;br /&gt;
* Can be easy to dodge if the missile is spotted soon enough&lt;br /&gt;
&lt;br /&gt;
===Command guided missile controls===&lt;br /&gt;
To control command guided missiles you set up axis controls for the pitch and yaw; select the relevant control from the menu and click the edit axis button, this will display various controls you can edit. The &amp;quot;maximum value&amp;quot; control is the button you want to press to increase the missiles steering angle (make the missile go up in pitch or right in yaw); and the &amp;quot;minimum value&amp;quot; control is the button you want to press to decrease the missiles steering angle (make the missile go down in pitch or left in yaw). The rest of the controls (apart from relative control, see next paragraph) can be left on default values without much thought and are present for user preference.&lt;br /&gt;
&lt;br /&gt;
An important option to consider is &amp;quot;relative control&amp;quot;; this dramatically changes how you control the missile. With relative control off pressing a control key will immediately set that axis's steering value to 100% and back to 0% when the key is released. By comparison with it on pressing a control key will gradually increase / decrease the steering angle and it will remain at that value until the player changes it.&lt;br /&gt;
&lt;br /&gt;
What this amounts to is that if relative control is off and the player presses the control to move the missile right, the missile will begin moving to the right, then start flying straight in whatever direction it is facing when the player releases the key. With relative control on the missile will begin moving the right and when the player releases the key the missile will keep turning to the right in an arc until the player presses the left key to move the missiles steering angle back to 0%. Personal preference will determine how you set this option, but turning relative control off can be more intuitive, as it makes correcting the missile's course quicker and easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Command guided missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Yaw axis for aim weapons || Shift + A / Shift + D || Keys to control the yaw (side to side) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Pitch axis for aim weapons || Shift + W / Shift + S ||Keys to control the pitch (up and down) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of command guided air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Command guided missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[AA-20|AA-20 Nord]] || [[File:France_flag.png|40px|link=]] || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam riding missiles==&lt;br /&gt;
Beam riding is another primitive form of missile guidance. An aircraft equipped with beam riding missiles will also carry a small radar transmitter, which projects a narrow (few degrees wide) radio beam in front of the aircraft. When the missile has launched, a receiver on the rear of the missile detects the beam from the aircraft and steers the missile to keep it within the beam. The effect of this is that the missile will fly wherever the beam is pointing.&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile usage===&lt;br /&gt;
[[File:Fireflash_Fired.jpg|thumb|400px|right|A [[Fireflash]] beam riding missile, fired at a [[MiG-17]] from a [[Swift F.7]]. Like with the command guided missile, there are no HUD elements associated with the missile; the missile is following the beam projected from the aircraft towards the targets.]]&lt;br /&gt;
In-game to use a beam riding missile, you simply fire it; the missile will then enter the beam and fly towards where the nose of your aircraft is pointing. You can gently maneuver the nose of your aircraft to correct the course of the missile.&lt;br /&gt;
&lt;br /&gt;
Beam riding missiles have a number of disadvantages; firstly once the missile is fired you have to keep the nose of the aircraft pointing at the enemy aircraft, as the missile follows wherever the nose of your aircraft is pointing. Secondly the missile has a very low turning ability, if you move the nose of your aircraft too quickly the beam will move away from the missile quicker than the missile can correct, so the missile will fall out of the beam, at which point you lose all control of the missile; therefore you can only make gentle movements once the missile is launched. Finally, the missile becomes less accurate the further it gets away from the launching aircraft; the beam from the aircraft spreads as it moves away from the aircraft, so at long ranges the missile can still be within the beam, but off-center (some missiles are better at staying centered within the beam than others)&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Beam riding pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Can be easier to guide than command guided missiles&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Must keep your aircraft pointing at the target&lt;br /&gt;
* Bad at engaging maneuvering targets&lt;br /&gt;
* Anything more than gentle corrections will make missile fall out of beam and lose tracking&lt;br /&gt;
* Gets less accurate with increased range&lt;br /&gt;
* Easy to dodge if the missile is spotted&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile controls===&lt;br /&gt;
To control the missile, launch it then gently correct its course by moving where the nose of your aircraft is pointing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Beam riding missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of beam riding air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Beam riding missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[Fireflash]] || [[File:Britain_flag.png|40px|link=]] || 2 G || 4,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrared homing (heat-seeking) missiles==&lt;br /&gt;
Infrared (IR) homing missiles, also known as heat-seeking missiles, or heat-seekers, are the most widespread type of air-to-air missile in War Thunder. Infrared homing missiles have what is known as an IR seeker mounted in the nose of the missile. The IR seeker is capable of detecting the infrared light emitted by the target; and when the missile is launched the IR seeker tracks the source of infrared light and steers the missile towards it. These missiles are commonly called &amp;quot;heat-seekers&amp;quot;, as things which are hot emit large amounts of infrared light, so the missile is effectively looking for hot things to lock on to.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Infrared homing missiles will lock on to any suitably strong infrared light source; this includes friendly aircraft and the sun|!}}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile usage===&lt;br /&gt;
[[File:Firestreak_Caged_Lock.jpg|thumb|400px|right|A [[Firestreak]] missile locked on to a [[MiG-15]]. The seeker ring is red as it has locked onto the MiG. This is a caged seeker (see the section below).]]&lt;br /&gt;
Firing Infrared homing missiles in-game is a little more complicated than firing other types of weaponry. You must first turn on the IR seeker (see controls section below). Once the seeker is turned on you will see a grey flashing circle appear on your screen, the missile seeker is now warming up; the length of time required for the seeker to warm-up varies between missiles (see individual missile pages for details), but is generally several seconds.&lt;br /&gt;
&lt;br /&gt;
Once the seeker has warmed up it will become active and the flashing grey circle will become solid grey; this will be accompanied by a &amp;quot;growling&amp;quot; noise to let you know the missile is active. You must now maneuver your aircraft to place the circle over the target you wish to click on to. The seeker on each missile has a maximum range at which it can lock on to a target; you will need to be within that range to get a lock. Most missiles will also require you to be in the rear aspect of your target (behind the target) so that the missile can lock onto the target's engine exhaust (see the all aspect seekers section for more information). Once a lock is achieved the grey circle will turn red and the growling noise will change in tone, indicating a lock. Once a lock is achieved you can fire the missile, after this point the missile requires no further input and will guide itself to the target.&lt;br /&gt;
&lt;br /&gt;
Once the missile is fired there is no guarantee it will hit the target. Early missiles cannot turn very tightly (about 5G), so it is possible for the enemy player to dodge the missile.&lt;br /&gt;
&lt;br /&gt;
'''Important notes:'''&lt;br /&gt;
&lt;br /&gt;
* If your missile locks onto the wrong target before you launch it, you can turn the seeker off then back on again to reset it and force it to find a new target (this is mainly a problem for missiles with uncaged seekers, where you cannot easily move the seeker ring off the target).&lt;br /&gt;
&lt;br /&gt;
* If you are in the cockpit view there are no rings visible, you must rely purely on the growling tone to know when the missile seeker is active and locked.&lt;br /&gt;
&lt;br /&gt;
* Each missile has a maximum amount of time the seeker can be powered up for before launch. If this time is exceeded the seeker will turn off and have to be turned back on again manually (see individual missile pages for details).&lt;br /&gt;
&lt;br /&gt;
* Just because you have achieved a missile lock does not mean it is a good idea to fire the missile; many missiles can lock onto a target which is outside of their effective range (although within their max range), make sure you have closed to a good firing range. In addition, firing while yourself, or the enemy plane, is mid-maneuver, is just asking for the missile to lose its lock.&lt;br /&gt;
&lt;br /&gt;
* Once a missile is fired it can lose its lock on the enemy aircraft and lock on to something else; if a friendly flies in front of your missile be prepared for the missile to start chasing them instead. Likewise, if the sun is in the background of your target, expect the missile to fly towards the sun (after all the missile is looking for infrared light, and the sun puts out way more of that than the enemy plane does).&lt;br /&gt;
&lt;br /&gt;
* If there is more than one target in front of the missile's seeker then the seeker may get confused and the missile will likely fly off course and miss.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In AB &amp;amp; RB shortly after you fire a heat-seeking missile the enemy plane will receive a warning, this is a balance mechanic and represents the enemy's pilot noticing the plume of smoke from the missile launch}}&lt;br /&gt;
&lt;br /&gt;
====Caged vs uncaged missile seekers====&lt;br /&gt;
[[File:SRAAM_Uncaged_Lock.jpg|thumb|400px|right|A [[SRAAM]] missile locked on to a [[MiG-15]]. As the seeker is uncaged the lock is maintained so long as the target stays within the larger ring.]]&lt;br /&gt;
Most early infrared homing missiles have what is known as a caged IR seeker prior to being launched, this means the seeker is locked facing directly forwards. This is the mode described in the section above (and the image in that section); in-game you will see a small circle, which you have to position over a target to get a lock, then hold over the target until you fire the missile.&lt;br /&gt;
&lt;br /&gt;
Some more advanced missiles are capable of &amp;quot;uncaging&amp;quot; their seeker once a target has been locked. This means that once the seeker has locked onto a target it is free to move. In practice this means that once you have locked on to a target with one of these missiles you no longer have to manually keep the missile's seeker over the target to maintain a lock prior to launch, the missile will maintain its own lock and you can (within reason) maneuver you aircraft before firing the missile.&lt;br /&gt;
&lt;br /&gt;
In-game when the seekers of these missiles are turned on you will see the normal missile seeker ring, but there will also be a larger ring present around the missile seeker ring. To lock on you still need to position the smaller ring over the target, but once a lock is achieved you only need to keep the target within the big ring to maintain a lock. The user interfaces for missiles with uncaged seekers can be seen to the right.&lt;br /&gt;
&lt;br /&gt;
Uncaged seekers are a major advantage as they make maintaining a lock prior to launch much easier. They also allow you to &amp;quot;lead&amp;quot; the missiles like you would your guns, making them more likely to hit turning opponents.&lt;br /&gt;
&lt;br /&gt;
====Slaving the seeker to an aircraft tracking radar====&lt;br /&gt;
[[File:Firestreak_Slaved_Seeker.jpg|thumb|400px|right|A [[Firestreak]] missile with the seeker slaved to the [[Javelin F.(A.W.) Mk.9]]'s tracking radar. The seeker ring is grey as it has not achieved a lock yet, but it is automatically placed over the tracked target for you.]]&lt;br /&gt;
Aircraft which have [[Airborne_radars#Target_tracking_radars|tracking radars]] have the option of slaving the missile's IR seeker to their radar system. This means that when a target is being tracked by the radar and the missile seeker is turned on, instead of the seeker pointing directly forwards it will receive data from the radar and point at the target the radar is locked on to.&lt;br /&gt;
&lt;br /&gt;
Rotorcraft with a gunner seat or&amp;lt;!-- most cases you have both but it isn't needed --&amp;gt; ATGM tracking camera may also guide their seeker manually by hopping in the gunner seat or using the tracking camera, however it is not possible to fire the missile until the player switches back to pilot mode. It is important that the crosshair is pointing at the enemy aircraft and locked upon switching back to the pilot seat otherwise the seeker head will reset.&amp;lt;!-- There's also a bug with the Ka-50 because it doesn't have a dedicated gunner seat and the missile won't re-cage properly in cockpit mode however will reset normally in third person.&lt;br /&gt;
&lt;br /&gt;
Lock tones aren't client-server synced properly as well it seems too so you may not be able to get launch authorisation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The benefits of slaving the IR seeker to the tracking radar are essentially the same as having an uncaged sensor; making achieving and maintaining a lock easier, as well as allowing you to &amp;quot;lead&amp;quot; the missile in some situations. A disadvantage is that if you lose the radar track (as can happen often) you will also lose your IR lock (unless you have an uncaged seeker).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Seeker slaving is available for both missiles with and without an uncaged seeker}}&lt;br /&gt;
&lt;br /&gt;
====All aspect seekers====&lt;br /&gt;
Most infrared homing missiles in-game are what are known as &amp;quot;rear-aspect&amp;quot; missiles, which require you to be in the rear aspect of your target (behind the target) in order for the missile to lock on. This is because early IR seekers were only sensitive enough to lock on to very hot targets, such as the exhaust of a jet engine. There are however some more advanced missiles in-game which are known as &amp;quot;all-aspect&amp;quot; missiles, these missiles have more sensitive IR seekers and better tracking systems which are able to detect heat emitted from the body of the aircraft, allowing the missile to lock on to and engage a target from any direction. These missiles are a major upgrade other infrared homing missiles, they allow you to attack a target from any direction and are much harder to dodge.&lt;br /&gt;
&lt;br /&gt;
====Countermeasures====&lt;br /&gt;
There are general techniques pilots can employ to dodge missiles (covered in a later section), however, in addition, some vehicles also have systems dedicated to defeating infrared homing missiles. These systems fall into two categories: flares and IRCM systems.&lt;br /&gt;
&lt;br /&gt;
=====Flares=====&lt;br /&gt;
The most basic countermeasure to infrared homing missiles is the use of flares. Flares are a type of pyrotechnic which can be fired (usually in bursts) from the target aircraft when the pilot believes a heat-seeking missile has been fired at them. The flare burns extremely hot and produces a large amount of infrared light; this will often trick the IR seeker of the missile into locking on to the flares instead of the target aircraft. More modern missiles with more advanced IR seekers are less vulnerable to flares.&lt;br /&gt;
&lt;br /&gt;
In-game it is currently only helicopters which are equipped with flares. If a target you are locking onto deploys flares you will often see the seeker ring move over the flares instead of the target. If the target deploys flares after a missile has been fired then the missile will often switch course and fly towards the flares. Some modern missiles in-game are not affected as much by flares.&lt;br /&gt;
&lt;br /&gt;
=====Infrared Counter Measures (IRCM) systems=====&lt;br /&gt;
A more advanced countermeasure to infrared-guided missiles are Infrared Counter Measures (IRCM) systems, these systems are effectively jammers for infrared missiles. There are two techniques used by these systems: older systems would have a powerful infrared light source, which was then flickered on and off; this would disrupt the missile's guidance system and cause it to fly off course. More modern systems detect the missile and shine a laser directly at it, blinding the IR seeker.&lt;br /&gt;
&lt;br /&gt;
In-game these systems make locking on to aircraft with the system activated much harder. It is currently only helicopters which have access to these systems.&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile controls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Infrared homing missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon lock || Alt + X || Toggles the missile's IR seeker on or off&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-air missile || Alt + Space || Fires the air-to-air missile once a target is locked, or if IR seeker is not active it will activate the seeker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fire and forget in nature&lt;br /&gt;
* Hardest type of missile to dodge (although this depends on the exact missile, some like the [[SRAAM]] can be extremely hard to dodge, while others are quite easy)&lt;br /&gt;
* Easiest missiles to use&lt;br /&gt;
* Can be all-aspect depending on missile&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can lock on to the sun and friendly player's heat sources&lt;br /&gt;
* Can be defeated by flares and IRCM&lt;br /&gt;
* Not very effective against piston engine aircraft due to there not being enough heat for the missile to detect (depending on aircraft, missile and range)&lt;br /&gt;
&lt;br /&gt;
===List of infrared homing air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Infrared homing missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || All-aspect || Uncaged seeker || Radar slaving&lt;br /&gt;
|-&lt;br /&gt;
| [[9M39 Igla]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B FGW.2]] || [[File:FRG_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9D]] || [[File:USA_flag.png|40px|link=]] || 18 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9E]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9G]] || [[File:USA_flag.png|40px|link=]] || 18 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9J]] || [[File:USA_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9L]] || [[File:USA_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9P]] || [[File:USA_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-92 Stinger]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Firestreak]] || [[File:Britain_flag.png|40px|link=]] || 15 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R530E]] || [[File:France_flag.png|40px|link=]] || 15 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R550 Magic 1]] || [[File:France_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistral]] || [[File:France_flag.png|40px|link=]] || 12 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[PL-2]] || [[File:China_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[PL-5B]] || [[File:China_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-3S]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-13M1]] || [[File:USSR_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-23T]] || [[File:USSR_flag.png|40px|link=]] || 15 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60M]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24]] || [[File:Sweden_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24J]] || [[File:Sweden_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Red Top]] || [[File:Britain_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shafrir]] || [[File:Israel_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SRAAM]] || [[File:Britain_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Semi-Active Radar Homing (SARH) missiles ==&lt;br /&gt;
SARH guidance is often used for medium-range and long-range Air-to-Air missiles, which rely on the launch aircraft to provide guidance (specifically a radar lock). SARH missiles rely on radar waves from the launch aircraft reflecting off the target, similar to beam-riding missiles. However, due to the larger boresight angles and larger radar scanning angles, these missiles offer increased performance.&lt;br /&gt;
&lt;br /&gt;
=== SARH missile usage ===&lt;br /&gt;
{{main|wt:en/news/6879-development-sarh-air-to-air-missiles-en|l1=SARH Air-to-Air Missiles Devblog}}&lt;br /&gt;
&lt;br /&gt;
; How are these missiles fired?&lt;br /&gt;
&lt;br /&gt;
Since SARH missiles are capable of locking onto targets that are out of the pilot's visual range, it might be tricky for the said pilot to estimate the distance to the target. This type of armament has a specific operational range, or the launch envelope, which can be defined as the distance between minimum and maximum ranges of the missile given the present movement parameters of the player's aircraft and the target. This zone is strictly individual for every missile model and varies with technical characteristics.&lt;br /&gt;
&lt;br /&gt;
The minimum launch range is affected by parameters such as:&lt;br /&gt;
&lt;br /&gt;
* The commit time when the missile begins homing in on the target. For instance, for the R-3R model, this is equal to 0.5 seconds, while for the AIM-7D/E – approximately 2 seconds.&lt;br /&gt;
* The post-launch time required to arm the fuse.&lt;br /&gt;
* The turn rate of each particular model of missile. For example, if an opponent is flying directly towards or away from the player's aircraft, the maneuvering time window of the missile will be minimal, while if the movement trajectory of the opponent's aircraft is perpendicular to the player's, the time window will be maximal.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, each missile has a maximum launch range, which depends on:&lt;br /&gt;
&lt;br /&gt;
* The aerodynamics, motor thrust, and firing duration of the missile.&lt;br /&gt;
* The flight altitude of the player's aircraft – the higher its value, the greater the missile's flight range.&lt;br /&gt;
* The flight altitude of the opponent's aircraft – correspondingly, the higher up in the sky they are, the shorter the flight range of your missiles.&lt;br /&gt;
* The speed of the player's and the opponent's aircraft, as well as the angle at which the opponent's aircraft is moving with respect to the player – if they are flying away from you, the maximum launch range is severely reduced.&lt;br /&gt;
&lt;br /&gt;
The armament control system calculates all the aforementioned parameters and helps the player identify the potential launch envelope – the minimum and maximum launch ranges will appear as small marks by the right-hand side of the indicator if the B-Scope (rectangular coordinate system) is used, and as arcs if the radar uses the polar system.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar Indicators SARH DEVBLOG.jpg]]&lt;br /&gt;
&lt;br /&gt;
Moreover, the pilot has the indicator of the target's velocity vector at their disposal. You will find it right under the square marking the locked-on target. If the target's velocity vector changes laterally, the side component will reveal their speed, and the vertical component – the direction in which they are moving with respect to the player (down and up are towards and away correspondingly).&lt;br /&gt;
&lt;br /&gt;
Don't expect an &amp;quot;intelligent&amp;quot; armament to do all the hard work for you – if your target changes speed or direction after you have fired the missile, it may not hit the target. Besides, when tracking the target, the missile may be confused by ground clutter. Such a scenario is possible if you are radiating a signal down on the target (in this case, the opponent is situated below the horizon line). This causes the radio waves to bounce off the ground, that might prevent the seeker from tracking down the target. Additionally, there's even a higher risk of this phenomenon when firing a missile at a low altitude, because the side lobes of your aircraft radar and the missile seeker receive all-ways signals reflected off the Earth surface, which may result in the missile losing its target. To ensure you don't run into these problems, lock onto the target and launch your SARH missiles when you are positioned below them.&lt;br /&gt;
&lt;br /&gt;
; How does the SARH home in on its target? &lt;br /&gt;
&lt;br /&gt;
Unlike IR guided missiles, missiles with a semi-active radio seeker lock onto and track their target and maintain range or speed tracking. Thus, the missile will never become distracted by other targets within the reflected radio-signal acquisition zone while simultaneously ignoring some of the emissions reflected back from ground and water surfaces. The seeker is equally operable whether pulse or continuous wave signal is used. However, different missiles have different subtle aspects depending on targeting mode, and it's crucial to study them in advance if you wish to make the best use of your SARH missiles.&lt;br /&gt;
&lt;br /&gt;
When bombarding an opponent with pulsed emissions, the guided warhead will home in on the target according to distance – the R-3Rs, Matra R.530 and some others employ this approach. This mode allows the pilot to mark the desired target and fire a missile at it while ignoring other possible targets and parasitic signal reflections off the Earth surface that are reflected at ranges different from the range to the target the missile is locked on. In addition to this, you can lock onto the target of choice before launching the missile. When deploying SARH warheads in pulsed mode, it's important to remember that locking onto a target positioned below the horizon line or at low altitudes may cause issues. For a perfect lock-on, target opponents at medium and high altitudes – and only if they are level with you or above you. If the distance between you and the target is less than the flight altitude of your aircraft, you can totally neglect the emission bouncing off the ground – under these conditions, the missile is guaranteed to lock onto and track the target.&lt;br /&gt;
&lt;br /&gt;
Specific missiles, like the American AIM-7D/E, track the target based on its radial speed by using the Doppler effect as they are guided by a continuous or pulse-doppler radar signal. In this particular instance, the seeker ignores any targets and signals reflected off the ground surface in the set direction with different speed values. The cons of such technology include the impossibility for the seeker to lock onto a target before launch, issues locking onto a target travelling perpendicular to the movement trajectory of your aircraft, and the reduction of the lock-on range when pursuing fleeing targets. In order to lock onto a target, the missile must travel at least 1–2 kilometers away from the carrier, which renders them useless in a dogfight. These missiles are most effective against opponents moving towards you, as well as against fleeing targets travelling at medium or high altitudes – in this case, the seeker will never misidentify any signal reflected off the Earth surface as objects travelling at the target's speed.&lt;br /&gt;
&lt;br /&gt;
=== SARH guidance Pros and Cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* All-aspect guidance&lt;br /&gt;
* Longest range of all guidance types&lt;br /&gt;
* Missile activation time is very short once a radar lock-on is obtained&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Less maneuverable than some IR missiles&lt;br /&gt;
* Requires you to maintain radar lock on your target for the entire duration of flight&lt;br /&gt;
* Vehicles with a Radar Warning Receiver (RWR) can tell when you are locked on to them&lt;br /&gt;
* Can suffer from ground clutter and can  have poor performance against targets below you&lt;br /&gt;
* Can have poor performance against targets flying across you (targets you are firing at from the side)&lt;br /&gt;
&lt;br /&gt;
=== SARH missile controls ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Infrared homing missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto a target with the aircraft's tracking radar.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon lock || Alt + X || Toggles the missile's seeker on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-air missile || Alt + Space || Fires the air-to-air missile once a target is locked, or if seeker is not active it will activate the seeker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== List of SARH air-to-air missiles ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | SARH missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || Launch range&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-7C Sparrow]] || [[File:USA_flag.png|40px|link=]] || 15 G || 25 km&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-7D Sparrow]] || [[File:USA_flag.png|40px|link=]] || 15 G || 45 km&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-7E Sparrow]] || [[File:USA_flag.png|40px|link=]] || 15 G || 50 km&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-7E-2 Sparrow]] || [[File:USA_flag.png|40px|link=]] || 25 G || 50 km&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9C Sidewinder]] || [[File:USA_flag.png|40px|link=]] || 18 G || 18 km&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R530]] || [[File:France_flag.png|40px|link=]] || 15 G || 15 km&lt;br /&gt;
|-&lt;br /&gt;
| [[R-3R]] || [[File:USSR_flag.png|40px|link=]] || 10 G || 9 km&lt;br /&gt;
|-&lt;br /&gt;
| [[R-23R]] || [[File:USSR_flag.png|40px|link=]] || 15 G || 27 km&lt;br /&gt;
|-&lt;br /&gt;
| [[RB71]] || [[File:Sweden_flag.png|40px|link=]] || 25 G || 50 km&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyflash]] || [[File:Britain_flag.png|40px|link=]] || 25 G || 50 km&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Avoiding air-to-air missiles==&lt;br /&gt;
There are various techniques you can use to avoid the different types of air-to-air missiles. As a general rule though situational awareness is absolutely key, you should be looking out to see if any aircraft around you could have air-to-air missiles, and judging what type they are likely to have. If an enemy is on your tail keep looking to see if a missile is launched. You may not get a warning (depending on missile type) and even if you do it may be too late.&lt;br /&gt;
&lt;br /&gt;
===Avoiding command guided missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one is launched at you begin maneuvering to make it hard for the enemy player to hit you. If one is fired at you in a head-on, then abandon the head-on immediately, if you don't the proximity fuse will get you.&lt;br /&gt;
&lt;br /&gt;
===Avoiding beam riding missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one has been launched then any maneuver pulling more than a few G's will likely cause the missile to fall out of the beam from the chasing aircraft, at which point the missile poses little threat. Again if one is fired in a head-on then abandon immediately and pull off to the side.&lt;br /&gt;
&lt;br /&gt;
===Avoiding heat-seeking missiles===&lt;br /&gt;
{{Notice|There is a delay between missile launch and receiving an inbound missile warning; it is best to look at the enemy aircraft so you can react as soon as a missile is fired.}}&lt;br /&gt;
&lt;br /&gt;
How you best avoiding heat-seeking missiles depends largely on what missile was fired at you; it is recommended to familiarize yourself with what missiles different planes carry and what the characteristics of each are. For early missiles, you should be able to turn tighter than the missile and make it lose its lock that way. For missiles which you can't simply throw off with a hard turn your options are more limited, you can try pulling a sort of barrel roll maneuver, the combination of turning hard and rolling can sometimes throw the missile off. A final option is to maneuver your aircraft so that it is directly between the missile and the sun, causing the missile to lock onto the sun, although this is rarely possible in battle situations; this can be done pre-emptively (i.e. fly towards the sun when you spot an enemy with air-to-air missiles on your tail).&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;
;Heat-seeking missiles&lt;br /&gt;
{{Youtube-gallery|TclR7XJMoWY|'''Heat Seekers. How they work''' - War Thunder Official Channel|omcme8er-7o|'''Heat-seeking missiles 101''' - War Thunder Official Channel}}&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Template:Missiles|Missiles]]&lt;br /&gt;
* [[:Category:Countermeasures|Countermeasures]]&lt;br /&gt;
* [[Anti-tank guided missiles]]&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;
;Devblogs&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6879-development-sarh-air-to-air-missiles-en|[Development] SARH Air-to-Air Missiles]]&lt;br /&gt;
* [[wt:en/news/5947-development-air-to-air-missiles-en|[Development] Air-to-air Missiles]]&lt;br /&gt;
&lt;br /&gt;
;Wikipedia&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Command_guidance|[Wikipedia] Command guidance]]&lt;br /&gt;
* [[wikipedia:Beam_riding|[Wikipedia] Beam riding]]&lt;br /&gt;
* [[wikipedia:Infrared_homing|[Wikipedia] Infrared homing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Armaments]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=109930</id>
		<title>J35D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=109930"/>
				<updated>2021-08-28T01:13:54Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: 90 rounds per gun, not 100&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=saab_j35d&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|cockpit=cockpit_saab_j35d.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 jet fighter {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is the first Swedish jet capable of Mach 2. The jet is highly agile and is the first plane in War Thunder capable of performing the famous &amp;quot;Cobra manoeuvre&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;
[[File:J35D profile D33F.png|alt=A Saab Draken flying through thick overcast with a sunset illuminating the clouds below it.|left|thumb|460x460px|A {{PAGENAME}} flying above cloudy weather.]]&lt;br /&gt;
The Saab {{PAGENAME}} Draken is a highly agile interceptor of the Swedish aviation family. This interceptor uses a double delta wing-configuration and a powerful Avon engine to achieve both excellent high and low-speed performance at various altitudes. This aircraft is outfitted with two wing-mounted Akan m/55 auto-cannons and up to four [[RB24]]/[[RB24J]] missiles. Along with options for both anti-air and anti-ground rockets, the {{PAGENAME}} becomes a versatile platform with a high potential thanks to unmatched manoeuvrability. Having the lowest stall speed of any supersonic jet (78 knots, 145 km/h, equivalent to the [[Ho 229 V3]] and [[Bf 109 E-4|Bf 109 E]]), it has slightly more than twice the available lift-weight capacity of the [[MiG-21MF (Germany)|MiG-21MF]] (115 knots, 210 km/h), the {{PAGENAME}} comfortably dogfights any opponent who dares to challenge it in a 1v1.&lt;br /&gt;
&lt;br /&gt;
The cost of this manoeuvrability is the large reduction in speed when turning. The {{PAGENAME}} usually drops below 500 km/h airspeed when performing aggressive manoeuvres. This lack of speed usually leaves the {{PAGENAME}} vulnerable to enemy attacks, since avoiding missiles or gunfire becomes a lot more difficult. This makes the {{PAGENAME}} a unique flying experience where the player needs to be constantly aware of the current airspeed, while still avoiding dumping all speed at once. In order to maximize the stored speed, the {{PAGENAME}} should be flown carefully. Aerial manoeuvres should be avoided and turning has to be done slowly. The efficiency of the {{PAGENAME}} significantly increases when played with higher speeds. Although the plane becomes more sluggish at speeds close to 1,100 km/h, the {{PAGENAME}} still manages to outmanoeuvre incoming missiles. Avoiding incoming homing devices usually leads to deceleration, but with careful planning, this speed can always be regained thanks to the strong acceleration the engine provides.&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 0 m - sea level)&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;
| 2,055 || 2,003 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 27.1 || 151.4 || 139.6 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,257 || 2,150 || 23.5 || 25.0 || 211.6 || 180&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 || ✓ || 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 || N/A || N/A || ~11 || ~5&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; 850 || &amp;lt; 700 || &amp;lt; 700 || 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;3&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;1&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Svenska Flygmotor RM 6C || 1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 8,105 kg || colspan=&amp;quot;2&amp;quot; | 208 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;2&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;
! 6m fuel || 21m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,400 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 8,748 kg || 10,318 kg || 13,500 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;3&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 6m fuel || 21m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,575 kgf || 8,028 kgf&lt;br /&gt;
| 0.92 || 0.78 || 0.59&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,575 kgf&amp;lt;br /&amp;gt;(0 km/h) || 10,126 kgf&amp;lt;br /&amp;gt;(1,250 km/h)&lt;br /&gt;
| 1.17 || 0.98 || 0.75&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 one of the many high-rank planes entirely without protection, much like the [[F-4 Phantom II (Family)|F-4 Phantom]] series of fighters. Although the later variants of the Draken featured bird strike-proof cockpits, no Draken variant was fitted with armour plating or bulletproof glass. In-game, this downside can be quite hard to notice since higher rank vehicles tend to boast incredible amounts of firepower, making every hit incredibly devastating. A {{PAGENAME}} pilot should, like every other pilot, avoid damages at all costs as any damage deteriorates the aircraft's performance and ability to stay in the fight.&lt;br /&gt;
[[File:J35D protection.jpg|thumb|400px|right|The '''{{PAGENAME}}''' forgoes armour for additional speed and manoeuvrability.]]&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;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons, wing-mounted (90 rpg = 180 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with two 30 mm Akan m/55 cannons, which are Swedish manufactured variants of the British [[ADEN (30 mm)|ADEN]] cannons. These two cannons offer a high burst mass and velocity at medium ranges. Although these guns are dangerous, they are quite limited by their ammunition count. Unlike the J32B, these cannons have 90 rounds each, giving the player a total of 180 shells. The cannons should be fired with caution in order to maximize the amount of damage they provide. Since the missiles are outdated RB24 missiles, a {{PAGENAME}} pilot needs to be prepared to engage most enemies with these cannons rather than suspended armaments.&lt;br /&gt;
&lt;br /&gt;
Another issue with the {{PAGENAME}} is the cannon placement. The two Akans are wing-mounted rather than center-mounted. This is a downgrade compared to the gun placement found on the earlier J32B since set convergence now plays a role. This makes the {{PAGENAME}} lose effectiveness at certain ranges since the target has the chance to fly between the shells, and when hitting a target, the shells are unlikely to concentrate to a singular point, lowering the amount of damage created. This placement creates difficulty in complex manoeuvres, since putting the plane sideways creates a vertical spread. A wise {{PAGENAME}} pilot will commence target practice with the guns prior to battle as they are important for the plane's overall survivability and combat effectiveness.&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;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x RB24 missiles&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
* 38 x srak m/57B rockets&lt;br /&gt;
* 4 x RB24 missiles&lt;br /&gt;
* 2 x RB24 missiles + 12 x m/56D rockets&lt;br /&gt;
* 2 x RB24 missiles + 38 x srak m/57B rockets&lt;br /&gt;
* 4 x RB24J missiles&lt;br /&gt;
* 2 x RB24J missiles + 12 x m/56D rockets&lt;br /&gt;
* 2 x RB24J missiles + 38 x srak m/57B rockets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{main|m/56D}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is able to carry 12 suspended m/56D unguided rockets for ground-strike purposes. These rockets have a TNT filler with the same penetration as the earlier [[m/49A]] found on the earlier ground-strike planes. The rockets fire individually starting from the left, and are placed in a vertical angle, These rockets are devastating against lighter vehicles at high tiers. Thanks to a single-fire system and good velocity, the effectiveness can be quite high if practised. But due to the {{PAGENAME}} being only available for use at top-tier, these rockets have a very low chance of reliably working, since the targets are usually heavily armoured. The {{PAGENAME}} lacks a ballistic missile computer and is easily countered by missile SPAA, making the {{PAGENAME}} a bad pick for close air support in general. If the player feels the need for a challenge, the {{PAGENAME}} is at the very least highly manoeuvrable, giving players the option to do several dangerous passes in a short period of time.&lt;br /&gt;
&lt;br /&gt;
{{main|srak m/57B}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} offers a pair of unguided m/57B rocket pods. These rockets are designed for bomber interception, and are very devastating against aerial targets. These rockets fire in pairs, in contrast to the single-fire m/56D rockets for ground-attack purposes. Being placed parallel with the plane, these rockets are comfortable to aim due to the traditional angle, as well as the center fuselage mounting they offer. These pods weigh less than the full RB24 loadout, but still require a {{PAGENAME}} pilot to engage targets the same way as with the internal Akan m/55 cannons, making them quite redundant. These pods are for pilots looking for a challenge, while still staying effective in aerial combat.&lt;br /&gt;
&lt;br /&gt;
{{main|RB24}}&lt;br /&gt;
&lt;br /&gt;
A later modification found on the {{PAGENAME}} is the option to carry four RB24 missiles, the same being found on the previous J32B Lansen. These missiles are mounted separately from each other, with two under the center fuselage, and two under the outer delta. Having four of these missiles significantly lowers the performance of the {{PAGENAME}}, meaning that more aggressive players should consider if they will find a practical use for this suspended armament. Defensive and more cautious players will, however, enjoy these missiles since they offer a more distanced approach to engaging targets. A pilot should still be aware that these missiles tend to miss most opponents at high-tier due to missile countermeasures, as well as higher speeds and manoeuvrability found at these tiers.&lt;br /&gt;
&lt;br /&gt;
{{main|RB24J}}&lt;br /&gt;
&lt;br /&gt;
The crown jewel of the {{PAGENAME}}'s modifications are the four RB24J air-to-air missiles carried under the same pylons as before. These missiles have twice the G-load and a wider seeker, giving it a lot more flexibility than its older counterpart. Thanks to their supreme mobility, they can easily engage and destroy close opponents with minimal effort. This feature is incredibly helpful for the {{PAGENAME}}, since most engagements forces the plane to slow down. The RB24J air-to-air missiles allows the {{PAGENAME}} to close the gap between the enemy and itself, no matter the difference in speed, making it one of the most important tools in the {{PAGENAME}}'s arsenal. This missile is heavily recommended for any pilot that wants to make the most out of their Draken.&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 {{PAGENAME}} can be a bit &amp;quot;over the top&amp;quot; when it comes to in-game performance. The {{PAGENAME}} doesn't underperform in any area, even when stock. Yet the {{PAGENAME}} quickly suffers when facing several opponents at once. This is due to the incredible manoeuvrability the {{PAGENAME}} possesses, which becomes its worst enemy in battles. The {{PAGENAME}} comfortably dodges incoming enemies when at higher speeds, but quickly loses this advantage after the first few passes due to the reduction of speed. Avoiding can still be done easily, but high-load missiles require a speed above 800 km/h to be reliably dodged. To avoid the likelihood of a low-speed experience, the {{PAGENAME}} should manoeuvre with caution, with the same style as a pilot preventing wings from ripping. The recommended way to use this trick is to control the elevators with the use of the &amp;quot;pitch axis&amp;quot; button. By tapping this button rapidly, a {{PAGENAME}} pilot can prevent high-G manoeuvres while still keeping their backs cleared by looking behind them in a defensive-like approach. The amount of pulling can be varied depending on what is approaching the Draken. It's important to remember that aileron rolling can still be done without much consequence, and will come in handy when avoiding enemies in a defensive situation.&lt;br /&gt;
&lt;br /&gt;
'''Attacking while using the Akan m/55'''&lt;br /&gt;
&lt;br /&gt;
When the {{PAGENAME}} isn't on the receiving end of an attack, the dominating manoeuvrability and acceleration start to show. The Draken has the ability to stick with almost any enemy. A rude, but effective approach is to engage already slow enemies since the Draken will never overshoot a target. This should also be done with caution since this is still a sacrifice of valuable energy required to avoid incoming attacks. Learning when to strike is key for the {{PAGENAME}}, since staying alive is always a number one priority.&lt;br /&gt;
&lt;br /&gt;
When it comes to firing on a target, the {{PAGENAME}} immediately shows it's unorthodox gun placement. Shooting opponents running away, or firing on bypassing enemies might often result in the {{PAGENAME}} missing the target entirely. To avoid this, a pilot can both train their aim and learn useful aerial manoeuvres to increase the likelihood of hitting opponents. A general tip when firing upon passing opponents is to make the enemy pass the {{PAGENAME}} along its horizontal axis. This ensures that the target passes through both guns, and the time on target automatically increases. Although this tactic won't focus as much lead on a singular point as a regular approach, it will still assure some shells connect with the target, which is usually enough to finish off any opponent.&lt;br /&gt;
&lt;br /&gt;
'''Attacking while using the RB24 and RB24J'''&lt;br /&gt;
[[File:J35D intercept by D33F.png|alt=A J35D, shadowed by sunlight, climbs above the clouds to intercept.|thumb|420x420px|A shadowed {{PAGENAME}} climbing to intercept. ]]&lt;br /&gt;
The missile gameplay favors altitude and separation over head-on engagements and dogfights. Thanks to the {{PAGENAME}}'s performance, the plane can easily flank to the side or reach incredible altitudes while keeping a safe speed. Catching enemies off-guard can be quite difficult, but trying to stay off the radar lock function (keeps you hidden from RWR), is a good start. The early RB24 missiles have no real use of Radar locking, while the RB24J's improve significantly from this function. Avoid locking them until you're in a close proximity to the target. The more speed you have compared to the target also affects the result. A slower opponent has less time to react, while a faster one has extra time and usually agility to avoid incoming homing devices. It's important to know which planes you're attacking and when they're vulnerable to incoming attacks. Even if the missile doesn't hit, the {{PAGENAME}} can easily catch up with the enemy due to their slower speed afterwards. It's important to still make good use of the Akan m/55 while playing with suspended armament. These missiles can effectively help close the distance between the {{PAGENAME}} and its target, where gunfire is ideal. This also spreads out the missiles between opponents, letting the {{PAGENAME}} rank up more kills when played strategically.&lt;br /&gt;
&lt;br /&gt;
'''Superstalling'''&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} features one of the largest wing-areas of any fighter. Although this gives the {{PAGENAME}} a high advantage in terms of manoeuvrability and speed, the plane suffers from a unique, but dangerous downside. This downside becomes apparent when damaged, stalling, deploying negative elevator for a extended period of time or flying with unassisted realistic or full real controls. This feature is known as a &amp;quot;superstall&amp;quot;, and can result in complete destruction of the aircraft. A superstall can be noticed by the parachute-like falling the plane experiences. The plane spins, and can't exit the manoeuvre for a extended period of time. In order to exit a superstall, the {{PAGENAME}} is outfitted with four tiny air-brakes positioned at the rear of the aircraft. Deploying these air-brakes will pull the tail-section upwards, allowing a {{PAGENAME}} pilot to regain airflow under their wings. It's important to avoid superstalling since the {{PAGENAME}} stays incredible vulnerable during this period.&lt;br /&gt;
&lt;br /&gt;
Joystick handling characteristics additionally behaves uniquely unusual in this aircraft in that it encourages an unwanted nose-up authority in that when bleeding speed, the aircraft suddenly jerks upwards without command from the pilot, potentially triggering a deep stall so it is highly recommended to watch the angle of attack guage next to the gunsight and as the airspeed bleeds, if the nose suddenly jerks upwards, push the stick fully forward temporarily, and then relax back to slightly aft of neutral. Unfortunately, the Stability Augmentation System (SAS) has rather limited capability in preventing a stall in this aircraft, and has a tendency to worsen your flight condition when stalled so it is advised to fly with SAS disabled (set to manual).&lt;br /&gt;
&lt;br /&gt;
===Radars===&lt;br /&gt;
&amp;lt;!--{{main|AN/APS-19}}--&amp;gt;&lt;br /&gt;
The J35D is equipped with a PS-03 search and tracking radar. The radar is mounted in the nose of the aircraft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | PS-03 - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Guaranteed&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, detection of a target is practically guaranteed}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
|-&lt;br /&gt;
| 90,000 m&amp;lt;br /&amp;gt;(theoretical) || 30,000 m || ±60.0° || -30.0°/+60.0°&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | PS-03 - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 75,000 m || 200 m || ±60.0° || -30.0°/+60.0°&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;
* Superior manoeuvrability - able to out-turn anything it wishes&lt;br /&gt;
* High top speed - can catch most top tier aircraft at low altitudes&lt;br /&gt;
* Strong acceleration&lt;br /&gt;
* Easy and short takeoff/landing&lt;br /&gt;
* Low stall speed - air-brakes prevent &amp;quot;superstalling&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor sustained turning - sustained speed degenerates quickly when manoeuvring at speeds below 1,000 km/h&lt;br /&gt;
* Unorthodox gun placement - less accurate and more tricky to get used to&lt;br /&gt;
* Lack of countermeasures - no flares or RWR&lt;br /&gt;
* Sluggish performance when paired with suspended armaments&lt;br /&gt;
* Relatively low maximum fuel load, can make it vulnerable in case of prolonged engagements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Notice|'''Fun Fact''': Pilots of the {{PAGENAME}} created a term called '''superstalling''', unlike typical aircraft which would stall, nose over, and recover, the Draken's control surfaces remain ineffective for some time as the aircraft falls, potentially causing it to crash.}}&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;
;Background&lt;br /&gt;
&lt;br /&gt;
