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		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-26T07:49:56Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Leclerc_SXXI&amp;diff=183475</id>
		<title>Leclerc SXXI</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Leclerc_SXXI&amp;diff=183475"/>
				<updated>2024-03-15T16:06:45Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Survivability, armour and firepower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Leclerc (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=fr_leclerc_sxxi&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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 '''Leclerc Séries XXI''' is the third variant of the [[Leclerc (Family)|Leclerc main battle tank family]]. It has significant enhancements and improvements over its predecessor, the [[Leclerc S2|Leclerc Séries 2]]. The turret now has a new composite front armour package that includes titanium. Turret bustle composite armour has been replaced with lighter explosive reactive armour. Turret storage bins are also being redesigned to allow for potentially larger add-on armour packages, increasing versatility and adaptability. The Leclerc Séries XXI also has a hunter-killer capability thanks to the HL 120 panoramic sight, which contains a laser rangefinder and Iris thermal imaging equipment. Finally, the tank is now equipped with a friend or foe identification indicator.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Winged Lions&amp;quot;]], the Leclerc Séries XXI is well-protected overall, with an effective configuration that results in good survivability. The frontal turret of the Leclerc Séries XXI is particularly well protected by modular composite armour, which combines strong metals, semi-reactive, and ceramic layers to protect against even the most powerful tank ammunition. The modification also involves the inclusion of extra armour beneath the gunner's sight, lowering the likelihood of the gunner being knocked out during conflicts. The Leclerc Séries XXI also has a new HL 120 panoramic sight for the commander, as well as thermal imaging equipment and a laser rangefinder, bringing hunter-killer capability to the Leclerc Séries XXI.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
The Leclerc SXXI is generally well protected with a well-designed layout resulting in good survivability. It does, however, have a number of prominent weak spots which are not easily hidden - most notable of which is the gun mantlet, which is mostly unprotected and can easily be penetrated to disable the cannon breech and often the tank commander, who sits on the exposed side of the mantlet (right side, looking from the front of the vehicle). The LFP (lower front plate) and UFP (upper front plate) are both weakly protected, with only the central front plate providing sufficient protection against incoming rounds. The Leclerc's turret cheeks are made of various materials, combining hard metals, semi-reactive and ceramic layers, yet the protection is useless due to not covering vital areas of the turret. It also won't stop incoming top tier rounds from the sides. The SXXI includes the addition of extra armour underneath the gunner's sight as well.&lt;br /&gt;
&lt;br /&gt;
Despite only seating three crew members, the Leclerc's survivability proves to be reasonable, with spaced out crew members, a blow-out compartment for the primary ammunition storage and the turret crew placed as low as feasible. As such, even successful penetration of the Leclerc is unlikely to disable the vehicle immediately - and even a vehicle fire or crew knockout will not stop the vehicle from reloading, ready to fire back. It is possible to destroy the Leclerc with one round by hitting the two crew on the right (viewed from the front).&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=2,325|rbMinHp=1,327}}&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|GIAT CN120-26 F1 (120 mm)}}&lt;br /&gt;
The Leclerc SXXIa mounts a 120 mm GIAT CN120-26/52 smoothbore cannon, fitted with a two-plane stabilizer and an autoloading system. The CN120 is a mediocre cannon, displaying modest performance with the OFL 120 F1 APFSDS round, up to a maximum of 575 mm of penetration at 0°. Combined with the consistent 5-second reload (independent of crew), this 120 mm cannon can offset some of its lack of firepower. However, it's important to note that the OFL 120 F1 round is a tier 4 modification, and as such a stock Leclerc will be required to use the OFL 120 G1 round - which, lacks effective penetration and damage at top ranks due to it being a modified OFL 105 F1 round from earlier ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[GIAT CN120-26 F1 (120 mm)|120 mm GIAT CN120-26 F1]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 40 || rowspan=&amp;quot;2&amp;quot; | -8°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan=&amp;quot;2&amp;quot; | 5.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:GIAT CN120-26 F1 (120 mm)/Ammunition|OCC 120 G1, OFL 120 G1, OFL 120 F1}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.13.0.82''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 23&amp;amp;nbsp;''(+17)'' || 1&amp;amp;nbsp;''(+39)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The ready rack of the SXXI is the same as the other Leclerc, at 22, is quite substantial and does mean that bringing just the ready rack will keep you in the fight for the game.&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|M2HB (12.7 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; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 800 (200) || 575 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Leclerc mounts a single coaxial 12.7 mm machine gun. While this coaxial mount limits it to +20° of elevation, if it can be placed on target it can prove effective against low-flying aircraft. Besides this, it can be useful for clearing out light obstacles, knocking out crew on open-top vehicles, and marking targets.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Leclerc is an extremely capable MBT. It can prove somewhat vulnerable in close-range engagements, where its numerous weak points are easily targeted, and as such it's preferable to make use of its high round velocity to snipe, or its excellent mobility to flank enemies.&lt;br /&gt;
&lt;br /&gt;
'''Rural Combat'''&lt;br /&gt;
&lt;br /&gt;
The Leclerc's OFL 120 F1 round, with its 1,790 m/s muzzle velocity and high penetration values, is a potent sniping round. As such, on open maps (such as [[Kursk (Ground Forces)|Kursk]] or [[Maginot Line (Ground Forces)|Maginot Line]]), it's recommended to operate the Leclerc as a sniper - this allows it to both employ these round characteristics optimally and avoid the Leclerc's large weak spots being easy targets. On maps where flanking is viable, the Leclerc's high power-to-weight ratio can be used to access and push through these routes.&lt;br /&gt;
&lt;br /&gt;
'''Urban Combat'''&lt;br /&gt;
&lt;br /&gt;
The Leclerc is less comfortable in urban combat situations, although still more than capable. On maps such as [[Alaska]], it's preferable to take flanking routes around the edges of urban regions where possible or cap points on the outskirts of the map, avoiding close quarters. In situations where avoiding close quarters is mostly impossible, it's best to play conservatively and maintain full awareness of enemy presence (audio is extremely important information, as you can hear most vehicles). Fortunately the Leclerc has a respectable reverse speed of 38 km/h and providing your engine, transmission, and driver remain intact after a penetration it's more than capable of reversing out of trouble.&lt;br /&gt;
&lt;br /&gt;
'''Notable opponents'''&lt;br /&gt;
&lt;br /&gt;
* [[Challenger 2]] - The CR2's turret cheeks are essentially immune to even OFL 120 F1 - and the Challenger is deadly accurate at long range. As such, sniping matches with the Challenger 2 should be avoided at all costs, instead attempt to flank it where possible. If there is no opportunity to get closer, move around between shots and try to land a shot on the gun mantlet or the UFP/LFP.&lt;br /&gt;
* [[M1A1 Abrams|M1A1]]/[[M1A2 Abrams]] - The Abrams is a deadly opponent, and thanks to the crew and module spacing will often survive multiple shots. In any engagement, first try to disable the cannon breech - this avoids the Abrams firing back and with your quick reload you'll frequently have time to disable its mobility entirely.&lt;br /&gt;
* [[Leopard 2A5]]/[[Leopard 2A6|2A6]] - The Leopard 2A5 and 2A6 is a dangerous opponent, with a small gun mantlet weak spot and impenetrable turret cheeks. Fortunately, the OFL 120 F1 round can punch straight through the hull. If the opportunity for a hull shot does not arise, try to shoot through the gun mantlet or turret ring where possible.&lt;br /&gt;
* [[Ariete (Family)|Ariete]] -Although its armour protection won't stop your APFSDS, almost all the tank is vulnerable to Ariete's firepower, in fact its rounds can easily penetrate most of the frontal section of the Leclerc even at 2,000 m. It is better to disable its gun before trying to destroy the tank, or just shooting at the left turret cheek, killing the gunner and the commander leaving the target harmless.&lt;br /&gt;
* [[Type 10]] / [[Type 90]] - The Type 10 and Type 90 are the only other autoloaded tanks currently in the game that can load faster than you, with reload of 4.0 seconds compared to your 6.0 seconds.  Getting your first shot off and disabling this tank is top priority as they will out load you.&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;
* Has access to a CITV with 2nd generation thermals&lt;br /&gt;
* Slightly improved armour around the area of the gunner's sight&lt;br /&gt;
* Autoloader allows for consistent reloads&lt;br /&gt;
* Large first-stage ammo stowage&lt;br /&gt;
* Blow-out panel in turret bustle&lt;br /&gt;
* The OFL 120 F1 APFSDS round is effective&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Slower than average turret traverse rate&lt;br /&gt;
* Only three crew members&lt;br /&gt;
* Numerous large vulnerabilities&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Leclerc S2 main battle tanks were produced in France from 1997 to 2003. The vehicles in the second series were distinguished by improved armour in the hull and turret, new air conditioning and anti-nuclear protection systems, a modified transmission, and updated electronic and optical systems. The Leclerc SXXI is the third production series of the modern main battle tank that was produced from 2003 to 2006. The main features of the series were improved turret protection at frontal angles, as well as a new panoramic HL 120 sight for the commander with a thermal imaging channel and a laser rangefinder. All tanks in the SXXI series were later upgraded by the ICONE tactical control system under the 2007 program.&lt;br /&gt;
&lt;br /&gt;
