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		<id>https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71187</id>
		<title>Phantom FGR.2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71187"/>
				<updated>2020-09-17T20:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Pros and cons */ I've noticed in the latest revision my additions to the pros and cons are missing. I've added them in again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=f-4m_fgr2}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-4 Phantom II (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''', also known as the '''F-4M''', is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]]. It is a British version of the American F-4 Phantom II.&lt;br /&gt;
&lt;br /&gt;
Although at first glance the F-4M appears very similar to its American counterpart the [[F-4C Phantom II]], there are a number of major visual and performance differences between the two aircraft. Phantoms produced for the RAF were redesigned to use British Rolls-Royce Spey turbofan engines, instead of the General Electric J79 turbojet engines found on American Phantoms. The British engines produced more thrust than the American engines, but were larger; as a result, the fuselage of British Phantoms was modified to be slightly wider than on the American models. In addition, the Phantom FGR.2 has larger air intakes than the F-4C, in order to allow for the increased airflow required by the new engines. The rear of the Fuselage is also significantly different on the Phantom FGR.2; the engines are noticeably angled downwards, and due to the different afterburner arrangement on the Spey engines the exhaust ports and the surrounding area were redesigned. Most distinctively, the Phantom FGR.2 has a squared-off tail and lacks the under-nose probe of the F-4C.&lt;br /&gt;
&lt;br /&gt;
In game these changes mean that the Phantom FGR.2 has much better low altitude acceleration and climb rate, compared to the [[F-4C]], as a result of the more powerful engines. In games you will usually see the Phantom FGR.2s get off the ground and to altitude quicker than the F-4Cs; however due to the increased drag of the redesigned fuselage, and the performance characteristics of the Spey engines, it does not perform quite as well as the F-4C at high altitude, and cannot reach the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
[[File:FGR.2 fenris 001.jpg|400px|thumb|right|]]&lt;br /&gt;
The Phantom FGR.2 is a large and heavy aircraft (more than twice the weight of a MiG-21), but there are times when you would hardly know it. The Phantom's two Rolls-Royce Spey turbofans are the most powerful jet engines in the game and give it an incredible thrust to weight ratio, leading to the Phantom FGR.2 being the fastest accelerating, and flat out fastest aircraft in the game at low altitude, while also being a strong contender for the fastest climbing. On take-off even stock FGR.2s will be the first aircraft to get off the ground and make it top the end of the runway (usually be a decent margin); while in terms of flat out speed a fully upgraded FGR.2 will push Mach 1.22 along the deck, a good bit faster than any other aircraft. The Phantom also climbs incredibly well, when loaded with 20m of fuel, missiles and a gun pod it can accelerate past Mach 1 in a 20° climb and even gain speed in a 50° climb (until it reaches about 2,000 m altitude); only few aircraft make it to altitude as fast as / faster than the FGR.2.&lt;br /&gt;
&lt;br /&gt;
While the Phantom FGR.2 is certainly not the most manoeuvrable fighter in the game it can prove to be more agile than you would expect at low altitude. While you shouldn't be getting into full blown turn fights the Phantom handles very nicely when down low and can pull some manoeuvres with surprisingly little speed loss (mainly thanks to the amount of engine power you have).&lt;br /&gt;
&lt;br /&gt;
Where the Phantom FGR.2 suffers is at higher altitudes, the Spey engines perform worse at altitude and the structural changes to accommodate them caused increased drag; this makes it slower than the American [[F-4C]]. At high altitude the FGR.2 loses the agility it had at lower altitude, and  generally does not handle as nice. While it is still flyable evasive manoeuvrers become harder and the turn radius is much larger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,667 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,195 || 2,158 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 26.8 || 177.3 || 167.0 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,351 || 2,268 || 25.5 || 26.0 || 245.5 || 210.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:FGR2 full ordnance.jpg|thumb|400x400px|Phantom FGR.2 with multi-role ordnance]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 625 || 463 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 810 || &amp;lt; 750 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Spey 203 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 14,140 kg || colspan=&amp;quot;2&amp;quot; | 407 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,860 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 15,747 kg || 18,667 kg || 20,015 kg || 25,400 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,120 kgf || 9,031 kgf&lt;br /&gt;
| 1.15 || 0.97 || 0.90 || 0.71&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,120 kgf&amp;lt;br /&amp;gt;(0 km/h) || 10,331 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.31 || 1.11 || 1.03 || 0.81&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
Much like the older [[F-4C]] variant, the British {{PAGENAME}} is without any armour protection whatsoever - the weight savings allow the aircraft to take on more fuel or ordnance while utilising speed as its best defence. This fighter packs numerous fuel tanks, while some are located in the leading edges of the wings, the majority of the fuel tanks are located within the fuselage packed around the engines and behind the cockpit. The control lines for the {{PAGENAME}} run from the cockpit down the length of the upper fuselage to the tailplane, relatively exposed to enemy gunfire.&lt;br /&gt;
&lt;br /&gt;
Fighters attempting to take down a {{PAGENAME}} should try to force it to bleed its energy in a turn with missiles - a slow Phantom is a vulnerable Phantom. Autocannons and missiles will be most effective for disabling or destroying critical components, but smaller rockets such as [[M/55]], [[SNEB Type 23]] or [[FFAR Mighty Mouse]] unguided rockets fired in salvos during a head-on engagement may cause enough of a scattered grouping that a {{PAGENAME}} may not be able to avoid them all and fly into at least one.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.I (1,000 lb)|AIM-7E Sparrow|AIM-9D Sidewinder|SNEB type 23|M61 (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 M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 8 x 1,000 lb G.P. Mk.I bombs + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (8,000 lb total)&lt;br /&gt;
* 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
Like the [[F-4C]] the Phantom FGR.2 lacks any internal guns; instead relying on an M61 Vulcan rotary cannon, mounted centrally under the fuselage. The cannon is angled downwards at about 1°, coupled with the position of the gun under aircraft this makes aiming slightly more difficult than on other aircraft; the gun also has a wide bullet spread. A benefit of the rotary cannon is that it can fire all 1,200 rounds of ammo before it can overheat and jam. Unlike the F-4C the Phantom FGR.2 can only carry a single gunpod.&lt;br /&gt;
&lt;br /&gt;
In terms of other suspended weaponry, the Phantom FGR.2 falls far behind the F-4C, having 6 loadout options compared to the F-4C's 21. It has a more limited choice of bombs, carries fewer rockets and cannot carry Bullpup air to ground missiles.&lt;br /&gt;
&lt;br /&gt;
In terms of air to air missiles the Phantom FGR.2 can carry four [[AIM-9D]] Sidewinder missiles, and four [[AIM-7E Sparrow]] radar-guided missiles.; as opposed to the F-4C's choice of [[AIM-9B]] and [[AIM-9E]] Sidewinders. The AIM-9D is very similar to the AIM-9E in some ways outperforms it; the AIM-9D can pull 16 G instead of 10 G and is faster, with a more powerful rocket motor. The AIM-9E, however, can be slaved to the Phantom's radar unlike the AIM-9D and may track better. The AIM-7E Sparrow is radar-guided which means it uses semi-active radar homing to find and track the target. It can pull up to 15 G but it is recommended for longer range engagement, e.g lock a target and fire from up to around 8 km away, because the Sparrow is all-aspect and people in aircraft without RWR (radar warning receiver) will not know it is even coming if they are not situationally aware. This means that you can launch Sparrows at people who will never even see the missile coming. Although good for medium to longer range engagements the Sparrow is not very good at making sudden changes to it's flightpath and it takes a while to start tracking opponents, so you are better off switching to your AIM-9D Sidewinder short-range infrared homing missiles (using the new [[Weapons selector|weapon cycle function]]). &lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thing which sets the Phantom FGR.2 apart from other jets is the sheer power of its engines (the most powerful in the game); this gives it incredible speed, acceleration and climb rate, especially at low altitude. The engines are however very fuel hungry, leading to a decision needing to be made about the fuel load you take. It may be tempting to take the 7 minute load to maximise flight performance, although this is ill advised as this will only give you a little over three minutes of flight time when using the afterburner, even if you only use the afterburner sparingly the 7 minutes fuel load will still limit your endurance quite significantly, and can often lead to you having to return to base sooner than you would want to. It is usually best to pick 20 minutes of fuel; this should give adequate endurance for the majority of games, and although the aircraft feels noticeably heavier than with 7 minutes of fuel it still performs incredibly well.&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought on how to fly the Phantom FGR.2 to best make use of its advantages. One is to start the game by climbing to high altitude, and the other is to maintain low altitude throughout the game. Most games will use a mixture of both tactics i.e. starting the game by climbing high to get long range missile kills, then dropping down to low altitude to make use of your best-in-class low altitude performance.&lt;br /&gt;
&lt;br /&gt;
; Start by climbing&lt;br /&gt;
&lt;br /&gt;
The Phantom FGR.2 is one of the best climbing aircraft in the game; some players prefer to use this to their advantage and get to altitude at the start of the game in order to be above the vast majority of enemy aircraft. When choosing to play this way a good climbing technique is to take off on full afterburner straight into either a 20° or a 30° climb, depending on if you value speed or altitude more. A spaded Phantom FGR.2 with 20m of fuel the cannon pod and 4 x [[AIM-9D]] and 4x [[AIM-7E Sparrow|AIM-7E]] (the recommended load-out for most players) will accelerate to &amp;gt; Mach 1 in a 20° climb and reach 5,000 m about 1 minute 10 seconds after leaving the ground; by comparison in 30° climb it will reach 5,000m in about 55 seconds after leaving the ground, albeit travelling at only Mach 0.8. The choice of which climb profile to follow (or make your own) is up to you; 30° will get you to altitude quicker and in less horizontal distance, but at the expense of speed; on larger maps you may wish to take the 20° to get to the battle area quicker, it depend on your play-style; there are also other situations where having more speed once you get to altitude is desirable.&lt;br /&gt;
&lt;br /&gt;
Everything varies depending on your play-style and the situation in battle, but as a rough guide if you want to learn the climbing play style: it is advisable to climb to somewhere between 5,000 m and 10,000 m (usually closer to 5,000 m). At these altitudes the Phantom has a lot worse handling than it does at low level, evasive manoeuvres are harder and turning radius is greatly increased. This altitude however is ideal for getting long range kills with the [[AIM-9D]]. Once at altitude you can skirt around the edge of the main combat area and attempt to get behind some players of the enemy team; and chose your target.&lt;br /&gt;
&lt;br /&gt;
Beyond 5.5 km you will only be able to lock on to targets which have their afterburner on, and as the AIM-9D is a rear-aspect missile the missile will need to stay in their rear aspect in order to track them (or under some conditions side on to them). Missiles track best when the target is against a background of clear sky, so ideally find a high flying lone target to lock on to; if you are behind an afterburning target then it is possible to obtain a lock up to 13 - 14 km away under ideal conditions (although 7 - 9 km is much more common in battle). The AIM-9D excels at long range engagements however there are inherent risks when engaging targets at extreme ranges; the missile's flight time can reach / exceed 20 seconds, plenty of time for the target to do something such as turn around so the missile is facing them front on and can no longer track, or turn of their afterburner while the missile is still too far away to track without it. Another option is to get behind low flying jets and drop AIM-9Ds down onto them from altitude, this can be very successful, but targets at lower altitudes find it easier to dodge missiles than in the thin air at higher altitudes, and the missiles can find it harder to track targets which have the ground behind them (as opposed to open sky).&lt;br /&gt;
&lt;br /&gt;
You will generally not want to spend your whole game at altitude, so when appropriate you can dive on enemy players and use your deadly cannon in &amp;quot;boom &amp;amp; zoom&amp;quot; attacks. At any time you can also drop back down to low altitudes and make use of the tactics in the next section.&lt;br /&gt;
&lt;br /&gt;
; Staying low&lt;br /&gt;
&lt;br /&gt;
[[File:R-60 Dodge Phantom PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Phantom player view)]]&lt;br /&gt;
[[File:R-60 Dodge Missile PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Missile view)]]&lt;br /&gt;
At high altitudes the Phantom becomes much less manoeuvrable, and to some extent loses its raw performance advantage compared to other top tier jets. Therefore an alternative theory on how to best use the Phantom is to stay al low altitude (&amp;lt; 2,000 - 3,000 m), where the Phantom feels much more responsive to fly and its flight performance largely exceeds that of the aircraft it fights against. Gameplay at low altitude tends to be less missile focused than at high altitude, mainly due to the enemy aircraft generally being close to you and the AIM-9Ds not working that well when fired from less than 2 km away.&lt;br /&gt;
&lt;br /&gt;
You will develop your own tactics, but a good place to start is by building as much speed and climbing to no more than around 2,000 m, then fly to the side of the combat area and loop round to get behind some of the enemy (due to your incredible speed this won't take long at all), you can use your missiles against more distant targets or engage with the gun pod. It is recommended to keep your speed up, so engage a target, break away and then come back around for another pass. Your aircraft handles at its best below about 2,000 m and at speeds of around 700 - 1,000 kph. You can hold your speed well in turns (mainly down to the incredibly powerful engines), but the Phantom is still far from the most manoeuvrable aircraft, so turning engagements are not recommended. MiGs will often try to pull you into vertical manoeuvres, your engines do have enough thrust to let you attempt to follow them if you really need to, but it is seldom recommended as you will not usually be able to get guns or missiles on the MiG and it will leave you vulnerable to attack from other aircraft. &lt;br /&gt;
&lt;br /&gt;
When partaking in the low altitude brawl you need to maintain good situational awareness, you can outrun any other jet in a straight line, but if you get caught up in a dog fight all it takes is one MiG-21 with [[R-60|R-60s]] slotting onto your tail to ruin your day. The MiG-21s equipped with [[R-60|R-60s]] are probably your biggest threat, but they can be managed. For starters the R-60 will rarely hit you if it is fired from more than 2 - 2.5 km away; if one is fired at you from within 2 km then you will not always be able to dodge it depending on the situation, but there are techniques you can use to significantly increase your chances. The first technique is to turn one way when the missile is fired, then roll the aircraft 180° and turn hard the other way, this will often throw the missile off if done right, but can cause you to lose some speed. Another technique is to pull the aircraft into a tight barrel roll; missiles can find it very hard to follow targets through a barrel roll manoeuvre; this manoeuvre can be a bit harder to do and cannot be done in some situations, but once mastered can be very effective and potentially lead to less speed loss than the previous method. See the videos to the right for an example of dodging R-60s with a barrel roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
The order in which modifications are unlocked on the Phantom FGR.2 will depend to some extent on how one would like to play the aircraft. The [[AIM-9D]] missiles are among the best available to top tier jets, and so most fans of missile combat will likely want to unlock them as soon as possible. If missiles are not desired then it may be wise to instead focus on unlocking the 20 mm belts and new 20 mm cannon modification, to make the spread of the gun less extreme and more usable; and if one plans to use it as a ground attacker, then the ordnance options are the obvious choice (although the FGR.2 does not excel in this role to the same extent as its American counterpart). When equipped with its 8 x 1,000 lb bombs the FGR.2 becomes highly potent bomber; using its low altitude performance to get to enemy bases incredibly quickly, it is possible to unlock the bombs and use this tactic to speed up unlocking other modifications, although the FGR.2 is a capable fighter when stock so this is not a necessity.&lt;br /&gt;
&lt;br /&gt;
Even when stock the Phantom FGR.2 is just about the best-performing aircraft in the game at low altitude; with this in mind flight performance upgrades are not as much of a priority as on other aircraft, so weapons upgrades can be prioritised. When unlocking flight performance upgrades one may wish to focus on engine upgrades to further improve the FGR.2's incredible acceleration and climbing performance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
| Flares&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Airframe&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| AIM-9D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
|AIM-7E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Possible modules to prioritise (depending on play-style of the pilot)&lt;br /&gt;
&lt;br /&gt;
* Powerful missiles - '''AIM-9D''' module&lt;br /&gt;
&lt;br /&gt;
* Ammunition variety - '''Offensive 20 mm''' module&lt;br /&gt;
&lt;br /&gt;
* Ground attack - '''1,000 LB GP''' module for larger bombs followed up with '''Matra SNEB''' module for unguided rockets&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;
[[File:FGR.2 fenris 003.png |400px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* One of the fastest aircraft in the game in both top speed and acceleration, especially at low altitude (just above sea level it can reach ~ Mach 1.17 when stock and ~ Mach 1.22 when spaded)&lt;br /&gt;
* One of the fastest climbing aircraft in the game&lt;br /&gt;
* Carries the [[AIM-9D]] air-to-air missiles- excels at long range engagements up to 6km &lt;br /&gt;
* Carries the [[AIM-7E Sparrow|AIM-7E]] air-to-air missiles&lt;br /&gt;
* Multi-role capabilities with [[Ballistic Computer|CCIP and CCRP]] &lt;br /&gt;
* Can equip flares&lt;br /&gt;
* Very high rate of fire from the rotary canon, plenty of ammunition and does not jam&lt;br /&gt;
* Has tail-hook- ability to land on aircraft carriers&lt;br /&gt;
* Has a drogue chute to aid in braking upon landing&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gun pod is slightly angled downwards and has very wide bullet spread when stock, although this can be useful in some situations, it can make the gun hard to aim in others&lt;br /&gt;
* Gun pod cannot be fired while the landing gear is down&lt;br /&gt;
* Missiles are tier 3 upgrade modification which needs to be researched&lt;br /&gt;
* The AIM-9D's are below average compared to other missiles in the game such as the AIM-9J, Magic 1 and R60, in short range engagements &lt;br /&gt;
* Large target compared to other aircraft such as the [[MiG-21 F-13]]&lt;br /&gt;
* Due to large weight it requires a high landing sped (~350 kph), can be tricky to land for players new to the fighter (especially on aircraft carriers)&lt;br /&gt;
* Not quite as good at high altitude as the [[F-4C]]&lt;br /&gt;
* Taking minimum fuel leaves the aircraft with very limited battle endurance (especially with use of the afterburner), while the 20 min fuel option noticeably impacts handling&lt;br /&gt;
* Missiles cannot be fired while pulling more than 4 G's, and when flying at high speed even gentle manoeuvres will cause exceed that limit&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
From the late 1950s onwards the British Government began looking to replace a number of its early second-generation jet aircraft. The RAF was looking to replace the [[Canberra_(Family)|English Electric Canberra]] in the  long-range interdictor role, and the [[Hunter_(Family)|Hawker Hunter]] in the close air support role; meanwhile the Royal Navy was looking to replace their de Havilland Sea Vixens in the fleet air defence role&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot;&amp;gt;Wikipedia: McDonnell Douglas Phantom in UK service&amp;lt;/ref&amp;gt;. Two aircraft programs were started to produce suitable replacements; the BAC TSR-2 was to be a highly advanced strike and reconnaissance aircraft to replace the Canberra. Meanwhile the Hunter and the Sea Vixen would be replaced by different versions of the P.1154; a Mach 2 capable VTOL aircraft developed from the P.1127 (the predecessor of famous Harrier Jump Jet). The Navy were not entirely happy with the idea of the navalised P.1154, believing that it did not suit their needs; and in 1964 they dropped out of the programme, deciding to purchase the F-4 Phantom from America instead. In the same year a new government was elected and in 1965 cancelled both the TSR-2 and P.1154 programmes on cost grounds, leaving the RAF without its much needed Canberra and Hunter replacements. The Government announced a plan to purchase the F-111K from America to replace the TSR-2 program (the F-111K would also eventually be cancelled on grounds of cost), while the Hunter would be replaced by F-4 Phantoms from America&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot;&amp;gt;Burke 2016&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Both the Royal Navy and RAF were now set to purchase the F-4 Phantom. The RAF could have operated standard F-4 Phantoms (and to some extent would have preferred to)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;, however the aircraft was going to need modifications in order to be able to operate off of the UK's aircraft carriers, which were smaller than the ones Phantoms usually operated from. In a bid to help the British aviation industry (which had been hurt by a number of cancelled programmes), and make the aircraft suitable for use by the Royal Navy it was agreed that all UK Phantoms would be significantly modified, by British companies, from their US counterparts. The most notable change would be the replacement of the American J79 turbojet engines with larger and more powerful Rolls-Royce Spey turbofans; a modified rear fuselage to accommodate the new engines would also be built by BAC, and the aircraft's radar system would be built under license by Ferranti&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It was decided that the UK Phantoms would be based off of the F-4J, which was then the primary version in service with the US Navy at the time&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. As the RAF and Royal Navy had differing requirements it was decided that two variants of the UK Phantom would be designed: the first variant, for the Royal Navy, would be designated F-4K or Phantom FG.1; while the RAF variant would be developed from the navy variant and be designated F-4M or Phantom FGR.2. Work began on modifying the F-4J to meet the Royal Navy's needs; the nose radome had to be made to hinge 180 degreed, to allow the Phantom fit on the smaller deck elevators of British carriers, and a telescopic nose gear was installed to allow the aircraft to sit pitched nose-up on the flight deck (by up to 11°), reducing take-off distance&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The new engines were installed at a slight downwards angle to further increase take-off performance and the rear fuselage to be redesigned to both accommodate the new engines and cope with the increased heat they produced; the air intakes also had to be made larger, and additional intake doors added in the fuselage to provide the Speys with the airflow they required&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. Many other small changes were also made to UK Phantoms. The first F-4K prototype flew on 27 June 1966, with the First F-4M prototype flying on 17 February 1967.&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The first F-4Ks were delivered in April 1968 and were designated Phantom FG.1, early the following year they began test flights from HMS Eagle and the USS Saratoga. During the testing the intense heat produced by the downward-angled Spey engines, while the afterburner was engaged, caused the flight deck plating of the USS Saratoga to buckle&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. On-board HMS Eagle heavy-duty steel plating had to be welded to the flight deck; and be cooled using water from the ship's fire hoses between flights, in order to stop it from melting&amp;lt;ref name=&amp;quot;SearlesPhantom&amp;quot;&amp;gt;Searles n.d.&amp;lt;/ref&amp;gt;. When the HMS Ark Royal was upgraded to operate Phantoms it had to have water-cooled blast deflectors and decking installed to prevent the Phantom's engines from damaging the flight deck &amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. HMS Ark Royal had finished its refit in 1970, by which point the refit of HMS Eagle had been cancelled, along with plans to build two additional aircraft carriers. With the Navy now only having one carrier capable of operating Phantoms it was decided to reduce the Navy's Phantom fleet down to 28 aircraft, with the other 20 FG.1s being transferred to the RAF. The remaining Royal Navy Phantoms would serve on the HMS Ark Royal (R09) until her retirement.&lt;br /&gt;
&lt;br /&gt;
The first F-4Ms entered RAF service in May 1969, filling the role of tactical strike aircraft; they were given the designation Phantom FGR.2 (with FGR standing for Fighter/Ground attack/Reconnaissance). The RAF's Phantom FGR.2 was overall very similar to the Navy's FG.1 variant, but had a number of changes; they used a slightly different version of Spey engines (the FG.1 had faster afterburner engagement to aid with aborted landings on aircraft carriers), and naval features like the telescopic nose gear, slotted tail, and cockpit-controlled wing folding were dropped. The FGR.2 also had different avionics, the radar was slightly different and additional functionality such as an inertial navigation / attack system was added, as well as modification needed to allow the FGR.2 to use a gun pod and reconnaissance pod, among other changes&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot;&amp;gt;Gledhill 2017&amp;lt;/ref&amp;gt;. Both the FGR.2 and FG.1 would later be modified with squared off tails, holding a radar warning receiver.&lt;br /&gt;
&lt;br /&gt;
In 1970 Phantom FGR.2s were deployed to West Germany to serve the roles of ground attack, interdiction, and reconnaissance; while English Electric Lightnings covered bomber interception. Over the years it was determined that the increased range and weapons payload of the Phantom made it a better fit for defending the UK's airspace, than the Lightning; so from 1974 onwards Phantoms began to be withdrawn from Germany to serve in air defence roles; they were replaced in the Close Air Support role by the SEPECAT Jaguar. The Phantoms took over more and more of the air defence role from the Lightning; however the Lightning would remain in service until 1988 (retiring only a few years before the Phantoms). The Phantom FG.1s were withdrawn from Royal Navy service in 1978, with the decommissioning of HMS Ark Royal, and were transferred to the RAF to serve in air defence roles. The Phantoms were replaced in Navy service by the Harrier Jump Jet, which was able to operate from the Navy's new Invincible-class aircraft carriers.&lt;br /&gt;
&lt;br /&gt;
