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		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-05-11T12:48:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105683</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105683"/>
				<updated>2021-06-11T04:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
[[File:WeaponImage R-60.png|thumb|left|420px|The R-60 missile (scale is approximate)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|mig-21_bis}}{{-}}{{Specs-Link|mig-21_mf}}{{-}}{{Specs-Link|mig-21_smt}}{{-}}{{Specs-Link|mig_23m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Strike aircraft'''}}{{Specs-Link|su_17m2}}{{-}}{{Specs-Link|yak-38}}{{-}}{{Specs-Link|yak-38m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Attack helicopters'''}}{{Specs-Link|mi_24p}}{{-}}{{Specs-Link|mi_24p_german}}{{-}}{{Specs-Link|mi_24p_german_hfs80}}{{-}}{{Specs-Link|mi_24v}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600 and 2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other countermeasures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as AIM-9Js), R-60s will be able to hit targets at extremely close ranges of up to roughly 550 m. This is all due to the very lightweight design on the missile itself.&lt;br /&gt;
&lt;br /&gt;
One major problem of the R-60 is its tendency to almost always be fooled by flares. If the target has flares, even while stalling, the missile will be fooled and follow the flares anyway. It is recommended to only target unaware enemies or those without flares.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of radar slaving may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,200 m, given that the target is flying at the same speed, same direction and not manevuering. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the longer the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (in comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (useful for longer range engagements).&lt;br /&gt;
* One of the best missiles for extremely short ranges &lt;br /&gt;
* Radar slaving (Easier to lead targets)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (more prone to countermeasures such as flares, due to the increased likelihood of the countermeasures coming into view of the seeker).&lt;br /&gt;
* Lacking TNT load can fail to sufficiently damage targets even on close proximity&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105682</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105682"/>
				<updated>2021-06-11T04:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
[[File:WeaponImage R-60.png|thumb|left|420px|The R-60 missile (scale is approximate)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|mig-21_bis}}{{-}}{{Specs-Link|mig-21_mf}}{{-}}{{Specs-Link|mig-21_smt}}{{-}}{{Specs-Link|mig_23m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Strike aircraft'''}}{{Specs-Link|su_17m2}}{{-}}{{Specs-Link|yak-38}}{{-}}{{Specs-Link|yak-38m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Attack helicopters'''}}{{Specs-Link|mi_24p}}{{-}}{{Specs-Link|mi_24p_german}}{{-}}{{Specs-Link|mi_24p_german_hfs80}}{{-}}{{Specs-Link|mi_24v}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600 and 2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other countermeasures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as AIM-9Js), R-60s will be able to hit targets at extremely close ranges of up to roughly 550 m. This is all due to the very lightweight design on the missile itself.&lt;br /&gt;
&lt;br /&gt;
One major problem of the R-60 is its tendency to almost always be fooled by flares. If the target has flares, even while stalling, the missile will be fooled and follow the flares anyway. It is recommended to only target unaware enemies or those without flares.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,000 m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the longer the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (in comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (useful for longer range engagements).&lt;br /&gt;
* One of the best missiles for extremely short ranges &lt;br /&gt;
* Radar slaving (Easier to lead targets)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (more prone to countermeasures such as flares, due to the increased likelihood of the countermeasures coming into view of the seeker).&lt;br /&gt;
* Lacking TNT load can fail to sufficiently damage targets even on close proximity&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105681</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105681"/>
				<updated>2021-06-11T04:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
[[File:WeaponImage R-60.png|thumb|left|420px|The R-60 missile (scale is approximate)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|mig-21_bis}}{{-}}{{Specs-Link|mig-21_mf}}{{-}}{{Specs-Link|mig-21_smt}}{{-}}{{Specs-Link|mig_23m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Strike aircraft'''}}{{Specs-Link|su_17m2}}{{-}}{{Specs-Link|yak-38}}{{-}}{{Specs-Link|yak-38m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Attack helicopters'''}}{{Specs-Link|mi_24p}}{{-}}{{Specs-Link|mi_24p_german}}{{-}}{{Specs-Link|mi_24p_german_hfs80}}{{-}}{{Specs-Link|mi_24v}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600 and 2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other countermeasures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as AIM-9Js), R-60s will be able to hit targets at extremely close ranges of up to roughly 550 m. This is all due to the very lightweight design on the missile itself.&lt;br /&gt;
&lt;br /&gt;
One major problem of the R-60 is its tendency to almost always be fooled by flares. If the target has flares, even while stalling, the missile will be fooled and follow the flares anyway. It is recommended to only target unaware enemies or those without flares.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,000 m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (in comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (useful for longer range engagements).&lt;br /&gt;
* One of the best missiles for extremely short ranges &lt;br /&gt;
* Radar slaving (Easier to lead targets)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (more prone to countermeasures such as flares, due to the increased likelihood of the countermeasures coming into view of the seeker).&lt;br /&gt;
* Lacking TNT load can fail to sufficiently damage targets even on close proximity&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=105524</id>
		<title>MiG-21MF (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=105524"/>
				<updated>2021-06-07T11:00:40Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = MiG-21 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mig-21_mf&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|MiG-21MF WebsiteImage 1.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
It is a single-engine delta-wing supersonic interceptor with conventional tail and fully-moving elevators.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has mediocre flight performance in every aspect among top rank jets. It will get out-accelerated by British Phantoms or MiG-21 bis, outturned by Draken or Mirage, and out-sped by 2nd gen US Phantoms (F-4E/EJ), Starfighters or MiG-21 bis. The delta wing provides great angle-of-attack (AoA) while turning but it also mean the plane loses huge amount of speed doing so. This means that staying behind enemy in 1 vs. 1 is fairly simple, but when there are multiple bandits one might loose all their speed and become an easy missile target if turning too much.&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 13,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,196 || 2,178 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.0 || 35.1 || 139.6 || 131.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,295 || 2,240 || 32.3 || 33.0 || 192.8 || 165.0&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}} || N/A || 524 || 450 || ~12 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 600 || &amp;lt; 950 || 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; | Tumansky R-13-300 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 5,860 kg || colspan=&amp;quot;2&amp;quot; | 355 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,135 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 6,505 kg || 7,455 kg || 8,168 kg || 9,900 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,825 kgf || 6,483 kgf&lt;br /&gt;
| 1.00 || 0.87 || 0.79 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,825 kgf&amp;lt;br&amp;gt;(0 km/h) || 6,977 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.07 || 0.94 || 0.85 || 0.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF lacks armour plating. It also has one engine unlike some other planes. This means that the survivability is very low, even among jets. Getting hit is something that should be avoided at all cost, because should the plane survive it, even small wing damage will force the pilot to return to base. The plane has a radar warning receiver (RWR), but lacks flares, making dodging missiles harder compared to other planes at its BR.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Your main priority is to get to the R-60s as soon as possible, this will require you to unlock two tier III modifications. Unless you particularly want to research the ground attack ordnance you will be wanting to unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot; at tier III. Therefore you should research &amp;quot;Offensive 23 mm belts&amp;quot; as your first modification at tier I. This will then unlock tier II modifications where you can research &amp;quot;R-3S&amp;quot; and your choice of &amp;quot;New boosters&amp;quot; or &amp;quot;Airframe&amp;quot; (up to you in which order you unlock these), it may be appealing to unlock missiles first to help with the grind but you should keep in mind that the R-3S missiles are slightly worse than the [[AIM-9B]] and can only be fired when pulling less than 2G, which means they cannot be fired in even a gentle turn or climb. Once tier III modifications are accessible, you can unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot; in whichever order you want and then go for the R-60s. Once the R-60s are available you can unlock the remaining modifications in whatever order you see fit, however it is highly recommended to go for G-suit and engine upgrades first.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|GSh-23L (23 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 23 mm GSh-23L cannon, belly-mounted (200 rpg)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|OFAB-250sv (250 kg)|R-3S|R-60|S-5K|S-24}}&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 R-3S missiles&lt;br /&gt;
* 64 x S-5K rockets&lt;br /&gt;
* 96 x S-5K rockets&lt;br /&gt;
* 4 x S-24 rockets&lt;br /&gt;
* 4 x R-3S missiles&lt;br /&gt;
* 4 x R-60 missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-3S missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-60 missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-3S missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-60 missiles&lt;br /&gt;
* 4 x 250 kg OFAB-250sv bombs (1,000 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-3S missiles (500 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-60 missiles (500 kg total)&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has access to ballistic computer for the guns and rockets.&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;
While the '''{{Specs|name}}''' itself is a pretty mediocre fighter, it has access to 4 deadly R-60 missiles. These missiles work the best when enemy is slow, so the recommended tactic is to wait a bit before engaging into the battle.&lt;br /&gt;
&lt;br /&gt;
Due to the immense speed bleed in turns, it is strongly recommended to keep the speed high near enemies, unless one really wants to closely meet AIM-9J. Dropping below 800 km/h makes it really hard to dodge this missile. When an enemy is spotted, it is recommended to turn roughly into their direction, so when they engage, they'll have to make a 180° turn, which will give time for MiG pilot to disengage without risking getting hit by a missile.&lt;br /&gt;
&lt;br /&gt;
Engaging in 1 v 1 situation can sometimes be done, but unless a faster opponent forces it (which happens rarely, as faster opponents turn worse than the MiG) it is only recommended if there are no other enemies nearby. However, do never turn-fight with Draken or Mirage. A good tactic for defensive dogfights is trying to make enemy overshoot, especially against Phantoms. Keep in mind however that you can outrun F-4C.&lt;br /&gt;
&lt;br /&gt;
Final thing to note is that because the plane has no RWR nor radar-guided missiles, it is strongly recommended to stick close to the ground. This will make it unable for enemies to track you on their radar and send a radar-guided missile. This strategy comes with a risk of having to deal with enemies that are higher than you, but without RWR the pilot won't even know if there is a missile coming towards him.&lt;br /&gt;
&lt;br /&gt;
===Specific enemies worth noting===&lt;br /&gt;
&lt;br /&gt;
* MiG-21 bis and MiG-21 SMT, if you play against the Soviets. They are faster and have better acceleration (bis in particular) but are slightly heavier and less agile&lt;br /&gt;
* Mirage IIIC, has very similar acceleration and top speed, but will outturn MiG-21 MF and has great Matra Magic missiles.&lt;br /&gt;
* F-4E/F-4EJ. They are armed with great missiles, fighting them at altitude is not recommended. One the deck they are faster and have better energy retention.&lt;br /&gt;
* J35 Draken, will always outturn you. It is very important to keep an energy advantage when attempting to fight the Draken, turn fighting is the worst thing possible against a Draken and tactics that involve retaining energy is best when attempting to fight the Draken. Forcing the Draken to dump its energy is the best way to fight against it.&lt;br /&gt;
&lt;br /&gt;
===Radars===&lt;br /&gt;
&amp;lt;!--{{main|AN/APS-19}}--&amp;gt;&lt;br /&gt;
The MiG-21MF is equipped with a RP-21 Sapfir search and tracking radar. The radar is mounted in the nose of the aircraft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | RP-21 - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Guaranteed&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, detection of a target is practically guaranteed}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
|-&lt;br /&gt;
| 30,000 m&amp;lt;br&amp;gt;(theoretical) || 20,000 m || ±30.0° || -3.0°/+17.0°&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | RP-21 - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 20,000 m || 300 m || ±30.0° || ±17.0°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Access to four R-60 missiles with great tracking and G-tolerance&lt;br /&gt;
* High AoA&lt;br /&gt;
* Good ground attack loadouts&lt;br /&gt;
* Light and agile&lt;br /&gt;
* A small profile which is harder to hit&lt;br /&gt;
* Decent fuel load allows for reheating for the whole match&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Jack of all trades, but a master of none&lt;br /&gt;
* Terrible cannon armament&lt;br /&gt;
* Terrible energy retention&lt;br /&gt;
* No combat flaps&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;
The MiG-21MF (Germany) is a second-generation variant of the popular MiG-21 'Fishbed'. Operated by the East German Air Force (''Luftstreitkräfte der Nationalen Volksarmee''; '''LSK''') between 1972 and 1990, the aircraft was an export variant of the MiG-21SM, and is highly similar to its counterpart, the [[MiG-21SMT]]. Designated the 'Fishbed-J', the aircraft formed the bulk of the LSK in the late stages of the Cold War. All German MiG-21 aircraft were retired following the German Reunification, though some survive as museum aircraft to this day.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;Aviata. (2020)&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Museum, D. (2020)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Design and procurement ===&lt;br /&gt;
The East German Air Force received many MiG-21 variants due to their ties with the Soviet Bloc. 76 MiG-21F-13 aircraft had been delivered to the East German Air Force in the early 1960s, and they later received 50 MiG-21PF 'Fishbed-D' planes, which were known as the MiG-21PFM in East German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; This generated considerable confusion as the German MiG-21PFs had inadvertently been given the same name as the later, Soviet-made, MiG-21PFM 'Fishbed-F'.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; However, in the early 1970s, the LSK received its first 3rd-generation MiG-21s, the MiG-21MF. This aircraft was essentially an export variant of the Soviet MiG-21SM. 50 MiG-21MFs were delivered to the LSK between 1972 and 1974.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF differs from the standard MiG-21SM by having a less powerful engine and simplified radar system, meaning that it accelerates slightly slower than its Soviet counterpart. It could reach a maximum speed of 2,230 km/h, and was flown by a single pilot.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As an interceptor, it carried a 23 mm dual-barreled cannon with 200 rounds in a ventral pack, and was also capable of fitting a variety of munitions including bombs, rockets and missiles.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Service history ===&lt;br /&gt;
The MiG-21MF enjoyed a fairly uneventful service history with the LSK. The aircraft served with ''Jagdgeschwader'' (JG, fighter group) 8 and JG 9. It complemented the earlier MiG-21PFM and MiG-21F-13 aircraft in German service. Later on, it was complemented by the MiG-21bis, the final MiG-21 variant to serve with the German Air Force. At the time of the German reunification, many MiG-21s remained in German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As the new combined ''Luftwaffe'' had no plans to continue using the Soviet-era interceptor, all MiG-21 aircraft were retired in late 1990 following the German reunification. Many of those aircraft were reserved as museum pieces, and several survive to this day in museums across the globe.&amp;lt;ref name=&amp;quot;:1&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;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=mig-21_mf Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&lt;br /&gt;
[[File:MiG-21MF.jpg|thumb|none|300px|]]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|oMWZhOXmQYg|'''&amp;quot;MiG-21MF - The Orange MiG [Air Forces]''' - ''BaconGaming''|vhTZXYk6eao|'''Tank busters''' discusses the {{PAGENAME}} at 4:19 - ''War Thunder Official Channel''|DwixJCfFMU8|'''MiG-21MF''' - ''Napalmratte''|R8lBSC7IFUM|'''Should You Buy The MiG-21MF??''' - ''Sako Sniper''}}&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;
* {{Specs-Link|mig-21_f13}}&lt;br /&gt;
* {{Specs-Link|mig-21_smt}}&lt;br /&gt;
* {{Specs-Link|mig-21_bis}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Mikoyan-Gurevich_MiG-21|[Wikipedia] Mikoyan-Gurevich MiG-21]]&lt;br /&gt;
* [http://www.airvectors.net/avmig21_1.html &amp;lt;nowiki&amp;gt;[Air Vectors]&amp;lt;/nowiki&amp;gt; The Mikoyan MiG-21 - MiG-21 Single-Seat Variants]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/479893-mig-21mf/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
