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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U62649994</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-05T03:22:04Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=9M133FM3&amp;diff=179931</id>
		<title>9M133FM3</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=9M133FM3&amp;diff=179931"/>
				<updated>2024-01-02T09:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: fixed error with specs-link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet ATGM '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link =9M133M-2&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
The 9M133FM3 Konkurs-M missile (NATO reporting name AT-5B Spandrel-B) was developed sometime in the 90s by Tula KBP as an upgrade to the 9M133. in War Thunder only two vehicles can hold this missile (Orion strike drone and BMP-2M). In War Thunder its best to use this missile against light targets and helicopters due to its HE warhead not able to penetrate much armor. &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|ucav_orion}}&lt;br /&gt;
* {{Specs-Link|ussr_bmp_2m}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Missile characteristics&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 28 kg&lt;br /&gt;
|-&lt;br /&gt;
| Guidance || Beam riding&lt;br /&gt;
|-&lt;br /&gt;
| Maximum speed || 320 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Firing range || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| Missile guidance time || 60 secs&lt;br /&gt;
|-&lt;br /&gt;
| Explosive mass || 9.24 kg TNTe&lt;br /&gt;
|-&lt;br /&gt;
| Warhead type || HE&lt;br /&gt;
|-&lt;br /&gt;
| Armour penetration || 61 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The 9M133FM3 has longer range than the [[9M133M-2]], but doesn't have an Anti-tank warhead.&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
This missile causes high explosive damage so on thin surfaces it will cause overpressure and shrapnel. &lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
Compared to its HEAT warhead brother the {{Specs-Link|9M133M-2}}the damage can be unreliable since it lacks high armor penetration which the 9M133M-2 has, but has a much higher chance to overpressure which will cause a crew knockout on your target and it has superior range by 2km.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
In battle this missile should be used primarily on tanks, SAMs, armored cars and helicopters. On modern MBTs this missile can be unreliable on most aspects but from a top-down approach like how you would fire it in a drone this missile can be especially deadly to MBTs with no ERA on their roofs. On light vehicles like armored cars and SAMs this missile is extremely effective due to its explosive mass against thin armor, you can hit these light vehicles from most aspects and still have a very high chance to overpressure and crew knock them. Lastly on helicopters since this missile has a proximity fuse you don't even need a direct hit to set off the fuse so even if your missile misses the helicopter by a few meters, it will still explode causes critical damage to the helicopter and all vehicles that can hold this missile have an auto track feature meaning you can lock onto the target you are trying to kill which is especially useful on helicopters since most of the time they are moving.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
Long-range allowing for you to stay out of range from SAMs &lt;br /&gt;
&lt;br /&gt;
Fast missile allowing for quick time to target&lt;br /&gt;
&lt;br /&gt;
Can overpressure giving you a whole crew knockout on your target&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
Mediocre explosive mass making overpressure unreliable&lt;br /&gt;
&lt;br /&gt;
No HEAT warhead meaning it can't go through thick armor&lt;br /&gt;
&lt;br /&gt;
Can be defeated by using smoke or getting behind cover&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&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 article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[9M133M-2]]&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>U62649994</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=9M133FM3&amp;diff=179930</id>
		<title>9M133FM3</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=9M133FM3&amp;diff=179930"/>
				<updated>2024-01-02T09:50:27Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: Filled in many categories on the page with information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet ATGM '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link =9M133M-2&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
The 9M133FM3 Konkurs-M missile (NATO reporting name AT-5B Spandrel-B) was developed sometime in the 90s by Tula KBP as an upgrade to the 9M133. in War Thunder only two vehicles can hold this missile (Orion strike drone and BMP-2M). In War Thunder its best to use this missile against light targets and helicopters due to its HE warhead not able to penetrate much armor. &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|ucav_orion}}&lt;br /&gt;
* {{Specs-Link|BMP-2M}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Missile characteristics&lt;br /&gt;
|-&lt;br /&gt;
| Mass || 28 kg&lt;br /&gt;
|-&lt;br /&gt;
| Guidance || Beam riding&lt;br /&gt;
|-&lt;br /&gt;
| Maximum speed || 320 m/s&lt;br /&gt;
|-&lt;br /&gt;
| Firing range || 10 km&lt;br /&gt;
|-&lt;br /&gt;
| Missile guidance time || 60 secs&lt;br /&gt;
|-&lt;br /&gt;
| Explosive mass || 9.24 kg TNTe&lt;br /&gt;
|-&lt;br /&gt;
| Warhead type || HE&lt;br /&gt;
|-&lt;br /&gt;