Following the Falklands War in 1982 the UK deployed a Squadron of FGR.2s to defend the Falkland Islands from any future attack; however this left a gap in the Air defence of the UK Mainland. It was decided to purchase 15 more F-4Js from America to fill this gap. The F4-Js were upgraded to F-4S standard and entered service with the RAF on 19 October 1984 under the designation Phantom F.3 or F-4J(UK)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. The Phantom remained the UK's primary Air defence aircraft until it was gradually replaced by the Panavia Tornado; the last FG.1s retired on 30 January 1990, the last F.3s retired on 31 January 1991, and the FGR.2 left RAF service on 1 November 1992. The FGR.2 was due to retire earlier however just before retirement it was called back into service to defend RAF Akrotiri, on Cyprus, during the First Gulf War&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A total of 48 Phantom FG.1s, 118 Phantom FGR.2s and 15 Phantom F.3s were built&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Further development plans===&lt;br /&gt;
Prior to the Phantom's retirement from RAF service there had been a plan to retrofit them with an upgraded version of the Spey engine. A program was started to design the new engines; they would have various improvements, the most notable of which being new turbine blades, reportedly manufactured from a single metal crystal&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot;&amp;gt;SSC Programme Ltd 1997&amp;lt;/ref&amp;gt;. These blades would increase the operating life of the engines under normal conditions, but also give the option of operating the engines at higher temperatures, and thus higher thrust (although this would come at the expense of reduced engine life). These engines were known as Spey 205s and had a maximum thrust of 25,000 lb (11,340 kgf)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, compared to 20,515 lb (9,305 kgf) for the regular Spey engines; although it is unclear if they would be used at this thrust rating while in service. With the Phantom retired the Spey 205 programme was cancelled, and no engines were produced under the Spey 205 name; however 12 Spey 202 engines had been upgraded to Spey 205 standard for testing (and are now generally referred to as Spey 205s, or Spey 202 hybrids)&amp;lt;ref name=&amp;quot;BourneSSC&amp;quot;&amp;gt;Bourne 1997&amp;lt;/ref&amp;gt;. It is known that after the programme was cancelled two of the Spey 205 prototypes, along with two standard Spey 202s were obtained by the ThrustSSC programme (the world's fastest car)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, although reports vary on whether the car was fitted with Spey 202s or 205s when it completed its record-breaking run.&lt;br /&gt;
&lt;br /&gt;
===Comparison with American Phantoms===&lt;br /&gt;
The Rolls-Royce Spey engines gave British Phantoms notably different performance to their American counterparts. At low altitude British Phantoms accelerated faster than standard F-4Js and had a higher top speed; it was estimated that they had a 30% shorter take-off distance and a 20% faster climb to altitude&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The Spey turbofan engines were also more fuel efficient than the J-79 turbojets, giving British Phantoms a 10 - 15 % increase in range compared to American aircraft&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot; /&amp;gt;. The main drawback of the British design was that the reshaped fuselage produced more drag than the original design, meaning that at high altitude British Phantoms were slower and performed worse than their American counterparts (British Phantoms topped out at about Mach 1.9 at altitude, while American Phantoms could reach Mach 2.1)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;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;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|DXovE9BD1a0|'''Should You Buy the Phantom FGR.2''' - ''Sako Sniper''|03iOjLo81uU|'''British Phantom FGR.2 Gameplay review war thunder''' - ''Sgt. Vittie''|nrfff8Y8pK8|'''War thunder Phantom FGR.2''' - ''riko toho''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other variants in-game&lt;br /&gt;
&lt;br /&gt;
* [[F-4C Phantom II]] - U.S. Air Force variant multi-role fighter-bomber which could be outfitted with various autocannons, rockets, missiles and bombs. This aircraft is an effective fighter, ground-attacker and bomber. One of the fastest fighters currently available in War Thunder.&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 F-13|MiG-21]]&lt;br /&gt;
* Shenyang [[J-7II]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:McDonnell_Douglas_Phantom_in_UK_service|[Wikipedia&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; McDonnell Douglas Phantom in UK service]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
'''Citations'''&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bibliography'''&lt;br /&gt;
&lt;br /&gt;
* Bourne, Nigel. (1997). Development of the Rolls-Royce Military Spey Mk202 Engine. Retrieved from [http://www.thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Burke, Damien. (2016). McDonnell-Douglas/BAC F-4K/M Phantom II. Retrieved from [https://www.thunder-and-lightnings.co.uk/phantom/history.php Thunder and Lightnings]&lt;br /&gt;
* Gledhill, David. (2017). Phantom in the Cold War: RAF Wildenrath 1977 - 1992. Barnsley: Pen &amp;amp; Sword Aviation.&lt;br /&gt;
* Searles, Dick. (n.d.). HMS Eagle Deck Trials 1969. Retrieved from [https://www.phantomf4k.org/video-library/hms-eagle-deck-trials-1969 Phantom F4K - Fleet Air Arm Royal Navy]&lt;br /&gt;
* SSC Programme Ltd. (1997). The Story of the Rolls-Royce Spey. Retrieved from [http://thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Wikipedia. (n.d.). McDonnell Douglas Phantom in UK service. Retrieved from [https://en.wikipedia.org/wiki/McDonnell_Douglas_Phantom_in_UK_service Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71087</id>
		<title>AIM-7E Sparrow</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71087"/>
				<updated>2020-09-16T16:21:00Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Pros and cons */ added to the pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''The AIM-7E's are a medium-range, semi-active-radar-homing air-to-air missile. They were introduced into the game in update [[Update &amp;quot;Raining Fire&amp;quot;|1.101 &amp;quot;Raining Fire]]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:FGR 2 with sparrows.jpg|thumb|263x263px|Phantom FGR.2 carrying AIM-7E sparrows ]]&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|f-104s}}&lt;br /&gt;
* {{Specs-Link|f-4e}}&lt;br /&gt;
* {{Specs-Link|f-4ej}}&lt;br /&gt;
* {{Specs-Link|f-4k}}&lt;br /&gt;
* {{Specs-Link|f-4m_fgr2}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''A brief evaluation of the AIM-7E's characteristics and combat effectiveness.'' &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* The ability to launch the missile through clouds (all weather)&lt;br /&gt;
* Can engage targets at long distances &lt;br /&gt;
* Can attack a target facing any direction&lt;br /&gt;
* Has a good amount of G-overload &lt;br /&gt;
* Can achieve very high speeds- Mach 4 &lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Reliant on the radar- cannot be used if there is no radar lock&lt;br /&gt;
* Cannot be used at low altitudes due to radar clutter&lt;br /&gt;
* Can sometimes fail to track &lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''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 article about the variant of the weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71086</id>
		<title>AIM-7E Sparrow</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71086"/>
				<updated>2020-09-16T16:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Vehicles equipped with this weapon */ I've added to the pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''The AIM-7E's are a medium-range, semi-active-radar-homing air-to-air missile. They were introduced into the game in update [[Update &amp;quot;Raining Fire&amp;quot;|1.101 &amp;quot;Raining Fire]]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:FGR 2 with sparrows.jpg|thumb|263x263px|Phantom FGR.2 carrying AIM-7E sparrows ]]&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|f-104s}}&lt;br /&gt;
* {{Specs-Link|f-4e}}&lt;br /&gt;
* {{Specs-Link|f-4ej}}&lt;br /&gt;
* {{Specs-Link|f-4k}}&lt;br /&gt;
* {{Specs-Link|f-4m_fgr2}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''A brief evaluation of the AIM-7E's characteristics and combat effectiveness.'' &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* The ability to launch the missile through clouds (all weather)&lt;br /&gt;
* Can engage targets at long distances &lt;br /&gt;
* Can attack a target facing any direction&lt;br /&gt;
* Has a good amount of G-overload &lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Reliant on the radar- cannot be used if there is no radar lock&lt;br /&gt;
* Cannot be used at low altitudes due to radar clutter&lt;br /&gt;
* Can sometimes fail to track &lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''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 article about the variant of the weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71085</id>
		<title>AIM-7E Sparrow</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71085"/>
				<updated>2020-09-16T16:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Description */&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;
[[File:FGR 2 with sparrows.jpg|thumb|263x263px|Phantom FGR.2 carrying AIM-7E sparrows ]]&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|f-104s}}&lt;br /&gt;
* {{Specs-Link|f-4e}}&lt;br /&gt;
* {{Specs-Link|f-4ej}}&lt;br /&gt;
* {{Specs-Link|f-4k}}&lt;br /&gt;
* {{Specs-Link|f-4m_fgr2}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&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;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''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 article about the variant of the weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71084</id>
		<title>AIM-7E Sparrow</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71084"/>
				<updated>2020-09-16T15:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Description */  adjusted the scale&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;
[[File:FGR 2 with sparrows.jpg|thumb|246x246px|Phantom FGR.2 carrying AIM-7E sparrows ]]&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|f-104s}}&lt;br /&gt;
* {{Specs-Link|f-4e}}&lt;br /&gt;
* {{Specs-Link|f-4ej}}&lt;br /&gt;
* {{Specs-Link|f-4k}}&lt;br /&gt;
* {{Specs-Link|f-4m_fgr2}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&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;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''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 article about the variant of the weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71083</id>
		<title>AIM-7E Sparrow</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AIM-7E_Sparrow&amp;diff=71083"/>
				<updated>2020-09-16T15:59:02Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Vehicles equipped with this weapon */ adding a picutre of the phantom fgr2 carrying sparrows&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;
[[File:FGR 2 with sparrows.jpg|thumb|280x280px|Phantom FGR.2 carrying AIM-7E sparrows ]]&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|f-104s}}&lt;br /&gt;
* {{Specs-Link|f-4e}}&lt;br /&gt;
* {{Specs-Link|f-4ej}}&lt;br /&gt;
* {{Specs-Link|f-4k}}&lt;br /&gt;
* {{Specs-Link|f-4m_fgr2}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&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;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
''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 article about the variant of the weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:FGR_2_with_sparrows.jpg&amp;diff=71082</id>
		<title>File:FGR 2 with sparrows.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:FGR_2_with_sparrows.jpg&amp;diff=71082"/>
				<updated>2020-09-16T15:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FGR2 Phantom carrying sparrows&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71081</id>
		<title>Phantom FGR.2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71081"/>
				<updated>2020-09-16T15:54:15Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Pros and cons */ updated some of the pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=f-4m_fgr2}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-4 Phantom II (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''', also known as the '''F-4M''', is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]]. It is a British version of the American F-4 Phantom II.&lt;br /&gt;
&lt;br /&gt;
Although at first glance the F-4M appears very similar to its American counterpart the [[F-4C Phantom II]], there are a number of major visual and performance differences between the two aircraft. Phantoms produced for the RAF were redesigned to use British Rolls-Royce Spey turbofan engines, instead of the General Electric J79 turbojet engines found on American Phantoms. The British engines produced more thrust than the American engines, but were larger; as a result, the fuselage of British Phantoms was modified to be slightly wider than on the American models. In addition, the Phantom FGR.2 has larger air intakes than the F-4C, in order to allow for the increased airflow required by the new engines. The rear of the Fuselage is also significantly different on the Phantom FGR.2; the engines are noticeably angled downwards, and due to the different afterburner arrangement on the Spey engines the exhaust ports and the surrounding area were redesigned. Most distinctively, the Phantom FGR.2 has a squared-off tail and lacks the under-nose probe of the F-4C.&lt;br /&gt;
&lt;br /&gt;
In game these changes mean that the Phantom FGR.2 has much better low altitude acceleration and climb rate, compared to the [[F-4C]], as a result of the more powerful engines. In games you will usually see the Phantom FGR.2s get off the ground and to altitude quicker than the F-4Cs; however due to the increased drag of the redesigned fuselage, and the performance characteristics of the Spey engines, it does not perform quite as well as the F-4C at high altitude, and cannot reach the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
[[File:FGR.2 fenris 001.jpg|400px|thumb|right|]]&lt;br /&gt;
The Phantom FGR.2 is a large and heavy aircraft (more than twice the weight of a MiG-21), but there are times when you would hardly know it. The Phantom's two Rolls-Royce Spey turbofans are the most powerful jet engines in the game and give it an incredible thrust to weight ratio, leading to the Phantom FGR.2 being the fastest accelerating, and flat out fastest aircraft in the game at low altitude, while also being a strong contender for the fastest climbing. On take-off even stock FGR.2s will be the first aircraft to get off the ground and make it top the end of the runway (usually be a decent margin); while in terms of flat out speed a fully upgraded FGR.2 will push Mach 1.22 along the deck, a good bit faster than any other aircraft. The Phantom also climbs incredibly well, when loaded with 20m of fuel, missiles and a gun pod it can accelerate past Mach 1 in a 20° climb and even gain speed in a 50° climb (until it reaches about 2,000 m altitude); only few aircraft make it to altitude as fast as / faster than the FGR.2.&lt;br /&gt;
&lt;br /&gt;
While the Phantom FGR.2 is certainly not the most manoeuvrable fighter in the game it can prove to be more agile than you would expect at low altitude. While you shouldn't be getting into full blown turn fights the Phantom handles very nicely when down low and can pull some manoeuvres with surprisingly little speed loss (mainly thanks to the amount of engine power you have).&lt;br /&gt;
&lt;br /&gt;
Where the Phantom FGR.2 suffers is at higher altitudes, the Spey engines perform worse at altitude and the structural changes to accommodate them caused increased drag; this makes it slower than the American [[F-4C]]. At high altitude the FGR.2 loses the agility it had at lower altitude, and  generally does not handle as nice. While it is still flyable evasive manoeuvrers become harder and the turn radius is much larger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,667 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,195 || 2,158 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 26.8 || 177.3 || 167.0 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,351 || 2,268 || 25.5 || 26.0 || 245.5 || 210.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:FGR2 full ordnance.jpg|thumb|400x400px|Phantom FGR.2 with multi-role ordnance]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 625 || 463 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 810 || &amp;lt; 750 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Spey 203 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 14,140 kg || colspan=&amp;quot;2&amp;quot; | 407 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,860 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 15,747 kg || 18,667 kg || 20,015 kg || 25,400 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,120 kgf || 9,031 kgf&lt;br /&gt;
| 1.15 || 0.97 || 0.90 || 0.71&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,120 kgf&amp;lt;br /&amp;gt;(0 km/h) || 10,331 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.31 || 1.11 || 1.03 || 0.81&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
Much like the older [[F-4C]] variant, the British {{PAGENAME}} is without any armour protection whatsoever - the weight savings allow the aircraft to take on more fuel or ordnance while utilising speed as its best defence. This fighter packs numerous fuel tanks, while some are located in the leading edges of the wings, the majority of the fuel tanks are located within the fuselage packed around the engines and behind the cockpit. The control lines for the {{PAGENAME}} run from the cockpit down the length of the upper fuselage to the tailplane, relatively exposed to enemy gunfire.&lt;br /&gt;
&lt;br /&gt;
Fighters attempting to take down a {{PAGENAME}} should try to force it to bleed its energy in a turn with missiles - a slow Phantom is a vulnerable Phantom. Autocannons and missiles will be most effective for disabling or destroying critical components, but smaller rockets such as [[M/55]], [[SNEB Type 23]] or [[FFAR Mighty Mouse]] unguided rockets fired in salvos during a head-on engagement may cause enough of a scattered grouping that a {{PAGENAME}} may not be able to avoid them all and fly into at least one.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.I (1,000 lb)|AIM-7E Sparrow|AIM-9D Sidewinder|SNEB type 23|M61 (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 M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 8 x 1,000 lb G.P. Mk.I bombs + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (8,000 lb total)&lt;br /&gt;
* 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
Like the [[F-4C]] the Phantom FGR.2 lacks any internal guns; instead relying on an M61 Vulcan rotary cannon, mounted centrally under the fuselage. The cannon is angled downwards at about 1°, coupled with the position of the gun under aircraft this makes aiming slightly more difficult than on other aircraft; the gun also has a wide bullet spread. A benefit of the rotary cannon is that it can fire all 1,200 rounds of ammo before it can overheat and jam. Unlike the F-4C the Phantom FGR.2 can only carry a single gunpod.&lt;br /&gt;
&lt;br /&gt;
In terms of other suspended weaponry, the Phantom FGR.2 falls far behind the F-4C, having 6 loadout options compared to the F-4C's 21. It has a more limited choice of bombs, carries fewer rockets and cannot carry Bullpup air to ground missiles.&lt;br /&gt;
&lt;br /&gt;
In terms of air to air missiles the Phantom FGR.2 can carry four [[AIM-9D]] Sidewinder missiles; as opposed to the F-4C's choice of [[AIM-9B]] and [[AIM-9E]] Sidewinders. The AIM-9D is very similar to the AIM-9E in some ways outperforms it; the AIM-9D can pull 16 G instead of 10 G and is faster, with a more powerful rocket motor. The AIM-9E, however, can be slaved to the Phantom's radar unlike the AIM-9D and may track better.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thing which sets the Phantom FGR.2 apart from other jets is the sheer power of its engines (the most powerful in the game); this gives it incredible speed, acceleration and climb rate, especially at low altitude. The engines are however very fuel hungry, leading to a decision needing to be made about the fuel load you take. It may be tempting to take the 7 minute load to maximise flight performance, although this is ill advised as this will only give you a little over three minutes of flight time when using the afterburner, even if you only use the afterburner sparingly the 7 minutes fuel load will still limit your endurance quite significantly, and can often lead to you having to return to base sooner than you would want to. It is usually best to pick 20 minutes of fuel; this should give adequate endurance for the majority of games, and although the aircraft feels noticeably heavier than with 7 minutes of fuel it still performs incredibly well.&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought on how to fly the Phantom FGR.2 to best make use of its advantages. One is to start the game by climbing to high altitude, and the other is to maintain low altitude throughout the game. Most games will use a mixture of both tactics i.e. starting the game by climbing high to get long range missile kills, then dropping down to low altitude to make use of your best-in-class low altitude performance.&lt;br /&gt;
&lt;br /&gt;
; Start by climbing&lt;br /&gt;
&lt;br /&gt;
The Phantom FGR.2 is one of the best climbing aircraft in the game; some players prefer to use this to their advantage and get to altitude at the start of the game in order to be above the vast majority of enemy aircraft. When choosing to play this way a good climbing technique is to take off on full afterburner straight into either a 20° or a 30° climb, depending on if you value speed or altitude more. A spaded Phantom FGR.2 with 20m of fuel the cannon pod and 4 x [[AIM-9D]] (the recommended load-out for most players) will accelerate to &amp;gt; Mach 1 in a 20° climb and reach 5,000 m about 1 minute 10 seconds after leaving the ground; by comparison in 30° climb it will reach 5,000m in about 55 seconds after leaving the ground, albeit travelling at only Mach 0.8. The choice of which climb profile to follow (or make your own) is up to you; 30° will get you to altitude quicker and in less horizontal distance, but at the expense of speed; on larger maps you may wish to take the 20° to get to the battle area quicker, it depend on your play-style; there are also other situations where having more speed once you get to altitude is desirable.&lt;br /&gt;
&lt;br /&gt;
Everything varies depending on your play-style and the situation in battle, but as a rough guide if you want to learn the climbing play style: it is advisable to climb to somewhere between 5,000 m and 10,000 m (usually closer to 5,000 m). At these altitudes the Phantom has a lot worse handling than it does at low level, evasive manoeuvres are harder and turning radius is greatly increased. This altitude however is ideal for getting long range kills with the [[AIM-9D]]. Once at altitude you can skirt around the edge of the main combat area and attempt to get behind some players of the enemy team; and chose your target.&lt;br /&gt;
&lt;br /&gt;
Beyond 5.5 km you will only be able to lock on to targets which have their afterburner on, and as the AIM-9D is a rear-aspect missile the missile will need to stay in their rear aspect in order to track them (or under some conditions side on to them). Missiles track best when the target is against a background of clear sky, so ideally find a high flying lone target to lock on to; if you are behind an afterburning target then it is possible to obtain a lock up to 13 - 14 km away under ideal conditions (although 7 - 9 km is much more common in battle). The AIM-9D excels at long range engagements however there are inherent risks when engaging targets at extreme ranges; the missile's flight time can reach / exceed 20 seconds, plenty of time for the target to do something such as turn around so the missile is facing them front on and can no longer track, or turn of their afterburner while the missile is still too far away to track without it. Another option is to get behind low flying jets and drop AIM-9Ds down onto them from altitude, this can be very successful, but targets at lower altitudes find it easier to dodge missiles than in the thin air at higher altitudes, and the missiles can find it harder to track targets which have the ground behind them (as opposed to open sky).&lt;br /&gt;
&lt;br /&gt;
You will generally not want to spend your whole game at altitude, so when appropriate you can dive on enemy players and use your deadly cannon in &amp;quot;boom &amp;amp; zoom&amp;quot; attacks. At any time you can also drop back down to low altitudes and make use of the tactics in the next section.&lt;br /&gt;
&lt;br /&gt;
; Staying low&lt;br /&gt;
&lt;br /&gt;
[[File:R-60 Dodge Phantom PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Phantom player view)]]&lt;br /&gt;
[[File:R-60 Dodge Missile PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Missile view)]]&lt;br /&gt;
At high altitudes the Phantom becomes much less manoeuvrable, and to some extent loses its raw performance advantage compared to other top tier jets. Therefore an alternative theory on how to best use the Phantom is to stay al low altitude (&amp;lt; 2,000 - 3,000 m), where the Phantom feels much more responsive to fly and its flight performance largely exceeds that of the aircraft it fights against. Gameplay at low altitude tends to be less missile focused than at high altitude, mainly due to the enemy aircraft generally being close to you and the AIM-9Ds not working that well when fired from less than 2 km away.&lt;br /&gt;
&lt;br /&gt;
You will develop your own tactics, but a good place to start is by building as much speed and climbing to no more than around 2,000 m, then fly to the side of the combat area and loop round to get behind some of the enemy (due to your incredible speed this won't take long at all), you can use your missiles against more distant targets or engage with the gun pod. It is recommended to keep your speed up, so engage a target, break away and then come back around for another pass. Your aircraft handles at its best below about 2,000 m and at speeds of around 700 - 1,000 kph. You can hold your speed well in turns (mainly down to the incredibly powerful engines), but the Phantom is still far from the most manoeuvrable aircraft, so turning engagements are not recommended. MiGs will often try to pull you into vertical manoeuvres, your engines do have enough thrust to let you attempt to follow them if you really need to, but it is seldom recommended as you will not usually be able to get guns or missiles on the MiG and it will leave you vulnerable to attack from other aircraft. &lt;br /&gt;
&lt;br /&gt;
When partaking in the low altitude brawl you need to maintain good situational awareness, you can outrun any other jet in a straight line, but if you get caught up in a dog fight all it takes is one MiG-21 with [[R-60|R-60s]] slotting onto your tail to ruin your day. The MiG-21s equipped with [[R-60|R-60s]] are probably your biggest threat, but they can be managed. For starters the R-60 will rarely hit you if it is fired from more than 2 - 2.5 km away; if one is fired at you from within 2 km then you will not always be able to dodge it depending on the situation, but there are techniques you can use to significantly increase your chances. The first technique is to turn one way when the missile is fired, then roll the aircraft 180° and turn hard the other way, this will often throw the missile off if done right, but can cause you to lose some speed. Another technique is to pull the aircraft into a tight barrel roll; missiles can find it very hard to follow targets through a barrel roll manoeuvre; this manoeuvre can be a bit harder to do and cannot be done in some situations, but once mastered can be very effective and potentially lead to less speed loss than the previous method. See the videos to the right for an example of dodging R-60s with a barrel roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
The order in which modifications are unlocked on the Phantom FGR.2 will depend to some extent on how one would like to play the aircraft. The [[AIM-9D]] missiles are among the best available to top tier jets, and so most fans of missile combat will likely want to unlock them as soon as possible. If missiles are not desired then it may be wise to instead focus on unlocking the 20 mm belts and new 20 mm cannon modification, to make the spread of the gun less extreme and more usable; and if one plans to use it as a ground attacker, then the ordnance options are the obvious choice (although the FGR.2 does not excel in this role to the same extent as its American counterpart). When equipped with its 8 x 1,000 lb bombs the FGR.2 becomes highly potent bomber; using its low altitude performance to get to enemy bases incredibly quickly, it is possible to unlock the bombs and use this tactic to speed up unlocking other modifications, although the FGR.2 is a capable fighter when stock so this is not a necessity.&lt;br /&gt;
&lt;br /&gt;
Even when stock the Phantom FGR.2 is just about the best-performing aircraft in the game at low altitude; with this in mind flight performance upgrades are not as much of a priority as on other aircraft, so weapons upgrades can be prioritised. When unlocking flight performance upgrades one may wish to focus on engine upgrades to further improve the FGR.2's incredible acceleration and climbing performance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