=== Works Cited ===&lt;br /&gt;
&lt;br /&gt;
* Aviata. (2020). German MiG-21. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://aviatia.net/german-mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Museum, D. (2020). Mikojan-Gurewitsch MiG-21 MF. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://www.deutsches-museum.de/en/flugwerft/collections/jet-aircraft/mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer MiG}}&lt;br /&gt;
{{Germany jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=105522</id>
		<title>MiG-21MF (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=105522"/>
				<updated>2021-06-07T10:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = MiG-21 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mig-21_mf&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
It is a single-engine delta-wing supersonic interceptor with conventional tail and fully-moving elevators. As of [[Update &amp;quot;Hot Tracks&amp;quot;]], it is the only German plane able to carry air-to-air missiles better than AIM-9B/R-3, the only plane with ballistic computer, and the only plane above BR 10.0.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has mediocre flight performance in every aspect among top rank jets. It will get out-accelerated by British Phantoms or MiG-21 bis, outturned by Draken or Mirage, and out-sped by 2nd gen US Phantoms (F-4E/EJ), Starfighters or MiG-21 bis. The delta wing provides great angle-of-attack (AoA) while turning but it also mean the plane loses huge amount of speed doing so. This means that staying behind enemy in 1 vs. 1 is fairly simple, but when situated against multiple opponents, the MiG-21 MF will quickly lose the initiative from the multiple angles that it will be attacked from and lacking any speed to avoid them.&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 13,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,196 || 2,178 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.0 || 35.1 || 139.6 || 131.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,295 || 2,240 || 32.3 || 33.0 || 192.8 || 165.0&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}} || N/A || 524 || 450 || ~12 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 600 || &amp;lt; 850 || 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; | Tumansky R-13-300 ||  1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 5,860 kg || colspan=&amp;quot;2&amp;quot; | 355 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,135 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 6,505 kg || 7,455 kg || 8,168 kg || 9,900 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,825 kgf || 6,483 kgf&lt;br /&gt;
| 1.00 || 0.87 || 0.79 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,825 kgf&amp;lt;br /&amp;gt;(0 kph) || 6,977 kgf&amp;lt;br /&amp;gt;(1,200 kph)&lt;br /&gt;
| 1.07 || 0.94 || 0.85 || 0.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF lacks armor plating. It also has one engine unlike some other planes. This means that the survivability is very low, even among jets. Getting hit is something that should be avoided at all cost, because should the plane survive it, even small wing damage will force the pilot to return to base. This plane has a weaker engine compared to the MiG-21 SMT but is compensated by it's lighter weight. This means the MiG-21 MF is better in agility and manevuerability but worse in linear performance compared to the MiG-21 SMT. &lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Your main priority is to get to the R-60s as soon as possible, this will require you to unlock two tier III modifications. Unless you particularly want to research the ground attack ordinance  you will be wanting to unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot;. Therefore if you want to reach the R-60s in the shortest time possible you should research &amp;quot;New 23 mm cannons&amp;quot; as your first modification. This will then unlock tier II modifications where you can research &amp;quot;R-3S&amp;quot; and your choice of &amp;quot;New boosters&amp;quot; or &amp;quot;Airframe&amp;quot;; it is up to you in which order you unlock these, it may be appealing to unlock missiles first to help with the grind but you should keep in mind that the R-3S missiles are near identical to the AIM-9B's. Once tier III modifications are amiable unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot; in whichever order you want, then go for the R-60s. Once the R-60s are unlocked you can unlock the remaining modifications in whatever order you see fit, however it is recommended to go for G-suit and engine upgrades first.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|GSh-23L (23 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 23 mm GSh-23L cannon, belly-mounted (200 rpg)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|OFAB-250sv (250 kg)|R-3S|R-60|S-5K|S-24}}&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;
* 64 x S-5K rockets&lt;br /&gt;
* 96 x S-5K rockets&lt;br /&gt;
* 4 x S-24 rockets&lt;br /&gt;
* 4 x R-3S missiles&lt;br /&gt;
* 4 x R-60 missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-3S missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-60 missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-3S missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-60 missiles&lt;br /&gt;
* 4 x 250 kg OFAB-250sv bombs (1,000 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-3S missiles (500 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-60 missiles (500 kg total)&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has access to ballistic computer for the guns and rockets.&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;
While the '''{{Specs|name}}''' itself is a pretty mediocre fighter, it has access to 4 deadly R-60 missiles. These missiles work the best when enemy is slow, so the recommended tactic is to wait a bit before engaging into the battle.&lt;br /&gt;
&lt;br /&gt;
Due to the immense speed bleed in turns, it is strongly recommended to keep the speed high near enemies, unless one really wants to closely meet AIM-9J. Dropping below 800 km/h makes it really hard to dodge this missile. When an enemy is spotted, it is recommended to turn roughly into their direction, so when they engage, they'll have to make a 180° turn, which will give time for MiG pilot to disengage without risking getting hit by a missile.&lt;br /&gt;
&lt;br /&gt;
Engaging in 1 v 1 situation can sometimes be done, but unless a faster opponent forces it (which happens rarely, as faster opponents turn worse than the MiG) it is only recommended if there are no other enemies nearby. However, do never turn-fight with Draken or Mirage. A good tactic for defensive dogfights is trying to make enemy overshoot, especially against Phantoms. Keep in mind however that you can outrun F-4C.&lt;br /&gt;
&lt;br /&gt;
Final thing to note is that because the plane has no RWR nor radar-guided missiles, it is strongly recommended to stick close to the ground. This will make it unable for enemies to track you on their radar and send a radar-guided missile. This strategy comes with a risk of having to deal with enemies that are higher than you, but without RWR the pilot won't even know if there is a missile coming towards him.&lt;br /&gt;
&lt;br /&gt;
===Specific enemies worth noting===&lt;br /&gt;
&lt;br /&gt;
* MiG-21 bis and MiG-21 SMT, if you play against the Soviets. They are faster and have better acceleration (bis in particular) but are slightly heavier and less agile&lt;br /&gt;
* Mirage IIIC, has very similar acceleration and top speed, but will outturn MiG-21 MF and has great Matra Magic missiles.&lt;br /&gt;
* F-4E/F-4EJ. They are armed with great missiles, fighting them at altitude is not recommended. One the deck they are faster and have better energy retention.&lt;br /&gt;
* J35 Draken, will always outturn you. It is very important to keep an energy advantage when attempting to fight the Draken, turn fighting is the worst thing possible against a Draken and tactics that involve retaining energy is best when attempting to fight the Draken. Forcing the Draken to dump its energy is the best way to fight against it.&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;
* Access to four R-60 missiles with great tracking and G-tolerance&lt;br /&gt;
* High AoA&lt;br /&gt;
* Good ground attack loadouts&lt;br /&gt;
* Light and agile&lt;br /&gt;
* A small profile which is harder to hit&lt;br /&gt;
* Decent fuel load allows for reheating for the whole match&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Jack of all trades, but a master of none&lt;br /&gt;
* Terrible cannon armament&lt;br /&gt;
* Terrible energy retention&lt;br /&gt;
* No Radar Warning Receiver&lt;br /&gt;
* No combat flaps&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;
The MiG-21MF (Germany) is a second-generation variant of the popular MiG-21 'Fishbed'. Operated by the East German Air Force (''Luftstreitkräfte der Nationalen Volksarmee''; '''LSK''') between 1972 and 1990, the aircraft was an export variant of the MiG-21SM, and is highly similar to its counterpart, the [[MiG-21SMT]]. Designated the 'Fishbed-J', the aircraft formed the bulk of the LSK in the late stages of the Cold War. All German MiG-21 aircraft were retired following the German Reunification, though some survive as museum aircraft to this day.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;Aviata. (2020)&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Museum, D. (2020)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Design and procurement ===&lt;br /&gt;
The East German Air Force received many MiG-21 variants due to their ties with the Soviet Bloc. 76 MiG-21F-13 aircraft had been delivered to the East German Air Force in the early 1960s, and they later received 50 MiG-21PF 'Fishbed-D' planes, which were known as the MiG-21PFM in East German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; This generated considerable confusion as the German MiG-21PFs had inadvertently been given the same name as the later, Soviet-made, MiG-21PFM 'Fishbed-F'.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; However, in the early 1970s, the LSK received its first 3rd-generation MiG-21s, the MiG-21MF. This aircraft was essentially an export variant of the Soviet MiG-21SM. 50 MiG-21MFs were delivered to the LSK between 1972 and 1974.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF differs from the standard MiG-21SM by having a less powerful engine and simplified radar system, meaning that it accelerates slightly slower than its Soviet counterpart. It could reach a maximum speed of 2,230 km/h, and was flown by a single pilot.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As an interceptor, it carried a 23 mm dual-barreled cannon with 200 rounds in a ventral pack, and was also capable of fitting a variety of munitions including bombs, rockets and missiles.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Service history ===&lt;br /&gt;
The MiG-21MF enjoyed a fairly uneventful service history with the LSK. The aircraft served with ''Jagdgeschwader'' (JG, fighter group) 8 and JG 9. It complemented the earlier MiG-21PFM and MiG-21F-13 aircraft in German service. Later on, it was complemented by the MiG-21bis, the final MiG-21 variant to serve with the German Air Force. At the time of the German reunification, many MiG-21s remained in German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As the new combined ''Luftwaffe'' had no plans to continue using the Soviet-era interceptor, all MiG-21 aircraft were retired in late 1990 following the German reunification. Many of those aircraft were reserved as museum pieces, and several survive to this day in museums across the globe.&amp;lt;ref name=&amp;quot;:1&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;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=mig-21_mf Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&lt;br /&gt;
[[File:MiG-21MF.jpg|thumb|none|300px|]]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|oMWZhOXmQYg|'''&amp;quot;MiG-21MF - The Orange MiG [Air Forces]''' - ''BaconGaming''|vhTZXYk6eao|'''Tank busters''' discusses the {{PAGENAME}} at 4:19 - ''War Thunder Official Channel''|DwixJCfFMU8|'''MiG-21MF''' - ''Napalmratte''|R8lBSC7IFUM|'''Should You Buy The MiG-21MF??''' - ''Sako Sniper''}}&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;
* {{Specs-Link|mig-21_f13}}&lt;br /&gt;
* {{Specs-Link|mig-21_smt}}&lt;br /&gt;
* {{Specs-Link|mig-21_bis}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Mikoyan-Gurevich_MiG-21|[Wikipedia] Mikoyan-Gurevich MiG-21]]&lt;br /&gt;
* [http://www.airvectors.net/avmig21_1.html &amp;lt;nowiki&amp;gt;[Air Vectors]&amp;lt;/nowiki&amp;gt; The Mikoyan MiG-21 - MiG-21 Single-Seat Variants]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/479893-mig-21mf/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
=== Works Cited ===&lt;br /&gt;
&lt;br /&gt;
* Aviata. (2020). German MiG-21. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://aviatia.net/german-mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Museum, D. (2020). Mikojan-Gurewitsch MiG-21 MF. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://www.deutsches-museum.de/en/flugwerft/collections/jet-aircraft/mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer MiG}}&lt;br /&gt;
{{Germany jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105517</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105517"/>
				<updated>2021-06-07T10:49:00Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
[[File:WeaponImage R-60.png|thumb|left|420px|The R-60 missile (scale is approximate)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|mig-21_bis}}{{-}}{{Specs-Link|mig-21_mf}}{{-}}{{Specs-Link|mig-21_smt}}{{-}}{{Specs-Link|mig_23m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Strike aircraft'''}}{{Specs-Link|su_17m2}}{{-}}{{Specs-Link|yak-38}}{{-}}{{Specs-Link|yak-38m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Line|'''Attack helicopters'''}}{{Specs-Link|mi_24p}}{{-}}{{Specs-Link|mi_24p_german}}{{-}}{{Specs-Link|mi_24p_german_hfs80}}{{-}}{{Specs-Link|mi_24v}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600 and 2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other countermeasures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as AIM-9Js), R-60s will be able to hit targets at extremely close ranges of up to roughly 550 m. This is all due to the very lightweight design on the missile itself.&lt;br /&gt;
&lt;br /&gt;
One major problem of the R-60 is its tendency to almost always be fooled by flares. If the target has flares, even while stalling, the missile will be fooled and follow the flares anyway. It is recommended to only target unaware enemies or those without flares.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,000 m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (in comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (useful for longer range engagements).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large seeker FOV (more prone to countermeasures such as flares, due to the increased likelihood of the countermeasures coming into view of the seeker).&lt;br /&gt;
* Lower propellant force (closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target).&lt;br /&gt;
* Lacking TNT load can fail to kill or suffciently damage even on close proximity&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105284</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=105284"/>
				<updated>2021-06-05T06:33:13Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Vehicles equipped with this weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
[[File:WeaponImage R-60.png|thumb|left|420px|The R-60 missile (scale is approximate)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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|mi_24p}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80}}&lt;br /&gt;
* {{Specs-Link|mi_24v}}&lt;br /&gt;
* {{Specs-Link|mig-21_bis}}&lt;br /&gt;
* {{Specs-Link|mig-21_mf}}&lt;br /&gt;
* {{Specs-Link|mig-21_smt}}&lt;br /&gt;
* {{Specs-Link|su_17m2}}&lt;br /&gt;
* {{Specs-Link|yak-38}}&lt;br /&gt;
* {{Specs-Link|yak-38m}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600-2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other counter-measures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as AIM-9Js), R-60s will be able to hit targets at extremely close ranges of up to roughly 550 m. This is all due to the very lightweight design on the missile itself.&lt;br /&gt;
&lt;br /&gt;
One major problem of the R-60 is it's tendency to almost always be fooled by flares. If the target has flares, even while stalling, the missile will be fooled and follow the flares anyway. It is recommended to only target unaware enemies or those without flares.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,000 m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seeker FOV (Making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (In comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (Useful for longer range engagements).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seek FOV (More prone to counter-measures such as flares, due to the increased likelyhood of the counter-measures coming into view of the seeker).&lt;br /&gt;
* Lower propellant force (Closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target).&lt;br /&gt;
* Lacking TNT load can fail to kill even on close proximity&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>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-104G_(Germany)&amp;diff=95974</id>
		<title>F-104G (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-104G_(Germany)&amp;diff=95974"/>
				<updated>2021-03-03T01:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-104 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-104g&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].  It is often referred to as the &amp;quot;missile with a man in it&amp;quot; or the &amp;quot;widow maker&amp;quot;, the latter nickname highlighting its questionable safety record in Luftwaffe use.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 15,240 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;
| 2,343 || 2,317 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.5 || 35.1 || 230.5 || 222.5 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| ___ || ___ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; 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;
&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 || 827 || 444 || ~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; 720 || &amp;lt; 950 || &amp;lt; 800 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic Mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-11 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,552 kg || colspan=&amp;quot;3&amp;quot; | 532 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,540 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 7,353 kg || 8,153 kg || 8,954 kg || 9,194 kg || 24,000 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,128 kgf || 6,357 kgf&lt;br /&gt;