The discussion about a new fighter project, capable of intercepting small groups of bombers at an altitude of 10 kilometres, was brought up in the autumn of 1949, just a few months from the introduction of the [[J29A|J29 Tunnan]]. The threat was deemed to be transonic bombers, which needed to be intercepted before reaching Swedish airspace. This meant the next big project, Saab would focus on a high-speed interceptor capable of exceeding the Mach number, while still being able to function as an all-weather, daytime fighter.&lt;br /&gt;
&lt;br /&gt;
;Saab 210 Lilldraken&lt;br /&gt;
&lt;br /&gt;
This new project for a supersonic fighter-interceptor was given the name &amp;quot;project 1200&amp;quot;. This project would be lead by the Saab engineer Erik Bratt. His team tinkered with various ideas on how to create a supersonic fighter with low-speed handling, to ease landing on shorter runways. The team came up with a double delta design that made use of two wing angles, giving the plane less drag at higher speeds, while staying manoeuvrable at lower speeds. In order to test this design, the team constructed a miniature version of the new fighter, named Saab 210, which also received the nickname &amp;quot;Lilldraken&amp;quot; (translates to small kite). This plane was just 70% the size of the regular Draken and was used for extensive testing of handling as well as ergonomics of a double delta configuration. This prototype was first flown on January 21st, 1952.&lt;br /&gt;
&lt;br /&gt;
The Saab 210 would see many changes to its design in order to finalize the look of the upcoming J35 Draken. The nose was changed to better suit radar use, its air intakes moved back for a better view, and the tail reconstructed to fit a drag-chute. All of which would be found on the J35 Draken later on.&lt;br /&gt;
&lt;br /&gt;
;Saab 35 Draken&lt;br /&gt;
&lt;br /&gt;
[[File:Saab 35 Draken prototypes.jpg|thumb|Two prototype Saab 35 Draken flying in formation.]]&lt;br /&gt;
With the tests finished, the Draken would finally see full-scale prototypes. The first prototype took to the skies in October 1955, and deliveries of the first variant, the J35A, would commence in 1959. By 1960 the first Drakens would officially be in service. These would be stationed at F13 Bråvalla and F16 Gotland. Later variants would be placed all over Sweden, with various purposes. Being used for bomber interception, reconnaissance and trainers, the Saab 35 Draken would see the longest service life of any fighter in the Swedish air force. The Draken would serve for almost 40 years, having 615 planes produced during its lifespan.&lt;br /&gt;
&lt;br /&gt;
;{{PAGENAME}} Draken&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was the 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Draken variant that was planned and built due to the new requirements the Swedish KFF (Kungliga FlygFörvaltningen or Royal air ministry) issued to Saab. The new requirements specified that the next fighter had to intercept high altitude bombers flying at Mach 1.5, while still carrying the same weaponry and ordnance the earlier J35B offered. This required Saab to upgrade the RM6B engine found on the J35B, which meant the design had to be slightly altered. The air intakes were elongated, and the fuselage got altered to support the use of drop-tanks in the center. The first {{PAGENAME}} took to the skies on the 28th of August 1962, but the first planes delivered would be without radar equipment. These would be known as the J35D1, of which 24 of which were made. The other planes got the name J35D2 and would later be known as the {{PAGENAME}} when the original D1s got their radar equipment installed.&lt;br /&gt;
&lt;br /&gt;
A total of 120 {{PAGENAME}} Drakens would be built between 1963-1964. Being outfitted with the Rm 6C (Avon 300-series), this version was the fastest Draken to take to the skies. This Draken would also be exported to the Austrian air-force. In order to export these planes to Austria, Saab ended up buying back 24 of the Swedish serving {{PAGENAME}}s and converting them to the Austrian requirements, which meant fitting the planes with the bird-proof cockpit from the J35F, as well as repainting them for Austrian service. These Austrian Drakens, designated J35Ö (sometimes designated J35OE), saw extensive use all the way towards the 21st century, being taken out of service in 2005.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|Devblog]] ===&lt;br /&gt;
In the late 1940s, the Swedish Ministry of Defence released a set of requirements for a new, cutting edge jet interceptor. Among other requirements, the new aircraft was to be capable of reaching speeds of Mach 2 and able to hunt down transonic bombers, while being easily maintained and capable of taking off from special public roads.&lt;br /&gt;
&lt;br /&gt;
Saab began developing an aircraft around these specifications in the early 1950s and quickly came to the conclusion that a double delta wing design was needed in order to achieve all the requirements. However, this design was yet untried and untested, which led to the creation of the Saab 210 - a testbed aircraft which pioneered the double delta wing design.&lt;br /&gt;
&lt;br /&gt;
Having gained the necessary insight on the performance of the double delta wing, Saab engineers transferred the newly acquired experience into the development of the actual aircraft to address the Ministry's requirements - the J35 Draken was born.&lt;br /&gt;
&lt;br /&gt;
The J35 Draken undertook its maiden flight in October 1955 and entered service with the Swedish Air Force in March 1960. Over 650 Drakens of various modifications would be built until the end of production, serving with Sweden until the late 1990s before being decommissioned. Apart from Swedish service, the J35 Draken also saw use with Denmark, Finland and Austria. The Austrian Air Force was the last operator to decommission the Draken in 2005, while some units are still in civilian use.&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/?vehicleCountry=sweden&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=saab_j35d 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; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:J 35D Draken WTWallpaper 01.jpg|&lt;br /&gt;
File:Saab J35 WTWallpaper 001.jpg|&lt;br /&gt;
File:J 35D Draken WTWallpaper 02.jpg|&lt;br /&gt;
File:Saab J35 WTWallpaper 002.jpg|&lt;br /&gt;
File:Saab J35 WTWallpaper 003.jpg|&lt;br /&gt;
File:Saab J35 WTWallpaper 004.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|hNfRQMZUMQg|'''The Shooting Range #195''' - ''Metal Beasts'' section at 00:32 discusses the J35D.|yTXhTOHjvaM|'''Some Problems Can Be Solved With a Little Bit Of Cobra''' - ''WhooptieDo''|Ewi0jo_rvo0|'''Erect Superstall, Abrupt Entry''' - ''Flying Magazine''|_mhSXtNN9Ko|'''The Shooting Range #200''' - ''Challenge'' section at 10:47 discusses how to perform the Cobra.}}&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;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[MiG-21F-13]]&lt;br /&gt;
* [[Lightning F.6]]&lt;br /&gt;
* [[F-4C Phantom II]]&lt;br /&gt;
* [[MiG-21MF (Germany)|MiG-21MF]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|[Devblog] Saab J35D Draken - The Supersonic Kite]]&lt;br /&gt;
* [[wikipedia:Saab_35_Draken|[Wikipedia] - Saab 35 Draken]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/479305-saab-j35d/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F7F-1&amp;diff=74218</id>
		<title>F7F-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F7F-1&amp;diff=74218"/>
				<updated>2020-10-30T19:07:08Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: 20mm air target belt has more HE shells than the default (9 out of 12 vs 8 out of 12), so the sentence is factually incorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=f7f1&lt;br /&gt;
|cockpit=cockpit_f7f1.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = American twin-engine fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the gift version&lt;br /&gt;
| link = F7F-3&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.43]].&lt;br /&gt;
&lt;br /&gt;
The Tigercat performs decently at medium to low altitudes. It has good firepower and performs well in a dive and can achieve high speeds. At sea level, it has a decent climb but at 3 km the climb rate drops substantially making fighting high altitude fighters in its battle range difficult. It is recommended to side-climb to 5 km and accelerate to a high speed before engaging the enemy. At its battle rating, it will be out-climbed by just about every fighter. The best defensive manoeuvre is attempting to outrun your opponent and engage in head-on engagements. For opponents, you cannot outrun the only hope is to lure them low in a dive where the plane performs better, but you will only be able to make a few turns before you run out of energy so make them count.&lt;br /&gt;
&lt;br /&gt;
WEP on this plane is limited and does not add considerable power until supercharger gear 2 is activated so it is advised not to waste it until you reach about 2,500 m altitudes. At certain low altitudes, WEP actually reduces the engine power. The automatic engine controls will overheat the plane at 100% throttle necessitating the need for manual engine controls to open the radiators. The F7F-1 is difficult to manage and likely contains several oversights in the game that have yet to be addressed.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&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 5,182 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;
| 659 || 641 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.3 || 27.1 || 20.0 || 20.0 || rowspan=&amp;quot;2&amp;quot; | 444&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| ___ || 688 || __._ || 25.0 || __._ || 25.0&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;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 || ✓     &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}} || 478 || 478 || 278 || ~10 || ~8&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; 467 || &amp;lt; 450 || &amp;lt; 555 || &amp;gt; 317&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 850 m || 2,100 hp || 2,468 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 5,337 m || 1,600 hp || 1,880 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M3 (20 mm)|M2 Browning (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm M3 cannons, wing-mounted (200 rpg = 800 total)&lt;br /&gt;
* 4 x 12.7 mm M2 Browning machine guns, chin-mounted (400 rpg = 1,600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb AN-M64A1 bombs (1,000 lb total)&lt;br /&gt;
* 1 x 1,000 lb AN-M65A1 bomb (1,000 lb total)&lt;br /&gt;
* 1 x 1,000 lb AN-M65A1 bomb + 2 x 500 lb AN-M64A1 bombs (2,000 lb total)&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 main armament is extremely powerful. Equipped with 4 x 20 mm cannon and M2 Brownings in the nose, expect to knock planes out of the skies frequently. Unlike many other planes that have more spread out armament, the Tigercat packs a massive punch. If one cannon shell hits, the rest will as well. It is recommended that you research &amp;quot;New 20 mm Cannons&amp;quot; and &amp;quot;12.7 mm Ammo Belts&amp;quot;, as the Cannon jam quite quickly and the stealth and ground target ammo for the 12.7 mm is far more effective than the default.&lt;br /&gt;
&lt;br /&gt;
Use the armament wisely- do not use the cannon until you are about .5-.6 km from your target. However, the 12.7 mm is great for harassing targets out to more than 1 km. A good hit to the wings of any plane will bring it down, while 2-3 bursts to the fuselage will grind a plane to pieces. The Tigercat's devastating armament is also perfect for hunting down troublesome German bombers like the Ju 288 C.&lt;br /&gt;
&lt;br /&gt;
The F7F-1 also has great late game potential due to its armament. If you aim well, you can take down light pillboxes with short, controlled bursts. Lightly armoured vehicles normally only need 1 or 2 taps. Unlike its event vehicle variant which has vastly better ordnance options, the F7F-1 is average at best in this department. With the maximum load being 2 x 500 lb and 1 x 1,000 lb bomb, don't really expect to take down many hard targets before going back to rearm. The secondary weapons are not recommended for use, as they will reduce performance considerably- also, due to the high BR, jets will exist and will intercept you before you are halfway to your bombing target due to their speed.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the Tigercat has a maximum speed of 668 km/h (415 mph) at an altitude of 5,190 meters (17,028 feet), or 695 km/h (431 mph) at the same altitude with WEP. At sea level, the maximum speed is 619 km/h (384.6 mph), or 638 km/h (396.4 mph) with WEP. The Tigercat can climb to an altitude of 3,000 meters (9,843 feet) in 155 seconds (135 seconds with WEP), giving it an average climb rate of 19.3 meters (63.3 feet) per second (22.2 meters or 72.8 feet per second with WEP). It can perform a full horizontal turn at 3,000 meters in 24 seconds at a speed of 500 km/h (310.6 mph), as well as perform a full vertical turn at the same altitude and speed, which it completes in 27 seconds.&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;Auto control available || Controllable&amp;lt;br&amp;gt;Auto control available || Controllable&amp;lt;br&amp;gt;Auto control available || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Radiator&lt;br /&gt;
|&lt;br /&gt;
| Offensive 12 mm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
| New 12 mm MGs&lt;br /&gt;
| FMBC mk.1&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine injection&lt;br /&gt;
| Cover&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
| FLBC mk.1&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;
* Punishing armament&lt;br /&gt;
* 12.7 mm guns are mounted on the nose and the 20mm AN/M3's are mounted very close to the fuselage, resulting in very little convergence&lt;br /&gt;
* Reasonable turn rate&lt;br /&gt;
* Excellent energy retention&lt;br /&gt;
* Excellent ammunition capacity&lt;br /&gt;
* Very high speed in dive and at level flight&lt;br /&gt;
* Very good cockpit visibility&lt;br /&gt;
* Very fast at low to medium altitudes, especially with WEP&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Engine starts to lose power above 5,000 meters&lt;br /&gt;
* Mediocre roll rate&lt;br /&gt;
* Large target&lt;br /&gt;
* Durability is average&lt;br /&gt;
* Locks up quickly&lt;br /&gt;
* Engines overheat quickly, needs manual engine control to remedy&lt;br /&gt;
* Tends to have pilot knocked out due to bubble canopy&lt;br /&gt;
* Lack of solo potential, needs a good team or squad in order to perform well&lt;br /&gt;
* WEP is time-limited&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;
By around 1938, the U.S. Navy started investigating into the possibilities of a twin-engine carrier-borne fighter. The contract to develop such a fighter was awarded to Grumman. Quickly thereafter the [[XF5F]] was designed. The compact aircraft was to include a 23 mm Madsen cannon, two .50 calibre machine guns, and two .30 calibre machine guns. The Skyrocket test results were not very satisfactory and in 1941 the U.S. Navy moved onto to a new aircraft. The new goal was to create a heavy fighter for its upcoming Midway-class aircraft carriers. This next design was to incorporate two R-2800 engines, four 20 mm cannons, four .50 calibre machine guns, and the ability to carry bombs, rockets, and torpedoes.&lt;br /&gt;
&lt;br /&gt;
The XF7F-1 Tigercat prototype made its original flight on December 2, 1943. The F7F-1 aircraft went into production in April of 1944, but the Midway-class carriers had not yet been completed, so the first Tigercats were given to the U.S. Marine Corp. Only 35 of these aircraft were built until production switched to the two-seat night fighter variant. These were built in limited numbers as well.&lt;br /&gt;
&lt;br /&gt;
The Tigercat came too late to see any action in World War II. Late-model Tigercats did eventually see action in Korea with the Marines. The aircraft was eventually retired from U.S. service in 1954.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/3033/current/|Vehicle Profile]] ===&lt;br /&gt;
In 1942, after an unsuccessful XF5F Skyrocket (and XP-50, its land-based modified variant) project, Grumman Aircraft Engineering Corporation began work on an improved aircraft using the same twin-engine concept as the Skyrocket, which they named the XP-65. It was only a year later, however, that this project was cancelled, and Grumman began work on an entirely new plane based on the XF5F concept. This plane was intended to be operated from new, large Midway-class carriers (the first vessel being the USS Midway, which was commissioned in 1945) and Grumman had two main goals in sight – the plane would have ground attack capabilities, and it would be able to outperform and outgun any other fighter of that time. The maiden flight of the prototype, titled XF7F-1, occurred in December 1943, and was rushed into production in 1944 under the name F7F-1 Tigercat, continuing the Grumman's tradition of giving planes &amp;quot;cat&amp;quot; names.&lt;br /&gt;
&lt;br /&gt;
The Tigercat was designed for two things – speed and firepower. The first of these was achieved by the combination of its sleek hull and two massive 18-cylinder Pratt &amp;amp; Whitney R-2800-22W Double Wasp radial engines, producing 2100 horsepower each. With these power plants, the Tigercat was able to achieve a maximum speed of 700 kph (435 mph) at an altitude of 6706 meters (22 000 feet), and had climb rate of more than 1372 meters (4500 feet) per minute. It was nearly 114 kph (71 mph) faster than the F6F Hellcat, and Captain Fred M. Trapnell, one of the US Navy's best test pilots, was quoted saying: &amp;quot;It's the best damn fighter I've ever flown!&amp;quot; The Tigercat's firepower was no less impressing. The Tigercat was armed with four 20 mm M2 cannons in the wing roots, and four .50 M2 nose-mounted machine guns. Additionally, it could carry up to two 454 kg (1000 lb) bombs on under wing racks, or one torpedo under the fuselage. It was also the first US Navy twin-engine fighter ever accepted into service, and the first US Navy fighter ever to use a tricycle landing gear configuration.&lt;br /&gt;
&lt;br /&gt;
However, air tests and trials proved that the Tigercat was simply too overpowered for Midway-class carriers. Its landing speed was too high and it suffered instability in single-engine flight. The arrestor hook design was also proven to be unreliable. As a result of these multiple issues, the Tigercat was then assigned to be used as a land-based fighter in the US Marine Corps service. Deliveries started in April 1944, but problems with carrier operations clearance and changes in its operational requirements caused significant delays. As a result, the Tigercat was too late to participate in World War 2, and only 34 aircraft of initial F7F-1 versions were made. Tigercats eventually saw combat at last, but no sooner than during the initial stages of the Korean War, where F7F's managed to shoot down two North Korean Polikarpov Po-2 biplanes. Subsequently, due to the development of jet fighters, Tigercats were phased out of service, with the last of them retiring in 1954.&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/?vehicleCountry=usa&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=f7f1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|t3xD7JpnHeI|'''Best aircraft for Boom &amp;amp; Zoom''' discusses the {{PAGENAME}} at 4:38 - ''War Thunder Official Channel''|d5k2T9FP0bQ|'''Avoid them in frontal attack!''' discusses the {{PAGENAME}} at 1:06 - ''War Thunder Official Channel''|PNkoJ-MFERc|'''Best naval fighters''' discusses the {{PAGENAME}} at 2:24 - ''War Thunder Official Channel''}}&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 aircraft;''&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/devblog/current/642/|[Devblog] F7F-1 Tigercat]]&lt;br /&gt;
* [[wt:en/news/3033/current/|[Vehicle Profile] Grumman F7F-1 Tigercat [Decal included]]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Grumman}}&lt;br /&gt;
{{USA twin-engine fighters}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-4C_Phantom_II&amp;diff=62513</id>
		<title>F-4C Phantom II</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-4C_Phantom_II&amp;diff=62513"/>
				<updated>2020-06-29T14:53:31Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Having three gun pods splits your climb rate in half, that's quite a bit too detrimental to be called &amp;quot;no performance loss&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=f-4c}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-4 Phantom II (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Development of fighter aircraft attempts to balance size, speed, armament and manoeuvrability to come up with the perfect fighter. Due to the difficulties and challenges of bundling all of these in one aircraft, many different varieties have been developed through the years which highlighted one or more aspects but rarely all in one. And sometimes the mould had to be broken and the motto &amp;quot;bigger IS better&amp;quot; came into play. Due to these such heavyweight fighters like the [[P-61C-1|P-61]], [[Me 410 (Family)|Me 410]], [[Beaufighter (Family)|Beaufighter]], [[J5N1]] and [[SM.91]] were developed to fly faster, remain manoeuvrable and carry heavier weapons and ordnance, sometimes much heavier than their lighter counterparts. The {{PAGENAME}} is no exception, originally developed as a souped-up F-3H Demon, this fighter was modified into a larger, heavier, faster fighter-interceptor/bomber that the U.S. Navy didn't realize it needed and when it did, it went all in.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The imposing {{PAGENAME}} can seem a bit intimidating at first due to its size, but the pilot will quickly find that with the dual J79-GE-15 engines that this fighter is no slouch. Going from takeoff, acceleration in a climb and to level flight the {{PAGENAME}} will move and is quite agile for an aircraft of its size. More than capable as a dogfighter, it, however, has many options up its sleeve to deal with enemy aircraft it may encounter. Pilots new to the {{PAGENAME}} will initially be set up with an M61 20 mm cannon. Due to this aircraft not being configured with an internal cannon, one was required to be mounted on a centre-line pylon. Options become available to mount two additional 20 mm cannon gun pods, one under each wing which all together will spew out a slew of 20 mm rounds acting like a shotgun effect even at &amp;gt;500 m. [[AIM-9B]] and [[AIM-9E]] Sidewinder missiles round out the Phantom's anti-air capabilities and are solid missiles to use against enemy aircraft which will cause the enemy pilot to take evasive manoeuvres to avoid the missile. In the event that happens, be ready with the cannons for backup as the enemy pilot should be an easy target after bleeding all of their speed and energy avoiding the missile.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom markymark 002.jpg|350px|thumb|left|Bird's eye view of a '''{{PAGENAME}}''' from the VF-111 ''Sundowners'' squadron.]]&lt;br /&gt;
&lt;br /&gt;
Another arena where the {{PAGENAME}} shines is in the ground-pounding or ground attack function of the aircraft. With eleven hardpoints, this fighter/bomber can be configured in many different ways to carry a combination of guns, bombs and rockets. When it comes to bombs, the {{PAGENAME}} has the option to use either 250 lb, 500 lb, 750 lb or 1,000 lb bombs and can hold upwards of 9,000 lbs total! The Phantom also has three different rocket types to choose from, depending on the targets you are going after. These range from anti-tank AGM-12B and AGM-12C Bullpup guided rockets, Zuni Mk32 anti-tank rockets and the small but powerful FFAR Mighty Mouse in a volume of 228, which can be devastating when used en masse.&lt;br /&gt;
&lt;br /&gt;
The amazing F-4 Phantom II was state-of-the-art in its day and even 60 years later, several countries are still utilising this iconic fighter/bomber as a force multiplier with their air forces today. This fighter coupled with a pilots skill and determination can help alter the outcome in the jet-battle matches.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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 {{PAGENAME}} is an incredibly stable aircraft, however from the way its wingtips and tailplanes look, one might think otherwise. Due to extensive wind tunnel testing, McDonnell engineers determined that by canting the tailplanes downward at a 23° anhedral (inclination) the stability and stall recovery characteristics of the aircraft dramatically improved and in the same fashion they didn't interfere with the engine's jet exhaust. The wings, on the other hand, were developed to be extremely strong to support large suspended armaments; however, they needed to be given a 5° upward inclination, though, to prevent having to redesign the entire wing, the engineers elected to just raise the wingtips at 12° dihedral which averaged the wing at the necessary 5°. The iconic shape of the {{PAGENAME}} was set.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the airframe, wings and tailplanes set in place, the fighter became a stable and solid aircraft. Stability is especially critical with a jet which closes in on the Mach 2 mark. Early speed trials identified flaws in the aircraft which at times proved fatal, but corrections and modifications for later aircraft increased their stability and airworthiness which saved many pilots with damaged aircraft. The {{PAGENAME}} is powered by two General Electric J79-GE-15 engines which are necessary to keep the fighter/bomber in the sky, especially with heavy ordnance loads, however, these engines don't bog down too much under heavy loads as it will still accelerate in a climb, during level flight and during a dive. A testament to the jet and its engines, during one altitude test, the F-4 flew Mach 2 all the way to 90,000 feet where the engines were shut off and the plane coasted up to 98,000 ft, slowing to almost 45 mph and upon dropping back to Earth, fired up its engines at around 70,000 ft and successfully landed.&lt;br /&gt;
&lt;br /&gt;
The Phantom II has the speed and acceleration and also has sufficient manoeuvrability. As a low altitude bomber, the {{PAGENAME}} needed to be manoeuvrable or else it would have been an easier target for either the MiG fighters or the anti-aircraft ground fire. Even with heavy ordnance loads, the Phantom II could still shimmy into position, release its ordnance and then rocket away to a higher altitude. Pilots found out early on that some MiG fighters like the -17 were extremely manoeuvrable and had to be prepared to nullify the target to prevent the MiG from getting behind them.&lt;br /&gt;
For the {{PAGENAME}} pilot, it is important when bombing targets to keep a look around and watch for enemy fighters attempting to swoop in, attack the ground target and rocket up to safety. When flying at altitude, be careful not to get into a turning fight as the Phantom is a very heavy aircraft and does not turn very well, instead fly fast and work with Boom &amp;amp; Zoom techniques and always watch your six as a MiG may try to sneak up from behind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 12,192 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;
| 2,231 || 2,206 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.4 || 27.9 || 144.1 || 135.0 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,362 || 2,290 || 25.6 || 26.0 || 202.1 || 172.0&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;&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 || ✓ || ✓ || ✓ || ✓ || ✓     &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;&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}} || 625 || 625 || 463 || ~11 || ~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; 810 || &amp;lt; 750 || &amp;lt; 700 || 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;4&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; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-15 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 13,900 kg || colspan=&amp;quot;2&amp;quot; | 402 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;3&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;
! 8m fuel || 20m fuel || 28m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,720 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 15,610 kg || 18,124 kg || 19,799 kg || 24,000 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;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 28m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,910 kgf || 7,561 kgf&lt;br /&gt;
| 0.97 || 0.83 || 0.76 || 0.63&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,910 kgf&amp;lt;br /&amp;gt;(0 km/h) || 8,856 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.13 || 0.98 || 0.89 || 0.74&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
[[File:F 4 phantom sgtroach.png|350px|thumb|right|''Fox-2, Fox-2'' - ROKAF '''{{PAGENAME}}''' launching an [[AIM-9B]] Sidewinder missile.]]&lt;br /&gt;
Due to the sheer weight of the {{PAGENAME}} it is surprising to note that there is no armour plating nor any bulletproof canopies. Littered with eight fuel tanks, one in each wing and the other six in the fuselage right above the engines, there isn't much protection for the self-sealing tanks. The Phantom pilot will need to be cognizant of where enemy aircraft are behind them to ensure they prevent their aircraft from taking damage as speed and manoeuvrability are the keys to survival and if lost, there is not much hope for the fighter.&lt;br /&gt;
&lt;br /&gt;
For those aircraft attacking the {{PAGENAME}}, when using machine guns and cannons you can try to blow off a wing or snipe the pilot, however, your best bet will be to aim for centre fuselage where you have the greatest chance of hitting several fuel tanks or even the engines. Firing missiles will cause the pilot to take evasive manoeuvres which may cause the aircraft to pitch up or down which will expose the greatest surface area allowing your guns or cannons to finish the fight as for without any armour, only the thin metal skin separates the incoming bullets from critical {{PAGENAME}} components.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&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|M61 (20 mm)|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)}}&lt;br /&gt;
{{main|AGM-12B Bullpup|AGM-12C Bullpup|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|AIM-9B}}&lt;br /&gt;
[[File:F 4 phantom news001.jpg|450px|thumb|right|Three-quarter view of an '''{{PAGENAME}}''' displaying the variance of suspended armament.]]&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm M61 Vulcan rotary cannon in a SUU-16/SUU-23 gun pod (approximately 1200 rounds)&lt;br /&gt;
* 2 x additional SUU-16/SUU-23 gun pods for a total of 3 x M61 Vulcan 20 mm cannons&lt;br /&gt;
* 18 x 250 lb. Mk.81 bombs (4,500 lbs total)&lt;br /&gt;
* 18 x 500 lb. Mk.82 bombs (9,000 lbs total)&lt;br /&gt;
* 12 x 750 lb. M117 cone 45 bombs (9,000 lbs total)&lt;br /&gt;
* 8 x 1000 lb. Mk.83  bombs (8,000 lbs total)&lt;br /&gt;
* 2 - 4 x AGM-12 Bullpup Air-to-Surface Missiles&lt;br /&gt;
* 48 x Mk. 32 Zuni ATAP rockets&lt;br /&gt;
* 228 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
It is rare for a fighter not to have any native offensive weapons, typically this is a situation you would find on a bomber. The {{PAGENAME}} is unique in that what it lacks in offensive weapons, it more than makes up for in suspended weapons. With a total of 11 hardpoint pylons, an array of guns, bombs, rockets and missiles can be added, fully customizing the mission to suit the needs of the pilot. The pilot has the choice of configuring for air-to-air, air-to-ground or a mixture of both (bombs and Bullpup rockets are ground attack only, missiles are air-to-air attack only while the cannons, Zuni and FFAR rockets can be used for both).&lt;br /&gt;
&lt;br /&gt;
In regards to air-to-air combat, the {{PAGENAME}} is hard-pressed to find a competitor on equal footing, but that can be found with an exceptional pilot flying a less than equal aircraft. This fighter is fast and with its speed, it can relatively sneak up on enemy fighters by closing the gap on the field with its twin J79-GE-15 engines. Once in place and the enemy is in range, two options are available, guns or missiles?  The M-61 Vulcan cannon can spew 20 mm rounds at the rate of just over 6,000 rounds per minute (roughly 100 per second), now multiply that by three (if the Phantom is configured for three gun pods) and you can see devastating firepower which will be difficult for any enemy aircraft to avoid. Even just quick bursts at a manoeuvring fighter can be enough to inflict critical damage or even blowing off a wing. Ground attack with the guns can be effective on lighter armoured vehicles with just a few quick bursts.&lt;br /&gt;
&lt;br /&gt;
The AIM-9B and AIM-9E Sidewinders are the missile options available for the {{PAGENAME}}. During the Vietnam War, when US Air Force models of the Phantom like the F-4C and F-4D began operations, they did so without the capability of mounting AIM-9 Sidewinder missiles as the Navy models did, instead using the AIM-4 Falcon. Falcons had gained a reputation of not being reliable (not firing, not tracking, not exploding) so several squadrons had their fighters field-modified with the ability to mount their trusted Sidewinder missiles. Here on the {{PAGENAME}}, four Sidewinders are available and are effective at hounding down an aircraft when a lock is acquired. However, they are not guaranteed to hit, as a competent pilot can avoid them with hard maneuvering, flying towards the sun, etc. However these actions will often hamper the target's speed and situational awareness, making them an easier target to clean up with the cannons.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom markymark 001.jpg ‎|350px|thumb|left|VF-96 ''Showtime-100'' '''{{PAGENAME}}''' unloading bombs in Vietnam.]]&lt;br /&gt;
Zuni and FFAR rockets can be utilised effectively against bombers or even against other fighters, especially during a head-on. Though unguided and not very accurate, usually a salvo of these rockets is enough to cause an enemy to panic into an unexpected manoeuvre. Usage of these rockets on ground targets works very well too. Again, with them being unguided, shooting them en masse ensure a greater possibility of one or more to hit the target. The AGM-12B Bullpup rockets are excellent rockets to use against ground targets, however, the one drawback is that it needs to be guided in by the pilot, so if there are any distractions to the pilot, the rocket will likely go off course and miss the target.&lt;br /&gt;
&lt;br /&gt;
9,000 lbs. Yes, you read that number correctly, the {{PAGENAME}} can carry up to 9,000 lbs of bombs, which is half of what a [[B-29A-BN|B-29]] bomber could carry, however, the Phantom is quite a bit more accurate dropping from much lower altitudes. Using combinations of 250, 500, 750 and 1,000 lb bombs allows the pilot to pick targets accordingly. To ensure the {{PAGENAME}} is not left defenceless after the bombs are away, each configuration has at least one 20 mm cannon pod and/or AIM-9B missiles to go with it.&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 {{PAGENAME}} relies on brute force to get its job done. With this version of the Phantom II, there is no protective armour, there are no defensive weapons and there are no countermeasures to ward off the enemy and the weapons they bring to the table. As a brute, the Phantom II muscles its way into a fight, it brings the big guns whether it is cannons, rockets, bombs, missiles or any combination of them and when it does bring them, it brings lots of them. When attacking a Phantom, don't assume it is just a fighter, interceptor or a bomber as it can switch roles on the fly depending on its suspended armament loadout and what needs to be done.&lt;br /&gt;
&lt;br /&gt;
;Air-to-air&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was originally developed to be an all-weather fleet defensive interceptor for the U.S. Navy, however that role was already taken by the Vought F-8 Crusader, so going back to the drawing board, McDonnell engineers reconfigured the Phantom II so that it can be more versatile and be configured with weapons to suit the mission needed or the branch of military it would be flying for.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; Though large and intimidating, the Phantom II is a fast-moving beast of an aircraft which can hold its own in air-to-air combat. Due to its size and weight, turn fighting is not the best way to handle the aircraft as with its speed, acceleration and climbing abilities, it can Boom &amp;amp; Zoom with the best of them.&lt;br /&gt;
&lt;br /&gt;
Typically two weapons can be mounted which help this fighter excel in combat of this type and which are AIM-9B Sidewinder missiles and M-61 Vulcan cannons (in a configuration of one or three). The Vulcan cannons can spray the area in front of the Phantom II with an insane amount of 20 mm rounds, especially when three gun pods are mounted which almost has a shotgun scatter effect by the time it gets to where the enemy fighter is and should put enough holes in it with a few quick bursts to get a critical or even just destroy the enemy aircraft. Sometimes the cannons may not be the right option and for this, the AIM-9B comes into play. The Sidewinder missile is very effective and has a very low failure rate, though, in the hands of a good pilot, an enemy fighter does have a chance to evade the missile. The {{PAGENAME}} carries four AIM-9Bs and can utilize them to &amp;quot;spook&amp;quot; an enemy aircraft which might have an energy advantage to attempt energy bleeding manoeuvres to avoid the missile only inadvertently actually setting them up for an easy fly-by kill with the Phantom II's cannons. Missiles are also helpful for finishing off enemies that are unable to dodge them due to battle damage or a lack of energy.&lt;br /&gt;
&lt;br /&gt;
Rockets are another option for this aircraft, however for air-to-air combat, the Folding-Fin Aerial Rockets are the best bet of the three as they were designed to be fired off in large groups to take down large bombers, however, the Phantom II can make use of them not only with bombers but also against fighters attempting a head-on pass or even aircraft landing on airfield in domination matches, as a salvo of missiles will end short their attempt to capture the airfield.&lt;br /&gt;
&lt;br /&gt;
;Ground pounding&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom iscari.png‎|450px|thumb|right|Fully loaded '''{{PAGENAME}}''' en route to bombing site.]]&lt;br /&gt;
The {{PAGENAME}} was not called a ''Mud Mover'' for nothing as with its legendary suspended ordnance options it can quickly reshape the landscape with bombs and rockets.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; One of the other configurations the McDonnell engineers designed the Phantom II for was to fit the role of a bomber. Knowing ahead of time this option would increase the fighters value as a force multiplier, the aircraft's wings were originally super strengthened to support eleven hardpoint pylons to allow for up to 9,000 lbs of bombs to be carried (''to keep this in perspective, two {{PAGENAME}}s with four crew members could carry the same max weight of bombs of what one B-29 bomber with a total crew of 10 could but could do it a lot faster and at a lot lower altitude'').&lt;br /&gt;
The bomb options for the Phantom II range from 250, 500, 750 and 1,000 lb bombs which will allow this fighter/bomber to virtually attack any ground target on the map to include large bases. As a bonus, once all of the bombs have been dropped, the F-4 will not be a sitting duck while waiting for the reload timer (arcade) or when heading back to base (realistic and simulator) to reload as each loadout option includes one 20 mm gun pod to allow for a continued attack. Zuni and FFAR Might Mouse rockets can be used for great effect on vehicles and anti-aircraft sites, especially those which are clustered close together, however against heavy pillboxes and heavy tanks they might not do much. The final option is to outfit the AGM-12B or AGM-12C Bullpup rockets. These rockets are a mixed bag for the pilot as they excel at being used against tanks due to their 250 lb warhead; however, on the flip side, these rockets are MCLOS (manual command line of sight) which requires the Phantom II pilot to guide the rocket all the way to the target. Any cause for pilot deviation could potentially throw the Bullpup off course. During the guiding phase of Bullpup on the way to the target, a Phantom II is vulnerable as the pilot cannot be looking around for incoming enemy aircraft and must keep a visual on the target until the rocket hits its target.&lt;br /&gt;
&lt;br /&gt;
;Bait attack&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a phenomenal aircraft to use in a group manoeuvre known as a baiting attack. This fighter can play both roles as either the bait or an attacking aircraft. For this to work, the Phantom II can be used as the bait aircraft, which flies in a way to attract the attention of an enemy fighter (or two), after closing in, the Phantom II should use its speed and acceleration to go into a climb, almost like setting up for a rope-a-dope manoeuvre. While the enemy aircraft are attempting to chase the F-4 in the climb the group buddies can swoop in and take out the distracted enemy aircraft. Due to the fast speed and acceleration of the F-4, it can also be used as the support aircraft in the manoeuvre as with its cannons and missiles; it can lunge in to take out the baited enemy fighters.&lt;br /&gt;
&lt;br /&gt;
;Most dangerous enemies&lt;br /&gt;
&lt;br /&gt;
MiG fighters tend to be the most dangerous enemies, especially the MiG-21 variants, which are quite agile and can typically outmanoeuvre the F-4. The max speed of the MiG-21 is comparable with the F-4, whereas the earlier MiG 17 and 19 will get left in the dust as they are almost only half as fast. The early MiG-21 variants like the [[MiG-21F-13]] and [[J-7II]] can carry R-3S/PL-2 missiles similar to the AIM-9B but inferior to the AIM-9E. They can also be equipped with rockets, and the internal 30 mm cannon(s) can rip through the {{PAGENAME}} with careful aiming. Best bet against a MiG-21 is to attempt to first cripple the aircraft either during a head-on approach or through a missile, rocket or gun attack, once it is operating at less than 100%, it will be easier to manoeuvre around it and set up for the killing blow. Be wary of the [[MiG-21SMT]] and [[MiG-21MF (Germany) | MiG-21MF]], as they can carry up to 4 [[R-60]] air-to-air missiles with high agility and limited high-aspect capability.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom commander drew.jpg|450px|thumb|right|Artistic rendition of a '''{{PAGENAME}}''' in a power climb.]]&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Offensive 20 mm cannons&lt;br /&gt;
| Mk81&lt;br /&gt;
| AGM-12B Bullpup&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Airframe&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
| Mk82&lt;br /&gt;
| AGM-81C Bullpup&lt;br /&gt;
| AIM-9B&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| G-suit&lt;br /&gt;
| Gun pod SUU-23/A.&lt;br /&gt;
| M117&lt;br /&gt;
| LAU-3/A&lt;br /&gt;
| AIM-9E&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| Mk83&lt;br /&gt;
| LAU-10/A&lt;br /&gt;
|&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;
* Centre-line gun pod is default weapon on all load-outs, you can choose to only use missiles to save some performance, though.&lt;br /&gt;
* Wide variety of payload options to include 20 mm cannons, rockets, missiles and bombs&lt;br /&gt;
* One of the fastest aircraft in the game pushing Mach 2&lt;br /&gt;
* Has access to the fantastic AIM-9 Sidewinders air-to-air missiles&lt;br /&gt;
* Fantastic rate of climb&lt;br /&gt;
* Excellent acceleration&lt;br /&gt;
* Good roll rate for a larger aircraft&lt;br /&gt;
* M61 Vulcan is devastating to enemy aircraft (especially when three gun pods are outfitted)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The gun pods are pointed slightly downwards (pilot must adjust aim to compensate)&lt;br /&gt;
* Large target profile compared to other fighters it will fly against&lt;br /&gt;
* Poor turning ability unless using minimum fuel&lt;br /&gt;
* When maxed out at 24 t (21,800 kg/48,000 lb) manoeuvrability suffers&lt;br /&gt;
* Using wing-mounted hardpoints will break wings at low altitudes while flying Mach +1.10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Notice|'''Fun Fact''': The {{PAGENAME}}'s air-intake splitters each have ''12,500'' small holes drilled into them to reduce incoming turbulence and allow the maximum amount of ram air available into the air-intakes for the engines.}}&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;
McDonnell Aircraft Corporation began operations in 1939, though it didn't produce any fighter aircraft for the second great war, it did make a name for itself manufacturing aircraft parts for other aircraft. Though the company worked on a prototype twin-engine, single-seat interceptor aircraft, the XP-67 ''Bat'' (also known as ''Moonbat''), the destruction of the prototype due to an engine fire caused the project to be cancelled. However, starting in 1943, McDonnell began developing jet aircraft and successfully produced the FH-1 Phantom during the post-war era.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The success of the Phantom prompted other McDonnell aircraft to have similar features such as the dual engines placed forward under the fuselage and exiting just behind the wings, unlike many single-engine jet fighters which ran the rear length of the aircraft and exited out the rear. Follow on aircraft which shared the engine style of the Phantom was the F2H Banshee, F3H Demon and the F-101 Voodoo.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though McDonnell had initial success with the Phantom and Banshee, they started having problems with the Demon, though it was not because of the aircraft itself, however, it was because of the engines it was outfitted with. The aircraft was sound in its construction and aerodynamics. Later after the Westinghouse XJ40 turbojet was replaced with the Allison J71, the Demon saw greater success.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The F-101 Voodoo was an excellent performing aircraft which fulfilled its multi-role capability as an interceptor, fighter/bomber and reconnaissance aircraft, however, when going up against Vought Aircraft Company for a contract with the Navy, McDonnell lost out with the F-8 Crusader being the winner&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
McDonnell's response to this failure was to task their design team to build a fighter aircraft that the Navy could not refuse, but they did not yet know they needed. Part of the time spent gathering information included interviews with pilots and their wives and one major find was that while the pilots loved to fly fast single-engine fighters, they felt safer in an aircraft which had two engines. With this and other information in hand, McDonnell knew that they needed a single-seat, long-range attack aircraft which manifested itself in a full-size mock-up as the F3H-H, looking noticeably like a combination of a shortened Demon with the swept wings of a Banshee, plus straight tailplanes and an aerodynamic fuselage. This fighter was outfitted with four internal 20 mm cannons plus numerous external payload pylons mounted under the wings and fuselage. The F3H-H was considered more than just an aircraft and was evolving into what would be known as a weapon system. The original engines specified for this aircraft were the Wright J65-W-2, but McDonnell was eyeballing the new General Electric J79 engines for this project.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F3H-H was soon changed to the AH-1 (later the F4H-1) when it went into prototype status, but the aircraft was still having difficulty trying to find a place in the Navy as existing aircraft were already fulfilling the same roles. To make a fit, it was understood to the McDonnell engineers that major changes and modifications were needed to be made, the biggest of which was adding a second crew member.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; Also, the Navy was willing to sit down and detail out all of the requirements they would need the aircraft to have before they would consider buying it.&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt; Three other major requirements were that the aircraft was to be outfitted with the GE J79 engines, the aircraft was to be capable of Mach 2 and the internal 20 mm cannons were removed from the design. Upon the Navy committing to two prototypes, McDonnell knew they needed to undergo a major redesign of the flight surfaces. Through extensive wind tunnel testing the rear tailplanes ended up needing to be bent downward at a 23° anhedral while remaining clear of the jet exhaust. The wings needed to go through a similar change of a 5° dihedral, however, to save time and engineering, it was settled on just adjusting the outer most section of the wings at 12° dihedral which averaged to 5° across the entire wing.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the first two test flights of the F4H-1 ran into issues (after the first one, the right engine needed to be replaced due to foreign object damage to the compressor blades), flights three and four went smoothly including exceeding Mach 1. The F4H-1 was then shipped to Edwards Air Force Base where it was tested against the Crusader III where after being tested to its full capabilities showed that is undeniably beat the Vought aircraft across the board. Following this McDonnell followed up with breaking a height record where an F4H-1 successfully reached 98,500 ft in altitude and successfully returned. After this, the name of the jet was agreed to be the ''Phantom II'' which was a nod to the Navy's first jet fighter, the FH-1 Phantom.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The United States Marine Corps had shown interest in the F-4 program since its inception as they were tired of the worn-out hand-me-downs that Navy tended to give them.&amp;lt;ref name=&amp;quot;Roblin&amp;quot; /&amp;gt; Impressed with the payload and range of the aircraft, the Corps went all in with this fighter to augment and enhance their current aircraft inventory. The United States Air Force, on the other hand, balked at the F-4, believing it to be a second-rate fighter having to be constrained to be built for carrier operations. However, the Air Force could not turn down a request to pit the Phantom II against their finest fighter, the Convair F-106 Delta Dart. During the endurance trials between the two aircraft, again it was shown that the F-4 excelled in just about every area tested (speed, payload, altitude, range and maintenance hours needed) over the F-106 and because of this, the Air Force requested two prototypes for further evaluation.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; At this point the Navy was receiving the F-4B fighters and ultimately after further testing, the Air Force put in an urgent request for a transfer of 29 Navy F-4Bs while the Air Forces F-4C models were being built.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Force versions of the F-4C differed from the Navy's F-4B in that the C version had additional ground-attack capabilities along with a full set of controls for the rear seat.&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt; The rear-seater was typically a junior pilot nicknamed &amp;quot;Wizzo&amp;quot; or Weapons Systems Operator. Other changes included a reworking of the landing gear which led to lower pressure, but wider tires and an anti-skid assembly attached to the landing gear.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The refuelling probe was replaced with a receptacle in the spine of the fighter (for boom refuelling operations) and the cockpit was reconfigured to improve visibility for the guy in back. Updated SST-181X Combat Skyspot radar bombing system allowed the F-4s to accomplish bombing missions under complete cloud cover. Though, not essential to the Air Force, their F-4s did retain the Navy's folding wings, catapult hooks and arrestor hook.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial deliveries of the F-4C delivered them in the standard non-combat grey and white paintwork; however, upon arriving in Vietnam at Udon RTAFB in Thailand, the aircraft was painted to the more appropriate green and brown tactical camouflage.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6352-development-f-4c-phantom-ii-the-record-breaker-en|Devblog]]===&lt;br /&gt;
In the early 1950s, McDonnell Aircraft began work on a revised design of their F3H Demon naval fighter, in an effort to expand upon its capabilities and improve performance in general. By September 1953, the design was submitted for Navy consideration. Showing interest in the project, the U.S. Navy ordered the construction of a mock-up and expressed interest in potentially procuring the type.&lt;br /&gt;
&lt;br /&gt;
By 1955, however, the U.S. Navy changed the requirements for the aircraft substantially. Instead of a multipurpose aircraft, the new design was now supposed to act as a two-seat, long-range, all-weather fleet interceptor. Having revised the design, orders were issued for the construction of two XF4H-1 prototypes as well as an additional five pre-production F4H-1s. Following comparative testing against other machines in service with the Navy at the time, the F4H proved itself as highly capable aircraft and was thus ordered into full-scale production as the F-4. The name ‘Phantom II' was given to the aircraft at McDonnell's 20th anniversary celebration in July 1959.&lt;br /&gt;