| Flares&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Airframe&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| AIM-9D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
|AIM-7E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Possible modules to prioritise (depending on play-style of the pilot)&lt;br /&gt;
&lt;br /&gt;
* Powerful missiles - '''AIM-9D''' module&lt;br /&gt;
&lt;br /&gt;
* Ammunition variety - '''Offensive 20 mm''' module&lt;br /&gt;
&lt;br /&gt;
* Ground attack - '''1,000 LB GP''' module for larger bombs followed up with '''Matra SNEB''' module for unguided rockets&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;
[[File:FGR.2 fenris 003.png |400px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* One of the fastest aircraft in the game in both acceleration and top speed, especially at low altitude (just above sea level it can reach ~ Mach 1.17 when stock and ~ Mach 1.22 when spaded)&lt;br /&gt;
* One of the fastest climbing aircraft in the game&lt;br /&gt;
* Carries [[AIM-9D]] air-to-air missiles which excel at longer range engagements- up to 6 km's &lt;br /&gt;
* Carries the [[AIM-7E Sparrow|AIM-7E]] air-to-air missiles&lt;br /&gt;
* Can equip flares &lt;br /&gt;
* Multi-role capability with [[Ballistic Computer|CCIP and CCRP]]&lt;br /&gt;
* Very high rate of fire from autocannon, plenty of ammunition and does not jam&lt;br /&gt;
* Has a tail-hook- ability to land on aircraft carriers&lt;br /&gt;
* Has a drogue chute to aid in braking upon landing&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gun pod is slightly angled downwards and has very wide bullet spread when stock, although this can be useful in some situations, it can make the gun hard to aim in others&lt;br /&gt;
* Gun pod cannot be fired while the landing gear is down&lt;br /&gt;
* Missiles are tier 3 upgrade modification which needs to be researched&lt;br /&gt;
* AIM9-D is below average in comparison to other missiles such as the AIM9-J, Magic 1 and R60, especially at close distances. &lt;br /&gt;
* Limited range of ordnance to choose from in comparison to the other Phantoms in the game &lt;br /&gt;
* Large target compared to other aircraft such as the [[MiG-21 F-13]]&lt;br /&gt;
* Due to large weight it requires a high landing sped (~350 kph), can be tricky to land for players new to the fighter (especially on aircraft carriers)&lt;br /&gt;
* Not quite as good at high altitude as the [[F-4C]]&lt;br /&gt;
* Taking minimum fuel leaves the aircraft with very limited battle endurance (especially with use of the afterburner), while the 20 min fuel option noticeably impacts handling&lt;br /&gt;
* Missiles cannot be fired while pulling more than 4 G's, and when flying at high speed even gentle manoeuvres will cause exceed that limit&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
From the late 1950s onwards the British Government began looking to replace a number of its early second-generation jet aircraft. The RAF was looking to replace the [[Canberra_(Family)|English Electric Canberra]] in the  long-range interdictor role, and the [[Hunter_(Family)|Hawker Hunter]] in the close air support role; meanwhile the Royal Navy was looking to replace their de Havilland Sea Vixens in the fleet air defence role&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot;&amp;gt;Wikipedia: McDonnell Douglas Phantom in UK service&amp;lt;/ref&amp;gt;. Two aircraft programs were started to produce suitable replacements; the BAC TSR-2 was to be a highly advanced strike and reconnaissance aircraft to replace the Canberra. Meanwhile the Hunter and the Sea Vixen would be replaced by different versions of the P.1154; a Mach 2 capable VTOL aircraft developed from the P.1127 (the predecessor of famous Harrier Jump Jet). The Navy were not entirely happy with the idea of the navalised P.1154, believing that it did not suit their needs; and in 1964 they dropped out of the programme, deciding to purchase the F-4 Phantom from America instead. In the same year a new government was elected and in 1965 cancelled both the TSR-2 and P.1154 programmes on cost grounds, leaving the RAF without its much needed Canberra and Hunter replacements. The Government announced a plan to purchase the F-111K from America to replace the TSR-2 program (the F-111K would also eventually be cancelled on grounds of cost), while the Hunter would be replaced by F-4 Phantoms from America&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot;&amp;gt;Burke 2016&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Both the Royal Navy and RAF were now set to purchase the F-4 Phantom. The RAF could have operated standard F-4 Phantoms (and to some extent would have preferred to)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;, however the aircraft was going to need modifications in order to be able to operate off of the UK's aircraft carriers, which were smaller than the ones Phantoms usually operated from. In a bid to help the British aviation industry (which had been hurt by a number of cancelled programmes), and make the aircraft suitable for use by the Royal Navy it was agreed that all UK Phantoms would be significantly modified, by British companies, from their US counterparts. The most notable change would be the replacement of the American J79 turbojet engines with larger and more powerful Rolls-Royce Spey turbofans; a modified rear fuselage to accommodate the new engines would also be built by BAC, and the aircraft's radar system would be built under license by Ferranti&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It was decided that the UK Phantoms would be based off of the F-4J, which was then the primary version in service with the US Navy at the time&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. As the RAF and Royal Navy had differing requirements it was decided that two variants of the UK Phantom would be designed: the first variant, for the Royal Navy, would be designated F-4K or Phantom FG.1; while the RAF variant would be developed from the navy variant and be designated F-4M or Phantom FGR.2. Work began on modifying the F-4J to meet the Royal Navy's needs; the nose radome had to be made to hinge 180 degreed, to allow the Phantom fit on the smaller deck elevators of British carriers, and a telescopic nose gear was installed to allow the aircraft to sit pitched nose-up on the flight deck (by up to 11°), reducing take-off distance&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The new engines were installed at a slight downwards angle to further increase take-off performance and the rear fuselage to be redesigned to both accommodate the new engines and cope with the increased heat they produced; the air intakes also had to be made larger, and additional intake doors added in the fuselage to provide the Speys with the airflow they required&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. Many other small changes were also made to UK Phantoms. The first F-4K prototype flew on 27 June 1966, with the First F-4M prototype flying on 17 February 1967.&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The first F-4Ks were delivered in April 1968 and were designated Phantom FG.1, early the following year they began test flights from HMS Eagle and the USS Saratoga. During the testing the intense heat produced by the downward-angled Spey engines, while the afterburner was engaged, caused the flight deck plating of the USS Saratoga to buckle&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. On-board HMS Eagle heavy-duty steel plating had to be welded to the flight deck; and be cooled using water from the ship's fire hoses between flights, in order to stop it from melting&amp;lt;ref name=&amp;quot;SearlesPhantom&amp;quot;&amp;gt;Searles n.d.&amp;lt;/ref&amp;gt;. When the HMS Ark Royal was upgraded to operate Phantoms it had to have water-cooled blast deflectors and decking installed to prevent the Phantom's engines from damaging the flight deck &amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. HMS Ark Royal had finished its refit in 1970, by which point the refit of HMS Eagle had been cancelled, along with plans to build two additional aircraft carriers. With the Navy now only having one carrier capable of operating Phantoms it was decided to reduce the Navy's Phantom fleet down to 28 aircraft, with the other 20 FG.1s being transferred to the RAF. The remaining Royal Navy Phantoms would serve on the HMS Ark Royal (R09) until her retirement.&lt;br /&gt;
&lt;br /&gt;
The first F-4Ms entered RAF service in May 1969, filling the role of tactical strike aircraft; they were given the designation Phantom FGR.2 (with FGR standing for Fighter/Ground attack/Reconnaissance). The RAF's Phantom FGR.2 was overall very similar to the Navy's FG.1 variant, but had a number of changes; they used a slightly different version of Spey engines (the FG.1 had faster afterburner engagement to aid with aborted landings on aircraft carriers), and naval features like the telescopic nose gear, slotted tail, and cockpit-controlled wing folding were dropped. The FGR.2 also had different avionics, the radar was slightly different and additional functionality such as an inertial navigation / attack system was added, as well as modification needed to allow the FGR.2 to use a gun pod and reconnaissance pod, among other changes&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot;&amp;gt;Gledhill 2017&amp;lt;/ref&amp;gt;. Both the FGR.2 and FG.1 would later be modified with squared off tails, holding a radar warning receiver.&lt;br /&gt;
&lt;br /&gt;
In 1970 Phantom FGR.2s were deployed to West Germany to serve the roles of ground attack, interdiction, and reconnaissance; while English Electric Lightnings covered bomber interception. Over the years it was determined that the increased range and weapons payload of the Phantom made it a better fit for defending the UK's airspace, than the Lightning; so from 1974 onwards Phantoms began to be withdrawn from Germany to serve in air defence roles; they were replaced in the Close Air Support role by the SEPECAT Jaguar. The Phantoms took over more and more of the air defence role from the Lightning; however the Lightning would remain in service until 1988 (retiring only a few years before the Phantoms). The Phantom FG.1s were withdrawn from Royal Navy service in 1978, with the decommissioning of HMS Ark Royal, and were transferred to the RAF to serve in air defence roles. The Phantoms were replaced in Navy service by the Harrier Jump Jet, which was able to operate from the Navy's new Invincible-class aircraft carriers.&lt;br /&gt;
&lt;br /&gt;
Following the Falklands War in 1982 the UK deployed a Squadron of FGR.2s to defend the Falkland Islands from any future attack; however this left a gap in the Air defence of the UK Mainland. It was decided to purchase 15 more F-4Js from America to fill this gap. The F4-Js were upgraded to F-4S standard and entered service with the RAF on 19 October 1984 under the designation Phantom F.3 or F-4J(UK)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. The Phantom remained the UK's primary Air defence aircraft until it was gradually replaced by the Panavia Tornado; the last FG.1s retired on 30 January 1990, the last F.3s retired on 31 January 1991, and the FGR.2 left RAF service on 1 November 1992. The FGR.2 was due to retire earlier however just before retirement it was called back into service to defend RAF Akrotiri, on Cyprus, during the First Gulf War&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A total of 48 Phantom FG.1s, 118 Phantom FGR.2s and 15 Phantom F.3s were built&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Further development plans===&lt;br /&gt;
Prior to the Phantom's retirement from RAF service there had been a plan to retrofit them with an upgraded version of the Spey engine. A program was started to design the new engines; they would have various improvements, the most notable of which being new turbine blades, reportedly manufactured from a single metal crystal&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot;&amp;gt;SSC Programme Ltd 1997&amp;lt;/ref&amp;gt;. These blades would increase the operating life of the engines under normal conditions, but also give the option of operating the engines at higher temperatures, and thus higher thrust (although this would come at the expense of reduced engine life). These engines were known as Spey 205s and had a maximum thrust of 25,000 lb (11,340 kgf)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, compared to 20,515 lb (9,305 kgf) for the regular Spey engines; although it is unclear if they would be used at this thrust rating while in service. With the Phantom retired the Spey 205 programme was cancelled, and no engines were produced under the Spey 205 name; however 12 Spey 202 engines had been upgraded to Spey 205 standard for testing (and are now generally referred to as Spey 205s, or Spey 202 hybrids)&amp;lt;ref name=&amp;quot;BourneSSC&amp;quot;&amp;gt;Bourne 1997&amp;lt;/ref&amp;gt;. It is known that after the programme was cancelled two of the Spey 205 prototypes, along with two standard Spey 202s were obtained by the ThrustSSC programme (the world's fastest car)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, although reports vary on whether the car was fitted with Spey 202s or 205s when it completed its record-breaking run.&lt;br /&gt;
&lt;br /&gt;
===Comparison with American Phantoms===&lt;br /&gt;
The Rolls-Royce Spey engines gave British Phantoms notably different performance to their American counterparts. At low altitude British Phantoms accelerated faster than standard F-4Js and had a higher top speed; it was estimated that they had a 30% shorter take-off distance and a 20% faster climb to altitude&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The Spey turbofan engines were also more fuel efficient than the J-79 turbojets, giving British Phantoms a 10 - 15 % increase in range compared to American aircraft&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot; /&amp;gt;. The main drawback of the British design was that the reshaped fuselage produced more drag than the original design, meaning that at high altitude British Phantoms were slower and performed worse than their American counterparts (British Phantoms topped out at about Mach 1.9 at altitude, while American Phantoms could reach Mach 2.1)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;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;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|DXovE9BD1a0|'''Should You Buy the Phantom FGR.2''' - ''Sako Sniper''|03iOjLo81uU|'''British Phantom FGR.2 Gameplay review war thunder''' - ''Sgt. Vittie''|nrfff8Y8pK8|'''War thunder Phantom FGR.2''' - ''riko toho''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other variants in-game&lt;br /&gt;
&lt;br /&gt;
* [[F-4C Phantom II]] - U.S. Air Force variant multi-role fighter-bomber which could be outfitted with various autocannons, rockets, missiles and bombs. This aircraft is an effective fighter, ground-attacker and bomber. One of the fastest fighters currently available in War Thunder.&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 F-13|MiG-21]]&lt;br /&gt;
* Shenyang [[J-7II]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:McDonnell_Douglas_Phantom_in_UK_service|[Wikipedia&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; McDonnell Douglas Phantom in UK service]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
'''Citations'''&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bibliography'''&lt;br /&gt;
&lt;br /&gt;
* Bourne, Nigel. (1997). Development of the Rolls-Royce Military Spey Mk202 Engine. Retrieved from [http://www.thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Burke, Damien. (2016). McDonnell-Douglas/BAC F-4K/M Phantom II. Retrieved from [https://www.thunder-and-lightnings.co.uk/phantom/history.php Thunder and Lightnings]&lt;br /&gt;
* Gledhill, David. (2017). Phantom in the Cold War: RAF Wildenrath 1977 - 1992. Barnsley: Pen &amp;amp; Sword Aviation.&lt;br /&gt;
* Searles, Dick. (n.d.). HMS Eagle Deck Trials 1969. Retrieved from [https://www.phantomf4k.org/video-library/hms-eagle-deck-trials-1969 Phantom F4K - Fleet Air Arm Royal Navy]&lt;br /&gt;
* SSC Programme Ltd. (1997). The Story of the Rolls-Royce Spey. Retrieved from [http://thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Wikipedia. (n.d.). McDonnell Douglas Phantom in UK service. Retrieved from [https://en.wikipedia.org/wiki/McDonnell_Douglas_Phantom_in_UK_service Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71077</id>
		<title>Phantom FGR.2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Phantom_FGR.2&amp;diff=71077"/>
				<updated>2020-09-16T15:36:08Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Details */ I have removed the incorrect picture of the phantom FG.1 and added the FGR 2 to replace it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=f-4m_fgr2}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-4 Phantom II (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''', also known as the '''F-4M''', is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]]. It is a British version of the American F-4 Phantom II.&lt;br /&gt;
&lt;br /&gt;
Although at first glance the F-4M appears very similar to its American counterpart the [[F-4C Phantom II]], there are a number of major visual and performance differences between the two aircraft. Phantoms produced for the RAF were redesigned to use British Rolls-Royce Spey turbofan engines, instead of the General Electric J79 turbojet engines found on American Phantoms. The British engines produced more thrust than the American engines, but were larger; as a result, the fuselage of British Phantoms was modified to be slightly wider than on the American models. In addition, the Phantom FGR.2 has larger air intakes than the F-4C, in order to allow for the increased airflow required by the new engines. The rear of the Fuselage is also significantly different on the Phantom FGR.2; the engines are noticeably angled downwards, and due to the different afterburner arrangement on the Spey engines the exhaust ports and the surrounding area were redesigned. Most distinctively, the Phantom FGR.2 has a squared-off tail and lacks the under-nose probe of the F-4C.&lt;br /&gt;
&lt;br /&gt;
In game these changes mean that the Phantom FGR.2 has much better low altitude acceleration and climb rate, compared to the [[F-4C]], as a result of the more powerful engines. In games you will usually see the Phantom FGR.2s get off the ground and to altitude quicker than the F-4Cs; however due to the increased drag of the redesigned fuselage, and the performance characteristics of the Spey engines, it does not perform quite as well as the F-4C at high altitude, and cannot reach the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
[[File:FGR.2 fenris 001.jpg|400px|thumb|right|]]&lt;br /&gt;
The Phantom FGR.2 is a large and heavy aircraft (more than twice the weight of a MiG-21), but there are times when you would hardly know it. The Phantom's two Rolls-Royce Spey turbofans are the most powerful jet engines in the game and give it an incredible thrust to weight ratio, leading to the Phantom FGR.2 being the fastest accelerating, and flat out fastest aircraft in the game at low altitude, while also being a strong contender for the fastest climbing. On take-off even stock FGR.2s will be the first aircraft to get off the ground and make it top the end of the runway (usually be a decent margin); while in terms of flat out speed a fully upgraded FGR.2 will push Mach 1.22 along the deck, a good bit faster than any other aircraft. The Phantom also climbs incredibly well, when loaded with 20m of fuel, missiles and a gun pod it can accelerate past Mach 1 in a 20° climb and even gain speed in a 50° climb (until it reaches about 2,000 m altitude); only few aircraft make it to altitude as fast as / faster than the FGR.2.&lt;br /&gt;
&lt;br /&gt;
While the Phantom FGR.2 is certainly not the most manoeuvrable fighter in the game it can prove to be more agile than you would expect at low altitude. While you shouldn't be getting into full blown turn fights the Phantom handles very nicely when down low and can pull some manoeuvres with surprisingly little speed loss (mainly thanks to the amount of engine power you have).&lt;br /&gt;
&lt;br /&gt;
Where the Phantom FGR.2 suffers is at higher altitudes, the Spey engines perform worse at altitude and the structural changes to accommodate them caused increased drag; this makes it slower than the American [[F-4C]]. At high altitude the FGR.2 loses the agility it had at lower altitude, and  generally does not handle as nice. While it is still flyable evasive manoeuvrers become harder and the turn radius is much larger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,667 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,195 || 2,158 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 26.8 || 177.3 || 167.0 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,351 || 2,268 || 25.5 || 26.0 || 245.5 || 210.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:FGR2 full ordnance.jpg|thumb|400x400px|Phantom FGR.2 with multi-role ordnance]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 625 || 463 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 810 || &amp;lt; 750 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Spey 203 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 14,140 kg || colspan=&amp;quot;2&amp;quot; | 407 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,860 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 15,747 kg || 18,667 kg || 20,015 kg || 25,400 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 7m fuel || 20m fuel || 26m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,120 kgf || 9,031 kgf&lt;br /&gt;
| 1.15 || 0.97 || 0.90 || 0.71&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,120 kgf&amp;lt;br /&amp;gt;(0 km/h) || 10,331 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.31 || 1.11 || 1.03 || 0.81&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
Much like the older [[F-4C]] variant, the British {{PAGENAME}} is without any armour protection whatsoever - the weight savings allow the aircraft to take on more fuel or ordnance while utilising speed as its best defence. This fighter packs numerous fuel tanks, while some are located in the leading edges of the wings, the majority of the fuel tanks are located within the fuselage packed around the engines and behind the cockpit. The control lines for the {{PAGENAME}} run from the cockpit down the length of the upper fuselage to the tailplane, relatively exposed to enemy gunfire.&lt;br /&gt;
&lt;br /&gt;
Fighters attempting to take down a {{PAGENAME}} should try to force it to bleed its energy in a turn with missiles - a slow Phantom is a vulnerable Phantom. Autocannons and missiles will be most effective for disabling or destroying critical components, but smaller rockets such as [[M/55]], [[SNEB Type 23]] or [[FFAR Mighty Mouse]] unguided rockets fired in salvos during a head-on engagement may cause enough of a scattered grouping that a {{PAGENAME}} may not be able to avoid them all and fly into at least one.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.I (1,000 lb)|AIM-7E Sparrow|AIM-9D Sidewinder|SNEB type 23|M61 (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 M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 8 x 1,000 lb G.P. Mk.I bombs + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (8,000 lb total)&lt;br /&gt;
* 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)&lt;br /&gt;
* 4 x AIM-7E Sparrow missiles + 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
Like the [[F-4C]] the Phantom FGR.2 lacks any internal guns; instead relying on an M61 Vulcan rotary cannon, mounted centrally under the fuselage. The cannon is angled downwards at about 1°, coupled with the position of the gun under aircraft this makes aiming slightly more difficult than on other aircraft; the gun also has a wide bullet spread. A benefit of the rotary cannon is that it can fire all 1,200 rounds of ammo before it can overheat and jam. Unlike the F-4C the Phantom FGR.2 can only carry a single gunpod.&lt;br /&gt;
&lt;br /&gt;
In terms of other suspended weaponry, the Phantom FGR.2 falls far behind the F-4C, having 6 loadout options compared to the F-4C's 21. It has a more limited choice of bombs, carries fewer rockets and cannot carry Bullpup air to ground missiles.&lt;br /&gt;
&lt;br /&gt;
In terms of air to air missiles the Phantom FGR.2 can carry four [[AIM-9D]] Sidewinder missiles; as opposed to the F-4C's choice of [[AIM-9B]] and [[AIM-9E]] Sidewinders. The AIM-9D is very similar to the AIM-9E in some ways outperforms it; the AIM-9D can pull 16 G instead of 10 G and is faster, with a more powerful rocket motor. The AIM-9E, however, can be slaved to the Phantom's radar unlike the AIM-9D and may track better.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thing which sets the Phantom FGR.2 apart from other jets is the sheer power of its engines (the most powerful in the game); this gives it incredible speed, acceleration and climb rate, especially at low altitude. The engines are however very fuel hungry, leading to a decision needing to be made about the fuel load you take. It may be tempting to take the 7 minute load to maximise flight performance, although this is ill advised as this will only give you a little over three minutes of flight time when using the afterburner, even if you only use the afterburner sparingly the 7 minutes fuel load will still limit your endurance quite significantly, and can often lead to you having to return to base sooner than you would want to. It is usually best to pick 20 minutes of fuel; this should give adequate endurance for the majority of games, and although the aircraft feels noticeably heavier than with 7 minutes of fuel it still performs incredibly well.&lt;br /&gt;
&lt;br /&gt;
There are two main schools of thought on how to fly the Phantom FGR.2 to best make use of its advantages. One is to start the game by climbing to high altitude, and the other is to maintain low altitude throughout the game. Most games will use a mixture of both tactics i.e. starting the game by climbing high to get long range missile kills, then dropping down to low altitude to make use of your best-in-class low altitude performance.&lt;br /&gt;
&lt;br /&gt;
; Start by climbing&lt;br /&gt;
&lt;br /&gt;
The Phantom FGR.2 is one of the best climbing aircraft in the game; some players prefer to use this to their advantage and get to altitude at the start of the game in order to be above the vast majority of enemy aircraft. When choosing to play this way a good climbing technique is to take off on full afterburner straight into either a 20° or a 30° climb, depending on if you value speed or altitude more. A spaded Phantom FGR.2 with 20m of fuel the cannon pod and 4 x [[AIM-9D]] (the recommended load-out for most players) will accelerate to &amp;gt; Mach 1 in a 20° climb and reach 5,000 m about 1 minute 10 seconds after leaving the ground; by comparison in 30° climb it will reach 5,000m in about 55 seconds after leaving the ground, albeit travelling at only Mach 0.8. The choice of which climb profile to follow (or make your own) is up to you; 30° will get you to altitude quicker and in less horizontal distance, but at the expense of speed; on larger maps you may wish to take the 20° to get to the battle area quicker, it depend on your play-style; there are also other situations where having more speed once you get to altitude is desirable.&lt;br /&gt;
&lt;br /&gt;
Everything varies depending on your play-style and the situation in battle, but as a rough guide if you want to learn the climbing play style: it is advisable to climb to somewhere between 5,000 m and 10,000 m (usually closer to 5,000 m). At these altitudes the Phantom has a lot worse handling than it does at low level, evasive manoeuvres are harder and turning radius is greatly increased. This altitude however is ideal for getting long range kills with the [[AIM-9D]]. Once at altitude you can skirt around the edge of the main combat area and attempt to get behind some players of the enemy team; and chose your target.&lt;br /&gt;
&lt;br /&gt;
Beyond 5.5 km you will only be able to lock on to targets which have their afterburner on, and as the AIM-9D is a rear-aspect missile the missile will need to stay in their rear aspect in order to track them (or under some conditions side on to them). Missiles track best when the target is against a background of clear sky, so ideally find a high flying lone target to lock on to; if you are behind an afterburning target then it is possible to obtain a lock up to 13 - 14 km away under ideal conditions (although 7 - 9 km is much more common in battle). The AIM-9D excels at long range engagements however there are inherent risks when engaging targets at extreme ranges; the missile's flight time can reach / exceed 20 seconds, plenty of time for the target to do something such as turn around so the missile is facing them front on and can no longer track, or turn of their afterburner while the missile is still too far away to track without it. Another option is to get behind low flying jets and drop AIM-9Ds down onto them from altitude, this can be very successful, but targets at lower altitudes find it easier to dodge missiles than in the thin air at higher altitudes, and the missiles can find it harder to track targets which have the ground behind them (as opposed to open sky).&lt;br /&gt;
&lt;br /&gt;