| Armour penetration || 61 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The 9M133FM3 has longer range than the [[9M133M-2]], but doesn't have an Anti-tank warhead.&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
This missile causes high explosive damage so on thin surfaces it will cause overpressure and shrapnel. &lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
Compared to its HEAT warhead brother the {{Specs-Link|9M133M-2}}the damage can be unreliable since it lacks high armor penetration which the 9M133M-2 has, but has a much higher chance to overpressure which will cause a crew knockout on your target and it has superior range by 2km.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
In battle this missile should be used primarily on tanks, SAMs, armored cars and helicopters. On modern MBTs this missile can be unreliable on most aspects but from a top-down approach like how you would fire it in a drone this missile can be especially deadly to MBTs with no ERA on their roofs. On light vehicles like armored cars and SAMs this missile is extremely effective due to its explosive mass against thin armor, you can hit these light vehicles from most aspects and still have a very high chance to overpressure and crew knock them. Lastly on helicopters since this missile has a proximity fuse you don't even need a direct hit to set off the fuse so even if your missile misses the helicopter by a few meters, it will still explode causes critical damage to the helicopter and all vehicles that can hold this missile have an auto track feature meaning you can lock onto the target you are trying to kill which is especially useful on helicopters since most of the time they are moving.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
Long-range allowing for you to stay out of range from SAMs &lt;br /&gt;
&lt;br /&gt;
Fast missile allowing for quick time to target&lt;br /&gt;
&lt;br /&gt;
Can overpressure giving you a whole crew knockout on your target&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
Mediocre explosive mass making overpressure unreliable&lt;br /&gt;
&lt;br /&gt;
No HEAT warhead meaning it can't go through thick armor&lt;br /&gt;
&lt;br /&gt;
Can be defeated by using smoke or getting behind cover&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&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 article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[9M133M-2]]&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>U62649994</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A.C.I&amp;diff=179497</id>
		<title>A.C.I</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A.C.I&amp;diff=179497"/>
				<updated>2023-12-27T11:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: fixed up issues in survivability and armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_ac1_sentinel&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} British medium tank {{Battle-rating}}. It was introduced during [[Update &amp;quot;Winged Lions&amp;quot;]] as a reward for the [[wt:en/news/7469-event-operation-w-i-n-t-e-r-en|2021 Operation W.I.N.T.E.R.]] event.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
In general, the A.C.I is very good at head-on engagements, due to its very well armoured front for its BR. The sides are with a thickness of only around 45 mm relatively good penetration. Tanks using large-calibre HE shells are dangerous, because of the overpressure mechanics that will often take out the driver and the machine gunner as well as the transmission. The lower front is quite vulnerable, if shot, the transmission will most likely break down, the crew won't take damage usually.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=527|rbMinHp=301}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Because it is a premium tank, the A.C.I comes with all its modifications already researched.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|QF 2-pounder (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[QF 2-pounder (40 mm)|40 mm QF 2-pounder]] || 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; | 130 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 3.64 || rowspan=&amp;quot;2&amp;quot; | 3.22 || rowspan=&amp;quot;2&amp;quot; | 2.97 || rowspan=&amp;quot;2&amp;quot; | 2.80&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:QF 2-pounder (40 mm)/Ammunition|Shot Mk.1 AP/T, Shell Mk.2, Shot Mk.IXB APCBC/T, Shell Mk.1 AP/T}}&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: 2.13.0.105''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''130''' || 104&amp;amp;nbsp;''(+26)'' || 81&amp;amp;nbsp;''(+49)'' || 59&amp;amp;nbsp;''(+71)'' || 37&amp;amp;nbsp;''(+93)'' || 19&amp;amp;nbsp;''(+111)'' || 1&amp;amp;nbsp;''(+129)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* As they are modeled by sets of 2 or 3, shells disappear from the rack only after you've fired all shells in the set.&lt;br /&gt;
* To go into battle with the turret empty of shells, pack 59&amp;amp;nbsp;''(+71)'' shells (racks 1 &amp;amp; 2 depleted).&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|Vickers (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Vickers (7.7 mm)|7.7 mm Vickers]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 4,250 (250) || 390 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The A.C.I's sloped frontal armour is great in medium range skirmishes since it will bounce most shots. The weak gun however forces you to come close to your targets to get a chance to penetrate. The armour is best used in combination with the A.C.I's good mobility.&lt;br /&gt;
&lt;br /&gt;
Notable enemies include the Panzer III, the Marder III H and the early T-34s.&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;