&lt;br /&gt;
Some time after the Navy procured the F-4, other branches of the U.S. military also became interested in the aircraft. A result, the USAF also introduced a special &amp;quot;army&amp;quot; version of the F-4 into service during the mid 1960s under the designation F-4C.&lt;br /&gt;
&lt;br /&gt;
The F-4 Phantom II would become one of the most produced and widely used American combat aircraft of the second half of the 20th century. With over 5,100 machines being built, the F-4 Phantom II saw service with several operators around the globe and remained in service until the 1990s, while some still serve to this day. Phantom II is widely known as a symbol of the US campaign in Vietnam, in particular.&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|aFj2LOWdj5o|'''The Shooting Range #166''' - ''Metal Beasts'' section at 00:32 discusses the F-4C Phantom II.}}&lt;br /&gt;
&lt;br /&gt;
;Notable pilots&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Robin_Olds_portrait.jpg|thumb|none|300px|link=User:U64962917#Olds,_Robin.|During the Vietnam war [[User:U64962917#Olds, Robin|Robin Olds]] flew the '''F-4C''' and '''F-4D''' fighters and failed to claim aircraft kills after #4 to prevent attaining ace status to remain flying in the war as long as possible.]] &amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:X.jpg|thumb|none|250px|&amp;quot;Image Description&amp;quot;]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:X.jpg|thumb|none|250px|&amp;quot;Image Description&amp;quot;]] &amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&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;
&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;
;Other variants in-game&lt;br /&gt;
&lt;br /&gt;
* [[Phantom FGR.2]] - U.S. Navy/Marine Corps F-4J variant purchased by the Royal Navy's Fleet Air Arm, the designation changed to F-4M and then later to Phantom FGR.2 (Fighter/Ground attack/Reconnaissance) after being modified and outfitted with larger Rolls-Royce Spay 203 engines.  &lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 F-13|MiG-21]]&lt;br /&gt;
* Shenyang [[J-7II]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
=== Citations ===&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Hachette&amp;quot;&amp;gt;Hachette Partworks LTD. (2019)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Joiner&amp;quot;&amp;gt;Joiner, S. (2015, March)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Roblin&amp;quot;&amp;gt;Roblin, S. (2019, April 17)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biblography ===&lt;br /&gt;
&lt;br /&gt;
* Hachette Partworks LTD. (2019). McDonnell F-4 Phantom II - The Greatest Warplane in the West. (5th ed.). London: Hachette Partworks LTD. ISSN:[https://portal.issn.org/resource/ISSN/2517-259X# 2517-259X]&lt;br /&gt;
* Joiner, Stephen. [https://www.airspacemag.com/military-aviation/what-couldnt-f-4-phantom-do-180953944/ &amp;quot;What Couldn't the F-4 Phantom Do?&amp;quot;], ''Air &amp;amp; Space Magazine'', On-line, March 2015. Retrieved on 27 September 2019.&lt;br /&gt;
* Roblin, Sebastien. [https://nationalinterest.org/blog/buzz/why-you-need-respect-mcdonnell-douglas-f-4-phantom-ii-fighter-52862 &amp;quot;Why You Need to Respect the McDonnell Douglas F-4 Phantom II Fighter&amp;quot;] ''Nationalinterest.org website'', On-line 17 April 2019.  Retrieved on 27 September 2019.&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6352-development-f-4c-phantom-ii-the-record-breaker-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; F-4C Phantom II: The Record Breaker]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-4C_Phantom_II&amp;diff=62249</id>
		<title>F-4C Phantom II</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-4C_Phantom_II&amp;diff=62249"/>
				<updated>2020-06-27T10:18:16Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: AIM-9B is a tier 2 and AIM-9E is tier 3, which is perfectly okay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=f-4c}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-4 Phantom II (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Development of fighter aircraft attempts to balance size, speed, armament and manoeuvrability to come up with the perfect fighter. Due to the difficulties and challenges of bundling all of these in one aircraft, many different varieties have been developed through the years which highlighted one or more aspects but rarely all in one. And sometimes the mould had to be broken and the motto &amp;quot;bigger IS better&amp;quot; came into play. Due to these such heavyweight fighters like the [[P-61C-1|P-61]], [[Me 410 (Family)|Me 410]], [[Beaufighter (Family)|Beaufighter]], [[J5N1]] and [[SM.91]] were developed to fly faster, remain manoeuvrable and carry heavier weapons and ordnance, sometimes much heavier than their lighter counterparts. The {{PAGENAME}} is no exception, originally developed as a souped-up F-3H Demon, this fighter was modified into a larger, heavier, faster fighter-interceptor/bomber that the U.S. Navy didn't realize it needed and when it did, it went all in.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The imposing {{PAGENAME}} can seem a bit intimidating at first due to its size, but the pilot will quickly find that with the dual J79-GE-15 engines that this fighter is no slouch. Going from takeoff, acceleration in a climb and to level flight the {{PAGENAME}} will move and is quite agile for an aircraft of its size. More than capable as a dogfighter, it, however, has many options up its sleeve to deal with enemy aircraft it may encounter. Pilots new to the {{PAGENAME}} will initially be set up with an M61 20 mm cannon. Due to this aircraft not being configured with an internal cannon, one was required to be mounted on a centre-line pylon. Options become available to mount two additional 20 mm cannon gun pods, one under each wing which all together will spew out a slew of 20 mm rounds acting like a shotgun effect even at &amp;gt;500 m. [[AIM-9B]] and [[AIM-9E]] Sidewinder missiles round out the Phantom's anti-air capabilities and are solid missiles to use against enemy aircraft which will cause the enemy pilot to take evasive manoeuvres to avoid the missile. In the event that happens, be ready with the cannons for backup as the enemy pilot should be an easy target after bleeding all of their speed and energy avoiding the missile.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom markymark 002.jpg|350px|thumb|left|Bird's eye view of a '''{{PAGENAME}}''' from the VF-111 ''Sundowners'' squadron.]]&lt;br /&gt;
&lt;br /&gt;
Another arena where the {{PAGENAME}} shines is in the ground-pounding or ground attack function of the aircraft. With eleven hardpoints, this fighter/bomber can be configured in many different ways to carry a combination of guns, bombs and rockets. When it comes to bombs, the {{PAGENAME}} has the option to use either 250 lb, 500 lb, 750 lb or 1,000 lb bombs and can hold upwards of 9,000 lbs total! The Phantom also has three different rocket types to choose from, depending on the targets you are going after. These range from anti-tank AGM-12B and AGM-12C Bullpup guided rockets, Zuni Mk32 anti-tank rockets and the small but powerful FFAR Mighty Mouse in a volume of 228, which can be devastating when used en masse.&lt;br /&gt;
&lt;br /&gt;
The amazing F-4 Phantom II was state-of-the-art in its day and even 60 years later, several countries are still utilising this iconic fighter/bomber as a force multiplier with their air forces today. This fighter coupled with a pilots skill and determination can help alter the outcome in the jet-battle matches.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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 {{PAGENAME}} is an incredibly stable aircraft, however from the way its wingtips and tailplanes look, one might think otherwise. Due to extensive wind tunnel testing, McDonnell engineers determined that by canting the tailplanes downward at a 23° anhedral (inclination) the stability and stall recovery characteristics of the aircraft dramatically improved and in the same fashion they didn't interfere with the engine's jet exhaust. The wings, on the other hand, were developed to be extremely strong to support large suspended armaments; however, they needed to be given a 5° upward inclination, though, to prevent having to redesign the entire wing, the engineers elected to just raise the wingtips at 12° dihedral which averaged the wing at the necessary 5°. The iconic shape of the {{PAGENAME}} was set.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the airframe, wings and tailplanes set in place, the fighter became a stable and solid aircraft. Stability is especially critical with a jet which closes in on the Mach 2 mark. Early speed trials identified flaws in the aircraft which at times proved fatal, but corrections and modifications for later aircraft increased their stability and airworthiness which saved many pilots with damaged aircraft. The {{PAGENAME}} is powered by two General Electric J79-GE-15 engines which are necessary to keep the fighter/bomber in the sky, especially with heavy ordnance loads, however, these engines don't bog down too much under heavy loads as it will still accelerate in a climb, during level flight and during a dive. A testament to the jet and its engines, during one altitude test, the F-4 flew Mach 2 all the way to 90,000 feet where the engines were shut off and the plane coasted up to 98,000 ft, slowing to almost 45 mph and upon dropping back to Earth, fired up its engines at around 70,000 ft and successfully landed.&lt;br /&gt;
&lt;br /&gt;
The Phantom II has the speed and acceleration and also has sufficient manoeuvrability. As a low altitude bomber, the {{PAGENAME}} needed to be manoeuvrable or else it would have been an easier target for either the MiG fighters or the anti-aircraft ground fire. Even with heavy ordnance loads, the Phantom II could still shimmy into position, release its ordnance and then rocket away to a higher altitude. Pilots found out early on that some MiG fighters like the -17 were extremely manoeuvrable and had to be prepared to nullify the target to prevent the MiG from getting behind them.&lt;br /&gt;
For the {{PAGENAME}} pilot, it is important when bombing targets to keep a look around and watch for enemy fighters attempting to swoop in, attack the ground target and rocket up to safety. When flying at altitude, be careful not to get into a turning fight as the Phantom is a very heavy aircraft and does not turn very well, instead fly fast and work with Boom &amp;amp; Zoom techniques and always watch your six as a MiG may try to sneak up from behind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 12,192 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;
| 2,231 || 2,206 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.4 || 27.9 || 144.1 || 135.0 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,362 || 2,290 || 25.6 || 26.0 || 202.1 || 172.0&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;&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 || ✓ || ✓ || ✓ || ✓ || ✓     &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;&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}} || 625 || 625 || 463 || ~11 || ~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; 810 || &amp;lt; 750 || &amp;lt; 700 || 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;4&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; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-15 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 13,900 kg || colspan=&amp;quot;2&amp;quot; | 402 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;3&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;
! 8m fuel || 20m fuel || 28m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,720 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 15,610 kg || 18,124 kg || 19,799 kg || 24,000 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;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 28m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,910 kgf || 7,561 kgf&lt;br /&gt;
| 0.97 || 0.83 || 0.76 || 0.63&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,910 kgf&amp;lt;br /&amp;gt;(0 km/h) || 8,856 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.13 || 0.98 || 0.89 || 0.74&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
[[File:F 4 phantom sgtroach.png|350px|thumb|right|''Fox-2, Fox-2'' - ROKAF '''{{PAGENAME}}''' launching an [[AIM-9B]] Sidewinder missile.]]&lt;br /&gt;
Due to the sheer weight of the {{PAGENAME}} it is surprising to note that there is no armour plating nor any bulletproof canopies. Littered with eight fuel tanks, one in each wing and the other six in the fuselage right above the engines, there isn't much protection for the self-sealing tanks. The Phantom pilot will need to be cognizant of where enemy aircraft are behind them to ensure they prevent their aircraft from taking damage as speed and manoeuvrability are the keys to survival and if lost, there is not much hope for the fighter.&lt;br /&gt;
&lt;br /&gt;
For those aircraft attacking the {{PAGENAME}}, when using machine guns and cannons you can try to blow off a wing or snipe the pilot, however, your best bet will be to aim for centre fuselage where you have the greatest chance of hitting several fuel tanks or even the engines. Firing missiles will cause the pilot to take evasive manoeuvres which may cause the aircraft to pitch up or down which will expose the greatest surface area allowing your guns or cannons to finish the fight as for without any armour, only the thin metal skin separates the incoming bullets from critical {{PAGENAME}} components.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&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|M61 (20 mm)|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)}}&lt;br /&gt;
{{main|AGM-12B Bullpup|AGM-12C Bullpup|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|AIM-9B}}&lt;br /&gt;
[[File:F 4 phantom news001.jpg|450px|thumb|right|Three-quarter view of an '''{{PAGENAME}}''' displaying the variance of suspended armament.]]&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm M61 Vulcan rotary cannon in a SUU-16/SUU-23 gun pod (approximately 1200 rounds)&lt;br /&gt;
* 2 x additional SUU-16/SUU-23 gun pods for a total of 3 x M61 Vulcan 20 mm cannons&lt;br /&gt;
* 18 x 250 lb. Mk.81 bombs (4,500 lbs total)&lt;br /&gt;
* 18 x 500 lb. Mk.82 bombs (9,000 lbs total)&lt;br /&gt;
* 12 x 750 lb. M117 cone 45 bombs (9,000 lbs total)&lt;br /&gt;
* 8 x 1000 lb. Mk.83  bombs (8,000 lbs total)&lt;br /&gt;
* 2 - 4 x AGM-12 Bullpup Air-to-Surface Missiles&lt;br /&gt;
* 48 x Mk. 32 Zuni ATAP rockets&lt;br /&gt;
* 228 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
It is rare for a fighter not to have any native offensive weapons, typically this is a situation you would find on a bomber. The {{PAGENAME}} is unique in that what it lacks in offensive weapons, it more than makes up for in suspended weapons. With a total of 11 hardpoint pylons, an array of guns, bombs, rockets and missiles can be added, fully customizing the mission to suit the needs of the pilot. The pilot has the choice of configuring for air-to-air, air-to-ground or a mixture of both (bombs and Bullpup rockets are ground attack only, missiles are air-to-air attack only while the cannons, Zuni and FFAR rockets can be used for both).&lt;br /&gt;
&lt;br /&gt;
In regards to air-to-air combat, the {{PAGENAME}} is hard-pressed to find a competitor on equal footing, but that can be found with an exceptional pilot flying a less than equal aircraft. This fighter is fast and with its speed, it can relatively sneak up on enemy fighters by closing the gap on the field with its twin J79-GE-15 engines. Once in place and the enemy is in range, two options are available, guns or missiles?  The M-61 Vulcan cannon can spew 20 mm rounds at the rate of just over 6,000 rounds per minute (roughly 100 per second), now multiply that by three (if the Phantom is configured for three gun pods) and you can see devastating firepower which will be difficult for any enemy aircraft to avoid. Even just quick bursts at a manoeuvring fighter can be enough to inflict critical damage or even blowing off a wing. Ground attack with the guns can be effective on lighter armoured vehicles with just a few quick bursts.&lt;br /&gt;
&lt;br /&gt;
The AIM-9B and AIM-9E Sidewinders are the missile options available for the {{PAGENAME}}. During the Vietnam War, when US Air Force models of the Phantom like the F-4C and F-4D began operations, they did so without the capability of mounting AIM-9 Sidewinder missiles as the Navy models did, instead using the AIM-4 Falcon. Falcons had gained a reputation of not being reliable (not firing, not tracking, not exploding) so several squadrons had their fighters field-modified with the ability to mount their trusted Sidewinder missiles. Here on the {{PAGENAME}}, four Sidewinders are available and are effective at hounding down an aircraft when a lock is acquired. However, they are not guaranteed to hit, as a competent pilot can avoid them with hard maneuvering, flying towards the sun, etc. However these actions will often hamper the target's speed and situational awareness, making them an easier target to clean up with the cannons.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom markymark 001.jpg ‎|350px|thumb|left|VF-96 ''Showtime-100'' '''{{PAGENAME}}''' unloading bombs in Vietnam.]]&lt;br /&gt;
Zuni and FFAR rockets can be utilised effectively against bombers or even against other fighters, especially during a head-on. Though unguided and not very accurate, usually a salvo of these rockets is enough to cause an enemy to panic into an unexpected manoeuvre. Usage of these rockets on ground targets works very well too. Again, with them being unguided, shooting them en masse ensure a greater possibility of one or more to hit the target. The AGM-12B Bullpup rockets are excellent rockets to use against ground targets, however, the one drawback is that it needs to be guided in by the pilot, so if there are any distractions to the pilot, the rocket will likely go off course and miss the target.&lt;br /&gt;
&lt;br /&gt;
9,000 lbs. Yes, you read that number correctly, the {{PAGENAME}} can carry up to 9,000 lbs of bombs, which is half of what a [[B-29A-BN|B-29]] bomber could carry, however, the Phantom is quite a bit more accurate dropping from much lower altitudes. Using combinations of 250, 500, 750 and 1,000 lb bombs allows the pilot to pick targets accordingly. To ensure the {{PAGENAME}} is not left defenceless after the bombs are away, each configuration has at least one 20 mm cannon pod and/or AIM-9B missiles to go with it.&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 {{PAGENAME}} relies on brute force to get its job done. With this version of the Phantom II, there is no protective armour, there are no defensive weapons and there are no countermeasures to ward off the enemy and the weapons they bring to the table. As a brute, the Phantom II muscles its way into a fight, it brings the big guns whether it is cannons, rockets, bombs, missiles or any combination of them and when it does bring them, it brings lots of them. When attacking a Phantom, don't assume it is just a fighter, interceptor or a bomber as it can switch roles on the fly depending on its suspended armament loadout and what needs to be done.&lt;br /&gt;
&lt;br /&gt;
;Air-to-air&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was originally developed to be an all-weather fleet defensive interceptor for the U.S. Navy, however that role was already taken by the Vought F-8 Crusader, so going back to the drawing board, McDonnell engineers reconfigured the Phantom II so that it can be more versatile and be configured with weapons to suit the mission needed or the branch of military it would be flying for.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; Though large and intimidating, the Phantom II is a fast-moving beast of an aircraft which can hold its own in air-to-air combat. Due to its size and weight, turn fighting is not the best way to handle the aircraft as with its speed, acceleration and climbing abilities, it can Boom &amp;amp; Zoom with the best of them.&lt;br /&gt;
&lt;br /&gt;
Typically two weapons can be mounted which help this fighter excel in combat of this type and which are AIM-9B Sidewinder missiles and M-61 Vulcan cannons (in a configuration of one or three). The Vulcan cannons can spray the area in front of the Phantom II with an insane amount of 20 mm rounds, especially when three gun pods are mounted which almost has a shotgun scatter effect by the time it gets to where the enemy fighter is and should put enough holes in it with a few quick bursts to get a critical or even just destroy the enemy aircraft. Sometimes the cannons may not be the right option and for this, the AIM-9B comes into play. The Sidewinder missile is very effective and has a very low failure rate, though, in the hands of a good pilot, an enemy fighter does have a chance to evade the missile. The {{PAGENAME}} carries four AIM-9Bs and can utilize them to &amp;quot;spook&amp;quot; an enemy aircraft which might have an energy advantage to attempt energy bleeding manoeuvres to avoid the missile only inadvertently actually setting them up for an easy fly-by kill with the Phantom II's cannons. Missiles are also helpful for finishing off enemies that are unable to dodge them due to battle damage or a lack of energy.&lt;br /&gt;
&lt;br /&gt;
Rockets are another option for this aircraft, however for air-to-air combat, the Folding-Fin Aerial Rockets are the best bet of the three as they were designed to be fired off in large groups to take down large bombers, however, the Phantom II can make use of them not only with bombers but also against fighters attempting a head-on pass or even aircraft landing on airfield in domination matches, as a salvo of missiles will end short their attempt to capture the airfield.&lt;br /&gt;
&lt;br /&gt;
;Ground pounding&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom iscari.png‎|450px|thumb|right|Fully loaded '''{{PAGENAME}}''' en route to bombing site.]]&lt;br /&gt;
The {{PAGENAME}} was not called a ''Mud Mover'' for nothing as with its legendary suspended ordnance options it can quickly reshape the landscape with bombs and rockets.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; One of the other configurations the McDonnell engineers designed the Phantom II for was to fit the role of a bomber. Knowing ahead of time this option would increase the fighters value as a force multiplier, the aircraft's wings were originally super strengthened to support eleven hardpoint pylons to allow for up to 9,000 lbs of bombs to be carried (''to keep this in perspective, two {{PAGENAME}}s with four crew members could carry the same max weight of bombs of what one B-29 bomber with a total crew of 10 could but could do it a lot faster and at a lot lower altitude'').&lt;br /&gt;
The bomb options for the Phantom II range from 250, 500, 750 and 1,000 lb bombs which will allow this fighter/bomber to virtually attack any ground target on the map to include large bases. As a bonus, once all of the bombs have been dropped, the F-4 will not be a sitting duck while waiting for the reload timer (arcade) or when heading back to base (realistic and simulator) to reload as each loadout option includes one 20 mm gun pod to allow for a continued attack. Zuni and FFAR Might Mouse rockets can be used for great effect on vehicles and anti-aircraft sites, especially those which are clustered close together, however against heavy pillboxes and heavy tanks they might not do much. The final option is to outfit the AGM-12B or AGM-12C Bullpup rockets. These rockets are a mixed bag for the pilot as they excel at being used against tanks due to their 250 lb warhead; however, on the flip side, these rockets are MCLOS (manual command line of sight) which requires the Phantom II pilot to guide the rocket all the way to the target. Any cause for pilot deviation could potentially throw the Bullpup off course. During the guiding phase of Bullpup on the way to the target, a Phantom II is vulnerable as the pilot cannot be looking around for incoming enemy aircraft and must keep a visual on the target until the rocket hits its target.&lt;br /&gt;
&lt;br /&gt;
;Bait attack&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a phenomenal aircraft to use in a group manoeuvre known as a baiting attack. This fighter can play both roles as either the bait or an attacking aircraft. For this to work, the Phantom II can be used as the bait aircraft, which flies in a way to attract the attention of an enemy fighter (or two), after closing in, the Phantom II should use its speed and acceleration to go into a climb, almost like setting up for a rope-a-dope manoeuvre. While the enemy aircraft are attempting to chase the F-4 in the climb the group buddies can swoop in and take out the distracted enemy aircraft. Due to the fast speed and acceleration of the F-4, it can also be used as the support aircraft in the manoeuvre as with its cannons and missiles; it can lunge in to take out the baited enemy fighters.&lt;br /&gt;
&lt;br /&gt;
;Most dangerous enemies&lt;br /&gt;
&lt;br /&gt;
MiG fighters tend to be the most dangerous enemies, especially the MiG-21 variants, which are quite agile and can typically outmanoeuvre the F-4. The max speed of the MiG-21 is comparable with the F-4, whereas the earlier MiG 17 and 19 will get left in the dust as they are almost only half as fast. The early MiG-21 variants like the [[MiG-21F-13]] and [[J-7II]] can carry R-3S/PL-2 missiles similar to the AIM-9B but inferior to the AIM-9E. They can also be equipped with rockets, and the internal 30 mm cannon(s) can rip through the {{PAGENAME}} with careful aiming. Best bet against a MiG-21 is to attempt to first cripple the aircraft either during a head-on approach or through a missile, rocket or gun attack, once it is operating at less than 100%, it will be easier to manoeuvre around it and set up for the killing blow. Be wary of the [[MiG-21SMT]] and [[MiG-21MF (Germany) | MiG-21MF]], as they can carry up to 4 [[R-60]] air-to-air missiles with high agility and limited high-aspect capability.&lt;br /&gt;
&lt;br /&gt;
[[File:F 4 phantom commander drew.jpg|450px|thumb|right|Artistic rendition of a '''{{PAGENAME}}''' in a power climb.]]&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Offensive 20 mm cannons&lt;br /&gt;
| Mk81&lt;br /&gt;
| AGM-12B Bullpup&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Airframe&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
| Mk82&lt;br /&gt;
| AGM-81C Bullpup&lt;br /&gt;
| AIM-9B&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| G-suit&lt;br /&gt;
| Gun pod SUU-23/A.&lt;br /&gt;
| M117&lt;br /&gt;
| LAU-3/A&lt;br /&gt;
| AIM-9E&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| Mk83&lt;br /&gt;
| LAU-10/A&lt;br /&gt;
|&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;
* Centre-line gun pod is default weapon on all load-outs&lt;br /&gt;
* Wide variety of payload options to include 20 mm cannons, rockets, missiles and bombs&lt;br /&gt;
* Suffers no performance loss when equipped with three gun pods (one under each wing and one centre line on the fuselage)&lt;br /&gt;
* One of the fastest aircraft in the game pushing Mach 2&lt;br /&gt;
* Has access to the fantastic AIM-9 Sidewinders air-to-air missiles&lt;br /&gt;
* Fantastic rate of climb&lt;br /&gt;
* Excellent acceleration&lt;br /&gt;
* Good roll rate for a larger aircraft&lt;br /&gt;
* M61 Vulcan is devastating to enemy aircraft (especially when three gun pods are outfitted)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The gun pods are pointed slightly downwards (pilot must adjust aim to compensate)&lt;br /&gt;
* Large target profile compared to other fighters it will fly against&lt;br /&gt;
* Poor turning ability unless using minimum fuel&lt;br /&gt;
* When maxed out at 24 t (21,800 kg/48,000 lb) manoeuvrability suffers&lt;br /&gt;
* Using wing-mounted hardpoints will break wings at low altitudes while flying Mach +1.10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Notice|'''Fun Fact''': The {{PAGENAME}}'s air-intake splitters each have ''12,500'' small holes drilled into them to reduce incoming turbulence and allow the maximum amount of ram air available into the air-intakes for the engines.}}&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;
McDonnell Aircraft Corporation began operations in 1939, though it didn't produce any fighter aircraft for the second great war, it did make a name for itself manufacturing aircraft parts for other aircraft. Though the company worked on a prototype twin-engine, single-seat interceptor aircraft, the XP-67 ''Bat'' (also known as ''Moonbat''), the destruction of the prototype due to an engine fire caused the project to be cancelled. However, starting in 1943, McDonnell began developing jet aircraft and successfully produced the FH-1 Phantom during the post-war era.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The success of the Phantom prompted other McDonnell aircraft to have similar features such as the dual engines placed forward under the fuselage and exiting just behind the wings, unlike many single-engine jet fighters which ran the rear length of the aircraft and exited out the rear. Follow on aircraft which shared the engine style of the Phantom was the F2H Banshee, F3H Demon and the F-101 Voodoo.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though McDonnell had initial success with the Phantom and Banshee, they started having problems with the Demon, though it was not because of the aircraft itself, however, it was because of the engines it was outfitted with. The aircraft was sound in its construction and aerodynamics. Later after the Westinghouse XJ40 turbojet was replaced with the Allison J71, the Demon saw greater success.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The F-101 Voodoo was an excellent performing aircraft which fulfilled its multi-role capability as an interceptor, fighter/bomber and reconnaissance aircraft, however, when going up against Vought Aircraft Company for a contract with the Navy, McDonnell lost out with the F-8 Crusader being the winner&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
McDonnell's response to this failure was to task their design team to build a fighter aircraft that the Navy could not refuse, but they did not yet know they needed. Part of the time spent gathering information included interviews with pilots and their wives and one major find was that while the pilots loved to fly fast single-engine fighters, they felt safer in an aircraft which had two engines. With this and other information in hand, McDonnell knew that they needed a single-seat, long-range attack aircraft which manifested itself in a full-size mock-up as the F3H-H, looking noticeably like a combination of a shortened Demon with the swept wings of a Banshee, plus straight tailplanes and an aerodynamic fuselage. This fighter was outfitted with four internal 20 mm cannons plus numerous external payload pylons mounted under the wings and fuselage. The F3H-H was considered more than just an aircraft and was evolving into what would be known as a weapon system. The original engines specified for this aircraft were the Wright J65-W-2, but McDonnell was eyeballing the new General Electric J79 engines for this project.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F3H-H was soon changed to the AH-1 (later the F4H-1) when it went into prototype status, but the aircraft was still having difficulty trying to find a place in the Navy as existing aircraft were already fulfilling the same roles. To make a fit, it was understood to the McDonnell engineers that major changes and modifications were needed to be made, the biggest of which was adding a second crew member.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; Also, the Navy was willing to sit down and detail out all of the requirements they would need the aircraft to have before they would consider buying it.&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt; Three other major requirements were that the aircraft was to be outfitted with the GE J79 engines, the aircraft was to be capable of Mach 2 and the internal 20 mm cannons were removed from the design. Upon the Navy committing to two prototypes, McDonnell knew they needed to undergo a major redesign of the flight surfaces. Through extensive wind tunnel testing the rear tailplanes ended up needing to be bent downward at a 23° anhedral while remaining clear of the jet exhaust. The wings needed to go through a similar change of a 5° dihedral, however, to save time and engineering, it was settled on just adjusting the outer most section of the wings at 12° dihedral which averaged to 5° across the entire wing.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the first two test flights of the F4H-1 ran into issues (after the first one, the right engine needed to be replaced due to foreign object damage to the compressor blades), flights three and four went smoothly including exceeding Mach 1. The F4H-1 was then shipped to Edwards Air Force Base where it was tested against the Crusader III where after being tested to its full capabilities showed that is undeniably beat the Vought aircraft across the board. Following this McDonnell followed up with breaking a height record where an F4H-1 successfully reached 98,500 ft in altitude and successfully returned. After this, the name of the jet was agreed to be the ''Phantom II'' which was a nod to the Navy's first jet fighter, the FH-1 Phantom.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The United States Marine Corps had shown interest in the F-4 program since its inception as they were tired of the worn-out hand-me-downs that Navy tended to give them.&amp;lt;ref name=&amp;quot;Roblin&amp;quot; /&amp;gt; Impressed with the payload and range of the aircraft, the Corps went all in with this fighter to augment and enhance their current aircraft inventory. The United States Air Force, on the other hand, balked at the F-4, believing it to be a second-rate fighter having to be constrained to be built for carrier operations. However, the Air Force could not turn down a request to pit the Phantom II against their finest fighter, the Convair F-106 Delta Dart. During the endurance trials between the two aircraft, again it was shown that the F-4 excelled in just about every area tested (speed, payload, altitude, range and maintenance hours needed) over the F-106 and because of this, the Air Force requested two prototypes for further evaluation.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; At this point the Navy was receiving the F-4B fighters and ultimately after further testing, the Air Force put in an urgent request for a transfer of 29 Navy F-4Bs while the Air Forces F-4C models were being built.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Force versions of the F-4C differed from the Navy's F-4B in that the C version had additional ground-attack capabilities along with a full set of controls for the rear seat.&amp;lt;ref name=&amp;quot;Joiner&amp;quot; /&amp;gt; The rear-seater was typically a junior pilot nicknamed &amp;quot;Wizzo&amp;quot; or Weapons Systems Operator. Other changes included a reworking of the landing gear which led to lower pressure, but wider tires and an anti-skid assembly attached to the landing gear.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt; The refuelling probe was replaced with a receptacle in the spine of the fighter (for boom refuelling operations) and the cockpit was reconfigured to improve visibility for the guy in back. Updated SST-181X Combat Skyspot radar bombing system allowed the F-4s to accomplish bombing missions under complete cloud cover. Though, not essential to the Air Force, their F-4s did retain the Navy's folding wings, catapult hooks and arrestor hook.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial deliveries of the F-4C delivered them in the standard non-combat grey and white paintwork; however, upon arriving in Vietnam at Udon RTAFB in Thailand, the aircraft was painted to the more appropriate green and brown tactical camouflage.&amp;lt;ref name=&amp;quot;Hachette&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6352-development-f-4c-phantom-ii-the-record-breaker-en|Devblog]]===&lt;br /&gt;
In the early 1950s, McDonnell Aircraft began work on a revised design of their F3H Demon naval fighter, in an effort to expand upon its capabilities and improve performance in general. By September 1953, the design was submitted for Navy consideration. Showing interest in the project, the U.S. Navy ordered the construction of a mock-up and expressed interest in potentially procuring the type.&lt;br /&gt;
&lt;br /&gt;
By 1955, however, the U.S. Navy changed the requirements for the aircraft substantially. Instead of a multipurpose aircraft, the new design was now supposed to act as a two-seat, long-range, all-weather fleet interceptor. Having revised the design, orders were issued for the construction of two XF4H-1 prototypes as well as an additional five pre-production F4H-1s. Following comparative testing against other machines in service with the Navy at the time, the F4H proved itself as highly capable aircraft and was thus ordered into full-scale production as the F-4. The name ‘Phantom II' was given to the aircraft at McDonnell's 20th anniversary celebration in July 1959.&lt;br /&gt;
&lt;br /&gt;
Some time after the Navy procured the F-4, other branches of the U.S. military also became interested in the aircraft. A result, the USAF also introduced a special &amp;quot;army&amp;quot; version of the F-4 into service during the mid 1960s under the designation F-4C.&lt;br /&gt;
&lt;br /&gt;
The F-4 Phantom II would become one of the most produced and widely used American combat aircraft of the second half of the 20th century. With over 5,100 machines being built, the F-4 Phantom II saw service with several operators around the globe and remained in service until the 1990s, while some still serve to this day. Phantom II is widely known as a symbol of the US campaign in Vietnam, in particular.&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:F 4 phantom news006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|aFj2LOWdj5o|'''The Shooting Range #166''' - ''Metal Beasts'' section at 00:32 discusses the F-4C Phantom II.}}&lt;br /&gt;
&lt;br /&gt;
;Notable pilots&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Robin_Olds_portrait.jpg|thumb|none|300px|link=User:U64962917#Olds,_Robin.|During the Vietnam war [[User:U64962917#Olds, Robin|Robin Olds]] flew the '''F-4C''' and '''F-4D''' fighters and failed to claim aircraft kills after #4 to prevent attaining ace status to remain flying in the war as long as possible.]] &amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:X.jpg|thumb|none|250px|&amp;quot;Image Description&amp;quot;]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:X.jpg|thumb|none|250px|&amp;quot;Image Description&amp;quot;]] &amp;lt;/li&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&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;
&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;
;Other variants in-game&lt;br /&gt;
&lt;br /&gt;
* [[Phantom FGR.2]] - U.S. Navy/Marine Corps F-4J variant purchased by the Royal Navy's Fleet Air Arm, the designation changed to F-4M and then later to Phantom FGR.2 (Fighter/Ground attack/Reconnaissance) after being modified and outfitted with larger Rolls-Royce Spay 203 engines.  &lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 F-13|MiG-21]]&lt;br /&gt;
* Shenyang [[J-7II]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
=== Citations ===&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Hachette&amp;quot;&amp;gt;Hachette Partworks LTD. (2019)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Joiner&amp;quot;&amp;gt;Joiner, S. (2015, March)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Roblin&amp;quot;&amp;gt;Roblin, S. (2019, April 17)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biblography ===&lt;br /&gt;
&lt;br /&gt;
* Hachette Partworks LTD. (2019). McDonnell F-4 Phantom II - The Greatest Warplane in the West. (5th ed.). London: Hachette Partworks LTD. ISSN:[https://portal.issn.org/resource/ISSN/2517-259X# 2517-259X]&lt;br /&gt;
* Joiner, Stephen. [https://www.airspacemag.com/military-aviation/what-couldnt-f-4-phantom-do-180953944/ &amp;quot;What Couldn't the F-4 Phantom Do?&amp;quot;], ''Air &amp;amp; Space Magazine'', On-line, March 2015. Retrieved on 27 September 2019.&lt;br /&gt;
* Roblin, Sebastien. [https://nationalinterest.org/blog/buzz/why-you-need-respect-mcdonnell-douglas-f-4-phantom-ii-fighter-52862 &amp;quot;Why You Need to Respect the McDonnell Douglas F-4 Phantom II Fighter&amp;quot;] ''Nationalinterest.org website'', On-line 17 April 2019.  Retrieved on 27 September 2019.&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6352-development-f-4c-phantom-ii-the-record-breaker-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; F-4C Phantom II: The Record Breaker]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Update_1.91_%22Night_Vision%22&amp;diff=62243</id>
		<title>Update 1.91 &quot;Night Vision&quot;</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Update_1.91_%22Night_Vision%22&amp;diff=62243"/>
				<updated>2020-06-27T10:00:51Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Update 1.91 &amp;quot;Night Vision&amp;quot;}}&lt;br /&gt;
[[File:Wallpaper Update1.91.jpg|x300px|border|right]]&lt;br /&gt;
&lt;br /&gt;
[[wt:en/news/6373-meet-update-1-91-night-vision-en|Update 1.91 &amp;quot;Night Vision&amp;quot;]] ([[wt:en/game/changelog/current/1014|changelog]]) was introduced on 11 September 2019. This update is notable for the introduction of [[:Category:Britain helicopters|British helicopters]], China as a playable nation, Mach 2 jets, as well as new mechanics such as night vision devices, the map filter, and integration with EasyAntiCheat.&lt;br /&gt;
&lt;br /&gt;
= New vehicles =&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
=== China ===&lt;br /&gt;
&lt;br /&gt;
* [[Gladiator Mk I (China)|Gladiator Mk.I]]&lt;br /&gt;
* [[CW-21]]&lt;br /&gt;
* [[P-66]]&lt;br /&gt;
* [[P-40E-1 (China)|P-40E-1]]&lt;br /&gt;
* [[P-43A-1 (China)|P-43A-1]]&lt;br /&gt;
* [[P-47D-28 (China)|P-47D-28]]&lt;br /&gt;
* [[P-51D-20 (China)|P-51D-20]]&lt;br /&gt;
* [[P-38L-1 (China)|P-38L-1]]&lt;br /&gt;
* [[P-51K (China)|P-51K]]&lt;br /&gt;
* [[F-86F-30 (China)|F-86F-30]]&lt;br /&gt;
* [[I-15bis (China)|I-15bis]]&lt;br /&gt;
* [[I-153 M-62 (China)|I-153 M-62]]&lt;br /&gt;
* [[I-16 Chung 28]]&lt;br /&gt;
* [[I-16 type 5 (China)|I-16 type 5]]&lt;br /&gt;
* [[I-16 type 10 (China)|I-16 type 10]]&lt;br /&gt;
* [[Ki-27 otsu (China)|Ki-27 otsu]]&lt;br /&gt;
* [[Ki-43-III ko (China)|Ki-43-III ko]]&lt;br /&gt;
* [[I-16 type 17 (China)|I-16 type 17]]&lt;br /&gt;
* [[Ki-44-II hei (China)|Ki-44-II hei]]&lt;br /&gt;
* [[Ki-61-I otsu (China)|Ki-61-I otsu]]&lt;br /&gt;
* [[La-9 (China)|La-9]]&lt;br /&gt;
* [[MiG-9 (China)|MiG-9]]&lt;br /&gt;
* [[MiG-9 (l) (China)|MiG-9 (l)]]&lt;br /&gt;
* [[J-2]]&lt;br /&gt;
* [[J-4]]&lt;br /&gt;
* [[J-6A]]&lt;br /&gt;
* [[J-7II]]&lt;br /&gt;
* [[Hs 123 A-1 (China)|Hs 123 A-1]]&lt;br /&gt;
* [[B-25J-30 (China)|B-25J-30]]&lt;br /&gt;
* [[Mosquito FB.Mk.26]]&lt;br /&gt;
* [[IL-10 (1946) (China)|IL-10 (1946)]]&lt;br /&gt;
* [[F-84G-21-RE (China)|F-84G-21-RE]]&lt;br /&gt;
* [[Martin 139WC]]&lt;br /&gt;
* [[A-29]]&lt;br /&gt;
* [[SB 2M-103U (China)|SB 2М-103U]]&lt;br /&gt;
* [[DB-3A (China)|DB-3А]]&lt;br /&gt;
* [[P1Y1 mod. 11 (China)|P1Y1 mod. 11 &amp;quot;Ginga&amp;quot;]]&lt;br /&gt;
* [[PB4Y-2 (China)|PB4Y-2]]&lt;br /&gt;
* [[Tu-2S-44 (China)|Tu-2S-44]]&lt;br /&gt;
* [[Tu-4 (China)|Tu-4]]&lt;br /&gt;
* [[H-5]]&lt;br /&gt;
* [[Hawk III]] (premium)&lt;br /&gt;
* [[H-81A-2]] (pack)&lt;br /&gt;
* [[Shenyang F-5]] (pack)&lt;br /&gt;
&lt;br /&gt;
=== USA ===&lt;br /&gt;
&lt;br /&gt;
* [[F-4C Phantom II]]&lt;br /&gt;
* [[F-89B]] (premium)&lt;br /&gt;
* [[F-89D]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== Germany ===&lt;br /&gt;
&lt;br /&gt;
* [[G.91 R/3]]&lt;br /&gt;
&lt;br /&gt;
=== USSR ===&lt;br /&gt;
&lt;br /&gt;
* [[MiG-21 F-13]]&lt;br /&gt;
* [[MiG-17AS]] (pack)&lt;br /&gt;
&lt;br /&gt;
=== Great Britain ===&lt;br /&gt;
&lt;br /&gt;
* [[Swift F.1]]&lt;br /&gt;
* [[Swift F.7]]&lt;br /&gt;
&lt;br /&gt;
=== Italy ===&lt;br /&gt;
&lt;br /&gt;
* [[F-86K (Italy)|F-86K]]&lt;br /&gt;
* [[Re.2005 serie 0]]&lt;br /&gt;
* [[Vampire FB 52A]]&lt;br /&gt;
* [[CL-13 Mk.4]]&lt;br /&gt;
&lt;br /&gt;
== Ground vehicles ==&lt;br /&gt;
=== China ===&lt;br /&gt;
&lt;br /&gt;
* [[M8 LAC (China)|M8 LAC]]&lt;br /&gt;
* [[M3A3 Stuart (China)|M3A3 Stuart]]&lt;br /&gt;
* [[M5A1 (China)|M5A1]]&lt;br /&gt;
* [[M4A4 (China)|M4A4]]&lt;br /&gt;
* [[M4A1 (75) W (China)|M4A1 (75) W]]&lt;br /&gt;
* [[PT-76 (China)|PT-76]]&lt;br /&gt;
* [[Type 63-I]]&lt;br /&gt;
* [[Type 62]]&lt;br /&gt;
* [[ZBD86]]&lt;br /&gt;
* [[M48A1 (China)|M48A1]]&lt;br /&gt;
* [[M60A3 TTS]]&lt;br /&gt;
* [[CM11]]&lt;br /&gt;
* [[T-26 (China)|Т-26]]&lt;br /&gt;
* [[Chi-Ha (China)|Chi-Ha]]&lt;br /&gt;
* [[Chi-Ha Kai (China)|Chi-Ha Kai]]&lt;br /&gt;
* [[M24 (China)|M24]]&lt;br /&gt;
* [[T-34 (1943) (China)|Т-34 (1943)]]&lt;br /&gt;
* [[Т-34-85 (S-53) (China)|Т-34-85 (S-53)]]&lt;br /&gt;
* [[Т-34-85 Gai]]&lt;br /&gt;
* [[IS-2 (China)|IS-2]]&lt;br /&gt;
* [[IS-2 mod.1944 (China)|IS-2 mod.1944]]&lt;br /&gt;
* [[Type 59]]&lt;br /&gt;
* [[Type 69]]&lt;br /&gt;
* [[ZTZ59D1]]&lt;br /&gt;
* [[M8 HMC (China)|M8]]&lt;br /&gt;
* [[LVT(A)(4) (ZiS-2) (China)|LVT(A)(4) (ZiS-2)]]&lt;br /&gt;
* [[SU-76M (China)|SU-76M]]&lt;br /&gt;
* [[M10 (China)|M10]]&lt;br /&gt;
* [[M18 (China)|M18]]&lt;br /&gt;
* [[Type 65]]&lt;br /&gt;
* [[ISU-152 (China)|ISU-152]]&lt;br /&gt;
* [[ISU-122 (China)|ISU-122]]&lt;br /&gt;
* [[M36 (China)|M36]]&lt;br /&gt;
* [[SU-100 (China)|SU-100]]&lt;br /&gt;
* [[M113A1 (TOW) (China)|M113A1 (TOW)]]&lt;br /&gt;
* [[T-26 No.531|Т-26 №531]] (premium)&lt;br /&gt;
* [[M4A4 (1st PTG)]] (pack)&lt;br /&gt;
* [[Т-62 545 (China)|Т-62 №545]] (pack)&lt;br /&gt;
&lt;br /&gt;
=== Germany ===&lt;br /&gt;
&lt;br /&gt;
* [[M48A2 C]]&lt;br /&gt;
* [[Ostwind II]]&lt;br /&gt;
&lt;br /&gt;
=== USSR ===&lt;br /&gt;
&lt;br /&gt;
* [[Object 685]]&lt;br /&gt;
&lt;br /&gt;
=== Japan ===&lt;br /&gt;
&lt;br /&gt;
* [[Type 75 SPH|Type 75]]&lt;br /&gt;
&lt;br /&gt;
=== Italy ===&lt;br /&gt;
&lt;br /&gt;
* [[SIDAM 25 (Mistral)]]&lt;br /&gt;
* [[Ariete PSO]]&lt;br /&gt;
&lt;br /&gt;
=== France ===&lt;br /&gt;
&lt;br /&gt;
* [[Panther «Dauphine»|Panther &amp;quot;Dauphine&amp;quot;]] (premium)&lt;br /&gt;
&lt;br /&gt;
== Helicopters ==&lt;br /&gt;
=== Germany ===&lt;br /&gt;
&lt;br /&gt;
* [[EC-665 Tiger UHT]]&lt;br /&gt;
* [[Mi-24P HFS 80 (Germany)|Mi-24P HFS 80]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== Great Britain ===&lt;br /&gt;
&lt;br /&gt;
* [[Wasp HAS.Mk.1]]&lt;br /&gt;
* [[Scout AH.Mk.1]]&lt;br /&gt;
* [[Lynx AH.Mk.1]]&lt;br /&gt;
* [[G-LYNX]] (pack)&lt;br /&gt;
&lt;br /&gt;
=== France ===&lt;br /&gt;
&lt;br /&gt;
* [[EC-665 Tiger HAP]] (pack)&lt;br /&gt;
* [[EC-665 Tiger HAD]]&lt;br /&gt;
&lt;br /&gt;
== Naval Fleet ==&lt;br /&gt;
=== USA ===&lt;br /&gt;
&lt;br /&gt;
* [[USS Atlanta (CL-51)]]&lt;br /&gt;
* [[165 ft PC-466 Carmi]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== Germany ===&lt;br /&gt;
&lt;br /&gt;
* [[Admiral Hipper]]&lt;br /&gt;
* [[Type 1939 (T31)]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== USSR ===&lt;br /&gt;
&lt;br /&gt;
* [[Chapayev]]&lt;br /&gt;
* [[Pr. 1204]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== Great Britain ===&lt;br /&gt;
&lt;br /&gt;
* [[HMS Arethusa]]&lt;br /&gt;
* [[MGB-75]] (premium)&lt;br /&gt;
&lt;br /&gt;
=== Japan ===&lt;br /&gt;
&lt;br /&gt;
* [[Type 4 Model 4]] (premium)&lt;br /&gt;
* [[IJN Mogami]]&lt;br /&gt;
* [[Syonan]]&lt;br /&gt;
&lt;br /&gt;
=New Locations and Missions=&lt;br /&gt;
&lt;br /&gt;
* Location &amp;quot;Palau islands&amp;quot; for naval battles.&lt;br /&gt;
* Location &amp;quot;Cargo port&amp;quot; for ground battles.&lt;br /&gt;
* Location &amp;quot;Japanese port&amp;quot; for naval battles.&lt;br /&gt;
* New missions for new players in the RB game mode have been added: &amp;quot;[Operation] Middle East&amp;quot;, &amp;quot;[Operation] Ladoga&amp;quot;, &amp;quot;[Operation] Counterattack near Smolensk&amp;quot;, &amp;quot;[Operation] Kokhinhin&amp;quot;, &amp;quot;[Operation] Central Tunisia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Examples of bugs corrected by player reports=&lt;br /&gt;
&lt;br /&gt;
{{Notice|We want to thank you for correctly created bug reports! Below you will find some of the bug fixes that were possible with your help. You continue to assist us to make War Thunder better!}}&lt;br /&gt;
&lt;br /&gt;
* '''ОТО Melara RЗ''' armoured cars can now swim.&lt;br /&gt;
* '''Karo Tei type 2''' — The 37mm Type 94 cannon has been changed to the 37mm Type 4.&lt;br /&gt;
* Artifacts appearing when the range for howitzer guns was increased have been fixed.&lt;br /&gt;
* '''Pr. 1204 Late''' — The Initial speed of the 53-BR-354 shell has been equated with a similar shell, the PT-76B.&lt;br /&gt;
* The situation when a shot down helicopter that lost its tail rotor maintained horizontal controllability for a limited time has been fixed.&lt;br /&gt;
* '''Shturm-S''' — A bug where it wasn't possible to shoot even after repairing a damaged ATGM launcher has been fixed.&lt;br /&gt;
* '''Hunter F.6''' — A bug with the animation of the flap operation has been fixed.&lt;br /&gt;
* Description for the '''Т-72А 1983''' modification has been added..&lt;br /&gt;
* The ammunition loadout for the Type 75 machine gun has been changed from 1000 to 600.&lt;br /&gt;
* '''M901 ITV''' - The vehicle is not able to swim in reality, according to the Operator's manual for Combat Vehicle, Anti-Tank, Improved TOW Vehicle, M901 | NSN 2350-01-045-1123.&lt;br /&gt;
* '''MBK Pr.186''' — Errors in the armour of main calibre turrets where some armoured plates weren't displayed in the armour view in hangar have been fixed.&lt;br /&gt;
* '''T20''' — The armour of the upper frontal part has been changed from 76.2 to 63.5 mm according to Royal Army Corps - Technical Situation Report No. 3.&lt;br /&gt;
* The incorrect operation of the air horizon on a number of aircraft and the altimeter on the Bf 109 has been fixed.&lt;br /&gt;
* The shaking (twitching) of the sight on cannons with stabilizer which manifests itself when using hydropneumatic suspension has been fixed&lt;br /&gt;
* Incorrect description of the 12.7mm belts has been corrected on a number of ships.&lt;br /&gt;
* For a number of British cannons at the 4-8 inches calibres, shells with remote detonators have been added - according to BR 932 Handbook On Ammunition [1945] и ряду других источников.&lt;br /&gt;
* '''HMS Tiger''' — Armour belt in the area of ammunition magazines has been fixed.&lt;br /&gt;
* Bugs that permitted going beyond the boundaries of the battlefield in the location &amp;quot;Krymsk&amp;quot; have been fixed.&lt;br /&gt;
* Bugs that permitted going beyond the boundaries of the battlefield in the location &amp;quot;Port Novorossiysk&amp;quot; have been fixed.&lt;br /&gt;
&lt;br /&gt;
=Location and mission updates=&lt;br /&gt;
&lt;br /&gt;
* The behavior of AI in the locations &amp;quot;Black Sea Port&amp;quot; and &amp;quot;Kursk&amp;quot; has been improved.&lt;br /&gt;
* Several bugs on the following locations have been fixed &amp;quot;Stalingrad&amp;quot;, &amp;quot;Mozdok&amp;quot;, &amp;quot;Korea&amp;quot;, &amp;quot;Krymsk&amp;quot;, &amp;quot;Port Novorossiysk&amp;quot;, &amp;quot;Finland&amp;quot; and &amp;quot;Coral Islands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Enduring Confrontation=&lt;br /&gt;
&lt;br /&gt;
* New scenario for Enduring Confrontation: naval convoys. On the map border, naval convoys will appear which will move towards the sea ports of their respective team. Whilst the convoy is active, the allied team has additional respawn points close to it. The enemy team will also have respawn points at a distance from the convoy. Based on players feedback and further tests it will be decided whether or not to leave enemy respawn points or change them. The number of ships in the convoy depends on the number of players in the game session and on the port size where the convoy is attempting to reach.&lt;br /&gt;
* New scenario for Enduring Confrontation: port attack. Each team will have 3 ports at the start of the mission. Each port has several AI ships which will defend the base. Each port is immediately available for players to capture and there are no additional tasks for capturing the ports. If the convoy from the &amp;quot;naval convoy&amp;quot; scenario reaches its port it is very likely that the AI ships from this port will attack one of the enemy ports and the players will receive additional points for helping them to capture enemy port.&lt;br /&gt;
* New scenario for Enduring Confrontation: naval bombers. In case there is an active naval convoy on the map the enemy team may have a bomber which will attack and destroy the convoy. The entire logic of the scenario is working in the same way as for ordinary bombers attacking ground bases, but now their targets are convoy ships.&lt;br /&gt;