You will generally not want to spend your whole game at altitude, so when appropriate you can dive on enemy players and use your deadly cannon in &amp;quot;boom &amp;amp; zoom&amp;quot; attacks. At any time you can also drop back down to low altitudes and make use of the tactics in the next section.&lt;br /&gt;
&lt;br /&gt;
; Staying low&lt;br /&gt;
&lt;br /&gt;
[[File:R-60 Dodge Phantom PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Phantom player view)]]&lt;br /&gt;
[[File:R-60 Dodge Missile PoV.mp4|thumb|right|Dodging an R-60 in the Phantom FGR.2 (Missile view)]]&lt;br /&gt;
At high altitudes the Phantom becomes much less manoeuvrable, and to some extent loses its raw performance advantage compared to other top tier jets. Therefore an alternative theory on how to best use the Phantom is to stay al low altitude (&amp;lt; 2,000 - 3,000 m), where the Phantom feels much more responsive to fly and its flight performance largely exceeds that of the aircraft it fights against. Gameplay at low altitude tends to be less missile focused than at high altitude, mainly due to the enemy aircraft generally being close to you and the AIM-9Ds not working that well when fired from less than 2 km away.&lt;br /&gt;
&lt;br /&gt;
You will develop your own tactics, but a good place to start is by building as much speed and climbing to no more than around 2,000 m, then fly to the side of the combat area and loop round to get behind some of the enemy (due to your incredible speed this won't take long at all), you can use your missiles against more distant targets or engage with the gun pod. It is recommended to keep your speed up, so engage a target, break away and then come back around for another pass. Your aircraft handles at its best below about 2,000 m and at speeds of around 700 - 1,000 kph. You can hold your speed well in turns (mainly down to the incredibly powerful engines), but the Phantom is still far from the most manoeuvrable aircraft, so turning engagements are not recommended. MiGs will often try to pull you into vertical manoeuvres, your engines do have enough thrust to let you attempt to follow them if you really need to, but it is seldom recommended as you will not usually be able to get guns or missiles on the MiG and it will leave you vulnerable to attack from other aircraft. &lt;br /&gt;
&lt;br /&gt;
When partaking in the low altitude brawl you need to maintain good situational awareness, you can outrun any other jet in a straight line, but if you get caught up in a dog fight all it takes is one MiG-21 with [[R-60|R-60s]] slotting onto your tail to ruin your day. The MiG-21s equipped with [[R-60|R-60s]] are probably your biggest threat, but they can be managed. For starters the R-60 will rarely hit you if it is fired from more than 2 - 2.5 km away; if one is fired at you from within 2 km then you will not always be able to dodge it depending on the situation, but there are techniques you can use to significantly increase your chances. The first technique is to turn one way when the missile is fired, then roll the aircraft 180° and turn hard the other way, this will often throw the missile off if done right, but can cause you to lose some speed. Another technique is to pull the aircraft into a tight barrel roll; missiles can find it very hard to follow targets through a barrel roll manoeuvre; this manoeuvre can be a bit harder to do and cannot be done in some situations, but once mastered can be very effective and potentially lead to less speed loss than the previous method. See the videos to the right for an example of dodging R-60s with a barrel roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
The order in which modifications are unlocked on the Phantom FGR.2 will depend to some extent on how one would like to play the aircraft. The [[AIM-9D]] missiles are among the best available to top tier jets, and so most fans of missile combat will likely want to unlock them as soon as possible. If missiles are not desired then it may be wise to instead focus on unlocking the 20 mm belts and new 20 mm cannon modification, to make the spread of the gun less extreme and more usable; and if one plans to use it as a ground attacker, then the ordnance options are the obvious choice (although the FGR.2 does not excel in this role to the same extent as its American counterpart). When equipped with its 8 x 1,000 lb bombs the FGR.2 becomes highly potent bomber; using its low altitude performance to get to enemy bases incredibly quickly, it is possible to unlock the bombs and use this tactic to speed up unlocking other modifications, although the FGR.2 is a capable fighter when stock so this is not a necessity.&lt;br /&gt;
&lt;br /&gt;
Even when stock the Phantom FGR.2 is just about the best-performing aircraft in the game at low altitude; with this in mind flight performance upgrades are not as much of a priority as on other aircraft, so weapons upgrades can be prioritised. When unlocking flight performance upgrades one may wish to focus on engine upgrades to further improve the FGR.2's incredible acceleration and climbing performance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
| Flares&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Airframe&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| AIM-9D&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine&lt;br /&gt;
| Cover&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
|AIM-7E&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Possible modules to prioritise (depending on play-style of the pilot)&lt;br /&gt;
&lt;br /&gt;
* Powerful missiles - '''AIM-9D''' module&lt;br /&gt;
&lt;br /&gt;
* Ammunition variety - '''Offensive 20 mm''' module&lt;br /&gt;
&lt;br /&gt;
* Ground attack - '''1,000 LB GP''' module for larger bombs followed up with '''Matra SNEB''' module for unguided rockets&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;
[[File:FGR.2 fenris 003.png |400px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Better acceleration and climb rate than the [[F-4C]]&lt;br /&gt;
* One of the fastest aircraft in the game, especially at low altitude (just above sea level it can reach ~ Mach 1.17 when stock and ~ Mach 1.22 when spaded)&lt;br /&gt;
* One of the fastest climbing aircraft in the game&lt;br /&gt;
* Carries [[AIM-9D]] air-to-air missiles, what are mostly on par with and in some ways better than the [[AIM-9E]] found on the [[F-4C]]&lt;br /&gt;
* Very high rate of fire from autocannon, which does not jam&lt;br /&gt;
* Has tail-hook, can land on aircraft carriers&lt;br /&gt;
* Has a drogue chute to aid in braking upon landing&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gun pod is slightly angled downwards and has very wide bullet spread when stock, although this can be useful in some situations, it can make the gun hard to aim in others&lt;br /&gt;
* Gun pod cannot be fired while the landing gear is down&lt;br /&gt;
* Missiles are tier 3 upgrade modification which needs to be researched&lt;br /&gt;
* Large target compared to other aircraft such as the [[MiG-21 F-13]]&lt;br /&gt;
* Due to large weight it requires a high landing sped (~350 kph), can be tricky to land for players new to the fighter (especially on aircraft carriers)&lt;br /&gt;
* Not quite as good at high altitude as the [[F-4C]]&lt;br /&gt;
* Taking minimum fuel leaves the aircraft with very limited battle endurance (especially with use of the afterburner), while the 20 min fuel option noticeably impacts handling&lt;br /&gt;
* Missiles cannot be fired while pulling more than 4 G's, and when flying at high speed even gentle manoeuvres will cause exceed that limit&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
From the late 1950s onwards the British Government began looking to replace a number of its early second-generation jet aircraft. The RAF was looking to replace the [[Canberra_(Family)|English Electric Canberra]] in the  long-range interdictor role, and the [[Hunter_(Family)|Hawker Hunter]] in the close air support role; meanwhile the Royal Navy was looking to replace their de Havilland Sea Vixens in the fleet air defence role&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot;&amp;gt;Wikipedia: McDonnell Douglas Phantom in UK service&amp;lt;/ref&amp;gt;. Two aircraft programs were started to produce suitable replacements; the BAC TSR-2 was to be a highly advanced strike and reconnaissance aircraft to replace the Canberra. Meanwhile the Hunter and the Sea Vixen would be replaced by different versions of the P.1154; a Mach 2 capable VTOL aircraft developed from the P.1127 (the predecessor of famous Harrier Jump Jet). The Navy were not entirely happy with the idea of the navalised P.1154, believing that it did not suit their needs; and in 1964 they dropped out of the programme, deciding to purchase the F-4 Phantom from America instead. In the same year a new government was elected and in 1965 cancelled both the TSR-2 and P.1154 programmes on cost grounds, leaving the RAF without its much needed Canberra and Hunter replacements. The Government announced a plan to purchase the F-111K from America to replace the TSR-2 program (the F-111K would also eventually be cancelled on grounds of cost), while the Hunter would be replaced by F-4 Phantoms from America&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot;&amp;gt;Burke 2016&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Both the Royal Navy and RAF were now set to purchase the F-4 Phantom. The RAF could have operated standard F-4 Phantoms (and to some extent would have preferred to)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;, however the aircraft was going to need modifications in order to be able to operate off of the UK's aircraft carriers, which were smaller than the ones Phantoms usually operated from. In a bid to help the British aviation industry (which had been hurt by a number of cancelled programmes), and make the aircraft suitable for use by the Royal Navy it was agreed that all UK Phantoms would be significantly modified, by British companies, from their US counterparts. The most notable change would be the replacement of the American J79 turbojet engines with larger and more powerful Rolls-Royce Spey turbofans; a modified rear fuselage to accommodate the new engines would also be built by BAC, and the aircraft's radar system would be built under license by Ferranti&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It was decided that the UK Phantoms would be based off of the F-4J, which was then the primary version in service with the US Navy at the time&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. As the RAF and Royal Navy had differing requirements it was decided that two variants of the UK Phantom would be designed: the first variant, for the Royal Navy, would be designated F-4K or Phantom FG.1; while the RAF variant would be developed from the navy variant and be designated F-4M or Phantom FGR.2. Work began on modifying the F-4J to meet the Royal Navy's needs; the nose radome had to be made to hinge 180 degreed, to allow the Phantom fit on the smaller deck elevators of British carriers, and a telescopic nose gear was installed to allow the aircraft to sit pitched nose-up on the flight deck (by up to 11°), reducing take-off distance&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The new engines were installed at a slight downwards angle to further increase take-off performance and the rear fuselage to be redesigned to both accommodate the new engines and cope with the increased heat they produced; the air intakes also had to be made larger, and additional intake doors added in the fuselage to provide the Speys with the airflow they required&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. Many other small changes were also made to UK Phantoms. The first F-4K prototype flew on 27 June 1966, with the First F-4M prototype flying on 17 February 1967.&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The first F-4Ks were delivered in April 1968 and were designated Phantom FG.1, early the following year they began test flights from HMS Eagle and the USS Saratoga. During the testing the intense heat produced by the downward-angled Spey engines, while the afterburner was engaged, caused the flight deck plating of the USS Saratoga to buckle&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. On-board HMS Eagle heavy-duty steel plating had to be welded to the flight deck; and be cooled using water from the ship's fire hoses between flights, in order to stop it from melting&amp;lt;ref name=&amp;quot;SearlesPhantom&amp;quot;&amp;gt;Searles n.d.&amp;lt;/ref&amp;gt;. When the HMS Ark Royal was upgraded to operate Phantoms it had to have water-cooled blast deflectors and decking installed to prevent the Phantom's engines from damaging the flight deck &amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. HMS Ark Royal had finished its refit in 1970, by which point the refit of HMS Eagle had been cancelled, along with plans to build two additional aircraft carriers. With the Navy now only having one carrier capable of operating Phantoms it was decided to reduce the Navy's Phantom fleet down to 28 aircraft, with the other 20 FG.1s being transferred to the RAF. The remaining Royal Navy Phantoms would serve on the HMS Ark Royal (R09) until her retirement.&lt;br /&gt;
&lt;br /&gt;
The first F-4Ms entered RAF service in May 1969, filling the role of tactical strike aircraft; they were given the designation Phantom FGR.2 (with FGR standing for Fighter/Ground attack/Reconnaissance). The RAF's Phantom FGR.2 was overall very similar to the Navy's FG.1 variant, but had a number of changes; they used a slightly different version of Spey engines (the FG.1 had faster afterburner engagement to aid with aborted landings on aircraft carriers), and naval features like the telescopic nose gear, slotted tail, and cockpit-controlled wing folding were dropped. The FGR.2 also had different avionics, the radar was slightly different and additional functionality such as an inertial navigation / attack system was added, as well as modification needed to allow the FGR.2 to use a gun pod and reconnaissance pod, among other changes&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot;&amp;gt;Gledhill 2017&amp;lt;/ref&amp;gt;. Both the FGR.2 and FG.1 would later be modified with squared off tails, holding a radar warning receiver.&lt;br /&gt;
&lt;br /&gt;
In 1970 Phantom FGR.2s were deployed to West Germany to serve the roles of ground attack, interdiction, and reconnaissance; while English Electric Lightnings covered bomber interception. Over the years it was determined that the increased range and weapons payload of the Phantom made it a better fit for defending the UK's airspace, than the Lightning; so from 1974 onwards Phantoms began to be withdrawn from Germany to serve in air defence roles; they were replaced in the Close Air Support role by the SEPECAT Jaguar. The Phantoms took over more and more of the air defence role from the Lightning; however the Lightning would remain in service until 1988 (retiring only a few years before the Phantoms). The Phantom FG.1s were withdrawn from Royal Navy service in 1978, with the decommissioning of HMS Ark Royal, and were transferred to the RAF to serve in air defence roles. The Phantoms were replaced in Navy service by the Harrier Jump Jet, which was able to operate from the Navy's new Invincible-class aircraft carriers.&lt;br /&gt;
&lt;br /&gt;
Following the Falklands War in 1982 the UK deployed a Squadron of FGR.2s to defend the Falkland Islands from any future attack; however this left a gap in the Air defence of the UK Mainland. It was decided to purchase 15 more F-4Js from America to fill this gap. The F4-Js were upgraded to F-4S standard and entered service with the RAF on 19 October 1984 under the designation Phantom F.3 or F-4J(UK)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;. The Phantom remained the UK's primary Air defence aircraft until it was gradually replaced by the Panavia Tornado; the last FG.1s retired on 30 January 1990, the last F.3s retired on 31 January 1991, and the FGR.2 left RAF service on 1 November 1992. The FGR.2 was due to retire earlier however just before retirement it was called back into service to defend RAF Akrotiri, on Cyprus, during the First Gulf War&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A total of 48 Phantom FG.1s, 118 Phantom FGR.2s and 15 Phantom F.3s were built&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Further development plans===&lt;br /&gt;
Prior to the Phantom's retirement from RAF service there had been a plan to retrofit them with an upgraded version of the Spey engine. A program was started to design the new engines; they would have various improvements, the most notable of which being new turbine blades, reportedly manufactured from a single metal crystal&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot;&amp;gt;SSC Programme Ltd 1997&amp;lt;/ref&amp;gt;. These blades would increase the operating life of the engines under normal conditions, but also give the option of operating the engines at higher temperatures, and thus higher thrust (although this would come at the expense of reduced engine life). These engines were known as Spey 205s and had a maximum thrust of 25,000 lb (11,340 kgf)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, compared to 20,515 lb (9,305 kgf) for the regular Spey engines; although it is unclear if they would be used at this thrust rating while in service. With the Phantom retired the Spey 205 programme was cancelled, and no engines were produced under the Spey 205 name; however 12 Spey 202 engines had been upgraded to Spey 205 standard for testing (and are now generally referred to as Spey 205s, or Spey 202 hybrids)&amp;lt;ref name=&amp;quot;BourneSSC&amp;quot;&amp;gt;Bourne 1997&amp;lt;/ref&amp;gt;. It is known that after the programme was cancelled two of the Spey 205 prototypes, along with two standard Spey 202s were obtained by the ThrustSSC programme (the world's fastest car)&amp;lt;ref name=&amp;quot;ThrustSSC&amp;quot; /&amp;gt;, although reports vary on whether the car was fitted with Spey 202s or 205s when it completed its record-breaking run.&lt;br /&gt;
&lt;br /&gt;
===Comparison with American Phantoms===&lt;br /&gt;
The Rolls-Royce Spey engines gave British Phantoms notably different performance to their American counterparts. At low altitude British Phantoms accelerated faster than standard F-4Js and had a higher top speed; it was estimated that they had a 30% shorter take-off distance and a 20% faster climb to altitude&amp;lt;ref name=&amp;quot;WikipediaPhantomUK&amp;quot; /&amp;gt;. The Spey turbofan engines were also more fuel efficient than the J-79 turbojets, giving British Phantoms a 10 - 15 % increase in range compared to American aircraft&amp;lt;ref name=&amp;quot;GledhillPhantom&amp;quot; /&amp;gt;. The main drawback of the British design was that the reshaped fuselage produced more drag than the original design, meaning that at high altitude British Phantoms were slower and performed worse than their American counterparts (British Phantoms topped out at about Mach 1.9 at altitude, while American Phantoms could reach Mach 2.1)&amp;lt;ref name=&amp;quot;BurkePhantom&amp;quot; /&amp;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;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|DXovE9BD1a0|'''Should You Buy the Phantom FGR.2''' - ''Sako Sniper''|03iOjLo81uU|'''British Phantom FGR.2 Gameplay review war thunder''' - ''Sgt. Vittie''|nrfff8Y8pK8|'''War thunder Phantom FGR.2''' - ''riko toho''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other variants in-game&lt;br /&gt;
&lt;br /&gt;
* [[F-4C Phantom II]] - U.S. Air Force variant multi-role fighter-bomber which could be outfitted with various autocannons, rockets, missiles and bombs. This aircraft is an effective fighter, ground-attacker and bomber. One of the fastest fighters currently available in War Thunder.&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 F-13|MiG-21]]&lt;br /&gt;
* Shenyang [[J-7II]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:McDonnell_Douglas_Phantom_in_UK_service|[Wikipedia&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; McDonnell Douglas Phantom in UK service]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
'''Citations'''&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bibliography'''&lt;br /&gt;
&lt;br /&gt;
* Bourne, Nigel. (1997). Development of the Rolls-Royce Military Spey Mk202 Engine. Retrieved from [http://www.thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Burke, Damien. (2016). McDonnell-Douglas/BAC F-4K/M Phantom II. Retrieved from [https://www.thunder-and-lightnings.co.uk/phantom/history.php Thunder and Lightnings]&lt;br /&gt;
* Gledhill, David. (2017). Phantom in the Cold War: RAF Wildenrath 1977 - 1992. Barnsley: Pen &amp;amp; Sword Aviation.&lt;br /&gt;
* Searles, Dick. (n.d.). HMS Eagle Deck Trials 1969. Retrieved from [https://www.phantomf4k.org/video-library/hms-eagle-deck-trials-1969 Phantom F4K - Fleet Air Arm Royal Navy]&lt;br /&gt;
* SSC Programme Ltd. (1997). The Story of the Rolls-Royce Spey. Retrieved from [http://thrustssc.com/ ThrustSSC]&lt;br /&gt;
* Wikipedia. (n.d.). McDonnell Douglas Phantom in UK service. Retrieved from [https://en.wikipedia.org/wiki/McDonnell_Douglas_Phantom_in_UK_service Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:FGR2_full_ordnance.jpg&amp;diff=71076</id>
		<title>File:FGR2 full ordnance.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:FGR2_full_ordnance.jpg&amp;diff=71076"/>
				<updated>2020-09-16T15:34:05Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Phantom FGR.2 with multi-role ordnance&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70813</id>
		<title>Hunter F.6</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70813"/>
				<updated>2020-09-15T00:34:05Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Pros and cons */  Adding a few points and have removed &amp;quot;very high repair costs&amp;quot; as a con&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=hunter_f6}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Hunter (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with many early jet aircraft, the Hunter is slow and ungainly on takeoff and landing and is quite lethargic while flying at slow speeds. However, once this fighter begins to accelerate, it can hit speeds exceeding 800 kph and similar to the early French Mystère fighters, can only achieve supersonic speeds during a dive. While a clumsy aircraft at low speeds, it is a rather good turning aircraft at higher speeds, though still surpassed by some sub and supersonic aircraft. It can hold a 9-10 G turn without risking breaking its wings, however, anything above this and you risk shearing off a wing. This fighter has extremely good energy retention, far above any supersonic and above many subsonic aircraft, which can be used to its advantage to maintain a controlling position on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,138 || 1,132 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.8 || 27.2 || 56.1 || 50.0 || rowspan=&amp;quot;2&amp;quot; | 820&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,159 || 1,148 || 24.5 || 25.0 || 86.0 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620|| 465 || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 690 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Avon Mk.203 ||  1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 6,400 kg || colspan=&amp;quot;2&amp;quot; | 246 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 4m fuel || 14m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,175 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 6,800 kg || 7,777 kg || 10,886 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 4m fuel || 14m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,242 kgf || N/A&lt;br /&gt;
| 0.62 || 0.55 || 0.39&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,956 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.73 || 0.64 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 64 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
* 12.7 mm Steel - Armour plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm ADEN cannons, chin-mounted (150 rpg = 600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|H.E. M.C. Mk.II (500 lb)|M.C. 1,000 lb Mk.I (1,000 lb)|SNEB Type 23|SRAAM}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb M.C. 1,000 lb Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 2 x 500 lb H.E. M.C. Mk.II bombs (3,000 lb total)&lt;br /&gt;
* 4 x SRAAM missiles&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs + 36 x SNEB Type 23 rockets (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 36 x SNEB Type 23 rockets (2,000 lb total)&lt;br /&gt;
* 36 x SNEB Type 23 rockets&lt;br /&gt;
* 36 x SNEB Type 23 rockets + 4 x SRAAM missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Hunter F.6 is a transonic aircraft in level flight but can reach supersonic in a dive. That means that it is faster than other subsonic aircraft it will face but slower than supersonic aircraft like the [[F-100D]] and the [[MiG-19PT]]. Make sure to maintain speed, as it is most manoeuvrable at higher speeds, and very slow to turn when slow. The energy retention is almost an order of magnitude higher than supersonic aircraft, which bleed speed in sharp turns, this can be both a blessing and a curse, when in a prolonged turning engagement, your energy retention advantage will allow you to pull away from a supersonic at the end of a turn; however, a plane such as the [[F-100D]] can use it's worse energy retention to stay on your tail. In many situations, when you have a supersonic on your tail, making them overshoot is very difficult, but if you can, the SRAAMS will make short work of them. When facing subsonic aircraft, simply outrun them with your superior speed, try not to engage in a turn-fight with subsonic aircraft, as they are often able to best you in a dogfight, especially at low speeds, where the Hunter really shows its weaknesses. The plane, under most circumstances, does not rip it's wings, even under extended, high G turns; although if you combine a 9-10 G turn and roll or yaw, the plane can rip. Unlike some other planes, you have almost no chance of making it back to the airfield with a broken wing.&lt;br /&gt;
&lt;br /&gt;
The SRAAMs (Short Range Air to Air Missiles) have a unique playstyle. They are much shorter range than other missiles, but extremely manoeuvrable, able to turn inside most aircraft. Anytime that you are within around 1 km of the target and the speed difference is not too great, they are very unlikely to miss. If you are out of around 1.2 km or greater, the missile will run out of fuel before reaching its target. An important note is that the missile cannot maneuver after the rocket motor burns out, and self-destructs. The best use case is to fire them while in a turn with another aircraft, as the missile is manoeuvrable enough to cut them off. &lt;br /&gt;
&lt;br /&gt;
The aircraft does have a rangefinding [[Airborne radars|radar]], but it is near useless except in [[:Category:Game modes#Simulator Battles|simulator battles]].&lt;br /&gt;
&lt;br /&gt;
=== Counterplay ===&lt;br /&gt;
This aircraft is an extremely potent aircraft at its tier, but it has its weaknesses. For one, it does not turn very well, most supersonics and nearly all subsonic aircraft can outturn it. Secondly, it has good energy retention, so even supersonics may find it hard to disengage from a turning engagement. To attack this aircraft, come in from behind it, and preferably from the top or bottom. Do not attack from the front, as the quad 30mm cannons will make short work of anything in their path. If your initial attack is unsuccessful, do not attempt to extend out in front of the Hunter; rather go into the vertical, as you will get caught by an SRAAM if you extend horizontal. If you suspect that a Hunter is nearby, do not allow your speed to drop below 800-1000 km/h, as anything below these speeds will allow the Hunter to catch and kill you. &lt;br /&gt;
&lt;br /&gt;
If you have one on your tail, and if you are in a supersonic, you should try to out-accelerate them, if they launch an SRAAM within 1km, you will not be able to dodge. If you are in an subsonic, do not attempt to extend, rather bring the Hunter to your teammates to get rid of them. If they launch a missile, there is very little you can do, but a hard roll while fully pitching up may allow you to dodge an SRAAM. In a subsonic, the Hunter can outrun you, so the best play would be to stay out of range of the Hunter, with teammate cover. In a supersonic, you are faster than the Hunter, so stay out of its range, while looping around and making passes at it, remember to never venture in front of it.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| 2 500 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| SRAAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly agile short-range air-to-air missiles&lt;br /&gt;
* Deadly nose mounted 30 mm ADEN cannons&lt;br /&gt;
* Enhanced handling at high speeds&lt;br /&gt;
* Bomb and rocket hard points&lt;br /&gt;
* Good payload options&lt;br /&gt;
* Excellent energy retention (see usage in battles)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Heavily dependent on having missiles researched to perform well&lt;br /&gt;
* No afterburner&lt;br /&gt;
* No drag chute- landing can be difficult on short runways &lt;br /&gt;
* As with most jets, not very maneuverable at low speeds&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
* Can rip wings when pitch+roll is combined with New Boosters equipped &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
