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		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=96395</id>
		<title>Airborne radars</title>
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				<updated>2021-03-10T19:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;U52038672: Updated F-4M/K radar to current radar, I don't know about other radars though&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 &amp;quot;Ixwa Strike&amp;quot;|Update 2.5]] 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/APG-59 || AN/APG-59 || Multi-mode radar&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2|short}} || N/A || AN/APG-59 || AN/APG-59 || 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>U52038672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=G.91_YS&amp;diff=88865</id>
		<title>G.91 YS</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=G.91_YS&amp;diff=88865"/>
				<updated>2021-01-04T15:43:04Z</updated>
		
		<summary type="html">&lt;p&gt;U52038672: Updated usage in battles section to better fit the current matchmaking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = G.91 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=fiat_g91_ys&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}} Italian jet fighter {{Battle-rating}}. It was introduced in [[Update 1.87 &amp;quot;Locked On&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a multi-role fighter which first debuted in 1966. Based largely on earlier Fiat G.91 fighters, the G.91 YS was a complete redesign but kept the basic shape of the G.91 series. The biggest difference between the two types was the conversion from a single-engine to two General Electric J85 turbojets outfitted with afterburners. This conversion alone resulted in a 60% increase in the aircraft's thrust, however, it was not enough for this jet to become supersonic even when in a dive.&lt;br /&gt;
&lt;br /&gt;
In similar fashion to the earlier French fighter, the [[Super_Mystere_B2|Super Mystere B2]], the {{PAGENAME}} was outfitted with dual 30 mm DEFA autocannons in the cheeks of the forward fuselage.  Also in the same vein, the {{PAGENAME}} was built to be a multi-role fighter as a fighter-interceptor or a fighter-bomber. Due to the increased power of the dual engines, this fighter when acting in a bomber role has the ability to carry up to 4,000 lbs of bombs, though configurations as low as 1,000 lbs is available. FFAR Mighty Mouse unguided rockets are another good option for taking out softer ground targets in which the larger 500 – 1,000 lb bombs would otherwise be overkill.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} while lacking in the supersonic flight department is a feisty little fellow which can still hold its own in an air-to-air combat role. The dual autocannons can make quick work of any head-on attacks provided the pilot gets out of the way of incoming bullets in return. AIM-9B Sidewinder missiles prove themselves very effective especially against slower targets such as bombers and helicopters but are a bit more difficult to achieve success against other fighters due to their ability to pull high-g manoeuvres and break the missile lock and avoid them.&lt;br /&gt;
&lt;br /&gt;
The pilot has the option to change up the load-out of the aircraft due to the map he finds himself on and what they are comfortable with. Air-to-air and ground-attack options are both viable and can help change the tide of the battle by loading up on what the team needs more.&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;
The {{PAGENAME}} is a very good Boom &amp;amp; Zoom fighter, the only issue is confronting other jets with afterburner capabilities which make your Boom &amp;amp; Zoom attempt more difficult. The G.91 has a lower turn speed than the other G.91's (swapped for acceleration and a little bit more speed) it is also two high power engine's, making it possible to return to base on one engine or even fight like that if you want. Sadly the G.91 isn't supersonic but it can get close in a steep dive, making it one of the best trans-sonic jets ever made!&lt;br /&gt;
[[File:G91YS Jermster 91 001.jpg|350px|thumb|left|A bird's eye view of a '''{{PAGENAME}}''' fighter.]]&lt;br /&gt;
{{break}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,114 || 1,109 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 29.5 || 30.7 || 60.4 || 54.6 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,131 || 1,123 || 28.6 || 29.0 || 91.8 || 75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620 || 371 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 800 || &amp;lt; 650 || &amp;lt; 660 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Empty mass || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J85-GE-13A || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 4,350 kg || colspan=&amp;quot;3&amp;quot; | 380 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 17m fuel || 20m fuel || 30m fuel || 45m fuel || 57m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 271 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 5,114 kg || 5,246 kg || 5,688 kg || 6,351 kg || 6,882 kg || 8,500 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 17m fuel || 20m fuel || 30m fuel || 45m fuel || 57m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 1,230 kgf || 1,894 kgf&lt;br /&gt;