* [Enduring Confrontation] English Channel is now the mission for combined naval battles (ships and aircraft). In this mission only the allied team will receive additional respawns close to convoy.&lt;br /&gt;
* New mission [Enduring Confrontation] Saipan in which is represented only with naval and aircraft which play a secondary role. In this mission, with the appearance of the convoy both teams will receive additional respawns (allied- close to the convoy, enemy - farther away from the convoy).&lt;br /&gt;
&lt;br /&gt;
=Ground Vehicle model, damage model, characteristic and weaponry changes=&lt;br /&gt;
&lt;br /&gt;
* The damage model for large modules, units and assemblies like the breech, transmission and engines has been reworked. Now, those modules use volumetric technology. So the protecting effect of these modules depends on the trajectory of the shell inside them and the point from which the secondary fragments will be generated by the penetration is now the point of &amp;quot;exit&amp;quot; from the module.&lt;br /&gt;
* '''C1 Ariete''' - The modification (War kit), that increases the protection level of the hull and turret, has been added.&lt;br /&gt;
* '''T20''' - The armour of the upper frontal part has been changed from 76.2 to 63.5 mm. Source: Royal Army Corps - Technical Situation Report No. 3 Appendix G // Pershing A History of the Medium Tank T20 Series&lt;br /&gt;
* '''M901 ITV''' - The possibility of overcoming water obstacles while travelling in water has been removed. The vehicle is not able to swim. Sight magnification has been changed from 4-8x to 3-13x. Source: TM 9-2350-259-1, Operator's manual for combat vehicle, anti-tank, improved tow vehicle, M901&lt;br /&gt;
* '''Chieftain Mk.3/Mk.5/Mk.10''' - A bug causing an increased spread on the BL Tk. L11 cannon has been fixed.&lt;br /&gt;
* '''AUBL/74, R3 T20 FA-HS, R3T106 FA, FIAT 6614, AUBL/74 60/70M''' - A bug related to an inability to overcome water barriers while travelling through water has been fixed. The vehicles can now swim.&lt;br /&gt;
* Tank-shaking, which would occur while turning on the spot, has been fixed for the following vehicles:&lt;br /&gt;
** Chi-Ha&lt;br /&gt;
** Chi-Ha Kai&lt;br /&gt;
** Ho-Ro&lt;br /&gt;
** Ho-I&lt;br /&gt;
** Ho-Ni I&lt;br /&gt;
** Ho-Ni III&lt;br /&gt;
** Chi-He&lt;br /&gt;
** Pz.III B&lt;br /&gt;
** Pz.III E&lt;br /&gt;
** Pz.III F&lt;br /&gt;
** Pz.III J&lt;br /&gt;
* '''Type 60 ATM''' - The maximum speed has been changed from 37 to 45 km/h. Source: Provisional formula outline of Type 60 armored vehicle XD8001 - September 7, 1960.&lt;br /&gt;
* '''Challenger 2''' - The maximum speed has been changed from 56 to 59 km/h. Source: Haynes. Owners Workshop Manual. Challenger 2 Main Battle Tank. // Challenger 2, Specifications, Army Website&lt;br /&gt;
* '''Challenger Mk.2''' - The default shell (L15A5) has been changed to the L23.&lt;br /&gt;
* '''3inch Gun Carrier''' - Maximum speed has been changed from 20.5 to 25.6 km/h. Source:CARRIER, CHURCHILL, 3-in. GUN MARK I SERVICE INSTRUCTION BOOK. FIRST EDITION. AUGUST, 1942.&lt;br /&gt;
* '''RBT-5''' - The tank's mass has been changed from 11,600 to 12,100kg. Previously, the mass of the rockets wasn't counted.&lt;br /&gt;
* '''SOMUA S.35''' - The hull's frontal armour plate thickness has been changed from 35 to 47 mm. Sources: [https://forum.warthunder.com/index.php?/topic/449319-rptd-somua-s35-frontal-armor-i-did-measure-it/ Link 1], [https://forum.warthunder.com/index.php?/topic/400770-rptd-28feb2018-somua-s-35-incorrect-armor/ Link 2]&lt;br /&gt;
* '''Churchill Mk.VII''' - The default sight has been changed to a sight with 3-6x magnification. Source: CHURCHILL VII 75MM MK. 5 OR 5/1 GUN AND 7.92MM BESA MACHINE GUN ARMAMENT TRAINING PAMPHLET (PROVISIONAL) ARMOURED FIGHTING VEHICLES SCHOOL&lt;br /&gt;
* '''T29, T30, T34''' - Magnification for the sight has been changed from a fixed 5x to a variable 4-8x. Source: Royal Army Corps - Technical Situation Report No. 36, 1945 / Hunnicutt:﻿ Firepower - A History of the Americ﻿an Heavy Tank﻿&lt;br /&gt;
* '''VFW''' - Magnification for the sight has been changed from 4х to 6х. Source: Tactical and Technical Trends. Number 36, 21 october 1943&lt;br /&gt;
* The following vehicles now have the &amp;quot;Improved optics&amp;quot; and &amp;quot;Airstrike&amp;quot; modifications:&lt;br /&gt;
** '''AMX-10RC'''&lt;br /&gt;
** '''Type 16'''&lt;br /&gt;
** '''Centauro'''&lt;br /&gt;
** '''Centauro Romor'''&lt;br /&gt;
* SAM missiles have had a restriction on the operation of a non-contact fuse at low altitudes added. If the missile's flight altitude is less than 25 meters above the surface, the non-contact fuse will not be activated and the target can only be hit with a direct hit of the missile.&lt;br /&gt;
* A number of modern IR-guided missiles (Mistral, Eagle and Stinger) have received protection against interference, which makes IRCM completely ineffective. Flares can be effective only at a very high rate of fire (at least 3 times per second).&lt;br /&gt;
* Slope effect values for AP rounds have been specified for striking angles of 40-65 degrees. Penetration in this angular range has been increased.&lt;br /&gt;
* Penetration values for APCR/HVAP shells have been specified by the appropriate calculation method.&lt;br /&gt;
* Tail fuse presets have been reconsidered in APHE rounds. Armour thickness values for fuse arming have been changed:&lt;br /&gt;
** Small calibres (through 57mm): 9mm;&lt;br /&gt;
** Medium calibres (from 57 through 90mm):14mm;&lt;br /&gt;
** Large calibres (over 90mm): 19mm;&lt;br /&gt;
* '''3.7 cm Type 1 APHE''' - The mass of the shell has been changed from 0.62 to 0.72 kg. Source: 試製一〇〇式三十七粍戦車砲研究報告 - Research report about Experimental Type 100 37 mm tank gun / Japanese Ammunition Part IV 25mm - 70mm, 20 July 1945. Report No. ﻿12-b(52), USSBS Index Secti﻿on﻿ 6, Military Intelligence Division.&lt;br /&gt;
* '''90mm T33''' - The initial speed has been changed from 822 to 853 m/sec. Source - ARMOR-PIERCING AMMUNITION FOR GUN 90MM M3 January 1945 / TERMINAL BALLISTIC DATA VOL 3 September 1945.&lt;br /&gt;
* '''75 mm Shot M61 (QF Mk.V)''' - The mass of the shell has been changed from 6.79 to 6.53 kg. Source: Service Instruction﻿ Book Churchill VII &amp;amp; VIII(19﻿44)﻿﻿﻿﻿ //TM 9-1901 Artillery Ammunition(1944) US Army&lt;br /&gt;
* '''152 mm XM578E1, 105 mm M735''' - Penetration density has been increased from 17,500 to 18,500 kg/m3. Penetration characteristics have been calculated according to the Lanz-Odermatt formula. Sources: Tank Ammo Section Report No. 107. A Comparison of the Advantage and Disadvantages of Depleted Uranium and Tungsten Alloy as Penetrator materials. June 1980 // Drawing No. TN 735-010 Swaged Bar M735, Machine Operation #8. Revision 3 or 4. Teledyne Firth Sterling //&lt;br /&gt;
* '''4.7cm Granata Perforante Mod.39, 120 mm Obus de rupture, 155mm M112B1, 105mm T182E1, 120 mm M358''' - The previously used preset for the slope effect has been changed from &amp;quot;apbc&amp;quot; to &amp;quot;ap&amp;quot;. Source: World War 2 Ballistics Armor and Gunnery, 2nd Edition // ARMOR-PIERCING AMMUNITION for Gun, 90-mm, M3 January 1945 // TM 9-1300-203 ARTILLERY AMMUNITION, April 1967&lt;br /&gt;
&lt;br /&gt;
=Aircraft model, damage model, characteristic and weaponry changes=&lt;br /&gt;
&lt;br /&gt;
* Correct implementation of the gyro sight in aircraft cockpits has been added.&lt;br /&gt;
* The suspended weaponry setup on the Mi-35M has been changed. The variant with 16 9M120 ATGM has been excluded from available presets as in reality there is no possibility of using ATGM from any point of suspension except the fourth (far right position). As a replacement the possibility of using MANPADS &amp;quot;Igla&amp;quot; on this helicopter has been added.&lt;br /&gt;
* '''PB4Y-2''' — The number of crew members in the vehicle card has been fixed ([https://forum.warthunder.com/index.php?/topic/455230-pb4y-2-of-crew-incorrect-or-not-displayed-properly/ source]).&lt;br /&gt;
* '''PV-2D''' — The order of the bombs when dropping has been fixed ([https://forum.warthunder.com/index.php?/topic/455472-189155-pv-2d-harpoon-wing-mounted-bombs/ source]).&lt;br /&gt;
* '''F7F-1, F7F-3''' — Armour has been fixed.&lt;br /&gt;
* '''SA-341F Gazelle, SA-342M Gazelle''' — Flares have been added.&lt;br /&gt;
* '''AH-1Z''' — Suspended weaponry presets, with 28 unguided missiles and other variations, have been deleted.&lt;br /&gt;
* Radio range finders for gyroscopic sights have been added for the following aircraft:&lt;br /&gt;
** F-100D&lt;br /&gt;
** F-84G-21-RE&lt;br /&gt;
** F-86F-25&lt;br /&gt;
** F-86F-2&lt;br /&gt;
** F-86F-30&lt;br /&gt;
** F-86F-35&lt;br /&gt;
** F-86F-40&lt;br /&gt;
** F-86F-40 JASDF&lt;br /&gt;
** CL-13 Mk.4&lt;br /&gt;
** CL-13A Mk.5&lt;br /&gt;
** CL-13B Mk.6&lt;br /&gt;
** F2H-2&lt;br /&gt;
** F9F-8&lt;br /&gt;
** FJ-4B&lt;br /&gt;
** FJ-4B VMF-232&lt;br /&gt;
** Hunter F.1&lt;br /&gt;
** Hunter F.6&lt;br /&gt;
** M.D.460&lt;br /&gt;
** Swift F.1&lt;br /&gt;
** Swift F.7&lt;br /&gt;
* '''Tu-2''' — Bomb presets for suspended weaponry have been fixed.&lt;br /&gt;
* '''9M17''' - missile launch range has been fixed..&lt;br /&gt;
* '''MiG-15bis (all modifications)''' — G-suit modification has been added ([https://forum.warthunder.ru/index.php?/topic/262744-mig-15bis-ish-otsutstvuet-ppk/ source]).&lt;br /&gt;
* '''Mi-24P (Germany)''' — HIRSS has been added.&lt;br /&gt;
* '''Sea Hawk (all modifications)''' — Localization of the bomb weaponry has been fixed.&lt;br /&gt;
* '''MiG-19PT''' — Missile-bomb presets have been added to the suspended weaponry.&lt;br /&gt;
* '''SB-2 (all modifications)''' — The relationship between modifications and bomb presets for suspended weaponry has been added.&lt;br /&gt;
* The launch area of some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight.&lt;br /&gt;
* The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight.&lt;br /&gt;
&lt;br /&gt;
==Flight Model changes==&lt;br /&gt;
&lt;br /&gt;
* '''Helicopters (all)''' - rotor and anti-torque propeller physics has been improved. Pitch speed now affects the rotor's thrust speed and roll trim. When flying with high pitch speeds, which is close to critical, the excessive roll towards retreating rotor blade is taking effect. Helicopter flight characteristics have been specified (max speeds, climb rates, etc.). The max pitch setting rate and swash plate speed have been increased. Anti-torque pitch control speed has also been increased for more precise helicopter control (to provide sturdier connection between controls and whashplate and anti-torque propeller, set the max sensitivity and zero dead-air zone). Rotor thrust in axial flow on low speeds has been adjusted: climb rate goes to maximum when thrust is increasing.&lt;br /&gt;
* '''Helicopters without stabilization systems (UH-1, Sa-313)''' - hover mode is implemented as passing control to the second pilot in full control mode. Autopilot in Mouse aim mode has been adjusted smoother turns without speed loss. Excessive maximum climb rate in Arcade Battles has been fixed (H-34, IAR 316B, SA.316B Alouette III, SA.341F Gazelle, SA.342M Gazelle)&lt;br /&gt;
* '''Mi-4AV''' - Rotor has been re-designed, its geometry, blade twist and aerodynamic characteristics have been changed. Controls have been improved, flight characteristics have been specified, thrust and control inversion chance has been decreased in excessive rotor pitch across the airflow on high speeds .&lt;br /&gt;
* '''Mi-24V/P/D, Mi-35M, AH-1Z''' — hover mode has been added in the full control mode.&lt;br /&gt;
* '''Ki-84 (all modifications)''' - The operation of the propeller group and powerplant has been recalculated. Propeller performance has been updated. On &amp;quot;Full&amp;quot; controls mode, the reactive torque of the propeller has become more pronounced.&lt;br /&gt;
* '''J2M (all modifications)''' — Flight model has been updated. The operation of the propeller group and powerplant has been improved. Controllability with all types of control has been improved. Several inaccuracies in the operation of the engines have been fixed.&lt;br /&gt;
* '''Leo-451 (all modifications)''' — Bugs, leading to the incorrect operation of the motor cooling system, have been fixed.&lt;br /&gt;
* '''A6M5 (all modifications)''' — Bugs, leading to incorrect aircraft controllability on certain settings of control types, have been fixed (in general, control in all game modes has been improved).&lt;br /&gt;
* '''SB2c (all modifications)''' – A bug relating to the operation of the wing control surfaces has been corrected. It is no longer possible to use the flaps and the air brake at the same time.&lt;br /&gt;
* '''Wirraway / Boomerang (all modifications)''' – Flight model has been fully updated. The operation of the propeller group and powerplant has been corrected and improved. Wing and fin aerodynamics have been recalculated. The cooling system has been updated (overheating is now less severe).&lt;br /&gt;
* '''A-35b''' – A bug where the engine wasn't able to reach working RPM at low speeds has been fixed.&lt;br /&gt;
* '''B-25/PBJ (all modifications)''' - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. WEP mode, with 1,850 horsepower, has been added. Thermodynamics relating to flight speeds have been refined.&lt;br /&gt;
* '''А-20 (all modifications)''' - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. Thermodynamics relating to flight speeds have been refined.&lt;br /&gt;
* '''Caudron 714''' - The resistance of deployed flaps has been decreased. The speed of the propeller spinning as a result of oncoming air flow, and after the engine has stopped, has been adjusted.&lt;br /&gt;
* '''I-16 (all modifications)''' - The reaction of the rudder at low speeds has been improved. Stability at combat and high speeds has been significantly improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved).&lt;br /&gt;
* '''MiG-3 (all modifications)''' - The performance of the elevator at high speeds has been significantly improved. Speed gain and acceleration when diving have been improved. Stability at combat and high speeds has been significantly improved. Engine operation at high altitudes in the theoretical maximum area has been improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved).&lt;br /&gt;
* '''MiG-17, J-4, Shenyang F-5''' - Pitch control at transonic speeds has been adjusted (improved).&lt;br /&gt;
* '''MiG-19S, MiG-19PT''' — aerodynamic wing and fin coefficients, and their dependence from the Mach number, have been specified. Engine parameters in afterburner mode have been specified.&lt;br /&gt;
* '''F3D-1, P-61 (all modifications)''' — azimuth-elevation indicator (C-Scope) has been added, it is a second radar indicator.&lt;br /&gt;
&lt;br /&gt;
=Naval fleet model, damage model, characteristic and weaponry changes=&lt;br /&gt;
&lt;br /&gt;
Naval weaponry:&lt;br /&gt;
&lt;br /&gt;
* '''Seha-Tei Model 1''' — The armour penetration of the 57 mm Type 92 armour piercing shell has been increased.&lt;br /&gt;
* '''Pr.1124 MLRS''' — Reloading for rockets has been added.&lt;br /&gt;
* '''МО-4''' — Reloading for rockets has been added.&lt;br /&gt;
* '''IJN Agano''' — The parameters for the standard semi-armour piercing (SAP) shell have been changed. Deflection of the shell has been reduced. The amount of secondary fragments from the shell has been fixed.&lt;br /&gt;
* '''AB-Tei Pioneer''' — Tracers for machine guns have been corrected.&lt;br /&gt;
* According to the explosives encyclopedia, the equivalent of Shimoza to TNT has been raised.&lt;br /&gt;
* The 610mm Type 93 torpedo has been added in two different variations:&lt;br /&gt;
** The 610 mm Type 93, model 1, modification 2 '''(IJN Agano, IJN Yugumo, IJN Furutaka)''' torpedo has been added.&lt;br /&gt;
** The 610 mm Type 93, model 3 '''(IJN Akizuki, IJN Kiyoshimo)''' torpedo has been added.&lt;br /&gt;
* '''Flower class, HMNZS Leander''' — Initial shell speed for the 102 mm/45 BL Mk IX cannon has been increased.&lt;br /&gt;
* '''IJN Agano''' — A new default HE shell has been added; 152 mm Type 0, nose fuzed.&lt;br /&gt;
* '''Battle (D14)''' — The speed of HE shells has been fixed for the 4.5&amp;quot;/45 (11.4 cm) QF Mk.IV cannon.&lt;br /&gt;
* '''HMS Dido''' — The fire rate for the main calibre cannons has been increased.&lt;br /&gt;
* Reloading of torpedoes has been fixed. Indication of number and reloading of the torpedoes in the launchers and in the ammunition rack has been added to the action panel.&lt;br /&gt;
* '''Pr. 1204 late, Pr.183, Pr. 206М''' — Reloading time for the 25 mm 2М-3 cannons has been changed from 15 sec to 8 sec.&lt;br /&gt;
* Ellipses of shells falling in salvoes has been fixed for 100-203 mm cannons. According to available historical data, ellipses of scatter have been greatly reduced. Different cannons will use different presets which will give a wider or more elongated ellipse at different ranges. In general the aiming in long range has become more effective.&lt;br /&gt;
* '''IJN Kako, IJN Furutaka''' - Bow machine guns have been changed from 25mm Type 96 to 13.2mm Type 93.&lt;br /&gt;
* '''PC-451, SC-497, Fairmile B (ml345)''' - Reloading for onboard depth charge launchers has been added.&lt;br /&gt;
* '''SKR Pr.159, SKR Pr.35''' - Reloading of the RBU-2500 bombs after all ammunition has been fired has been fixed.&lt;br /&gt;
* The initial speed of a 53-BR-354 AP shell on the Pr. 1204 Late has been fixed.&lt;br /&gt;
* '''Type 4 Model 2 (earlier Karo-Tei Type 2) and Type 4 Model 4 (earlier Karo-Tei Type 4)''' — The main calibre weapon has been changed from 37 mm Type 94 cannon to 37 mm Type 4 cannon. The initial speed of the shells has been increased.&lt;br /&gt;
* Anti-aircraft HE shells with remote detonation have been added for all British 4-6 inch guns with a high elevation angle.&lt;br /&gt;
* '''Type K-3 / Class No. 1''' - Armament has been changed: the 40 mm single barrel type 91 gun has been replaced with a twin gun. Added 25 mm type 96 machine gun on the stern.&lt;br /&gt;
* '''Soukou-Tei (1940)''' - Armament has been fixed. Changed Type 92 machine guns for Type 89.&lt;br /&gt;
&lt;br /&gt;
==Naval modifications and crew skills==&lt;br /&gt;
&lt;br /&gt;
* All ships which are capable of carrying torpedoes now have the ability to join battles without them. To achieve this, you will need to choose the appropriate presets in the modifications and weapons window before the battle.&lt;br /&gt;
* '''IJN Agano''' — A problem with over extended pumping of water has been fixed.&lt;br /&gt;
* '''Elco 80 ft PT-565''' — Modification of the anti-aircraft artillery drives have been added.&lt;br /&gt;
* '''PG02''' — The modification for the 20 mm cannon which changes the fire rate up to 450 shots per minute increases the time to the complete overheating and speeds up the cooling has been added.&lt;br /&gt;
* '''USS Somers''' — The unnecessary modifications for anti-aircraft artillery drives has been deleted. RP and game currency spent on the research of these modifications has been returned to player accounts.&lt;br /&gt;
* '''S-100 (1944)''' — The modifications of anti-aircraft artillery drives has been fixed.&lt;br /&gt;
* '''MPK pr.122a''' — The modifications of anti-aircraft artillery drives has been fixed.&lt;br /&gt;
* '''Pr. 1204 late''' — The modifications of anti-aircraft artillery drives has been fixed.&lt;br /&gt;
* '''OD-200''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
* '''Type 1924 Leopard''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
* '''MZ1''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
* '''PGH-2''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
* '''Elco 77 ft PT-59''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
* '''Farragut (DD-355)''' — The modifications of the anti-aircraft drives and the main calibre drives have been refined.&lt;br /&gt;
&lt;br /&gt;
==Naval characteristics, physics and damage model==&lt;br /&gt;
&lt;br /&gt;
* The resistance to various types of damage for anti-aircraft guns on destroyers and cruisers has been changed.&lt;br /&gt;
* Maximum repair time of ships has been changed for uniformity by class..&lt;br /&gt;
* Repair time has been accelerated. The penalty for simultaneously started repair processes have been reduced.&lt;br /&gt;
* Armour on the main calibre turrets on US destroyers has been fixed according to the brand and modification of their turrets from 3.2 mm to 3.175 mm.&lt;br /&gt;
* '''Pr.191, Pr.191M''' — The armour on gun mantlets (gun masks) have been improved.&lt;br /&gt;
* '''Seha-Tei Model 1''' — The class of the ship has been changed to armoured boat.&lt;br /&gt;
* '''Chikugo''' — The class of the ship has been changed to multi-purpose boat.&lt;br /&gt;
* '''SGB (S304)''' — The fuel type of the fuel tanks has been changed from coal to oil.&lt;br /&gt;
* '''Chikugo''' - Hull strength and survivability of internal modules have been increased.&lt;br /&gt;
* '''USS Brooklyn''' — The horizontal guidance speed of the main calibre cannons have been changed from 10 to 5 degrees per second.&lt;br /&gt;
* '''IJN Mutsuki''' — The crew number has been changed from 254 to 148.&lt;br /&gt;
* '''Type T-38''' — The maximum speed has been changed from 38 to 27.5 knots.&lt;br /&gt;
* '''Battle (D14)''' — The armour of the turret with paired Beaufort Mk.5 guns has been fixed.&lt;br /&gt;
* '''MKL pr.186''' — The armour of the main calibre turrets has been fixed.&lt;br /&gt;
* '''IJN Mutsuki''' — The location of the spare torpedoes on the ship has been corrected..&lt;br /&gt;
* '''HMS Leander, HMS Enterprise, HMS Dido''' — The size of bridge and radio stations has been reduced.&lt;br /&gt;
* '''Kirov''' — The location of the machine and boiler rooms has been changed.&lt;br /&gt;
* '''Pr. 7U, Pr. 7U &amp;quot;Stroyny&amp;quot;''' — The thickness of the hull has been changed from 25 to 10 mm.&lt;br /&gt;
* '''IJN Yuudachi''' — The Amount of crew has been changed to 226.&lt;br /&gt;
&lt;br /&gt;
==Visual models and visual parts==&lt;br /&gt;
&lt;br /&gt;
* The animation that depicts the launching of torpedoes from launchers has been corrected for all ships.&lt;br /&gt;
* Steam exhaust has been added to all ships with steam boilers.&lt;br /&gt;
* '''IJN Furutaka''' — The gaps between the hull and main calibre turrets which were visible at long distances has been fixed.&lt;br /&gt;
* '''Flower class (K-218)''' — The visual effect of rollback (after shot) for the 102mm cannon has been improved.&lt;br /&gt;
* '''IJN Akizuki''' — The visual appearance of the main turret, when destroyed, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==Localization==&lt;br /&gt;
&lt;br /&gt;
* '''Karo-Tei Type 2''' has been changed to '''Type 4 Model 2 [Type 4 Model 2 Kuchiku-Tei Ka-Ro (1944)]'''.&lt;br /&gt;
* '''Karo-Tei Type 4''' has been changed to '''Type 4 Model 4 [Type 4 Model 4 Kuchiku-Tei Ka-Ro (1944)]'''.&lt;br /&gt;
* '''No.13 Type. 1944''' has been changed to '''Type K-8 (1944) [Type K-8 / No.13 Class, No. 14 Kusentei (1944)]'''.&lt;br /&gt;
* '''CH-8''' has been changed to '''Type K-7 [Type K-7 / No.4 Class, No.4 Kusentei (1945)]'''.&lt;br /&gt;
* '''CH-2''' has been changed to '''Type K-3 [Type K-3 / No.1 Class, No.1 Kusentei (1944)]'''.&lt;br /&gt;
* '''AB-Tei Pioneer''' has been changed to '''Soukou-Tei (1927) [Soukou-Tei Model 1927, Sakigake (1927)'''.&lt;br /&gt;
* '''AB-Tei Serial''' has been changed to '''Soukou-Tei (1940) [Soukou-Tei Model 1940, Soukou-Tei No.4 (1940)]'''.&lt;br /&gt;
* '''Seha-Tei Model 1''' has been changed to '''Ha-Go [Ha-Go Fighting Boat Model 1 (1944)]'''.&lt;br /&gt;
* '''IJN Fubuki''' has been changed to '''IJN Ayanami [Class Fubuki, 2nd group, type Ayanami (1936)]'''.&lt;br /&gt;
* '''Typ-Klasse 143 (Albatros)''' has been changed to '''Albatros-Klasse (143) [Schnellboot Albatros-Klasse (143)]'''.&lt;br /&gt;
* '''Klasse 140/141 (Jaguar)''' has been changed to '''Jaguar-Klasse (140) [Schnellboot Jaguar-Klasse (140)]'''.&lt;br /&gt;
* '''IJN Kako''' — The name of the main calibre cannon has been fixed. Calibres have been changed in the description of the 203 and 200 mm shells.&lt;br /&gt;
* '''76mm/40 Type 88 cannon (Type K-8 (1944))''' — has been changed to 76mm/40 Type 3 canon.&lt;br /&gt;
* '''Soukou-Tei (1927) (earlier AB-Tei Pioneer)''' — The name of the universal belt has been changed to tracer.&lt;br /&gt;
* The name of the 12.7 mm OFZ DSHK modification has been changed to 12.7 mm OF.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* The accuracy of air defense on the AI-controlled ships has been reduced. This change does not affect the accuracy of air defence fire on player controlled ships even if it is controlled by AI gunners.&lt;br /&gt;
&lt;br /&gt;
=Economy and research=&lt;br /&gt;
&lt;br /&gt;
* A bug where the RP costs for M3 Bradley were reduced in error as the last vehicle in the research tree has been fixed. The correct cost is 462,100 instead of 275,400.&lt;br /&gt;
* '''M8 (LAC)''' - BR has been changed from 1.3 to 1.0 for all game modes.&lt;br /&gt;
* '''ISU-152''' - BR in AB has been changed from 6.0 to 5.3.&lt;br /&gt;
&lt;br /&gt;
=Customization=&lt;br /&gt;
&lt;br /&gt;
* Player icons for the Japanese fleet have been added.&lt;br /&gt;
* New decals with identification marks of the People's Republic of China and the Republic of China have been added.&lt;br /&gt;
* Restrictions on the usage of decals with Chinese markings have been added. Such restrictions will be applied to all nations in order to avoid counterfeiting identification marks in SB mode.&lt;br /&gt;
* Achievements for China's aviation and ground vehicles have been added.&lt;br /&gt;
* '''Bf 109G-2 (Italy)''' — The aircraft now has standard Hungarian Air Force camouflage. Romanian camouflage is also available. Both camouflages are available for free. Vehicle card and icons have been fixed.&lt;br /&gt;
* '''AMX-30 Super''' - Tricolor camouflage has been added.&lt;br /&gt;
&lt;br /&gt;
=Awards=&lt;br /&gt;
&lt;br /&gt;
* New orders and medals have been added for USA, Germany, USSR, Great Britain, Japan and Italy.&lt;br /&gt;
* [[wt:en/news/6289-news-changes-in-the-award-mechanic-medals-en|The conditions for receiving old orders and medals have been changed]].&lt;br /&gt;
* New titles for receiving awards (orders and medals) have been added.&lt;br /&gt;
* The following medals have been removed:&lt;br /&gt;
** '''USA''' — Distinguished Flying Cross 2nd Class, Distinguished Flying Cross 3rd Class, Air Medal 2nd Class, Air Medal 3rd Class.&lt;br /&gt;
** '''USSR''' — Order of Alexander Nevsky, Order of Suvorov Third Class, Order of Kutuzov Third Class.&lt;br /&gt;
&lt;br /&gt;
=Interface=&lt;br /&gt;
&lt;br /&gt;
* The indicators for the ground and aircraft radars have been improved. On the all round view indicator, the target marker will now be displayed as an arc segment (as in reality). The size of the capture markers has been increased. Displaying the radar operating area, search area and target capture area has been added. An indication for tracking failures at radial speed (capture frame flashing) has been added. The indicator of the level of interfering reflections from the ground has been added.&lt;br /&gt;
* Displaying the radar coverage area has been added to the HUD.&lt;br /&gt;
* On-board target tracking radars in fighters now continuously search for targets and lock on to them for tracking until they are turned off.&lt;br /&gt;
* A separate indicator for RWR (radar warning receiver) which shows the direction on the radar more accurately and also shows the mode of them has been added. Also when warning radar position detects radar it will create a sound alarm. The previous indication in the form of arrows at the edges of the screen has been removed.&lt;br /&gt;
* '''M113A1 (TOW), Striker, Warrior''' - Vehicle classification has been changed to &amp;quot;ATGM carrier&amp;quot;.&lt;br /&gt;
* Vehicle classification for the P-59A has been changed to &amp;quot;Jet Fighter&amp;quot;.&lt;br /&gt;
* The names of the Armstrong Siddeley Sapphire engine series have been changed to the original - Sapphire, in Russian localization.&lt;br /&gt;
* A bug with the description of Experimental Camouflage № 5 on the SB2U-2 has been fixed in the Russian localization.&lt;br /&gt;
* Location achievements have had changes to the names of locations within their description according to the mission names:&lt;br /&gt;
** Snow Canyon &amp;gt; Iron Range&lt;br /&gt;
** Norwegian Fjords &amp;gt; Fjords&lt;br /&gt;
** Green Valley &amp;gt; Green Ridge&lt;br /&gt;
** Nordland &amp;gt; Foothills&lt;br /&gt;
** High Islands &amp;gt; Pacific Hidden Base&lt;br /&gt;
** Snowed Peaks &amp;gt; Top of the World&lt;br /&gt;
** Mountain Park &amp;gt; Grave Robbers' Cliffs&lt;br /&gt;
&lt;br /&gt;
=Game mechanics=&lt;br /&gt;
&lt;br /&gt;
* Various information available for display on MFD's. Currently the mechanics are represented as MFD displays with switching output information in the cockpits of the Mi-35M, the AH-1Z and the EC-665 Tiger.&lt;br /&gt;
* A bug where the boundaries of the capture point did not match the actual visual marking lines in ground battles has been fixed.&lt;br /&gt;
&lt;br /&gt;
=Graphic=&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6374-development-new-tone-mapping-system-en|New tone mapping system]] has been introduced. All color conversions are now completed in HDR.&lt;br /&gt;
&lt;br /&gt;
=Sound=&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6372-development-new-soundscape-tools-in-war-thunder-en|Full transition to the more up to date Fmod Studio 1.10 sound engine (all platforms) has been completed.]]&lt;br /&gt;
* Many sound assets in the game have been reworked to meet the new standard for the quality of the game mix.&lt;br /&gt;
* Thanks to new tools, the game mix is now more detailed and sound objects are positioned more clearly. The radii for hearing shots from cannons and engine sounds have been increased.&lt;br /&gt;
* The logic for the formation of the sound environment has been redesigned and optimized, therefore the clarity of playback and the stability of the game as a whole has been increased.&lt;br /&gt;
* Sound resources now require significantly less RAM resources thanks to the improved asset compression algorithms and different resource loading logic.&lt;br /&gt;
* All sound events for explosions have been reworked. Layers depending on range have been added. The radii of audibility have been increased.&lt;br /&gt;
* A new authentic sound event for the Type 74 tank engine has been added.&lt;br /&gt;
* The engine sounds on allied/enemy aircraft have been redesigned. Additional layers for close spans and &amp;quot;distant&amp;quot; layers have been added.&lt;br /&gt;
* The dependence on the overload experienced by aircraft on turns has been added for engine sounds from the 3rd person view.&lt;br /&gt;
* The sound of the afterburner (if equipped) on the player's jet has been reworked.&lt;br /&gt;
* Some interface sounds on aircraft (missile attack signal, overload signal) have been reworked.&lt;br /&gt;
* Ju 87B-2 - The siren sound has been redesigned, sound radius increased, new asset layers have been added.&lt;br /&gt;
* New sound of sonic boom from a passing allied/enemy jet.&lt;br /&gt;
* The sounds of the player's guns hitting an enemy aircraft have been reworked.&lt;br /&gt;
* The sound events of allied/enemy ground vehicles shots have been reworked.&lt;br /&gt;
* All sound events for all shots from ground vehicle cannons of the player from the 3rd person view and gunner view have been reworked.&lt;br /&gt;
* Reverberation and early reflections for shots of the player's cannons and also for allied/enemy vehicles which are in the surroundings of dense buildings or among rocks has been added.&lt;br /&gt;
* Sound events of the player's ground vehicles have been reworked with an emphasis on increasing the dynamics of the engines.&lt;br /&gt;
* All sound events for reloading naval and ground vehicles canons have been reworked.&lt;br /&gt;
* All sound events for naval shots have been reworked.&lt;br /&gt;
* Some interface sounds of ships (a signal of dangerous shallow depth, a fire signal, a torpedo attack signal) have been reworked.&lt;br /&gt;
* The launch area on some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight.&lt;br /&gt;
* The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight.&lt;br /&gt;
* Sound events for shots of allied/enemy ships have been reworked. The radiuses of audibility have been increased.&lt;br /&gt;
* The sounds of hits on the player's ships have been reworked.&lt;br /&gt;
* Sound events for rotation of naval vessel turrets for main calibres have been added.&lt;br /&gt;
* The sounds of boat engines with gas turbine engines (for player's vehicles and allied/enemy vehicles) have been added.&lt;br /&gt;
* The logic of the formation of sound events for ships has been reworked. In a very tight combat interaction the sound mix is more stable and clear.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6347-news-easyanticheat-comes-to-war-thunder-en|EasyAntiCheat system]] has been implemented into War Thunder (to be enabled soon after the update goes live). On first installation of the update, the user will be prompted to confirm the installation of EAC using administrator rights.&lt;br /&gt;
&lt;br /&gt;
=Controls=&lt;br /&gt;
&lt;br /&gt;
* The ability to correct distance manually in AB naval battles has been added. It can be switched on in the menu &amp;gt; options &amp;gt; naval battle settings &amp;gt; realistic aiming.&lt;br /&gt;
&lt;br /&gt;
=Matchmaking=&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6330-development-map-rotation-filter-en|A map rotation filter]] has been added for AB and RB game modes for aircraft, ground and naval battles.&lt;br /&gt;
* [[Matchmaker#Map Rotation in Combined Ground Battles|Possible locations]] for battles have been extended for all vehicle ranks. The changes have been made possible by the implementation of the map rotation filter.&lt;br /&gt;
* Ground SB:&lt;br /&gt;
** 2 respawns are now available for the top heavy tanks (as already operating for light and medium tanks).&lt;br /&gt;
** New vehicles have been added to setups.&lt;br /&gt;
&lt;br /&gt;
= Smaller updates that came afterwards =&lt;br /&gt;
==[[wt:en/game/changelog/current/1016|12.09.2019]]==&lt;br /&gt;
&lt;br /&gt;
* Battle (D14) - The 114 mm stern cannon has now been included into the main calibre group.&lt;br /&gt;
* HMS Southampton - The position of the smoke screen modification has been changed in the modifications window.&lt;br /&gt;
* M4A1 (75) W (China) - BR in all game modes has been changed from 5.0 to 3.7.&lt;br /&gt;
* P-51K (China) - The vehicle card has been updated. All data has been changed to the correct values. BR has been changed: in AB from 5.0 to 4.0; in RB from 5.0 to 4.7; in SB from 5.3 to 5.0.&lt;br /&gt;
* Swift F1, Swift F7 - The type of the aircraft has been changed. Takeoff from an aircraft carrier has been removed.&lt;br /&gt;
* The NVD (night vision devices) modification has been added for the Т-80U and Т-80B - The night vision system on these tanks is now available, but only after researching one of the following modifications: &amp;quot;NVD&amp;quot; or &amp;quot;NVD upgrade&amp;quot;.&lt;br /&gt;
* NVD has been added for the following vehicles: M41, M42, Т54Е1, Т92, M48A1 (China). NVD are available while in the driver and 3rd person view. Due to the addition of the new modification, the research costs and purchase price in GE and SL of the other modifications have been slightly changed.&lt;br /&gt;
&lt;br /&gt;
==13.09.2019==&lt;br /&gt;
===[[wt:en/game/changelog/current/1017|First patch]] (1.91.0.57)===&lt;br /&gt;
&lt;br /&gt;
* A bug where the depth charges on the No.13 Type, 1944, Sumner (DD-692) were displayed incorrectly has been fixed.&lt;br /&gt;
* Hawk III - A visual bug where the propeller was always displayed as damaged has been fixed.&lt;br /&gt;
* S38, MGB-75, IJN Kuma - The flag animation has been fixed&lt;br /&gt;
* MiG-19PT and F-3D - The indicator for the lead-marker point, for weaponry with radar capability, has been disabled in RB and SB. Radars on these aircraft were only designed to work with the gyro sight in the cockpit, and the data for shooting from the cannon has not been calculated accurately enough, so the radar indication in the HUD for 3rd person view has been displaying incorrectly. Instead of this, we have implemented a correctly working gyro sight in the cockpit which receives data from the radar and displays the lead marker position for cannons based on the information available. The effective operating range is about 500m. When aiming/shooting, the aircraft should not make sharp maneuvers, otherwise the sight will not be able to display the correct lead marker.&lt;br /&gt;
* F-4C - The radar sight has been removed. The on-board radar of this aircraft was never designed to work with suspended cannons and was instead designed only to work with guided missile weaponry. The mass of the equipped tank (without suspended weaponry) has been reduced. For the &amp;quot;mouse aim&amp;quot; control type, a more precise aircraft control algorithm has been enabled.&lt;br /&gt;
* The HUD display of the radar capture area has been fixed.&lt;br /&gt;
* The icons for the NVD and thermal imaging modifications have been visually changed.&lt;br /&gt;
* The display of smoke plumes from the jet engines of other aircraft has been fixed.&lt;br /&gt;
* The display of the &amp;quot;Tanker Badge (silver)&amp;quot; and &amp;quot;Tanker Badge (gold)&amp;quot; award has been fixed.&lt;br /&gt;
* The following missions have been added to custom battles: &amp;quot;[Operation] Middle East&amp;quot;, &amp;quot;[Operation] Ladoga&amp;quot;, &amp;quot;[Operation] Counterattack near Smolensk&amp;quot;, &amp;quot;[Operation] Kokhinhin&amp;quot;, &amp;quot;[Operation] Central Tunisia&amp;quot;&lt;br /&gt;
* М8 (China) - Crew displayed in the X-Ray view has been fixed.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/game/changelog/current/1017|Second patch]] (1.91.0.58)===&lt;br /&gt;
&lt;br /&gt;
* Fairmile A (ML100) - The incorrect positioning of the aft and fore guns has been fixed.&lt;br /&gt;
* AIM-92 Stinger, Mistral and 9M39 Igla air-to-air missiles will no longer react to IRCM.&lt;br /&gt;
* F-4c - a bug resulting in low efficiency of the fuel pumps in afterburner mode, which resulted in a loss of thrust and 40-50 km/h of speed, has been fixed.&lt;br /&gt;
* Eurocopter Tiger, Westland Lynx, G-Lynx, F-4C Phantom II - The mass of HAP launchers has been fixed (reduced).&lt;br /&gt;
* Roundels and insignias/decals for the USA, Germany (Tanks), USSR, Great Britain (Tanks), and Axis (Tanks) have been moved to the &amp;quot;Roundels and Insignias&amp;quot; section. The requirements for acquiring decals haven't changed&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1019|17.09.2019]] (1.91.0.70)==&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
* The volume and position of the cannons for player ground vehicles, from the gunner and 3rd person views, have been adjusted.&lt;br /&gt;
* The sounds for allied and opponent guns have been more clearly positioned.&lt;br /&gt;
* The volume of transmission related sounds has been halved.&lt;br /&gt;
* The sound of switching in and out of the binocular view has been replaced by a quieter, less pronounced sound.&lt;br /&gt;
* The volume and positioning of engine-related sounds for allied and opponent ground vehicles have been changed so that they are more clear and audible.&lt;br /&gt;
* The source of background sounds in the hangar will no longer abruptly change as a result of the camera being rotated very fast.&lt;br /&gt;
* The (sound) frequency of enemy and allied shots/explosions has been made slightly more pronounced.&lt;br /&gt;
* The possibility of a particular bug occurring while using ground and naval vehicles, where the sounds of allied and enemy weapon-fire would not play at all, has been reduced.&lt;br /&gt;
* The volume of allied and enemy aircraft engines have been reduced for players using ground vehicles.&lt;br /&gt;
* The sounds of gas-turbine tank engines have been redesigned: An unusual and unwanted sound layer for the gas-turbine tank engines has been deleted and sound layers for the transmission, and for air flow, have been added.&lt;br /&gt;
* A sound layer for the engine of the T-64 has been added which is typical of when the engine is working under load.&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
&lt;br /&gt;
* A notification before joining a battle which states that torpedoes have not been purchased for one or more ships in the active setup has been added.&lt;br /&gt;
* Battle (D14) - Ammo load for 114 mm gun on the stern has been fixed. Irrelevant modification for the AA targeting system has been removed, ingame currency has been refunded for owners. 40 mm Bofors guns reclassified into the utility guns.&lt;br /&gt;
* AIM-9E modification which allows to use corresponding guided air-to-air missiles has been added for the F-4C.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1020|18.09.2019]]==&lt;br /&gt;
&lt;br /&gt;
* For aircraft of rank 7.7 and higher, possible battle scenarios of Axis against Axis or Allies against Allies in RB, have been replaced by scenarios of all against all. This will allow us to get statistics on the efficiency on the aircraft of top ranks for the possibility of adjusting new options and scenarios between rivals of different countries.&lt;br /&gt;
* [Enduring Confrontation] Mission La Manche is now available for creating game sessions in SB mode. Try out new scenarios &amp;quot;Naval Convoy&amp;quot;, &amp;quot;Port Attack&amp;quot; and &amp;quot;Naval bombers&amp;quot; where you will need to destroy or protect AI controlled fleets and other interesting mission tasks. For more information see the [[wt:en/game/changelog/current/1014|Enduring Confrontation portion]] in the major update patchnotes (1.91).&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1021|19.09.2019]] (1.91.0.75)==&lt;br /&gt;
&lt;br /&gt;
* A bug related to the control synchronization of vehicles, where twitching could be observed with some aircraft when maneuvering at high speeds (1,000 km/h and higher), has been fixed.&lt;br /&gt;
* Temporary freezes which occur in game sessions after long flights (more than 20 minutes) with helicopters have been fixed.&lt;br /&gt;
* The sound of shooting from first person view (binoculars) in naval battles has been corrected.&lt;br /&gt;
* Sounds that occur when a player’s own vehicle is struck in naval and ground battles are now more pronounced.&lt;br /&gt;
* Firing/attack sounds of all non-automatic cannons for ground vehicles have been intensified.&lt;br /&gt;
* A bug where, in some cases, the firing sounds of allies/enemies might not have played, has been fixed.&lt;br /&gt;
* The automatic purchasing of torpedoes in the default weaponry setup for all ships has been fixed. Important: If the torpedoes have been purchased earlier manually, and then removed from the weaponry setup, they will not be automatically replenished in the additional weaponry slot. &lt;br /&gt;
* The designation, or lack thereof, for some capture zones in ground battles has been fixed.&lt;br /&gt;
* Pr.7U, MTB series 1 - A bug related to the launching of torpedoes when shooting with the main calibre weaponry has been fixed.&lt;br /&gt;
* The F-4C radar will now, in a stable fashion, acquire targets at short ranges. Switching between boresight mode and search mode is now possible with the command &amp;quot;Change Radar Mode&amp;quot;.&lt;br /&gt;
* Re.2005 serie 0 - An additional camouflage, &amp;quot;Sagittario&amp;quot;, has been added.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1022|20.09.2019]]==&lt;br /&gt;
&lt;br /&gt;
;Mission changes&lt;br /&gt;
&lt;br /&gt;
* According to numerous requests from our forum, helicopter  [Enduring Confrontation] battles have been reworked. It is smaller now. If earlier the battlefield was 7x7 cells on the map, now it has been reduced to 5x5 cells. Based on the testing results of the modified mission we will decide whether to rework the remaining helicopter [Enduring Confrontation] missions in as smaller way or return the old size to the “Afghanistan” mission&lt;br /&gt;
&lt;br /&gt;
;Flight model changes&lt;br /&gt;
&lt;br /&gt;
* '''Cr-32''' (all modifications) - A bug resulting to the incorrect alignment of the aircraft which leads to the incorrect pitch control (when using control type “full”) has been fixed. The rudder operation at low speeds has been clarified (improved), damping at the course has been increased. Contact with the ground point of the fuselage has been recalculated. By prolonged braking there is now the possibility of nosing over. Critical angles and lifting force reducing throughout the entire speed range according to wing blowing has been implemented. The dependence of the engine cooling on speed has been configured. The radiator flaps on the automatic control mode supports now the temperatures on the normal operating mode better. Engine altitude and max aircraft altitude have been refined (reduced). Inertia of the propeller group has been specified. Carburetor behavior on the flight mode with low or negative overload has been improved. The amount of fuel in the second (in-wing mounted) fuel tank has been reduced.&lt;br /&gt;
* '''MiG-19''' (all modifications) - A bug in the operation of the brake parachute leading to its insufficient efficiency on the run has been fixed.&lt;br /&gt;
* The range of speeds on which the visual Prandtl–Glauert effect appears has been reduced. Now the effect occurs in the range between 0.99-1.01 M.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1023|24.09.2019]] (1.91.0.87)==&lt;br /&gt;
&lt;br /&gt;
* Saving and unloading methods of audio assets have been optimized. This will increase the stability of playback of the game sounds.&lt;br /&gt;
* A bug occurring in naval battles, where the amount of torpedoes a player’s vehicle had would not be shown correctly due to the relevant counter not working, has been fixed.&lt;br /&gt;
* A bug which made it impossible to use a ship’s back-up for a vehicle on which all torpedoes had been previously used has been fixed.&lt;br /&gt;
* A bug where, in very rare cases, the game client would crash when viewing server replays, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1024|26.09.2019]]==&lt;br /&gt;
===First patch (1.91.0.96)===&lt;br /&gt;
&lt;br /&gt;
* A bug where rockets were not reloaded on ATGM carriers has been fixed.&lt;br /&gt;
* A bug where the smoke grenades were not being reloaded has been fixed.&lt;br /&gt;
* The probability of night battles has been increased in random ground forces battles in AB and RB for vehicles of rank 9.0 and higher. &lt;br /&gt;
* Sound playback logic for naval guns has been optimized.&lt;br /&gt;
* The composition for sound assets in engines on naval vehicles has been optimized.&lt;br /&gt;
* The volume of the sound mix in the game has been adjusted to the ASWG (Sony Audio Standards Working Group) standard.&lt;br /&gt;
* [[wt:en/news/6389-shop-changes-to-bulk-savings-of-golden-eagles-en|Changes to bulk savings of Golden Eagles]] is now implemented.&lt;br /&gt;
&lt;br /&gt;
===Second patch (Server Update)===&lt;br /&gt;
&lt;br /&gt;
* F-4C — A preset with 4x AIM-9E mounted on wing pylons and the SUU-23/A container on the central pylon have been added.&lt;br /&gt;
* EC-665 Tiger UHT — A preset with 8х PARS 3 LR and 4x AIM-92 Stingers has been added.&lt;br /&gt;
* Мi-24В/P &amp;amp; Мi-35М —  The number of flares has been changed from 128  to 196.&lt;br /&gt;
* G.91 YS — The separate firing offensive weaponry for has been changed to the larger calibre.&lt;br /&gt;
&lt;br /&gt;
==01.10.2019==&lt;br /&gt;
===[[wt:en/game/changelog/current/1025|First patch]] (1.91.0.105)===&lt;br /&gt;
&lt;br /&gt;
;Flight Model changes&lt;br /&gt;
&lt;br /&gt;
* F-100D / Super Mystere B2 - Implemented afterburner chamber mechanics with more accurate dependencies on altitude and speed, similar to aircraft such as the MiG-19, F-4C, MiG-21, introduced in the 1.91 major update (Afterburner thrust increased at high speed). Implemented a more accurate algorithm for &amp;quot;Mouse Aim&amp;quot; (Overall handling increased).&lt;br /&gt;
* T-2 - Increased maximum lift coefficient and critical angle of attack, simulating a vortex lift effect that occurs due to a vortex from the leading edge of the wing's root section (overall handling increased). Implemented much more accurate algorithm for &amp;quot;Mouse Aim&amp;quot;. Afterburner Chamber mechanics are now more accurate. (Afterburner thrust increased at high speed).&lt;br /&gt;
* F-4C - corrected correspondence of the aircraft at take-off. Reduced excessively abrupt pitching downward correspondence to the aircraft on approaching supersonic speeds - the so called &amp;quot;Mach tuck&amp;quot; effect has been corrected. Increased maximum rate of roll.&lt;br /&gt;
* I-16 type 17 (China) - Incorrect naming of the engine in the vehicle card has been fixed.&lt;br /&gt;
&lt;br /&gt;
;Other fixes&lt;br /&gt;
&lt;br /&gt;
* KV-122 - A bug where there no animation for the left track has been fixed.&lt;br /&gt;
* Pr.159, Pr.35. - A bug where the launcher animations in X-Ray view did not show has been fixed.&lt;br /&gt;
* Fletcher (DD-445) - The incorrect positioning of torpedoes in the torpedo tubes has been fixed.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/game/changelog/current/1026|Second patch]] (Server Update)===&lt;br /&gt;
&lt;br /&gt;
* '''Leopard 2K''' - The type of night vision modification has been changed from thermal imaging to infrared.&lt;br /&gt;
* '''Centauro, Centauro ROMOR, Begleitpanzer 57''' - The type of night vision modification has been changed from infrared to thermal.&lt;br /&gt;
* '''AMX-30''' - Modification for IR (infrared) night vision system has been added.&lt;br /&gt;
* '''Shot Kal Dalet, Type 61, Type 87, Type 75, Type 75 MLRS''' - Modification for IR (infrared) driver night vision system has been added. &lt;br /&gt;
* '''M8 LAC''' - Shoulder stabilizer has been added.&lt;br /&gt;
* '''M60A1 (AOS)''' - The mass of the tank has been changed from 47.6 to 48 tons. Source: TM 9-2350-215-34-2-1.&lt;br /&gt;
* Centurion Mk.10 - the thickness of the additional armour plate at the front has been changed from 44 to 51 mm. The thickness of the gun mantlet has been changed from 200 to 152 mm. Source: Centurion 7,8,9,10 (fully modified) armour details, F.V.231921. Centurion 7,8 plate thickness, F.V.231921 // The Centurion Tank, Pat Ware, Brian Delf // Centurion Tank - Bill Munro, 2005&lt;br /&gt;
* '''T-80U''' - The minimum sight magnification value has been changed from 3.6-12х to 2.7-12х. Source: Сайт производителя // Танк Т-90С, инструкция по эксплуатации (аналогичный прицел 1Г46)&lt;br /&gt;
* '''M247''' - The turret traverse guidance speed has been changed from 60 to 90 degrees per second. Sight magnification has been changed from 1.5-6х to a fixed 12х. Source: Manprint Analysis of the DIVAD System: Volume II. Lessons Relearned&lt;br /&gt;
* '''3,7 cm Pzgr. (Flak 36, Flak 43)''' - Initial shell speed has been changed from 740 to 770 m/sec. Source: Einbaumappe 3,7 cm BK-43, Marz 1944 // Documentation W127.&lt;br /&gt;
* '''T25, M36''' - A error in the designation of the default AP shell has been corrected. The default shell for this vehicle is M77.&lt;br /&gt;
* 105 mm T32 shell - The speed of the shell has been changed from 975 to 914 m/sec. Source: RAC - Technical Situation Report No. 35, 1945 // Hunnicutt: Firepower - A History of the American Heavy Tank Data Sheet for Guns 105 mm T5E1 and T5E2&lt;br /&gt;
* '''Type 63-I''' - Modifications window bug has been fixed, where the HEAT shell icon was displayed out of its borders.&lt;br /&gt;
* Sound events of explosions and gunshots now have brighter attack.Virtual sound channels loading of the sound engine has been optimized.&lt;br /&gt;
* Volume balance for ground vehicle guns, explosions and some aircraft engines have been slightly corrected.&lt;br /&gt;
* A bug with swapped male and female voice packages in the sound menu has been fixed.&lt;br /&gt;
* Search filters for camouflages from “Night Vision” and “Imperial Navy” trophies have been added to the market page. The list of filters will be updated when new trophies are added.&lt;br /&gt;
* Console users now have all recipes for creating items from trophies with camouflages in one tab in the workshop. Choosing recipes that belong to only one trophy can be selected in the drop down list.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1027|04.10.2019]]==&lt;br /&gt;
[[File:Shipyard assembly image.png|500px|thumb|center|]]&lt;br /&gt;
&lt;br /&gt;
;Operation “Shipyard”&lt;br /&gt;
&lt;br /&gt;
* At the request of players, we have added the possibility to instantly assemble parts, with a slight increase in the requirements of the required materials. The choice to do so is available when beginning to assemble parts in the recipes menu.&lt;br /&gt;
* The possibility of opening shipping containers with basic materials after finishing the assembly of the first armoured boat has been fixed.&lt;br /&gt;
** ''To apply the changes described above you will need to restart the game.''&lt;br /&gt;
&lt;br /&gt;
We have added the possibility of exchanging items from the “Night Vision” trophy to the workshop tab “Camo trophy” for console players.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1028|10.10.2019]] (1.91.0.132)==&lt;br /&gt;
&lt;br /&gt;
;Fleet&lt;br /&gt;
&lt;br /&gt;
* MBK 161 — “Bomb Mortar” modification has been moved to the default weaponry preset.&lt;br /&gt;