When the Avon-engined Hawker Hunter F.1 and the Sapphire-engined Hawker Hunter F.2 entered service in 1954, it soon became apparent that the initial variants suffered a number of issues, the most important of which was its general lack of range. Flying on internal fuel supplies only, the aircraft's endurance was limited to about an hour, an issue which became painfully apparent on February 8th 1956 when a flight of 8 Hunters of the ''Central Fighter Establishment'', a Royal Air Force training unit, were unable to land at their assigned base or divert to any suitable other base due to deteriorating weather conditions, with 6 aircraft being lost and one pilot killed in the ensuing confusion. Another important issue with the type was its nose-mounted armament which caused two distinct issues: at higher altitudes - and oddly enough, only on the Avon-engined F.1 variant - the gun exhaust gasses could be ingested by the wingroot air intakes, causing a compressor stall; on both versions, the cannon ammo links, which were ejected from the aircraft, had a tendency to strike the fuselage undersides, causing damage to the surfaces. The original concept of using the flaps as a split airbrake would in turn cause sudden pitch trim changes when deployed. While the latter issue was resolved relatively easily by adding a simple one-piece airbrake underneath the rear fuselage, the flight range and gun firing issues were much more serious, effectively rendering these early variants of the Hunter useless as fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
The issues with the design were identified relatively early on, leading to a crash program to rectify them. To improve the range of the Hunter, new bag-type fuel tanks were added inside the wing leading edge, as well as the ability to carry external fuel tanks underneath the wings, outboard of the landing gear. This increased the aircraft's endurance from just under an hour to about an hour and twenty-five minutes. Oddly, despite the comparatively short range of the type, the Hunter would never be given an in-flight refuelling capacity, simply because no funds were allocated for such a project in 1950s austerity Britain. The issues with the armament were in turn solved by the addition of baffles to the gun barrels, which diverted the gun exhaust gasses; and by adding large blisters underneath the nose to collect the spent ammo links. The resulting improved designs, the Avon-engined F.4 and Sapphire-engined F.5, first flew on October 19th and 20th 1954 respectively, entering squadron service in the spring of 1955 (the F.4 doing so with 54 Squadron in March of 1955; the F.5 with 263 Squadron in February of 1955). Despite the Sapphire variants suffering less issues than the Avon ones, production of them was cut short as they had only been intended as a 'fall-back' design in case the more advanced Avon had proved to be a failure. As a result, just 45 Sapphire-engined F.2s and 105 F.5s were built, compared to 139 Avon 100-engined F.1s and 349 F.4s. Additionally, 96 F.4s were built under license by Fokker for the Royal Netherlands Air Force, and 112 by Fairey Aviation for the Belgian Air Force. Another 120 F.50s - a nation-specific export version of the F.4 - were built by Hawker for the Royal Swedish Air Force, and 30 F.51s for the Royal Danish Air Force.&lt;br /&gt;
&lt;br /&gt;
In the early 1950s, Rolls-Royce began working on the development of the Avon engine: the Avon 200 series was an uprated variant, which featured a can-annular combustion chamber and Sapphire style compressor. Due to these design changes, the Series 200 had a larger diameter than the Series 100, effectively making retrofitting the type impossible to earlier Hunters without rebuilding the entire fuselage. As such, a new fuselage was designed for the Hunter, which was capable of housing the large-diameter Avon 200, necessitating the move of a number of fuselage fuel tanks from the central fuselage to the rear. The increase of power offered by the new engine - 10,000 lb thrust for the Avon 203/207 as compared to 7,500 to 8,000 lb of the earlier Avon 113/115/119/120 and 121 - did introduce a new issue, namely a severe tendency for the type to pitch up at transonic speeds. In order to cure this, an altered wing was designed, which featured a distinctive 'dog-tooth' leading edge. Finally, the number of wing hardpoints capable of carrying additional fuel tanks was increased from two to four, considerably increasing the type's range. The resulting variant, the P.1099 or Hunter F.6, first flew on January 22nd 1954. This would prove to be the last dedicated fighter modification intended for Royal Air Force service.&lt;br /&gt;
&lt;br /&gt;
Serial production of the Hunter F.6 commenced in 1956 with the first of 383 aircraft being delivered to the Royal Air Force in August of that year. As was the case with the F.4, license-production of the F.6 was taken up by Fokker and Fairey Aviation, who respectively produced 93 and 144 aircraft for the Royal Netherlands and Belgian Air Forces.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hunter F.6 remained the Royal Air Forces' frontline fighter until 1963 when it increasingly began to be replaced by the English Electric Lightning, which was a supersonic design capable of carrying air-to-air missiles. As its duties as a dedicated fighter came to an end, many of the Royal Air Force's Hunters were either converted to the FGA-9 ground attack variant (144 built including 12 F.6 conversions, entering RAF service in 1960) or bought back by Hawker for conversion to export variants.&lt;br /&gt;
&lt;br /&gt;
While in Royal Air Force service the Hunter never carried any guided air-to-air armament, it is worth noting that the F.6s of the Royal Netherlands Air Force was the first of their type to be fitted with the Philco Ford GAR-6 (or AIM-9B) Sidewinder missiles and this as early as 1959. Similarly, the Hunter F.50s of the Royal Swedish Air Force were equipped with locally-built RB24B (AIM-9B) Sidewinder missiles in 1960. However, a single Hunter F.6 (XG210) was used as a testbed in 1977 during the development of a new type of air-to-air missile. This weapon, the '''Hawker Siddeley SRAAM''' or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
Originally developed as private venture under the name ''Taildog'', the new weapon was intended as a Sidewinder replacement, a short-range, low-cost missile that would fill the gap between guns and then-current missiles like Firestreak and Red Top. Originally, its design aims were a missile capable of engaging targets between 250 m and 2 km on a very wide field of view, so that it would be capable of locking onto a target even if this was rapidly crossing the interceptor aircraft's path. In order to make it extremely agile, the weapon would make use of thrust vectoring through six vanes in the rocket exhaust. Design work started in 1968, but following an official request for proposals in 1972, 'Taildog' evolved from a private venture into an official study.&lt;br /&gt;
&lt;br /&gt;
Under the new program, two versions were studied, namely the 'basic' SRAAM-75 and the 'advanced' SRAAM-100, both sharing the same airframe but having a different electronics fit each. Compared with Taildog, SRAAM was slightly longer and made use of a single-piece dome-shaped deflector, but otherwise, both designs were very similar. Unlike other designs of the time, SRAAM was designed to operate fully autonomic, with the target seeking system contained within the weapon rather than requiring radar or other feedback from the carrier aircraft. As such, SRAAM could be mounted on any aircraft without the need for weapons-specific modifications. Furthermore SRAAM was designed to be fired from a twin-tube pod that could be mounted to a single hardpoint, effectively doubling the number of weapons that could be carried by any aircraft (as opposed to designs like the Sidewinder, Firestreak or Red Top, of which just one could be carried on a single hardpoint).&lt;br /&gt;
&lt;br /&gt;
Due to defence cuts, the contract for the SRAAM was cancelled in 1974 in favour of development work on the AIM-7 Sparrow-derived ''Skyflash'', but development work continued, with the SRAAM being designated a technology demonstrator. As such, eight missiles were launched during weapons trials in 1977, both from a ground test stand and from a Hawker Hunter testbed. The same year, the improved AIM-9L Sidewinder was selected to cover the requirements originally covered by the SRAAM. Work performed on the SRAAM design would go on to form the basis of the ASRAAM program, which was started in 1980 and eventually resulted in the AIM-132 ASRAAM which entered RAF service in 1998.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|Devblog]] ===&lt;br /&gt;
With the availability of the more powerful Rolls-Royce Avon 200 series engines in the early 1950s, the Hawker company began developing a new modification of their Hunter jet fighter, which would eventually result in the creation of the Hunter F.6 - one of the last dedicated fighter modifications of this aircraft.&lt;br /&gt;
&lt;br /&gt;
The new Hunter featured, apart from a more powerful engine, a number of other tweaks and changes, most notably, a redesigned wing which contributed to the aircraft's overall stability during transonic flight. The first prototype of the F.6 flew in January 1954, with serial production commencing in 1956. Overall, 383 aircraft of the type entered service with the RAF before being decommissioned in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
In the late 1970s, the Hunter F.6 was used as a testbed for a new type of air-to-air missile developed by Hawker Siddeley since the late ‘60s. The SRAAM, or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the SRAAM was designed for shorter range deployments during dogfights, in situations where pilots would find it difficult to achieve a reliable lock-on with existing missiles. As such, the SRAAM possessed extremely good agility and didn't cost as much to produce, but was severely limited in range. Despite this however, the weapon didn't see active use, but was instead further developed into a more advanced version which eventually did get adopted and is still in use today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|cHakCK96pjA|'''The Shooting Range #155''' - ''Metal Beasts'' section at 00:32 discusses the Hunter F.6.|kxWhI8VTd14|How to use the SRAAMS in Warthunder&amp;lt;br&amp;gt;''-hachersk_Anon''&amp;lt;br&amp;gt;'''([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)'''|Z7IMi56S0Z0|'''Is The Hunter F.6 Worth Your Time?''' - ''DEFYN''|qWTDsJ9xbfg|Hunter F6 complete guide {{!}} How to always win dogfights {{!}} Hunter F6 vs Mig21MF {{!}} Energy trap - CaSama}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Hawker [[Sea_Hawk_FGA.6|Sea Hawk]]&lt;br /&gt;
* Hawker [[Hunter F 1]]&lt;br /&gt;
&lt;br /&gt;
Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super Mystere B2|Super Mystère]]&lt;br /&gt;
* Mikoyan [[MiG-17]]&lt;br /&gt;
* North American [[F-100D|F-100]] Super Sabre&lt;br /&gt;
* North American [[FJ-4B]] Fury&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Hunter F.6: Winged Comfort]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70812</id>
		<title>Hunter F.6</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70812"/>
				<updated>2020-09-15T00:24:51Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: I've just noticed again that i've left quotation marks in the title. I have amended this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=hunter_f6}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Hunter (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with many early jet aircraft, the Hunter is slow and ungainly on takeoff and landing and is quite lethargic while flying at slow speeds. However, once this fighter begins to accelerate, it can hit speeds exceeding 800 kph and similar to the early French Mystère fighters, can only achieve supersonic speeds during a dive. While a clumsy aircraft at low speeds, it is a rather good turning aircraft at higher speeds, though still surpassed by some sub and supersonic aircraft. It can hold a 9-10 G turn without risking breaking its wings, however, anything above this and you risk shearing off a wing. This fighter has extremely good energy retention, far above any supersonic and above many subsonic aircraft, which can be used to its advantage to maintain a controlling position on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,138 || 1,132 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.8 || 27.2 || 56.1 || 50.0 || rowspan=&amp;quot;2&amp;quot; | 820&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,159 || 1,148 || 24.5 || 25.0 || 86.0 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620|| 465 || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 690 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Avon Mk.203 ||  1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 6,400 kg || colspan=&amp;quot;2&amp;quot; | 246 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 4m fuel || 14m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,175 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 6,800 kg || 7,777 kg || 10,886 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 4m fuel || 14m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,242 kgf || N/A&lt;br /&gt;
| 0.62 || 0.55 || 0.39&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,956 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.73 || 0.64 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 64 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
* 12.7 mm Steel - Armour plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm ADEN cannons, chin-mounted (150 rpg = 600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|H.E. M.C. Mk.II (500 lb)|M.C. 1,000 lb Mk.I (1,000 lb)|SNEB Type 23|SRAAM}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb M.C. 1,000 lb Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 2 x 500 lb H.E. M.C. Mk.II bombs (3,000 lb total)&lt;br /&gt;
* 4 x SRAAM missiles&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs + 36 x SNEB Type 23 rockets (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 36 x SNEB Type 23 rockets (2,000 lb total)&lt;br /&gt;
* 36 x SNEB Type 23 rockets&lt;br /&gt;
* 36 x SNEB Type 23 rockets + 4 x SRAAM missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Hunter F.6 is a transonic aircraft in level flight but can reach supersonic in a dive. That means that it is faster than other subsonic aircraft it will face but slower than supersonic aircraft like the [[F-100D]] and the [[MiG-19PT]]. Make sure to maintain speed, as it is most manoeuvrable at higher speeds, and very slow to turn when slow. The energy retention is almost an order of magnitude higher than supersonic aircraft, which bleed speed in sharp turns, this can be both a blessing and a curse, when in a prolonged turning engagement, your energy retention advantage will allow you to pull away from a supersonic at the end of a turn; however, a plane such as the [[F-100D]] can use it's worse energy retention to stay on your tail. In many situations, when you have a supersonic on your tail, making them overshoot is very difficult, but if you can, the SRAAMS will make short work of them. When facing subsonic aircraft, simply outrun them with your superior speed, try not to engage in a turn-fight with subsonic aircraft, as they are often able to best you in a dogfight, especially at low speeds, where the Hunter really shows its weaknesses. The plane, under most circumstances, does not rip it's wings, even under extended, high G turns; although if you combine a 9-10 G turn and roll or yaw, the plane can rip. Unlike some other planes, you have almost no chance of making it back to the airfield with a broken wing.&lt;br /&gt;
&lt;br /&gt;
The SRAAMs (Short Range Air to Air Missiles) have a unique playstyle. They are much shorter range than other missiles, but extremely manoeuvrable, able to turn inside most aircraft. Anytime that you are within around 1 km of the target and the speed difference is not too great, they are very unlikely to miss. If you are out of around 1.2 km or greater, the missile will run out of fuel before reaching its target. An important note is that the missile cannot maneuver after the rocket motor burns out, and self-destructs. The best use case is to fire them while in a turn with another aircraft, as the missile is manoeuvrable enough to cut them off. &lt;br /&gt;
&lt;br /&gt;
The aircraft does have a rangefinding [[Airborne radars|radar]], but it is near useless except in [[:Category:Game modes#Simulator Battles|simulator battles]].&lt;br /&gt;
&lt;br /&gt;
=== Counterplay ===&lt;br /&gt;
This aircraft is an extremely potent aircraft at its tier, but it has its weaknesses. For one, it does not turn very well, most supersonics and nearly all subsonic aircraft can outturn it. Secondly, it has good energy retention, so even supersonics may find it hard to disengage from a turning engagement. To attack this aircraft, come in from behind it, and preferably from the top or bottom. Do not attack from the front, as the quad 30mm cannons will make short work of anything in their path. If your initial attack is unsuccessful, do not attempt to extend out in front of the Hunter; rather go into the vertical, as you will get caught by an SRAAM if you extend horizontal. If you suspect that a Hunter is nearby, do not allow your speed to drop below 800-1000 km/h, as anything below these speeds will allow the Hunter to catch and kill you. &lt;br /&gt;
&lt;br /&gt;
If you have one on your tail, and if you are in a supersonic, you should try to out-accelerate them, if they launch an SRAAM within 1km, you will not be able to dodge. If you are in an subsonic, do not attempt to extend, rather bring the Hunter to your teammates to get rid of them. If they launch a missile, there is very little you can do, but a hard roll while fully pitching up may allow you to dodge an SRAAM. In a subsonic, the Hunter can outrun you, so the best play would be to stay out of range of the Hunter, with teammate cover. In a supersonic, you are faster than the Hunter, so stay out of its range, while looping around and making passes at it, remember to never venture in front of it.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| 2 500 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| SRAAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly agile short-range air-to-air missiles&lt;br /&gt;
* Deadly 30 mm ADEN cannons&lt;br /&gt;
* Enhanced handling at high speeds&lt;br /&gt;
* Bomb and rocket hardpoints&lt;br /&gt;
* Good payload options&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Heavily dependent on having missiles researched to perform well&lt;br /&gt;
* Very high repair cost&lt;br /&gt;
* No afterburner&lt;br /&gt;
* As with most jets, not very manoeuvrable at low speeds&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
* Can rip wings when pitch+roll is combined&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
When the Avon-engined Hawker Hunter F.1 and the Sapphire-engined Hawker Hunter F.2 entered service in 1954, it soon became apparent that the initial variants suffered a number of issues, the most important of which was its general lack of range. Flying on internal fuel supplies only, the aircraft's endurance was limited to about an hour, an issue which became painfully apparent on February 8th 1956 when a flight of 8 Hunters of the ''Central Fighter Establishment'', a Royal Air Force training unit, were unable to land at their assigned base or divert to any suitable other base due to deteriorating weather conditions, with 6 aircraft being lost and one pilot killed in the ensuing confusion. Another important issue with the type was its nose-mounted armament which caused two distinct issues: at higher altitudes - and oddly enough, only on the Avon-engined F.1 variant - the gun exhaust gasses could be ingested by the wingroot air intakes, causing a compressor stall; on both versions, the cannon ammo links, which were ejected from the aircraft, had a tendency to strike the fuselage undersides, causing damage to the surfaces. The original concept of using the flaps as a split airbrake would in turn cause sudden pitch trim changes when deployed. While the latter issue was resolved relatively easily by adding a simple one-piece airbrake underneath the rear fuselage, the flight range and gun firing issues were much more serious, effectively rendering these early variants of the Hunter useless as fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
The issues with the design were identified relatively early on, leading to a crash program to rectify them. To improve the range of the Hunter, new bag-type fuel tanks were added inside the wing leading edge, as well as the ability to carry external fuel tanks underneath the wings, outboard of the landing gear. This increased the aircraft's endurance from just under an hour to about an hour and twenty-five minutes. Oddly, despite the comparatively short range of the type, the Hunter would never be given an in-flight refuelling capacity, simply because no funds were allocated for such a project in 1950s austerity Britain. The issues with the armament were in turn solved by the addition of baffles to the gun barrels, which diverted the gun exhaust gasses; and by adding large blisters underneath the nose to collect the spent ammo links. The resulting improved designs, the Avon-engined F.4 and Sapphire-engined F.5, first flew on October 19th and 20th 1954 respectively, entering squadron service in the spring of 1955 (the F.4 doing so with 54 Squadron in March of 1955; the F.5 with 263 Squadron in February of 1955). Despite the Sapphire variants suffering less issues than the Avon ones, production of them was cut short as they had only been intended as a 'fall-back' design in case the more advanced Avon had proved to be a failure. As a result, just 45 Sapphire-engined F.2s and 105 F.5s were built, compared to 139 Avon 100-engined F.1s and 349 F.4s. Additionally, 96 F.4s were built under license by Fokker for the Royal Netherlands Air Force, and 112 by Fairey Aviation for the Belgian Air Force. Another 120 F.50s - a nation-specific export version of the F.4 - were built by Hawker for the Royal Swedish Air Force, and 30 F.51s for the Royal Danish Air Force.&lt;br /&gt;
&lt;br /&gt;
In the early 1950s, Rolls-Royce began working on the development of the Avon engine: the Avon 200 series was an uprated variant, which featured a can-annular combustion chamber and Sapphire style compressor. Due to these design changes, the Series 200 had a larger diameter than the Series 100, effectively making retrofitting the type impossible to earlier Hunters without rebuilding the entire fuselage. As such, a new fuselage was designed for the Hunter, which was capable of housing the large-diameter Avon 200, necessitating the move of a number of fuselage fuel tanks from the central fuselage to the rear. The increase of power offered by the new engine - 10,000 lb thrust for the Avon 203/207 as compared to 7,500 to 8,000 lb of the earlier Avon 113/115/119/120 and 121 - did introduce a new issue, namely a severe tendency for the type to pitch up at transonic speeds. In order to cure this, an altered wing was designed, which featured a distinctive 'dog-tooth' leading edge. Finally, the number of wing hardpoints capable of carrying additional fuel tanks was increased from two to four, considerably increasing the type's range. The resulting variant, the P.1099 or Hunter F.6, first flew on January 22nd 1954. This would prove to be the last dedicated fighter modification intended for Royal Air Force service.&lt;br /&gt;
&lt;br /&gt;
Serial production of the Hunter F.6 commenced in 1956 with the first of 383 aircraft being delivered to the Royal Air Force in August of that year. As was the case with the F.4, license-production of the F.6 was taken up by Fokker and Fairey Aviation, who respectively produced 93 and 144 aircraft for the Royal Netherlands and Belgian Air Forces.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hunter F.6 remained the Royal Air Forces' frontline fighter until 1963 when it increasingly began to be replaced by the English Electric Lightning, which was a supersonic design capable of carrying air-to-air missiles. As its duties as a dedicated fighter came to an end, many of the Royal Air Force's Hunters were either converted to the FGA-9 ground attack variant (144 built including 12 F.6 conversions, entering RAF service in 1960) or bought back by Hawker for conversion to export variants.&lt;br /&gt;
&lt;br /&gt;
While in Royal Air Force service the Hunter never carried any guided air-to-air armament, it is worth noting that the F.6s of the Royal Netherlands Air Force was the first of their type to be fitted with the Philco Ford GAR-6 (or AIM-9B) Sidewinder missiles and this as early as 1959. Similarly, the Hunter F.50s of the Royal Swedish Air Force were equipped with locally-built RB24B (AIM-9B) Sidewinder missiles in 1960. However, a single Hunter F.6 (XG210) was used as a testbed in 1977 during the development of a new type of air-to-air missile. This weapon, the '''Hawker Siddeley SRAAM''' or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
Originally developed as private venture under the name ''Taildog'', the new weapon was intended as a Sidewinder replacement, a short-range, low-cost missile that would fill the gap between guns and then-current missiles like Firestreak and Red Top. Originally, its design aims were a missile capable of engaging targets between 250 m and 2 km on a very wide field of view, so that it would be capable of locking onto a target even if this was rapidly crossing the interceptor aircraft's path. In order to make it extremely agile, the weapon would make use of thrust vectoring through six vanes in the rocket exhaust. Design work started in 1968, but following an official request for proposals in 1972, 'Taildog' evolved from a private venture into an official study.&lt;br /&gt;
&lt;br /&gt;
Under the new program, two versions were studied, namely the 'basic' SRAAM-75 and the 'advanced' SRAAM-100, both sharing the same airframe but having a different electronics fit each. Compared with Taildog, SRAAM was slightly longer and made use of a single-piece dome-shaped deflector, but otherwise, both designs were very similar. Unlike other designs of the time, SRAAM was designed to operate fully autonomic, with the target seeking system contained within the weapon rather than requiring radar or other feedback from the carrier aircraft. As such, SRAAM could be mounted on any aircraft without the need for weapons-specific modifications. Furthermore SRAAM was designed to be fired from a twin-tube pod that could be mounted to a single hardpoint, effectively doubling the number of weapons that could be carried by any aircraft (as opposed to designs like the Sidewinder, Firestreak or Red Top, of which just one could be carried on a single hardpoint).&lt;br /&gt;
&lt;br /&gt;
Due to defence cuts, the contract for the SRAAM was cancelled in 1974 in favour of development work on the AIM-7 Sparrow-derived ''Skyflash'', but development work continued, with the SRAAM being designated a technology demonstrator. As such, eight missiles were launched during weapons trials in 1977, both from a ground test stand and from a Hawker Hunter testbed. The same year, the improved AIM-9L Sidewinder was selected to cover the requirements originally covered by the SRAAM. Work performed on the SRAAM design would go on to form the basis of the ASRAAM program, which was started in 1980 and eventually resulted in the AIM-132 ASRAAM which entered RAF service in 1998.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|Devblog]] ===&lt;br /&gt;
With the availability of the more powerful Rolls-Royce Avon 200 series engines in the early 1950s, the Hawker company began developing a new modification of their Hunter jet fighter, which would eventually result in the creation of the Hunter F.6 - one of the last dedicated fighter modifications of this aircraft.&lt;br /&gt;
&lt;br /&gt;
The new Hunter featured, apart from a more powerful engine, a number of other tweaks and changes, most notably, a redesigned wing which contributed to the aircraft's overall stability during transonic flight. The first prototype of the F.6 flew in January 1954, with serial production commencing in 1956. Overall, 383 aircraft of the type entered service with the RAF before being decommissioned in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
In the late 1970s, the Hunter F.6 was used as a testbed for a new type of air-to-air missile developed by Hawker Siddeley since the late ‘60s. The SRAAM, or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the SRAAM was designed for shorter range deployments during dogfights, in situations where pilots would find it difficult to achieve a reliable lock-on with existing missiles. As such, the SRAAM possessed extremely good agility and didn't cost as much to produce, but was severely limited in range. Despite this however, the weapon didn't see active use, but was instead further developed into a more advanced version which eventually did get adopted and is still in use today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|cHakCK96pjA|'''The Shooting Range #155''' - ''Metal Beasts'' section at 00:32 discusses the Hunter F.6.|kxWhI8VTd14|How to use the SRAAMS in Warthunder&amp;lt;br&amp;gt;''-hachersk_Anon''&amp;lt;br&amp;gt;'''([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)'''|Z7IMi56S0Z0|'''Is The Hunter F.6 Worth Your Time?''' - ''DEFYN''|qWTDsJ9xbfg|Hunter F6 complete guide {{!}} How to always win dogfights {{!}} Hunter F6 vs Mig21MF {{!}} Energy trap - CaSama}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Hawker [[Sea_Hawk_FGA.6|Sea Hawk]]&lt;br /&gt;