| 0.86 || 0.78 || 0.71 || 0.69 || 0.26&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,128 kgf&amp;lt;br /&amp;gt;(0 km/h) || 8,391 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.14 || 1.03 || 0.94 || 0.91 || 0.35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M61A1 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm M61A1 cannon, nose-mounted (750 rpg)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Matra 25E (250 kg)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)}}&lt;br /&gt;
{{main|AS-20 Nord|AIM-9B Sidewinder|AIM-9B FGW.2 Sidewinder|Hydra-70 M247}}&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;
* 14 x Hydra-70 M247 rockets&lt;br /&gt;
* 2 x AS-20 Nord missiles&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 14 x Hydra-70 M247 rockets&lt;br /&gt;
* 4 x AIM-9B FGW.2 Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9B FGW.2 Sidewinder missiles + 14 x Hydra-70 M247 rockets&lt;br /&gt;
* 2 x AS-20 Nord missiles + 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 2 x AS-20 Nord missiles + 2 x AIM-9B FGW.2 Sidewinder missiles&lt;br /&gt;
* 3 x 250 kg Matra 25E bombs (750 kg total)&lt;br /&gt;
* 3 x 500 lb LDGP Mk 82 bombs (1,500 lb total)&lt;br /&gt;
* 3 x 750 lb M117 cone 45 bombs (2,250 lb total)&lt;br /&gt;
* 3 x 1,000 lb LDGP Mk 83 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 250 kg Matra 25E bomb (250 kg total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 500 lb LDGP Mk 82 bomb (500 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 750 lb M117 cone 45 bomb (750 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 1,000 lb LDGP Mk 83 bomb (1,000 lb total)&lt;br /&gt;
* 2 x AIM-9B FGW.2 Sidewinder missiles + 1 x 250 kg Matra 25E bomb (250 kg total)&lt;br /&gt;
* 2 x AIM-9B FGW.2 Sidewinder missiles + 1 x 500 lb LDGP Mk 82 bomb (500 lb total)&lt;br /&gt;
* 2 x AIM-9B FGW.2 Sidewinder missiles + 1 x 750 lb M117 cone 45 bomb (750 lb total)&lt;br /&gt;
* 2 x AIM-9B FGW.2 Sidewinder missiles + 1 x 1,000 lb LDGP Mk 83 bomb (1,000 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The F-104G should not be used in turn fighting engagements as its small wingspan and wing area does not allow the Starfighter to outturn or retain enough energy to fight any other aircraft. Instead, the Starfight should use its high speed and engine performance to outrun most opponents. When at top speeds, the Starfight is able to outrun short-range AAM's launched from 2.4km at sea level and 3.5km at higher altitudes. Flares are also avaliable to the Starfighter which proves to be incredibly useful to preflare or to dodge missiles which your aircraft wouldn't normally be able to dodge without flares. &lt;br /&gt;
&lt;br /&gt;
Aggresive flanking and forcing enemies to turn and dump their energy is the playstyle which all Starfighter's should be flown and the more powerful engine of the F-104G variants compared to the A's and C's allow this playstyle to be played more successfully, though you cannot outrun some fighters such as the Mig-21Bis (Though your wing rip speed is much higher) and the F-104S (Having a much more powerful engine though much heavier).&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;
* Good top speed.&lt;br /&gt;
* Great rate of climb; even the F-4 Phantom may struggle to match it.&lt;br /&gt;
* Decent high-speed manoeuvrability.&lt;br /&gt;
* Good roll rate for a plane with tiny wings.&lt;br /&gt;
* M61 Vulcan cannon can do some serious damage to an enemy plane.&lt;br /&gt;
* Wide selection of secondary ordinance; much better than early F-104s.&lt;br /&gt;
* High thrust to weight ratio.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lousy low-speed manoeuvrability.&lt;br /&gt;
* Bleeds energy quickly in sustained turn-fights.&lt;br /&gt;
* Large turning radius due to small wing surface and high speed.&lt;br /&gt;
* High takeoff and landing speeds&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The brainchild of famed Lockheed engineer Clarence &amp;quot;Kelly&amp;quot; Johnson, after having spoken to USAF pilots about their experience in the Korean Air War, the F-104 Starfighter was innovative in both its design and speed. Developed from the start as a daytime air-superiority fighter with speed in mind, the Starfighter began life at Lockheed's famous &amp;quot;Skunk Works&amp;quot; facility in 1952 to combat the Soviet's new age of supersonic jet fighters. The aircraft would incorporate the smallest airframe, combined with the most technologically advanced turbojet at the time, to create the base of what would become the F-104.&lt;br /&gt;
&lt;br /&gt;
In 1953, the USAF showed interest in the project, and proposed an open contest with Lockheed and multiple other firms for a supersonic interceptor, based wholly on performance. Lockheed evidently won the contest and approval for two prototypes to be produced and, in February of 1954, took flight for the first time. Although it was slated to be fitted with the General Electric J79 turbofan, due to shortages of the engines the prototypes were mated to a license-built variant of the British Armstrong Siddeley Sapphire engine, called the Wright XJ65-W-6, until the initial powerplant was available. The aircraft however was not without its problems, resulting in a four-year long developmental period for the aircraft. By the end of it, 17 pre-production YF-104As had been built, tested, and used to iron out any problems that would be noticeable on the final F-104. In 1958, the F-104 would finally be available for deliveries featuring some differences from the initial prototypes in the form of a longer fuselage as well as the fitting of General Electric J79GE-3 engines putting out a whopping 14,800 lbs of thrust.&lt;br /&gt;
&lt;br /&gt;
From the start the F-104A smashed records, taking the record as the first operational fighter in service to succeed Mach 2, as well as going on to take the records for both altitude and speed in both the F-104A and F-104C variants respectively. On May 7th, 1958, Maj. Howard C. Johnson, in his F-104A, set a new world altitude record at 91,243 feet, and 11 days later another aircraft set a new speed record at 1,403.19 mph. The altitude record was later bested by another variant of the aircraft, the F-104C, at a whopping altitude of 103,389 feet. In the 1950s, the aircraft had come to be exactly what the public had expected a fighter of this magnitude to look like. With a long, pencil shaped fuselage with short, sharp edged wings it encompassed the era of space flight and Sci-Fi with its design. The wings were one of the most unique parts of the aircraft, as well as its long fuselage taken up mostly by its large engine and fuel storage, and were only 4 inches and its thickest. Sweeping was only utilized on the leading edge, and a slight anhedral was in place to combat &amp;quot;Dutch Roll&amp;quot;, a phenomenon where the aircraft rocks side-to-side uncontrollably. The wings, while helping with supersonic flight, were harmful to ground crews, and special equipment had to be issued to service these areas.&lt;br /&gt;
&lt;br /&gt;
While having a history of accidents and high pilot attrition, the aircraft was fitted with an ejection seat. Due to the great speed of the aircraft at Mach 2, it was believed that the seat wouldn't have enough time to clear the tail section in an ejection scenario. Therefore, a downward firing ejection seat known as the Stanley C-1 was fitted into early models of the F-104. While a good idea, and in theory could work, the C-1 was also believed harmful in the case of a low-altitude ejection of the aircraft. After a failed introduction of the Stanley C-2 ejection seat, the problem was finally solved by the introduction of the Martin-Baker ejection system, particularly in foreign-operator's Starfighters. Roughly 153 F-104As were produced, with 26 more being F-104B two-seat variants. The F-104A spend a short time in USAF service before being send to Air National Guard (ANG) units, which some others being sent to foreign operators which had some success in their service. In September of 1958 the USAF would get the F-104C, a dedicated fighter-bomber variant designed for the USAF's Tactical Air Command's 479th Tactical Fighter Squadron. The F-104C featured improvements over the F-104A in the form of a better fire-control system as well as hardpoints on the centerline on the belly and under the wings. The aircraft also introduced the ability to refuel mid-flight via a probe running along the right side of the aircraft, extending the reach of the aircraft somewhat. However, like most of the A models ended up, the C models were quickly transferred to Air National Guard (ANG) units both of which served until around 1975 in their service. The first combat of the F-104 however wouldn't be seen until the Vietnam War, and while not having any kills to count was successful in keeping MiGs back and from intercepting friendly aircraft. The aircraft had a short service life in this theatre, only serving in 1965, and again from 1967-1969 until the introduction of the more-capable F-4 Phantom II by which it was replaced.&lt;br /&gt;
&lt;br /&gt;
The aircraft saw its best success as the F-104G, of which Germany had many. The aircraft has come to be known as the &amp;quot;definitive&amp;quot; variant of the Starfighter. Sporting a reinforced airframe, larger vertical stabilizer, uprated turbofans, and improved electronics, the aircraft was initially built for the German Luftwaffe and first flew in October 1960. The aircraft's licensing was handled by multiple manufacturers, notably Messerschmitt-Bölkow-Blohm (MBB), FIAT, Fokker, and Sociétés Anonyme Belge de Constructions Aéronautiques (SABCA). While in German service the aircraft earned the nickname &amp;quot;Widowmaker&amp;quot; when, between the years 1961 and 1989, 292 aircraft out of 916 had crashed, with 116 pilots being lost.&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Military Factory - Lockheed F-104 Starfighter: [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=113 website]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Lockheed}}&lt;br /&gt;
{{Germany jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=95973</id>
		<title>MiG-21MF (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MiG-21MF_(Germany)&amp;diff=95973"/>
				<updated>2021-03-03T01:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = MiG-21 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mig-21_mf&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
It is a single-engine delta-wing supersonic interceptor with conventional tail and fully-moving elevators. As of [[Update &amp;quot;Hot Tracks&amp;quot;]], it is the only German plane able to carry air-to-air missiles better than AIM-9B/R-3, the only plane with ballistic computer, and the only plane above BR 10.0.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has mediocre flight performance in every aspect among top rank jets. It will get out-accelerated by British Phantoms or MiG-21 bis, outturned by Draken or Mirage, and out-sped by 2nd gen US Phantoms (F-4E/EJ), Starfighters or MiG-21 bis. The delta wing provides great angle-of-attack (AoA) while turning but it also mean the plane loses huge amount of speed doing so. This means that staying behind enemy in 1 vs. 1 is fairly simple, but when there are multiple bandits one might loose all their speed and become an easy missile target if turning too much.&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 13,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,196 || 2,178 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.0 || 35.1 || 139.6 || 131.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,295 || 2,240 || 32.3 || 33.0 || 192.8 || 165.0&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}} || N/A || 524 || 450 || ~12 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 600 || &amp;lt; 850 || 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; | Tumansky R-13-300 ||  1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 5,860 kg || colspan=&amp;quot;2&amp;quot; | 355 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,135 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 6,505 kg || 7,455 kg || 8,168 kg || 9,900 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 29m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,825 kgf || 6,483 kgf&lt;br /&gt;
| 1.00 || 0.87 || 0.79 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,825 kgf&amp;lt;br /&amp;gt;(0 kph) || 6,977 kgf&amp;lt;br /&amp;gt;(1,200 kph)&lt;br /&gt;
| 1.07 || 0.94 || 0.85 || 0.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF lacks armor plating. It also has one engine unlike some other planes. This means that the survivability is very low, even among jets. Getting hit is something that should be avoided at all cost, because should the plane survive it, even small wing damage will force the pilot to return to base. The plane lacks radar warning receiver (RWR), which is a notable downside compared to the Soviet [[MiG-21SMT|MiG 21 SMT]]. &lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Your main priority is to get to the R-60s as soon as possible, this will require you to unlock two tier III modifications. Unless you particularly want to research the ground attack ordinance  you will be wanting to unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot;. Therefore if you want to reach the R-60s in the shortest time possible you should research &amp;quot;New 23 mm cannons&amp;quot; as your first modification. This will then unlock tier II modifications where you can research &amp;quot;R-3S&amp;quot; and your choice of &amp;quot;New boosters&amp;quot; or &amp;quot;Airframe&amp;quot;; it is up to you in which order you unlock these, it may be appealing to unlock missiles first to help with the grind but you should keep in mind that the R-3S missiles are nearly useless (they are slightly worse than the [[AIM-9B]] and can only be fired when pulling less than 2G, which means they cannot be fired in even a gentle turn or climb). Once tier III modifications are amiable unlock &amp;quot;Wings repair&amp;quot; and &amp;quot;New 23 mm cannons&amp;quot; in whichever order you want, then go for the R-60s. Once the R-60s are unlocked you can unlock the remaining modifications in whatever order you see fit, however it is recommended to go for G-suit and engine upgrades first.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|GSh-23L (23 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 23 mm GSh-23L cannon, belly-mounted (200 rpg)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|OFAB-250sv (250 kg)|R-3S|R-60|S-5K|S-24}}&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;
* 64 x S-5K rockets&lt;br /&gt;
* 96 x S-5K rockets&lt;br /&gt;
* 4 x S-24 rockets&lt;br /&gt;
* 4 x R-3S missiles&lt;br /&gt;
* 4 x R-60 missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-3S missiles&lt;br /&gt;
* 64 x S-5K rockets + 2 x R-60 missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-3S missiles&lt;br /&gt;
* 2 x S-24 rockets + 2 x R-60 missiles&lt;br /&gt;
* 4 x 250 kg OFAB-250sv bombs (1,000 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-3S missiles (500 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs + 2 x R-60 missiles (500 kg total)&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' has access to ballistic computer for the guns and rockets.&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;
While the '''{{Specs|name}}''' itself is a pretty mediocre fighter, it has access to 4 deadly R-60 missiles. These missiles work the best when enemy is slow, so the recommended tactic is to wait a bit before engaging into the battle.&lt;br /&gt;
&lt;br /&gt;
Due to the immense speed bleed in turns, it is strongly recommended to keep the speed high near enemies, unless one really wants to closely meet AIM-9J. Dropping below 800 km/h makes it really hard to dodge this missile. When an enemy is spotted, it is recommended to turn roughly into their direction, so when they engage, they'll have to make a 180° turn, which will give time for MiG pilot to disengage without risking getting hit by a missile.&lt;br /&gt;
&lt;br /&gt;
Engaging in 1 v 1 situation can sometimes be done, but unless a faster opponent forces it (which happens rarely, as faster opponents turn worse than the MiG) it is only recommended if there are no other enemies nearby. However, do never turn-fight with Draken or Mirage. A good tactic for defensive dogfights is trying to make enemy overshoot, especially against Phantoms. Keep in mind however that you can outrun F-4C.&lt;br /&gt;
&lt;br /&gt;
Final thing to note is that because the plane has no RWR nor radar-guided missiles, it is strongly recommended to stick close to the ground. This will make it unable for enemies to track you on their radar and send a radar-guided missile. This strategy comes with a risk of having to deal with enemies that are higher than you, but without RWR the pilot won't even know if there is a missile coming towards him.&lt;br /&gt;
&lt;br /&gt;
===Specific enemies worth noting===&lt;br /&gt;
&lt;br /&gt;
* MiG-21 bis and MiG-21 SMT, if you play against the Soviets. They are faster and have better acceleration (bis in particular) but are slightly heavier and less agile&lt;br /&gt;
* Mirage IIIC, has very similar acceleration and top speed, but will outturn MiG-21 MF and has great Matra Magic missiles.&lt;br /&gt;
* F-4E/F-4EJ. They are armed with great missiles, fighting them at altitude is not recommended. One the deck they are faster and have better energy retention.&lt;br /&gt;
* J35 Draken, will always outturn you. It is very important to keep an energy advantage when attempting to fight the Draken, turn fighting is the worst thing possible against a Draken and tactics that involve retaining energy is best when attempting to fight the Draken. Forcing the Draken to dump its energy is the best way to fight against it.&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;
* Access to four R-60 missiles with great tracking and G-tolerance&lt;br /&gt;
* High AoA&lt;br /&gt;
* Good ground attack loadouts&lt;br /&gt;
* Light and agile&lt;br /&gt;
* A small profile which is harder to hit&lt;br /&gt;
* Decent fuel load allows for reheating for the whole match&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Jack of all trades, but a master of none&lt;br /&gt;
* Terrible cannon armament&lt;br /&gt;
* Terrible energy retention&lt;br /&gt;
* No Radar Warning Receiver&lt;br /&gt;
* No combat flaps&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;
The MiG-21MF (Germany) is a second-generation variant of the popular MiG-21 'Fishbed'. Operated by the East German Air Force (''Luftstreitkräfte der Nationalen Volksarmee''; '''LSK''') between 1972 and 1990, the aircraft was an export variant of the MiG-21SM, and is highly similar to its counterpart, the [[MiG-21SMT]]. Designated the 'Fishbed-J', the aircraft formed the bulk of the LSK in the late stages of the Cold War. All German MiG-21 aircraft were retired following the German Reunification, though some survive as museum aircraft to this day.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;Aviata. (2020)&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;Museum, D. (2020)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Design and procurement ===&lt;br /&gt;