* A bug in the ship’s visibility system which allowed ships to detect each other through non-transparent obstacles such as rocks or islands at long range (more than 10 km) in some cases has been fixed.&lt;br /&gt;
* Damage Model changes:&lt;br /&gt;
** The damage model for damage caused by torpedoes has been fixed. In accordance with the historical experience of battles at sea, all larger ships can now survive several torpedo attacks depending on where they detonate on the ship’s hull. For example an explosion in the vicinity of the ammunition magazine will highly likely result in their detonation and contribute to the destruction of the ship. However hits in other parts of the hull will not be fatal if the ship is fully operational and whole and has a sufficient number of capable crew members.&lt;br /&gt;
** The detonation of the ammunition magazine has been fixed. They were excessively vulnerable to kinetic damage and shrapnel and now magazines can withstand more hits. For the instantaneous detonation of magazines of a medium size, it will now require two direct hits with an AP shell of a calibre up to 152 mm. A direct hit by a heavier shell (180-203 mm) will cause the ammunition magazine to explode immediately. &lt;br /&gt;
* Visual display:&lt;br /&gt;
** The lack of visual representation of hits and shell explosions at long distances has been fixed.&lt;br /&gt;
&lt;br /&gt;
;Sounds&lt;br /&gt;
&lt;br /&gt;
* The frequency response of the audio mix, to achieve a more natural sound, has been adjusted.&lt;br /&gt;
* Changes to the logic of limiting sound events to avoid non-sounding elements close to the listener have been made.&lt;br /&gt;
* Unnecessary mechanical sounds from the player’s aircraft cannons in 1st person view (from cockpit) have been deleted.&lt;br /&gt;
&lt;br /&gt;
;Other&lt;br /&gt;
&lt;br /&gt;
* A bug where while watching a player with thermal imaging turned on the viewer (spectator) could see the thermal image has been fixed. &lt;br /&gt;
* Excessive damage to bases caused by missiles in air battles has been fixed.&lt;br /&gt;
* '''Volokolamsk''' - Has been removed from rotation in random ground battles.&lt;br /&gt;
* '''Mission [Air Superiority] Afghanistan''' - Has been removed from rotation in air AB battles.&lt;br /&gt;
* '''Mission [Operation] Boulogne-sur-Mer''' - Has been removed from rotation in air RB battles.&lt;br /&gt;
* '''Hull break mechanics''' for the following vehicles are now possible with 100/105 mm HEAT shells (previously caused only by 120 mm and above HEAT shells):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
* AMX-10RC&lt;br /&gt;
* AMX-30 Roland&lt;br /&gt;
* Begleitpanzer 57&lt;br /&gt;
* Gepard&lt;br /&gt;
* FlaRakPz 1 Roland&lt;br /&gt;
* Ru 251&lt;br /&gt;
* TAM&lt;br /&gt;
* AUBL HVM&lt;br /&gt;
* Centauro&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Centauro ROMOR&lt;br /&gt;
* AUBL/74&lt;br /&gt;
* M113A1 TOW&lt;br /&gt;
* R3 T106 FA&lt;br /&gt;
* SIDAM 25&lt;br /&gt;
* Type 16&lt;br /&gt;
* Type 60 ATM&lt;br /&gt;
* Type 87&lt;br /&gt;
* Type 89&lt;br /&gt;
* Falcon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* FV102&lt;br /&gt;
* FV438&lt;br /&gt;
* Warrior&lt;br /&gt;
* Stormer&lt;br /&gt;
* ADATS&lt;br /&gt;
* M163&lt;br /&gt;
* M247&lt;br /&gt;
* M3 Bradley&lt;br /&gt;
* M50&lt;br /&gt;
* M551&lt;br /&gt;
* M901&lt;br /&gt;
* 9P149&lt;br /&gt;
* BMP-1&lt;br /&gt;
* BMP-2&lt;br /&gt;
* 2S6 “Tunguska”&lt;br /&gt;
* ZSU-23-4 “Shilka”&lt;br /&gt;
* ZSU-57-2&lt;br /&gt;
* Object 120&lt;br /&gt;
* Object 685&lt;br /&gt;
* Object 906&lt;br /&gt;
* SU-100P&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''FV510, M3 Bradley, BMP-1, BMP-2''' — sections of the hull and turret armour were not included in the hull destruction mechanics. These elements have now been included in the mechanics.&lt;br /&gt;
&lt;br /&gt;
==[[wt:en/game/changelog/current/1030|17.10.2019]] (1.91.0.137)==&lt;br /&gt;
&lt;br /&gt;
* The possibility of sound artifacts occurring has been reduced.&lt;br /&gt;
* A bug related to the display of the lead marker has been fixed&lt;br /&gt;
&lt;br /&gt;
== [[wt:en/game/changelog/current/1031|22.10.2019]] (Server Update - Economy and BR changes) ==&lt;br /&gt;
&lt;br /&gt;
* Planned BR changes ([https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vRBsYM7rSnReQXLKqAbgGs4IPUvV8AXaHgqslcnaGzjINWpaq0yGvHRBFFoX2_TDdXyG_FFkvg5g-Ju/pubhtml LINK]).&lt;br /&gt;
* Planned economy changes ([https://docs.google.com/spreadsheets/d/e/2PACX-1vTGkybY83OZ9j1yEufozXUNah83IimfuptdxC7oUtNqf0hGRjbILw8moxtG96-8IqU9nHQSTIGkhewD/pubhtml LINK]).&lt;br /&gt;
&lt;br /&gt;
Other changes:&lt;br /&gt;
&lt;br /&gt;
* In combined simulator battles the SL award for capturing points has been reduced by 50%, the awards for destruction of enemy vehicles has been increased by 30%, supporting in destruction, hits and critical hits awards have all been increased by 50%.&lt;br /&gt;
* RP bonuses for RB and SB now extends also into modification research. For example, if a player received 1000 RP in the past for modification research after an RB battle and 1300 RP for vehicle research, the player will now receive 1300 RP for both categories.&lt;br /&gt;
&lt;br /&gt;
== [[wt:en/game/changelog/current/1032|24.10.2019]] (1.91.0.150) ==&lt;br /&gt;
&lt;br /&gt;
* A bug where ESS (Engine Smoke System) was enabled with engine turned off has been fixed &lt;br /&gt;
* &amp;quot;Invert z-axis&amp;quot; option now operates correctly for helicopter controls&lt;br /&gt;
* A bug has been fixed in the pop up card where incorrectly low figures on armour penetration stats for ATGM equipped ground vehicles was displayed. &lt;br /&gt;
* A bug has been fixed where it was possible to adjust suspension with a discharged battery.&lt;br /&gt;
* UH-1C XM-30 - right turret sight not being displayed has been fixed&lt;br /&gt;
* EC-665 Tiger HAP, EC-665 Tiger HAD - a bug has been fixed where the sight moved up when aiming to the side.&lt;br /&gt;
&lt;br /&gt;
{{Updates}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A-4B&amp;diff=60925</id>
		<title>A-4B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A-4B&amp;diff=60925"/>
				<updated>2020-06-13T22:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: A-4B doesn't have access to WEP. You also don't need to use airbrakes to land on carriers, I can't even understand why you would need to?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=a_4b}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet attacker {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is an excellent aircraft for pilots who like to perform multiple roles without having to switch up aircraft. Possessing options to carry up to 5,000 lbs in bombs, 133 unguided rockets or five 20 mm autocannons with a total of 2,350 rounds of ammunition in what is effectively a &amp;quot;hot rod&amp;quot; of the jet world allows pilots to maximize their playstyle. &lt;br /&gt;
&lt;br /&gt;
[[File:A-4B an trn 26 006.png|350px|thumb|left|A view of the suspended ordnance racks. Just one of the many options for the {{PAGENAME}}.]]&lt;br /&gt;
&lt;br /&gt;
Though the manoeuvrability suffers when fully loaded, this jet attacker operates well at mid and lower altitudes, especially when unloading bombs and rockets on ground-based targets. The Skyhawk's air-to-air capabilities are not forgotten; however, as in actual usage, the missiles and internal 20 mm autocannons were more for defensive purposes or for taking out targets of opportunity. With the sheer amount of rockets when loaded, especially the Mighty Mouse variants, it is best to fire them off in salvos to ensure maximum damage inflicted. &lt;br /&gt;
&lt;br /&gt;
This aircraft's nickname is &amp;quot;Scooter&amp;quot; for a reason, though not the fastest aircraft in the battle, with its petite size and massive payload, it is not uncommon for the {{PAGENAME}} to scoot behind enemy lines and rain down destruction on ground targets before anyone realizes what is going on. Though small in size, the Skyhawk should not be underestimated and considered a significant threat.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 0 m - sea level)&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;
| 874 || 865 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 37.7 || 39.0 || 41.8 || 39.3 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| ___ || ___ || __._ || __._ || __._ || __._&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;&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     &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;&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}} || 615 || ___ || 410 || ~8 || ~3&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; 700 || &amp;lt; 670 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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}}, designed to be a light-weight attack aircraft was half the weight of the Navy's design spec requirements. This initial weight savings meant that the plane did not have to skimp on pilot protection. Since the primary role of the aircraft is as an attacker, the pilot protection from the front and the underside is critical. From the front, the windshield portion of the canopy contains 50 mm bulletproof glass. Protective armour from the ground or naval based targets comes in the form of a 2.54 mm steel &amp;quot;tub&amp;quot; which the pilot's seat is situated in. The protective shield surrounds the pilot on all four sides (front, back, left and right) and makes up for most of the floor panelling, leaving room for the controls to go through. While the pilot is not invulnerable, the armour will provide a buffer for lighter calibre fire or shrapnel effects from missiles. The pilot does remain vulnerable to fighter aircraft approaching from above the cockpit.&lt;br /&gt;
&lt;br /&gt;
There are three fuel tanks in the aircraft of which the two in the wings are non-self-sealing and pose a fire hazard if they catch on fire, however, the fuel tank situation directly behind the pilot is self-sealing.&lt;br /&gt;
&lt;br /&gt;
* 50 mm bulletproof glass&lt;br /&gt;
* 2.54 mm Steel-plated &amp;quot;tub&amp;quot;&lt;br /&gt;
* Self-sealing fuel tank behind the pilot&lt;br /&gt;
* Non-self-sealing fuel tanks in the wings&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''--&amp;gt;&lt;br /&gt;
[[File:A-4B an trn 26 007.png|400px|thumb|right|A '''{{PAGENAME}}''' set up for air-to-air combat with its suspended centerline gunpod and AIM-9B Sidewinders.]]&lt;br /&gt;
&lt;br /&gt;
{{main|Browning-Colt Mk12 Mod 3 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with the following offensive armament:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Browning-Colt Mk12 Mod 3 autocannons (100 RPG)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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;
[[File:A-4B an trn 26 003.png|400px|thumb|right|The 133 FFAR Mighty Mouse rockets effectively turns into a 70 mm autocannon which will not jam or overheat when fired as a salvo.]]&lt;br /&gt;
&lt;br /&gt;
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)|AIM-9B}}&lt;br /&gt;
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|AGM-12B Bullpup|Mk 11 mod 5 (20 mm)}} &lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} can choose from a wide assortment of suspended armament combinations:&lt;br /&gt;
&lt;br /&gt;
* 18 x 250 lb LDGP Mk 81 bombs (4,500 lb total)&lt;br /&gt;
* 9 x 500 lb LDGP Mk 82 bombs (4,500 lb total)&lt;br /&gt;
* 5 x 1,000 lb LDGP Mk 83 bombs (5,000 lb total)&lt;br /&gt;
* 1 x 2,000 lb LDGP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 3 x AGM-12B Bullpup rockets&lt;br /&gt;
* 133 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 28 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles&lt;br /&gt;
* 76 x FFAR Mighty Mouse rockets + 5 x 500 lb LDGP Mk 82 bombs (2,500 lb total)&lt;br /&gt;
* 16 x Zuni Mk32 Mod 0 ATAP rockets + 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 16 x Zuni Mk32 Mod 0 ATAP rockets + 5 x 500 lb LDGP Mk 82 bombs (2,500 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 5 x 500 lb LDGP Mk 82 bombs (2,500 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 3 x 1,000 lb LDGP Mk 83 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 1 x 2,000 lb LDGP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 1 AGM-12B Bullpup rocket&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 57 FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x AIM-9B Sidewinder Air-to-air missiles + 12 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 3 x 20 mm Mk 11 mod 5 autocannons (750 RPG, 2,250 total rounds)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 autocannon (750 RPG) + 2 x AIM-9B Sidewinder Air-to-air missiles &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;
&lt;br /&gt;
The {{PAGENAME}} while designated by the U.S. Navy as an attacker can work as a multi-role aircraft. Though the variety of armament leans heavily to the attacker side, this aircraft also has a fighter side which can feel more like a hotrod compared to some of the other fighters out there such as the [[F-4C Phantom II|F-4]] coming in at 14-tonnes more massive.&lt;br /&gt;
&lt;br /&gt;
;Attacker&lt;br /&gt;
&lt;br /&gt;
[[File:A-4B an trn 26 004.png|400px|thumb|right|Zuni rockets streaking towards their target.]]&lt;br /&gt;
The Douglas Aircraft Company built the {{PAGENAME}} from the ground up to be a small, fast and effective as an attack aircraft. While conventional wisdom would dictate that a larger aircraft would be necessary to carry enough suspended ordnance into battle to be effective, the Skyhawk shatters that myth. With only three hardpoints to attach ordnance to, specialized racks can extend the number of suspended weapons which the aircraft can carry. For instance, if using this aircraft to take out a mobile vehicle or anti-aircraft artillery, strapping on 18 x 250 lb bombs provides an opportunity to hit targets which may spread out or to divide ordnance between different clusters of targets. When attacking more heavily armoured targets or bases, the {{PAGENAME}} can choose to load up on 5 x 1,000 lb bombs or a single 2,000 lb bomb which creates considerable damage against ground targets.&lt;br /&gt;
&lt;br /&gt;
Though bombs do a considerable amount of damage where they land, they are not the end-all answer to ground attack. Unguided rockets provide another option to the attacker-role of the aircraft. This aircraft has the option of loading up on 133 FFAR Mighty Mouse or 28 Zuni unguided rockets. When the pilot selects to fire these rockets in salvo mode, they have effectively turned their rockets into a large calibre autocannon which will not overhead or jam and continue to fire off rockets until the rocket tubes deplete of their ordnance. A salvo of Mighty Mouse rockets can also be extremely effective against aircraft or helicopters which may have a hard time getting out of the way when fired at from shorter distances. On domination maps, a salvo of rockets can make quick work of aircraft attempting to capture a runway.  Bullpup rockets are another option; however, with only three loaded at a time, it is essential to be selective with the targets.  To help with stabilizing the {{PAGENAME}} in a dive and while lining up targets, fuselage-mounted airbrakes can assist in preventing speed build up and stabilize the aircraft, however, once exiting an attack point, it is important to retract the airbrakes to allow for the aircraft to gain speed.&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
&lt;br /&gt;
Typically the {{PAGENAME}} was not used as a fighter; however, it carried armament which allowed it to defend itself or take on targets of opportunity. Always at its disposal is two 20 mm autocannons each with 100 rounds, however, these won't last too long in an extended engagement. Other options which allow the aircraft to flex its offensive muscles include AIM-9B Sidewinder missiles or suspended 20 mm gun pods. The AIM-9B provides the Skyhawk with a bit more reach allowing it to hit aircraft which may be faster or out of range of the guns. Typically, when launched from less than a mile away, the missile does not track to the target and instead fly off.  For those pilots who enjoy fighting with aircraft guns, then the option to attach gun pods may be the way to go. Whether it is a single centerline gun pod or the addition of two more on each of the wing pylons, each suspended gun pod each contain 750 rounds of 20 mm ammunition. &lt;br /&gt;
&lt;br /&gt;
Due to the diversity of weapons options afforded to the {{PAGENAME}} and their various configurations, pilots can customize their payloads to meet both their playstyle and missions. For those who want to unload the maximum damage against ground targets can choose solely to load up on bombs or rockets, while those opting for air-to-air can choose missiles and guns. Some pilots may want to take a smaller ground-attack load while affording some air-to-air protection with missiles. There is no right or wrong selection; it all depends on the fighting style of the pilot.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair &lt;br /&gt;
| Compressor&lt;br /&gt;
| &lt;br /&gt;
| Offensive 20 mm cannons&lt;br /&gt;
| Mk81&lt;br /&gt;
| AGM-12B Bullpup&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| &lt;br /&gt;
| Airframe&lt;br /&gt;
| &lt;br /&gt;
| Mk82&lt;br /&gt;
| LAU-3/A&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
| &lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
| Mk83&lt;br /&gt;
| LAU-10/A&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
| &lt;br /&gt;
| Cover&lt;br /&gt;
| Gunpod Mk 4 mod 0&lt;br /&gt;
| Mk84&lt;br /&gt;
| AIM-9B&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;
* Small aircraft profile&lt;br /&gt;
* Wide variety armament options for air-to-ground, air-to-air or a mix of both&lt;br /&gt;
* Pilot protection with cockpit armour and bullet-proof windscreen&lt;br /&gt;
* Very manoeuvrable with minimal suspended ordnance (or after ordnance has been expended)&lt;br /&gt;
* 20 mm autocannons mounted in the wing roots, convergence adjustment may come into play for extreme distance shots&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
&lt;br /&gt;
* Air-to-ground ordnance mounted under the wings negatively affect roll rate&lt;br /&gt;
* Fully loaded with ordnance makes it difficult to evade if necessary&lt;br /&gt;
* Average speed, can reach Mach 1 in an extended dive&lt;br /&gt;
* High stall speed&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;
[[File:A-4B an trn 26 002.png|400px|thumb|right|]]&lt;br /&gt;
At a time when military aircraft were becoming more substantial in size to hold larger engines, more weapons, essential fuel and new technology, Douglas Aircraft's concept of the A-4 Skyhawk seemed counter-intuitive. The A-1 Skyraider, while a potent aircraft was starting to age out of the service as faster jets began to supplant the propeller-driven attacker. In the early 1950s, the U.S. Navy began its search for the next generation attacker and put out a requirement for an attacker with a maximum cost of $1 million and a maximum empty weight of 20,000 lbs (9,071 kg) and could carry enough ammunition to at least compete with the older but beefy A-1.&lt;br /&gt;
&lt;br /&gt;
Ed Heinemann, a designer at Douglas Aircraft Company, responded with the XA4D-1 attack aircraft. Contrary to conventional wisdom, Heinemann's design focused on an attack aircraft which would be minimal in size and weight along with being a simple aircraft to maintain. Douglas Aircraft succeeded in winning the contract and what became known by nicknames such as &amp;quot;Scooter&amp;quot; or &amp;quot;Bantam Bomber&amp;quot;, the XA4D-1 (later changed to A-4) was a winning solution to the Navy's needs. The resulting attack aircraft came in at just over $850,000 each while weighing half of what was the Navy's original specification, owing to weight savings with the wings, being as short as they were, there was no need for them to fold to save space while stowed on an aircraft carrier. &amp;quot;Scooter&amp;quot; was an appropriate nickname for the A-4 as its original prototype set a world speed record in 1955 with a speed of 695.163 mph (1,118.756 km/h).&lt;br /&gt;
&lt;br /&gt;
The A-4 though small in size, did not differ much in design from other military aircraft of the day. The wing was a low-mounted delta shape which had single forge spars which spanned to both wingtips for extra strength. Tricycle configuration for the landing gear allowed the nose to remain relatively low for excellent pilot visibility mainly when operating on the deck of an aircraft carrier. A single turbo-jet engine mounted at the rear of the aircraft was fed by two air intakes located just behind the cockpit on each side of the fuselage. Offensive weapons for this aircraft consisted of two 20 mm Browning-Colt Mk12 Mod 3 autocannons, each one located in a wing root. Only 100 rounds are available for each gun. Still, a single fuselage centerline hardpoint and a hardpoint under each wing allow for utilisation of a wide variety of missiles, rockets, bombs and gun pods.&lt;br /&gt;
&lt;br /&gt;
At the start of the Vietnam War, the A-4 Skyhawk was the primary light bomber for the Navy. A total of 542 A-4Bs were built and delivered to the Navy. Upgrades over the A-4A consisted of improved navigation equipment and flight control systems. AGM-12 Bullpup missiles were also a new weapon for this aircraft. The Skyhawk also utilised the AIM-9B Sidewinder missiles; however, these were mostly used as a defensive weapon and rarely for offensive purposes. &lt;br /&gt;
&lt;br /&gt;
The A-4 is a rugged little attack aircraft which remained in service with both the U.S. Navy and United States Marine Corps for over 20 years before being retired. However, more than sixty years after initial operations began, the Skyhawk is only now still in service with the Brazilian Navy.   &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;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:A-4B WTWallpaper 001.jpg&lt;br /&gt;
File:A-4B WTWallpaper 002.jpg&lt;br /&gt;
File:A-4B WTWallpaper 003.jpg&lt;br /&gt;
File:A-4B WTWallpaper 004.jpg&lt;br /&gt;
File:A-4B WTWallpaper 005.jpg&lt;br /&gt;
File:A-4B WTWallpaper 006.jpg&lt;br /&gt;
File:A-4B WTWallpaper 007.jpg&lt;br /&gt;
File:A-4B WTWallpaper 008.jpg&lt;br /&gt;
File:A-4B an trn 26 001.png&lt;br /&gt;
File:A-4B an trn 26 005.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|lIgoj8bT0H4|'''The Shooting Range #196''' - ''Metal Beasts'' section at 00:33 discusses the A-4B.|NWhJ5-ar0aU|'''THE HAWK OF THE SKIES...Literally''' - ''Sgt.Vittie''|2-a9gkeZNc0|'''Maximum Rush /// A-4B Skyhawk''' - ''DEFYN''}}&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 aircraft;''&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6597-development-douglas-a-4b-skyhawk-a-story-of-simplicity-en|[Devblog] Douglas A-4B Skyhawk: A Story of Simplicity]]&lt;br /&gt;
* [[wikipedia:Douglas_A-4_Skyhawk|[Wikipedia] Douglas A-4 Skyhawk]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Douglas}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F3D-1&amp;diff=59424</id>
		<title>F3D-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F3D-1&amp;diff=59424"/>
				<updated>2020-06-05T18:50:50Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: It's 7.0, it's not meant to fight &amp;quot;top rank fighters&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=f3d_1&lt;br /&gt;
|cockpit=380016/1304870&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American naval jet fighter {{Battle-rating}}. It was introduced in [[Update 1.75 &amp;quot;La Résistance&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 1,524 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;
| 810 || 786 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 31.3 || 32.0 || 14.7 || 13.7 || rowspan=&amp;quot;2&amp;quot; | 700&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 868 || 846 || 28.8|| 30.0 || 23.3 || 18.8&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;&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     &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;&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}} || 460 || 460 || 314 || ~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; 620 || &amp;lt; 650 || &amp;lt; 620 || 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; | Empty mass || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Westinghouse J34-WE-34 ||  2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 7,290 kg || colspan=&amp;quot;3&amp;quot; |  294 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;
! 21m fuel || 30m fuel || 45m fuel || 60m fuel || 73m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 600 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 8,361 kg || 8,814 kg || 9,569 kg || 10,324 kg || 10,978 kg || 12,156 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 (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 21m fuel || 30m fuel || 45m fuel || 60m fuel || 73m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 1,469 kgf || N/A&lt;br /&gt;
| 0.35 || 0.33 || 0.31 || 0.28 || 0.27 || 0.24&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 1,469 kgf&amp;lt;br /&amp;gt;(0 km/h) || N/A&lt;br /&gt;
| 0.35 || 0.33 || 0.31 || 0.28 || 0.27 || 0.24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
* 38 mm Bulletproof glass in cockpit front.&lt;br /&gt;
* 5 mm Steel plates in the nose.&lt;br /&gt;
* 3 mm Steel boxes in the tail.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!--Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.--&amp;gt;&lt;br /&gt;
{{main|AN/M3 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 х 20 mm AN/M3 cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|AN-M64A1 (500 lb)|Tiny Tim|AN-M65A1 (1,000 lb)|AN-M66A2 (2,000 lb)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 2 х 500 lb AN-M64A1 bombs (1,000 lb total)&lt;br /&gt;
* 2 х Tiny Tim rockets&lt;br /&gt;
* 2 х 1000 lb AN-M65A1 bombs (2,000 lb total)&lt;br /&gt;
* 2 х 2000 lb AN-M66A2 bombs (4,000 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in an aircraft, the features of using vehicles 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 main thing to take into account when using the F3D-1 is that it is not made to combat other planes. It has four great cannons, but you will rarely be able to get them on target unless you are fighting lower rank vehicles or you manage to take an enemy aircraft by surprise. It is unsuited to the complexities of high-rank jet combat, having a poor climb rate, below average top speed and mediocre manoeuvrability. Instead, this plane works best as a ground pounder, working closely with fighters to keep it safe from harm. In other words, your team needs to have air superiority in order for you to be effective. Your cannons are effective against light vehicles and vehicle top armour. The 2000 lb bombs are powerful enough to destroy any target, allowing you to pinpoint dug in vehicles and end their game quickly. You also have access to Tiny Tim Rockets, which have extremely high penetration and post penetration damage. After dropping your payload and strafing targets, you can quickly return to base and rearm.&lt;br /&gt;
&lt;br /&gt;
It is best not to linger over a combat zone, as your presence will attract the attention of players, who may spawn in fighters or SPAA and try to shoot you down. In higher rank matches, SPAA will jump at the chance to shoot down a slow, lumbering jet like you. Instead, it is best to quickly pinpoint a target, destroy it and then return to base. Keep on doing this as many times as you can. Fly low and around the edge of the map in order to avoid any anti-aircraft guns, observing the map and looking out for any potential targets. If you attract any unwanted attention from an enemy aircraft, your first point of call should be to call for help. It can save you a lot of hassle if a friendly SPAA or fighter can take out the enemy plane. If not you will need to analyse your enemy and work out if you have any advantages over it. If it is a high-rank plane like a Mig 15 or Sabre, your options are pretty limited. Your chances mostly depend on your skill to outwit your opponent, or their skill to outwit you.&lt;br /&gt;
&lt;br /&gt;
===Radars===&lt;br /&gt;
{{main|AN/APS-21|AN/APG-26}}&lt;br /&gt;
The F3D-1 is equipped with an [[AN/APS-21]] search radar, as well as an [[AN/APG-26]] target tracking radar. Both radars are located in the nose of the aircraft.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[AN/APS-21]] - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Guaranteed&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, detection of a target is practically guaranteed}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
|-&lt;br /&gt;
| 45,000 m || 28,000 m || ±85° || ±16°&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[AN/APG-26]] - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 4,000 m || 150 m || ±60° || ±60°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage Repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| SBC mk.I&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| LFRC mk.12&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings Repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 20 mm Cannons&lt;br /&gt;
| MBC mk.I&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-Suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| LBC mk.I&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;
* Is equipped with the [[AN/APS-21]] target detection radar and [[AN/APG-26]] target tracking radar, with the best target detection range in the game&lt;br /&gt;
* Possesses target tracking radar with favourable matchmaking characteristics&lt;br /&gt;
* Decent bombload&lt;br /&gt;
* Can turn better than some other jets&lt;br /&gt;
* Good cannons&lt;br /&gt;
* Has a tail wheel so you cannot strike tail on takeoff or landing&lt;br /&gt;
* Can make it back to base on only one engine (you should be able to maintain ~400 kph in level flight)&lt;br /&gt;
* Engines mounted close to the centre line of aircraft means loss of an engine has less impact on controllability&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor climb rate makes it impractical to engage bombers&lt;br /&gt;
* Not very maneuverable at low speeds&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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article. 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;
In late 1945, the US Navy was in search of a new carrier-based fighter that was to be jet-powered and able to fly in all weather. The two-seated, twin-engine fighter was to be equipped with a radar and with specifications for a top speed of 500 mph (805 km/h), an operating altitude of 40,000 ft (12,192 m),&amp;lt;ref name=&amp;quot;BoeingF3D&amp;quot; /&amp;gt; and able to detect an enemy 125 miles (201 km) away.&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot; /&amp;gt; The Douglas Aircraft Company were among the many companies that were asked to produce an aircraft able to meet these specifications. Led by designer Ed Heineman, Douglas produced the designs that the US Navy thought suited best and were offered a contract for three prototypes under the designation ''XF3D-1'', with the nickname '''Skyknight''', on 03 April 1946.&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The XF3D-1 prototype made its first flight on 23 March 1948.&amp;lt;ref name=&amp;quot;CombatAirF3D&amp;quot; /&amp;gt; Due to the favorable performance, the plane was then ordered on May 11th for production of 28 units as the '''F3D-1'''. The first production F3D-1 was delivered in early 1950.&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot; /&amp;gt; By February 1951, the F3D-1 was put into service. However, despite its status, the F3D-1 did not meet all standards for aircraft carrier operations, mainly due to underpowered engines.&amp;lt;ref name=&amp;quot;CombatAirF3D&amp;quot; /&amp;gt; As such, priority shifted over towards the F3D-2 variant and only 28 F3D-1 planes were produced.&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot; /&amp;gt; In all, Douglas would produce 268 F3D Skyknights for U.S. service.&amp;lt;ref name=&amp;quot;BoeingF3D&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the F3D-1 stayed stateside to train pilots and radar operators, the F3D-2 were sent to the Korea War in Spring of 1952.&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot; /&amp;gt; The F3D-2 Skyknights were assigned to Marine Corps night fighter squadrons to escort bombers in nighttime raids.&amp;lt;ref name=&amp;quot;CombatAirF3D&amp;quot; /&amp;gt; While there, the F3D Skyknights racked up one of the best aerial victory record in Korea for a night-fighter, even scoring the first aerial jet-to-jet night victory against a [[Yak-15]] in 03 November 1952. Only one F3D Skyknights were shot down during the rest of the Korean War.&amp;lt;ref name=&amp;quot;MilitaryFactoryF3D&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the Korean War, the F3D Skyknights became used as trainers or testing beds for the then-new air-to-air missiles (AAM) such as the AIM-7 Sparrow missiles. In the 1962, the F3Ds were renamed to the ''F-10'' Skyknights, with the F3D-1 and F3D-2 being redesignated as ''F-10A'' and ''F-10B'' respectively. These would later be used in Vietnam, making the Skyknights the only jet fighter to have flown in the Korean and Vietnam War. The Skyknight's role in Vietnam was reduced, focusing more on electronic warfare with electronic countermeasure (ECM) equipment as the ''EF-10B'' in order to counter the new SA-2 Guideline surface-to-air missile. The Skyknights were also used to conduct reconnaissance over Cuba during the 1962 Cuban Missile Crisis.&amp;lt;ref name=&amp;quot;MilitaryFactoryF3D&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 1969 though, all US Navy F-10s were retired and used for testing on the new avionics systems which were implemented into the F-14 Tomcats. The Marines used their F-10s until May 1970.&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;
{{Youtube-gallery|76ArCiYaEog|'''The Shooting Range #81''' - ''War Machines'' section at 00:31 discusses the F3D-1.}}&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 aircraft;''&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Douglas_F3D_Skyknight|[Wikipedia&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Douglas F3D Skyknight]]&lt;br /&gt;
* [https://www.combatairmuseum.org/aircraft/douglasf3skyknight.html [Combatairmuseum&amp;lt;nowiki&amp;gt;.org]&amp;lt;/nowiki&amp;gt; Douglas F-3D-2T2 (TF-10B) Skyknight]&lt;br /&gt;
* [https://www.boeing.com/history/products/f3d-f-10-skyknight.page [Boeing.&amp;lt;nowiki&amp;gt;com]&amp;lt;/nowiki&amp;gt; Historical Snapshot - F3D/F-10 SKYKNIGHT FIGHTER]&lt;br /&gt;
* [http://www.airvectors.net/avskykt.html [Airvectors&amp;lt;nowiki&amp;gt;.net]&amp;lt;/nowiki&amp;gt; The Douglas F3D Skyknight]&lt;br /&gt;
* [http://www.joebaugher.com/navy_fighters/f10_1.html [&amp;lt;nowiki&amp;gt;Joebaugher.com]&amp;lt;/nowiki&amp;gt; Douglas F3D-1/F-10A Skyknight]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Douglas}}&lt;br /&gt;
{{USA jet aircraft}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;BoeingF3D&amp;quot;&amp;gt;Boeing. &amp;quot;Historical Snapshot: F3D/F-10 SKYKNIGHT FIGHTER.&amp;quot; Boeing, [https://www.boeing.com/history/products/f3d-f-10-skyknight.page Website].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;CombatAirF3D&amp;quot;&amp;gt;Combat Air Museum. &amp;quot;Douglas F-3D-2T2 (TF-10B) Skyknight&amp;quot; Combat Air Museum, [https://www.combatairmuseum.org/aircraft/douglasf3skyknight.html Website].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;JoebaugherF3D&amp;quot;&amp;gt;Baugher, Joseph F. &amp;quot;Douglas F3D-1/F-10A Skyknight&amp;quot; joebaugher.com, 30 Jan. 2000, [http://www.joebaugher.com/navy_fighters/f10_1.html Website].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;MilitaryFactoryF3D&amp;quot;&amp;gt;Military Factory. &amp;quot;Douglas F3D-1/F-10A Skyknight&amp;quot; Military Factory, 31 May 2016, [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=495 Website].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=B-29A-BN&amp;diff=59205</id>
		<title>B-29A-BN</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=B-29A-BN&amp;diff=59205"/>
				<updated>2020-06-03T14:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Removed image captions that serve no purpose, such as &amp;quot;Bombs away!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=b-29}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = American heavy bomber '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = B-29/Tu-4 (Family)&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;
[[File:GarageImage B-29A-BNSuperfortress.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} American heavy bomber {{Battle-rating}}. It was introduced in [[Update 1.47 &amp;quot;Big Guns&amp;quot;]]. The B-29 follows the [[B-24D-25-CO|B-24 Liberator]] in the U.S. bomber branch and is currently the last American propeller-powered bomber in the US Tech Tree. At the top of its game, the {{PAGENAME}} is one of the most powerful and heavily armed bombers found in War Thunder.&lt;br /&gt;
&lt;br /&gt;
In the few years leading up to World War II, the United States Army Air Corps (USAAC) realized that its current primary heavy bomber, the [[B-17 (Family)|B-17]] would not have the range nor the payload which would be needed to efficiently transit what would end up becoming the Pacific Theater. To compensate for this Boeing began to develop a prototype which would incorporate a pressurized cabin to allow for higher altitude flying, which would help to protect the bomber from Japanese fighters which struggled to get to the higher altitudes. &lt;br /&gt;
[[File:B-29 kawashima momo 001.png|350px|thumb|left|A view of the '''{{PAGENAME}}''' cockpit.]]&lt;br /&gt;
The resulting XB-29 prototype and the later production series B-29 bomber had everything the USAAC was looking for, high-pressured cockpit, a maximum altitude of almost 32,000 ft (9753.6 m), true air-speed around 372 mph (600 kph) and could carry a massive payload of bombs upwards of 20,000 lbs (9,072 kg). Defensive positions on the B-29 were well placed to ensure maximum coverage surrounding the bomber. This bomber was one of the first aircraft to be fitted with the General Electric Central Fire Control system which could be used to remotely control four of the remotely controlled turrets (two dorsal and two ventral). Though in their early stages, this aircraft’s turrets each also had a General Electric analogue computer linked to it allowing the weapons to be more accurate by automatically factoring in airspeed, gravity, temperature and lead time for the inbound aircraft. With this setup, these turrets could be controlled from the nose, tail or any of the three mid-fuselage positions and a single gunner could actually control more than one turret at a time increasing the effectiveness and lethality of the bomber’s defences. Bristling with 12 x M2 Browning machine guns, the {{PAGENAME}} was extremely difficult to approach, yet make a successful pass and leave untouched.&lt;br /&gt;
&lt;br /&gt;
Unlike other bombers which can take on a secondary role as a pseudo-attacker, the {{PAGENAME}} is a bomber, period. The sole purpose of the B-29 is to beat ground targets into submission either with upwards of 40 x 500 lb bombs, 18 x 1,000 lb bombs or 8 x 2,000 lb bombs. The larger 1,000 and 2,000 lb bombs are perfect for base bombing while the relatively smaller 500 lb bombs make the perfect tool for carpet bombing where vehicles, pillboxes or anti-aircraft artillery may be clustered together which may be reminiscent for pilots who have flown the rank I French bomber the [[F.222.2]] and utilised its 52 x 50 kg [[G.A. MMN. 50 (50 kg)|G.A. MMN. 50]] bombs which created area denial on early maps.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is an aerial beast which can drop a beastly amount of explosive ordnance, rivalled by few, but is not immune to enemy fighters. Altitude is this bombers friend and when achieved can be a safer haven from which to rain down explosives on enemy bases or vehicles. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&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 {{PAGENAME}}, much like its contemporaries the Messerschmitt [[Me 264]], Blohm &amp;amp; Voss [[BV 238]] and Tupolev [[Tu-4]] was built for the sole purpose of flying high and dropping large amounts of bombs. To account for these characteristics, others such as manoeuvrability, rate-of-climb and acceleration were compromised. The B-29 is a heavy aircraft which when adding 10,000 – 20,000 lbs of ordnance will only make the plane that much more difficult to get to altitude, but once there this aircraft does have a decent cruising speed. To help speed up gameplay for this aircraft, it is given an air-start at the beginning of matches and also after landing to reload and repair due to its sheer size and difficulty climbing to its bombing altitude. &lt;br /&gt;
&lt;br /&gt;
The typical method of utilising this bomber is to fly the aircraft to a higher altitude. Depending on the enemy fighters, attackers and interceptors which appear in the match, you may be able to stay lower around 20,000 ft (6,000 m) or you may need to increase closer to 30,000 ft (9,150 m) to make it extremely difficult for the fighters to follow you up and many if they do get that high, their engines are struggling to keep the plane  above stall speed which provides you with the opportunity to leave them behind or to easily pick them off with your gunners. &lt;br /&gt;
&lt;br /&gt;
One downside to flying at the higher altitudes in arcade battles is that if you bomb a base but don’t completely destroy it, it is difficult to circle back around and bomb again when the bombs have reloaded. A wide circle is necessary to accomplish this and it may be better and more efficient instead to fly towards another base, bomb it and turn around and finish off the first base. Another option too is to leave the partially bombed bases for the smaller and slower bombers on your team to finish off or just catch the partially bombed bases on a return pass. &lt;br /&gt;
[[File:B-29 jonigustavo 001.png|350px|thumb|right]]&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 9,100 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 613 || 602 || {{Specs|ceiling}} || 33.5 || 34.4 || 2.9 || 4.2 || 1,800&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 9,100 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Max altitude (meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time (seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run (meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 669 || 641 || {{Specs|ceiling}} || 30.7 || 32.0 || 11.7 || 6.5 || 1,800&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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flap&lt;br /&gt;
! Take-off flap&lt;br /&gt;
! Landing flap&lt;br /&gt;
! Air brakes&lt;br /&gt;
! 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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flap&amp;lt;br&amp;gt; (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! +&lt;br /&gt;
! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|разрушение|конструкции}} || {{Specs|разрушение|шасси}} || 340 || ~1 || ~1&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 340 || &amp;lt; 350 || &amp;lt; 290 || &amp;gt; 400&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 9,720 m || 2,200 hp || 2,499 hp &lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| ?,??? m || ?,??? hp || ?,??? hp &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 3&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| ?,??? m || ?,??? hp || ?,??? hp &lt;br /&gt;
|- --&amp;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;4&amp;quot; | Engine&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine Name&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Number present&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | Wright R-3350-57 18-cylinder || 4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engine characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weight (each)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Cooling&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1,251 kg || Radial || Air&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engine power (Stock)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Take-off&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1,975 hp || colspan=&amp;quot;2&amp;quot; | 2,276 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Engine power (Upgraded)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Take-off&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 2,200 hp || colspan=&amp;quot;2&amp;quot; | 2,502 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
* 60 mm Bulletproof glass in front of the pilots.&lt;br /&gt;
* 6.5 mm Steel plates in front of the pilots.&lt;br /&gt;
* 6.5 mm Steel plates behind the pilots.&lt;br /&gt;
* 6.5 mm Steel plates in front of tail control tractions.&lt;br /&gt;
* 6.5 mm Steel plates boxing around rear dorsal gunner and beam gunners.&lt;br /&gt;
* 6.5 mm Steel plate behind the rear ventral gunner.&lt;br /&gt;
* 60 mm Bulletproof glass in front of tail gunner.&lt;br /&gt;
* 6.5 mm Steel plate in front of tail gunner.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} had to be judicious when it came to providing protecting armour for the aircrew at the sacrifice of additional fuel or ordnance. In fact, later models removed many of their defensive turrets in order to allow for more fuel and ordnance to be loaded. It is obvious that an aircraft this size will be a huge target for enemy fighters to attack with the nose section (''cockpit'') and the tail turret being the two most likely targets (''head-on attack and tail approach attack'') and thus both areas were outfitted with 60 mm bulletproof glass which helps against lower calibre weapons, however 20 mm and above make short work of the bulletproof glass. 6.5 mm steel plates are scattered around the aircraft to provide protection for both the crew members and some of the control surface linkages. Though not a stop-all invincible shield for the crew, it many instances it provided enough protection to allow crew members to survive and fight another day.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
[[File:B-29 meanswing 001.png|450px|thumb|right]]&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|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)|AN-M66A2 (2,000 lb)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:&lt;br /&gt;
&lt;br /&gt;
* 20 x 500 lb AN-M64A1 bombs (10,000 lb total)&lt;br /&gt;
* 40 x 500 lb AN-M64A1 bombs (20,000 lb total)&lt;br /&gt;
* 18 x 1000 lb AN-M65A1 bombs (18,000 lb total)&lt;br /&gt;
* 8 x 2000 lb AN-M66A2 bombs (16,000 lb total)&lt;br /&gt;
&lt;br /&gt;
One might say the {{PAGENAME}} is effectively a dump truck which can dump a ton of explosives, no make that upwards of 10 tons of explosives upon enemy targets. Utilising speed at higher altitudes, it is the purpose of the Superfortress to race to an enemy base or ground targets and just rain down TNT. With three choices of bomb weights to choose from and four different configurations, there is no shortage of ways to destroy ground targets. The 1,000 lb and 2,000 lb bombs come in most handy for base bombing as they do the most amount of damage for the least amount of effort in a concentrated area. Area of denial is the speciality of the 500 lb bombs when used in carpet bombing operations. Carpet bombing is effectively laying down many of the 500 lb bombs at one time over an area where vehicles such as trucks, tanks and anti-aircraft vehicles or hardened structures such as pillboxes or anti-aircraft artillery may be located at. Since vehicles are on the move, dropping multiple bombs at a time making it more difficult for them to move out of the way and avoid the inbound ordnance. &lt;br /&gt;
&lt;br /&gt;
With the {{PAGENAME}}, there is no real overkill with the bombs, which can make the Superfortress a prime target to be eliminated early as with upwards of 20,000 lbs in bombs, the {{PAGENAME}} can make short work of enemy bases and end the match earlier than most will expect.&lt;br /&gt;
 &lt;br /&gt;
=== Defensive armament ===&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|Browning M2 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 2 x 12.7 mm Browning M2 machine guns, tail turret  (550 rpg = 1,100 total)&lt;br /&gt;
* 2 x 12.7 mm Browning M2 machine guns, rear ventral turret  (575 rpg = 1,150 total)&lt;br /&gt;
* 2 x 12.7 mm Browning M2 machine guns, rear dorsal turret  (500 rpg = 1,000 total)&lt;br /&gt;
* 2 x 12.7 mm Browning M2 machine guns, front ventral turret  (500 rpg = 1,000 total)&lt;br /&gt;
* 4 x 12.7 mm Browning M2 machine guns, front dorsal turret  (400 rpg = 1,600 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is defended by an impressive 12 x .50 calibre Browning machine guns rivalled only by the Blohm &amp;amp; Voss [[BV 238]], Tupolev [[Tu-4]], Consolidated [[PB4Y-2]] and [[B-24D-25-CO|B-24]] and the Boeing [[B-17 (Family)|B-17]]. Typically when bombers add more guns, they had to add more crew to operate them which increased the overall weight of the aircraft, though ensuring more protection, it also reduced the amount of fuel or bombs which could be carried. &lt;br /&gt;
&lt;br /&gt;
As a historical note, the advent of early analogue computers which were outfitted on the {{PAGENAME}} and the state-of-the-art General Electric Central Fire Control System allowed for remote operation of both dorsal and both ventral turrets along with the tail gun if needed. The turrets could be linked through the fire control system and allow one gunner to operate multiple guns at one time. Simplifying this process and allowing gunners from just about anywhere on the aircraft to control the turrets reduced the number of crew members needed to operate the aircraft. Though four times the size of a B-25, the {{PAGENAME}} operated efficiently on the same amount of crew members, seven. &lt;br /&gt;
&lt;br /&gt;
The computer-aided turrets allowed for more accuracy when firing and can train the guns in just about any direction needed to combat incoming fighters. The tail gunner position is especially deadly as a fighter perched on the tail will be flying into the oncoming bullets from the tail gun position, thereby taking more damage when hit and more likely to take on a critical hit or disabling blow. Though not totally invulnerable to the crafty fighter pilot, the {{PAGENAME}} in its own right is a porcupine with sharp quills pointing in all directions which will make it as difficult as possible for anyone to get past the defences.&lt;br /&gt;
&lt;br /&gt;
==Usage in battles==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in an aircraft, the features of using vehicles 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;
&lt;br /&gt;
The ultimate strategic bomber for the [[:Category:USA_aircraft|USAF]]. Loaded up with eight metric tonnes (8 long tonnes) of bombs and twelve good ol' Browning heavy machine guns this is the ''Superfortress''! A wonderful advertising name, but don't be fooled, it is bigger than a barn and thus impossible to miss. Keep a safe distance from any hot combat zones. Your defensive turrets will not keep you safe, they will shred any foe getting close, but the B-29's enemies do not need too! So concentrate on what this plane is good at delivery payload, ''lots of it''.&lt;br /&gt;
&lt;br /&gt;
Once your bombing run is complete, start descending towards your airfield; enemy fighters might be trying to find you so you should be even more alert now than before. The B-29 has one of the most powerful defensive systems installed on any bomber, so you should be able to defend yourself reasonably well unless it is a head-on attack where you will have very limited protection. You must also combine it with a defensive style of flying to utilise it to its full potential; the B-29 offers great handling for its size. Despite this, be very careful when you enter a dive. It is just as prone as any other aircraft to suffering structural damage if its limitations are exceeded.&lt;br /&gt;
&lt;br /&gt;
Great defensive armament will destroy most enemies that do get close. Being able to point at least four fifty-calibre in every direction and about six to the six o'clock position will deal with any fighter quickly. But do not forget the size of the Fortress. Most of the enemies shells will hit some mark. &lt;br /&gt;
&lt;br /&gt;
Of course, bomb load is very good with the B-29, with its historic performance as one of the best American bomber in service. Up to 8 x 2,000 lb could be carried in the bomb bay.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair||Radiator&lt;br /&gt;
| &lt;br /&gt;
| Turret 12 mm||SBC-40&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| ||Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
| ||&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair||Engine&lt;br /&gt;
|&lt;br /&gt;
| New 12 mm MGs (turret)||MBC-12&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| ||Engine injection&lt;br /&gt;
| Cover&lt;br /&gt;
| ||LBC-8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pros and cons===&lt;br /&gt;
[[File:B-29 your jacket 001.jpg|450px|thumb|right|A Bf 109 attempts to take on a '''{{PAGENAME}}'''.]]&lt;br /&gt;
&amp;lt;!--Summarize 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;
* Second heaviest payload in War Thunder next to the Soviet [[Tu-4]]&lt;br /&gt;