* Hawker [[Hunter F 1]]&lt;br /&gt;
&lt;br /&gt;
Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super Mystere B2|Super Mystère]]&lt;br /&gt;
* Mikoyan [[MiG-17]]&lt;br /&gt;
* North American [[F-100D|F-100]] Super Sabre&lt;br /&gt;
* North American [[FJ-4B]] Fury&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Hunter F.6: Winged Comfort]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70811</id>
		<title>Hunter F.6</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70811"/>
				<updated>2020-09-15T00:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: i've added my video on hunter f6 energy retention performance to the youtube gallery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=hunter_f6}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Hunter (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with many early jet aircraft, the Hunter is slow and ungainly on takeoff and landing and is quite lethargic while flying at slow speeds. However, once this fighter begins to accelerate, it can hit speeds exceeding 800 kph and similar to the early French Mystère fighters, can only achieve supersonic speeds during a dive. While a clumsy aircraft at low speeds, it is a rather good turning aircraft at higher speeds, though still surpassed by some sub and supersonic aircraft. It can hold a 9-10 G turn without risking breaking its wings, however, anything above this and you risk shearing off a wing. This fighter has extremely good energy retention, far above any supersonic and above many subsonic aircraft, which can be used to its advantage to maintain a controlling position on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,138 || 1,132 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.8 || 27.2 || 56.1 || 50.0 || rowspan=&amp;quot;2&amp;quot; | 820&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,159 || 1,148 || 24.5 || 25.0 || 86.0 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620|| 465 || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 690 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Avon Mk.203 ||  1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 6,400 kg || colspan=&amp;quot;2&amp;quot; | 246 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 4m fuel || 14m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,175 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 6,800 kg || 7,777 kg || 10,886 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 4m fuel || 14m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,242 kgf || N/A&lt;br /&gt;
| 0.62 || 0.55 || 0.39&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,956 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.73 || 0.64 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 64 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
* 12.7 mm Steel - Armour plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm ADEN cannons, chin-mounted (150 rpg = 600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|H.E. M.C. Mk.II (500 lb)|M.C. 1,000 lb Mk.I (1,000 lb)|SNEB Type 23|SRAAM}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb M.C. 1,000 lb Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 2 x 500 lb H.E. M.C. Mk.II bombs (3,000 lb total)&lt;br /&gt;
* 4 x SRAAM missiles&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs + 36 x SNEB Type 23 rockets (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 36 x SNEB Type 23 rockets (2,000 lb total)&lt;br /&gt;
* 36 x SNEB Type 23 rockets&lt;br /&gt;
* 36 x SNEB Type 23 rockets + 4 x SRAAM missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Hunter F.6 is a transonic aircraft in level flight but can reach supersonic in a dive. That means that it is faster than other subsonic aircraft it will face but slower than supersonic aircraft like the [[F-100D]] and the [[MiG-19PT]]. Make sure to maintain speed, as it is most manoeuvrable at higher speeds, and very slow to turn when slow. The energy retention is almost an order of magnitude higher than supersonic aircraft, which bleed speed in sharp turns, this can be both a blessing and a curse, when in a prolonged turning engagement, your energy retention advantage will allow you to pull away from a supersonic at the end of a turn; however, a plane such as the [[F-100D]] can use it's worse energy retention to stay on your tail. In many situations, when you have a supersonic on your tail, making them overshoot is very difficult, but if you can, the SRAAMS will make short work of them. When facing subsonic aircraft, simply outrun them with your superior speed, try not to engage in a turn-fight with subsonic aircraft, as they are often able to best you in a dogfight, especially at low speeds, where the Hunter really shows its weaknesses. The plane, under most circumstances, does not rip it's wings, even under extended, high G turns; although if you combine a 9-10 G turn and roll or yaw, the plane can rip. Unlike some other planes, you have almost no chance of making it back to the airfield with a broken wing.&lt;br /&gt;
&lt;br /&gt;
The SRAAMs (Short Range Air to Air Missiles) have a unique playstyle. They are much shorter range than other missiles, but extremely manoeuvrable, able to turn inside most aircraft. Anytime that you are within around 1 km of the target and the speed difference is not too great, they are very unlikely to miss. If you are out of around 1.2 km or greater, the missile will run out of fuel before reaching its target. An important note is that the missile cannot maneuver after the rocket motor burns out, and self-destructs. The best use case is to fire them while in a turn with another aircraft, as the missile is manoeuvrable enough to cut them off. &lt;br /&gt;
&lt;br /&gt;
The aircraft does have a rangefinding [[Airborne radars|radar]], but it is near useless except in [[:Category:Game modes#Simulator Battles|simulator battles]].&lt;br /&gt;
&lt;br /&gt;
=== Counterplay ===&lt;br /&gt;
This aircraft is an extremely potent aircraft at its tier, but it has its weaknesses. For one, it does not turn very well, most supersonics and nearly all subsonic aircraft can outturn it. Secondly, it has good energy retention, so even supersonics may find it hard to disengage from a turning engagement. To attack this aircraft, come in from behind it, and preferably from the top or bottom. Do not attack from the front, as the quad 30mm cannons will make short work of anything in their path. If your initial attack is unsuccessful, do not attempt to extend out in front of the Hunter; rather go into the vertical, as you will get caught by an SRAAM if you extend horizontal. If you suspect that a Hunter is nearby, do not allow your speed to drop below 800-1000 km/h, as anything below these speeds will allow the Hunter to catch and kill you. &lt;br /&gt;
&lt;br /&gt;
If you have one on your tail, and if you are in a supersonic, you should try to out-accelerate them, if they launch an SRAAM within 1km, you will not be able to dodge. If you are in an subsonic, do not attempt to extend, rather bring the Hunter to your teammates to get rid of them. If they launch a missile, there is very little you can do, but a hard roll while fully pitching up may allow you to dodge an SRAAM. In a subsonic, the Hunter can outrun you, so the best play would be to stay out of range of the Hunter, with teammate cover. In a supersonic, you are faster than the Hunter, so stay out of its range, while looping around and making passes at it, remember to never venture in front of it.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| 2 500 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| SRAAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly agile short-range air-to-air missiles&lt;br /&gt;
* Deadly 30 mm ADEN cannons&lt;br /&gt;
* Enhanced handling at high speeds&lt;br /&gt;
* Bomb and rocket hardpoints&lt;br /&gt;
* Good payload options&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Heavily dependent on having missiles researched to perform well&lt;br /&gt;
* Very high repair cost&lt;br /&gt;
* No afterburner&lt;br /&gt;
* As with most jets, not very manoeuvrable at low speeds&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
* Can rip wings when pitch+roll is combined&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
When the Avon-engined Hawker Hunter F.1 and the Sapphire-engined Hawker Hunter F.2 entered service in 1954, it soon became apparent that the initial variants suffered a number of issues, the most important of which was its general lack of range. Flying on internal fuel supplies only, the aircraft's endurance was limited to about an hour, an issue which became painfully apparent on February 8th 1956 when a flight of 8 Hunters of the ''Central Fighter Establishment'', a Royal Air Force training unit, were unable to land at their assigned base or divert to any suitable other base due to deteriorating weather conditions, with 6 aircraft being lost and one pilot killed in the ensuing confusion. Another important issue with the type was its nose-mounted armament which caused two distinct issues: at higher altitudes - and oddly enough, only on the Avon-engined F.1 variant - the gun exhaust gasses could be ingested by the wingroot air intakes, causing a compressor stall; on both versions, the cannon ammo links, which were ejected from the aircraft, had a tendency to strike the fuselage undersides, causing damage to the surfaces. The original concept of using the flaps as a split airbrake would in turn cause sudden pitch trim changes when deployed. While the latter issue was resolved relatively easily by adding a simple one-piece airbrake underneath the rear fuselage, the flight range and gun firing issues were much more serious, effectively rendering these early variants of the Hunter useless as fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
The issues with the design were identified relatively early on, leading to a crash program to rectify them. To improve the range of the Hunter, new bag-type fuel tanks were added inside the wing leading edge, as well as the ability to carry external fuel tanks underneath the wings, outboard of the landing gear. This increased the aircraft's endurance from just under an hour to about an hour and twenty-five minutes. Oddly, despite the comparatively short range of the type, the Hunter would never be given an in-flight refuelling capacity, simply because no funds were allocated for such a project in 1950s austerity Britain. The issues with the armament were in turn solved by the addition of baffles to the gun barrels, which diverted the gun exhaust gasses; and by adding large blisters underneath the nose to collect the spent ammo links. The resulting improved designs, the Avon-engined F.4 and Sapphire-engined F.5, first flew on October 19th and 20th 1954 respectively, entering squadron service in the spring of 1955 (the F.4 doing so with 54 Squadron in March of 1955; the F.5 with 263 Squadron in February of 1955). Despite the Sapphire variants suffering less issues than the Avon ones, production of them was cut short as they had only been intended as a 'fall-back' design in case the more advanced Avon had proved to be a failure. As a result, just 45 Sapphire-engined F.2s and 105 F.5s were built, compared to 139 Avon 100-engined F.1s and 349 F.4s. Additionally, 96 F.4s were built under license by Fokker for the Royal Netherlands Air Force, and 112 by Fairey Aviation for the Belgian Air Force. Another 120 F.50s - a nation-specific export version of the F.4 - were built by Hawker for the Royal Swedish Air Force, and 30 F.51s for the Royal Danish Air Force.&lt;br /&gt;
&lt;br /&gt;
In the early 1950s, Rolls-Royce began working on the development of the Avon engine: the Avon 200 series was an uprated variant, which featured a can-annular combustion chamber and Sapphire style compressor. Due to these design changes, the Series 200 had a larger diameter than the Series 100, effectively making retrofitting the type impossible to earlier Hunters without rebuilding the entire fuselage. As such, a new fuselage was designed for the Hunter, which was capable of housing the large-diameter Avon 200, necessitating the move of a number of fuselage fuel tanks from the central fuselage to the rear. The increase of power offered by the new engine - 10,000 lb thrust for the Avon 203/207 as compared to 7,500 to 8,000 lb of the earlier Avon 113/115/119/120 and 121 - did introduce a new issue, namely a severe tendency for the type to pitch up at transonic speeds. In order to cure this, an altered wing was designed, which featured a distinctive 'dog-tooth' leading edge. Finally, the number of wing hardpoints capable of carrying additional fuel tanks was increased from two to four, considerably increasing the type's range. The resulting variant, the P.1099 or Hunter F.6, first flew on January 22nd 1954. This would prove to be the last dedicated fighter modification intended for Royal Air Force service.&lt;br /&gt;
&lt;br /&gt;
Serial production of the Hunter F.6 commenced in 1956 with the first of 383 aircraft being delivered to the Royal Air Force in August of that year. As was the case with the F.4, license-production of the F.6 was taken up by Fokker and Fairey Aviation, who respectively produced 93 and 144 aircraft for the Royal Netherlands and Belgian Air Forces.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hunter F.6 remained the Royal Air Forces' frontline fighter until 1963 when it increasingly began to be replaced by the English Electric Lightning, which was a supersonic design capable of carrying air-to-air missiles. As its duties as a dedicated fighter came to an end, many of the Royal Air Force's Hunters were either converted to the FGA-9 ground attack variant (144 built including 12 F.6 conversions, entering RAF service in 1960) or bought back by Hawker for conversion to export variants.&lt;br /&gt;
&lt;br /&gt;
While in Royal Air Force service the Hunter never carried any guided air-to-air armament, it is worth noting that the F.6s of the Royal Netherlands Air Force was the first of their type to be fitted with the Philco Ford GAR-6 (or AIM-9B) Sidewinder missiles and this as early as 1959. Similarly, the Hunter F.50s of the Royal Swedish Air Force were equipped with locally-built RB24B (AIM-9B) Sidewinder missiles in 1960. However, a single Hunter F.6 (XG210) was used as a testbed in 1977 during the development of a new type of air-to-air missile. This weapon, the '''Hawker Siddeley SRAAM''' or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
Originally developed as private venture under the name ''Taildog'', the new weapon was intended as a Sidewinder replacement, a short-range, low-cost missile that would fill the gap between guns and then-current missiles like Firestreak and Red Top. Originally, its design aims were a missile capable of engaging targets between 250 m and 2 km on a very wide field of view, so that it would be capable of locking onto a target even if this was rapidly crossing the interceptor aircraft's path. In order to make it extremely agile, the weapon would make use of thrust vectoring through six vanes in the rocket exhaust. Design work started in 1968, but following an official request for proposals in 1972, 'Taildog' evolved from a private venture into an official study.&lt;br /&gt;
&lt;br /&gt;
Under the new program, two versions were studied, namely the 'basic' SRAAM-75 and the 'advanced' SRAAM-100, both sharing the same airframe but having a different electronics fit each. Compared with Taildog, SRAAM was slightly longer and made use of a single-piece dome-shaped deflector, but otherwise, both designs were very similar. Unlike other designs of the time, SRAAM was designed to operate fully autonomic, with the target seeking system contained within the weapon rather than requiring radar or other feedback from the carrier aircraft. As such, SRAAM could be mounted on any aircraft without the need for weapons-specific modifications. Furthermore SRAAM was designed to be fired from a twin-tube pod that could be mounted to a single hardpoint, effectively doubling the number of weapons that could be carried by any aircraft (as opposed to designs like the Sidewinder, Firestreak or Red Top, of which just one could be carried on a single hardpoint).&lt;br /&gt;
&lt;br /&gt;
Due to defence cuts, the contract for the SRAAM was cancelled in 1974 in favour of development work on the AIM-7 Sparrow-derived ''Skyflash'', but development work continued, with the SRAAM being designated a technology demonstrator. As such, eight missiles were launched during weapons trials in 1977, both from a ground test stand and from a Hawker Hunter testbed. The same year, the improved AIM-9L Sidewinder was selected to cover the requirements originally covered by the SRAAM. Work performed on the SRAAM design would go on to form the basis of the ASRAAM program, which was started in 1980 and eventually resulted in the AIM-132 ASRAAM which entered RAF service in 1998.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|Devblog]] ===&lt;br /&gt;
With the availability of the more powerful Rolls-Royce Avon 200 series engines in the early 1950s, the Hawker company began developing a new modification of their Hunter jet fighter, which would eventually result in the creation of the Hunter F.6 - one of the last dedicated fighter modifications of this aircraft.&lt;br /&gt;
&lt;br /&gt;
The new Hunter featured, apart from a more powerful engine, a number of other tweaks and changes, most notably, a redesigned wing which contributed to the aircraft's overall stability during transonic flight. The first prototype of the F.6 flew in January 1954, with serial production commencing in 1956. Overall, 383 aircraft of the type entered service with the RAF before being decommissioned in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
In the late 1970s, the Hunter F.6 was used as a testbed for a new type of air-to-air missile developed by Hawker Siddeley since the late ‘60s. The SRAAM, or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the SRAAM was designed for shorter range deployments during dogfights, in situations where pilots would find it difficult to achieve a reliable lock-on with existing missiles. As such, the SRAAM possessed extremely good agility and didn't cost as much to produce, but was severely limited in range. Despite this however, the weapon didn't see active use, but was instead further developed into a more advanced version which eventually did get adopted and is still in use today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|cHakCK96pjA|'''The Shooting Range #155''' - ''Metal Beasts'' section at 00:32 discusses the Hunter F.6.|kxWhI8VTd14|How to use the SRAAMS in Warthunder&amp;lt;br&amp;gt;''-hachersk_Anon''&amp;lt;br&amp;gt;'''([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)'''|Z7IMi56S0Z0|'''Is The Hunter F.6 Worth Your Time?''' - ''DEFYN''|qWTDsJ9xbfg|&amp;quot;Hunter F6 complete guide {{!}} How to always win dogfights {{!}} Hunter F6 vs Mig21MF {{!}} Energy trap&amp;quot; - CaSama}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Hawker [[Sea_Hawk_FGA.6|Sea Hawk]]&lt;br /&gt;
* Hawker [[Hunter F 1]]&lt;br /&gt;
&lt;br /&gt;
Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super Mystere B2|Super Mystère]]&lt;br /&gt;
* Mikoyan [[MiG-17]]&lt;br /&gt;
* North American [[F-100D|F-100]] Super Sabre&lt;br /&gt;
* North American [[FJ-4B]] Fury&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Hunter F.6: Winged Comfort]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70721</id>
		<title>Hunter F.6</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70721"/>
				<updated>2020-09-14T02:17:47Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Media */ I have amended the title. It had quotation marks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=hunter_f6}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Hunter (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with many early jet aircraft, the Hunter is slow and ungainly on takeoff and landing and is quite lethargic while flying at slow speeds. However, once this fighter begins to accelerate, it can hit speeds exceeding 800 kph and similar to the early French Mystère fighters, can only achieve supersonic speeds during a dive. While a clumsy aircraft at low speeds, it is a rather good turning aircraft at higher speeds, though still surpassed by some sub and supersonic aircraft. It can hold a 9-10 G turn without risking breaking its wings, however, anything above this and you risk shearing off a wing. This fighter has extremely good energy retention, far above any supersonic and above many subsonic aircraft, which can be used to its advantage to maintain a controlling position on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,138 || 1,132 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.8 || 27.2 || 56.1 || 50.0 || rowspan=&amp;quot;2&amp;quot; | 820&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,159 || 1,148 || 24.5 || 25.0 || 86.0 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620|| 465 || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 690 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Avon Mk.203 ||  1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 6,400 kg || colspan=&amp;quot;2&amp;quot; | 246 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 4m fuel || 14m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,175 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 6,800 kg || 7,777 kg || 10,886 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 4m fuel || 14m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,242 kgf || N/A&lt;br /&gt;
| 0.62 || 0.55 || 0.39&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,956 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.73 || 0.64 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 64 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
* 12.7 mm Steel - Armour plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm ADEN cannons, chin-mounted (150 rpg = 600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|H.E. M.C. Mk.II (500 lb)|M.C. 1,000 lb Mk.I (1,000 lb)|SNEB Type 23|SRAAM}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb M.C. 1,000 lb Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 2 x 500 lb H.E. M.C. Mk.II bombs (3,000 lb total)&lt;br /&gt;
* 4 x SRAAM missiles&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs + 36 x SNEB Type 23 rockets (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 36 x SNEB Type 23 rockets (2,000 lb total)&lt;br /&gt;
* 36 x SNEB Type 23 rockets&lt;br /&gt;
* 36 x SNEB Type 23 rockets + 4 x SRAAM missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Hunter F.6 is a transonic aircraft in level flight but can reach supersonic in a dive. That means that it is faster than other subsonic aircraft it will face but slower than supersonic aircraft like the [[F-100D]] and the [[MiG-19PT]]. Make sure to maintain speed, as it is most manoeuvrable at higher speeds, and very slow to turn when slow. The energy retention is almost an order of magnitude higher than supersonic aircraft, which bleed speed in sharp turns, this can be both a blessing and a curse, when in a prolonged turning engagement, your energy retention advantage will allow you to pull away from a supersonic at the end of a turn; however, a plane such as the [[F-100D]] can use it's worse energy retention to stay on your tail. In many situations, when you have a supersonic on your tail, making them overshoot is very difficult, but if you can, the SRAAMS will make short work of them. When facing subsonic aircraft, simply outrun them with your superior speed, try not to engage in a turn-fight with subsonic aircraft, as they are often able to best you in a dogfight, especially at low speeds, where the Hunter really shows its weaknesses. The plane, under most circumstances, does not rip it's wings, even under extended, high G turns; although if you combine a 9-10 G turn and roll or yaw, the plane can rip. Unlike some other planes, you have almost no chance of making it back to the airfield with a broken wing.&lt;br /&gt;
&lt;br /&gt;
The SRAAMs (Short Range Air to Air Missiles) have a unique playstyle. They are much shorter range than other missiles, but extremely manoeuvrable, able to turn inside most aircraft. Anytime that you are within around 1 km of the target and the speed difference is not too great, they are very unlikely to miss. If you are out of around 1.2 km or greater, the missile will run out of fuel before reaching its target. An important note is that the missile cannot maneuver after the rocket motor burns out, and self-destructs. The best use case is to fire them while in a turn with another aircraft, as the missile is manoeuvrable enough to cut them off. &lt;br /&gt;
&lt;br /&gt;
The aircraft does have a rangefinding [[Airborne radars|radar]], but it is near useless except in [[:Category:Game modes#Simulator Battles|simulator battles]].&lt;br /&gt;
&lt;br /&gt;
=== Counterplay ===&lt;br /&gt;
This aircraft is an extremely potent aircraft at its tier, but it has its weaknesses. For one, it does not turn very well, most supersonics and nearly all subsonic aircraft can outturn it. Secondly, it has good energy retention, so even supersonics may find it hard to disengage from a turning engagement. To attack this aircraft, come in from behind it, and preferably from the top or bottom. Do not attack from the front, as the quad 30mm cannons will make short work of anything in their path. If your initial attack is unsuccessful, do not attempt to extend out in front of the Hunter; rather go into the vertical, as you will get caught by an SRAAM if you extend horizontal. If you suspect that a Hunter is nearby, do not allow your speed to drop below 800-1000 km/h, as anything below these speeds will allow the Hunter to catch and kill you. &lt;br /&gt;
&lt;br /&gt;
If you have one on your tail, and if you are in a supersonic, you should try to out-accelerate them, if they launch an SRAAM within 1km, you will not be able to dodge. If you are in an subsonic, do not attempt to extend, rather bring the Hunter to your teammates to get rid of them. If they launch a missile, there is very little you can do, but a hard roll while fully pitching up may allow you to dodge an SRAAM. In a subsonic, the Hunter can outrun you, so the best play would be to stay out of range of the Hunter, with teammate cover. In a supersonic, you are faster than the Hunter, so stay out of its range, while looping around and making passes at it, remember to never venture in front of it.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| 2 500 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| SRAAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly agile short-range air-to-air missiles&lt;br /&gt;
* Deadly 30 mm ADEN cannons&lt;br /&gt;
* Enhanced handling at high speeds&lt;br /&gt;
* Bomb and rocket hardpoints&lt;br /&gt;
* Good payload options&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Heavily dependent on having missiles researched to perform well&lt;br /&gt;
* Very high repair cost&lt;br /&gt;
* No afterburner&lt;br /&gt;
* As with most jets, not very manoeuvrable at low speeds&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
* Can rip wings when pitch+roll is combined&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
When the Avon-engined Hawker Hunter F.1 and the Sapphire-engined Hawker Hunter F.2 entered service in 1954, it soon became apparent that the initial variants suffered a number of issues, the most important of which was its general lack of range. Flying on internal fuel supplies only, the aircraft's endurance was limited to about an hour, an issue which became painfully apparent on February 8th 1956 when a flight of 8 Hunters of the ''Central Fighter Establishment'', a Royal Air Force training unit, were unable to land at their assigned base or divert to any suitable other base due to deteriorating weather conditions, with 6 aircraft being lost and one pilot killed in the ensuing confusion. Another important issue with the type was its nose-mounted armament which caused two distinct issues: at higher altitudes - and oddly enough, only on the Avon-engined F.1 variant - the gun exhaust gasses could be ingested by the wingroot air intakes, causing a compressor stall; on both versions, the cannon ammo links, which were ejected from the aircraft, had a tendency to strike the fuselage undersides, causing damage to the surfaces. The original concept of using the flaps as a split airbrake would in turn cause sudden pitch trim changes when deployed. While the latter issue was resolved relatively easily by adding a simple one-piece airbrake underneath the rear fuselage, the flight range and gun firing issues were much more serious, effectively rendering these early variants of the Hunter useless as fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