''-From [[wt:en/news/7440-development-leclerc-sxxi-knight-s-helm-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;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=fr_leclerc_sxxi Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Leclerc (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7440-development-leclerc-sxxi-knight-s-helm-en|[Devblog] Leclerc SXXI: Knight's Helm]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer Nexter}}&lt;br /&gt;
{{France medium tanks}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=112269</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=112269"/>
				<updated>2021-09-19T06:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Notching a Pulse-Doppler radar */&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 right portion of a player's screen, as well as a compass displaying the player's current heading and the directions to detected targets 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/IRST search on/off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST mode || Unbound || Switches the radar between search mode and tracking mode for multi-mode radars, or normal and pulse-doppler mode for applicable radars&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST search mode || Unbound || Toggles between the radar's search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select Radar/IRST target to lock || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock Radar/IRST target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&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 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 right hand portion of the screen; they are discussed in detail later in the article. If the radar is experiencing surface clutter interference then an 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;
If the radar has been deactivated, a separate icon will be displayed instead of the radar display.&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 bar 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 above them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets.]]{{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 in the shape of a sector and represents a top-down view of the area in front of 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 its angle from the centre line shows its azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not its 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 4.5 km away from the player. One 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 difference 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;
&lt;br /&gt;
An alternative radar display (instead of the PPI) is available in the form of a &amp;quot;B-Scope&amp;quot; type display. It can be enabled via the &amp;quot;Use rectangular radar indicator&amp;quot; setting. 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 150 - 300 m), 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, its 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 its 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 its 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;
[[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 its 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;
=== Notching a Pulse-Doppler radar ===&lt;br /&gt;
[[File:Notching.png|thumb|Top down view of a player getting notched by their target. '''Note:'''Not to scale.]]&lt;br /&gt;
Many radars ingame have a mode called Pulse-Doppler, which uses the [[wikipedia:Doppler_effect|Doppler effect]] to get the targets information and thus lock the target. With the advent of modern radar systems these can be found on top tier aviation in war thunder. In order for the radar to lock a target it needs to have a significant Doppler shift (change in frequency). This however, can not happen when the target is moving perpendicular to the radar, as the target is not moving away, or towards the radar in a meaningful difference in speed. This is called &amp;quot;notching&amp;quot; and is the main way to defeat a Pulse-Doppler radar. The most simplest way to do this is to put the direction where the enemy is coming from to your 3/9 o' clock position, which makes your aircraft 90 degrees in relations to their radar. Keep in mind notching a monopulse radar (the one that is most common) is harder and not recommended, instead you should dive to get into the ground clutter.&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 v.2.9.0.14, the following aircraft 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 !! Radar Gunsight !! Search Radar !! Tracking Radar !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a32a}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4_hungary}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3h-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f8u-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-5}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f11f_1_late}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f1}} || N/A || J/AWG-12 || J/AWG-12 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c}} || N/A || AN/APQ-100 || AN/APQ-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej_kai}} || N/A || AN/APG-66J || AN/APG-66J || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f_late}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e}} || N/A || AN/APQ-159 || AN/APQ-159 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e_fn}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_germany}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_iaf}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_german}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100a_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a_china}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104c}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_china}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_italy}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104j}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35a}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35d}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ja37}} || N/A || PS-46/A || PS-46/A || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7e}} || Marconi Type 226 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52}} || N/A || RN-01 Crossbow || RN-01 Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy}} || N/A || [[Thorium]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|lightning_f6}} || N/A || AI Mk.23 || AI Mk.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|me-410b-6_r3}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19s}} || SRD-1 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_pfm}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23m}} || N/A || Sapphire-23D/TP-23 || Sapphire-23D/TP-23 || Has MTI mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3c}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3e}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_454_mystere_4a}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4k}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|scimitar_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|dh_110_sea_vixen}} || N/A || AI Mk.18 || AI Mk.18 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7b}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bkl}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bmk}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_17m2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2}} || N/A || J/AWG-11 || J/AWG-11 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tu-1}} || N/A || GNEYS-5S || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
|}&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|tcIeR_s6fp8|'''The Shooting Range #204''' - ''Tactics &amp;amp; Strategy'' section at 09:23 discusses the radars.}}&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 technology;''&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>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=112268</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=112268"/>
				<updated>2021-09-19T05:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Obtaining and maintaining a radar lock */&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 right portion of a player's screen, as well as a compass displaying the player's current heading and the directions to detected targets 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/IRST search on/off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST mode || Unbound || Switches the radar between search mode and tracking mode for multi-mode radars, or normal and pulse-doppler mode for applicable radars&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST search mode || Unbound || Toggles between the radar's search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select Radar/IRST target to lock || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock Radar/IRST target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&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 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 right hand portion of the screen; they are discussed in detail later in the article. If the radar is experiencing surface clutter interference then an 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;
If the radar has been deactivated, a separate icon will be displayed instead of the radar display.&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 bar 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 above them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets.]]{{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 in the shape of a sector and represents a top-down view of the area in front of 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 its angle from the centre line shows its azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not its 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 4.5 km away from the player. One 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 difference 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;
&lt;br /&gt;
An alternative radar display (instead of the PPI) is available in the form of a &amp;quot;B-Scope&amp;quot; type display. It can be enabled via the &amp;quot;Use rectangular radar indicator&amp;quot; setting. 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 150 - 300 m), 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, its 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 its 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 its 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;
[[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 its 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;
=== Notching a Pulse-Doppler radar ===&lt;br /&gt;
[[File:Notching.png|thumb|Top down view of a player getting notched by their target. '''Note:'''Not to scale.]]&lt;br /&gt;