| 0.74 || 0.72 || 0.67 || 0.60 || 0.55 || 0.45&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 1,242 kgf&amp;lt;br /&amp;gt;(1,000 km/h) || 1,913 kgf&amp;lt;br /&amp;gt;(1,000 km/h)&lt;br /&gt;
| 0.75 || 0.73 || 0.67 || 0.60 || 0.56 || 0.45&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;
* 40 mm bulletproof glass in the canopy windshield (angled to provide about 94 mm of protection)&lt;br /&gt;
* 6.5 mm steel behind pilot's seat&lt;br /&gt;
&lt;br /&gt;
Like many later generation jet fighters (those built in the 1960s-70s) the {{PAGENAME}} traded armour for greater ordnance carrying capacity. Though not without all armour, the canopy windshield has an effective thickness of 94 mm to protect the pilot in the event of a head-on attack. Though the 6.5 mm of steel behind the pilot's seat seem to be on the thin side, bullets coming in from that direction will need to pass through the engine first. If the pilot is going to be hit by bullets it will most likely be through side angle shots or from above.&lt;br /&gt;
[[File:G91YS AgressiveRecon 001.jpg|700px|thumb|center|Aerial shot of a '''{{PAGENAME}}''' at altitude.]]&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|DEFA 552 (30 mm)}}&lt;br /&gt;
[[File:G91YS CrazyJow 001.jpg|400px|thumb|right|'''{{PAGENAME}}''' fighter with the sun setting behind it.]]&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons, nose-mounted (125 rpg = 250 total)&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|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|FFAR Mighty Mouse|AIM-9B}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 500 lb LDGP Mk 82 bombs (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb LDGP Mk 82 bombs (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb LDGP Mk 83 bombs (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 76 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x AIM-9B missiles&lt;br /&gt;
* 2 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9B missiles (1,000 lb total)&lt;br /&gt;
* 4 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9B missiles (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9B missiles (2,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9B missiles (4,000 lb total)&lt;br /&gt;
* 2 x AIM-9B missiles + 76 x FFAR Mighty Mouse 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;
The YS has a lot of power and energy potential, keep that in mind before going into battle. To add to this fighters punch, it also utilises AIM 9B missiles and in capable hands, this fighter can be a monster on the battlefield. The YS also has the capability of mounting 76 x FFAR Mighty Mouse rockets which provide the potential of low-altitude Boom &amp;amp; Zooming on trucks, anti-aircraft artillery, light tanks and even enemy fighters attempting an airfield capture, though this does not come without a cost. When dropping in low on ground targets, the fighter sacrifices its speed and manoeuvrability for that ordinance. The YS also can outfit a few bombs so the YS can then be used as a base bomber following up by attacking enemy fighters, but even still it isn't always reliable and can be easily intercepted from any other supersonic fighter jets patrolling the area.&lt;br /&gt;
&lt;br /&gt;
Your biggest threats will be Phantoms,MiG-21s,Hunters,A-7s and many more at the YS' battle rating. You can out-turn most of them at high speeds, however you become a brick below 600 km/h. Use your flaps below 550 km/h to gain some lift to help you win the fight. Always be on the lookout for other enemies, especially Harrier GR.1s and Hunter F.6s with their SRAAMS, as you do not have flares and will die to them.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
[[File:G91YS easterly0815 001.png |400px|thumb|right|'''{{PAGENAME}}''' popping its braking parachute upon landing.]]&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent acceleration and roll speed&lt;br /&gt;
* Able to carry [[AIM-9B]] air-to-air missiles&lt;br /&gt;
* Wide variety of payload options&lt;br /&gt;
* High rate of climb&lt;br /&gt;
* Deadly main armament&lt;br /&gt;
* Drag chute helps slow you down very quickly during landings&lt;br /&gt;
* Ballistic computer&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Slower than most planes it will face&lt;br /&gt;
* Limited ammo&lt;br /&gt;
* Slower turn rate compared to earlier G.91's&lt;br /&gt;
* High repair cost&lt;br /&gt;
* Flaps and landing gear are prone to ripping off&lt;br /&gt;
* New booster module is a must to research in order to avoid crashing during a very fast and low-level dive&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:G91YS Jermster 91 002.jpg|400px|thumb|right|'''{{PAGENAME}}''' heading into an active battle zone.]]&lt;br /&gt;
During the 1960s, Fiat began developing a successor to their previous G.91 fighter, which had thus far managed to obtain a favourable reputation with its operators. Fiat based their new aircraft heavily on the two-seat trainer version of the G.91 and decided outfit the aircraft with two General Electric J85 afterburning engines contrary to the preceding single-engine G.91.&lt;br /&gt;
&lt;br /&gt;