The East German Air Force received many MiG-21 variants due to their ties with the Soviet Bloc. 76 MiG-21F-13 aircraft had been delivered to the East German Air Force in the early 1960s, and they later received 50 MiG-21PF 'Fishbed-D' planes, which were known as the MiG-21PFM in East German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; This generated considerable confusion as the German MiG-21PFs had inadvertently been given the same name as the later, Soviet-made, MiG-21PFM 'Fishbed-F'.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; However, in the early 1970s, the LSK received its first 3rd-generation MiG-21s, the MiG-21MF. This aircraft was essentially an export variant of the Soviet MiG-21SM. 50 MiG-21MFs were delivered to the LSK between 1972 and 1974.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MiG-21MF differs from the standard MiG-21SM by having a less powerful engine and simplified radar system, meaning that it accelerates slightly slower than its Soviet counterpart. It could reach a maximum speed of 2,230 km/h, and was flown by a single pilot.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As an interceptor, it carried a 23 mm dual-barreled cannon with 200 rounds in a ventral pack, and was also capable of fitting a variety of munitions including bombs, rockets and missiles.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Service history ===&lt;br /&gt;
The MiG-21MF enjoyed a fairly uneventful service history with the LSK. The aircraft served with ''Jagdgeschwader'' (JG, fighter group) 8 and JG 9. It complemented the earlier MiG-21PFM and MiG-21F-13 aircraft in German service. Later on, it was complemented by the MiG-21bis, the final MiG-21 variant to serve with the German Air Force. At the time of the German reunification, many MiG-21s remained in German service.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; As the new combined ''Luftwaffe'' had no plans to continue using the Soviet-era interceptor, all MiG-21 aircraft were retired in late 1990 following the German reunification. Many of those aircraft were reserved as museum pieces, and several survive to this day in museums across the globe.&amp;lt;ref name=&amp;quot;:1&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;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=mig-21_mf Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&lt;br /&gt;
[[File:MiG-21MF.jpg|thumb|none|300px|]]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|oMWZhOXmQYg|'''&amp;quot;MiG-21MF - The Orange MiG [Air Forces]''' - ''BaconGaming''|vhTZXYk6eao|'''Tank busters''' discusses the {{PAGENAME}} at 4:19 - ''War Thunder Official Channel''|DwixJCfFMU8|'''MiG-21MF''' - ''Napalmratte''|R8lBSC7IFUM|'''Should You Buy The MiG-21MF??''' - ''Sako Sniper''}}&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;
* {{Specs-Link|mig-21_f13}}&lt;br /&gt;
* {{Specs-Link|mig-21_smt}}&lt;br /&gt;
* {{Specs-Link|mig-21_bis}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Mikoyan-Gurevich_MiG-21|[Wikipedia] Mikoyan-Gurevich MiG-21]]&lt;br /&gt;
* [http://www.airvectors.net/avmig21_1.html &amp;lt;nowiki&amp;gt;[Air Vectors]&amp;lt;/nowiki&amp;gt; The Mikoyan MiG-21 - MiG-21 Single-Seat Variants]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/479893-mig-21mf/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
=== Works Cited ===&lt;br /&gt;
&lt;br /&gt;
* Aviata. (2020). German MiG-21. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://aviatia.net/german-mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Museum, D. (2020). Mikojan-Gurewitsch MiG-21 MF. Retrieved November 23, 2020, from &amp;lt;nowiki&amp;gt;https://www.deutsches-museum.de/en/flugwerft/collections/jet-aircraft/mig-21/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer MiG}}&lt;br /&gt;
{{Germany jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=93003</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=93003"/>
				<updated>2021-02-06T23:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Radar display types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne Radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the left portion of a player's screen, there will also be compass displaying the player's current heading at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target Tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch radar search on / off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change radar mode || Unbound || Switches the radar between search mode and tracking mode (only applies to multi-mode radars)&lt;br /&gt;
|-&lt;br /&gt;
| Change radar search mode || Unbound || Toggles between the radars search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change radar scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select radar target to lock on || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock radar target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Switch radar indicator type || Unbound || Switches between a Plan Position Indicator (PPI) radar display and a B-Scope radar display&lt;br /&gt;
|---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose there is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the left hand portion of the screen; they are discussed in detail later in the article. A lightning bolt above the radar display indicated that one or both of the aircraft's radars is activated. If the radar is experiencing surface clutter interference than another icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a smudge on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line below them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets. Instead of a dot targets on the radar display will appear as a sort of smudge, and targets on the compass as a triangle, but designations will remain same]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is a in the shape of a sector and represents a top down view of the area around the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while it's angle from the centre line shows it's azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not it's elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5km away from the player. Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar.  It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
{{Notice|The key-bind to switch radar view type has been removed, meaning the B-Scope view is currently inaccessible.|!}}&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) used to be available in the form of a &amp;quot;B-Scope&amp;quot; type display. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150m - 300m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected it's old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting. &lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting / tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}} &lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from it's finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner it's movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}} &lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from Rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
{{Notice|Lead indicators are no longer available for all aircraft, see specific aircraft pages to find out if that aircraft has a lead indicator|!}}&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar it's tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar. &lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of [[Update 1.99]] the following vehicles have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Radar Gunsight&lt;br /&gt;
! Search Radar&lt;br /&gt;
! Tracking Radar&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d|short}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d|short}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan|short}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1|short}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2|short}} || N/A || [[FuG 220]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100a_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a|short}} || N/A || AN/ASG-14 || AN/ASG-14 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a_china|short}} || N/A || PS-03 || PS-03 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104c|short}} || N/A || AN/ASG-14 || AN/ASG-14 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g|short}} || N/A || NASARR || NASARR || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_china|short}} || N/A || PS-03 || PS-03 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104j|short}} || N/A || NASARR || NASARR || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s|short}} || N/A || NASARR || NASARR || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e|short}} || N/A || AN/APQ-120 || AN/APQ-120 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej|short}} || N/A || AN/APQ-120 || AN/APQ-120 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4k|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APQ-100 || AN/APQ-100 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_china|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_german|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy|short}} || N/A || [[AN/APS-21]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d|short}} || N/A || N/A || AN/APG-33 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france|short}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||Search radar with tracking capability&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52|short}} || N/A || RN01 Arbalet-52 || RN01 Arbalet-52 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy|short}} || N/A || RN01 Arbalet-52 || RN01 Arbalet-52 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|lightning_f6|short}} || N/A || AI-23 || AI-23 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|me-410b-6_r3|short}} || N/A || [[FuG 202]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a|short}} || N/A || [[RP-5]] || [[RP-5]] ||Separate search and track antennas. Has lead indicator.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt|short}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19s|short}} || SRD-1 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13|short}} || SRD-5 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf|short}} || N/A || CD-30 || CD-30 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt|short}} || N/A || Sapphire-21 || Sapphire-21 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3c|short}} || N/A || Cyrano || Cyrano || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b|short}} || N/A || PS-42 || PS-42 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35d|short}} || N/A || PS-03 || PS-03 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|scimitar_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20|short}} || N/A || [[AI Mk. X]] || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7b|short}} || N/A || SPO-2 || SPO-2 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7|short}} || AN/APG-30 || N/A || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2|short}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] || Has lead indicator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
{{Youtube-gallery|tcIeR_s6fp8|'''The Shooting Range #204''' - ''Tactics &amp;amp; Strategy'' section at 09:23 discusses the radars.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the type of technology;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--Paste links to sources and external resources, such as:&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the system;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6064-development-radar-station-new-opportunities-in-the-game-en|[Devblog] Radar Station: New opportunities in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=90388</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=90388"/>
				<updated>2021-01-17T07:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Comparison with analogues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:R-60.png|thumb|x250px|R-60s mounted on the [[MiG-21SMT]]]]&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;
The '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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|mi_24p}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80}}&lt;br /&gt;
* {{Specs-Link|mi_24v}}&lt;br /&gt;
* {{Specs-Link|mig-21_bis}}&lt;br /&gt;
* {{Specs-Link|mig-21_mf}}&lt;br /&gt;
* {{Specs-Link|mig-21_smt}}&lt;br /&gt;
* {{Specs-Link|yak-38}}&lt;br /&gt;
* {{Specs-Link|yak-38m}}&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;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 600-2,200 m (at sea level). The burn time of the R-60's propellant is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (the AIM-9Js fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force). The R-60s have better total-force-to-weight ratio when compared to the AIM-9Js. Comparing the AIM-9Js to the R-60s, R-60s have almost half the weight of the AIM-9Js, meaning the R-60s pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage its seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the AIM-9Js, the R-60s have double the inner FOV of the seeker head, meaning it is easier to acquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other counter-measures, since these may come into the view of the missiles (This is also the reason why AIM-9Js are less likely to be fooled by flares when compared to R-60s).&lt;br /&gt;
&lt;br /&gt;
Unlike the heavier missiles (such as Aim-9J's), R-60's will be able to hit targets at extremely close ranges of up to roughly 550m. This is all due to the very lightweight design on the missile itself.&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;
Due to the low explosive mass of 1.15 kg of TNT, R-60 requires closer detonation or a direct hit on a target, in order to deal sufficient damage, especially when compared to missiles such as AIM-9J which have almost 5x the explosive mass.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
Compared to the most common air-to-air missiles such as AIM-9J or R550 Magic, R-60 tends to have the upper hand in most chasing/dog fighting scenarios, due to its extended turning capability possible through the long engine burn time and high G tolerance&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;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't deploy countermeasures, missiles accelerate faster, pull harder and reach higher velocities at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles do as well which means that you shouldn't put yourself in a position where enemies can engage you while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60s and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach its optimum manoeuvrability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2,000 m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in comparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:'''&lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough Gs to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, as well as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&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;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seeker FOV (Making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (In comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (Useful for longer range engagements).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seek FOV (More prone to counter-measures such as flares, due to the increased likelyhood of the counter-measures coming into view of the seeker).&lt;br /&gt;
* Lower propellant force (Closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target).&lt;br /&gt;
* Lacking TNT load can fail to kill even on close proximity&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>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=90166</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=90166"/>
				<updated>2021-01-15T13:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: Revamped almost every section of the page.&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;R-60&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;Infrared Homing 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;USSR [[File:USSR_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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;All-aspect&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;800 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;18 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;3.0 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;21 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;6,000 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;~3,500 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;IR Seeker&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;5,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in rear-aspect&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; N/A &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in all-aspect&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;6 seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Power up time|Time taken for seeker to power up after it is turned on}}&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;15 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max acquisition time|Maximum time seeker can be powered on for before it shuts down}}&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;5°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker FoV|Field of View of the seeker (how big the lock on circle is)}}&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;Yes&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Uncaged seeker|If the seeker can be uncaged prior to launch}}&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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Can be slaved to radar|If the seeker can be slaved to the aircraft's radar}}&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°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit pre-launch|How far off-boresight a target lock can be maintained using an uncaged seeker or radar slaving, before firing missile}}&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;35°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit|How far off-boresight a target lock can be maintained in flight}}&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°/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Tracking rate|How fast the seeker can gimbal to track a target (higher number tracks better)}}&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;3.5 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;3 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;44 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;2,100 mm&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;120 mm&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;Vympel &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;Full 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;1973 - ???&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;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|mi_24p|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80|short}}&lt;br /&gt;
* {{Specs-Link|mi_24v|short}}&lt;br /&gt;
* {{Specs-Link|mig-21_mf|short}} &lt;br /&gt;
* {{Specs-Link|mig-21_smt|short}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