Many radars ingame have a mode called Pulse-Doppler, which uses the [[wikipedia:Doppler_effect|Doppler effect]] to get the targets information and thus lock the target. With the advent of modern radar systems these can be found on top tier aviation in war thunder. In order for the radar to lock a target it needs to have a significant Doppler shift (change in frequency). This however, can not happen when the target is moving perpendicular to the radar, as the target is not moving away, or towards the radar in a meaningful difference in speed. This is called &amp;quot;notching&amp;quot; and is the main way to defeat a Pulse-Doppler radar. The most simplest way to do this is to put the direction where the enemy is coming from to your 3/9 o' clock position, which makes your aircraft 90 degrees in relations to their radar.&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 v.2.9.0.14, the following aircraft 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 !! Radar Gunsight !! Search Radar !! Tracking Radar !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a32a}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4_hungary}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3h-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f8u-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-5}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f11f_1_late}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f1}} || N/A || J/AWG-12 || J/AWG-12 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c}} || N/A || AN/APQ-100 || AN/APQ-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej_kai}} || N/A || AN/APG-66J || AN/APG-66J || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f_late}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e}} || N/A || AN/APQ-159 || AN/APQ-159 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e_fn}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_germany}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_iaf}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_german}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100a_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a_china}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104c}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_china}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_italy}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104j}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35a}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35d}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ja37}} || N/A || PS-46/A || PS-46/A || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7e}} || Marconi Type 226 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52}} || N/A || RN-01 Crossbow || RN-01 Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy}} || N/A || [[Thorium]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|lightning_f6}} || N/A || AI Mk.23 || AI Mk.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|me-410b-6_r3}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19s}} || SRD-1 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_pfm}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23m}} || N/A || Sapphire-23D/TP-23 || Sapphire-23D/TP-23 || Has MTI mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3c}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3e}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_454_mystere_4a}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4k}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|scimitar_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|dh_110_sea_vixen}} || N/A || AI Mk.18 || AI Mk.18 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7b}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bkl}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bmk}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_17m2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2}} || N/A || J/AWG-11 || J/AWG-11 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tu-1}} || N/A || GNEYS-5S || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
|}&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|tcIeR_s6fp8|'''The Shooting Range #204''' - ''Tactics &amp;amp; Strategy'' section at 09:23 discusses the radars.}}&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 technology;''&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>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Notching.png&amp;diff=112267</id>
		<title>File:Notching.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Notching.png&amp;diff=112267"/>
				<updated>2021-09-19T05:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brief top down overview on how notching would look like.&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Strv_103A&amp;diff=93113</id>
		<title>Strv 103A</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Strv_103A&amp;diff=93113"/>
				<updated>2021-02-09T10:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_strv_103a&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 medium tank {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]]. It is a first unique tank in the Swedish tree which is a MBT, although by its appearance it would seem to instead be a tank destroyer. It is also known as ''S-Tank'' or ''Door Stop''.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
With a superbly sloped front hull armour, incoming kinetic rounds are prone to harmlessly bounce off, though chemical rounds will typically do some damage. Side, rear and top armour of the vehicle are weak, most aircraft can penetrate the roof, especially if they have 20 mm rounds or larger. With a total of three crew members, survivability after taking hits tend to be slim. However, the Strv 103 series are the only tanks that can operate with only one crew member! A major drawback is without transmission/engine you can no longer maneuver the hull to aim left or right.&lt;br /&gt;
&lt;br /&gt;
'''Armor Composition:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled Homogeneous Armor&lt;br /&gt;
* Structural Steel - Storage Boxes&lt;br /&gt;
* Gun Steel - Main Gun, Machine Gus&lt;br /&gt;
* Tracks&lt;br /&gt;
* Structural Steel of Chassis - Suspension&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour&lt;br /&gt;
!Front (Slope angle)&lt;br /&gt;
!Sides&lt;br /&gt;
!Rear&lt;br /&gt;
!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|40 mm (77°) ''Upper Glacis''&lt;br /&gt;
40 mm (74°) ''Lower Glacis''&lt;br /&gt;
|30 mm +10 mm ''Upper''&lt;br /&gt;
30 mm ''Lower''&lt;br /&gt;
|30 mm&lt;br /&gt;
|20 mm&lt;br /&gt;
|-&lt;br /&gt;
|Cupola&lt;br /&gt;
|35 mm&lt;br /&gt;
|35 mm&lt;br /&gt;
|35 mm&lt;br /&gt;
|20 mm&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Main Gun - 25 mm&lt;br /&gt;
* Machine Guns - 5 mm&lt;br /&gt;
* Tracks - 20 mm&lt;br /&gt;
* Suspension - 15 mm&lt;br /&gt;
* The crew compartment is lined with 10 mm RHA&lt;br /&gt;
* Storage Boxes - 4 mm&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=732|rbMinHp=478}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|L74 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[L74 (105 mm)|105 mm L74]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 50 || rowspan=&amp;quot;2&amp;quot; | -10°/+12° || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | N/A || 67.2 || 67.2 || 81.6 || 90.2 || 96.0 || rowspan=&amp;quot;2&amp;quot; | 4.0 || rowspan=&amp;quot;2&amp;quot; | 4.0 || rowspan=&amp;quot;2&amp;quot; | 4.0 || rowspan=&amp;quot;2&amp;quot; | 4.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 42.0 || 42.0 || 51.0 || 56.4 || 60.0&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/61 || APDS || 303 || 302 || 296 || 277 || 257 || 252&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/62 || APDS || 260 || 258 || 250 || 240 || 231 || 222&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/61A || HE || 23 || 23 || 23 || 23 || 23 || 23&lt;br /&gt;
|-&lt;br /&gt;
| slspgr m/61 || HESH || 127 || 127 || 127 || 127 || 127 || 127&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/61 || APDS || 1,500 || 4 || N/A || N/A || N/A || 75° || 78° || 80°&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/62 || APDS || 1,450 || 4.5 || N/A || N/A || N/A || 75° || 78° || 80°&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/61A || HE || 680 || 14.4 || 0.1 || 0.1 || 1,830 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| slspgr m/61 || HESH || 760 || 14.85 || 0.4 || 0.1 || 4,780 || 73° || 77° || 80°&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;
! colspan=&amp;quot;7&amp;quot; | Smoke shell characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! Screen radius&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! Screen deploy time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Screen hold time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
|-&lt;br /&gt;
| rökgr m/61 || 330 || 18.7 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&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;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 46&amp;amp;nbsp;''(+4)'' || 41&amp;amp;nbsp;''(+9)'' || 36&amp;amp;nbsp;''(+14)'' || 31&amp;amp;nbsp;''(+19)'' || 26&amp;amp;nbsp;''(+24)'' || 21&amp;amp;nbsp;''(+29)'' || 16&amp;amp;nbsp;''(+34)'' ||   11&amp;amp;nbsp;''(+39)'' || 6&amp;amp;nbsp;''(+44)'' || 1&amp;amp;nbsp;''(+49)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|ksp 58 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has 3 [[Ksp 58 (7.62 mm)|7.62mm Ksp 58]], 2 on the left side in their own mount and one on top of the commander's cupola. All 3 machine guns are fixed to the hull with no traverse.&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;
| Hull || 1,375 (250) || 500 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 1,375 (250) || 500 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,375 (250) || 500 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The Strv 103A is an amazing tank to take in defensive positions and snipe with. Although its mainly used for the sniping role, it can do close quarters combat quite well if one needs to push out to a capture point. Due to the armour design of the Strv 103, surviving conventional shells that can be found on the early cold war soviet tanks is easy. The only challanges with the tank is to learn key positions to lock down with the rapid firing 105mm [[L74 (105 mm)|L7 derived cannon]] and learning the shooting mechanics of hull aim. On some terrain, the hull aim can get &amp;quot;stuttery&amp;quot; due to a bug that happens, with it the aim becomes very stuttery and is almost impossible to aim at longer ranges. Thats why its important to keep on a flat ground when playing this tank.&lt;br /&gt;
&lt;br /&gt;
While the 103 can easily hold its own against conventional shells, against chemical and new age kinetic rounds it starts to lose its points. HEAT-FS shells can easily penetrate the frontal armour, going through both the armour and engine, killing the crew behind it (this gets remedied with the later [[Strv 103C|103C]], which has slat armour at the front). If one gets into a full uptier and verses 8.7 tanks its highly likely they would also get shot at by APFSDS shells, which ignore the armour completely. Thats why when versing against these vehicles, one should take full utility of the smoke launchers and smoke rounds they have, to create a quick escape out and avoid getting shot at.&lt;br /&gt;