The issues with the design were identified relatively early on, leading to a crash program to rectify them. To improve the range of the Hunter, new bag-type fuel tanks were added inside the wing leading edge, as well as the ability to carry external fuel tanks underneath the wings, outboard of the landing gear. This increased the aircraft's endurance from just under an hour to about an hour and twenty-five minutes. Oddly, despite the comparatively short range of the type, the Hunter would never be given an in-flight refuelling capacity, simply because no funds were allocated for such a project in 1950s austerity Britain. The issues with the armament were in turn solved by the addition of baffles to the gun barrels, which diverted the gun exhaust gasses; and by adding large blisters underneath the nose to collect the spent ammo links. The resulting improved designs, the Avon-engined F.4 and Sapphire-engined F.5, first flew on October 19th and 20th 1954 respectively, entering squadron service in the spring of 1955 (the F.4 doing so with 54 Squadron in March of 1955; the F.5 with 263 Squadron in February of 1955). Despite the Sapphire variants suffering less issues than the Avon ones, production of them was cut short as they had only been intended as a 'fall-back' design in case the more advanced Avon had proved to be a failure. As a result, just 45 Sapphire-engined F.2s and 105 F.5s were built, compared to 139 Avon 100-engined F.1s and 349 F.4s. Additionally, 96 F.4s were built under license by Fokker for the Royal Netherlands Air Force, and 112 by Fairey Aviation for the Belgian Air Force. Another 120 F.50s - a nation-specific export version of the F.4 - were built by Hawker for the Royal Swedish Air Force, and 30 F.51s for the Royal Danish Air Force.&lt;br /&gt;
&lt;br /&gt;
In the early 1950s, Rolls-Royce began working on the development of the Avon engine: the Avon 200 series was an uprated variant, which featured a can-annular combustion chamber and Sapphire style compressor. Due to these design changes, the Series 200 had a larger diameter than the Series 100, effectively making retrofitting the type impossible to earlier Hunters without rebuilding the entire fuselage. As such, a new fuselage was designed for the Hunter, which was capable of housing the large-diameter Avon 200, necessitating the move of a number of fuselage fuel tanks from the central fuselage to the rear. The increase of power offered by the new engine - 10,000 lb thrust for the Avon 203/207 as compared to 7,500 to 8,000 lb of the earlier Avon 113/115/119/120 and 121 - did introduce a new issue, namely a severe tendency for the type to pitch up at transonic speeds. In order to cure this, an altered wing was designed, which featured a distinctive 'dog-tooth' leading edge. Finally, the number of wing hardpoints capable of carrying additional fuel tanks was increased from two to four, considerably increasing the type's range. The resulting variant, the P.1099 or Hunter F.6, first flew on January 22nd 1954. This would prove to be the last dedicated fighter modification intended for Royal Air Force service.&lt;br /&gt;
&lt;br /&gt;
Serial production of the Hunter F.6 commenced in 1956 with the first of 383 aircraft being delivered to the Royal Air Force in August of that year. As was the case with the F.4, license-production of the F.6 was taken up by Fokker and Fairey Aviation, who respectively produced 93 and 144 aircraft for the Royal Netherlands and Belgian Air Forces.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hunter F.6 remained the Royal Air Forces' frontline fighter until 1963 when it increasingly began to be replaced by the English Electric Lightning, which was a supersonic design capable of carrying air-to-air missiles. As its duties as a dedicated fighter came to an end, many of the Royal Air Force's Hunters were either converted to the FGA-9 ground attack variant (144 built including 12 F.6 conversions, entering RAF service in 1960) or bought back by Hawker for conversion to export variants.&lt;br /&gt;
&lt;br /&gt;
While in Royal Air Force service the Hunter never carried any guided air-to-air armament, it is worth noting that the F.6s of the Royal Netherlands Air Force was the first of their type to be fitted with the Philco Ford GAR-6 (or AIM-9B) Sidewinder missiles and this as early as 1959. Similarly, the Hunter F.50s of the Royal Swedish Air Force were equipped with locally-built RB24B (AIM-9B) Sidewinder missiles in 1960. However, a single Hunter F.6 (XG210) was used as a testbed in 1977 during the development of a new type of air-to-air missile. This weapon, the '''Hawker Siddeley SRAAM''' or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
Originally developed as private venture under the name ''Taildog'', the new weapon was intended as a Sidewinder replacement, a short-range, low-cost missile that would fill the gap between guns and then-current missiles like Firestreak and Red Top. Originally, its design aims were a missile capable of engaging targets between 250 m and 2 km on a very wide field of view, so that it would be capable of locking onto a target even if this was rapidly crossing the interceptor aircraft's path. In order to make it extremely agile, the weapon would make use of thrust vectoring through six vanes in the rocket exhaust. Design work started in 1968, but following an official request for proposals in 1972, 'Taildog' evolved from a private venture into an official study.&lt;br /&gt;
&lt;br /&gt;
Under the new program, two versions were studied, namely the 'basic' SRAAM-75 and the 'advanced' SRAAM-100, both sharing the same airframe but having a different electronics fit each. Compared with Taildog, SRAAM was slightly longer and made use of a single-piece dome-shaped deflector, but otherwise, both designs were very similar. Unlike other designs of the time, SRAAM was designed to operate fully autonomic, with the target seeking system contained within the weapon rather than requiring radar or other feedback from the carrier aircraft. As such, SRAAM could be mounted on any aircraft without the need for weapons-specific modifications. Furthermore SRAAM was designed to be fired from a twin-tube pod that could be mounted to a single hardpoint, effectively doubling the number of weapons that could be carried by any aircraft (as opposed to designs like the Sidewinder, Firestreak or Red Top, of which just one could be carried on a single hardpoint).&lt;br /&gt;
&lt;br /&gt;
Due to defence cuts, the contract for the SRAAM was cancelled in 1974 in favour of development work on the AIM-7 Sparrow-derived ''Skyflash'', but development work continued, with the SRAAM being designated a technology demonstrator. As such, eight missiles were launched during weapons trials in 1977, both from a ground test stand and from a Hawker Hunter testbed. The same year, the improved AIM-9L Sidewinder was selected to cover the requirements originally covered by the SRAAM. Work performed on the SRAAM design would go on to form the basis of the ASRAAM program, which was started in 1980 and eventually resulted in the AIM-132 ASRAAM which entered RAF service in 1998.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|Devblog]] ===&lt;br /&gt;
With the availability of the more powerful Rolls-Royce Avon 200 series engines in the early 1950s, the Hawker company began developing a new modification of their Hunter jet fighter, which would eventually result in the creation of the Hunter F.6 - one of the last dedicated fighter modifications of this aircraft.&lt;br /&gt;
&lt;br /&gt;
The new Hunter featured, apart from a more powerful engine, a number of other tweaks and changes, most notably, a redesigned wing which contributed to the aircraft's overall stability during transonic flight. The first prototype of the F.6 flew in January 1954, with serial production commencing in 1956. Overall, 383 aircraft of the type entered service with the RAF before being decommissioned in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
In the late 1970s, the Hunter F.6 was used as a testbed for a new type of air-to-air missile developed by Hawker Siddeley since the late ‘60s. The SRAAM, or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the SRAAM was designed for shorter range deployments during dogfights, in situations where pilots would find it difficult to achieve a reliable lock-on with existing missiles. As such, the SRAAM possessed extremely good agility and didn't cost as much to produce, but was severely limited in range. Despite this however, the weapon didn't see active use, but was instead further developed into a more advanced version which eventually did get adopted and is still in use today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|cHakCK96pjA|'''The Shooting Range #155''' - ''Metal Beasts'' section at 00:32 discusses the Hunter F.6.|kxWhI8VTd14|How to use the SRAAMS in Warthunder&amp;lt;br&amp;gt;''-hachersk_Anon''&amp;lt;br&amp;gt;'''([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)'''|Z7IMi56S0Z0|'''Is The Hunter F.6 Worth Your Time?''' - ''DEFYN''|qWTDsJ9xbfg|Hunter F6 complete guide {{!}} How to fly defensively {{!}} Hunter F6 vs Mig21MF dogfight {{!}} Energy trap}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Hawker [[Sea_Hawk_FGA.6|Sea Hawk]]&lt;br /&gt;
* Hawker [[Hunter F 1]]&lt;br /&gt;
&lt;br /&gt;
Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super Mystere B2|Super Mystère]]&lt;br /&gt;
* Mikoyan [[MiG-17]]&lt;br /&gt;
* North American [[F-100D|F-100]] Super Sabre&lt;br /&gt;
* North American [[FJ-4B]] Fury&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Hunter F.6: Winged Comfort]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70720</id>
		<title>Hunter F.6</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hunter_F.6&amp;diff=70720"/>
				<updated>2020-09-14T02:16:44Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Media */ I've added my video on the hunter f6- a guide on how to fly it effectively&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=hunter_f6}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Hunter (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with many early jet aircraft, the Hunter is slow and ungainly on takeoff and landing and is quite lethargic while flying at slow speeds. However, once this fighter begins to accelerate, it can hit speeds exceeding 800 kph and similar to the early French Mystère fighters, can only achieve supersonic speeds during a dive. While a clumsy aircraft at low speeds, it is a rather good turning aircraft at higher speeds, though still surpassed by some sub and supersonic aircraft. It can hold a 9-10 G turn without risking breaking its wings, however, anything above this and you risk shearing off a wing. This fighter has extremely good energy retention, far above any supersonic and above many subsonic aircraft, which can be used to its advantage to maintain a controlling position on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,138 || 1,132 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 25.8 || 27.2 || 56.1 || 50.0 || rowspan=&amp;quot;2&amp;quot; | 820&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,159 || 1,148 || 24.5 || 25.0 || 86.0 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620|| 465 || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 690 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Avon Mk.203 ||  1&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | 6,400 kg || colspan=&amp;quot;2&amp;quot; | 246 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 4m fuel || 14m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,175 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 6,800 kg || 7,777 kg || 10,886 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 4m fuel || 14m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,242 kgf || N/A&lt;br /&gt;
| 0.62 || 0.55 || 0.39&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,956 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.73 || 0.64 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 64 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
* 12.7 mm Steel - Armour plate behind the pilot&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm ADEN cannons, chin-mounted (150 rpg = 600 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|H.E. M.C. Mk.II (500 lb)|M.C. 1,000 lb Mk.I (1,000 lb)|SNEB Type 23|SRAAM}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb M.C. 1,000 lb Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 2 x 500 lb H.E. M.C. Mk.II bombs (3,000 lb total)&lt;br /&gt;
* 4 x SRAAM missiles&lt;br /&gt;
* 2 x 500 lb H.E. M.C. Mk.II bombs + 36 x SNEB Type 23 rockets (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs + 36 x SNEB Type 23 rockets (2,000 lb total)&lt;br /&gt;
* 36 x SNEB Type 23 rockets&lt;br /&gt;
* 36 x SNEB Type 23 rockets + 4 x SRAAM missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Hunter F.6 is a transonic aircraft in level flight but can reach supersonic in a dive. That means that it is faster than other subsonic aircraft it will face but slower than supersonic aircraft like the [[F-100D]] and the [[MiG-19PT]]. Make sure to maintain speed, as it is most manoeuvrable at higher speeds, and very slow to turn when slow. The energy retention is almost an order of magnitude higher than supersonic aircraft, which bleed speed in sharp turns, this can be both a blessing and a curse, when in a prolonged turning engagement, your energy retention advantage will allow you to pull away from a supersonic at the end of a turn; however, a plane such as the [[F-100D]] can use it's worse energy retention to stay on your tail. In many situations, when you have a supersonic on your tail, making them overshoot is very difficult, but if you can, the SRAAMS will make short work of them. When facing subsonic aircraft, simply outrun them with your superior speed, try not to engage in a turn-fight with subsonic aircraft, as they are often able to best you in a dogfight, especially at low speeds, where the Hunter really shows its weaknesses. The plane, under most circumstances, does not rip it's wings, even under extended, high G turns; although if you combine a 9-10 G turn and roll or yaw, the plane can rip. Unlike some other planes, you have almost no chance of making it back to the airfield with a broken wing.&lt;br /&gt;
&lt;br /&gt;
The SRAAMs (Short Range Air to Air Missiles) have a unique playstyle. They are much shorter range than other missiles, but extremely manoeuvrable, able to turn inside most aircraft. Anytime that you are within around 1 km of the target and the speed difference is not too great, they are very unlikely to miss. If you are out of around 1.2 km or greater, the missile will run out of fuel before reaching its target. An important note is that the missile cannot maneuver after the rocket motor burns out, and self-destructs. The best use case is to fire them while in a turn with another aircraft, as the missile is manoeuvrable enough to cut them off. &lt;br /&gt;
&lt;br /&gt;
The aircraft does have a rangefinding [[Airborne radars|radar]], but it is near useless except in [[:Category:Game modes#Simulator Battles|simulator battles]].&lt;br /&gt;
&lt;br /&gt;
=== Counterplay ===&lt;br /&gt;
This aircraft is an extremely potent aircraft at its tier, but it has its weaknesses. For one, it does not turn very well, most supersonics and nearly all subsonic aircraft can outturn it. Secondly, it has good energy retention, so even supersonics may find it hard to disengage from a turning engagement. To attack this aircraft, come in from behind it, and preferably from the top or bottom. Do not attack from the front, as the quad 30mm cannons will make short work of anything in their path. If your initial attack is unsuccessful, do not attempt to extend out in front of the Hunter; rather go into the vertical, as you will get caught by an SRAAM if you extend horizontal. If you suspect that a Hunter is nearby, do not allow your speed to drop below 800-1000 km/h, as anything below these speeds will allow the Hunter to catch and kill you. &lt;br /&gt;
&lt;br /&gt;
If you have one on your tail, and if you are in a supersonic, you should try to out-accelerate them, if they launch an SRAAM within 1km, you will not be able to dodge. If you are in an subsonic, do not attempt to extend, rather bring the Hunter to your teammates to get rid of them. If they launch a missile, there is very little you can do, but a hard roll while fully pitching up may allow you to dodge an SRAAM. In a subsonic, the Hunter can outrun you, so the best play would be to stay out of range of the Hunter, with teammate cover. In a supersonic, you are faster than the Hunter, so stay out of its range, while looping around and making passes at it, remember to never venture in front of it.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| 2 500 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| 1000 LB GP&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| SRAAM&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly agile short-range air-to-air missiles&lt;br /&gt;
* Deadly 30 mm ADEN cannons&lt;br /&gt;
* Enhanced handling at high speeds&lt;br /&gt;
* Bomb and rocket hardpoints&lt;br /&gt;
* Good payload options&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Heavily dependent on having missiles researched to perform well&lt;br /&gt;
* Very high repair cost&lt;br /&gt;
* No afterburner&lt;br /&gt;
* As with most jets, not very manoeuvrable at low speeds&lt;br /&gt;
* Good energy retention (see usage in battles)&lt;br /&gt;
* Can rip wings when pitch+roll is combined&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
When the Avon-engined Hawker Hunter F.1 and the Sapphire-engined Hawker Hunter F.2 entered service in 1954, it soon became apparent that the initial variants suffered a number of issues, the most important of which was its general lack of range. Flying on internal fuel supplies only, the aircraft's endurance was limited to about an hour, an issue which became painfully apparent on February 8th 1956 when a flight of 8 Hunters of the ''Central Fighter Establishment'', a Royal Air Force training unit, were unable to land at their assigned base or divert to any suitable other base due to deteriorating weather conditions, with 6 aircraft being lost and one pilot killed in the ensuing confusion. Another important issue with the type was its nose-mounted armament which caused two distinct issues: at higher altitudes - and oddly enough, only on the Avon-engined F.1 variant - the gun exhaust gasses could be ingested by the wingroot air intakes, causing a compressor stall; on both versions, the cannon ammo links, which were ejected from the aircraft, had a tendency to strike the fuselage undersides, causing damage to the surfaces. The original concept of using the flaps as a split airbrake would in turn cause sudden pitch trim changes when deployed. While the latter issue was resolved relatively easily by adding a simple one-piece airbrake underneath the rear fuselage, the flight range and gun firing issues were much more serious, effectively rendering these early variants of the Hunter useless as fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
The issues with the design were identified relatively early on, leading to a crash program to rectify them. To improve the range of the Hunter, new bag-type fuel tanks were added inside the wing leading edge, as well as the ability to carry external fuel tanks underneath the wings, outboard of the landing gear. This increased the aircraft's endurance from just under an hour to about an hour and twenty-five minutes. Oddly, despite the comparatively short range of the type, the Hunter would never be given an in-flight refuelling capacity, simply because no funds were allocated for such a project in 1950s austerity Britain. The issues with the armament were in turn solved by the addition of baffles to the gun barrels, which diverted the gun exhaust gasses; and by adding large blisters underneath the nose to collect the spent ammo links. The resulting improved designs, the Avon-engined F.4 and Sapphire-engined F.5, first flew on October 19th and 20th 1954 respectively, entering squadron service in the spring of 1955 (the F.4 doing so with 54 Squadron in March of 1955; the F.5 with 263 Squadron in February of 1955). Despite the Sapphire variants suffering less issues than the Avon ones, production of them was cut short as they had only been intended as a 'fall-back' design in case the more advanced Avon had proved to be a failure. As a result, just 45 Sapphire-engined F.2s and 105 F.5s were built, compared to 139 Avon 100-engined F.1s and 349 F.4s. Additionally, 96 F.4s were built under license by Fokker for the Royal Netherlands Air Force, and 112 by Fairey Aviation for the Belgian Air Force. Another 120 F.50s - a nation-specific export version of the F.4 - were built by Hawker for the Royal Swedish Air Force, and 30 F.51s for the Royal Danish Air Force.&lt;br /&gt;
&lt;br /&gt;
In the early 1950s, Rolls-Royce began working on the development of the Avon engine: the Avon 200 series was an uprated variant, which featured a can-annular combustion chamber and Sapphire style compressor. Due to these design changes, the Series 200 had a larger diameter than the Series 100, effectively making retrofitting the type impossible to earlier Hunters without rebuilding the entire fuselage. As such, a new fuselage was designed for the Hunter, which was capable of housing the large-diameter Avon 200, necessitating the move of a number of fuselage fuel tanks from the central fuselage to the rear. The increase of power offered by the new engine - 10,000 lb thrust for the Avon 203/207 as compared to 7,500 to 8,000 lb of the earlier Avon 113/115/119/120 and 121 - did introduce a new issue, namely a severe tendency for the type to pitch up at transonic speeds. In order to cure this, an altered wing was designed, which featured a distinctive 'dog-tooth' leading edge. Finally, the number of wing hardpoints capable of carrying additional fuel tanks was increased from two to four, considerably increasing the type's range. The resulting variant, the P.1099 or Hunter F.6, first flew on January 22nd 1954. This would prove to be the last dedicated fighter modification intended for Royal Air Force service.&lt;br /&gt;
&lt;br /&gt;
Serial production of the Hunter F.6 commenced in 1956 with the first of 383 aircraft being delivered to the Royal Air Force in August of that year. As was the case with the F.4, license-production of the F.6 was taken up by Fokker and Fairey Aviation, who respectively produced 93 and 144 aircraft for the Royal Netherlands and Belgian Air Forces.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hunter F.6 remained the Royal Air Forces' frontline fighter until 1963 when it increasingly began to be replaced by the English Electric Lightning, which was a supersonic design capable of carrying air-to-air missiles. As its duties as a dedicated fighter came to an end, many of the Royal Air Force's Hunters were either converted to the FGA-9 ground attack variant (144 built including 12 F.6 conversions, entering RAF service in 1960) or bought back by Hawker for conversion to export variants.&lt;br /&gt;
&lt;br /&gt;
While in Royal Air Force service the Hunter never carried any guided air-to-air armament, it is worth noting that the F.6s of the Royal Netherlands Air Force was the first of their type to be fitted with the Philco Ford GAR-6 (or AIM-9B) Sidewinder missiles and this as early as 1959. Similarly, the Hunter F.50s of the Royal Swedish Air Force were equipped with locally-built RB24B (AIM-9B) Sidewinder missiles in 1960. However, a single Hunter F.6 (XG210) was used as a testbed in 1977 during the development of a new type of air-to-air missile. This weapon, the '''Hawker Siddeley SRAAM''' or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
Originally developed as private venture under the name ''Taildog'', the new weapon was intended as a Sidewinder replacement, a short-range, low-cost missile that would fill the gap between guns and then-current missiles like Firestreak and Red Top. Originally, its design aims were a missile capable of engaging targets between 250 m and 2 km on a very wide field of view, so that it would be capable of locking onto a target even if this was rapidly crossing the interceptor aircraft's path. In order to make it extremely agile, the weapon would make use of thrust vectoring through six vanes in the rocket exhaust. Design work started in 1968, but following an official request for proposals in 1972, 'Taildog' evolved from a private venture into an official study.&lt;br /&gt;
&lt;br /&gt;
Under the new program, two versions were studied, namely the 'basic' SRAAM-75 and the 'advanced' SRAAM-100, both sharing the same airframe but having a different electronics fit each. Compared with Taildog, SRAAM was slightly longer and made use of a single-piece dome-shaped deflector, but otherwise, both designs were very similar. Unlike other designs of the time, SRAAM was designed to operate fully autonomic, with the target seeking system contained within the weapon rather than requiring radar or other feedback from the carrier aircraft. As such, SRAAM could be mounted on any aircraft without the need for weapons-specific modifications. Furthermore SRAAM was designed to be fired from a twin-tube pod that could be mounted to a single hardpoint, effectively doubling the number of weapons that could be carried by any aircraft (as opposed to designs like the Sidewinder, Firestreak or Red Top, of which just one could be carried on a single hardpoint).&lt;br /&gt;
&lt;br /&gt;
Due to defence cuts, the contract for the SRAAM was cancelled in 1974 in favour of development work on the AIM-7 Sparrow-derived ''Skyflash'', but development work continued, with the SRAAM being designated a technology demonstrator. As such, eight missiles were launched during weapons trials in 1977, both from a ground test stand and from a Hawker Hunter testbed. The same year, the improved AIM-9L Sidewinder was selected to cover the requirements originally covered by the SRAAM. Work performed on the SRAAM design would go on to form the basis of the ASRAAM program, which was started in 1980 and eventually resulted in the AIM-132 ASRAAM which entered RAF service in 1998.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|Devblog]] ===&lt;br /&gt;
With the availability of the more powerful Rolls-Royce Avon 200 series engines in the early 1950s, the Hawker company began developing a new modification of their Hunter jet fighter, which would eventually result in the creation of the Hunter F.6 - one of the last dedicated fighter modifications of this aircraft.&lt;br /&gt;
&lt;br /&gt;
The new Hunter featured, apart from a more powerful engine, a number of other tweaks and changes, most notably, a redesigned wing which contributed to the aircraft's overall stability during transonic flight. The first prototype of the F.6 flew in January 1954, with serial production commencing in 1956. Overall, 383 aircraft of the type entered service with the RAF before being decommissioned in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
In the late 1970s, the Hunter F.6 was used as a testbed for a new type of air-to-air missile developed by Hawker Siddeley since the late ‘60s. The SRAAM, or Short Range Air-to-Air Missile, was a weapon system developed as an alternative to the American Sidewinder and the British Firestreak missiles.&lt;br /&gt;
&lt;br /&gt;
As the name suggests, the SRAAM was designed for shorter range deployments during dogfights, in situations where pilots would find it difficult to achieve a reliable lock-on with existing missiles. As such, the SRAAM possessed extremely good agility and didn't cost as much to produce, but was severely limited in range. Despite this however, the weapon didn't see active use, but was instead further developed into a more advanced version which eventually did get adopted and is still in use today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:HunterF6_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|cHakCK96pjA|'''The Shooting Range #155''' - ''Metal Beasts'' section at 00:32 discusses the Hunter F.6.|kxWhI8VTd14|How to use the SRAAMS in Warthunder&amp;lt;br&amp;gt;''-hachersk_Anon''&amp;lt;br&amp;gt;'''([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)'''|Z7IMi56S0Z0|'''Is The Hunter F.6 Worth Your Time?''' - ''DEFYN''|qWTDsJ9xbfg|&amp;quot;&amp;quot;Hunter F6 complete guide {{!}} How to fly defensively {{!}} Hunter F6 vs Mig21MF dogfight {{!}} Energy trap&amp;quot;&amp;quot; - &amp;quot;CaSama&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Hawker [[Sea_Hawk_FGA.6|Sea Hawk]]&lt;br /&gt;
* Hawker [[Hunter F 1]]&lt;br /&gt;
&lt;br /&gt;
Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super Mystere B2|Super Mystère]]&lt;br /&gt;
* Mikoyan [[MiG-17]]&lt;br /&gt;
* North American [[F-100D|F-100]] Super Sabre&lt;br /&gt;
* North American [[FJ-4B]] Fury&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Hunter F.6: Winged Comfort]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Swift_F.7&amp;diff=39467</id>
		<title>Swift F.7</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Swift_F.7&amp;diff=39467"/>
				<updated>2019-12-21T03:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Media */ added my video on the swift f7 to the youtube gallery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=swift_f7}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Swift F.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} was the last variant in the line of Swift fighters produced by Supermarine Aviation Works. This fighter was one of Britain’s fighters to come out of the early 1950s. Post-war England saw new leadership which made the faulty assumption that for the next ten years or so, no new major conflict would happen and therefore defence spending, research and development on new aircraft was reduced to a trickle, mostly experimental prototypes made for research purposes.&lt;br /&gt;
&lt;br /&gt;