* Stock bomb load is able to destroy bases with one payload in arcade and up to two bases in realistic/simulatory battles&lt;br /&gt;
* Can be difficult for fighters to reach same cruising altitude, even for jets&lt;br /&gt;
* Effective defensive turrets which virtually have no blind spots&lt;br /&gt;
* Fast for its size&lt;br /&gt;
* Virtually immune to small arms machine gunfire&lt;br /&gt;
* Receives air start after repairing/rearming in an airfield&lt;br /&gt;
* All payload options are internal and have next to no effect on flight performance&lt;br /&gt;
* Gunners are located separately from the gun turret (remote-controlled turrets) with the exception of the tail turret&lt;br /&gt;
* Can easily win a match if allowed to reach optimal bombing altitude&lt;br /&gt;
* Exceptionally strong when flying in groups with other bombers&lt;br /&gt;
&lt;br /&gt;
[[File:B-29 kohler 001.png|450px|thumb|right|]]&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Easily susceptible to damage from autocannons larger than 20 mm especially the MK108&lt;br /&gt;
* Unable to reliably defend itself from multiple opponents attacking at once from multiple directions&lt;br /&gt;
* Big size, can easily be spotted from long distances, especially with skilled crews&lt;br /&gt;
* Has a low dive top-speed&lt;br /&gt;
* As with all heavy bombers, it lacks the ability to manoeuvre well&lt;br /&gt;
* Takes a while to reach an optimal altitude&lt;br /&gt;
* Landing gear takes a long time to deploy and retract&lt;br /&gt;
* Wings are considered weak spots&lt;br /&gt;
* Will face jets most of the time&lt;br /&gt;
* Very high repair cost&lt;br /&gt;
* Low flap deployment max speed&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 big, 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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article. 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;=== Encyclopedia Info ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The B-29 was one of the largest aircraft used during World War II. It was exclusively used in the Pacific Theatre during the war and participated in bombing raids on multiple islands in the Pacific war. The B-29 became the world's first and only nuclear-capable bomber to deliver weapons during wartime when on August 6th, 1945 the B-29 ''Enola Gay'' dropped the atomic bomb known as &amp;quot;Little Boy&amp;quot; on Hiroshima, Japan. Three days later, the B-29 ''Bockscar'' dropped the second atomic bomb &amp;quot;Fat Man&amp;quot; on Nagasaki, Japan.&lt;br /&gt;
&lt;br /&gt;
During the Second World War, its only area of operations was the Pacific Theater specifically targeting the Japanese mainland. It also saw combat service in the Korean War a small group of loaned aircraft were evaluated by the R.A.F during the early 1950's as well. In British service, they were known as the “Washington B Mk. 1”. &lt;br /&gt;
&lt;br /&gt;
During World War 2, the B-29 completed over 20,000 sorties with an estimated 180,000 tons of bombs dropped, as well as two atomic bombs. A total number of 3,970 were built and delivered to the USAAF. Perhaps the most famous “copy” of the war was the Tu-4. Although outwardly looking identical, this Soviet “B-29” was converted to metric making it unique. Other aircraft derived from the B-29 include the B-50, C-97, KC-97, 377 Stratocruiser, and NASA’s own Guppy cargo carriers.&amp;lt;ref name=&amp;quot;Vehicle Profile WT forum&amp;quot;&amp;gt;Excerpts from [https://forum.warthunder.com/index.php?/topic/292156-profile-b-29-superfortress/ 'Profile' B-29 Superfortress], no Author mentioned.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The B-29 post-war also helped in the scientific, research, and development fields. They would play a key role in hurricane hunting and storm chasing which allowed it to collect key information about storm patterns, and helped to improve and to develop new radar systems such as the “sun tracker”. It was also the aircraft that carried the supersonic test aircraft Bell X-1 into the air. The last American B-29 squadron was retired in the 1960s. Today one called “Fifi” still flies at air show circuits. It was joined by another named “Doc” in 2016.&amp;lt;ref name=&amp;quot;Vehicle Profile WT forum&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:B-29 tay777 001.png|550px|thumb|center|]]&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
&amp;quot;An all-metal monoplane with a retractable landing gear system including a nosewheel. The crew consisted of 14 persons. Distinctive features of the Superfortress included a pressurized cockpit for the crew and a Central Fire Control system for the defensive armament.&lt;br /&gt;
&lt;br /&gt;
The B-29 (Model 345) was developed by the Boeing Aircraft design department in early 1940. The XB-29 prototype model performed its maiden flight on September 21, 1942. Full-scale production of the aircraft was started in June 1943.&lt;br /&gt;
&lt;br /&gt;
В-29s had Wright R-3350-23 eighteen-cylinder, radial air-cooled engines producing a maximum power of 2,200 hp, with four-bladed automatic propellers.&lt;br /&gt;
&lt;br /&gt;
The defensive armament of the Superfortress included four remotely controlled turrets: two below the fuselage and two above. Each turret housed two 12.7 mm Colt-Browning M2.5 machine guns with 500-1,000 rounds each. Some aircraft had an upper front turret equipped with four machine guns. All weapons were aimed at the target from three sighting stations located in blisters and from the bombardier's station.&lt;br /&gt;
&lt;br /&gt;
Three armament options were available for the rear mount, controlled by an independent air gunner: a 20 mm Hispano-Bendix AN-M2 cannon and two 12.7 mm Colt-Browning M2.5 machine guns, three 12.7 mm machine guns, or two 12.7 mm machine guns.&lt;br /&gt;
&lt;br /&gt;
A bomb load of up to 9,000 kg was housed in two bomb bays, where cluster racks were mounted.&lt;br /&gt;
&lt;br /&gt;
The B-29 was equipped with a large amount of radio equipment for various purposes. Its large bomb capacity, powerful and effective defensive armament, and state-of-the-art equipment would have turned the Superfortress into the best heavy bomber of World War II if not for engine breakdowns that continually plagued the aircraft. For one whole year, up to the middle of 1944, the bomber's performance was hampered by a high accident rate. It was only by the end of the summer of 1944 that efforts to improve the fire-prone engines were relatively successful, but the problem was never entirely eradicated.&lt;br /&gt;
&lt;br /&gt;
B-29s were used exclusively in the Pacific theater of the war. Superfortresses were used in combat for the first time on June 5, 1944 during the raid on Bangkok. On June 14, 1944, American bombers attacked the territory of Japan for the first time. Military and industrial facilities in Sasebo, Nagasaki, Omura and Yawata were regularly attacked. In August 1944, B-29s began to bomb oil refineries on the island of Sumatra.&lt;br /&gt;
&lt;br /&gt;
The B-29s were flown out of China until December 1944, when they were relocated to India. Their targets were docks in Singapore, ports in Indochina, and rail junctions in Burma. В-29s also mined rivers in China and the coastal waters of Vietnam and Malaya from the air.&lt;br /&gt;
&lt;br /&gt;
In October 1944, B-29s began carrying out massive attacks on Japan from the Mariana Islands. During the war, these aircraft dropped 54,917 tons of high-explosive bombs and 109,068 tons of incendiary bombs on Japan and delivered 12,000 naval mines. The В-29 became the world's first nuclear weapon carrier when it dropped nuclear bombs on Hiroshima and Nagasaki.&lt;br /&gt;
&lt;br /&gt;
From 1950-53, B-29 bombers took part in the Korean War. From 1950-55, the aircraft was operated by the RAF Bomber Command under the designation &amp;quot;&amp;quot;Washington B.1.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A total of 3,947 В-29s were manufactured, including all variants. The plane was withdrawn from service as a bomber with the USA in late 1954.&amp;quot;&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/?vehicleCountry=usa&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=heavy_bomber&amp;amp;vehicle=b-29 '''Skins''' and '''camouflages''' for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:B-29 kawashima momo 002.png|thumb|none|300px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:B-29 th fegel team 001.png|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:B-29 kawashima momo 003.png|thumb|none|300px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|3Ut75XHCWgk|'''War Thunder Realistic: B-29A-BN Superfortress [Grace]''' - ''Jengar''|iJhLf-SOVIc|'''War Thunder B-29 SuperFortress Bomber Gameplay''' - ''BaronVonGamez''|gxIVvUZGptw|'''The Shooting Range #51''' - ''Special'' section at 00:29 discusses the B-29 &amp;amp; Tu-4.|8Yewf7LXfUU|'''WT - B-29 - Punished for not Scumbagging''' - ''NapalmRatte''}}&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;
&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;
&lt;br /&gt;
* Tupolev [[Tu-4]] (unauthorized reverse-engineered copy of the B-29)&lt;br /&gt;
* Avro [[Lincoln B Mk II]]&lt;br /&gt;
* Nakajima [[G8N1]]&lt;br /&gt;
* Messerschmitt [[Me 264]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://warthunder.com/en/news/3507/current/ [Profile&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; B-29 Superfortress]&lt;br /&gt;
* [[Wikipedia:Boeing_B-29_Superfortress|[Wikipedia] B-29 Superfortress]]&lt;br /&gt;
* [https://www.boeing.com/history/products/b-29-superfortress.page [Boeing.com&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; B-29 Superfortress History Page]&lt;br /&gt;
* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=82 [Militaryfactory.com&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Boeing B-29 Superfortress - Strategic High-Altitude Long-Range Heavy Bomber Aircraft]&lt;br /&gt;
* [https://www.warhistoryonline.com/military-vehicle-news/hero-soviet-union-japanese.html [Warhistoryonline.com&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Futuristic Cannons of B-29 Superfortress: Ahead and Behind the Times]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Boeing}}&lt;br /&gt;
{{USA bombers}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=48825</id>
		<title>J35D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=48825"/>
				<updated>2020-04-16T19:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=saab_j35d}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is the first Swedish jet capable of Mach 2. The jet is highly agile and is the first plane in War Thunder capable of performing the famous &amp;quot;Cobra manoeuvre&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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 {{PAGENAME}} Draken is a highly agile interceptor of the Swedish aviation family. This interceptor uses a double delta wing-configuration and a powerful Avon engine to achieve both excellent high and low-speed performance at various altitudes. This aircraft is outfitted with two wing-mounted Akan m/55 autocannons and up to four [[Rb24]] missiles. Along with options for both anti-air and anti-ground rockets, the {{PAGENAME}} becomes a versatile platform with a high potential thanks to unmatched manoeuvrability. Having almost twice the wing surface of a [[MiG-21MF (Germany)|MiG-21MF]], the {{PAGENAME}} comfortably dogfights any opponent who dares to challenge it.&lt;br /&gt;
&lt;br /&gt;
The cost of this manoeuvrability is the large reduction in speed when turning. The {{PAGENAME}} usually drops below 500 km/h airspeed when performing aggressive manoeuvres. This lack of speed usually leaves the {{PAGENAME}} vulnerable to enemy attacks, since avoiding missiles or gunfire becomes a lot more difficult. This makes the {{PAGENAME}} a unique flying experience where the player needs to be constantly aware of the current airspeed, while still avoiding dumping all speed at once. In order to maximize the stored speed, a {{PAGENAME}} should be flown carefully. Aerial manoeuvres should be avoided and turning has to be done slowly. The efficiency of the {{PAGENAME}} significantly increases when played with higher speeds. Although the plane becomes more sluggish at speeds close to 1,100 km/h, the {{PAGENAME}} still manages to outmanoeuvre incoming missiles. Avoiding incoming homing devices usually leads to deceleration, but with careful planning, this speed can always be regained thanks to the strong acceleration the engine provides.&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 0 m - sea level)&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;
| 2,059 || 2,009 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.6 || 27.1 || 151.6 || 140.1 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,257 || 2,150 || 23.5 || 25.0 || 211.6 || 180&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 || ✓ || 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 || N/A || N/A || ~10 || ~5&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; 850 || &amp;lt; 700 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
[[File:J35D protection.jpg|thumb|400px|right|The '''{{PAGENAME}}''' forgoes armour for additional speed and manoeuvrability.]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is one of the few high-rank planes entirely without protection, much like the [[F-4 Phantom II (Family)|F-4 Phantom]] series of fighters. Although the later variants of the Draken featured bird strike-proof cockpits, no Draken variant was fitted with armour plating or bulletproof glass. In-game, this downside can be quite hard to notice since higher rank vehicles tend to boast incredible amounts of firepower, making every hit incredibly devastating. A {{PAGENAME}} pilot should, like every other pilot, avoid damages at all costs as any damage deteriorates the aircraft's performance and ability to stay in the fight.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm Akan m/55 cannons, wing-mounted (90 rpg = 180 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with two 30 mm Akan m/55 cannons, which are Swedish manufactured variants of the British [[ADEN (30 mm)|ADEN]] cannons. These two cannons offer a high burst mass and velocity at medium ranges. Although these guns are dangerous, they are quite limited by their ammunition count. Just like the J32B, these cannons have 90 rounds each, giving the player a total of 180 shells. The cannons should be fired with caution in order to maximize the amount of damage they provide. Since the missiles are outdated Rb24 missiles, a {{PAGENAME}} pilot needs to be prepared to engage most enemies with these cannons rather than suspended armaments.&lt;br /&gt;
&lt;br /&gt;
Another issue with the {{PAGENAME}} is the cannon placement. The two Akans are wing-mounted rather than centre-mounted. This is a downgrade compared to the centre-mounted position found on the J32B since set convergence now plays a role. This makes the {{PAGENAME}} lose effectiveness at certain ranges since the target has the chance to fly between the shells, and when hitting a target, the shells are unlikely to concentrate to a singular point, lowering the amount of damage created. This placement creates difficulty in complex manoeuvres, since putting the plane sideways creates a vertical spread. A wise {{PAGENAME}} pilot will commence target practice with the guns prior to battle as they are important for the plane's overall survivability and combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 12 x m/56D rockets&lt;br /&gt;
* 38 x srak m/57B rockets&lt;br /&gt;
* 4 x Rb24 missiles&lt;br /&gt;
* 2 x Rb24 missiles + 12 x m/56D rockets&lt;br /&gt;
* 2 x Rb24 missiles + 38 x srak m/57B rockets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{main|m/56D}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is able to carry 12 suspended m/56D unguided rockets for ground-strike purposes. These rockets have a TNT filler with the same penetration as the earlier [[m/49A]] found on the earlier ground-strike planes. The rockets fire individually starting from the left, and are placed in a vertical angle, These rockets are devastating against lighter vehicles at high tiers. Thanks to a single-fire system and good velocity, the effectiveness can be quite high if practised. But due to the {{PAGENAME}} being only available for use at top-tier, these rockets have a very low chance of reliably working, since the targets are usually heavily armoured. The {{PAGENAME}} lacks a ballistic missile computer and is easily countered by missile SPAA, making the {{PAGENAME}} a bad pick for close air support in general. If the player feels the need for a challenge, the {{PAGENAME}} is at the very least highly manoeuvreable, giving players the option to do several dangerous passes in a short period of time.&lt;br /&gt;
&lt;br /&gt;
{{main|srak m/57B}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} offers a pair of unguided m/57B rocket pods. These rockets are designed for bomber interception, and are very devastating against aerial targets. These rockets fire in pairs, in contrast to the single-fire m/56D rockets for ground-attack purposes. Being placed parallel with the plane, these rockets are comfortable to aim due to the traditional angle, as well as the center fuselage mounting they offer. These pods weigh less than the full Rb24 loadout, but still require a {{PAGENAME}} pilot to engage targets the same way as with the internal Akan m/55 cannons, making them quite redundant. These pods are for pilots looking for a challenge, while still staying effective in aerial combat.&lt;br /&gt;
&lt;br /&gt;
{{main|Rb24}}&lt;br /&gt;
&lt;br /&gt;
A final modification found on the {{PAGENAME}} is the option to carry four Rb24 missiles, the same being found on the previous J32B Lansen. These missiles are mounted separately from each other, with two under the center fuselage, and two under the outer delta. Having four of these missiles significantly lowers the performance of the {{PAGENAME}}, meaning that more aggressive players should consider if they will find a practical use for this suspended armament. Defensive and more cautious players will, however, enjoy these missiles since they offer a more distanced approach to engaging targets. A pilot should still be aware that these missiles tend to miss most opponents at high-tier due to missile countermeasures, as well as higher speeds and manoeuvrability.&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 {{PAGENAME}} can be a bit &amp;quot;over the top&amp;quot; when it comes to in-game performance. The {{PAGENAME}} doesn't underperform in any area, even when stock. Yet the {{PAGENAME}} quickly suffers when facing several opponents at once. This is due to the incredible manoeuvrability the {{PAGENAME}} possesses, which becomes its worst enemy in battles. The {{PAGENAME}} comfortably dodges incoming enemies when at higher speeds, but quickly loses this advantage after the first few passes due to the reduction of speed. Avoiding can still be done easily, but high-load missiles require a speed above 800 km/h to be reliably dodged. To avoid the likelihood of a low-speed experience, the {{PAGENAME}} should manoeuvre with caution, with the same style as a pilot preventing wings from ripping. The recommended way to use this trick is to control the elevators with the use of the &amp;quot;pitch axis&amp;quot; button. By tapping this button rapidly, a {{PAGENAME}} pilot can prevent high-G manoeuvres while still keeping their backs cleared by looking behind them in a defensive-like approach. The amount of pulling can be varied depending on what is approaching the Draken. It's important to remember that aileron rolling can still be done without much consequence, and will come in handy when avoiding enemies in a defensive situation.&lt;br /&gt;
&lt;br /&gt;
'''Attacking while using the Akan m/55'''&lt;br /&gt;
&lt;br /&gt;
When the {{PAGENAME}} isn't on the receiving end of an attack, the dominating manoeuvrability and acceleration start to show. The Draken has the ability to stick with almost any enemy. A rude, but effective approach is to engage already slow enemies since the Draken will never overshoot a target. This should also be done with caution since this is still a sacrifice of valuable energy required to avoid incoming attacks. Learning when to strike is key for the {{PAGENAME}}, since staying alive is always a number one priority.&lt;br /&gt;
&lt;br /&gt;
When it comes to firing on a target, the {{PAGENAME}} immediately shows it's unorthodox gun placement. Shooting opponents running away, or firing on bypassing enemies might often result in the {{PAGENAME}} missing the target entirely. To avoid this, a pilot can both train their aim and learn useful aerial manoeuvres to increase the likelihood of hitting opponents. A general tip when firing upon passing opponents is to make the enemy pass the {{PAGENAME}} along its horizontal axis. This ensures that the target passes through both guns, and the time on target automatically increases. Although this tactic won't focus as much lead on a singular point as a regular approach, it will still assure some shells connect with the target, which is usually enough to finish off any opponent.&lt;br /&gt;
&lt;br /&gt;
'''Superstalling'''&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} features one of the largest wing-areas of any fighter. Although this gives the {{PAGENAME}} a high advantage in terms of manoeuvrability and speed, the Plane suffers from a unique, but dangerous downside. This downside becomes apparent when damaged, stalling, or deploying negative elevator for a extended period of time. This feature is known as a &amp;quot;superstall&amp;quot;, and can result in complete destruction of the aircraft. A superstall can be noticed by the parachute-like falling the plane experiences. The plane spins, and can't exit the manoeuvre for a extended period of time. In order to exit a superstall, the {{PAGENAME}} is outfitted with four tiny air-brakes positioned at the rear of the aircraft. Deploying these air-brakes will pull the tail-section upwards, allowing a {{PAGENAME}} pilot to regain airflow under their wings. It's important to avoid superstalling since the {{PAGENAME}} stays incredible vulnerable during this period.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/57d&lt;br /&gt;
| m/57&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Rb24&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;
* Superior manoeuvrability - able to out-turn anything it wishes&lt;br /&gt;
* High top speed - can catch most top tier aircraft at low altitudes&lt;br /&gt;
* Strong acceleration&lt;br /&gt;
* Easy and short takeoff/landing&lt;br /&gt;
* Slow stall speed - air-brakes prevent &amp;quot;superstalling&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor sustained turning - sustained speed degenerates quickly when manoeuvring at speeds below 1,000 km/h&lt;br /&gt;
* Outdated missiles - unable to reliably eliminate observant opponents&lt;br /&gt;
* Unorthodox gun placement - less accurate and more tricky to get used to&lt;br /&gt;
* Lack of countermeasures - no flares or RWR&lt;br /&gt;
* Very high repair cost (24,623 when spaded) compared to Phantoms and MiGs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Notice|'''Fun Fact''': Pilots of the {{PAGENAME}} created a term called '''superstalling''', unlike typical aircraft which would stall, nose over, and recover, the Draken's control surfaces remain ineffective for some time as the aircraft falls, potentially causing it to crash.}}&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;
;Background&lt;br /&gt;
&lt;br /&gt;
The discussion about a new fighter project, capable of intercepting small groups of bombers at an altitude of 10 kilometres, was brought up in the autumn of 1949, just a few months from the introduction of the [[J29A|J29 Tunnan]]. The threat was deemed to be transonic bombers, which needed to be intercepted before reaching Swedish airspace. This meant the next big project, Saab would focus on a high-speed interceptor capable of exceeding the Mach number, while still being able to function as an all-weather, daytime fighter.&lt;br /&gt;
&lt;br /&gt;
;Saab 210 Lilldraken&lt;br /&gt;
&lt;br /&gt;
This new project for a supersonic fighter-interceptor was given the name &amp;quot;project 1200&amp;quot;. This project would be lead by the Saab engineer Erik Bratt. His team tinkered with various ideas on how to create a supersonic fighter with low-speed handling, to ease landing on shorter runways. The team came up with a double delta design that made use of two wing angles, giving the plane less drag at higher speeds, while staying manoeuvrable at lower speeds. In order to test this design, the team constructed a miniature version of the new fighter, named Saab 210, which also received the nickname &amp;quot;Lilldraken&amp;quot; (translates to small kite). This plane was just 70% the size of the regular Draken and was used for extensive testing of handling as well as ergonomics of a double delta configuration. This prototype was first flown on January 21st, 1952.&lt;br /&gt;
&lt;br /&gt;
The Saab 210 would see many changes to its design in order to finalize the look of the upcoming J35 Draken. The nose was changed to better suit radar use, its air intakes moved back for a better view, and the tail reconstructed to fit a drag-chute. All of which would be found on the J35 Draken later on.&lt;br /&gt;
&lt;br /&gt;
;Saab 35 Draken&lt;br /&gt;
&lt;br /&gt;
[[File:Saab 35 Draken prototypes.jpg|thumb|Two prototype Saab 35 Draken flying in formation.]]&lt;br /&gt;
With the tests finished, the Draken would finally see full-scale prototypes. The first prototype took to the skies in October 1955, and deliveries of the first variant, the J35A, would commence in 1959. By 1960 the first Drakens would officially be in service. These would be stationed at F13 Bråvalla and F16 Gotland. Later variants would be placed all over Sweden, with various purposes. Being used for bomber interception, reconnaissance and trainers, the Saab 35 Draken would see the longest service life of any fighter in the Swedish air force. The Draken would serve for almost 40 years, having 615 planes produced during its lifespan.&lt;br /&gt;
&lt;br /&gt;
;{{PAGENAME}} Draken&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was the 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Draken variant that was planned and built due to the new requirements the Swedish KFF (Kungliga FlygFörvaltningen or Royal air ministry) issued to Saab. The new requirements specified that the next fighter had to intercept high altitude bombers flying at Mach 1.5, while still carrying the same weaponry and ordinance the earlier J35B offered. This required Saab to upgrade the RM6B engine found on the J35B, which meant the design had to be slightly altered. The air intakes were elongated, and the fuselage got altered to support the use of drop-tanks in the centre. The first {{PAGENAME}} took to the skies on the 28th of August 1962, but the first planes delivered would be without radar equipment. These would be known as the J35D1, of which 24 of which were made. The other planes got the name J35D2 and would later be known as the {{PAGENAME}} when the original D1s got their radar equipment installed. &lt;br /&gt;
&lt;br /&gt;
A total of 120 {{PAGENAME}} Drakens would be built between 1963-1964. Being outfitted with the Rm 6C (Avon 300-series), this version was the fastest Draken to take to the skies. This Draken would also be exported to the Austrian air-force. In order to export these planes to Austria, Saab ended up buying back 24 of the Swedish serving {{PAGENAME}}s and converting them to the Austrian requirements, which meant fitting the planes with the bird-proof cockpit from the J35F, as well as repainting them for Austrian service. These Austrian Drakens, designated J35Ö (sometimes designated J35OE), saw extensive use all the way towards the 21st century, being taken out of service in 2005.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|Devblog]] ===&lt;br /&gt;
In the late 1940s, the Swedish Ministry of Defence released a set of requirements for a new, cutting edge jet interceptor. Among other requirements, the new aircraft was to be capable of reaching speeds of Mach 2 and able to hunt down transonic bombers, while being easily maintained and capable of taking off from special public roads.&lt;br /&gt;
&lt;br /&gt;
Saab began developing an aircraft around these specifications in the early 1950s and quickly came to the conclusion that a double delta wing design was needed in order to achieve all the requirements. However, this design was yet untried and untested, which led to the creation of the Saab 210 - a testbed aircraft which pioneered the double delta wing design.&lt;br /&gt;
&lt;br /&gt;
Having gained the necessary insight on the performance of the double delta wing, Saab engineers transferred the newly acquired experience into the development of the actual aircraft to address the Ministry’s requirements - the J35 Draken was born.&lt;br /&gt;
&lt;br /&gt;
The J35 Draken undertook its maiden flight in October 1955 and entered service with the Swedish Air Force in March 1960. Over 650 Drakens of various modifications would be built until the end of production, serving with Sweden until the late 1990s before being decommissioned. Apart from Swedish service, the J35 Draken also saw use with Denmark, Finland and Austria. The Austrian Air Force was the last operator to decommission the Draken in 2005, while some units are still in civilian use.&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;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Saab J35 WTWallpaper 001.jpg&lt;br /&gt;
File:Saab J35 WTWallpaper 002.jpg&lt;br /&gt;
File:Saab J35 WTWallpaper 003.jpg&lt;br /&gt;
File:Saab J35 WTWallpaper 004.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
{{Youtube-gallery|hNfRQMZUMQg|'''The Shooting Range #195''' - ''Metal Beasts'' section at 00:32 discusses the J35D.|yTXhTOHjvaM|Some Problems Can Be Solved With a Little Bit Of Cobra - ''WhooptieDo''|Ewi0jo_rvo0|Erect Superstall, Abrupt Entry}}&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;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[MiG-21F-13]]&lt;br /&gt;
* [[Lightning F.6]]&lt;br /&gt;
* [[F-4C Phantom II]]&lt;br /&gt;
* [[MiG-21MF (Germany)|MiG-21MF]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|[Devblog] Saab J35D Draken - The Supersonic Kite]]&lt;br /&gt;
* [https://www.aef.se/Flygvapnet/Notiser/J35D_Notis_2.htm &amp;lt;nowiki&amp;gt;[aef.se] J35D Draken - Notis 2&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [https://www.aef.se/Flygvapnet/Notiser/FPL35_notis_2.htm &amp;lt;nowiki&amp;gt;[aef.se] FPL35 Draken - SAAB35 Systemflygplanet&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [https://svfplhist.home.blog/fpl-35-historik/ &amp;lt;nowiki&amp;gt;[svfplhist.home.blog] - Fpl 35 - Historik&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [[wikipedia:Saab_35_Draken|[Wikipedia] - Saab 35 Draken]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Me_264&amp;diff=48395</id>
		<title>Me 264</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Me_264&amp;diff=48395"/>
				<updated>2020-04-11T16:24:33Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=me_264}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German bomber {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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;
The first thing the player will notice is the plane's similarity to the famed B-29, as it shares a similarly designed fuselage and glazed nose, but a different twin tail instead of the large single tail on the B-29. Despite being a heavy bomber, the Me 264 is quite responsive and manoeuvrable. However, you are still a heavy bomber and you shouldn't try to turn with anyone. It is also quite speedy for its rank and classification, able to out-speed some of the planes at its BR when at altitude.&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&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;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 496 || 487 || {{Specs|ceiling}} || 38.1 || 39.1 || 1.2 || 1.2 || 2,600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&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;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 545 || 519 || {{Specs|ceiling}} || 35.9 || 37.0 || 6.7 || 3.5 || 2,600&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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps&lt;br /&gt;
! Take-off flaps&lt;br /&gt;
! Landing flaps&lt;br /&gt;
! Air brakes&lt;br /&gt;
! 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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! +&lt;br /&gt;
! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 380 || ~6 || ~3&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 340 || &amp;lt; 350 || &amp;lt; 290 || &amp;gt; 290&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,600 m || 1,750 hp || 2,074 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 6,800 m || 1,540 hp || 1,825 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 3&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 9,700 m || 1,230 hp || 1,458 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
Despite the lack of armour overall, the Me 264 ''Amerikabomber'' can take quite a beating and has a knack for surviving fires. Due to its four engines, it can lose one or two and still make it back to base for repairs. However, it is one of the largest planes in the game and thus is impossible to miss, so while you can take a lot of damage, you will be receiving a lot as well.&lt;br /&gt;
&lt;br /&gt;
Although it has a general lack of armour, it has the guns to make up for it. With 3 x MG 151/20's that have access to the dreaded ''Minengeschoß'' high-explosive incendiary round complemented by another 3 x MG 131 heavy machine guns, as a few well-placed shots will make short work of any attacker that recklessly tails you. &lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&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|SC250JA (250 kg)|SC500K (500 kg)|SC1000L2 (1,000 kg)|SC1800B (1,800 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 9 x 250 kg SC250JA bombs (2,250 kg total)&lt;br /&gt;
* 6 x 500 kg SC500K bombs + 3 x 250 kg SC250JA bombs (3,750 kg total)&lt;br /&gt;
* 4 x 1,000 kg SC1000L2 bombs (4,000 kg total)&lt;br /&gt;
* 2 x 1,800 kg SC1800B bombs + 3 x 250 kg SC250JA bombs (4,350 kg total)&lt;br /&gt;
&lt;br /&gt;
With a massive 4,000 kg payload, the Me 264 has the second best payload of any non-premium German bomber, and one of the best payloads at its BR. Ideally, you should use the 2 x 1,800 kg bombs + 3 x 250 kg bombs for destroying bases, as in Arcade Battles this payload can destroy a base in one pass (or get close depending on if you up-tier it) and in Realistic Battles, the 2 x 1,800 kg ''Satan'' bombs can destroy two bases with one for each base, and then you can damage the last base with the 3 x 250 kg bombs. The only other worthwhile payload is the 4 x 1,000 kg bombs, as these can be better for destroying ground targets, but you shouldn't be using the Me 264 in this way unless you absolutely know what you're doing.&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&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|MG 151/20 (20 mm)|MG 131 (13 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, nose turret (750 rpg)&lt;br /&gt;
* 1 x 20 mm MG 151/20 cannon, front dorsal turret (450 rpg)&lt;br /&gt;
* 1 x 20 mm MG 151/20 cannon, rear dorsal turret (450 rpg)&lt;br /&gt;
* 1 x 20 mm MG 151/20 cannon, ventral turret (750 rpg)&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, 2 x beam turrets (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in an 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;
&lt;br /&gt;
'''When flying as:'''&lt;br /&gt;
&lt;br /&gt;
The Me 264 plays like your typical heavy bomber: a slow and lumbering beast that has amazing defensive armament and a good payload. While you may have one of the best defensive armaments in the German bomber line (or out of bombers in general), it is best to avoid engagements all together to minimize potential damage due to your massive size. However, if an enemy gets on your tail, they're as good as dead thanks to your superb defensive armament that can shred through planes like paper. '''Never allow a plane to head-on you.''' Be sure to face your tail towards the attacker, as more than half of your guns face towards the back and your glazed nose makes it easy to snipe your pilot out. &lt;br /&gt;
&lt;br /&gt;
Notable enemies include any heavily armed interceptor that has at least semi-decent performance, but notably the [[P-61C-1|P-61]], [[P-38J-15|P-38J]], [[Mosquito FB Mk VI|Mosquito]] and the [[P-47D-28|P-47D]]'s, as all of these planes can climb to your altitude and destroy you with their heavy armament.&lt;br /&gt;
&lt;br /&gt;
The P-61 and P-38J are some of the most deadly, as their powerful armament can tear you in half, especially the P-61 with its quad AN/M2 20 mm cannons. Focus fire on the cockpit in order to snipe the pilot.&lt;br /&gt;
&lt;br /&gt;
The Mosquito is a sort of push-pull. While you can down it easily due to its wooden construction, it can do the same to you with its quad Hispano Mk.II's. Aim for centre mass near the cockpit, as this is the most vulnerable area, or aim for the wings where the fuel tanks are stored and can cause fires.&lt;br /&gt;
&lt;br /&gt;
You can deal with the P-47D's in a similar fashion as the P-61 and P-38J, but you should focus fire on the engine and wings as this can result in fires, broken engines and snapped wings. Watch out for its 8 x .50 cals, as most of the pilots run the ''Tracer'' belt which is entirely API-T and is known for starting fires.&lt;br /&gt;
&lt;br /&gt;
'''Play styles'''&lt;br /&gt;
&lt;br /&gt;
There are two playstyles the 264 can cater to, although the second one is very risky and is not recommended.&lt;br /&gt;
&lt;br /&gt;
'''High-Altitude Strategic Bomber:''' The role the 264 was designed for, and the role it excels the most at. Firstly climb to altitude, anywhere from 6-7 km and then maintain that altitude through level flight and gain some speed, as would-be attackers will struggle to catch you by keeping a constant speed of 400-435 Kph or 250-270 Mph. Make your way towards the bases and drop your bombs.&lt;br /&gt;
&lt;br /&gt;
'''Gunship''': While being significantly more dangerous to the player, the &amp;quot;Gunship&amp;quot; play style is infinitely more fun. It is only recommended to use this play style when the plane is spaded. Stay relatively low to the ground and attack ground troops, and if any player comes to attack you, focus your guns on them and let them tail you. The main bonus for flying in this way is that your extremely vulnerable belly is covered, preventing anybody from attacking you from there. The only reason this play style is viable is because the lower rank players you will encounter are more likely to make mistakes such as tailing you, allowing you to shoot them down for points.&lt;br /&gt;
&lt;br /&gt;
'''Bomber Hunter''': Climb to meet enemy bombers at high-altitude. While the enemy bombers will acknowledge the Me 264, they will rarely react against the Me 264 aside from keeping some air space. Deny their evasive manoeuvres and close-in to the enemy bombers. Once in range, use the 20 mm HEI-T belts and attack the enemy. Attempt to approach the target to make use of as many turrets as possible at a time for a quick end to the engagement. If the bomber's defensive is formidable, try to enter and exit the engagement as fast as possible to avoid significant damage to the Me 264.&lt;br /&gt;
&lt;br /&gt;
'''When attacking''':&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Never tail a Me 264'''&amp;quot;. Tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as the planes are very similar in both design and defensive capabilities. It is best to head-on the bomber if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. When at a higher altitude, it is best to make a dive from an oblique angle and focus fire on the wings and nose.&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&lt;br /&gt;
! Water&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Auto control available || rowspan=&amp;quot;2&amp;quot; | Controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Combined || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;3 gears || rowspan=&amp;quot;2&amp;quot; | Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Radiator&lt;br /&gt;
|&lt;br /&gt;
| Turret 13 mm&lt;br /&gt;
|&lt;br /&gt;
| ETC 500/II&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| Turret 20 mm&lt;br /&gt;
| ETC 1000/I&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 13 mm MGs (turret)&lt;br /&gt;
|&lt;br /&gt;
| ETC 1800&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine injection&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| New 20 mm cannons (turret)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The stock payload is quite poor, so pick up the ''ETC 500/II'' modification first, followed by the 20 mm belts to add more ''minengeschoß'' rounds, then the ''ETC 1000/I'' and ''ETC 1800''. The rest of the modules are up to you, but survivability modules are recommended to withstand the beating you will be getting.&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;
* Deadly and accurate defensive armament&lt;br /&gt;
* Great payload, unmatched by any non-premium until the [[He 177 A-5]]&lt;br /&gt;
* Decent speed and acceleration for a bomber&lt;br /&gt;
* Maneuverability is good&lt;br /&gt;
* Solid RP grinder&lt;br /&gt;
* Surprisingly responsive&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gunners have a lot of deadzones&lt;br /&gt;
* Massive size, one of the biggest planes in the game&lt;br /&gt;
* Has troubles diving at high speeds&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;
Development of the Me 264 began in the late 1930s when Messerschmitt conducted work on developing a long-range reconnaissance aircraft, designated P.1061. In early 1941, six prototypes of the P.1061 were ordered and the aircraft received the formal designation of Me 264. However, the initial order for six prototypes would shortly afterwards be dropped to three.&lt;br /&gt;
&lt;br /&gt;
Progress on constructing the ordered prototypes was slow at start, but development quickly picked up the pace with the start of the Amerikabomber project in spring 1942. The project called for new very long range strategic bomber designs, resulting in several designs being proposed, among them also the Me 264.&lt;br /&gt;
&lt;br /&gt;
It soon became clear that despite all the advantages of the Me 264 the aircraft would not be able to demonstrate acceptable flight characteristics due to the lack of more powerful engines at that time. Apart from the Amerikabomber project, the Me 264 was also briefly considered by the Kriegsmarine as a possible replacement for the dated Fw 200 in the maritime reconnaissance role.&lt;br /&gt;
&lt;br /&gt;
The first and only prototype of the Me 264 which saw completion, flew on 23 December 1942. While undergoing modifications, the Me 264 project had its further development halted, with the sole completed prototype being used as a transport machine. In 1943, the second prototype was destroyed during an allied bombing raid. The same fate also struck the first and unfinished third prototype in July 1944. After all prototypes were lost, the Me 264 project was officially cancelled in September 1944.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6190-development-me-264-the-teutonic-superfortress-en|Devblog]]''&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Me 264 WTWallpaper 007.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|lBTQGGr-Kxs|'''The Shooting Range #149''' - ''Pages of History'' section at 05:10 discusses the Me 264.}}&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;
&lt;br /&gt;
* Avro [[Lincoln B Mk II|Lincoln]]&lt;br /&gt;
* Boeing [[B-29A-BN|B-29]] Superfortress&lt;br /&gt;
* Nakajima [[G8N1]]&lt;br /&gt;
* Piaggio [[P.108B serie 1|P.108]]&lt;br /&gt;
* Tupolev [[Tu-4]]&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;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6190-development-me-264-the-teutonic-superfortress-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Me 264: The Teutonic Superfortress]]&lt;br /&gt;
* [https://rarehistoricalphotos.com/amerikan-bomber-1942/ [Rare Historical &amp;lt;nowiki&amp;gt;Photos]&amp;lt;/nowiki&amp;gt; Messerschmitt Me 264 Amerika bomber]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer BFW}}&lt;br /&gt;
{{Germany bombers}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=47942</id>
		<title>J35D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J35D&amp;diff=47942"/>
				<updated>2020-04-03T13:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Something decent is neither a pro nor a con. The placement of the cannons leaves a lot to be desired, because usually, only a single cannon is on target, rarely leading to a kill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=saab_j35d}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is the first Swedish jet capable at Mach 2. The jet is highly agile and is the first plane in War Thunder capable of performing the famous &amp;quot;Cobra maneuver&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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 {{PAGENAME}} Draken is a highly agile interceptor of the Swedish aviation family. This interceptor uses a double delta wing-configuration and a powerful Avon engine to achieve both excellent high and low-speed performance at various altitudes. This aircraft is outfitted with two wing-mounted Akan m/55 auto-cannons and up to four [[Rb24]] missiles. Along with options for both anti-air and anti-ground rockets, the {{PAGENAME}} becomes a versatile platform with a high potential thanks to unmatched maneuverability. Having almost twice the wing surface of a [[MiG-21MF (Germany)|MiG-21MF]], the J35D comfortably dogfights any opponent who dares to challenge it.&lt;br /&gt;
&lt;br /&gt;
The cost of this maneuverability is the large reduction in speed when turning. The {{PAGENAME}} usually drops below 500 km/h airspeed when performing aggressive maneuvers. This lack of speed usually leaves the {{PAGENAME}} vulnerable to enemy attacks, since avoiding missiles or gunfire becomes a lot more difficult. This makes the {{PAGENAME}} a unique flying experience where the player needs to be constantly aware of the current airspeed, while still avoiding to dump all speed at once. In order to maximize the stored speed, a {{PAGENAME}} should be flown carefully. Aerial maneuvers should be avoided and turning has to be done slowly. The efficiency of the {{PAGENAME}} significantly increases when played with higher speeds. Although the plane becomes more sluggish at speeds close to 1,100 km/h, the {{PAGENAME}} still manages to outmaneuver incoming missiles. Avoiding incoming homing devices usually leads to deceleration, but with careful planning, this speed can always be regained thanks to the strong acceleration the engine provides.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 0 m - sea level)&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;
| 2059 || 2009 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.6 || 27.1 ||151.6|| 140.1 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2257 || 2150 || 23.5 || 25 || 211.6 || 180&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;&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 || ✓ || 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;&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 || N/A || N/A || ~10 || ~5&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; 850 || &amp;lt; 700 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:J35D protection.jpg|thumb|400px|right|The '''{{PAGENAME}}''' forgoes armour for additional speed and maneuverability.]]&lt;br /&gt;
=== Survivability and 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 one of the few high-rank planes entirely without protection, much like the [[F-4 Phantom II (Family)|F-4 Phantom]] series of fighters. Although the later variants of the Draken featured bird strike-proof cockpits, no Draken variant was fitted with armour plating or bulletproof glass. In-game, this downside can be quite hard to notice since higher rank vehicles tend to boast incredible amounts of firepower, making every hit incredibly devastating. A {{PAGENAME}} pilot should, like every other pilot, avoid damages at all costs as any damage deteriorates the aircraft's performance and ability to stay in the fight.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!--Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.--&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is outfitted with two 30mm Akan m/55 cannons, which are Swedish manufactured variants of the British ADEN cannons. These two cannons offer a high burst mass and velocity at medium ranges. Although these guns are dangerous, they are quite limited by their ammunition count. Just like the J32B, these cannons have 90 rounds each, giving the player a total of 180 shells. The cannons should be fired with caution in order to maximize the amount of damage they provide. Since the missiles are outdated Rb24 missiles, a {{PAGENAME}} pilot needs to be prepared to engage most enemies with these cannons rather than suspended armaments.&lt;br /&gt;
&lt;br /&gt;
Another issue with the {{PAGENAME}} is the cannon placement. The two Akans are wing-mounted rather than centre-mounted. This is a downgrade compared to the centre-mounted position found on the J32B since set convergence now plays a role. This makes the J35D lose effectiveness at certain ranges since the target has the chance to fly between the shells, and when hitting a target, the shells are unlikely to concentrate to a singular point, lowering the amount of damage created. This placement creates difficulty in complex manoeuvres, since putting the plane sideways creates a vertical spread. A wise {{PAGENAME}} pilot will commence target practice with the guns prior to battle as they are important for the plane’s overall survivability and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''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).''&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;
* Superior manoeuvrability - Able to out-turn anything it wishes&lt;br /&gt;
* High top speed - Can catch most top tier aircraft at low altitudes&lt;br /&gt;
* Strong acceleration&lt;br /&gt;
* Easy and short takeoff/landing&lt;br /&gt;
* Slow stall speed - Air-brakes prevent &amp;quot;superstalling&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor sustained turning - sustained speed degenerates quickly when manoeuvring at speeds below 1,000 kph&lt;br /&gt;
* Outdated missiles - unable to reliably eliminate observant opponents&lt;br /&gt;
* Unorthodox gun placement - less accurate and more tricky to get used to&lt;br /&gt;
* Lack of countermeasures - No flares or RWR&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Notice|'''Fun Fact''': Pilots of the {{PAGENAME}} created a term called '''superstalling''', unlike typical aircraft which would stall, nose over, and recover, the Draken's control surfaces remain ineffective for some time as the aircraft falls, potentially causing it to crash.}}&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;
;Background&lt;br /&gt;
&lt;br /&gt;
The discussion about a new fighter project, capable of intercepting small groups of bombers at an altitude of 10 kilometres, was brought up in the autumn of 1949, just a few months from the introduction of the [[J29A|J29 Tunnan]]. The threat was deemed to be transonic bombers, which needed to be intercepted before reaching Swedish airspace. This meant the next big project, Saab would focus on a high-speed interceptor capable of exceeding the Mach number, while still being able to function as an all-weather, daytime fighter.&lt;br /&gt;
&lt;br /&gt;
;Saab 210 Lilldraken&lt;br /&gt;
&lt;br /&gt;
This new project for a supersonic fighter-interceptor was given the name &amp;quot;project 1200&amp;quot;. This project would be lead by the Saab engineer Erik Bratt. His team tinkered with various ideas on how to create a supersonic fighter with low-speed handling, to ease landing on shorter runways. The team came up with a double delta design that made use of two wing angles, giving the plane less drag at higher speeds, while staying manoeuvrable at lower speeds. In order to test this design, the team constructed a miniature version of the new fighter, named Saab 210, which also received the nickname &amp;quot;Lilldraken&amp;quot; (translates to small kite). This plane was just 70% the size of the regular Draken and was used for extensive testing of handling as well as ergonomics of a double delta configuration. This prototype was first flown on January 21st, 1952.&lt;br /&gt;
&lt;br /&gt;
The Saab 210 would see many changes to its design in order to finalize the look of the upcoming J35 Draken. The nose was changed to better suit radar use, its air intakes moved back for a better view, and the tail reconstructed to fit a drag-chute. All of which would be found on the J35 Draken later on.&lt;br /&gt;
&lt;br /&gt;
;Saab 35 Draken&lt;br /&gt;
&lt;br /&gt;