&lt;br /&gt;
If the tank does get shot at, the survivability is quite high due to the crew all located behind the transmission and the engine. And since the tank can be operated by only one crew member left, the tank is mostly killed by getting set fire due to the fuel tank and engine in the front of the tank.&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;
* Low profile&lt;br /&gt;
* Fast reload&lt;br /&gt;
* Effectively sloped front armour&lt;br /&gt;
* Can be controlled by one crew member&lt;br /&gt;
* Extremely survivable&lt;br /&gt;
* Gunner and Commander perform the same roles, so there is no crew switch if either is knocked out&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Hull aiming (must turn the entire tank to aim left or right)&lt;br /&gt;
* Slow aiming&lt;br /&gt;
* Vulnerable to flanking&lt;br /&gt;
* Only three crew members&lt;br /&gt;
* Gun is prone to damage&lt;br /&gt;
* Catches fire often when shot from the side and sometimes from the front&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After 6 months of trial with the Strv 103-0 and the goal settings for requirements that the tank needed to pass were done in 1963 it was not till Autumn 1964 that the first order for the Strv 103 came in to AB Bofors. 1967 the Strv 103A started to deliver to the army, a total of 70 Strv 103As were ordered to the army as the first series production. Strv 103A had a 300hk powered gasturbine that during delivery proved to be not quite effective and would be required a change in the upcoming version of the Strv 103. Directly when the S tank got delivered instructor courses began and it was not till 1968 that the first conscripts go the education on the Strv 103 &amp;quot;S&amp;quot; systems. &lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6505-development-strv-103-0-last-man-standing-en|Devblog]] ===&lt;br /&gt;
In the immediate postwar years, Sweden began looking for a replacement to the Centurion tanks, then in service with its army. The most straightforward solution was to once again look into the export market for potential candidates, although engineers were already working on a domestic design - the Kranvagn. While this process was ongoing, an engineer by the name of Sven Berge came up with a radical new tank design in 1956.&lt;br /&gt;
&lt;br /&gt;
This new vehicle featured a turretless design with a cannon fixed to the hull, which would be trained onto its targets with the precise use of an adjustable suspension system. The design was based on results from a study on tank crew casualties during WWII and the Korean War, which showed a correlation between tank height and hit probability. As such, the 'S-Tank' was kept very small in dimensions and low in profile, while also utilizing some innovative new engineering solutions, such as a mixed power plant consisting of a diesel engine and a gas turbine.&lt;br /&gt;
&lt;br /&gt;
In 1959, the Swedish government approved the construction and testing of two prototypes. In 1960, a pre-production batch of 10 vehicles of the '0-serie' was ordered for field trials, which went on into the mid '60s.  Generating more than favorable test results, the vehicle was formally ordered into production and procured as the 'Stridsvagn 103'.&lt;br /&gt;
&lt;br /&gt;
Despite its original purpose being to replace the Centurion tanks in the Swedish Army, the Strv 103 ended up serving alongside it for a number of decades, until it was ultimately decommissioned in the late 1990s. By that time, 290 Strv 103s were built, spanning over five variants.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''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 medium tanks}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Strf_9040C&amp;diff=92916</id>
		<title>Strf 9040C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Strf_9040C&amp;diff=92916"/>
				<updated>2021-02-05T07:35:50Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_strf_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 light tank {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a Swedish IFV capable of firing modern shells at a devastating rate, effectively dealing with any type of opponent it faces, resulting in a valuable support vehicle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
Compared to most IFV's found in the game, the {{PAGENAME}} is a lot different to its peers. The tank has no Anti-tank missiles, and sits at the highest ranks, facing vehicles other IFV's never get to experience. This is due to the design of the vehicle, as the {{PAGENAME}} features a reliable 40mm Bofors cannon, which should be familiar to most players. However, this cannon features something unlike any other 40mm. The vehicle fires sub-caliber shells with fin-stabilization, capable of shredding any opponent from the side, even frontally. This compensates for the lack of missiles, and results in a highly versatile vehicle capable of disposing several opponents at once, as it can fire up to 24 shells in the span of 12 seconds.&lt;br /&gt;
&lt;br /&gt;
If the anti-tank capabilities weren't enough, the cannon features Proximity-fused High-explosive shells, capable of tearing apart any unsuspecting aerial opponent. This feature is incredibly useful in higher tiers, as close-range helicopters and attacking planes are incredibly common. Despite the {{PAGENAME}} lacking any form of radar equipment compared to its SPAA sister, the [[Lvkv 9040C]], the tank can still effectively deal with aerial targets, especially at closer ranges.&lt;br /&gt;
&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=852|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°/+35° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 33.2 || __._ || __._ || __._ || __._ || 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 || __._ || __._ || __._ || __._&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;
| slpprj m/01 || APFSDS || 170 || 168 || 162 || 154 || 146 || 138&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 || 0.25 || 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;
| slpprj m/01 || APFSDS || 1,495 || 0.25 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''234''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 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 || -__°/+__° || -__°/+__°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
Flanking or very carefully aimed shots are key as none of the 9040C's ammo types can penetrate the frontal armor of most MBTs found at the 10.0 BR, but it's high rate of fire means that penetrations are quickly lethal. However, the vehicle's low armor and relatively average speed mean that patience and caution will be what keep you alive long enough to actually ''get'' those kills.&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;
* Rapid-fire 40 mm gun with APFSDS&lt;br /&gt;
* Shreds enemy tanks from the sides&lt;br /&gt;
* HE-VT useful against helicopters&lt;br /&gt;
* Very mobile&lt;br /&gt;
* Low profile&lt;br /&gt;
* Deadly in flanking manoeuvres&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Susceptible to hullbreak&lt;br /&gt;
* Speed not too impressive when compared to other top tier tanks&lt;br /&gt;
* Slpprj m/01 modification with an rather expensive ammo cost per round that will add up&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In 1983 the Combat Vehicle 90 group was created from representatives from many Swedish producers for high mobility vehicles with air defence and anti-tank capabilities in mind. In 1985 the chassis saw development and the first orders for the 40mm Bofors cannons were done. A year later in 1986 the prototypes were ordered of the Strf 9040 and Strf 9025. The prototypes arrived in 1988 . The vehicle entered full production in 1993 and is still produced to the present day.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;https://web.archive.org/web/20131016061332/http://www.fmv.se/sv/Projekt/Stridsfordon-90/Milstolpar/&amp;lt;nowiki/&amp;gt;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=sweden&amp;amp;vehicleType=tank&amp;amp;vehicleClass=light_tank&amp;amp;vehicle=sw_strf_90c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|2h5kFyznXKU|'''Best IFVs''' discusses the {{PAGENAME}} at 5:19 - ''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 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 light tanks}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=G-LYNX&amp;diff=92622</id>
		<title>G-LYNX</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=G-LYNX&amp;diff=92622"/>
				<updated>2021-01-31T18:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British helicopter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other version&lt;br /&gt;
| link = Lynx AH.Mk.1&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=g_lynx&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter 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 premium rank {{Specs|rank}} British utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]]. It was removed from the store after the [[wt:en/news/6924-shop-war-thunder-birthday-sale-in-gaijin-net-store-en|8th Anniversary Sale]], and was reintroduced in [[Update &amp;quot;Hot Tracks&amp;quot;]] as a Golden Eagle {{ge}} purchaseable vehicle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Heli-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the helicopter 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 G-LYNX is a fast and nimble helicopter, being able to achieve speeds many other helicopters can't get to. It also is able to perform many manoeuvres that many other heavier helicopters can't accomplish.&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;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 326 || 302 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}}&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 391 || 360&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Heli-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the helicopter. 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 systems.'' --&amp;gt;&lt;br /&gt;
The G-LYNX lacks any armour protection for the crew, and due to the size and placement of the fuel tanks the helicopter can be set on fire easily. It does support the choice of mounting 192 flares to the helicopter, giving it a way to dodge incoming IR-seeking air-to-air missiles.&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-Heli-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Heli-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AGM-114B Hellfire|AIM-92 Stinger|BGM-71 TOW-2|Hydra-70 M247|Oerlikon KAD-B (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon (570 rpg) + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 8 x BGM-71 TOW-2 missiles&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 8 x AGM-114B Hellfire missiles&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 8 x BGM-71 TOW-2 missiles&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 8 x AGM-114B Hellfire missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in a helicopter, the features of using the helicopter 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;