The R-60, a short range infrared homing missile, is usually most effective at ranges between 800m-2200m (Sea Level). The burn time of the R-60's propellent is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (The Aim-9J's fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force ). The R-60's have better total-force-to-weight ratio when compared to the Aim-9J's. Comparing the Aim-9J's to the R-60's, R-60's have almost half the weight of the Aim-9J's, meaning the R-60's pulls better at lower speeds and  higher altitudes.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that this missile can uncage it's seeker which allow the user to lead the target before launching.&lt;br /&gt;
&lt;br /&gt;
When compared to the Aim-9J's, the R-60's have double the inner FOV of the seeker head, meaning it is easier to aquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other counter-measures, since these may come into the view of the missiles (This is also the reason why Aim-9J's are less likely to be fooled by flares when compared to R-60's)&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
When comparing to the Aim-9J's, Aim-9J's has almost 4x the explosive mass of the R-60s, meaning the Aim-9J's do more damage when detonating further away from a target. Though the R-60's still completely destroy a target.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
'''Important details:'''&lt;br /&gt;
&lt;br /&gt;
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't use of any countermeasures, missile's accelerate faster, pull harder and reach higher velocites at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles does aswell which means that you shouldn't put yourself in a position where enemies can engage you with your pants down while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60's and every other missile.&lt;br /&gt;
&lt;br /&gt;
The higher the speed of which the missile is launched, the faster the missile will reach it's optimum manevurability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.&lt;br /&gt;
&lt;br /&gt;
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target flying away from you''':&lt;br /&gt;
&lt;br /&gt;
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2000m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in coparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.&lt;br /&gt;
&lt;br /&gt;
'''Launching at a target, perpendicular to you:''' &lt;br /&gt;
&lt;br /&gt;
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough G's to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, aswell as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.&lt;br /&gt;
&lt;br /&gt;
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Remember:'''&lt;br /&gt;
&lt;br /&gt;
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seeker FOV (Making it easier to obtain a lock without pointing the nose directly towards the target).&lt;br /&gt;
* Light missile (In comparison to other similar missiles, better performance at lower speeds and higher altitudes).&lt;br /&gt;
* Longer burn time (Useful for longer range engagements).&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large Seek FOV (More prone to counter-measures such as flares, due to the increased likelyhood of the counter-measures coming into view of the seeker).&lt;br /&gt;
* Lower propellent force (Closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target).&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the 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>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=EC-665_Tiger_UHT&amp;diff=90127</id>
		<title>EC-665 Tiger UHT</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=EC-665_Tiger_UHT&amp;diff=90127"/>
				<updated>2021-01-15T11:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=tiger_uht&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German attack helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Heli-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 268 || 256 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}}&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 308 || 303&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Heli-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The armour on this helicopter consists of 20 mm composite AMAP-AIR surrounding the cockpit and protecting the pilot and gunner. Both the pilot and the gunner sit on 5 mm thick Kevlar seats. Finally, there is an additional 8 mm of steel separating the the two engines.&lt;br /&gt;
&lt;br /&gt;
The fuel and transmission sit in the middle of the aircraft, between the gunner and the engine. There is no armour protection for the transmission and fuel, and their placement in the middle of the helicopter make them vulnerable to enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Heli-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Heli-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AIM-92 Stinger|HOT-3|PARS 3 LR|FFAR Mighty Mouse|FN M3P (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 38 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x 12.7 mm FN M3P machine guns (500 rpg = 1,000 total)&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 19 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x 12.7 mm FN M3P machine guns + 6 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 22 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 8 x HOT-3 missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x HOT-3 missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x HOT-3 missiles + 3 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 4 x AIM-92 Stinger missiles&lt;br /&gt;
* 4 x AIM-92 Stinger missiles + 38 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x 12.7 mm FN M3P machine guns + 4 x AIM-92 Stinger missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x AIM-92 Stinger missiles + 19 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x 12.7 mm FN M3P machine guns + 4 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x AIM-92 Stinger missiles + 22 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 8 x HOT-3 missiles + 4 x AIM-92 Stinger missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x HOT-3 missiles + 4 x AIM-92 Stinger missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x HOT-3 missiles + 4 x AIM-92 Stinger missiles + 3 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 8 x PARS 3 LR missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x PARS 3 LR missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x PARS 3 LR missiles + 3 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x PARS 3 LR missiles + 4 x AIM-92 Stinger missiles&lt;br /&gt;
* 1 x 12.7 mm FN M3P machine gun + 4 x PARS 3 LR missiles + 4 x AIM-92 Stinger missiles + 3 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 8 x PARS 3 LR missiles + 4 x AIM-92 Stinger missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
The EC-665 Tiger UHT should use it's PARS 3 LR missile's to it's full capability, use of terrain masking to take cover from enemy SPAA or other threats, only peaking out to quickly lock on and launch your PARS 3 LR then quickly retreating back to cover using the high maneuverablity this helicopter offers. The most dangerous threats that pose this helicopter are enemy aircraft, which prove very difficult to fight when using stingers as it pulls very little compared to other missiles such as the R-60M's though the seeker performance is greatly superior to most AAM's in the game. The PARS 3 should be used on almost every single target except high-speed and agile aircraft, as the PARS 3 doesn't trigger any automatic detection system such as MAW until it is too late.&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;
* Optic is mounted above the rotor, has the ability to only expose the optic and fire on enemies&lt;br /&gt;
* Wide viewing angles on the Optics allow for instant target acquisition and engagement&lt;br /&gt;
* Fire And Forget ATGMs&lt;br /&gt;
* Very maneuverable&lt;br /&gt;
* Has RWR and MAW&lt;br /&gt;
* Low thermal signature&lt;br /&gt;
* Thermal sight&lt;br /&gt;
* Stingers and PARS-3 can be used on aircraft&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* With the optic mounted above the rotor looking down you will see the rotor spinning&lt;br /&gt;
* Only hardpoint mounted machineguns&lt;br /&gt;
* No radar&lt;br /&gt;
* IR missiles will loose lock through smoke and obstacles&lt;br /&gt;
* Stinger is not effective against fast moving targets greatly limiting self defense against aircraft&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the helicopter in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Eurocopter Tiger UHT WTWallpaper 001.jpg&lt;br /&gt;
File:Eurocopter Tiger UHT WTWallpaper 002.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|ADl4WeY-R2A|'''The Shooting Range #167''' - ''Metal Beasts'' section at 00:32 discusses the Eurocopter Tiger.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the helicopter;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the helicopter;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6338-development-eurocopter-tiger-pouncing-on-the-prey-en|[Development] Eurocopter Tiger: Pouncing on the Prey]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Eurocopter}}&lt;br /&gt;
{{Germany helicopters}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Leopard_2A5&amp;diff=79941</id>
		<title>Leopard 2A5</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Leopard_2A5&amp;diff=79941"/>
				<updated>2020-12-03T22:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=germ_leopard_2a5}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Leopard (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 the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German medium tank {{Battle-rating}}. It was introduced in [[Update 1.87 &amp;quot;Locked On&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The succeeding variant of the [[Leopard 2A4]], the {{PAGENAME}} is distinguished by an overall improved turret front armour, most notably with the add-on armour bulks in the turret front, giving a wedge-shape rather than the flat shapes that the 2A4 variant presented.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Leopard 2A5 armour scheme.png|thumb|The frontal KE protection of the {{PAGENAME}} against 3BM42 at 500 m.]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has improved armour compared to its predecessor, the hull is much better protected and the already impenetrable turret cheeks have more protection on the side of the turret. Add-on armour boosts the ability to protect against HEAT-FS and early ADFSDS rounds. The wedges on the front of the turret are able to be blown off if a round with enough energy hits it.The gunners optic is also moved into the roof to eliminate the weak spot which was easily penetrated by any tank.&lt;br /&gt;
&lt;br /&gt;
One big changeover along with the armour wedges in the front is the repositioning of the gunner's sight. In the 2A4, the gunner's sight in the turret front presented a weakness that was easily compromised. In the 2A5, the gunner's sight was relocated to the turret roof, and so this weakness is no longer present on the 2A5. Additionally, the large mantlet of the 2A4 has been replaced by a far smaller and more armoured mantlet, making it far harder to hit, though most ammunition at top tier can still penetrate it easily.&lt;br /&gt;
[[File:Leopard 2A5 CE armour scheme.png|thumb|The frontal CE protection of the {{PAGENAME}} against MIM-146.]]&lt;br /&gt;
Be aware of Soviet tanks though! Most of them will carry their HE rounds that can easily destroy you anywhere they hit. A hit directly to the turret will most likely send fragments into your hull, penetrate and lets your fuel tank explode or at least set a fire and knock out the gun barrel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Armour !! Front (Slope angle)!!Sides!!Rear!!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|35 mm (53-82°) ''Upper glacis''&amp;lt;br&amp;gt;40 mm (50-51°) ''Lower glacis''&lt;br /&gt;
|10 mm (5°) ''Upper hull''&amp;lt;br&amp;gt;35 mm (0°) ''Lower forward hull''&amp;lt;br&amp;gt;20 mm (0°) ''Lower rear hull''&lt;br /&gt;
|20 mm (12-50°) ''All rear''&lt;br /&gt;
|20 mm (0-8°) ''Hull roof incl. engine deck''&lt;br /&gt;
|-&lt;br /&gt;
|Turret&lt;br /&gt;
|80 mm (57-59°) ''Right cheek add-on''&amp;lt;br&amp;gt;80 mm (55-58°) ''Left cheek add-on''&amp;lt;br&amp;gt;30 mm (63°) ''Upper mantlet add-on''&amp;lt;br&amp;gt;400 mm (1°) ''Mantlet armour''&amp;lt;br&amp;gt;250 mm (9°) ''Mantlet shroud''&lt;br /&gt;
|80 mm (20-22°) ''Right add-on''&amp;lt;br&amp;gt;80 mm (22°) ''Left add-on''&amp;lt;br&amp;gt;35 mm (0°) ''Forward''&amp;lt;br&amp;gt;15 mm (0°) ''Rear''&lt;br /&gt;
|20 mm (10°) ''Basket''&amp;lt;br&amp;gt;20 mm (70°) ''Turret underside''&lt;br /&gt;
|35 - 40 mm (80-89°) ''Forehead Armour''&amp;lt;br&amp;gt;14 mm (68-82°) ''Forward sides''&amp;lt;br&amp;gt;20 mm (89°) ''Rear turret''&amp;lt;br&amp;gt;20 mm (83°) ''Basket''&lt;br /&gt;
|-&lt;br /&gt;
!Composite armour&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Front&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Sides&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Hull&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''''Upper+Lower glacis'''''&amp;lt;br&amp;gt;400 mm ''Kinetic''&amp;lt;br&amp;gt;600 mm ''Chemical''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | N/A&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Turret&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''''turret cheeks'''''&amp;lt;br&amp;gt;800 mm ''Kinetic''&amp;lt;br&amp;gt;1200 mm ''Chemical''&lt;br /&gt;
&lt;br /&gt;
'''''Gun mantlet (Center)'''''&amp;lt;br&amp;gt;&lt;br /&gt;
260 - 325 mm ''Kinetic''&amp;lt;br&amp;gt;&lt;br /&gt;
600 - 690 mm ''Chemical''&lt;br /&gt;
&lt;br /&gt;
'''''Gun mantlet (Outer)'''''&amp;lt;br&amp;gt;&lt;br /&gt;
425 - 460 mm ''Kinetic''&amp;lt;br&amp;gt;&lt;br /&gt;
825 - 905 ''Chemical''&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''''Side armour'''''&amp;lt;br&amp;gt;260 mm ''Kinetic''&amp;lt;br&amp;gt;230 - 285 mm ''Chemical''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Upper hull'' and ''Lower rear hull'' overlap (10 + 20 mm thick)&lt;br /&gt;
* ''Upper mantlet add-on'' and ''Mantlet armour'' overlap (30 + 400 mm thick)&lt;br /&gt;
* Holes in the engine deck are covered by 8 mm of mesh&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=2,032|rbMinHp=1,327}}&lt;br /&gt;
&lt;br /&gt;
The only drawback compared to the previous model would be the {{PAGENAME}}'s mobility since, despite the 4 tons increase in weight, the engine remains the same, so the {{PAGENAME}} is both slower and less manoeuvrable compared to the [[Leopard 2A4]], but it can still keep up with the other nations MBTs.&lt;br /&gt;
The engine remains the same MTU (MOTOREN-UND TURBINEN-UNION FRIEDRICHSHAFEN GMBH) MB 873 Ka-501 engine which produces 1,500 hp (1,100 KW) at 2,600 RPM.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Rh120 L/44 (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has access to the DM33 APFSDS shells which make it a deadlier foe as few tanks can stand against it with the exception of the [[M1A2 Abrams]], [[Challenger 2]] and [[T-80U]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Rh120 L/44 (120 mm)|120 mm Rh120 L/44]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -9°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan=&amp;quot;2&amp;quot; | 7.80 || rowspan=&amp;quot;2&amp;quot; | 6.90 || rowspan=&amp;quot;2&amp;quot; | 6.36 || rowspan=&amp;quot;2&amp;quot; | 6.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 410 || 408 || 401 || 393 || 384 || 376&lt;br /&gt;
|-&lt;br /&gt;
| DM33 || APFSDS || 481 || 478 || 470 || 461 || 450 || 440&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 1,140 || 13.5 || 0.05 || 0.1 || 2,150 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 1,640 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| DM33 || APFSDS || 1,640 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.46''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || 16&amp;amp;nbsp;''(+26)'' || 1&amp;amp;nbsp;''(+41)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* The 2nd Rack serves as First-Stage ammo stowage.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|MG3A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 4,500 (1,000) || 1,200 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 2,000 (1,000) || 1,200 || -8°/+20° || ±120°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is slower, but it has much better armour and access to the DM33 round. With these new changes, the playstyle changes a bit too:&lt;br /&gt;
&lt;br /&gt;
* ''Hull down'': In the 2A4, the gunners optic was easily penetrated so the hull-down was still vulnerable. However, in the 2A5, this weak spot is eliminated and the armour of the turret is much better, so a hull-down position can now leave the {{PAGENAME}} invulnerable, but try to keep your turret protected as well, so then the armour package could last longer throughout the battle.&lt;br /&gt;
* ''Sniping'': With the DM33 APFSDS round, the {{PAGENAME}} can now make use of the great distance in combat to deal damage while tanking incoming shots. Try also make use of hull-down positions whilst sniping.&lt;br /&gt;
* ''Flanking'': Due to the worse mobility compared to the 2A4, it is better to stick to more stationary tactics like ''hull-down'' and ''sniping''. However, with a little bit of caution, flanking can still be successful.&lt;br /&gt;
* ''Staying with nearby teammates:'' Try and stick to nearby teammates as this can improve your lifespan throughout the game.&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; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| DM23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
| NVD&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| DM33&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first modifications to research should be Parts and FPE. After those, aim for the NVD, DM33, Laser rangefinder, or mobility upgrades, depending on the desired playstyle.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent 120 mm gun, DM33 APFSDS is capable of penetrating up to 481 mm maximum at point-blank range&lt;br /&gt;
* Impenetrable turret cheeks, the add-on wedge armour makes the turret immune from every shell in the game (average of 850 mm against long rod APFSDS and 1,450 mm against HEAT)&lt;br /&gt;
* Extremely good armour on the UFP (430mm against long rod APFSDS), immune to every shell in the game except DM33, DM53, M829(A1), L26(A1), OFL 120 G1, 3BM42(M) and CL3143&lt;br /&gt;
* Great gun handling: 40°/s turret rotation speed (with Ace crew) and -9°/+20° of vertical guidance&lt;br /&gt;
* Side turret covered by add-on armour can bounce early APFSDS shells&lt;br /&gt;
* Gunner optics are now mounted on top of the turret, removing the annoying weak spot present on the Leopard 2A4&lt;br /&gt;
* Cannon barrel and cannon breech absorbs impact rounds which may otherwise penetrate the turret and injure crews&lt;br /&gt;
* Gun breech and mantlet has a smaller profile than other western MBTs&lt;br /&gt;
* Very good thermal imaging quality (Generation 2 for Binoculars, 800 x 600, and Generation 1 for Gunner's view, 500 x 300)&lt;br /&gt;