With the tests finished, the Draken would finally see full-scale prototypes. The first prototype took to the skies in October 1955, and deliveries of the first variant, the J35A, would commence in 1959. By 1960 the first Drakens would officially be in service. These would be stationed at F13 Bråvalla and F16 Gotland. Later variants would be placed all over Sweden, with various purposes. Being used for bomber interception, reconnaissance and trainers, the Saab 35 Draken would see the longest service life of any fighter in the Swedish air force. The Draken would serve for almost 40 years, having 615 planes produced during its lifespan.&lt;br /&gt;
&lt;br /&gt;
;{{PAGENAME}} Draken&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was the 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Draken variant that was planned and built due to the new requirements the Swedish KFF (Kungliga FlygFörvaltningen or Royal air ministry) issued to Saab. The new requirements specified that the next fighter had to intercept high altitude bombers flying at Mach 1.5, while still carrying the same weaponry and ordinance the earlier J35B offered. This required Saab to upgrade the RM6B engine found on the J35B, which meant the design had to be slightly altered. The air intakes were elongated, and the fuselage got altered to support the use of drop-tanks in the centre. The first {{PAGENAME}} took to the skies on the 28th of August 1962, but the first planes delivered would be without radar equipment. These would be known as the J35D1, of which 24 of which were made. The other planes got the name J35D2 and would later be known as the {{PAGENAME}} when the original D1s got their radar equipment installed. &lt;br /&gt;
&lt;br /&gt;
A total of 120 {{PAGENAME}} Drakens would be built between 1963-1964. Being outfitted with the Rm 6C (Avon 300-series), this version was the fastest Draken to take to the skies. This Draken would also be exported to the Austrian air-force. In order to export these planes to Austria, Saab ended up buying back 24 of the Swedish serving {{PAGENAME}}s and converting them to the Austrian requirements, which meant fitting the planes with the bird-proof cockpit from the J35F, as well as repainting them for Austrian service. These Austrian Drakens, designated J35Ö (sometimes designated J35OE), saw extensive use all the way towards the 21st century, being taken out of service in 2005.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|Devblog]] ===&lt;br /&gt;
In the late 1940s, the Swedish Ministry of Defence released a set of requirements for a new, cutting edge jet interceptor. Among other requirements, the new aircraft was to be capable of reaching speeds of Mach 2 and able to hunt down transonic bombers, while being easily maintained and capable of taking off from special public roads.&lt;br /&gt;
&lt;br /&gt;
Saab began developing an aircraft around these specifications in the early 1950s and quickly came to the conclusion that a double delta wing design was needed in order to achieve all the requirements. However, this design was yet untried and untested, which led to the creation of the Saab 210 - a testbed aircraft which pioneered the double delta wing design.&lt;br /&gt;
&lt;br /&gt;
Having gained the necessary insight on the performance of the double delta wing, Saab engineers transferred the newly acquired experience into the development of the actual aircraft to address the Ministry’s requirements - the J35 Draken was born.&lt;br /&gt;
&lt;br /&gt;
The J35 Draken undertook its maiden flight in October 1955 and entered service with the Swedish Air Force in March 1960. Over 650 Drakens of various modifications would be built until the end of production, serving with Sweden until the late 1990s before being decommissioned. Apart from Swedish service, the J35 Draken also saw use with Denmark, Finland and Austria. The Austrian Air Force was the last operator to decommission the Draken in 2005, while some units are still in civilian use.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[MiG-21F-13]]&lt;br /&gt;
* [[Lightning F.6]]&lt;br /&gt;
* [[F-4C Phantom II]]&lt;br /&gt;
* [[MiG-21MF (Germany)|MiG-21MF]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6623-development-saab-j35d-draken-the-supersonic-kite-en|[Devblog] Saab J35D Draken - The Supersonic Kite]]&lt;br /&gt;
* [https://www.aef.se/Flygvapnet/Notiser/J35D_Notis_2.htm &amp;lt;nowiki&amp;gt;[aef.se] J35D Draken - Notis 2&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [https://www.aef.se/Flygvapnet/Notiser/FPL35_notis_2.htm &amp;lt;nowiki&amp;gt;[aef.se] FPL35 Draken - SAAB35 Systemflygplanet&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [https://svfplhist.home.blog/fpl-35-historik/ &amp;lt;nowiki&amp;gt;[svfplhist.home.blog] - Fpl 35 - Historik&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
* [[wikipedia:Saab_35_Draken|[Wikipedia] - Saab 35 Draken]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Sweden jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46969</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46969"/>
				<updated>2020-03-23T13:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Nevermind then, it works in preview but not when I publish it. J35D should be like J32B, but instead of PS-42 it has PS-03.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a circular segment and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, meaning the B-Scope view is currently inaccessible.|!}}&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.93]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || [[Toriy]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || Sapphire-21 || Sapphire-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&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;
* ''encyclopedia page on the system;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6064-development-radar-station-new-opportunities-in-the-game-en|[Devblog] Radar Station: New opportunities in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46967</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46967"/>
				<updated>2020-03-23T13:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: i can't format, fixed J35D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
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Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
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One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
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There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
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[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
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===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a circular segment and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
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{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
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When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
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The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
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In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
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====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
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{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
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In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
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In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
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By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
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====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, meaning the B-Scope view is currently inaccessible.|!}}&lt;br /&gt;
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An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
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==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
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As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
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When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
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===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
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===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
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{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
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===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
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In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
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As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
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===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
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==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
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The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
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{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
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If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
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&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
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At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
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When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
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&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
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minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
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For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
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&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
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minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
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This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
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===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
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===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
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==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
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===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
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===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
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A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
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In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
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=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
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Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
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In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
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===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
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'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
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===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
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In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
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You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
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{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
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===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
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====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
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{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
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====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
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====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.93]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || [[Toriy]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || Sapphire-21 || Sapphire-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35d|short}} || N/A || PS-03 || PS-03 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&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;
* ''encyclopedia page on the system;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6064-development-radar-station-new-opportunities-in-the-game-en|[Devblog] Radar Station: New opportunities in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46966</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=46966"/>
				<updated>2020-03-23T13:02:25Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Added J35D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a circular segment and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, meaning the B-Scope view is currently inaccessible.|!}}&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.93]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || [[Toriy]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || Sapphire-21 || Sapphire-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || &lt;br /&gt;
|-&lt;br /&gt;
|{{Specs-Link}}&lt;br /&gt;
|N/A&lt;br /&gt;
|PS-03&lt;br /&gt;
|PS-03&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&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;
* ''encyclopedia page on the system;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6064-development-radar-station-new-opportunities-in-the-game-en|[Devblog] Radar Station: New opportunities in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=44539</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=44539"/>
				<updated>2020-02-27T14:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: J32B doesn't have a lead indicator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a circular segment and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, meaning the B-Scope view is currently inaccessible.|!}}&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.93]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || [[Toriy]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || RP-21 || RP-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J32B&amp;diff=44538</id>
		<title>J32B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J32B&amp;diff=44538"/>
				<updated>2020-02-27T14:11:00Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: High fuel consumption rate is when the afterburner is on, and the extra power more than makes up for it. Not a very good con example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=saab_j32b}}&lt;br /&gt;
&lt;br /&gt;
{{About&lt;br /&gt;
| about = Swedish jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = attack version&lt;br /&gt;
| link = A32A&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&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 0 m - sea level)&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;
| 1,133 || 1,128 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.4 || 34.6 || 84.5 || 78.5 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,148 || 1,140 || 33.6 || 34.0 || 119.5 || 101.0&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;&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     &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;&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}} || 550 || 550 || 320 || ~11 || ~5&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; 850 || &amp;lt; 650 || &amp;lt; 600 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
[[File:J32B_Armor_ Protection.png|thumb|right|400px|Thickness of each armour section located in the {{PAGENAME}}.]]&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;4&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; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Svenska Flygmotor RM6A || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 8,680 kg || colspan=&amp;quot;2&amp;quot; | 307 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;3&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;
! 8m fuel || 20m fuel || 28m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,400 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 9,491 kg || 10,675 kg || 11,464 kg || 13,500 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;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 28m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,727 kgf || 6,807 kgf&lt;br /&gt;
| 0.72 || 0.64 || 0.59 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,727 kgf&amp;lt;br /&amp;gt;(0 km/h) || 7,199 kgf&amp;lt;br /&amp;gt;(1,000 km/h)&lt;br /&gt;
| 0.76 || 0.67 || 0.63 || 0.53&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
* 5 mm steel plate - cockpit floor and spacer plate between frontal armour.&lt;br /&gt;
* 10 mm steel plate - behind the pilot and GIB's seats&lt;br /&gt;
* 15 mm steel plate - armour plates in front of the cockpit section&lt;br /&gt;
* 50 mm bulletproof glass - armoured canopy windscreen&lt;br /&gt;
&lt;br /&gt;
The aircraft provides good pilot protection with steel plates and bulletproof glass. &lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''--&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm Akan m/55 autocannons (90 RPG - 360 rounds total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|m/57B|Rb24}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 38 x m/57B unguided rockets&lt;br /&gt;
* 4 x Rb24 air-to-air missiles&lt;br /&gt;
* 38 x m/57B unguided rockets + 2 x Rb24 air-to-air missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in an aircraft, the features of using vehicles 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;
&lt;br /&gt;
This aircraft excels at being fast, it is important to use that advantage to quickly Boom &amp;amp; Zoom any unsuspecting enemies. Avoid utilising turning manoeuvres with other aircraft as every aircraft with the exception of the F-100D will shake you rather easily and you risk being pulled into a &amp;quot;reversal&amp;quot;. Although you can easily out-run most jets, some aircraft like the Etendard IVM, MiG-17AS and Shenyang F-5 will easily catch up. These aircraft prove deadly to the {{PAGENAME}} as they will keep up with your turns if you try to evade them, not to mention they also carry air-to-air missiles which they will certainly use to force you to bleed speed (if you don't get destroyed in the process). Your safest bet is to go in a straight line hugging the maximum safe speed (concern for realistic and simulator battles) and hope they pull 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&lt;br /&gt;
! Water&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Auto control available || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Auto control available || rowspan=&amp;quot;2&amp;quot; | Separate || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;1 gear || rowspan=&amp;quot;2&amp;quot; | Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/57&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| Rb24&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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent top speed. Will out-run almost every other jet at its BR range&lt;br /&gt;
* 4x 30mm Akan M/55 that inflict devastating damage&lt;br /&gt;
* 4x Rb-24 air-to-air missiles, same performance as AIM-9Bs&lt;br /&gt;
* Powerful afterburning engine, providing excellent acceleration&lt;br /&gt;
* Integrated radar&lt;br /&gt;
* Slightly above average roll-rate&lt;br /&gt;
* Resistant to high-G manoeuvres (up to 10Gs)&lt;br /&gt;
* Decent pilot protection and airframe endurance&lt;br /&gt;
* Great energy retention&lt;br /&gt;
* Fowler flap design provides excellent lift at low speeds&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor turn-rate at high speeds.&lt;br /&gt;
* Mediocre manoeuvrability, almost every opponent it faces can out-manoeuvre it&lt;br /&gt;
* Very low extended gear rip speed (ensure gear is raised right after take-off and lowered at a safe speed)&lt;br /&gt;
* Sluggish at slow speeds&lt;br /&gt;
* Very inefficient and small air-brake design, requires high angle-of-attack or aggressive banking to bleed excess speed quickly&lt;br /&gt;
* Relatively large target&lt;br /&gt;
* High rate of fire means the ammunition will deplete very quickly, trigger control required&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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article. 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;
In the year 1948, SAAB started to develop a new type of multi purpose aircraft with capabilities such as a strike-fighter, interceptor or reconnaissance aircraft. The project was called P1150 and had the intent to replace the B18, J21A, A21R and the J30 aircraft. After some testing, a swept wing design typical for the time period was decided upon. After some testing with a Swedish jet engine design called the Dovern, it was decided that the engine lacked the desired power so a swap to the British Rolls-Royce Avon Mk.21 engine was decided upon due to its ability to produce more power without its afterburner on than the Dovern could even with the afterburner engaged. The airplane was designated the Saab 32 Lansen and flew for the first time in November 1952 with Bengt Olow as pilot. &lt;br /&gt;
&lt;br /&gt;
A total of 447 aircraft were delivered to the Swedish Air Force from 1955 until 1960. These were modified and renovated until its retirement in 1997. A total of 10 variants were in service, including the prototype P1150.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&amp;lt;!--;Images&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:(Insert image name.jpg/png here|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:(Insert image name.jpg/png here|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:(Insert image name.jpg/png here|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:(Insert image name.jpg/png here|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos--&amp;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 aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&amp;lt;!--;Related development&lt;br /&gt;
* [[?-?? (Family)]]&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Airplane manufacture name [[Airplane name]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Template:Sweden_jet_aircraft}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sweden aircraft]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=44537</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=44537"/>
				<updated>2020-02-27T13:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Notice correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a circular segment and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, now you have to go into options and toggle &amp;quot;Use rectangular radar indicator&amp;quot; under Air Battle Settings to enable B-Scope view.|!}}&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.93]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || [[Toriy]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || RP-21 || RP-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spitfire_Mk_Ia&amp;diff=43180</id>
		<title>Spitfire Mk Ia</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spitfire_Mk_Ia&amp;diff=43180"/>
				<updated>2020-02-02T15:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Spitfire Mk Ia only has landing flaps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=spitfire_mk1}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Spitfire (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''In the description, the first part needs to 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. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. This fighter has been in the game since the start of the Open Beta Test prior to Update 1.29.&lt;br /&gt;
&lt;br /&gt;
The Spitfire Mk Ia is one of the British tree line first monoplane designs, alongside the Hurricanes. The Spitfire is most distinctive with its sleek and thin elliptical wing design, a characteristic seen in most future Spitfire variants. The wing on the Spitfire is a Type A, as implied by the name &amp;quot;Mk I'''a'''&amp;quot;, which contained four .303 machine guns per wing with a total of eight machine guns.&lt;br /&gt;
&lt;br /&gt;
Its default paint coat consists of a green and tan two-tone colouring, with a white undercoat. The Spitfire Mk Ia possess the Royal Air Force Type A.1 roundel on the fuselage with a yellow outer ring, followed by blue, white, and then a red centre. On the wings, the Type B roundels are painted with a simple blue outer ring and a red centre. The red, white, blue fin flap exist on the tail vertical stabilizer.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''--&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;
! colspan=&amp;quot;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,267 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 523 || 508 || 10,000 || 16.9 || 17.7 || 7.5 || 10.8 || 300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,267 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Max altitude (meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time (seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run (meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 619 || 584 || 10,000 || 14.6 || 15.0 || 30.0 || 19.5 || 300&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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flap&lt;br /&gt;
! Take-off flap&lt;br /&gt;
! Landing flap&lt;br /&gt;
! Air brakes&lt;br /&gt;
! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || 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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flap&amp;lt;br&amp;gt; (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! +&lt;br /&gt;
! -&lt;br /&gt;
|-&lt;br /&gt;
| 760 || 270 || 290 || ~14 || ~8&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 321 || &amp;lt; 400 || &amp;lt; 465 || &amp;gt; 250&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,900 m || 1,020 hp || 1,357 hp &lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| ?,??? m || ?,??? hp || ?,??? hp &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 3&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| ?,??? m || ?,??? hp || ?,??? hp &lt;br /&gt;
|- --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 38 mm Bulletproof glass - Armored windscreen&lt;br /&gt;
* 4 mm Steel - Armor plate in pilot's seat&lt;br /&gt;
* 6-7 mm Steel -Armor plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''--&amp;gt;&lt;br /&gt;
{{main|Browning .303 (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 8 x 7.7 mm Browning machine guns, wing-mounted (350 rpg = 2,800 total)&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* 153 rounds per second total output (1150 rpm x 8 / 60).&lt;br /&gt;
* Muzzle velocity 2,660 feet/second [810 m/s]. &amp;lt;ref&amp;gt;http://www.aviation-history.com/guns/303.htm&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The .303 was a rifle round, accurate but fairly ineffective in air combat unless in skilled hands. The calibre was chosen over the .50 as it was lighter, had a higher rate of fire and was less susceptible to jamming. However, it required an average 4500 rounds to disable an enemy aircraft &amp;lt;ref&amp;gt;Flying Guns: World War II by Anthony G Williams, Emmanuel Gustin (2003), p95&amp;lt;/ref&amp;gt;, of which 250 rounds needed to hit (i.e. a full 2-second burst). The accurate placing of the shot was essential, as it lacked sufficient energy to cause structural damage.&lt;br /&gt;
* The design used an open bolt mechanism to allow air to flow through the barrel and prevent overheating. This worked well at lower altitudes but caused icing at high altitude. The red canvas wing-port covering kept the gun clean and warm; later marks also ducted hot air from the engine to regulate the gun's breech temperature. &amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Supermarine_Spitfire#Armament&amp;lt;/ref&amp;gt;&lt;br /&gt;
* RAF recommended convergence in 1939 was 400 yards [365 meters] in contrast to the Luftwaffe, with experience from the Spanish Civil War, using 200 meters (which the RAF adopted by mid-1940). Although many high scoring pilots reduced this, close to 150 yards  [137 meters] or less for an accurate kill, others ignored convergence altogether or went to a box-shot where paired guns were set to different convergences.&lt;br /&gt;
* Choice of ammunition is essential as AP and ball rounds rely on kinetic energy to cause damage, which is lost quickly in small calibre rounds. The API round will also transfer chemical energy into the target and so will be more effective on lightly armoured targets, particularly if they hit something flammable. Pure tracer rounds help to target, especially in combat manoeuvres where lead varies, but have little penetration on contact. &amp;lt;ref&amp;gt;http://users.skynet.be/Emmanuel.Gustin/fgun/fgun-fi.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;!--=== Suspended armament ===&lt;br /&gt;
''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.''&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;''Main article:&amp;amp;nbsp;'''[[:Category:Suspended armaments|Bombs]]'''''&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
''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.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in the battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in an aircraft, the features of using vehicles 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 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;
&lt;br /&gt;
;Climbing&lt;br /&gt;
&lt;br /&gt;
The Spitfire should first climb, using its excellent rate-of-climb. This can be done most efficiently in two ways depending on the preference of the pilot. If you want to get high quickly without having covered much distance you can start off with a 26 degrees climb until 4 km (13,123 ft) after which you should lower the nose of the aircraft down to a 20 degrees climb. If you want to get to a higher altitude at a more moderate tempo and cover more distance, the preference is then to climb the entire way at 20 degrees. The advantage of the first way is that you are hands down going to be the highest fighter in the game. The advantage of the second way is that you will be ahead of your bases enough and at the altitude of enemy bombers so that you can take easy head-on passes at bombers which in those situations are free and easy kills (if you fail a head-on against a bomber it is not recommended to turn around and attempt to finish off the bomber as the tail, ventral, dorsal and beam gunners have an advantage of you flying into their bullets). The Spitfire is fast, with a top speed of around 600 kph, although in a straight line it normally only reaches around 460 kph (can be higher if you're using MEC). Engaging head-on with a spitfire is a bad idea unless it's an enemy bomber (which has no forward facing guns). The spitfire is disadvantaged in head-ons due to the lack of armament in the center of the plane which means you will have to rely on your convergence settings and this almost never ends well. In a Spitfire, you should almost always go for turn-fight engagements. It is possible to fake a head-on (by pulling away once your enemy starts firing) if you're forced to by an enemy plane but it is highly recommended to never commit to a head-on engagement. A sensible opponent will try to energy fight you which you need to look out for. You can lose your energy faster than you realize and when you do, you've most likely been baited and are an easy target.&lt;br /&gt;
&lt;br /&gt;
The Spitfire has a relatively good ammo count. The 4-digit ammo can (most likely will not) be deceiving, since there are 8 guns on the aircraft, making only around 400 RPG. The guns should be used at around 400 meters to have the most devastating effect. If aimed correctly your enemy is going to have a bad day. You can use this to ground attack light or un-armoured targets, usually with stealth or omni-purpose belts, but this job should be left to dedicated gun-platforms, like the Hurricane and [[F6F-5|Hellcat]].&lt;br /&gt;
&lt;br /&gt;
When in a fight with an enemy plane which is not Japanese, proceed to entice them into a turn fight. Wait until they get close enough and then turn into them, forcing a turning fight.&lt;br /&gt;
&lt;br /&gt;
The Spitfire Mk Ia is a plane known for its manoeuvrability. It is faster than Japanese planes, so if attacked by one, either use a Rolling Scissors technique or just fly away. If in a good position, Boom &amp;amp; Zoom it.&lt;br /&gt;
&lt;br /&gt;
====Specific enemies worth noting====&lt;br /&gt;
&amp;lt;!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The Bf 109 Friedrich (F) series are planes you will want to watch out for. They can do tremendous amounts of damage if you don't watch out. They also have very good turning performance given the pilot flying the 109 knows what he's doing and they could seriously catch you by surprise. The energy performance of this plane also greatly excels your own plane.&lt;br /&gt;
* Japanese planes - The Japanese fighter planes like the Ki-43 and A6M will turn all over the Spitfire. As such, do not exploit the Spitfire's turning ability against a Japanese opponent. Instead, use the Merlin engine power on the Spitfire to try and outrun the Japanese plane. When attacking a Japanese plane, try to use Boom &amp;amp; Zoom tactics rather than turning to keep an energy advantage over the opponent.&lt;br /&gt;
* Biplanes - Biplanes may be slow, but they are among some of the most manoeuvrable aircraft in War Thunder. You must not try to turn-fight them. Instead, climb or dive away from them and then use Boom &amp;amp; Zoom tactics. Luckily, biplanes are fragile and your eight machine guns will tear them apart. &lt;br /&gt;
* Heavy Bombers - Although you have eight machine guns, they are only 7.7 mm machine guns. With larger aircraft, you may find yourself expending all of your ammunition and not even coming away with a kill. The Spitfire is also quite fragile. You need to be careful of defensive turrets. Even light machine guns can take out your engine, kill your pilot and destroy combat surfaces.&lt;br /&gt;
* The [[I-180S]] premium Russian fighter is extremely manouevrable and has great energy retention which can sometimes even out-turn Spitfires at higher speeds, thus you must be very careful when engaging these planes, making sure you have an energy advantage, or it will be a difficult battle.&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&lt;br /&gt;
! Water&lt;br /&gt;
! Type &lt;br /&gt;
|-&lt;br /&gt;
| Controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Separate || rowspan=&amp;quot;2&amp;quot; | Not ontrollable || rowspan=&amp;quot;2&amp;quot; | Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage Repair&lt;br /&gt;
| Radiator&lt;br /&gt;
| &lt;br /&gt;
| Offensive 7 mm&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| &lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
| New 7 mm MGs&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings Repair&lt;br /&gt;
| Engine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| 100 Octane Fuel&lt;br /&gt;
| Engine Injection&lt;br /&gt;
| Cover&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Do not 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 - they have a substitution in the form of softer &amp;quot;inadequate&amp;quot;, &amp;quot;effective&amp;quot;.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good anti-fighter armament of eight machine guns that can shred them apart&lt;br /&gt;
* Outstanding turn time, very good at turning fights&lt;br /&gt;
* Good roll rate at low speed&lt;br /&gt;
* Good performance at low altitude, less than ~4.5 km&lt;br /&gt;
* Better-than-average top speed&lt;br /&gt;
* Better-than-average rate of climb&lt;br /&gt;
* Decent amount of armour, a front 38 mm glass and rear 4-7 mm steel plates&lt;br /&gt;
* ''100 octane fuel'' modification provides roughly 15% increase in engine power&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Machine guns only effective if the target is hit in continuous bursts&lt;br /&gt;
* Machine gun armament lacks the long-range hitting power of cannons&lt;br /&gt;
* Ammo can run out quickly in prolonged, uncontrolled bursts&lt;br /&gt;
* Wing-mounted armament takes wing convergence into consideration&lt;br /&gt;
* Quick kills against large bombers without a pilot snipe is difficult, prolonged engagements expose the Spitfire to the defensive gunners&lt;br /&gt;
* Bad high altitude performance&lt;br /&gt;
* Roll rate stiffens dramatically at ~300 kph&lt;br /&gt;
* Not the best diver, wings tend to rip (RB/SB)&lt;br /&gt;
* Less-than-average energy retention&lt;br /&gt;
* Fragile construction, damage to the airframe, control surfaces, or engine can cripple the plane&lt;br /&gt;
* Pulling Negative G's (realistic/simulator only) can cause the carburetor float to fail, turning the engine off temporarily!&lt;br /&gt;
* Prone to overheating&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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block &amp;quot;/ historical reference&amp;quot; (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to include links to sources at the end of the article.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
&amp;quot;Despite the British Air Ministry’s preference for biplane fighters in the early 1930s, Supermarine designer RJ Mitchell began work on an all-metal construction, single-engine, single-seat monoplane fighter with an enclosed cockpit and retractable landing gear. The Spitfire (Prototype K5054) made its first flight on March 5th 1936, and after demonstrating superb handling qualities, was ordered into mass production for the RAF. The first Spitfires entered service with No.19 Squadron at RAF Duxford in August 1938.&lt;br /&gt;
&lt;br /&gt;
Initially, the Mk I variant was equipped with type A wings and four wing-mounted Colt-Browning Mk II .303 (7.7mm) machine guns, although this was soon increased to eight. Further upgrades included the use of a Rolls-Royce Merlin III engine instead of the original 1030 HP Merlin II; the original two blade fixed pitch wooden propeller was also replaced with a metal, variable pitch three bladed propeller of either Rotol or De Havilland design. A bulged canopy, bullet proof windscreen, armor plating and hydraulics to operate the gear and flaps were also introduced, partly as a result of the combat experience gained by Hurricane squadrons during the Battle of France.&lt;br /&gt;
&lt;br /&gt;
The first Spitfires had a basic targeting system consisting of a ringed sight, but by July of 1939 a more sophisticated collimator sight, the GM2 Mk II, began to be used; machines already in service were retrofitted with the new sights.&lt;br /&gt;
&lt;br /&gt;
In 1940, 30 aircraft were delivered to front line service for Operational Trials with the new Type B wing; the Spitfire Mk IB was armed with two 20mm Hispano cannon and four 0.303 Browning machine guns, and the older eight gun fighters were re-designated the Mk IA. However, the drum feed for the 20mm cannon proved to be very unreliable and prone to jamming, so the Mk IB was withdrawn from service.&lt;br /&gt;
&lt;br /&gt;
At the time of its introduction, right through the Battle of Britain in the summer of 1940, the Spitfire Mk I was considered by many to be the greatest fighter aircraft in the world. By the time the Spitfire Mk II began to replace it, 1566 Mk Is had been built.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Aces ===&lt;br /&gt;
The Spitfire Mk.1A was the iconic British aircraft of the Battle of Britain. Leading Spitfire aces of this battle were: &amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/The_Few&amp;lt;/ref&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Nationality !! Squadron&lt;br /&gt;
|-&lt;br /&gt;
| Pilot Officer Eric Lock || British || 41&lt;br /&gt;
|-&lt;br /&gt;
| Flying Officer Brian Carbury || New Zealand || 603&lt;br /&gt;
|-&lt;br /&gt;
| Pilot Officer Colin Gray || New Zealand || 54&lt;br /&gt;
|-&lt;br /&gt;
| Pilot Officer Bob Doe || British || 234&lt;br /&gt;
|-&lt;br /&gt;
| Flight Lieutenant Paterson Hughes || Australia || 234&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== Read 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 aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&amp;lt;!--''ETC.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&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;
* ''page on aircraft encyclopedia;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Supermarine}}&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39845</id>
		<title>J29D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39845"/>
				<updated>2019-12-26T11:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: The plane in one of the images is a British Canberra B (I) Mk 6, not an American B-57&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=saab_j29d&lt;br /&gt;
|store=7174&lt;br /&gt;
}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = gift Swedish jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = J29 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
When conjuring up thoughts of fighter jets, many would initially think of a sleek, weapon-laden fast jet which would almost rival a hot-rod in the car world. When presented with the {{PAGENAME}}, most people would cock their head to the side with a puzzled look on their face. It's a good thing that fighter jets are not determined by looks alone! The {{PAGENAME}} is, for lack of a better phrase, a &amp;quot;wolf in sheep's clothing&amp;quot;, initially laughed at as being the &amp;quot;chubby kid on the block&amp;quot;. Once up in the air, however, it is quickly realised that this rotund little fighter is a dynamic powerhouse!&lt;br /&gt;
[[File:J29D_004.png|350px|thumb|left|'''{{PAGENAME}}''' in a power climb launching a [[m/49]] unguided rocket.]]&lt;br /&gt;
While many other nations were fixated on designing straight-wing aircraft, the Swedes were busy exploiting the knowledge of former Messerschmitt engineers in implementing swept wings onto their fighters. With this and other improvements, the {{PAGENAME}} was found to be pretty fast during its trials. Although it was not supersonic, it was pushing 900 km/h. It handled like a dream, being extremely quick and agile. The nose of the aircraft was bristling with four 30 mm ADEN autocannons, and various types of suspended ordnance could be outfitted, including light rockets, heavy anti-ship rockets, air-to-air rockets, and guided missiles. Sweden didn't have the money to develop aircraft specifically for a combat role, so they designed their {{PAGENAME}} to do it all and do it well. Depending on the load-out, the {{PAGENAME}} could fly like a fighter, interceptor, bomber, or a combination of the three. This functionality comes in very handy as in-game spawns can lead to a map with specific requirements and the pilot will have no problems configuring the weapons of this aircraft to fit the mission, whereas some other contemporary fighters are quite limited in their options.&lt;br /&gt;
&lt;br /&gt;
If not kept in check, the {{PAGENAME}} can quickly become the bully on the block hard-charging into the battlefield, wreaking havoc and then departing without a second thought. If two fighters are headed your way, your best bet will be to take out the {{PAGENAME}} first or it will likely nab you in the rear and send you down in flames.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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;
[[File:J29D_001.png|450px|thumb|right|'''{{PAGENAME}}''' removing one wing at a time on a Me 262.]]&lt;br /&gt;
When flying the {{PAGENAME}}, it is hoped that enemy pilots will take one look, chuckle, and not take the rotund Swedish fighter seriously, only to learn the hard way they were wrong. The {{PAGENAME}} has the speed, agility, and ordnance to be considered a powerhouse in the sky. Being outfitted with an afterburning engine, the {{PAGENAME}} can fly upwards of 1,000 km/h and climbs up to altitude at a whipping 55 metres per second. This allows the fighter to get in and out of contested areas to engage its targets of choice. This fighter was built for speed and agility and uses these characteristics to show up other aircraft which may be faster or bulkier, sidestepping their attacks and jumping back in to nab the kill. Thanks to the way the four ADEN cannons are mounted when the {{PAGENAME}} lines up a target and fires, it is almost like a 30 mm shotgun being fired off. A tight spread of 30 mm rounds heads downfield, and when impacting another aircraft, rarely is there enough left of the plane to fly.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is as comfortable up at altitude as it is down at just above ground level. The fighter is a stable platform when it comes to ground attack, with good acceleration characteristics when the time comes to peel off the ground targets and manoeuvre back up to altitude with the other fighters. Being specially designed to reduce as much drag as possible, the swept-back wings help extend the breakage limits of the wings, especially when this fighter is in a dive.&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,032 || 1,027 || {{Specs|ceiling}} || 29.2 || 30.8 || 11.8 || 8.3 || 800&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,048 || 1,040 || {{Specs|ceiling}} || 28.8 || 29.0 || 33.6 || 22 || 800&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:J29D_005.png|450px|thumb|right|'''{{PAGENAME}}''' taking on a target-bound Canberra B (I) Mk 6]]&lt;br /&gt;
==== Details ====&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;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 &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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 520 || ~11 || ~5&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 640 || &amp;lt; 450 || N/A&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 0 m || 2,070 kgf || 2,484 kgf&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
;Armour&lt;br /&gt;
&lt;br /&gt;
* 64 mm bulletproof canopy windscreen&lt;br /&gt;
* 10 mm steel plate behind pilot's seat&lt;br /&gt;
* 10 mm steel plate in nose&lt;br /&gt;
&lt;br /&gt;
The stout little {{PAGENAME}} is a sneaky little fighter which might be underestimated during a head-on. A 64 mm bulletproof windscreen is in place, which, since it is sloped, provides 165 mm total protection, allowing the pilot to have a greater chance of survival in a head-on. However, unless highly experienced, pilots should avoid head-ons, especially against aircraft such as the [[Super Mystere B2]] and the [[G.91 YS]] which also feature 30 mm DEFA 552 cannons. Make sure to avoid the B2 as well, as the AA.20 air-to-air guided rockets will make the {{PAGENAME}} have a hard time standing up to this aircraft.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm Akan m/55 cannons, nose-mounted (100 rpg = 400 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, like many of the fighters of the time, got away from machine guns and was outfitted with harder-hitting autocannons, in this case, 30 mm ADEN cannons. The cannons are clustered around the central air-intake of the aircraft, resulting in optimal fire control as convergence is not an issue. However, the pilot must still correct for bullet drop for the 30 mm rounds. The four ADEN cannons only have 100 rounds per gun, requiring the pilot to exercise trigger control so not to waste ammunition. With these harder hitting rounds, however, only a quick burst is needed to send an aircraft down in a flaming heap.[[File:J29D_006.jpg|400px|thumb|right|'''{{PAGENAME}}''' firing off a [[m/49]] unguided rocket.]]&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|m/49|m/49A|m/51|m/55}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 24 x m/55 rockets&lt;br /&gt;
* 14 x m/49A rockets&lt;br /&gt;
* 14 x m/51 rockets&lt;br /&gt;
* 4 x m/49 rockets&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 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;
&lt;br /&gt;
Although the J29D is a fast jet capable of reaching high speed, at the start it can be pretty slow. The J29D has the chance to fight supersonic jets at its battle rating which it can't hunt down by itself. As such, the J29D is best used in teamwork with other jets to either catch up to the enemy plane or make them do manoeuvres to bleed some speed so the J29D can catch up. If faced with subsonic jets, it can keep up with them and stay on its tail thanks to its manoeuvrability. For the daredevils, the J29D has an excellent armament of choice to do head-ons with. These load outs would be best put to use if no teammate around to help you fight the enemy. Because the J29D has slow acceleration at the start of the game, it can have a hard time intercepting enemies at first. As the battle progresses and you will have worked up speed, this task will be made much easier.&lt;br /&gt;
&lt;br /&gt;
The J29D can also be used as an excellent ground attacker for more experienced players who are used to aiming unguided rockets. It has a variety of rockets, allowing you to sufficiently take out a wide variety of targets (light, medium, heavy, etc.). With most loads having more than 10 rockets, an experienced player can take out a few ground targets each spawn. Along with the rockets, the four 30 mm guns, given the proper belt choice, can inflict heavy damage upon soft and somewhat hard targets as well.&lt;br /&gt;
&lt;br /&gt;
Even as a excellent fighter, the J92D has dangerous enemies, mainly high-subsonic jets like MiG-17 and Anti-Air Missile holding jets like G.91 YS and Swift F.7. &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| m/55&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/49A&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| m/51&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| m/49&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;
* Fast and agile&lt;br /&gt;
* Multi-role aircraft (fighter/attacker/interceptor)&lt;br /&gt;
* Four nose-mounted 30 mm Akan autocannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Loses its agility at high speeds&lt;br /&gt;
* The top speed is its speed of destruction, at only about 1050 km/h at sea level&lt;br /&gt;
* Tends to uptiered against planes that are faster than it&lt;br /&gt;
* Bleeds through ammunition quickly - requires trigger patience&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;
[[File:J29D_002.jpg|450px|thumb|right|'''{{PAGENAME}}''' cruising the sky looking for targets.]]&lt;br /&gt;
Following World War II, Sweden felt that they had fallen behind in technological advancements when it came to military aircraft and strove to rectify the situation while beefing up they considered was their current weak air defence. Jet propulsion technology was cutting-edge and Sweden was not to be left out. In 1945, Sweden's leading aeronautical firm began to work on design ideas of potential future fighter aircraft. Through a design contest, a clear winner emerged which was a barrel-shaped fighter which promised to be the faster and more agile of the proposed aircraft, this fighter was given the codename &amp;quot;R 1001&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially designed with a straight wing, newly acquired German research data and even some Messerschmitt engineers themselves who fled to Sweden made the recommended change to wings with a 25-degree sweep, which highly stabilized and reduced the aircraft's drag as it approached the sound barrier. Adding to the aerodynamics of the wing shape, it was decided to not house the landing gear in the wings, but instead to have them retract into the fuselage of the aircraft. Wind-tunnel testing led to the refinement of wings and the fuselage of the aircraft. A straight-through airflow (from nose to engine to exhaust) was determined to be the best and easiest course of action for this aircraft and though initially, the de Havilland Goblin turbojet engine was to be used, it was determined that the newer de Havilland Ghost engine was already configured for a central circular air intake and would require the least amount of modifications to implement.&lt;br /&gt;
&lt;br /&gt;
Though through testing many faults and problems developed, each of these was addressed and mitigated so that in September 1948, the Saab 29 prototype was ready for its initial flight. The test pilot chosen for this flight was Englishman, Squadron Leader Robert A. &amp;quot;Bob&amp;quot; Moore. The test flight lasted for a half of an hour and after a successful landing, Moore commented on the aircraft stating that &amp;quot;on the ground, it's an ugly duckling â€“ in the air, a swift.&amp;quot; Like many aircraft which pick up a nick-name due to a specific feature or shape, the J 29 became known as the &amp;quot;Flygande Tunnan&amp;quot; (''The Flying Barrel'') or just &amp;quot;Tunnan&amp;quot; for short. Initially thought of as degrading, the nick-name Tunnan became the officially adopted name for this fighter.&lt;br /&gt;