Additionally, the aircraft's fuselage and wings were enlarged to accommodate 3 more fuel tanks (for a total capacity of 3200 liters), bigger powerplant and improve handling characteristics, while a slew of other tweaks and upgrades further enhanced the aircraft's overall design, including an automatic slat on the wing's leading edge. The new G.91Y performed its maiden flight in December 1966. Testing revealed minor aerodynamic issues which would be resolved on subsequent production aircraft with only minor redesigns. At high altitude extreme maneuvers at high angles of attack could lead to engines flame-out. &lt;br /&gt;
&lt;br /&gt;
Production of the G.91Y began with an initial order for 20 pre-production machines, following the manufacturing of two prototypes. This order would eventually go up to 75 aircraft, although only 67 including the initial prototypes were delivered in the end. By the mid 1970s, all outstanding orders for the G.91Y were fulfilled and production had ceased for this variant.&lt;br /&gt;
&lt;br /&gt;
The G.91Y served exclusively with Italian squadrons up until the early 1990s, before being replaced by a more modern counterpart.&lt;br /&gt;
&lt;br /&gt;
The G.91YS was a single prototype conversion of the G.91Y, which followed a requirement issued by the Swiss Air Force. The aircraft allowed installation of American Sidewinder air-to-air missiles (adding 2 more sub-wing pylons) and a Swedish weapons control system. This special prototype first flew in October 1970, but was eventually not accepted into service by the Swiss. The prototype was converted back into service as a regular G.91Y.&lt;br /&gt;
&lt;br /&gt;
''- From [https://warthunder.com/en/news/6078-development-g-91ys-turning-and-burning-en Devblog]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_001.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_002.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_003.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_004.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_005.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_006.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:G91YS_WTWallpaper_007.jpg|thumb|none|250px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://warthunder.com/en/news/6078-development-g-91ys-turning-and-burning-en [Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; G.91YS: Turning and Burning]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Fiat}}&lt;br /&gt;
{{Italy jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U52038672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Jaguar_GR.1&amp;diff=88858</id>
		<title>Jaguar GR.1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Jaguar_GR.1&amp;diff=88858"/>
				<updated>2021-01-04T12:29:53Z</updated>
		
		<summary type="html">&lt;p&gt;U52038672: changed some mistakes with the notable enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the French version&lt;br /&gt;
| link = Jaguar A&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=jaguar_gr1&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}} British jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Raining Fire&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,668 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;
| 1,618 || 1,605 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 31.8 || 32.4 || 74.2 || 66.2 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
|1,690||1,649||28.5||30.0||109.5||90.0&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;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &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}} || 950 || 525 || 410 || ~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; 720 || 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; | Rolls-Royce Turbomeca Limited Adour Mk.102 || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 7,616 kg || colspan=&amp;quot;3&amp;quot; | 453 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;
! 12m fuel || 20m fuel || 30m fuel || 42m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 709 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 8,545 kg || 9,165 kg || 9,940 kg || 10,869 kg || 13,500 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 12m fuel || 20m fuel || 30m fuel || 42m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 1,998 kgf || 3,094 kgf&lt;br /&gt;
| 0.72 || 0.68 || 0.62 || 0.57 || 0.46&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 2,242 kgf&amp;lt;br /&amp;gt;(200 km/h) || 3,307 kgf&amp;lt;br /&amp;gt;(200 km/h)&lt;br /&gt;
| 0.77 || 0.72 || 0.67 || 0.61 || 0.49&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;
The Jaguar GR.1 has no armour plating or armoured glass. The entire wings of the Jaguar GR.1 are made up of fuel tanks, along with most of the upper fuselage, with flight controls being exposed in the &amp;quot;spine&amp;quot; of the aircraft. The two engines take up a small amount of room in the very rear of the fuselage.&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|ADEN Mk.4 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm ADEN Mk.4 cannons, belly-mounted (150 rpg = 300 total)&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|Mk.M1 (540 lb)|G.P. Mk.I (1,000 lb)|AIM-9G Sidewinder|CRV7 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;