'''Ground RB'''&lt;br /&gt;
&lt;br /&gt;
The G-LYNX is a great helicopter to take out in ground RB due to its loadout of 8 Hellfires. While many other helicopters like the [[AH-1Z]] can carry twice as many, the G-LYNX can do so while retaining its decent manoeuvrability and speed. It also is equipped with a thermal view for the ATGM shooter camera, making it easy to spot enemies on the ground and in the air. The Hellfires can be ripple fired, making destroying multiple open targets really easy. There is also a choice to take out TOW-2 missiles, which offer better control than the Hellfires, with the tradeoff of being slower and having less range (3.75 km, compared to the AGM-114's 8 km). The G-LYNX also supports Hydra-70 unguided rockets, which you get 38 of. These can be used at close range to great effect, although at longer ranges it is hard to aim them due to the lack of a [[Ballistic Computer]] onboard.&lt;br /&gt;
&lt;br /&gt;
In terms of air-to-air armament, the G-LYNX sports the choice of 4 AIM-92 Stingers, or 2 AIM-92 Stingers and a single [https://wiki.warthunder.com/Oerlikon_KAD-B_(20_mm) 20 mm Oerlikon KAD-B cannon] with 570 rounds of ammo. The latter is usually preferred due to the unreliability of the Stinger missiles. The Stingers might not kill the target with a hit, or the target might have countermeasures against IR-seeking missiles. With this it would leave the G-LYNX defenceless against aerial targets. That's why equipping the 20 mm cannon over the 2 extra missiles is a good choice. It can deal with aircraft who get too close.&lt;br /&gt;
&lt;br /&gt;
'''Helicopter Battles (Arcade)'''&lt;br /&gt;
&lt;br /&gt;
While the G-LYNX does sport Stingers to deal with enemy helicopters, they are unreliable to use in the Heli EC gamemode. The Hellfires can really deal with close range targets as with long range targets, the missiles would take a top down approach, making it highly likely to miss the enemy. The TOW-2s would be a good way to down enemy helicopters, but leading them is quite hard and it will likely result in a miss. As it is with Ground RB, the gun is again really important for the armament of the G-LYNX. Being able to defend against helicopters who get too close for missiles is a good thing.&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;
* Hellfire missiles that are great for ground targets.&lt;br /&gt;
* Thermal sight.&lt;br /&gt;
* Good manoeuvrability.&lt;br /&gt;
* Perfect control at high speed (400 km/h).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The main gun is fixed on the airframe.&lt;br /&gt;
* Doesn't have any long range AA armament (over 6 km).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the helicopter 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 on the Lynx began in the mid 1960s, when Westland sought a replacement for its existing Scout and Wasp helicopters, while also wanting to provide a more advanced alternative to the UH-1 Iroquois.&lt;br /&gt;
&lt;br /&gt;
After some delays, the first prototype was ready for testing by the early '70s. In March 1971, the prototype conducted its maiden flight. In further sorties, the Lynx managed to break a number of world speed records for helicopters. Quite content with the Lynx's performance, the British Army placed an order for 100 units of the type to be produced in the mid '70s. Subsequently, the Lynx received its official army designation 'Lynx AH Mk.1'.&lt;br /&gt;
&lt;br /&gt;
Since its introduction to service, the Lynx saw service primarily with the British Army and the Royal Navy in various different roles, including among others transport, armed escort and anti-tank warfare. Furthermore, the Lynx also saw service with countries such as the Netherlands, Norway and Argentina, while other countries like Germany, France, Denmark, South Korea, Brazil and Portugal, to name a few, still use variants of the Lynx today.&lt;br /&gt;
&lt;br /&gt;
During their service, Lynx helicopters found themselves taking part in numerous conflicts, including the Falklands and Gulf wars, military interventions on the Balkans during the 1990s, anti-piracy efforts in Somalia and many more thanks to their ongoing service today. In total, around 450 Lynx helicopters of various modifications have been produced by 2009, with production still ongoing today.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6320-development-britain-s-top-lynx-ah-mk-1-and-premium-g-lynx-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;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:G-LYNX WTWallpaper 001.jpg&lt;br /&gt;
File:G-LYNX WTWallpaper 002.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|VE4ZiqG-7xw|'''The Shooting Range #189''' - ''Metal Beasts'' section at 00:32 discusses the G-Lynx.}}&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 helicopter;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Lynx AH.Mk.1]]&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 helicopter;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6320-development-britain-s-top-lynx-ah-mk-1-and-premium-g-lynx-en|[Development] Britain's top: Lynx AH Mk.1 and premium G-Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Westland}}&lt;br /&gt;
{{Britain helicopters}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Oerlikon_KAD-B_(20_mm)&amp;diff=92530</id>
		<title>Oerlikon KAD-B (20 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Oerlikon_KAD-B_(20_mm)&amp;diff=92530"/>
				<updated>2021-01-31T03:34:05Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Comparison with analogues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|g_lynx}}&amp;amp;nbsp;(Suspended)&lt;br /&gt;
* {{Specs-Link|lynx_ah_mk1}}&amp;amp;nbsp;(Suspended)&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
'''''Default'''''&lt;br /&gt;
&lt;br /&gt;
The default beltalternates between the API-T(Armour-piercing incendiary tracer) and HEF-I(High-explosive fragmentation incendiary) shells&lt;br /&gt;
&lt;br /&gt;
'''''Air Targets'''''&lt;br /&gt;
&lt;br /&gt;
The Air Targets belt alternates between 2 HEF-I shells and 1 API-T shell.&lt;br /&gt;
&lt;br /&gt;
'''''Armoured Targets'''''&lt;br /&gt;
&lt;br /&gt;
The Armoured Targets belt alternates between 2 API-T shells and 1 HEF-I shell.&lt;br /&gt;
&lt;br /&gt;
''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
Compared to the russian Gsh-23L cannon, the Oerlikon supports a bigger penetrating power (29mm to Oerlikons 53mm with the AP belts)&lt;br /&gt;
&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
'''Air-To-Air combat'''&lt;br /&gt;
&lt;br /&gt;
The Oerlikon is great at dealing with enemy aerial targets. It has great fire rate and muzzle velocity making hitting the enemy much easier.&lt;br /&gt;
&lt;br /&gt;
'''Ground targets'''&lt;br /&gt;
&lt;br /&gt;
Due to the decent penetration the Oerlikon offers with the API-T shell, it can be used to deal with lightly armoured AFV's and can penetrate the tops of enemy MBT's.&lt;br /&gt;
&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
&lt;br /&gt;
* Great damage against aerial targets&lt;br /&gt;
&lt;br /&gt;
* Good penetration values&lt;br /&gt;
&lt;br /&gt;
* Great firerate&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Usually hull mounted on a helicopter, making it hard to aim.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The history of the Oerlikon goes back to WW1, when an autocannon called the 20mm Becker was made. It saw some use on german fighters but mainly served as an anti air gun.&lt;br /&gt;
&lt;br /&gt;
After the war the designs were given to many other companies, where it saw extensive modernization (almost doubling its muzzle velocity). &lt;br /&gt;
&lt;br /&gt;
In WW2 the cannon and its variants saw use on many warplanes such as the [[Bf 110 C-7|Bf-110]],[[A6M3|A6M Zero]] and the [[Bf 109 F-1|Bf-109]].&lt;br /&gt;
&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as 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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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 weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain aircraft cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft cannons]]&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=G-LYNX&amp;diff=92528</id>
		<title>G-LYNX</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=G-LYNX&amp;diff=92528"/>
				<updated>2021-01-31T03:11:04Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British helicopter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other version&lt;br /&gt;
| link = Lynx AH.Mk.1&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=g_lynx&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter 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 premium rank {{Specs|rank}} British utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]]. It was removed from the store after the [[wt:en/news/6924-shop-war-thunder-birthday-sale-in-gaijin-net-store-en|8th Anniversary Sale]], and was reintroduced in [[Update &amp;quot;Hot Tracks&amp;quot;]] as a Golden Eagle {{ge}} purchaseable vehicle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Heli-Flight}}&lt;br /&gt;
The G-LYNX is a fast and nimble helicopter, being able to achieve speeds many other helicopters can't get to. It also is able to perform many maneuvers that many other heavier helicopters can't accomplish.&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;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
|326||302|| rowspan=&amp;quot;2&amp;quot; | 5400&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
|391||360&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Heli-Armour}}&lt;br /&gt;
The G-LYNX lacks any armour protection for the crew, and due to the size and placement of the fuel tanks the helicopter can be set on fire easily. It does support the choice of mounting 192 flares to the helicopter, giving it a way to dodge incoming IR-seeking air-to-air missiles.&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-Heli-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Heli-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AGM-114B Hellfire|AIM-92 Stinger|BGM-71 TOW-2|Hydra-70 M247|Oerlikon KAD-B (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon (570 rpg) + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 8 x BGM-71 TOW-2 missiles&lt;br /&gt;
* 1 x 20 mm Oerlikon KAD-B cannon + 2 x AIM-92 Stinger missiles + 8 x AGM-114B Hellfire missiles&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 8 x BGM-71 TOW-2 missiles&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 8 x AGM-114B Hellfire missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
'''Ground RB'''&lt;br /&gt;
&lt;br /&gt;