* Diversely sloped frontal hull armour is sturdy against common foes, like [[M3 Stuart (Family)|M3A3 Stuart]] and [[M5 Stuart (Family)|M5 Stuart]], [[T-50]]&lt;br /&gt;
* Outstanding gun depression, allowing hull-down tactics&lt;br /&gt;
* Can easily frontally engage most enemies&lt;br /&gt;
* Fast reload allows quick follow-up shots&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Only 44 mm of side armour&lt;br /&gt;
* Painfully slow reverse speed of -4 km/h&lt;br /&gt;
* Tightly packed crew&lt;br /&gt;
* Frontal turret armour is quite weak&lt;br /&gt;
* Slow acceleration&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;
''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_ac1_sentinel Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|HR57u5I3V58|'''Australian Cruiser Tanks - AC I &amp;quot;Sentinel&amp;quot; - AC IV &amp;quot;Woomera&amp;quot; (review starts at 1:49)''' - ''Cmdr. Tyrael''}}&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;
Related development:&lt;br /&gt;
&lt;br /&gt;
* [[A.C.IV]]&lt;br /&gt;
&lt;br /&gt;
Vehicles of similar configuration or role:&lt;br /&gt;
&lt;br /&gt;
* [[Crusader II]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7470-development-winter-marathon-vehicles-a-c-i-sentinel-britain-en|[Devblog] Winter Marathon vehicles: A.C.I Sentinel (Britain)]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer New South Wales Railway Company}}&lt;br /&gt;
{{Britain medium tanks}}&lt;br /&gt;
{{Britain premium ground vehicles}}&lt;br /&gt;
{{Winter Event}}&lt;/div&gt;</summary>
		<author><name>U62649994</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-14B&amp;diff=177720</id>
		<title>F-14B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-14B&amp;diff=177720"/>
				<updated>2023-12-01T08:44:22Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: incorrect spelling of Grumman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = F-14A Early&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f_14b&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;
&lt;br /&gt;
Even before the F-14 had its first test flight, Grumman knew the F-14A's performance would be underwhelming due to its TF-30 engines. This, as well as the VAX-2 specification sent out by the US Navy during the 1980s, led to the F-14B. The F-14B was a huge improvement over the F-14A in almost every aspect. New avionics, systems, engines, and much more were done on the F-14B. One of the upgrades included the addition of the AN/AXX-1 Television Camera System (TCS), for IFF purposes. The F-14B's main upgrade were the engines: General Electric F110-GE-400s replaced the TF-30s and massively improved the performance in essentially every aspect. The range, top speed, and turn rate were significantly improved, which meant the F-14B was far more suitable for carrier operations than the F-14A.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;La Royale&amp;quot;]], the '''{{Specs|name}}''' is an extremely capable aircraft. The F-14B is essentially a heavily upgraded [[F-14A Early|F-14A]]. With new engines, avionics, and weapons, the F-14B is a much more potent aircraft. It gets access to [[AIM-9L Sidewinder|AIM-9L Sidewinders]], [[AIM-7M Sparrow|AIM-7M Sparrows]], and [[AIM-54C Phoenix|AIM-54C Phoenixes]], which is a big improvement over the F-14A's armament. Furthermore, the General Electric engines make the F-14B far more competent in dogfights compared to the F-14A. The F-14B is also more capable for ground attack thanks to the addition of the Paveway II guided bomb.&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 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;
| 2,191 || 2,181 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 24.4 || 24.5 || 195.5 || 188.7 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,238 || 2,215 || 23.6 || 24.0 || 256.6 || 224.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; 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&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;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&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;
! Min sweep&lt;br /&gt;
| 1,359 || rowspan=&amp;quot;2&amp;quot; | {{Specs|destruction|gear}} || rowspan=&amp;quot;2&amp;quot; | 1,200 || rowspan=&amp;quot;2&amp;quot; | 873 || rowspan=&amp;quot;2&amp;quot; | 416 || ~10 || ~5&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 1,200 || &amp;lt; 850 || &amp;lt; 1,800 || 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;7&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; | {{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 F110-GE-400 || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 19,663 kg || colspan=&amp;quot;3&amp;quot; | 514 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; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,897 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 21,868 kg || 22,399 kg || 23,766 kg || 25,818 kg || 27,013 kg || 33,593 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;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,200 kgf || 10,230 kgf&lt;br /&gt;
| 0.93 || 0.91 || 0.86 || 0.79 || 0.76 || 0.61&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 6,428 kgf&amp;lt;br&amp;gt;(1,200 km/h) || 13,610 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.24 || 1.22 || 1.15 || 1.05 || 1.00 || 0.81&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&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|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, cheek-mounted (676 rpg)&lt;br /&gt;