* Very good all round tank especially when played properly&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lower glacis can still be penetrated by most shells (but is expected for most MBTs)&lt;br /&gt;
* 16 shells in the ready-rack may be insufficient when playing in Arcade Battles&lt;br /&gt;
* If your turret ammo rack is shot, you might survive but then you lose all your unloaded ammo storage&lt;br /&gt;
* Huge hull ammo-rack if more than 16 shells are carried consequently making the tank extremely vulnerable to HE shells&lt;br /&gt;
* A penetrating shot on the left side of the hull will most likely knock out the driver, gunner and commander, thus destroying the tank&lt;br /&gt;
* A penetrating shell on the right side of the hull will most likely hit the ammo-rack, destroying the tank&lt;br /&gt;
* Just like all Leopard series, raised engine deck means less gun depression when the turret is facing the rear&lt;br /&gt;
* The wedges can be shot off with several hits, though the turret cheeks alone provide 650 mm against KE&lt;br /&gt;
* Tank's weight is 4 tons increased while the engine is still the same, making the {{PAGENAME}} slower compared to the 2A4&lt;br /&gt;
* Despite all the added armour, the turret ring and driver's hatch are both easily penetrated, and the enemy will most likely aim at these two spots to disable or destroy the tank&lt;br /&gt;
* Is outperformed by it's successor, the Leopard 2A6 in terms of firepower of it's main gun. The long barreled L/55 on the Leopard 2A6 increases the performance of DM33 while also having access to the best APFSDS in the game, the DM53.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In 1988, German engineers began work on modernizing the Leopard 2 main battle tank. Improvements were made to the tank's defensive capabilities, primarily the turret armour. Moreover, the 2A5 model was fitted with an electric stabiliser instead of the electro-hydraulic variant that the previous versions used.&lt;br /&gt;
&lt;br /&gt;
The gunner received improved and less vulnerable optics, and the tank commander – a panoramic periscope with thermal imaging. The build of the driver's hatch was also modified, along with several other minor improvements made to the general design.&lt;br /&gt;
&lt;br /&gt;
Leading to the 2A5 modernization program being officially approved by the military officials of Germany, Sweden and the Netherlands. It is interesting to note that the models exported to the last two countries on the list were actually different from the ones issued to the German army – for instance, the Bundeswehr tanks received no extra frontal hull armour. Production of {{PAGENAME}} tanks began in 1995. Overall, 350 earlier-version Leopards were upgraded as a result of the program.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6098-development-leopard-2a5-this-time-we-are-dead-serious-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;
{{Youtube-gallery|Htx2jqp0aEA|'''German ground forces Tier VI/VII''' - ''Oxy''&amp;lt;br&amp;gt;Leopard 2A5 at 27:52}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_Leopard_2A5_Cup.png|420px|thumb|right|␙ Leopard 2A5; Currently only owned by content creator Slickbee]]&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Leopard 2A4]] - &amp;lt;small&amp;gt;(Preceding vehicle)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ␙ Leopard 2A5 - &amp;lt;small&amp;gt;(YT 2019 Cup Prize)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Strv 122A]]&lt;br /&gt;
* [[Strv 122B PLSS]]&lt;br /&gt;
{{Break}}&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 tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://mtu-online-shop.com/media/files_public/952ae139f0fae50b15702ddf661cad33/3061601_MTU_Defense_Brochure.pdf MTU Defense Brochure]&lt;br /&gt;
* [[wt:en/news/6098-development-leopard-2a5-this-time-we-are-dead-serious-en|[Devblog] Leopard 2A5: This Time We Are Dead Serious]]&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Leopard_2A5&amp;diff=79939</id>
		<title>Leopard 2A5</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Leopard_2A5&amp;diff=79939"/>
				<updated>2020-12-03T22:49:06Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=germ_leopard_2a5}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Leopard (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 the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German medium tank {{Battle-rating}}. It was introduced in [[Update 1.87 &amp;quot;Locked On&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The succeeding variant of the [[Leopard 2A4]], the {{PAGENAME}} is distinguished by an overall improved turret front armour, most notably with the add-on armour bulks in the turret front, giving a wedge-shape rather than the flat shapes that the 2A4 variant presented.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Leopard 2A5 armour scheme.png|thumb|The frontal KE protection of the {{PAGENAME}} against 3BM42 at 500 m.]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has improved armour compared to its predecessor, the hull is much better protected and the already impenetrable turret cheeks have more protection on the side of the turret. Add-on armour boosts the ability to protect against HEAT-FS and early ADFSDS rounds. The wedges on the front of the turret are able to be blown off if a round with enough energy hits it.The gunners optic is also moved into the roof to eliminate the weak spot which was easily penetrated by any tank.&lt;br /&gt;
&lt;br /&gt;
One big changeover along with the armour wedges in the front is the repositioning of the gunner's sight. In the 2A4, the gunner's sight in the turret front presented a weakness that was easily compromised. In the 2A5, the gunner's sight was relocated to the turret roof, and so this weakness is no longer present on the 2A5. Additionally, the large mantlet of the 2A4 has been replaced by a far smaller and more armoured mantlet, making it far harder to hit, though most ammunition at top tier can still penetrate it easily.&lt;br /&gt;
[[File:Leopard 2A5 CE armour scheme.png|thumb|The frontal CE protection of the {{PAGENAME}} against MIM-146.]]&lt;br /&gt;
Be aware of Soviet tanks though! Most of them will carry their HE rounds that can easily destroy you anywhere they hit. A hit directly to the turret will most likely send fragments into your hull, penetrate and lets your fuel tank explode or at least set a fire and knock out the gun barrel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Armour !! Front (Slope angle)!!Sides!!Rear!!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|35 mm (53-82°) ''Upper glacis''&amp;lt;br&amp;gt;40 mm (50-51°) ''Lower glacis''&lt;br /&gt;
|10 mm (5°) ''Upper hull''&amp;lt;br&amp;gt;35 mm (0°) ''Lower forward hull''&amp;lt;br&amp;gt;20 mm (0°) ''Lower rear hull''&lt;br /&gt;
|20 mm (12-50°) ''All rear''&lt;br /&gt;
|20 mm (0-8°) ''Hull roof incl. engine deck''&lt;br /&gt;
|-&lt;br /&gt;
|Turret&lt;br /&gt;
|80 mm (57-59°) ''Right cheek add-on''&amp;lt;br&amp;gt;80 mm (55-58°) ''Left cheek add-on''&amp;lt;br&amp;gt;30 mm (63°) ''Upper mantlet add-on''&amp;lt;br&amp;gt;400 mm (1°) ''Mantlet armour''&amp;lt;br&amp;gt;250 mm (9°) ''Mantlet shroud''&lt;br /&gt;
|80 mm (20-22°) ''Right add-on''&amp;lt;br&amp;gt;80 mm (22°) ''Left add-on''&amp;lt;br&amp;gt;35 mm (0°) ''Forward''&amp;lt;br&amp;gt;15 mm (0°) ''Rear''&lt;br /&gt;
|20 mm (10°) ''Basket''&amp;lt;br&amp;gt;20 mm (70°) ''Turret underside''&lt;br /&gt;
|35 - 40 mm (80-89°) ''Forehead Armour''&amp;lt;br&amp;gt;14 mm (68-82°) ''Forward sides''&amp;lt;br&amp;gt;20 mm (89°) ''Rear turret''&amp;lt;br&amp;gt;20 mm (83°) ''Basket''&lt;br /&gt;
|-&lt;br /&gt;
!Composite armour&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Front&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Sides&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Hull&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |'''''Upper+Lower glacis'''''&amp;lt;br&amp;gt;400 mm ''Kinetic''&amp;lt;br&amp;gt;600 mm ''Chemical''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | N/A&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Turret&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''''turret cheeks'''''&amp;lt;br&amp;gt;800 mm ''Kinetic''&amp;lt;br&amp;gt;1200 mm ''Chemical''&lt;br /&gt;
&lt;br /&gt;
'''''Gun mantlet (Center)'''''&amp;lt;br&amp;gt;&lt;br /&gt;
260 - 325 mm ''Kinetic''&amp;lt;br&amp;gt;&lt;br /&gt;
600 - 690 mm ''Chemical''&lt;br /&gt;
&lt;br /&gt;
'''''Gun mantlet (Outer)'''''&amp;lt;br&amp;gt;&lt;br /&gt;
425 - 460 mm ''Kinetic''&amp;lt;br&amp;gt;&lt;br /&gt;
825 - 905 ''Chemical''&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''''Side armour'''''&amp;lt;br&amp;gt;260 mm ''Kinetic''&amp;lt;br&amp;gt;230 - 285 mm ''Chemical''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Upper hull'' and ''Lower rear hull'' overlap (10 + 20 mm thick)&lt;br /&gt;
* ''Upper mantlet add-on'' and ''Mantlet armour'' overlap (30 + 400 mm thick)&lt;br /&gt;
* Holes in the engine deck are covered by 8 mm of mesh&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=2,032|rbMinHp=1,327}}&lt;br /&gt;
&lt;br /&gt;
The only drawback compared to the previous model would be the {{PAGENAME}}'s mobility since, despite the 4 tons increase in weight, the engine remains the same, so the {{PAGENAME}} is both slower and less manoeuvrable compared to the [[Leopard 2A4]], but it can still keep up with the other nations MBTs.&lt;br /&gt;
The engine remains the same MTU (MOTOREN-UND TURBINEN-UNION FRIEDRICHSHAFEN GMBH) MB 873 Ka-501 engine which produces 1,500 hp (1,100 KW) at 2,600 RPM.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Rh120 L/44 (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has access to the DM33 APFSDS shells which make it a deadlier foe as few tanks can stand against it with the exception of the [[M1A2 Abrams]], [[Challenger 2]] and [[T-80U]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Rh120 L/44 (120 mm)|120 mm Rh120 L/44]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -9°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan=&amp;quot;2&amp;quot; | 7.80 || rowspan=&amp;quot;2&amp;quot; | 6.90 || rowspan=&amp;quot;2&amp;quot; | 6.36 || rowspan=&amp;quot;2&amp;quot; | 6.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 410 || 408 || 401 || 393 || 384 || 376&lt;br /&gt;
|-&lt;br /&gt;
| DM33 || APFSDS || 481 || 478 || 470 || 461 || 450 || 440&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 1,140 || 13.5 || 0.05 || 0.1 || 2,150 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 1,640 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| DM33 || APFSDS || 1,640 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.46''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || 16&amp;amp;nbsp;''(+26)'' || 1&amp;amp;nbsp;''(+41)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* The 2nd Rack serves as First-Stage ammo stowage.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|MG3A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 4,500 (1,000) || 1,200 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 2,000 (1,000) || 1,200 || -8°/+20° || ±120°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is slower, but it has much better armour and access to the DM33 round. With these new changes, the playstyle changes a bit too:&lt;br /&gt;
&lt;br /&gt;
* ''Hull down'': In the 2A4, the gunners optic was easily penetrated so the hull-down was still vulnerable. However, in the 2A5, this weak spot is eliminated and the armour of the turret is much better, so a hull-down position can now leave the {{PAGENAME}} invulnerable, but try to keep your turret protected as well, so then the armour package could last longer throughout the battle.&lt;br /&gt;
* ''Sniping'': With the DM33 APFSDS round, the {{PAGENAME}} can now make use of the great distance in combat to deal damage while tanking incoming shots. Try also make use of hull-down positions whilst sniping.&lt;br /&gt;
* ''Flanking'': Due to the worse mobility compared to the 2A4, it is better to stick to more stationary tactics like ''hull-down'' and ''sniping''. However, with a little bit of caution, flanking can still be successful.&lt;br /&gt;
* ''Staying with nearby teammates:'' Try and stick to nearby teammates as this can improve your lifespan throughout the game.&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; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| DM23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
| NVD&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| DM33&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first modifications to research should be Parts and FPE. After those, aim for the NVD, DM33, Laser rangefinder, or mobility upgrades, depending on the desired playstyle.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent 120 mm gun, DM33 APFSDS is capable of penetrating up to 481 mm maximum at point-blank range&lt;br /&gt;
* Impenetrable turret cheeks, the add-on wedge armour makes the turret immune from every shell in the game (average of 850 mm against long rod APFSDS and 1,450 mm against HEAT)&lt;br /&gt;
* Extremely good armour on the UFP (430mm against long rod APFSDS), immune to every shell in the game except DM33, DM53, M829(A1), L26(A1), OFL 120 G1, 3BM42(M) and CL3143&lt;br /&gt;
* Great gun handling: 40°/s turret rotation speed (with Ace crew) and -9°/+20° of vertical guidance&lt;br /&gt;
* Side turret covered by add-on armour can bounce early APFSDS shells&lt;br /&gt;
* Gunner optics are now mounted on top of the turret, removing the annoying weak spot present on the Leopard 2A4&lt;br /&gt;
* Cannon barrel and cannon breech absorbs impact rounds which may otherwise penetrate the turret and injure crews&lt;br /&gt;
* Gun breech and mantlet has a smaller profile than other western MBTs&lt;br /&gt;
* Very good thermal imaging quality (Generation 2 for Binoculars, 800 x 600, and Generation 1 for Gunner's view, 500 x 300)&lt;br /&gt;
* Very good all round tank especially when played properly&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lower glacis can still be penetrated by most shells (but is expected for most MBTs)&lt;br /&gt;
* 16 shells in the ready-rack may be insufficient when playing in Arcade Battles&lt;br /&gt;
* If your turret ammo rack is shot, you might survive but then you lose all your unloaded ammo storage&lt;br /&gt;
* Huge hull ammo-rack if more than 16 shells are carried consequently making the tank extremely vulnerable to HE shells&lt;br /&gt;
* A penetrating shot on the left side of the hull will most likely knock out the driver, gunner and commander, thus destroying the tank&lt;br /&gt;
* A penetrating shell on the right side of the hull will most likely hit the ammo-rack, destroying the tank&lt;br /&gt;
* Just like all Leopard series, raised engine deck means less gun depression when the turret is facing the rear&lt;br /&gt;
* The wedges can be shot off with several hits, though the turret cheeks alone provide 650 mm against KE&lt;br /&gt;
* Tank's weight is 4 tons increased while the engine is still the same, making the {{PAGENAME}} slower compared to the 2A4&lt;br /&gt;
* Despite all the added armour, the turret ring and driver's hatch are both easily penetrated, and the enemy will most likely aim at these two spots to disable or destroy the tank&lt;br /&gt;
* Is outperformed by the Leopard 2A6 in terms of offensive armament&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In 1988, German engineers began work on modernizing the Leopard 2 main battle tank. Improvements were made to the tank's defensive capabilities, primarily the turret armour. Moreover, the 2A5 model was fitted with an electric stabiliser instead of the electro-hydraulic variant that the previous versions used.&lt;br /&gt;
&lt;br /&gt;
The gunner received improved and less vulnerable optics, and the tank commander – a panoramic periscope with thermal imaging. The build of the driver's hatch was also modified, along with several other minor improvements made to the general design.&lt;br /&gt;
&lt;br /&gt;
Leading to the 2A5 modernization program being officially approved by the military officials of Germany, Sweden and the Netherlands. It is interesting to note that the models exported to the last two countries on the list were actually different from the ones issued to the German army – for instance, the Bundeswehr tanks received no extra frontal hull armour. Production of {{PAGENAME}} tanks began in 1995. Overall, 350 earlier-version Leopards were upgraded as a result of the program.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6098-development-leopard-2a5-this-time-we-are-dead-serious-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;
{{Youtube-gallery|Htx2jqp0aEA|'''German ground forces Tier VI/VII''' - ''Oxy''&amp;lt;br&amp;gt;Leopard 2A5 at 27:52}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_Leopard_2A5_Cup.png|420px|thumb|right|␙ Leopard 2A5; Currently only owned by content creator Slickbee]]&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Leopard 2A4]] - &amp;lt;small&amp;gt;(Preceding vehicle)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ␙ Leopard 2A5 - &amp;lt;small&amp;gt;(YT 2019 Cup Prize)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Strv 122A]]&lt;br /&gt;
* [[Strv 122B PLSS]]&lt;br /&gt;
{{Break}}&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 tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://mtu-online-shop.com/media/files_public/952ae139f0fae50b15702ddf661cad33/3061601_MTU_Defense_Brochure.pdf MTU Defense Brochure]&lt;br /&gt;
* [[wt:en/news/6098-development-leopard-2a5-this-time-we-are-dead-serious-en|[Devblog] Leopard 2A5: This Time We Are Dead Serious]]&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M1A2_Abrams&amp;diff=79937</id>
		<title>M1A2 Abrams</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M1A2_Abrams&amp;diff=79937"/>
				<updated>2020-12-03T22:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=us_m1a2_abrams}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]] as the top researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour and a commander's thermal sight.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:M1A2 armour scheme.png|thumbnail|The M1A2's frontal KE protection vs 3BM42 at 500 metres]]&lt;br /&gt;
[[File:M1A2 CE armour scheme.png|thumbnail|The M1A2's frontal CE protection vs MIM-146]]&lt;br /&gt;
&lt;br /&gt;
The M1A2's armour is a massive improvement in comparison to its predecessor, the [[M1A1 Abrams|M1A1]], and is the first Abrams in the game to be equipped with depleted uranium composite armour, located behind the turret cheeks of the tank. The protection afforded with the use of depleted uranium amounts to roughly over 300 mm RHAe more armour against kinetic energy projectiles whilst retaining the near-impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 780 mm to 680 mm, whilst the chemical energy protection ranges from 1200 mm to 1000 mm. However, the M1A2 has no depleted uranium located in the lower front plate, retaining the same weak spots as the M1A1's hull. The turret ring and breech also are weak spots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=2,058|rbMinHp=1,343}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} retains the same 1,519 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However, the tank retains the same 68 km/h top speed and 40 km/h reverse speed and relative to its counterparts the {{PAGENAME}} is still fairly mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the tracks, filters, engine and transmission modifications.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|M256 (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