The G-LYNX is a great helicopter to take out in ground RB due to its loadout of 8 hellfires. While many other helicopters like the [[AH-1Z]] can carry twice as more, the G-LYNX can do so while retaining its decent maneuverability and speed. It also is equipped with a thermal view for the atgm shooter camera, making it easy to spot enemies on the ground and in the air. The hellfires can be ripple fired ,making killing multiple open targets really easy. There is also a choice to take out TOW-2 missiles, which offer better control over the hellfires, with the tradeoff of being slower and having less range (3.75km, compared to the AGM-114's 8km). The G-LYNX also supports Hydra-70 unguided rockets, which you get 38 of. These can be used at close range to great effect, although at longer ranges it is hard to aim them due to the lack of a [[Ballistic Computer|Ballistics Computer]] onboard.&lt;br /&gt;
&lt;br /&gt;
In terms of air to air armament, the G-LYNX sports the choice of 4 AIM-92 Stingers, or 2 AIM-92 Stingers and a single [[20mm Oerlikon KAD-B cannon]] with 570 rounds of ammo. The latter is usually preferred due to the unreliability of air to air missiles. The stingers might not kill the target with a hit, or the target might have countermeasures against IR-seeking missiles. With this it would leave the G-LYNX defenseless against aerial targets. That's why equipping the 20mm cannon in favor of the 2 missiles is a good choice. It can deal with aircraft who got too close.&lt;br /&gt;
&lt;br /&gt;
'''Helicopter Battles (Arcade)'''&lt;br /&gt;
&lt;br /&gt;
While the G-LYNX does sport stingers to deal with enemy helicopters, they are unreliable to use in the Heli EC gamemode. The hellfires can really deal with close range targets as with long range targets, the missiles would take a top down approach, making it highly likely to miss the enemy. The tow-2's would be a good way to kill enemy helicopters, but leading them is quite hard and it will likely result in a miss. As it is with Ground RB, the gun is again really important for the armament of the G-LYNX. Being able to kill helicopters who got too close for missiles is a good thing.&lt;br /&gt;
&lt;br /&gt;
''Describe the tactics of playing in a helicopter, the features of using the helicopter 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;
* Hellfire missiles that are great for ground targets.&lt;br /&gt;
* Thermal sight.&lt;br /&gt;
* Good maneuvrability.&lt;br /&gt;
* Perfect control at high speed (400 km/h).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The main gun is fixed on the airframe.&lt;br /&gt;
* Doesn't have any long range AA armament (over 6 km).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the helicopter 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 on the Lynx began in the mid 1960s, when Westland sought a replacement for its existing Scout and Wasp helicopters, while also wanting to provide a more advanced alternative to the UH-1 Iroquois.&lt;br /&gt;
&lt;br /&gt;
After some delays, the first prototype was ready for testing by the early '70s. In March 1971, the prototype conducted its maiden flight. In further sorties, the Lynx managed to break a number of world speed records for helicopters. Quite content with the Lynx's performance, the British Army placed an order for 100 units of the type to be produced in the mid '70s. Subsequently, the Lynx received its official army designation 'Lynx AH Mk.1'.&lt;br /&gt;
&lt;br /&gt;
Since its introduction to service, the Lynx saw service primarily with the British Army and the Royal Navy in various different roles, including among others transport, armed escort and anti-tank warfare. Furthermore, the Lynx also saw service with countries such as the Netherlands, Norway and Argentina, while other countries like Germany, France, Denmark, South Korea, Brazil and Portugal, to name a few, still use variants of the Lynx today.&lt;br /&gt;
&lt;br /&gt;
During their service, Lynx helicopters found themselves taking part in numerous conflicts, including the Falklands and Gulf wars, military interventions on the Balkans during the 1990s, anti-piracy efforts in Somalia and many more thanks to their ongoing service today. In total, around 450 Lynx helicopters of various modifications have been produced by 2009, with production still ongoing today.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6320-development-britain-s-top-lynx-ah-mk-1-and-premium-g-lynx-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;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:G-LYNX WTWallpaper 001.jpg&lt;br /&gt;
File:G-LYNX WTWallpaper 002.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|VE4ZiqG-7xw|'''The Shooting Range #189''' - ''Metal Beasts'' section at 00:32 discusses the G-Lynx.}}&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 helicopter;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Lynx AH.Mk.1]]&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 helicopter;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6320-development-britain-s-top-lynx-ah-mk-1-and-premium-g-lynx-en|[Development] Britain's top: Lynx AH Mk.1 and premium G-Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Westland}}&lt;br /&gt;
{{Britain helicopters}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M1128&amp;diff=92189</id>
		<title>M1128</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M1128&amp;diff=92189"/>
				<updated>2021-01-27T22:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_m1128_mgs&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}} American tank destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* High Hardness Rolled Armour - Hull and turret&lt;br /&gt;
* MEXAS 2C - Applique armour on hull and lower turret&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour&lt;br /&gt;
!Front (Slope angle)&lt;br /&gt;
!Sides&lt;br /&gt;
!Rear&lt;br /&gt;
!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|12.7 mm (70°) + 25.4 mm MEXAS 2C ''Upper Glacis''&amp;lt;br&amp;gt;12.7 mm (1°-3°) + 25.4 mm MEXAS 2C ''Middle Plate''&amp;lt;br&amp;gt;12.7 mm (54°) + 25.4 mm MEXAS 2C ''Lower Glacis''&lt;br /&gt;
|12.7 mm + 25.4 mm MEXAS 2C&lt;br /&gt;
|12.7 mm + 25.4 mm MEXAS 2C ''Door''&amp;lt;br&amp;gt;12.7 mm ''Hull Rear''&lt;br /&gt;
|12.7 mm + 25.4 mm MEXAS 2C&lt;br /&gt;
|-&lt;br /&gt;
|Turret&lt;br /&gt;
|12.7 mm ''Upper Part''&amp;lt;br&amp;gt;12.7 mm + 25.4 mm MEXAS 2C ''Lower Part''&lt;br /&gt;
|12.7 mm ''Upper Part''&amp;lt;br&amp;gt;12.7 mm + 25.4 mm MEXAS 2C ''Lower Part''&lt;br /&gt;
|12.7 mm ''Upper Part''&amp;lt;br&amp;gt;12.7 mm + 25.4 mm MEXAS 2C ''Lower Part''&lt;br /&gt;
|12.7 mm - 15 mm ''Upper Part''&amp;lt;br&amp;gt;12.7 mm + 25.4 mm MEXAS 2C ''Lower Part''&lt;br /&gt;
|-&lt;br /&gt;
|Cupolas&lt;br /&gt;
|12.7 mm&lt;br /&gt;
|12.7 mm&lt;br /&gt;
|12.7 mm&lt;br /&gt;
|12.7 mm&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* .50 cal machine gun shield has 12.7 mm of armour protection.&lt;br /&gt;
* Wheels provide 10 mm of protection.&lt;br /&gt;
* Vehicle is vulnerable to hull break.&lt;br /&gt;
&lt;br /&gt;
==== Additional Armour ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|Spaced Armour&lt;br /&gt;
|Between engine compartment and the crew compartment&lt;br /&gt;
Between hull front and driver&lt;br /&gt;
|-&lt;br /&gt;
|Slat Armour&lt;br /&gt;
|All four sides of the hull&lt;br /&gt;
|-&lt;br /&gt;
|Sideskirts&lt;br /&gt;
|Over the wheels&lt;br /&gt;
|}'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Sideskirts: 6.35 mm High Hardness Rolled Armour + 6.35 mm High Hardness Rolled Armour + 50 mm Composite Screen&lt;br /&gt;
* Spaced Armour: 5 mm Rolled Homogeneous Armour&lt;br /&gt;
* Slat Armour: 10 mm&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=497|rbMinHp=310}}&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|M68A1E8 (105 mm)}}&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M68A1E8 (105 mm)|105 mm M68A1E8]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18 || rowspan=&amp;quot;2&amp;quot; | -5°/+15° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | 7.50 || rowspan=&amp;quot;2&amp;quot; | 7.50 || rowspan=&amp;quot;2&amp;quot; | 7.50 || rowspan=&amp;quot;2&amp;quot; | 7.50&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&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;
| M456A2 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400&lt;br /&gt;
|-&lt;br /&gt;
| C76A1 || APFSDS || 334 || 330 || 323 || 314 || 306 || 297&lt;br /&gt;
|-&lt;br /&gt;
| M900 || APFSDS || 522 || 519 || 513 || 504 || 495 || 486&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;
| M456A2 || HEATFS || 1,173 || 10.5 || 0.05 || 0.1 || 1,270 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| C76A1 || APFSDS || 1,509 || 3.6 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| M900 || APFSDS || 1,505 || 3.85 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.jpg|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.82''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || 9&amp;amp;nbsp;''(+9)'' || 1&amp;amp;nbsp;''(+17)'' || 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;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (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; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 400 (200) || 577 || -5°/+30° || -5°/+70°&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;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 3,400 (200) || 941 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The M1128 is best played as an ambush-sniper. Take full advantage of the vehicle's mobility to get to sniping positions first and avoid open areas when you can. With the M1128's unmanned turret, it is best used at a hull-down position. The M1128 is also vulnerable to the hull-break mechanic and has inconsistent and poor armour which means that you should approach all enemies with caution. When the opportunity presents itself, it is always best to double back or reposition and fight your enemy in a position fight.&lt;br /&gt;
&lt;br /&gt;
'''Urban combat'''&lt;br /&gt;
&lt;br /&gt;
The M1128 performs rather poorly in urban combat since it is a large vehicle. Although it has an excellent turret traverse speed, close-quarters fighting is not advised as the tank is vulnerable to all kinds of fire. The M1128's reload rate is decent for its BR and is able to quickly dispatch multiple enemies. Therefore, you should avoid close-quarters engagements and try to reposition when possible.&lt;br /&gt;
&lt;br /&gt;
'''Rural Combat'''&lt;br /&gt;
&lt;br /&gt;
The M1128 excels in large, open maps. Taking full advantage of its mobility and firepower, it is best to reach advantageous positions early in the game. Using the high-resolution thermal sights, it is easy to spot enemies and quickly neutralize them.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High resolution thermal gunner and commander optics, as well as low resolution driver thermal optics.&lt;br /&gt;
* Has access to the M900 high penetration APFSDS round when spaded.&lt;br /&gt;
* Autoloader allows a 7 second reload no matter the amount of crew members left or their health.&lt;br /&gt;
* Can put another shell in the autoloader in only 6 seconds; it is not affected by crew skill.&lt;br /&gt;