The early 1950s saw a change of leadership and Winston Churchill made sweeping changes which amped up research and development churning out Swift fighters as part of that. In the haste to research, develop and produce these fighters, problems crept up in the aircraft which happened so fast, it was difficult to stop the manufacturing process long enough to make the necessary updates, especially problems found during flight trials. These updates when made produced the different Swift variants which lead to the final production of the {{PAGENAME}}. By now a majority of the problems with the aircraft had been ironed out, however, the F.7 never entered active service, instead, the fourteen built acted as training aircraft which taught pilots how to get used to shooting off air-to-air missiles, namely the Firestreak.&lt;br /&gt;
[[File:Swift F7 elitefe24 001.jpg|350px|thumb|left|'''{{PAGENAME}}''' showing effective camouflage for the terrain it is flying in.]]&lt;br /&gt;
Though never seeing combat during its short career, the {{PAGENAME}} has an opportunity to make a name for itself in War Thunder. Not as fancy or bristling with weapons like a Sabre or a MiG, the {{PAGENAME}} has its place in the sky and can dance with the best, and even shoot them down. Armed with two 30 mm ADEN cannons and two Firestreak air-to-air missiles, while maintaining between 700 and 810 kph, this fighter can get the best of even superior aircraft it may go against. Its slower speeds may allow for an overshoot of an enemy aircraft which may place it in front of the Swift’s gun sights or even for the radar beam riding Firestreak, of which the enemy pilot will have no indication it was launched unless they are diligent about watching behind them. In the right hands, the {{PAGENAME}} and its weapons have the ability to humble enemy pilots and their superior aircraft.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
[[File:Swift F7 mcchungusbites 001.png|450px|thumb|right|The sleek '''{{PAGENAME}}''' searching for targets.]] &lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
The {{PAGENAME}} is a good fighter which excels in playing the interceptor role, however like the three bears from Goldilocks’ story; this jet has a sweet spot in speed where it does well. Like many jets, this one does not do so well when flying slow and when flying slowly; it becomes an easy target for others to attack. This jet was built to have the wind rushing over its wings. On the other hand, flying too fast causes the controls to lock up, preventing any real manoeuvring at all and if playing in realistic or simulator battles, ripping off the wing-tips is a very real problem when moving too fast.&lt;br /&gt;
 &lt;br /&gt;
The sweet spot or “just right” speed zone for the {{PAGENAME}} is between 700 kph and 810 kph as here; the jet will have sufficient speed to properly manoeuvre. Diving either to shoot down another aircraft or to get away from someone on your tail can be a challenge as doing so can result in the aircraft superseding the 810 kph threshold (easily going into the mid 900s) and end up a sitting duck unable to maneuver or if close enough to the ground turning into a lawn dart because it could not pull up due to the control surfaces locking up.&lt;br /&gt;
&lt;br /&gt;
For this aircraft, speed is key to survival, when going too slow, the afterburner can aid with increasing the aircraft’s speed, which enables this aircraft to have a really good climb rate enabling an increase of speed and gaining of altitude. However, slowing down to keep from going too fast is a major problem because this aircraft does not have an air brake and just reducing the throttle will help very much. To options are available to reduce speed in this aircraft and the first is to deploy landing flaps. The landing flaps have been reinforced and should not rip when used to slow the aircraft down and can be deployed and retracted as needed. Another option to help bleed off any unnecessary speed is to lift the nose of the aircraft (pull up or back on the control stick). Placing the fighter into a nose-high attitude will help with decreasing speed to a safe zone when the pilot can resume normal flight. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 3,048 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| 980 || 977 || {{Specs|ceiling}} || 26.5 || 27.0 || 15.5 || 11 || 850&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 3,048 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
| ??? || 985 || {{Specs|ceiling}} || ??.? || 25.0 || ??.? || 28 || 850&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flaps&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 1,060 || ~9 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 850 || &amp;lt; 600 || &amp;lt; 600 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 0 m || 3,190 kgf || 3,828 kgf&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
&lt;br /&gt;
* 12.7 mm steel plate behind pilot's seat&lt;br /&gt;
* 50 mm bulletproof glass in canopy windscreen&lt;br /&gt;
&lt;br /&gt;
The simple armour setup on this fighter affords protection to the pilot, via the front windscreen having 50 mm bulletproof glass to help protect against head-on attacks. Behind the pilot's seat is a 12.7 mm steel plate which is in place to provide protection for the pilot if their aircraft is shot from behind. The fuel tanks and the engine should take most of the brunt of an attack from behind, but in the event, something gets through the steel plate is meant to be the last line of protection. &lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
[[File:Swift F7 elitefe24 002.jpg |450px|thumb|right|]]&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm ADEN cannons, nose-mounted at right side (135 + 185 = 320 total)&lt;br /&gt;
&lt;br /&gt;
This aircraft has been outfitted with two 30 mm ADEN autocannons. Though they are mounted on the fuselage resulting in not having to configure for convergence the pilot will need to account for both autocannons being mounted on the right side of the aircraft fuselage near the right air intake. Pilots which are used to having balanced machine guns or autocannons (equal amounts on both left and right side) will need to slightly adjust their aim to ensure the bullets don’t miss just to the side of where they would normally aim. The ADEN cannons when they do hit their mark usually result in a critical hit or a destroyed aircraft with wings flying in one direction and tail sections going in another. &lt;br /&gt;
&lt;br /&gt;
=== Suspended armaments ===&lt;br /&gt;
&amp;lt;!--Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.--&amp;gt;&lt;br /&gt;
{{main|Fireflash}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
2 x Fireflash air-to-air missiles&lt;br /&gt;
&lt;br /&gt;
The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom’s Royal Air Force. Built by Fairey Aviation, the same company who built the [[Swordfish Mk I|Swordfish]], this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft. &lt;br /&gt;
&lt;br /&gt;
This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''&lt;br /&gt;
[[File:Swift F7 elitefe24 003.jpg |450px|thumb|right|]]&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''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 climb rate with afterburner&lt;br /&gt;
* Access to excellent Fireflash short-range beam guided missiles&lt;br /&gt;
* Fireflash missiles work against tanks in ground attack scenarios&lt;br /&gt;
* Two powerful 30 mm ADEN autocannons&lt;br /&gt;
* Can use slower speed to advantage forcing overshoots (allowing for autocannon or missile attack)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No dedicated air brake, must use landing flaps or pull up to bleed speed&lt;br /&gt;
* Severe control surface locking above 820 kph&lt;br /&gt;
* Wingtips will break around 800 kph in realistic or simulator battles&lt;br /&gt;
* Both autocannons are on right side of the aircraft fuselage, requires slight adjustment when aiming&lt;br /&gt;
* Slower than many contemporary fighters&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In the years following the end of WW2, Great Britain focused their efforts on rebuilding their nation from the devastation caused by the war as the British government didn't consider a new war possible in the following ten years. Under these circumstances, developing new military technology wasn't considered a priority in most cases.&lt;br /&gt;
&lt;br /&gt;
As a result, Great Britain found itself lagging behind in military aviation at the start of the 1950s by the outbreak of the Korean War. This prompted the RAF to hastily look for a new fighter aircraft to put into service, even if it meant taking into consideration an interim design.&lt;br /&gt;
&lt;br /&gt;
One of the designs that sparked the RAF's interest was a new swept-wing aircraft developed by the Supermarine company - the Type 510. Being in essence just a modified Supermarine Attacker, development of this design continued, eventually maturing into the Type 541.&lt;br /&gt;
&lt;br /&gt;
Soon, the Type 541 received the highest development priority and was hastily rushed through testing and into production as the Supermarine Swift. In fact, production was so rushed that it began before necessary design changes could even be applied from the results of the test flights conducted with the Type 541 prototypes.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Supermarine Swift F.1 entered service with the RAF in February 1954, followed shortly afterwards by the F.2 variant. However, many of the aircraft's teething problems weren't resolved as a result of being rushed into production. This resulted in a number of accidents happening early on involving the Swift , leading to the aircraft being grounded for a time.&lt;br /&gt;
&lt;br /&gt;
Newer modifications were developed, which addressed most of the known issues. However, it was a case of too little too late for the Swift, as it quickly became replaced by the Hawker Hunter. In the end, just under 200 Supermarine Swifts were produced out of the close to 500 planned aircraft. The Swift was phased out of active service relatively quickly after its introduction, with the last fighter models being withdrawn by the RAF in the mid to late 1950s.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6342-development-supermarine-swift-banking-on-success-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Swift F7 WTWallpaper 001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Swift F7 WTWallpaper 002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|PoLoEYfa4ec|'''Quick Look - Supermarine Swift F7''' - ''WhooptieDo''|kLUvhT1l14w|'''Is The Supermarine Swift F.7 Worth your time?''' - ''DEFYN''|9AxBBRIYdEE|'''SWIFT F1/F7 Montage - War Thunder''' - ''Professional Thunder''|bBeNjjWfoyQ|'''The Fireflashes Are The Most Fun You'll Have With Missiles''' - ''Spit_flyer''|3-vKO2Chypc|The BEST Fireflash Kills You'll Ever Watch｜Swift F.7｜WarThunder}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* Supermarine [[Swift F.1]]&lt;br /&gt;
* Supermarine [[Attacker FB 1|Attacker]]&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* North American [[F-86 (Family)| F-86]] Sabre&lt;br /&gt;
* Dassault [[M.D.450B Ouragan]]&lt;br /&gt;
* de Havilland [[Venom FB.4|Venom]]&lt;br /&gt;
* Grumman [[F9F (Family)|F9F]] Cougar&lt;br /&gt;
* Hawker [[Hunter F.1|Hunter]]&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-17 (Family)|MiG-17]]&lt;br /&gt;
* Saab [[J29D]] Tunnan&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6342-development-supermarine-swift-banking-on-success-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Supermarine Swift: Banking on Success]]&lt;br /&gt;
&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Fireflash&amp;diff=39466</id>
		<title>Fireflash</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Fireflash&amp;diff=39466"/>
				<updated>2019-12-21T03:21:49Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Media */ amended a mistake in my youtube id. the link is https://www.youtube.com/watch?v=3-vKO2Chypc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;ttx&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-title&amp;quot;&amp;gt;Fireflash&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Missile Fireflash Fired.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-table&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Information&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Bream Riding Missile&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Type&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Britain [[File:Britain_flag.png]]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Country of Origin&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;General Characteristics&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1,000 m/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Maximum Speed&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;2 G&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Maximum Overload&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1.5 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Motor Burn time|How long the missile's rocket motor burns for (Note: the visual exhaust effect may last longer)}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;30 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max flight time|Maximum time the missile can be in flight before it self-destructs}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;12,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max flight distance|Maximum distance missile can travel before it self-destructs (Note: this is not equal to the distance between you and the your target)}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;4,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max control distance|Maximum distance between the missile and firing aircraft, at which the missile can still be controlled}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;~4,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Recommended max range|The maximum recommended range between you and your target when you fire the missile}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Warhead&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;20.0 kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Explosive mass&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;TNT&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Explosive type&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;!--&amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;{{TNTequiv|mass=??? |type=??? }} kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;TNT Equivalent&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;10 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Proximity fuse range&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Specifications&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;150 kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Missile mass&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;2,840 mm (with boosters)&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Length&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;220 mm (central body)&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Diameter&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Fins&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Steering system&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Production History&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Fairey Aviation&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Designer&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Limited Production&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Production Status&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1952 - 1955&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Produced&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''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.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom’s Royal Air Force. Built by Fairey Aviation, the same company who built the [[Swordfish Mk I|Swordfish]], this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft.&lt;br /&gt;
&lt;br /&gt;
This missile has a very short &amp;quot;attention span&amp;quot; in that it requires the launching aircraft to basically keep the nose of the aircraft pointed at the target aircraft. The beam from the aircraft's radar will guide the missile to the target, however, the further away from the launching aircraft the missile gets, the wider the beam becomes and more difficult for the missile to continue to track. Also, if the target aircraft begins to make sudden movements, it will be difficult for the missile to keep up and sudden movements by the attacking aircraft to maintain the enemy aircraft in its sights will probably result in the missile losing the beam and it flying off until it runs out of fuel or energy and plummets to the earth.&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|swift_f7|short}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!--''Tell us about the tactical and technical characteristics of the missile.''--&amp;gt;&lt;br /&gt;
{{main|Air-to-air missiles#Beam riding missiles}}&lt;br /&gt;
&lt;br /&gt;
The main part of the missile considered the &amp;quot;dart&amp;quot; is a missile body with controllable fins, beam tracking sensors and a warhead. This portion of the missile does not have any propellent nor a motor. To produce thrust for the dart, it relies on two boosters which after firing, burn for approximately 1.5 seconds to a speed of about Mach 2, where then the boosters separate and the dart continues to be guided by the aircraft's radar beam to the target making minor adjustments as needed. &lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has a relatively short effective distance, as after separation from its boosters it no longer has a source of thrust and is reliant on its kinetic energy, once that depletes, the dart falls to the earth. Also, the farther away the dart gets from the launching aircraft, the harder time it has to maintain the beam and is likely to go astray. Quick movements of the attacking aircraft can also cause the missile to lose track of the beam and at that point, it will fly astray.&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
&amp;lt;!--''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is reliant upon high explosive damage when it gets close enough to a target aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''--&amp;gt;&lt;br /&gt;
This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''--&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Can be easier to guide than command guided missiles&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
* Great for head-on attacks&lt;br /&gt;
* Massive 20 kg warhead, second in size only to the [[Firestreak]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Must keep your aircraft pointing at the target&lt;br /&gt;
* Bad at engaging manoeuvring targets&lt;br /&gt;
* Anything more than gentle corrections will make missile fall out of beam and lose tracking&lt;br /&gt;
* Gets less accurate with increased range&lt;br /&gt;
* Easy to dodge if the missile is spotted&lt;br /&gt;
* 4 km max range then out of fuel&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
&amp;lt;!--''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|bBeNjjWfoyQ|'''The Fireflashes Are The Most Fun You'll Have With Missiles''' - ''Spit_flyer''|6DdeDyYkFMQ|'''Are the FireFlash Missiles Good? ''' - ''Slick Plays''|3-vKO2Chypc|The BEST Fireflash Kills You'll Ever Watch｜Swift F.7｜WarThunder}}&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 weapon;''&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Fireflash&amp;diff=39465</id>
		<title>Fireflash</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Fireflash&amp;diff=39465"/>
				<updated>2019-12-21T03:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;U28241428: /* Media */ I have added my youtube video which is a 6 minute collation of fireflash kills in the swift f7. It's a fantastic video and shows very clearly how the missile works, link: https://www.youtube.com/watch?v=3-vKO2Chypc&amp;amp;feature=youtu.be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;ttx&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-title&amp;quot;&amp;gt;Fireflash&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Missile Fireflash Fired.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div class=&amp;quot;ttx-table&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Information&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Bream Riding Missile&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Type&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Britain [[File:Britain_flag.png]]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Country of Origin&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;General Characteristics&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1,000 m/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Maximum Speed&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;2 G&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Maximum Overload&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1.5 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Motor Burn time|How long the missile's rocket motor burns for (Note: the visual exhaust effect may last longer)}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;30 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max flight time|Maximum time the missile can be in flight before it self-destructs}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;12,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max flight distance|Maximum distance missile can travel before it self-destructs (Note: this is not equal to the distance between you and the your target)}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;4,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max control distance|Maximum distance between the missile and firing aircraft, at which the missile can still be controlled}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;~4,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Recommended max range|The maximum recommended range between you and your target when you fire the missile}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Warhead&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;20.0 kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Explosive mass&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;TNT&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Explosive type&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;!--&amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;{{TNTequiv|mass=??? |type=??? }} kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;TNT Equivalent&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;10 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Proximity fuse range&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Specifications&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;150 kg&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Missile mass&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;2,840 mm (with boosters)&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Length&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;220 mm (central body)&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Diameter&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Fins&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Steering system&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;ttx-table-line ttx-table-head&amp;quot;&amp;gt;Production History&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Fairey Aviation&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Designer&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;Limited Production&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Production Status&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
   &amp;lt;div class=&amp;quot;ttx-table-line&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;ttx-value&amp;quot;&amp;gt;1952 - 1955&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Produced&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''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.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom’s Royal Air Force. Built by Fairey Aviation, the same company who built the [[Swordfish Mk I|Swordfish]], this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft.&lt;br /&gt;
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This missile has a very short &amp;quot;attention span&amp;quot; in that it requires the launching aircraft to basically keep the nose of the aircraft pointed at the target aircraft. The beam from the aircraft's radar will guide the missile to the target, however, the further away from the launching aircraft the missile gets, the wider the beam becomes and more difficult for the missile to continue to track. Also, if the target aircraft begins to make sudden movements, it will be difficult for the missile to keep up and sudden movements by the attacking aircraft to maintain the enemy aircraft in its sights will probably result in the missile losing the beam and it flying off until it runs out of fuel or energy and plummets to the earth.&lt;br /&gt;
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=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
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* {{Specs-Link|swift_f7|short}}&lt;br /&gt;
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== General info ==&lt;br /&gt;
&amp;lt;!--''Tell us about the tactical and technical characteristics of the missile.''--&amp;gt;&lt;br /&gt;
{{main|Air-to-air missiles#Beam riding missiles}}&lt;br /&gt;
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The main part of the missile considered the &amp;quot;dart&amp;quot; is a missile body with controllable fins, beam tracking sensors and a warhead. This portion of the missile does not have any propellent nor a motor. To produce thrust for the dart, it relies on two boosters which after firing, burn for approximately 1.5 seconds to a speed of about Mach 2, where then the boosters separate and the dart continues to be guided by the aircraft's radar beam to the target making minor adjustments as needed. &lt;br /&gt;
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The {{PAGENAME}} has a relatively short effective distance, as after separation from its boosters it no longer has a source of thrust and is reliant on its kinetic energy, once that depletes, the dart falls to the earth. Also, the farther away the dart gets from the launching aircraft, the harder time it has to maintain the beam and is likely to go astray. Quick movements of the attacking aircraft can also cause the missile to lose track of the beam and at that point, it will fly astray.&lt;br /&gt;
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=== Effective damage ===&lt;br /&gt;
&amp;lt;!--''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''--&amp;gt;&lt;br /&gt;
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The {{PAGENAME}} is reliant upon high explosive damage when it gets close enough to a target aircraft.&lt;br /&gt;
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=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
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== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''--&amp;gt;&lt;br /&gt;
This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.&lt;br /&gt;
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{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
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=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''--&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
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* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Can be easier to guide than command guided missiles&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
* Great for head-on attacks&lt;br /&gt;
* Massive 20 kg warhead, second in size only to the [[Firestreak]]&lt;br /&gt;
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'''Cons:'''&lt;br /&gt;
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* Must keep your aircraft pointing at the target&lt;br /&gt;
* Bad at engaging manoeuvring targets&lt;br /&gt;
* Anything more than gentle corrections will make missile fall out of beam and lose tracking&lt;br /&gt;
* Gets less accurate with increased range&lt;br /&gt;
* Easy to dodge if the missile is spotted&lt;br /&gt;
* 4 km max range then out of fuel&lt;br /&gt;
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== History ==&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;
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== Media ==&lt;br /&gt;
&amp;lt;!--''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''--&amp;gt;&lt;br /&gt;
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;Videos&lt;br /&gt;
{{Youtube-gallery|bBeNjjWfoyQ|'''The Fireflashes Are The Most Fun You'll Have With Missiles''' - ''Spit_flyer''|6DdeDyYkFMQ|'''Are the FireFlash Missiles Good? ''' - ''Slick Plays''|&amp;lt;nowiki&amp;gt;3-vKO2Chypc&amp;amp;feature=youtu.be&amp;lt;/nowiki&amp;gt;|The BEST Fireflash Kills You'll Ever Watch｜Swift F.7｜WarThunder}}&lt;br /&gt;
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== 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;
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* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
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== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
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* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
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{{Missiles}}&lt;br /&gt;
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[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U28241428</name></author>	</entry>

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