The M1A2 is armed with the same 120 mm M256 smoothbore gun as the M1A1 and has access to the same ammunition of APFSDS and HEAT-FS. However, the M1A2 also gets access to a new HEAT-MP-T shell, M830A1. The M829 APFSDS round is still an excellent anti-tank munition, boasting the third highest penetration figures out of any sabot round in the game, at 493 mm of flat penetration at point-blank and decreasing to just 458 mm at 2 kilometres. Its angled performance is also excellent, penetrating 284 mm of armour at 60 degrees point-blank and 264 mm at 2 kilometres. It is sufficient to reliably engage any vehicle in the game frontally. The M830 HEAT-FS shell penetrates a meagre 480 mm of armour. It is not recommended to use this shell after unlocking the M829. The M1A2's new shell, M830A1 is a special type of HEAT-FS round. Instead of using a conventional impact fuse, M830A1 is a sub-calibre HEAT-FS round that has been saboted into a 120 mm casing and fitted with a proximity fuse. This allows it to effectively engage low flying aircraft and helicopters up to a range of 4.5 kilometres. The sub-calibre nature of the round means it travels extremely quickly at 1,400 m/s, making it the fastest HEAT round in the game. However, its effectiveness against armoured vehicles is limited as it penetrates a mere 350 mm of armour.&lt;br /&gt;
&lt;br /&gt;
The M1A2's gun handles very well, with a very efficient stabiliser that allows accurate fire at any speed and a very fast 40 degrees per second turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, which is comparable to the Leopard 2A5, Leclerc and T-80U, although slower than the Type 90 and Challenger 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M256 (120 mm)|120 mm M256]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan=&amp;quot;2&amp;quot; | 7.80 || rowspan=&amp;quot;2&amp;quot; | 6.90 || rowspan=&amp;quot;2&amp;quot; | 6.36 || rowspan=&amp;quot;2&amp;quot; | 6.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| M830 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| M830A1 || HEATFS || 350 || 350 || 350 || 350 || 350 || 350&lt;br /&gt;
|-&lt;br /&gt;
| M829 || APFSDS || 491 || 488 || 481 || 473 || 464 || 454&lt;br /&gt;
|-&lt;br /&gt;
| M829A1 || APFSDS || 598 || 596 || 589 || 580 || 570 || 560&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| M830 || HEATFS || 1,140 || 13.1 || 0.05 || 0.1 || 2,360 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| M830A1 || HEATFS || 1,410 || 11.4 || 0.05 || 0.1 || 1,390 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| M829 || APFSDS || 1,670 || 3.94 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| M829A1 || APFSDS || 1,569 || 4.64 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || 37&amp;amp;nbsp;''(+5)'' || 19&amp;amp;nbsp;''(+23)'' || 1&amp;amp;nbsp;''(+41)''  || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle (Commander) || 1,000 (200) || 577 || -9°/+65° || ±180°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 10,000 (200) || 941 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle (Loader) || 1,400 (200) || 941 || -9°/+65° || -77°/+135°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--===Optics and night vision===&lt;br /&gt;
The M1A2 is equipped with a thermal imager for the commander, gunner and driver. It has good resolution and provides excellent situational awareness for the vehicle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |{{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Thermal Imager&lt;br /&gt;
Resolution&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!Resolution&lt;br /&gt;
!Light Mult&lt;br /&gt;
!Noise Level&lt;br /&gt;
|-&lt;br /&gt;
!Gunner's Sight&lt;br /&gt;
|X3.0 - X10.0&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Commander's View&lt;br /&gt;
|X6&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Driver's View&lt;br /&gt;
|X1&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The M1A2 Abrams excels as an all-around jack of all trades vehicle capable of any role presented to it. It has a great combination of protection, firepower, situational awareness and mobility to allow it to adapt to any task it may face, from close-quarters fighting in urban areas to long-range engagements on large open maps.&lt;br /&gt;
&lt;br /&gt;
;Urban combat&lt;br /&gt;
&lt;br /&gt;
The M1A2, with its good mobility and improved protection over the M1A1 can function as an effective brawler in close-quarters urban fighting. The M1A2's reload rate is on par when aced to its counterparts, with the exception of the Challenger 2 and Type 90, making it able to quickly dish out damage and deal with multiple foes. Thusly, the M1A2 has no issue leading the charge into urban areas and being a frontline vehicle in the thick of the action, being able to equally deal damage and take it.&lt;br /&gt;
&lt;br /&gt;
;Rural combat&lt;br /&gt;
&lt;br /&gt;
On large open maps, the M1A2 is fully able to exploit its improved turret protection and commander's thermal imaging to give it the upper hand in long-range battles. The mobility of the M1A2 allows it to reach advantageous positions that overlook key areas of the map but its 1st gen. thermal device doesn't allow a fast identification of targets at range and in dense woodland. The commander's thermal imager means the player can keep track of threats all around the vehicle and monitor the battlefield without exposing the turret at all. The M1A2 is best played as an ambush sniper, using its commander's thermal sight to survey from cover, exposing the tank only to engage a target. The turret armour also means the M1A2 should be kept in a hull-down position, making the tank extremely hard to destroy. The M1A2 also retains the ability to effectively take the enemy head-on when the situation calls for it, such as assaulting capture points. The M830A1 shell is also valuable, allowing the M1A2 to become an ad-hoc anti-aircraft vehicle, especially against unwary helicopters that get too close to you or your allies.&lt;br /&gt;
&lt;br /&gt;
;Notable enemies&lt;br /&gt;
&lt;br /&gt;
* [[Leopard 2A5]]/[[Leopard 2A6]]: These are the main counterparts of the M1A2 and these tanks are evenly matched in nearly all aspects, though the M1A2 outperforms the Leopard 2A5 in firepower (as of 2.01), the Leopard 2A6 has superior firepower compared to both, having the best APFSDS in the game as of update 2.01. The DM53 APFSDS the Leopard 2A6 is equiped with, is capable of penetrating the turret cheek of the M1A2 at closer ranges. Thusly the Leopard 2's should be a high-priority target to be dealt with carefully. When hull down, the Leopard 2's can only be effectively penetrated through the gun mantlet or a lucky shot into the turret ring, so aim for the gun area, as this usually results in at least the disablement of the cannon or breech. If the Leopard 2's presents its hull, aim for the left side as the lined-up crew members usually result in all of them being knocked out at the same time, resulting in a one shot if done correctly.&lt;br /&gt;
&lt;br /&gt;
* [[T-80U]]: The T-80U can be a fearsome enemy if you are unaware of its significant disadvantages and weaknesses. The tank's frontal protection is very strong, though the area around the gun and the driver's hatch are weak spots that should be targeted. The T-80U, like many other T-series vehicles, are prone to being destroyed in one-shot due to the tightly-packed interior that has the turret crew sitting on top of all the ammunition. Furthermore, the T-80U is very vulnerable to any form of angling in the hull as its side protection is very weak in comparison to the frontal armour. A single penetration at all but the most oblique angles usually results in the detonation of the hull-ammo carousel to easily destroy the T-80U.&lt;br /&gt;
&lt;br /&gt;
* [[Leclerc]]: The Leclerc's good mobility, firepower and protection make it a formidable foe to engage. However the tank's armour scheme is inconsistent and presents three main weak spots frontally; the massive and extremely weak mantlet, the UFP and LFP. These are quite easy to hit and present a good chance of dealing serious damage or knocking out the vehicle entirely.&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; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| M830A1&lt;br /&gt;
| M829&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| M829A1&lt;br /&gt;
| NVD&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 a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game, other than Ariete's CL1343 and the Leopard 2A6's DM53, at short range&lt;br /&gt;
* Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation&lt;br /&gt;
* Thermal sight for both the commander and gunner&lt;br /&gt;
* Good crew survivability like the rest of the Abrams line&lt;br /&gt;
* M829 APFSDS unlocked at Tier I modification (as of update 2.01)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very easy to penetrate, even by low rank 5 tanks, hits on the UFP can auto bounce into the turret, often incapacitating the gunner and commander, as well as detonating the ammo&lt;br /&gt;
* The turret ring is a massive weak spot, any tank in the game can penetrate it, a hit to the highly angled upper front plate will likely cause the incoming shell to richochet into the turret ring, destroying critical components and knocking out crew members&lt;br /&gt;
* The LFP is huge and has very poor protection&lt;br /&gt;
* Has the same weak spots as the preceding Abrams&lt;br /&gt;
* The gun mantlet weakspot on the turret, though this is common with all MBT's.&lt;br /&gt;
* The Ariete's CL3143 APFSDS and Leopard 2A6's DM53 has a good chance of penetrating the turret cheeks if they're hit at a right angle&lt;br /&gt;
* Least manoeuvrable Abrams in the game, due to its weight of 61.7 tonnes&lt;br /&gt;
* The stock HEATFS shell is very difficult to use at top tier due to every tank you face having more than 600mm of chemical protection or being coated in ERA frontally. Flank shots are the only reliable way to get kills&lt;br /&gt;
* Like with most Abrams series tanks, the engine deck is slightly raised, meaning that you will not be able to depress the gun over the rear of the tank.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.&lt;br /&gt;
&lt;br /&gt;
The new version featured an upgraded fire control system, a new independent commander's panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armor. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.&lt;br /&gt;
&lt;br /&gt;
The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:M1A2 Cobra King II Hangar.png|M1A2, Cobra King II, prepped for combat.&lt;br /&gt;
File:M1A2 on Kursk.png|M1A2, Angel of Death, scanning the horizon on Kursk.&lt;br /&gt;
File:M1A2 Allied Spirit VIII camouflage.jpg|M1A2 sporting the unlockable Allied Spirit VIII skin.This skin represents US Army units in Europe, 2018.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|[Development] M1A2 Abrams - Higher and Higher]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer General Dynamics Land Systems (GDLS)}}&lt;br /&gt;
{{USA medium tanks}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M1A2_Abrams&amp;diff=79935</id>
		<title>M1A2 Abrams</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M1A2_Abrams&amp;diff=79935"/>
				<updated>2020-12-03T22:36:31Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=us_m1a2_abrams}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]] as the top researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour and a commander's thermal sight.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:M1A2 armour scheme.png|thumbnail|The M1A2's frontal KE protection vs 3BM42 at 500 metres]]&lt;br /&gt;
[[File:M1A2 CE armour scheme.png|thumbnail|The M1A2's frontal CE protection vs MIM-146]]&lt;br /&gt;
&lt;br /&gt;
The M1A2's armour is a massive improvement in comparison to its predecessor, the [[M1A1 Abrams|M1A1]], and is the first Abrams in the game to be equipped with depleted uranium composite armour, located behind the turret cheeks of the tank. The protection afforded with the use of depleted uranium amounts to roughly over 300 mm RHAe more armour against kinetic energy projectiles whilst retaining the near-impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 780 mm to 680 mm, whilst the chemical energy protection ranges from 1200 mm to 1000 mm. However, the M1A2 has no depleted uranium located in the lower front plate, retaining the same weak spots as the M1A1's hull. The turret ring and breech also are weak spots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=2,058|rbMinHp=1,343}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} retains the same 1,519 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However, the tank retains the same 68 km/h top speed and 40 km/h reverse speed and relative to its counterparts the {{PAGENAME}} is still fairly mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the tracks, filters, engine and transmission modifications.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|M256 (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
The M1A2 is armed with the same 120 mm M256 smoothbore gun as the M1A1 and has access to the same ammunition of APFSDS and HEAT-FS. However, the M1A2 also gets access to a new HEAT-MP-T shell, M830A1. The M829 APFSDS round is still an excellent anti-tank munition, boasting the third highest penetration figures out of any sabot round in the game, at 493 mm of flat penetration at point-blank and decreasing to just 458 mm at 2 kilometres. Its angled performance is also excellent, penetrating 284 mm of armour at 60 degrees point-blank and 264 mm at 2 kilometres. It is sufficient to reliably engage any vehicle in the game frontally. The M830 HEAT-FS shell penetrates a meagre 480 mm of armour. It is not recommended to use this shell after unlocking the M829. The M1A2's new shell, M830A1 is a special type of HEAT-FS round. Instead of using a conventional impact fuse, M830A1 is a sub-calibre HEAT-FS round that has been saboted into a 120 mm casing and fitted with a proximity fuse. This allows it to effectively engage low flying aircraft and helicopters up to a range of 4.5 kilometres. The sub-calibre nature of the round means it travels extremely quickly at 1,400 m/s, making it the fastest HEAT round in the game. However, its effectiveness against armoured vehicles is limited as it penetrates a mere 350 mm of armour.&lt;br /&gt;
&lt;br /&gt;
The M1A2's gun handles very well, with a very efficient stabiliser that allows accurate fire at any speed and a very fast 40 degrees per second turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, which is comparable to the Leopard 2A5, Leclerc and T-80U, although slower than the Type 90 and Challenger 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M256 (120 mm)|120 mm M256]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan=&amp;quot;2&amp;quot; | 7.80 || rowspan=&amp;quot;2&amp;quot; | 6.90 || rowspan=&amp;quot;2&amp;quot; | 6.36 || rowspan=&amp;quot;2&amp;quot; | 6.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| M830 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| M830A1 || HEATFS || 350 || 350 || 350 || 350 || 350 || 350&lt;br /&gt;
|-&lt;br /&gt;
| M829 || APFSDS || 491 || 488 || 481 || 473 || 464 || 454&lt;br /&gt;
|-&lt;br /&gt;
| M829A1 || APFSDS || 598 || 596 || 589 || 580 || 570 || 560&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| M830 || HEATFS || 1,140 || 13.1 || 0.05 || 0.1 || 2,360 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| M830A1 || HEATFS || 1,410 || 11.4 || 0.05 || 0.1 || 1,390 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| M829 || APFSDS || 1,670 || 3.94 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| M829A1 || APFSDS || 1,569 || 4.64 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || 37&amp;amp;nbsp;''(+5)'' || 19&amp;amp;nbsp;''(+23)'' || 1&amp;amp;nbsp;''(+41)''  || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle (Commander) || 1,000 (200) || 577 || -9°/+65° || ±180°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 10,000 (200) || 941 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle (Loader) || 1,400 (200) || 941 || -9°/+65° || -77°/+135°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--===Optics and night vision===&lt;br /&gt;
The M1A2 is equipped with a thermal imager for the commander, gunner and driver. It has good resolution and provides excellent situational awareness for the vehicle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |{{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Thermal Imager&lt;br /&gt;
Resolution&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!Resolution&lt;br /&gt;
!Light Mult&lt;br /&gt;
!Noise Level&lt;br /&gt;
|-&lt;br /&gt;
!Gunner's Sight&lt;br /&gt;
|X3.0 - X10.0&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Commander's View&lt;br /&gt;
|X6&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Driver's View&lt;br /&gt;
|X1&lt;br /&gt;
|Not fitted&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|800 x 600&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The M1A2 Abrams excels as an all-around jack of all trades vehicle capable of any role presented to it. It has a great combination of protection, firepower, situational awareness and mobility to allow it to adapt to any task it may face, from close-quarters fighting in urban areas to long-range engagements on large open maps.&lt;br /&gt;
&lt;br /&gt;
;Urban combat&lt;br /&gt;
&lt;br /&gt;
The M1A2, with its good mobility and improved protection over the M1A1 can function as an effective brawler in close-quarters urban fighting. The M1A2's reload rate is on par when aced to its counterparts, with the exception of the Challenger 2 and Type 90, making it able to quickly dish out damage and deal with multiple foes. Thusly, the M1A2 has no issue leading the charge into urban areas and being a frontline vehicle in the thick of the action, being able to equally deal damage and take it.&lt;br /&gt;
&lt;br /&gt;
;Rural combat&lt;br /&gt;
&lt;br /&gt;
On large open maps, the M1A2 is fully able to exploit its improved turret protection and commander's thermal imaging to give it the upper hand in long-range battles. The mobility of the M1A2 allows it to reach advantageous positions that overlook key areas of the map but its 1st gen. thermal device doesn't allow a fast identification of targets at range and in dense woodland. The commander's thermal imager means the player can keep track of threats all around the vehicle and monitor the battlefield without exposing the turret at all. The M1A2 is best played as an ambush sniper, using its commander's thermal sight to survey from cover, exposing the tank only to engage a target. The turret armour also means the M1A2 should be kept in a hull-down position, making the tank extremely hard to destroy. The M1A2 also retains the ability to effectively take the enemy head-on when the situation calls for it, such as assaulting capture points. The M830A1 shell is also valuable, allowing the M1A2 to become an ad-hoc anti-aircraft vehicle, especially against unwary helicopters that get too close to you or your allies.&lt;br /&gt;