* High turret traverse speed (60°/sec with an ace crew) allows great reactionary ability.&lt;br /&gt;
* Unmanned turret can protect the crew from harm thanks to their location in the hull.&lt;br /&gt;
* Can fire smoke grenades three times, four grenades each time (total of 12 smoke grenades).&lt;br /&gt;
* .50 calibre machine gun can be used against low-flying aerial targets and lightly armoured ground vehicles.&lt;br /&gt;
* Second highest top speed in the game, just after the the Type 93.&lt;br /&gt;
* On road acceleration is good.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* 7 second reload is longer than for many vehicles with a 105 mm gun and an expert or ace crew.&lt;br /&gt;
* Can only carry 18 rounds of ammunition, which may not always be enough.&lt;br /&gt;
* Thin armour can only protect against machine gun rounds; it is not able to protect against autocannons.&lt;br /&gt;
* It has a very large profile, making it an easy target.&lt;br /&gt;
* Suffers mildly from hullbreak mechanic.&lt;br /&gt;
* Horsepower to ton ratio of ~15 hp/t results in low acceleration.&lt;br /&gt;
* Can not neutral steer and the off-road mobility is poor because of the wheeled design.&lt;br /&gt;
* The fencing around the vehicle is quite inconsistent with stopping HEAT/HEAT-FS shells.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The XM1128 MGS was designed by General Dynamics Land Systems (GDLS) - Canada to meet the US Army's Mobile Gun System (MGS) requirement, a requirement for an airmobile infantry support platform that could double in the anti-tank role. The first XM1128 prototype was completed in 1999, and after being chosen as the winner of the competition, eight pre-production units began delivery in 2002 after being redesignated as the M1128 Stryker MGS. The M1128 Stryker entered service with the US Army in 2007.&lt;br /&gt;
&lt;br /&gt;
The M1128 Stryker uses the chassis of the GDLS-Canada Stryker - which is based on the LAV-III.  The General Dynamics Low-Profile Turret (LPT) is used, which is a modified version of the turret from the Expeditionary Tank. It is designed to be light enough to easily be transported by air. In 2005, after issues with the autoloading mechanism, the autoloader was changed.&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
The driver sits in the front left part of the hull, next to the engine on the right side. The driver can access his position through a hinged, one piece folding hatch or through the crew compartment. Three M17 day periscopes are located in the driver's hatch; the first one can be replaced by an image intensifier for night operations. A thermal viewer can be fitted in front of the driver as well.&lt;br /&gt;
&lt;br /&gt;
The LPT is located towards the rear of the hull, with the commander sitting on the right and the gunner on the left, rounding off the crew of three. The LPT is significantly lighter than a conventional turret, whilst also presenting a smaller target to the enemy.&lt;br /&gt;
&lt;br /&gt;
The main armament is a 105 mm M68A1E8 gun. It has 360° of traverse and elevation angles of -5° to +15°. The turret uses electrical controls, but manual controls are available for emergency situations. Both the gunner and commander can control the turret and fire the main gun. The main gun has a fire rate of 10 rounds per minute.&lt;br /&gt;
&lt;br /&gt;
The main gun is fed by an automatic loading system, replacing a human loader. The automatic loading system contains eight rounds, and ten more rounds are carried in the hull for a total of 18 rounds of 105 mm ammunition. The autoloading mechanism can be refilled automatically with only six seconds per shell.&lt;br /&gt;
&lt;br /&gt;
The M1128 is capable of firing M900 APFSDS anti-tank rounds, M456A2 HEAT anti-tank and anti-infantry rounds, M394A3 HEP (also known as HESH) rounds for bunker-busting, and M1040 canister rounds for anti-infantry duty.&lt;br /&gt;
&lt;br /&gt;
The gunner has a single piece hatch with three M27 day periscopes. He also has access to a roof-mounted day/thermal sighting system with a laser rangefinder. The commander's one piece hatch has six M27 day periscopes and on production vehicles also has a panoramic viewer with day and thermal capability. As a backup to the main winner's sight, a x7 magnification day sight is provided for both the gunner and commander.&lt;br /&gt;
&lt;br /&gt;
A 7.62 mm machine gun is located coaxially to the left of the main gun. Additionally, a 12.7 mm machine gun is available for use by the commander. On pre-production units the .50 cal machine gun was pintle-mounted, but it was mounted on a skate rail on production vehicles. Smoke grenade launchers are mounted on each side of the turret, with the amount and location depending on the model (prototype, pre-production, or production). The production version has two banks of four smoke grenades on the left (gunner's) side and one bank of four on the right (commander's) side, for a total of 12 smoke grenades.&lt;br /&gt;
&lt;br /&gt;
The main gun and coaxial machine gun are fully stabilized, as are the gunner and commander's sights. The General Dynamics fire-control computer is used as the fire-control system (FCS).&lt;br /&gt;
&lt;br /&gt;
The M1128 utilizes welded steel armour, with a layer of ceramic applique armour bolted to the exterior as standard. A small liner is fitted to specific areas of the interior to minimize the damage of a penetration.&lt;br /&gt;
&lt;br /&gt;
An armour package consisting of slat, also known as bar, armour can be fitted. This prematurely detonated rocket propelled grenades, preventing penetration. To further enhance protection, composite screens can be added to protect the wheels.&lt;br /&gt;
&lt;br /&gt;
The powerpack is located in the front of the hull, to the right of the driver. It consists of a Caterpillar 3126A diesel engine - producing 350 horsepower - and an Allison MD 3560 P automatic transmission. The transmission has six forward gears and one reverse gear. The maximum attainable speed is 100 kph, and it has a range of 530 km.&lt;br /&gt;
&lt;br /&gt;
The M1128 has eight wheels and uses power-assisted steering, with the front two axles being engaged in steering. A central tire pressure regulation system is fitted to allow the adjustment of tire pressure as needed.&lt;br /&gt;
&lt;br /&gt;
The M1128 Stryker MGS is fitted with a heating and air conditioning system, vehicle and external communications system, an automatic fire detection and suppression system, and a GPS. A nuclear, biological, chemical (NBC) protection system is fitted for the crew compartment.&lt;br /&gt;
&lt;br /&gt;
An auxiliary power unit (APU) can be fitted, as can a hydraulic winch for self-recovery or for moving of other vehicles or obstacles.&lt;br /&gt;
&lt;br /&gt;
=== Production and Service ===&lt;br /&gt;
The XM1128 prototype was first built in 1999, and eight pre-production vehicles were built by 2002. The Army originally planned to purchase 204 M1128 Strykers, but only ended up buying 142 in total, due to issues with the turret and autoloader.&lt;br /&gt;
&lt;br /&gt;
In 2013, there were 27 M1128 Strykers assigned to each Stryker Brigade, but the number was then reduced to ten. The M1128 Stryker MGS is - and was always intended to be - used to support the infantry. Despite having anti-tank capability, anti-tank operations are a secondary role for the Stryker MGS, with infantry support being the primary role.&lt;br /&gt;
&lt;br /&gt;
The platform is still in service with the US Army as of 2020. A platoon of three Stryker MGS is attached to each Stryker infantry company, one MGS supporting each Stryker infantry platoon.&lt;br /&gt;
&lt;br /&gt;
Three M1128 Strykers have been lost to combat in the Middle East.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6934-development-m1128-stryker-mgs-en|Devblog]] ===&lt;br /&gt;
Following the end of the Cold War, leading U.S. Army theorists believed that the armoured branch of the armed forces was no longer suitably equipped to perform future operations, projected to be &amp;quot;low-intensity&amp;quot; operations. As a result, the need for a new vehicle, which would bridge the gap between heavily and lightly armoured units, became increasingly apparent.&lt;br /&gt;
&lt;br /&gt;
To address this, the Army issued a set of requirements for the new vehicle and invited close to a dozen manufacturers to design demonstrator vehicles to be tested in late 1999. Among them, General Dynamics Land Systems' LAV III-105 was eventually proclaimed the winner of the competition in November 2000. Shortly after, the LAV III-105 received the name 'Stryker' and plans were made to manufacture over 2,100 units.&lt;br /&gt;
&lt;br /&gt;
In 2002, the XM-M1128 MGS was built, however technical difficulties and deficiencies in the design caused delays to the start of its production. By 2005, low rate production of the vehicle was approved, while new shortcomings in the design were found. Eventually, the vehicle received a significant redesign of certain elements in 2008, being later approved for full production in 2014.&lt;br /&gt;
&lt;br /&gt;
During its early production phase, several Stryker MGS vehicles were sent overseas for combat trials in the Middle East of which 3 would be lost. At present, over 140 M1128 Stryker MGS' have been built and actively serve with the U.S. Army.&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;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;M1128 Stryker MGS Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 001.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 002.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 003.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 004.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 005.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 006.jpg|&lt;br /&gt;
File:M1128 Stryker MGS WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&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;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6934-development-m1128-stryker-mgs-en|[Devblog] M1128 Stryker MGS]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer General Dynamics Land Systems (GDLS)}}&lt;br /&gt;
{{USA tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AH_Mk.1_Apache&amp;diff=91346</id>
		<title>AH Mk.1 Apache</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AH_Mk.1_Apache&amp;diff=91346"/>
				<updated>2021-01-24T15:22:49Z</updated>
		
		<summary type="html">&lt;p&gt;U27442702: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ah_mk1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter 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}} British attack helicopter {{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;
=== Flight performance ===&lt;br /&gt;