&lt;br /&gt;
Starting in 1948, production began and ran through 1956 when all-in-all, five variants of the J 29 (J 29A, J 29B, S 29C, J 29E, and the J 29F) were produced and put into active service. A total of 661 Tunnans were rolled off of the assembly room floor which over the years and out of all of the Saab aircraft produced, was the largest production run for Saab.&lt;br /&gt;
&lt;br /&gt;
The J 29 is the first Swedish aircraft to see combat. In September 1961, after the United Nations asked for military support, five J 29Bs were stationed in the Republic of Congo to contribute to a UN peacekeeping mission (ONUC) in the region. The five J 29Bs were later reinforced by four more J 29Bs and two S 29C reconnaissance planes in 1962. No aircraft were lost during the ONUC despite large amounts of ground fire. When the ONUC was terminated in 1964, some of the Swedish aircraft were destroyed at their base as they were no longer needed at home and the cost to bring them home was deemed excessive.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|Devblog]]===&lt;br /&gt;
&lt;br /&gt;
While Sweden traditionally imported a great deal of military tech, including in its aircraft, Swedish aeronautical engineers nevertheless developed and built combat aircraft of their own design. Like the leading world powers, in the immediate post-war years Sweden focused its research capabilities on jet-powered aircraft. Even before the outbreak of World War II, research into jet engines was already taking place in Sweden, and the war gave industry experts the opportunity to acquire priceless experience studying the progress made by other countries, Germany in particular.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 1945, a project to build the first jet-powered fighter was born deep in SAAB headquarters. Immediately after the end of the war, Swedes bought the license to produce turbojet engines from the British company de Havilland, and they began converting their J-21 piston-engine fighters to jet-engine fighters. With the arrival of the new Ghost engine from the Brits and promising research into swept wings, SAAB began developing a fundamentally new kind of fighter, initially planned to be fitted with a jet engine. Within a short time, the Swedish Air Force received the J29 Tunnan. Named after the Swedish word for &amp;quot;barrel&amp;quot;, based on its shape.&lt;br /&gt;
&lt;br /&gt;
The Tunnan was an awkward-looking machine, but one with superb flight characteristics for the time, enabled by its swept wings. Judge for yourselves: successful testing took place in 1948, followed by mass production in 1951, and by 1954 the J29B modification set the world speed record in a closed circuit. That's impressive!&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YD22i7Y8wHg|'''Saab 29 Tunnan''' - ''jaglavaksoldier''|trg7eAT53uQ|'''Waddington International Airshow 2013, Saab 29 Tunnan''' - ''&lt;br /&gt;
greeymen''}}&lt;br /&gt;
{{break}}&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;
;Other variants&lt;br /&gt;
&lt;br /&gt;
* [[J29A]]&lt;br /&gt;
* [[J/A29B]]&lt;br /&gt;
* [[J29F]]&lt;br /&gt;
&lt;br /&gt;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[M.D.450B Ouragan]]&lt;br /&gt;
* [[Super Mystere B2]]&lt;br /&gt;
* [[Hunter F 1]]&lt;br /&gt;
* [[MiG-9]]&lt;br /&gt;
* [[MiG-15]]&lt;br /&gt;
* [[F-86 (Family)|F-86]]&lt;br /&gt;
* [[La-15]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|[Devblog] SAAB J 29D Jet Powered Fighter]]&lt;br /&gt;
* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=224| (militaryfactory.com website) - Saab J29 Tunnan (Barrel) - Single-seat jet-powered fighter aircraft]&lt;br /&gt;
* [https://www.fighter-planes.com/info/j29.htm| (fighter-planes.com website) - J29 Tunnan SAAB]&lt;br /&gt;
* [http://plasticfantastique.com/walk_arounds/walkaround-the-saab-29-tunnan/| (plasticfantastique.com websites) - Walk around the SAAB 29 Tunnan (Picture gallery)]&lt;br /&gt;
&lt;br /&gt;
{{Sweden jet aircraft}}&lt;br /&gt;
{{Sweden premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39844</id>
		<title>J29D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39844"/>
				<updated>2019-12-26T11:54:55Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=saab_j29d&lt;br /&gt;
|store=7174&lt;br /&gt;
}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = gift Swedish jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = J29 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
When conjuring up thoughts of fighter jets, many would initially think of a sleek, weapon-laden fast jet which would almost rival a hot-rod in the car world. When presented with the {{PAGENAME}}, most people would cock their head to the side with a puzzled look on their face. It's a good thing that fighter jets are not determined by looks alone! The {{PAGENAME}} is, for lack of a better phrase, a &amp;quot;wolf in sheep's clothing&amp;quot;, initially laughed at as being the &amp;quot;chubby kid on the block&amp;quot;. Once up in the air, however, it is quickly realised that this rotund little fighter is a dynamic powerhouse!&lt;br /&gt;
[[File:J29D_004.png|350px|thumb|left|'''{{PAGENAME}}''' in a power climb launching a [[m/49]] unguided rocket.]]&lt;br /&gt;
While many other nations were fixated on designing straight-wing aircraft, the Swedes were busy exploiting the knowledge of former Messerschmitt engineers in implementing swept wings onto their fighters. With this and other improvements, the {{PAGENAME}} was found to be pretty fast during its trials. Although it was not supersonic, it was pushing 900 km/h. It handled like a dream, being extremely quick and agile. The nose of the aircraft was bristling with four 30 mm ADEN autocannons, and various types of suspended ordnance could be outfitted, including light rockets, heavy anti-ship rockets, air-to-air rockets, and guided missiles. Sweden didn't have the money to develop aircraft specifically for a combat role, so they designed their {{PAGENAME}} to do it all and do it well. Depending on the load-out, the {{PAGENAME}} could fly like a fighter, interceptor, bomber, or a combination of the three. This functionality comes in very handy as in-game spawns can lead to a map with specific requirements and the pilot will have no problems configuring the weapons of this aircraft to fit the mission, whereas some other contemporary fighters are quite limited in their options.&lt;br /&gt;
&lt;br /&gt;
If not kept in check, the {{PAGENAME}} can quickly become the bully on the block hard-charging into the battlefield, wreaking havoc and then departing without a second thought. If two fighters are headed your way, your best bet will be to take out the {{PAGENAME}} first or it will likely nab you in the rear and send you down in flames.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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;
[[File:J29D_001.png|450px|thumb|right|'''{{PAGENAME}}''' removing one wing at a time on a Me 262.]]&lt;br /&gt;
When flying the {{PAGENAME}}, it is hoped that enemy pilots will take one look, chuckle, and not take the rotund Swedish fighter seriously, only to learn the hard way they were wrong. The {{PAGENAME}} has the speed, agility, and ordnance to be considered a powerhouse in the sky. Being outfitted with an afterburning engine, the {{PAGENAME}} can fly upwards of 1,000 km/h and climbs up to altitude at a whipping 55 metres per second. This allows the fighter to get in and out of contested areas to engage its targets of choice. This fighter was built for speed and agility and uses these characteristics to show up other aircraft which may be faster or bulkier, sidestepping their attacks and jumping back in to nab the kill. Thanks to the way the four ADEN cannons are mounted when the {{PAGENAME}} lines up a target and fires, it is almost like a 30 mm shotgun being fired off. A tight spread of 30 mm rounds heads downfield, and when impacting another aircraft, rarely is there enough left of the plane to fly.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is as comfortable up at altitude as it is down at just above ground level. The fighter is a stable platform when it comes to ground attack, with good acceleration characteristics when the time comes to peel off the ground targets and manoeuvre back up to altitude with the other fighters. Being specially designed to reduce as much drag as possible, the swept-back wings help extend the breakage limits of the wings, especially when this fighter is in a dive.&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,032 || 1,027 || {{Specs|ceiling}} || 29.2 || 30.8 || 11.8 || 8.3 || 800&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,048 || 1,040 || {{Specs|ceiling}} || 28.8 || 29.0 || 33.6 || 22 || 800&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:J29D_005.png|450px|thumb|right|'''{{PAGENAME}}''' taking on a target-bound B-57.]]&lt;br /&gt;
==== Details ====&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;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 &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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! + !! -&lt;br /&gt;
|-&lt;br /&gt;
|1100|| 420 || 520 || ~11 || ~5&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 640 || &amp;lt; 450 || N/A&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 0 m || 2,070 kgf || 2,484 kgf&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
;Armour&lt;br /&gt;
&lt;br /&gt;
* 64 mm bulletproof canopy windscreen&lt;br /&gt;
* 10 mm steel plate behind pilot's seat&lt;br /&gt;
* 10 mm steel plate in nose&lt;br /&gt;
&lt;br /&gt;
The stout little {{PAGENAME}} is a sneaky little fighter which might be underestimated during a head-on. A 64 mm bulletproof windscreen is in place, which, since it is sloped, provides 165 mm total protection, allowing the pilot to have a greater chance of survival in a head-on. However, unless highly experienced, pilots should avoid head-ons, especially against aircraft such as the [[Super Mystere B2]] and the [[G.91 YS]] which also feature 30 mm DEFA 552 cannons. Make sure to avoid the B2 as well, as the AA.20 air-to-air guided rockets will make the {{PAGENAME}} have a hard time standing up to this aircraft.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm Akan m/55 cannons, nose-mounted (100 rpg = 400 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, like many of the fighters of the time, got away from machine guns and was outfitted with harder-hitting autocannons, in this case, 30 mm ADEN cannons. The cannons are clustered around the central air-intake of the aircraft, resulting in optimal fire control as convergence is not an issue. However, the pilot must still correct for bullet drop for the 30 mm rounds. The four ADEN cannons only have 100 rounds per gun, requiring the pilot to exercise trigger control so not to waste ammunition. With these harder hitting rounds, however, only a quick burst is needed to send an aircraft down in a flaming heap.[[File:J29D_006.jpg|400px|thumb|right|'''{{PAGENAME}}''' firing off a [[m/49]] unguided rocket.]]&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|m/49|m/49A|m/51|m/55}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 24 x m/55 rockets&lt;br /&gt;
* 14 x m/49A rockets&lt;br /&gt;
* 14 x m/51 rockets&lt;br /&gt;
* 4 x m/49 rockets&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 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;
&lt;br /&gt;
Although the J29D is a fast jet capable of reaching high speed, at the start it can be pretty slow. The J29D has the chance to fight supersonic jets at its battle rating which it can't hunt down by itself. As such, the J29D is best used in teamwork with other jets to either catch up to the enemy plane or make them do manoeuvres to bleed some speed so the J29D can catch up. If faced with subsonic jets, it can keep up with them and stay on its tail thanks to its manoeuvrability. For the daredevils, the J29D has an excellent armament of choice to do head-ons with. These load outs would be best put to use if no teammate around to help you fight the enemy. Because the J29D has slow acceleration at the start of the game, it can have a hard time intercepting enemies at first. As the battle progresses and you will have worked up speed, this task will be made much easier.&lt;br /&gt;
&lt;br /&gt;
The J29D can also be used as an excellent ground attacker for more experienced players who are used to aiming unguided rockets. It has a variety of rockets, allowing you to sufficiently take out a wide variety of targets (light, medium, heavy, etc.). With most loads having more than 10 rockets, an experienced player can take out a few ground targets each spawn. Along with the rockets, the four 30 mm guns, given the proper belt choice, can inflict heavy damage upon soft and somewhat hard targets as well.&lt;br /&gt;
&lt;br /&gt;
Even as a excellent fighter, the J92D has dangerous enemies, mainly high-subsonic jets like MiG-17 and Anti-Air Missile holding jets like G.91 YS and Swift F.7. &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| m/55&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/49A&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| m/51&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| m/49&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;
* Fast and agile&lt;br /&gt;
* Multi-role aircraft (fighter/attacker/interceptor)&lt;br /&gt;
* Four nose-mounted 30 mm Akan autocannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Loses its agility at high speeds&lt;br /&gt;
* Tends to be uptiered against planes that are faster than it&lt;br /&gt;
* Bleeds through ammunition quickly - requires trigger patience&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;
[[File:J29D_002.jpg|450px|thumb|right|'''{{PAGENAME}}''' cruising the sky looking for targets.]]&lt;br /&gt;
Following World War II, Sweden felt that they had fallen behind in technological advancements when it came to military aircraft and strove to rectify the situation while beefing up they considered was their current weak air defence. Jet propulsion technology was cutting-edge and Sweden was not to be left out. In 1945, Sweden's leading aeronautical firm began to work on design ideas of potential future fighter aircraft. Through a design contest, a clear winner emerged which was a barrel-shaped fighter which promised to be the faster and more agile of the proposed aircraft, this fighter was given the codename &amp;quot;R 1001&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially designed with a straight wing, newly acquired German research data and even some Messerschmitt engineers themselves who fled to Sweden made the recommended change to wings with a 25-degree sweep, which highly stabilized and reduced the aircraft's drag as it approached the sound barrier. Adding to the aerodynamics of the wing shape, it was decided to not house the landing gear in the wings, but instead to have them retract into the fuselage of the aircraft. Wind-tunnel testing led to the refinement of wings and the fuselage of the aircraft. A straight-through airflow (from nose to engine to exhaust) was determined to be the best and easiest course of action for this aircraft and though initially, the de Havilland Goblin turbojet engine was to be used, it was determined that the newer de Havilland Ghost engine was already configured for a central circular air intake and would require the least amount of modifications to implement.&lt;br /&gt;
&lt;br /&gt;
Though through testing many faults and problems developed, each of these was addressed and mitigated so that in September 1948, the Saab 29 prototype was ready for its initial flight. The test pilot chosen for this flight was Englishman, Squadron Leader Robert A. &amp;quot;Bob&amp;quot; Moore. The test flight lasted for a half of an hour and after a successful landing, Moore commented on the aircraft stating that &amp;quot;on the ground, it's an ugly duckling â€“ in the air, a swift.&amp;quot; Like many aircraft which pick up a nick-name due to a specific feature or shape, the J 29 became known as the &amp;quot;Flygande Tunnan&amp;quot; (''The Flying Barrel'') or just &amp;quot;Tunnan&amp;quot; for short. Initially thought of as degrading, the nick-name Tunnan became the officially adopted name for this fighter.&lt;br /&gt;
&lt;br /&gt;
Starting in 1948, production began and ran through 1956 when all-in-all, five variants of the J 29 (J 29A, J 29B, S 29C, J 29E, and the J 29F) were produced and put into active service. A total of 661 Tunnans were rolled off of the assembly room floor which over the years and out of all of the Saab aircraft produced, was the largest production run for Saab.&lt;br /&gt;
&lt;br /&gt;
The J 29 is the first Swedish aircraft to see combat. In September 1961, after the United Nations asked for military support, five J 29Bs were stationed in the Republic of Congo to contribute to a UN peacekeeping mission (ONUC) in the region. The five J 29Bs were later reinforced by four more J 29Bs and two S 29C reconnaissance planes in 1962. No aircraft were lost during the ONUC despite large amounts of ground fire. When the ONUC was terminated in 1964, some of the Swedish aircraft were destroyed at their base as they were no longer needed at home and the cost to bring them home was deemed excessive.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|Devblog]]===&lt;br /&gt;
&lt;br /&gt;
While Sweden traditionally imported a great deal of military tech, including in its aircraft, Swedish aeronautical engineers nevertheless developed and built combat aircraft of their own design. Like the leading world powers, in the immediate post-war years Sweden focused its research capabilities on jet-powered aircraft. Even before the outbreak of World War II, research into jet engines was already taking place in Sweden, and the war gave industry experts the opportunity to acquire priceless experience studying the progress made by other countries, Germany in particular.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 1945, a project to build the first jet-powered fighter was born deep in SAAB headquarters. Immediately after the end of the war, Swedes bought the license to produce turbojet engines from the British company de Havilland, and they began converting their J-21 piston-engine fighters to jet-engine fighters. With the arrival of the new Ghost engine from the Brits and promising research into swept wings, SAAB began developing a fundamentally new kind of fighter, initially planned to be fitted with a jet engine. Within a short time, the Swedish Air Force received the J29 Tunnan. Named after the Swedish word for &amp;quot;barrel&amp;quot;, based on its shape.&lt;br /&gt;
&lt;br /&gt;
The Tunnan was an awkward-looking machine, but one with superb flight characteristics for the time, enabled by its swept wings. Judge for yourselves: successful testing took place in 1948, followed by mass production in 1951, and by 1954 the J29B modification set the world speed record in a closed circuit. That's impressive!&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YD22i7Y8wHg|'''Saab 29 Tunnan''' - ''jaglavaksoldier''|trg7eAT53uQ|'''Waddington International Airshow 2013, Saab 29 Tunnan''' - ''&lt;br /&gt;
greeymen''}}&lt;br /&gt;
{{break}}&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;
;Other variants&lt;br /&gt;
&lt;br /&gt;
* [[J29A]]&lt;br /&gt;
* [[J/A29B]]&lt;br /&gt;
* [[J29F]]&lt;br /&gt;
&lt;br /&gt;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[M.D.450B Ouragan]]&lt;br /&gt;
* [[Super Mystere B2]]&lt;br /&gt;
* [[Hunter F 1]]&lt;br /&gt;
* [[MiG-9]]&lt;br /&gt;
* [[MiG-15]]&lt;br /&gt;
* [[F-86 (Family)|F-86]]&lt;br /&gt;
* [[La-15]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|[Devblog] SAAB J 29D Jet Powered Fighter]]&lt;br /&gt;
* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=224| (militaryfactory.com website) - Saab J29 Tunnan (Barrel) - Single-seat jet-powered fighter aircraft]&lt;br /&gt;
* [https://www.fighter-planes.com/info/j29.htm| (fighter-planes.com website) - J29 Tunnan SAAB]&lt;br /&gt;
* [http://plasticfantastique.com/walk_arounds/walkaround-the-saab-29-tunnan/| (plasticfantastique.com websites) - Walk around the SAAB 29 Tunnan (Picture gallery)]&lt;br /&gt;
&lt;br /&gt;
{{Sweden jet aircraft}}&lt;br /&gt;
{{Sweden premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39843</id>
		<title>J29D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=39843"/>
				<updated>2019-12-26T11:43:56Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: Gaijibbles fixed the issue where its top speed is its speed of destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=saab_j29d&lt;br /&gt;
|store=7174&lt;br /&gt;
}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = gift Swedish jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = J29 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
When conjuring up thoughts of fighter jets, many would initially think of a sleek, weapon-laden fast jet which would almost rival a hot-rod in the car world. When presented with the {{PAGENAME}}, most people would cock their head to the side with a puzzled look on their face. It's a good thing that fighter jets are not determined by looks alone! The {{PAGENAME}} is, for lack of a better phrase, a &amp;quot;wolf in sheep's clothing&amp;quot;, initially laughed at as being the &amp;quot;chubby kid on the block&amp;quot;. Once up in the air, however, it is quickly realised that this rotund little fighter is a dynamic powerhouse!&lt;br /&gt;
[[File:J29D_004.png|350px|thumb|left|'''{{PAGENAME}}''' in a power climb launching a [[m/49]] unguided rocket.]]&lt;br /&gt;
While many other nations were fixated on designing straight-wing aircraft, the Swedes were busy exploiting the knowledge of former Messerschmitt engineers in implementing swept wings onto their fighters. With this and other improvements, the {{PAGENAME}} was found to be pretty fast during its trials. Although it was not supersonic, it was pushing 900 km/h. It handled like a dream, being extremely quick and agile. The nose of the aircraft was bristling with four 30 mm ADEN autocannons, and various types of suspended ordnance could be outfitted, including light rockets, heavy anti-ship rockets, air-to-air rockets, and guided missiles. Sweden didn't have the money to develop aircraft specifically for a combat role, so they designed their {{PAGENAME}} to do it all and do it well. Depending on the load-out, the {{PAGENAME}} could fly like a fighter, interceptor, bomber, or a combination of the three. This functionality comes in very handy as in-game spawns can lead to a map with specific requirements and the pilot will have no problems configuring the weapons of this aircraft to fit the mission, whereas some other contemporary fighters are quite limited in their options.&lt;br /&gt;
&lt;br /&gt;
If not kept in check, the {{PAGENAME}} can quickly become the bully on the block hard-charging into the battlefield, wreaking havoc and then departing without a second thought. If two fighters are headed your way, your best bet will be to take out the {{PAGENAME}} first or it will likely nab you in the rear and send you down in flames.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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;
[[File:J29D_001.png|450px|thumb|right|'''{{PAGENAME}}''' removing one wing at a time on a Me 262.]]&lt;br /&gt;
When flying the {{PAGENAME}}, it is hoped that enemy pilots will take one look, chuckle, and not take the rotund Swedish fighter seriously, only to learn the hard way they were wrong. The {{PAGENAME}} has the speed, agility, and ordnance to be considered a powerhouse in the sky. Being outfitted with an afterburning engine, the {{PAGENAME}} can fly upwards of 1,000 km/h and climbs up to altitude at a whipping 55 metres per second. This allows the fighter to get in and out of contested areas to engage its targets of choice. This fighter was built for speed and agility and uses these characteristics to show up other aircraft which may be faster or bulkier, sidestepping their attacks and jumping back in to nab the kill. Thanks to the way the four ADEN cannons are mounted when the {{PAGENAME}} lines up a target and fires, it is almost like a 30 mm shotgun being fired off. A tight spread of 30 mm rounds heads downfield, and when impacting another aircraft, rarely is there enough left of the plane to fly.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is as comfortable up at altitude as it is down at just above ground level. The fighter is a stable platform when it comes to ground attack, with good acceleration characteristics when the time comes to peel off the ground targets and manoeuvre back up to altitude with the other fighters. Being specially designed to reduce as much drag as possible, the swept-back wings help extend the breakage limits of the wings, especially when this fighter is in a dive.&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,032 || 1,027 || {{Specs|ceiling}} || 29.2 || 30.8 || 11.8 || 8.3 || 800&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,048 || 1,040 || {{Specs|ceiling}} || 28.8 || 29.0 || 33.6 || 22 || 800&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:J29D_005.png|450px|thumb|right|'''{{PAGENAME}}''' taking on a target-bound B-57.]]&lt;br /&gt;
==== Details ====&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;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 &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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 520 || ~11 || ~5&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 640 || &amp;lt; 450 || N/A&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 0 m || 2,070 kgf || 2,484 kgf&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
;Armour&lt;br /&gt;
&lt;br /&gt;
* 64 mm bulletproof canopy windscreen&lt;br /&gt;
* 10 mm steel plate behind pilot's seat&lt;br /&gt;
* 10 mm steel plate in nose&lt;br /&gt;
&lt;br /&gt;
The stout little {{PAGENAME}} is a sneaky little fighter which might be underestimated during a head-on. A 64 mm bulletproof windscreen is in place, which, since it is sloped, provides 165 mm total protection, allowing the pilot to have a greater chance of survival in a head-on. However, unless highly experienced, pilots should avoid head-ons, especially against aircraft such as the [[Super Mystere B2]] and the [[G.91 YS]] which also feature 30 mm DEFA 552 cannons. Make sure to avoid the B2 as well, as the AA.20 air-to-air guided rockets will make the {{PAGENAME}} have a hard time standing up to this aircraft.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm Akan m/55 cannons, nose-mounted (100 rpg = 400 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, like many of the fighters of the time, got away from machine guns and was outfitted with harder-hitting autocannons, in this case, 30 mm ADEN cannons. The cannons are clustered around the central air-intake of the aircraft, resulting in optimal fire control as convergence is not an issue. However, the pilot must still correct for bullet drop for the 30 mm rounds. The four ADEN cannons only have 100 rounds per gun, requiring the pilot to exercise trigger control so not to waste ammunition. With these harder hitting rounds, however, only a quick burst is needed to send an aircraft down in a flaming heap.[[File:J29D_006.jpg|400px|thumb|right|'''{{PAGENAME}}''' firing off a [[m/49]] unguided rocket.]]&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|m/49|m/49A|m/51|m/55}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 24 x m/55 rockets&lt;br /&gt;
* 14 x m/49A rockets&lt;br /&gt;
* 14 x m/51 rockets&lt;br /&gt;
* 4 x m/49 rockets&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 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;
&lt;br /&gt;
Although the J29D is a fast jet capable of reaching high speed, at the start it can be pretty slow. The J29D has the chance to fight supersonic jets at its battle rating which it can't hunt down by itself. As such, the J29D is best used in teamwork with other jets to either catch up to the enemy plane or make them do manoeuvres to bleed some speed so the J29D can catch up. If faced with subsonic jets, it can keep up with them and stay on its tail thanks to its manoeuvrability. For the daredevils, the J29D has an excellent armament of choice to do head-ons with. These load outs would be best put to use if no teammate around to help you fight the enemy. Because the J29D has slow acceleration at the start of the game, it can have a hard time intercepting enemies at first. As the battle progresses and you will have worked up speed, this task will be made much easier.&lt;br /&gt;
&lt;br /&gt;
The J29D can also be used as an excellent ground attacker for more experienced players who are used to aiming unguided rockets. It has a variety of rockets, allowing you to sufficiently take out a wide variety of targets (light, medium, heavy, etc.). With most loads having more than 10 rockets, an experienced player can take out a few ground targets each spawn. Along with the rockets, the four 30 mm guns, given the proper belt choice, can inflict heavy damage upon soft and somewhat hard targets as well.&lt;br /&gt;
&lt;br /&gt;
Even as a excellent fighter, the J92D has dangerous enemies, mainly high-subsonic jets like MiG-17 and Anti-Air Missile holding jets like G.91 YS and Swift F.7. &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| m/55&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/49A&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| m/51&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| m/49&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;
* Fast and agile&lt;br /&gt;
* Multi-role aircraft (fighter/attacker/interceptor)&lt;br /&gt;
* Four nose-mounted 30 mm Akan autocannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Loses its agility at high speeds&lt;br /&gt;
* Tends to be uptiered against planes that are faster than it&lt;br /&gt;
* Bleeds through ammunition quickly - requires trigger patience&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;
[[File:J29D_002.jpg|450px|thumb|right|'''{{PAGENAME}}''' cruising the sky looking for targets.]]&lt;br /&gt;
Following World War II, Sweden felt that they had fallen behind in technological advancements when it came to military aircraft and strove to rectify the situation while beefing up they considered was their current weak air defence. Jet propulsion technology was cutting-edge and Sweden was not to be left out. In 1945, Sweden's leading aeronautical firm began to work on design ideas of potential future fighter aircraft. Through a design contest, a clear winner emerged which was a barrel-shaped fighter which promised to be the faster and more agile of the proposed aircraft, this fighter was given the codename &amp;quot;R 1001&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially designed with a straight wing, newly acquired German research data and even some Messerschmitt engineers themselves who fled to Sweden made the recommended change to wings with a 25-degree sweep, which highly stabilized and reduced the aircraft's drag as it approached the sound barrier. Adding to the aerodynamics of the wing shape, it was decided to not house the landing gear in the wings, but instead to have them retract into the fuselage of the aircraft. Wind-tunnel testing led to the refinement of wings and the fuselage of the aircraft. A straight-through airflow (from nose to engine to exhaust) was determined to be the best and easiest course of action for this aircraft and though initially, the de Havilland Goblin turbojet engine was to be used, it was determined that the newer de Havilland Ghost engine was already configured for a central circular air intake and would require the least amount of modifications to implement.&lt;br /&gt;
&lt;br /&gt;
Though through testing many faults and problems developed, each of these was addressed and mitigated so that in September 1948, the Saab 29 prototype was ready for its initial flight. The test pilot chosen for this flight was Englishman, Squadron Leader Robert A. &amp;quot;Bob&amp;quot; Moore. The test flight lasted for a half of an hour and after a successful landing, Moore commented on the aircraft stating that &amp;quot;on the ground, it's an ugly duckling â€“ in the air, a swift.&amp;quot; Like many aircraft which pick up a nick-name due to a specific feature or shape, the J 29 became known as the &amp;quot;Flygande Tunnan&amp;quot; (''The Flying Barrel'') or just &amp;quot;Tunnan&amp;quot; for short. Initially thought of as degrading, the nick-name Tunnan became the officially adopted name for this fighter.&lt;br /&gt;
&lt;br /&gt;
Starting in 1948, production began and ran through 1956 when all-in-all, five variants of the J 29 (J 29A, J 29B, S 29C, J 29E, and the J 29F) were produced and put into active service. A total of 661 Tunnans were rolled off of the assembly room floor which over the years and out of all of the Saab aircraft produced, was the largest production run for Saab.&lt;br /&gt;
&lt;br /&gt;
The J 29 is the first Swedish aircraft to see combat. In September 1961, after the United Nations asked for military support, five J 29Bs were stationed in the Republic of Congo to contribute to a UN peacekeeping mission (ONUC) in the region. The five J 29Bs were later reinforced by four more J 29Bs and two S 29C reconnaissance planes in 1962. No aircraft were lost during the ONUC despite large amounts of ground fire. When the ONUC was terminated in 1964, some of the Swedish aircraft were destroyed at their base as they were no longer needed at home and the cost to bring them home was deemed excessive.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|Devblog]]===&lt;br /&gt;
&lt;br /&gt;
While Sweden traditionally imported a great deal of military tech, including in its aircraft, Swedish aeronautical engineers nevertheless developed and built combat aircraft of their own design. Like the leading world powers, in the immediate post-war years Sweden focused its research capabilities on jet-powered aircraft. Even before the outbreak of World War II, research into jet engines was already taking place in Sweden, and the war gave industry experts the opportunity to acquire priceless experience studying the progress made by other countries, Germany in particular.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 1945, a project to build the first jet-powered fighter was born deep in SAAB headquarters. Immediately after the end of the war, Swedes bought the license to produce turbojet engines from the British company de Havilland, and they began converting their J-21 piston-engine fighters to jet-engine fighters. With the arrival of the new Ghost engine from the Brits and promising research into swept wings, SAAB began developing a fundamentally new kind of fighter, initially planned to be fitted with a jet engine. Within a short time, the Swedish Air Force received the J29 Tunnan. Named after the Swedish word for &amp;quot;barrel&amp;quot;, based on its shape.&lt;br /&gt;
&lt;br /&gt;
The Tunnan was an awkward-looking machine, but one with superb flight characteristics for the time, enabled by its swept wings. Judge for yourselves: successful testing took place in 1948, followed by mass production in 1951, and by 1954 the J29B modification set the world speed record in a closed circuit. That's impressive!&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YD22i7Y8wHg|'''Saab 29 Tunnan''' - ''jaglavaksoldier''|trg7eAT53uQ|'''Waddington International Airshow 2013, Saab 29 Tunnan''' - ''&lt;br /&gt;
greeymen''}}&lt;br /&gt;
{{break}}&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;
;Other variants&lt;br /&gt;
&lt;br /&gt;
* [[J29A]]&lt;br /&gt;
* [[J/A29B]]&lt;br /&gt;
* [[J29F]]&lt;br /&gt;
&lt;br /&gt;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[M.D.450B Ouragan]]&lt;br /&gt;
* [[Super Mystere B2]]&lt;br /&gt;
* [[Hunter F 1]]&lt;br /&gt;
* [[MiG-9]]&lt;br /&gt;
* [[MiG-15]]&lt;br /&gt;
* [[F-86 (Family)|F-86]]&lt;br /&gt;
* [[La-15]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|[Devblog] SAAB J 29D Jet Powered Fighter]]&lt;br /&gt;
* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=224| (militaryfactory.com website) - Saab J29 Tunnan (Barrel) - Single-seat jet-powered fighter aircraft]&lt;br /&gt;
* [https://www.fighter-planes.com/info/j29.htm| (fighter-planes.com website) - J29 Tunnan SAAB]&lt;br /&gt;
* [http://plasticfantastique.com/walk_arounds/walkaround-the-saab-29-tunnan/| (plasticfantastique.com websites) - Walk around the SAAB 29 Tunnan (Picture gallery)]&lt;br /&gt;
&lt;br /&gt;
{{Sweden jet aircraft}}&lt;br /&gt;
{{Sweden premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=37941</id>
		<title>J29D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=J29D&amp;diff=37941"/>
				<updated>2019-11-28T16:03:07Z</updated>
		
		<summary type="html">&lt;p&gt;U27174234: I fixed some facts, like the claim that MiG-17 is supersonic and that J29D can be played as a bomber. I also fixed the cons in Pros/Cons, as they were simply incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=saab_j29d&lt;br /&gt;
|store=7174&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
When conjuring up thoughts of fighter jets, many would initially think of a sleek, weapon-laden fast jet which would almost rival a hot-rod in the car world. When presented with the {{PAGENAME}}, most people would cock their head to the side with a puzzled look on their face. It's a good thing that fighter jets are not determined by looks alone! The {{PAGENAME}} is, for lack of a better phrase, a &amp;quot;wolf in sheep's clothing&amp;quot;, initially laughed at as being the &amp;quot;chubby kid on the block&amp;quot;. Once up in the air, however, it is quickly realised that this rotund little fighter is a dynamic powerhouse!&lt;br /&gt;
[[File:J29D_004.png|350px|thumb|left|'''{{PAGENAME}}''' in a power climb launching a [[m/49]] unguided rocket.]]&lt;br /&gt;
While many other nations were fixated on designing straight-wing aircraft, the Swedes were busy exploiting the knowledge of former Messerschmitt engineers in implementing swept wings onto their fighters. With this and other improvements, the {{PAGENAME}} was found to be pretty fast during its trials. Although it was not supersonic, it was pushing 900 km/h. It handled like a dream, being extremely quick and agile. The nose of the aircraft was bristling with four 30 mm ADEN autocannons, and various types of suspended ordnance could be outfitted, including light rockets, heavy anti-ship rockets, air-to-air rockets, and guided missiles. Sweden didn't have the money to develop aircraft specifically for a combat role, so they designed their {{PAGENAME}} to do it all and do it well. Depending on the load-out, the {{PAGENAME}} could fly like a fighter, interceptor, bomber, or a combination of the three. This functionality comes in very handy as in-game spawns can lead to a map with specific requirements and the pilot will have no problems configuring the weapons of this aircraft to fit the mission, whereas some other contemporary fighters are quite limited in their options.&lt;br /&gt;
&lt;br /&gt;
If not kept in check, the {{PAGENAME}} can quickly become the bully on the block hard-charging into the battlefield, wreaking havoc and then departing without a second thought. If two fighters are headed your way, your best bet will be to take out the {{PAGENAME}} first or it will likely nab you in the rear and send you down in flames.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&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;
[[File:J29D_001.png|450px|thumb|right|'''{{PAGENAME}}''' removing one wing at a time on a Me 262.]]&lt;br /&gt;
When flying the {{PAGENAME}}, it is hoped that enemy pilots will take one look, chuckle, and not take the rotund Swedish fighter seriously, only to learn the hard way they were wrong. The {{PAGENAME}} has the speed, agility, and ordnance to be considered a powerhouse in the sky. Being outfitted with an afterburning engine, the {{PAGENAME}} can fly upwards of 1,000 km/h and climbs up to altitude at a whipping 55 metres per second. This allows the fighter to get in and out of contested areas to engage its targets of choice. This fighter was built for speed and agility and uses these characteristics to show up other aircraft which may be faster or bulkier, sidestepping their attacks and jumping back in to nab the kill. Thanks to the way the four ADEN cannons are mounted when the {{PAGENAME}} lines up a target and fires, it is almost like a 30 mm shotgun being fired off. A tight spread of 30 mm rounds heads downfield, and when impacting another aircraft, rarely is there enough left of the plane to fly.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is as comfortable up at altitude as it is down at just above ground level. The fighter is a stable platform when it comes to ground attack, with good acceleration characteristics when the time comes to peel off the ground targets and manoeuvre back up to altitude with the other fighters. Being specially designed to reduce as much drag as possible, the swept-back wings help extend the breakage limits of the wings, especially when this fighter is in a dive.&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;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,032 || 1,027 || {{Specs|ceiling}} || 29.2 || 30.8 || 11.8 || 8.3 || 800&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 1,048 || 1,040 || {{Specs|ceiling}} || 28.8 || 29.0 || 33.6 || 22 || 800&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:J29D_005.png|450px|thumb|right|'''{{PAGENAME}}''' taking on a target-bound B-57.]]&lt;br /&gt;
==== Details ====&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;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 &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;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 520 || ~11 || ~5&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 640 || &amp;lt; 450 || N/A&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 0 m || 2,070 kgf || 2,484 kgf&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and 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;
;Armour&lt;br /&gt;
&lt;br /&gt;
* 64 mm bulletproof canopy windscreen&lt;br /&gt;
* 10 mm steel plate behind pilot's seat&lt;br /&gt;
* 10 mm steel plate in nose&lt;br /&gt;
&lt;br /&gt;
The stout little {{PAGENAME}} is a sneaky little fighter which might be underestimated during a head-on. A 64 mm bulletproof windscreen is in place, which, since it is sloped, provides 165 mm total protection, allowing the pilot to have a greater chance of survival in a head-on. However, unless highly experienced, pilots should avoid head-ons, especially against aircraft such as the [[Super Mystere B2]] and the [[G.91 YS]] which also feature 30 mm DEFA 552 cannons. Make sure to avoid the B2 as well, as the AA.20 air-to-air guided rockets will make the {{PAGENAME}} have a hard time standing up to this aircraft.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/55 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm Akan m/55 cannons, nose-mounted (100 rpg = 400 total)&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}, like many of the fighters of the time, got away from machine guns and was outfitted with harder-hitting autocannons, in this case, 30 mm ADEN cannons. The cannons are clustered around the central air-intake of the aircraft, resulting in optimal fire control as convergence is not an issue. However, the pilot must still correct for bullet drop for the 30 mm rounds. The four ADEN cannons only have 100 rounds per gun, requiring the pilot to exercise trigger control so not to waste ammunition. With these harder hitting rounds, however, only a quick burst is needed to send an aircraft down in a flaming heap.[[File:J29D_006.jpg|400px|thumb|right|'''{{PAGENAME}}''' firing off a [[m/49]] unguided rocket.]]&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&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|m/49|m/49A|m/51|m/55}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 24 x m/55 rockets&lt;br /&gt;
* 14 x m/49A rockets&lt;br /&gt;
* 14 x m/51 rockets&lt;br /&gt;
* 4 x m/49 rockets&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 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;
&lt;br /&gt;
Although the J29D is a fast jet capable of reaching high speed, at the start it can be pretty slow. The J29D has the chance to fight supersonic jets at its battle rating which it can't hunt down by itself. As such, the J29D is best used in teamwork with other jets to either catch up to the enemy plane or make them do manoeuvres to bleed some speed so the J29D can catch up. If faced with subsonic jets, it can keep up with them and stay on its tail thanks to its manoeuvrability. For the daredevils, the J29D has an excellent armament of choice to do head-ons with. These load outs would be best put to use if no teammate around to help you fight the enemy. Because the J29D has slow acceleration at the start of the game, it can have a hard time intercepting enemies at first. As the battle progresses and you will have worked up speed, this task will be made much easier.&lt;br /&gt;
&lt;br /&gt;
The J29D can also be used as an excellent ground attacker for more experienced players who are used to aiming unguided rockets. It has a variety of rockets, allowing you to sufficiently take out a wide variety of targets (light, medium, heavy, etc.). With most loads having more than 10 rockets, an experienced player can take out a few ground targets each spawn. Along with the rockets, the four 30 mm guns, given the proper belt choice, can inflict heavy damage upon soft and somewhat hard targets as well.&lt;br /&gt;
&lt;br /&gt;
Even as a excellent fighter, the J92D has dangerous enemies, mainly high-subsonic jets like MiG-17 and Anti-Air Missile holding jets like G.91 YS and Swift F.7. &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| m/55&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| m/49A&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| m/51&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| m/49&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;
* Fast and agile&lt;br /&gt;
* Multi-role aircraft (fighter/attacker/interceptor)&lt;br /&gt;
* Four nose-mounted 30 mm Akan autocannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Loses its agility at high speeds&lt;br /&gt;
* The top speed is its speed of destruction, at only about 1050 km/h at sea level&lt;br /&gt;
* Tends to be placed in 9.0 battles, where most planes are faster than it&lt;br /&gt;
* Bleeds through ammunition quickly - requires trigger patience&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;
[[File:J29D_002.jpg|450px|thumb|right|'''{{PAGENAME}}''' cruising the sky looking for targets.]]&lt;br /&gt;
Following World War II, Sweden felt that they had fallen behind in technological advancements when it came to military aircraft and strove to rectify the situation while beefing up they considered was their current weak air defence. Jet propulsion technology was cutting-edge and Sweden was not to be left out. In 1945, Sweden's leading aeronautical firm began to work on design ideas of potential future fighter aircraft. Through a design contest, a clear winner emerged which was a barrel-shaped fighter which promised to be the faster and more agile of the proposed aircraft, this fighter was given the codename &amp;quot;R 1001&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Initially designed with a straight wing, newly acquired German research data and even some Messerschmitt engineers themselves who fled to Sweden made the recommended change to wings with a 25-degree sweep, which highly stabilized and reduced the aircraft's drag as it approached the sound barrier. Adding to the aerodynamics of the wing shape, it was decided to not house the landing gear in the wings, but instead to have them retract into the fuselage of the aircraft. Wind-tunnel testing led to the refinement of wings and the fuselage of the aircraft. A straight-through airflow (from nose to engine to exhaust) was determined to be the best and easiest course of action for this aircraft and though initially, the de Havilland Goblin turbojet engine was to be used, it was determined that the newer de Havilland Ghost engine was already configured for a central circular air intake and would require the least amount of modifications to implement.&lt;br /&gt;
&lt;br /&gt;
Though through testing many faults and problems developed, each of these was addressed and mitigated so that in September 1948, the Saab 29 prototype was ready for its initial flight. The test pilot chosen for this flight was Englishman, Squadron Leader Robert A. &amp;quot;Bob&amp;quot; Moore. The test flight lasted for a half of an hour and after a successful landing, Moore commented on the aircraft stating that &amp;quot;on the ground, it's an ugly duckling â€“ in the air, a swift.&amp;quot; Like many aircraft which pick up a nick-name due to a specific feature or shape, the J 29 became known as the &amp;quot;Flygande Tunnan&amp;quot; (''The Flying Barrel'') or just &amp;quot;Tunnan&amp;quot; for short. Initially thought of as degrading, the nick-name Tunnan became the officially adopted name for this fighter.&lt;br /&gt;
&lt;br /&gt;
Starting in 1948, production began and ran through 1956 when all-in-all, five variants of the J 29 (J 29A, J 29B, S 29C, J 29E, and the J 29F) were produced and put into active service. A total of 661 Tunnans were rolled off of the assembly room floor which over the years and out of all of the Saab aircraft produced, was the largest production run for Saab.&lt;br /&gt;
&lt;br /&gt;
The J 29 is the first swedish aircraft to see combat.In september 1961 after the United Nations asked for military support, five J 29Bs were stationed in the Republic of Congo to contribute to a UN peacekeeping mission (ONUC) in the region. The five J 29Bs were later reinforced by four more J 29Bs and two S 29C reconnaissance planes in 1962. No aircraft were lost during the ONUC despite large amounts of ground fire. When the ONUC was terminated in 1964, some of the swedish aircraft were destroyed at their base as they were no longer needed at home and the cost to brong them home was deemed excessive.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|Devblog]]===&lt;br /&gt;
&lt;br /&gt;
While Sweden traditionally imported a great deal of military tech, including in its aircraft, Swedish aeronautical engineers nevertheless developed and built combat aircraft of their own design. Like the leading world powers, in the immediate post-war years Sweden focused its research capabilities on jet-powered aircraft. Even before the outbreak of World War II, research into jet engines was already taking place in Sweden, and the war gave industry experts the opportunity to acquire priceless experience studying the progress made by other countries, Germany in particular.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 1945, a project to build the first jet-powered fighter was born deep in SAAB headquarters. Immediately after the end of the war, Swedes bought the license to produce turbojet engines from the British company de Havilland, and they began converting their J-21 piston-engine fighters to jet-engine fighters. With the arrival of the new Ghost engine from the Brits and promising research into swept wings, SAAB began developing a fundamentally new kind of fighter, initially planned to be fitted with a jet engine. Within a short time, the Swedish Air Force received the J29 Tunnan. Named after the Swedish word for &amp;quot;barrel&amp;quot;, based on its shape.&lt;br /&gt;
&lt;br /&gt;
The Tunnan was an awkward-looking machine, but one with superb flight characteristics for the time, enabled by its swept wings. Judge for yourselves: successful testing took place in 1948, followed by mass production in 1951, and by 1954 the J29B modification set the world speed record in a closed circuit. That's impressive!&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:J29D_WTWallpaper_006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YD22i7Y8wHg|'''Saab 29 Tunnan''' - ''jaglavaksoldier''|trg7eAT53uQ|'''Waddington International Airshow 2013, Saab 29 Tunnan''' - ''&lt;br /&gt;
greeymen''}}&lt;br /&gt;
{{break}}&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;
;Comparable aircraft&lt;br /&gt;
&lt;br /&gt;
* [[M.D.450B Ouragan]]&lt;br /&gt;
* [[Super Mystere B2]]&lt;br /&gt;
* [[Hunter F 1]]&lt;br /&gt;
* [[MiG-9]]&lt;br /&gt;
* [[MiG-15]]&lt;br /&gt;
* [[F-86 (Family)|F-86]]&lt;br /&gt;
* [[La-15]]&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;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6444-development-swedish-aircraft-in-war-thunder-saab-j29d-jet-powered-fighter-en|[Devblog] SAAB J 29D Jet Powered Fighter]]&lt;br /&gt;
* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=224| (militaryfactory.com website) - Saab J29 Tunnan (Barrel) - Single-seat jet-powered fighter aircraft]&lt;br /&gt;
* [https://www.fighter-planes.com/info/j29.htm| (fighter-planes.com website) - J29 Tunnan SAAB]&lt;br /&gt;
* [http://plasticfantastique.com/walk_arounds/walkaround-the-saab-29-tunnan/| (plasticfantastique.com websites) - Walk around the SAAB 29 Tunnan (Picture gallery)]&lt;br /&gt;
&lt;br /&gt;
{{Sweden jet aircraft}}&lt;br /&gt;
{{Sweden premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U27174234</name></author>	</entry>

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