&lt;br /&gt;
;Notable enemies&lt;br /&gt;
&lt;br /&gt;
* [[Leopard 2A5]]/[[Leopard 2A6]]: These are the main counterparts of the M1A2 and these tanks are evenly matched in nearly all aspects, though the M1A2 outperforms the Leopard 2A5 in firepower (as of 2.01), the Leopard 2A6 has superior firepower compared to both, having the best APFSDS in the game as of update 2.01. The DM53 APFSDS the Leopard 2A6 is equiped with, is capable of penetrating the turret cheek of the M1A2 at closer ranges. Thusly the Leopard 2's should be a high-priority target to be dealt with carefully. When hull down, the Leopard 2's can only be effectively penetrated through the gun mantlet or a lucky shot into the turret ring, so aim for the gun area, as this usually results in at least the disablement of the cannon or breech. If the Leopard 2's presents its hull, aim for the left side as the lined-up crew members usually result in all of them being knocked out at the same time, resulting in a one shot if done correctly.&lt;br /&gt;
&lt;br /&gt;
* [[T-80U]]: The T-80U can be a fearsome enemy if you are unaware of its significant disadvantages and weaknesses. The tank's frontal protection is very strong, though the area around the gun and the driver's hatch are weak spots that should be targeted. The T-80U, like many other T-series vehicles, are prone to being destroyed in one-shot due to the tightly-packed interior that has the turret crew sitting on top of all the ammunition. Furthermore, the T-80U is very vulnerable to any form of angling in the hull as its side protection is very weak in comparison to the frontal armour. A single penetration at all but the most oblique angles usually results in the detonation of the hull-ammo carousel to easily destroy the T-80U.&lt;br /&gt;
&lt;br /&gt;
* [[Leclerc]]: The Leclerc's good mobility, firepower and protection make it a formidable foe to engage. However the tank's armour scheme is inconsistent and presents three main weak spots frontally; the massive and extremely weak mantlet, the UFP and LFP. These are quite easy to hit and present a good chance of dealing serious damage or knocking out the vehicle entirely.&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; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| M830A1&lt;br /&gt;
| M829&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| M829A1&lt;br /&gt;
| NVD&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 a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game, other than Ariete's CL1343, at short range&lt;br /&gt;
* Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation&lt;br /&gt;
* Thermal sight for both the commander and gunner&lt;br /&gt;
* Good crew survivability like the rest of the Abrams line&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very easy to penetrate, even by low rank 5 tanks, hits on the UFP can auto bounce into the turret, often incapacitating the gunner and commander, as well as detonating the ammo&lt;br /&gt;
* The turret ring is a massive weak spot, any tank in the game can penetrate it&lt;br /&gt;
* The LFP is huge and has very poor protection&lt;br /&gt;
* Has the same weak spots as the preceding Abrams&lt;br /&gt;
* The mantlet can be penetrated by almost all shells, will only stop weaker versions of HEATFS&lt;br /&gt;
* The Italian CL3143 APFSDS found on the Ariete line of tanks has a good chance of penetrating the turret cheeks if they're hit at a right angle&lt;br /&gt;
* Least manoeuvrable Abrams in the game, due to its weight of 61.7 tonnes&lt;br /&gt;
* The stock HEATFS shell is very difficult to use at top tier due to every tank you face having more than 600mm of chemical protection or being coated in ERA frontally. Flank shots are the only reliable way to get kills&lt;br /&gt;
* APFSDS is a tier III unlock&lt;br /&gt;
* Like with most Abrams series tanks, the engine deck is slightly raised, meaning that you will not be able to depress the gun over the rear of the tank.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.&lt;br /&gt;
&lt;br /&gt;
The new version featured an upgraded fire control system, a new independent commander's panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armor. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.&lt;br /&gt;
&lt;br /&gt;
The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:M1A2 Cobra King II Hangar.png|M1A2, Cobra King II, prepped for combat.&lt;br /&gt;
File:M1A2 on Kursk.png|M1A2, Angel of Death, scanning the horizon on Kursk.&lt;br /&gt;
File:M1A2 Allied Spirit VIII camouflage.jpg|M1A2 sporting the unlockable Allied Spirit VIII skin.This skin represents US Army units in Europe, 2018.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|[Development] M1A2 Abrams - Higher and Higher]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer General Dynamics Land Systems (GDLS)}}&lt;br /&gt;
{{USA medium tanks}}&lt;/div&gt;</summary>
		<author><name>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=40400</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=40400"/>
				<updated>2019-12-31T12:11:13Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Usage in battles */&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;R-60&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;Infrared Homing 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;USSR [[File:USSR_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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;All-aspect&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;800 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;18 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;7.2 kN&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Motor Thrust|Thurst of the missile's motor, mainly useful for comparing missiles}}&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;3.0 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;21 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;6,000 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;~3,500 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;IR Seeker&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;5,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in rear-aspect&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; N/A &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in all-aspect&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;6 seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Power up time|Time taken for seeker to power up after it is turned on}}&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;15 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max acquisition time|Maximum time seeker can be powered on for before it shuts down}}&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;5°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker FoV|Field of View of the seeker (how big the lock on circle is)}}&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;Yes&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Uncaged seeker|If the seeker can be uncaged prior to launch}}&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;Yes&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Can be slaved to radar|If the seeker can be slaved to the aircraft's radar}}&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°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit pre-launch|How far off-boresight a target lock can be maintained using an uncaged seeker or radar slaving, before firing missile}}&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;35°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit|How far off-boresight a target lock can be maintained in flight}}&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°/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Tracking rate|How fast the seeker can gimbal to track a target (higher number tracks better)}}&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;3.5 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;3 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;44 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;2,100 mm&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;120 mm&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;Vympel &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;Full 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;1973 - ???&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 '''R-60''' is a Soviet [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]], it was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&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|mi_24p|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80|short}}&lt;br /&gt;
* {{Specs-Link|mi_24v|short}}&lt;br /&gt;
* {{Specs-Link|mig-21_mf|short}} &lt;br /&gt;
* {{Specs-Link|mig-21_smt|short}}&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;
&amp;lt;!--''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The R-60, being a short-range infrared homing missile, is usually most effective at ranges between 1,000 m - 2,200 m. The reason for this is due to the short burn time of the propellant and the first 1,000 m of the launch dedicated to bringing the missile to maximum velocity. The missile will typically burn out and likely not reach the target when launched at an enemy from &amp;gt;2,000 m, travelling in a straight line and moving above Mach 1.&lt;br /&gt;
&lt;br /&gt;
The R-60 is best used when attacking the enemy from the side rather then from behind. When launched from behind, the enemy (if they have enough speed) can dodge the missile quite easily when moving with its trajectory then suddenly changing course, however, if launched from the side, the missile will usually hit thanks to its 18G maximum overload and can prove difficult to dodge when flying against its trajectory. While only being rear-aspect, the R-60 can sometimes be useful in a head-on engagement as a last resort (given the enemy has a large heat signature such as afterburners) if all ammo is expended. However, engaging in head-ons is not advisable with this missile due to the somewhat unreliable lock-on from of the missiles due to the front-aspect (depending on the aircraft your engaging).&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;
''Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the 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>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=39828</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=39828"/>
				<updated>2019-12-25T07:22:57Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Usage in battles */&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;R-60&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;Infrared Homing 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;USSR [[File:USSR_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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;All-aspect&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;800 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;18 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;3.0 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;21 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;6,000 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;~3,500 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;IR Seeker&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;5,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in rear-aspect&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; N/A &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in all-aspect&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;6 seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Power up time|Time taken for seeker to power up after it is turned on}}&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;15 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max acquisition time|Maximum time seeker can be powered on for before it shuts down}}&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;5°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker FoV|Field of View of the seeker (how big the lock on circle is)}}&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;Yes&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Uncaged seeker|If the seeker can be uncaged prior to launch}}&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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Can be slaved to radar|If the seeker can be slaved to the aircraft's radar}}&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°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit pre-launch|How far off-boresight a target lock can be maintained using an uncaged seeker or radar slaving, before firing missile}}&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;35°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit|How far off-boresight a target lock can be maintained in flight}}&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°/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Tracking rate|How fast the seeker can gimbal to track a target (higher number tracks better)}}&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;3.5 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;3 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;44 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;2,100 mm&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;120 mm&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;Vympel &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;Full 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;1973 - ???&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;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|mi_24p|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80|short}}&lt;br /&gt;
* {{Specs-Link|mi_24v|short}}&lt;br /&gt;
* {{Specs-Link|mig-21_mf|short}} &lt;br /&gt;
* {{Specs-Link|mig-21_smt|short}}&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;
The R-60, being a short range infrared homing missile, is usually most effective at ranges between 1000m-2200m. The reason for this is due to the short burn time of the propellent and the first 1000m of the launch being dedicated to bring the missile to speed. The missile usually will burn out not reach it's target when launched at an enemy from 2000m and travelling in a straight line when above mach 1.&lt;br /&gt;
&lt;br /&gt;
The R-60 is best used when attacking the enemy from the side rather then from behind. When launched from behind, the enemy (if they have enough speed) can dodge the missile quite easily when moving with it's trajectory then suddenly changing course, however if launched from the side, the missile will usually hit thanks to it's 18G maximum overload and can prove difficult to dodge when flying against it's trajectory. While only being rear-aspect, the R-60 can sometimes be useful in a headon engagement as a last resort (given the enemy has a large heat signiture such as afterburners) if all ammo is expended, however it isn't advisable to engage in headons with this missile due to the somewhat unreliable lockon from of the missiles from front-aspect (depending on the aircraft your engaging).&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;
''Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the 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>U34045741</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=39754</id>
		<title>R-60</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R-60&amp;diff=39754"/>
				<updated>2019-12-24T04:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;U34045741: /* Vehicles equipped with this weapon */&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;R-60&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;Infrared Homing 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;USSR [[File:USSR_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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;All-aspect&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;800 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;18 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;3.0 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;21 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;6,000 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;~3,500 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;IR Seeker&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;5,000 m&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in rear-aspect&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; N/A &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;Max lock range in all-aspect&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;6 seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Power up time|Time taken for seeker to power up after it is turned on}}&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;15 Seconds&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Max acquisition time|Maximum time seeker can be powered on for before it shuts down}}&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;5°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker FoV|Field of View of the seeker (how big the lock on circle is)}}&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;Yes&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Uncaged seeker|If the seeker can be uncaged prior to launch}}&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;No&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Can be slaved to radar|If the seeker can be slaved to the aircraft's radar}}&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°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit pre-launch|How far off-boresight a target lock can be maintained using an uncaged seeker or radar slaving, before firing missile}}&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;35°&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Seeker gimbal limit|How far off-boresight a target lock can be maintained in flight}}&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°/s&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;ttx-name&amp;quot;&amp;gt;{{Annotation|Tracking rate|How fast the seeker can gimbal to track a target (higher number tracks better)}}&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;3.5 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;3 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;44 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;2,100 mm&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;120 mm&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;Vympel &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;Full 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;1973 - ???&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;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|mi_24p|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german|short}}&lt;br /&gt;
* {{Specs-Link|mi_24p_german_hfs80|short}}&lt;br /&gt;
* {{Specs-Link|mi_24v|short}}&lt;br /&gt;
* [[MiG-21MF (Germany)]]&lt;br /&gt;
* [[MiG-21SMT]]&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;
''Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the 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>U34045741</name></author>	</entry>

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