{{Specs-Heli-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the helicopter 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 AH Mk. 1, provides great manoeuvrability, incredible acceleration and overall providing a great speed of up to 325 km/h in arcade and 300 km/h in realistic and simulator game modes. An AH Mk.1 is able to do manoeuvres other helicopters can only dream about, from barrel roles, flips to loops which allow it to evade enemy missiles with ease.&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;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 275 || 257 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}}&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 325 || 300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Heli-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the helicopter. 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 systems.'' --&amp;gt;&lt;br /&gt;
The AH Mk.1, has only limited armour protection installed with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters such as the '''[[Mi-28N]]'''.&lt;br /&gt;
&lt;br /&gt;
* Bullet proof glass installed only for the pilot - 22 mm thick.&lt;br /&gt;
* Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.&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-Heli-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Heli-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the helicopter, if any. Describe how effective the cannons and machine guns are in battle, also what ammunition belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Starstreak|M230E-1 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 1 x 30 mm M230E-1 cannon (1,200 rpg)&lt;br /&gt;
** 1 x 30 mm M230E-1 cannon (1,200 rpg) + 4 x Starstreak missiles&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Heli-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AGM-114K Hellfire II|CRV7 M247}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 76 x CRV7 M247 rockets&lt;br /&gt;
* 8 x AGM-114K Hellfire II missiles&lt;br /&gt;
* 4 x AGM-114K Hellfire II missiles + 38 x CRV7 M247 rockets&lt;br /&gt;
* 8 x AGM-114K Hellfire II missiles + 38 x CRV7 M247 rockets&lt;br /&gt;
* 16 x AGM-114K Hellfire II missiles&lt;br /&gt;
&lt;br /&gt;
=== Defensive systems ===&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;
The '''''{{PAGENAME}}''''' only has the following Defensive systems installed:&lt;br /&gt;
&lt;br /&gt;
*'''Flares''' - Up to 192 flares can be installed.&lt;br /&gt;
*'''MAW''' - Missile Approach Warning system.&lt;br /&gt;
*'''AMASE''' - Apache Modular Aircraft Survivability Equipment.&lt;br /&gt;
*'''ATASK''' - Air-To-Air Starstreak missiles and Infrared Counter Measures.&lt;br /&gt;
&lt;br /&gt;
When unlocked, flares are not installed - this requires '''MAW''' (tier II) module to be researched and installed, this provides up to 72 Flares. The next module called '''AMASE''' (tier III) provides up to 192 Flares, the additional 120 Flares are installed on the wingtips of the helicopter. Then the last module called '''ATASK''' (tier IV) allows for the installation of a maximum of four Starstreak missiles, with two mounted on each wing tip, 30 Flares &amp;amp; an IRCM module.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in a helicopter, the features of using the helicopter 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;
'''Overview:'''&lt;br /&gt;
&lt;br /&gt;
The AH Mk.1 is functionally identical to the American [[AH-64D]] Apache, besides its use of the Starstreak missile system which replaces the [[AIM-92 Stinger]]. The Apache is an excellent helicopter for attacking ground targets, and can also hold its own against many enemy aircraft. The AH Mk.1 in particular has superior air-to-air and air-to-ground capability due to the Starstreak. Through adequate use of cover, teamwork, and game sense, the Apache can easily dismantle enemy teams. An Apache pilot must understand all of the tools at their disposal.&lt;br /&gt;
&lt;br /&gt;
The Apache has an arsenal of weapons. The most effective anti-tank weapon in the Apache's arsenal is the AGM-114 Hellfire, which uses a top attack trajectory to destroy ground vehicles. There is functionally very little difference between the AGM-114B and K variants, used on early and late Apaches respectively.&lt;br /&gt;
&lt;br /&gt;
'''Staying Alive:'''&lt;br /&gt;
&lt;br /&gt;
Flying the Apache effectively can be more difficult than most players would imagine, processing information from optical sights, radar displays, and the radar warning receiver all at once can lead to information overload. If distracted by irrelevant information, a pilot can quickly lose situational awareness. Being successful in the Apache requires situational awareness above all else. Due to the fragility of the helicopter, any blindspot can lead to a quick and sudden death. Additionally, the mobility of the Apache is adequate but not impressive, so evasive manoeuvres are not always effective.&lt;br /&gt;
&lt;br /&gt;
Using cover is a very important part of staying alive in the Apache. Always stay behind a hill or building in ground battles. When exposing yourself in order to fire on the enemy, be mindful to not gain too much altitude. Most importantly, ''Always listen to your RWR and MAW.'' If you hear an alarm, take evasive action immediately.&lt;br /&gt;
&lt;br /&gt;
The biggest improvement of the later Apache variants is the ability to mount the Longbow radar system. This system, if used properly, will help maintain situational awareness.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is important to know when to use flares. Flares are extremely effective against heat-seeking missiles, but useless against any other missiles. It is the responsibility of the Apache pilot to recognize the threat and decide whether to use flares or not. For Apaches with MAW (missile alert warning), there is an option for flares to be dispensed automatically.&lt;br /&gt;
&lt;br /&gt;
'''Using the Longbow Radar:'''&lt;br /&gt;
&lt;br /&gt;
The radar of the Apache should be used as a secondary tool when engaging ground targets. When using the A-G mode with the radar all you have to do is select the target you want to lock on and then lock the target, this will lock your target with the FLIR camera allowing you to designate your laser. With this you can ripple fire hellfires and change your targets quickly without even having to spot them with your eyes. The radar is also useful in detecting enemy aircraft. By using the multi-function menu to switch radar mode, the radar will begin to search for air rather than ground targets. Keeping track of enemy aircraft is vital to survival in the Apache, as any plane can make quick work of the Apache if the helicopter is unprepared.&lt;br /&gt;
&lt;br /&gt;
'''Air-to-Air (Starstreak and Gun):'''&lt;br /&gt;
&lt;br /&gt;
The Apache is surprisingly potent in air-to-air combat. Engagements should be conducted primarily through the use of the Starstreak missile. The Starstreak is an incredibly fast missile (the fastest in the game by far) and has a range of around 7 km. The Starstreak's greatest weakness is the lack of a proximity fuse, requiring a direct hit to kill. To guide the Starstreak, simply acquire lock on the target and guide it similarly to a SACLOS ATGM. It can be difficult to hit planes, but it will easily dispatch helicopters.&lt;br /&gt;
&lt;br /&gt;
If the enemy gets close, the 30 mm autocannon can be extremely effective. The gun will automatically aim with optical lock, so Apache pilots can aim accurately while taking evasive manoeuvres.&lt;br /&gt;
&lt;br /&gt;
'''Close Range Air-to-Ground (Gun and Rockets):'''&lt;br /&gt;
&lt;br /&gt;
At close range, the Apache has excellent offensive capability. The 30 mm autocannon is incredibly accurate even at surprisingly far distances. This cannon uses a High Explosive Dual Purpose round that can engage lightly armoured targets. Rocket pods can also be used, with the CCIP computer helping maintain accuracy even at further distances. Be careful when trying to use the Hellfire missile at close range. It can do a direct attack at closer ranges (rather than its usual top attack) but if fired at an odd angle, it may not have time to manoeuvre onto the target if fired at closer ranges.&lt;br /&gt;
&lt;br /&gt;
The problem with trying to engage at close range is that doing so will put the Apache in huge amounts of danger. Enemy tanks will be able to quickly destroy the Apache with their main guns or anti-aircraft machine guns.&lt;br /&gt;
&lt;br /&gt;
[[File:HellfireTrajectory.png|thumb]]&lt;br /&gt;
'''Long Range Air-to-Ground (Hellfire and Starstreak): '''&lt;br /&gt;
&lt;br /&gt;
At longer ranges, the Hellfire missile can be used to full effect. The Hellfire will guide on its target as shown in the attached diagram. This is known as top attack. Being that it takes this path to the enemy target, the Hellfire can take upward of 30 seconds to reach its target at longer ranges. Do not fire at enemies that are about to move to cover, and make sure to fire multiple missiles at once in order to deal maximum damage. Because the Hellfire is laser guided, multiple missiles can be fired at once. They should be fired at intervals of 5-10 seconds, where between missiles the Apache can switch to a new ground target. This will allow for the quick destruction of multiple enemies. This tactic can be incredibly effective. Although the time to target for the most recently fired Hellfire is available on the HUD, pilots will have to keep track of all the missiles they have fired by memory and quick calculations.&lt;br /&gt;
[[File:HellfireSequenceDemonstration.mp4|left]]&lt;br /&gt;
&lt;br /&gt;
On the AH Mk.1, the Starstreak missile can also be used in the air-to-ground role. It is most effective when used against enemy anti-aircraft vehicles. The enemy anti-aircraft vehicles will generally be lightly armoured, so the Starstreak should be able to penetrate their armour. Most impressively, the Starstreak missile is faster than any other Surface-to-Air missile in the game, so it is very effective at surprising enemy anti-aircraft vehicles. The use of the radar warning receiver is important for finding enemy anti-air vehicles.&lt;br /&gt;
{{Clear}}&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;
* Excellent ground attack armaments like the unique Hellfire missile and accurate 30 mm cannon, as well as the Starstreak missile against light targets.&lt;br /&gt;
* Excellent anti-helicopter ability with the Starstreak, can compete with [[Ka-50]] and [[Ka-52]].&lt;br /&gt;
* Adequate speed and manoeuvrability.&lt;br /&gt;
* Advanced countermeasure system with Radar Warning Receiver and Missile Alert Warning.&lt;br /&gt;
* Good overall durability with two pilots.&lt;br /&gt;
* Longbow radar.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Easily destroyed by [[Ka-50]] and [[Ka-52]], and enemy airplanes.&lt;br /&gt;
* Hellfire missiles have a long time to target.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the helicopter 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 helicopter;''&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 helicopter;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Westland}}&lt;br /&gt;
{{Britain helicopters}}&lt;/div&gt;</summary>
		<author><name>U27442702</name></author>	</entry>

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