* 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 76 x CRV7 M247 rockets&lt;br /&gt;
* 8 x 540 lb Mk.M1 bombs (4,320 lb total)&lt;br /&gt;
* 8 x 1,000 lb G.P. Mk.I bombs (8,000 lb total)&lt;br /&gt;
* 2 x AIM-9G Sidewinder missiles + 38 x CRV7 M247 rockets&lt;br /&gt;
* 6 x 540 lb Mk.M1 bombs + 2 x AIM-9G Sidewinder missiles (3,240 lb total)&lt;br /&gt;
* 6 x 1,000 lb G.P. Mk.I bombs + 2 x AIM-9G Sidewinder missiles (6,000 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;
As a strike aircraft, the Jaguar is best suited to going after ground targets. Equipped with up to 8 x 1,000 lb bombs, it shines as a ground attack aircraft in Ground RB and is a very dangerous aircraft towards tanks. However, equipped with the air to air missiles (AIM-9Gs, which, are admittedly are not perfect, but since it was intended as a ground strike aircraft, they were intended for self defence) and a pair of ADEN 30 mm cannons, it is also a very real threat to any fighters that find a Jaguar behind them, or indeed ahead of them and closing fast. The main strategy is to act as a support aircraft, rather than flying solo against enemy fighters. A rather handy drag chute and arrestor gear is provided, though it is not advised to use a Jaguar alongside a carrier, as the arrestor gear was only intended for situations where the normal wheel and air brakes had failed.&lt;br /&gt;
&lt;br /&gt;
However, you cannot forget in the Jaguar that you are a glorified strike aircraft. You only have 2 missiles at most, and 300 rounds, to which trigger discipline, is as always, a must. Again, engaging fighters is not a problem, and the Jaguar is very agile without a lot on bombs slung underneath.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
'''[[MiG-21 (Family)|MiG-21s]]:'''&lt;br /&gt;
&lt;br /&gt;
As a member of NATO teams you can and will face MiG-21s. The [[MiG-21F-13|F-13]]/[[J-7II]] (Chinese) are a pair of dangerous opponents, with their 30 mm guns, but the missiles are not fatal. They are the equivalent of AIM-9Bs, and track very badly if you are at long range or turning. The [[MiG-21SMT|SMT]]/[[MiG-21MF (Germany)|MF/]][[MiG-21bis|Bis]] variants are much more of a threat. With R-60 missiles, they are to be feared and respected.&lt;br /&gt;
&lt;br /&gt;
'''[[F-4 Phantom II (Family)|Phantom/F-4s]]:'''&lt;br /&gt;
&lt;br /&gt;
Again, F-4s are very dangerous. However, unlike the MiG-21, they get access to far more ammunition for their guns. They also get access to SARH missiles, as well as AIM-9J missiles on the [[F-4E Phantom II|E]]/[[F-4EJ Phantom II|EJ]] variants. &lt;br /&gt;
&lt;br /&gt;
'''Any other fighters:'''&lt;br /&gt;
&lt;br /&gt;
The best rule of thumb is to play safe, if you are flying as a ground strike aircraft, but usual rules apply when engaging enemy fighters.&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;
* Capable of using AIM-9G Sidewinder missiles that have decent range and turn performance&lt;br /&gt;
* Manoeuvrable, especially compared to the T-2 and F-4&lt;br /&gt;
* Decent roll rate&lt;br /&gt;
* Decent CAS loadouts&lt;br /&gt;
* Armed with the powerful ADEN cannons&lt;br /&gt;
* Equipped with RWR to warn about incoming radar-guided missiles&lt;br /&gt;
* Has large gear for its size&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Mediocre speed performance for its BR&lt;br /&gt;
* Mediocre climb rate and energy retention&lt;br /&gt;
* Can only load two missiles&lt;br /&gt;
* Can't utilize SARH and/or BVR&lt;br /&gt;
* Not equipped with radar&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 Jaguar was a joint program between the British and French to develop a cheap subsonic trainer and light attack aircraft. The British and French bought a total of 403 aircraft with Britain receiving 203 of the aircraft. Other exports include to the Indian Air force (160 total aircraft ordered ), The Royal Air force of Oman (26 total aircraft ordered), The Ecuadorian Air force (12 total aircraft ordered) and the air force of Nigeria (18 total aircraft ordered). The Jaguar was used in several military conflicts in countries such as: Mauritania, Chad, Iraq, Bosnia, Pakistan and The Chenepa war but most notably it saw service in the 1990 Gulf War during Operation Desert Storm, where it was used to destroy Iraqi artillery and missile positions. During the Bosnian bombing campaign of 1995 Jaguars of the 41 squadron carried out the first raids in Europe since the second world war. During the Bosnian airstrikes jaguars were fitted with laser designators and would laze Bosnian-Serb forces for RAF Harriers to strike. These re-fitted more modern Jaguars were re-designated as SEPECAT Jaguar GR.1 B and is not the same as the one we currently have in the game, although it is possible that Gaijin will add these in the future.&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;
&lt;br /&gt;
* [[Jaguar A]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6841-development-sepecat-jaguar-raining-fire-en|[Devblog] SEPECAT Jaguar: Raining Fire]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer SEPECAT}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U52038672</name></author>	</entry>

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