* 60 x countermeasures&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;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&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;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_F-14A_Early.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || || 8&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 AIR (500 lb)|500 lb Mk 82 AIR]] bombs&lt;br /&gt;
| || || 8&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 83 AIR (1,000 lb)|1,000 lb Mk 83 AIR]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-10 Paveway II (957 kg)|957 kg GBU-10 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| || 8 || || || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7M Sparrow]] missiles&lt;br /&gt;
| || 1 || 2 || 1&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1* || 1* || || || 1* || 1*&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-54A Phoenix]] missiles&lt;br /&gt;
| || 1 || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-54C Phoenix]] missiles&lt;br /&gt;
| || 1 || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| 160* || 160* || || || 160* || 160*&lt;br /&gt;
|-&lt;br /&gt;
! LANTIRN targeting pod&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | * AIM-9L missiles can be equipped with countermeasures on the same hardpoint &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;LANTIRN targeting pod must be equipped when carrying guided bombs &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;Single AIM-7M missile on hardpoint 4 cannot be equipped with GBU-10 or GBU-24 bombs on hardpoint 3 &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; Dual AIM-7M missiles on hardpoint 4 cannot be equipped with marked options on hardpoint 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 6 x AIM-7M Sparrow missiles&lt;br /&gt;
* 6 x AIM-54A Phoenix missiles&lt;br /&gt;
* 6 x AIM-54C Phoenix missiles&lt;br /&gt;
* 14 x 500 lb LDGP Mk 82 bombs (7,000 lb total)&lt;br /&gt;
* 14 x 500 lb Mk 82 AIR bombs (7,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb Mk 83 AIR bombs (4,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 bombs (8,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 Air bombs (8,000 lb total)&lt;br /&gt;
* 2 x 957 kg GBU-10 Paveway II bombs (1,914 kg total)&lt;br /&gt;
* 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
* 4 x 1,092 lb GBU-16 Paveway II bombs (4,368 lb total)&lt;br /&gt;
* 2 x 2,000 lb GBU-24 Paveway III bombs (4,000 lb total)&lt;br /&gt;
* 16 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
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If you are flying the F-14B, then you most likely have experience with the previous F-14A and thus are aware of the F-14’s wide variety of missile loadout options. Like the F-14A, the F-14B can carry a maximum of four AIM-9 Sidewinders, though two of these can be substituted for AIM-7 Sparrows or AIM-54 Phoenixes. Just like the F-14A, there are also four centerline hardpoints dedicated for Sparrow or Phoenix missiles. &lt;br /&gt;
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Unlike the previous F-14A which only has 60 countermeasures, the F-14B can unlock extra countermeasure pods with 160 countermeasures that can be carried on the wing pylons in conjunction with a sidewinder missile. Since there are two dedicated Sidewinder pylons on the F-14, the aircraft can have a massive total of 380 countermeasures without sacrificing any hardpoints for Sparrows or Phoenixes. If one opts to take four Sidewinders, they will be able to carry a grand total of 680 countermeasures. Therefore, don’t be afraid to take a half chaff/flare loadout and/or turn on periodic flares. It is highly recommended to take these pods once unlocked; the minimal weight of the extra countermeasure pods and no hardpoint penalty for taking them means they are very much worth it. Keep in mind of the one downside of these pods: it launches countermeasures behind the aircraft, not downwards and/or away. Thus, it may be slightly more difficult to flare off IR missiles launched at shorter ranges.{{Navigation-End}}&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;
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=== Air Realistic Battles ===&lt;br /&gt;
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==== Beyond Visual Range (BVR) Combat ====&lt;br /&gt;
As one of the only two aircraft with active radar homing missiles in the game, the F-14B has some unique tactics when it comes to radar missile combat. &lt;br /&gt;
&lt;br /&gt;
The most obvious and advantageous feature of the AIM-54 is that it is an active radar homing missile, and thus it is, to an extent, “fire-and-forget”. Unlike other aircraft, which have to stay pointed in the general direction of their target to guide SARH missiles, the F-14 can theoretically completely turn away once AIM-54s are launched. However, just because you can doesn’t mean you should.&lt;br /&gt;
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Before we get to this, let’s break down in basic terms how the AIM-54C works. The AIM-54’s own radar only activates in its terminal phase (&amp;lt;16 km). When launched at longer ranges, it relies on datalink (DL) and inertial guidance (IOG) to guide itself towards the target. The former, DL, allows the missile to obtain periodic guidance information from the parent F-14’s radar, even from track while scan (TWS) mode. This is what allows the F-14 to launch multiple AIM-54s at multiple targets; each AIM-54 can obtain data link information for their respective targets while the F-14’s radar is in TWS mode. The latter, IOG, means that if the missile were to lose guidance from the parent F-14, then the missile would travel towards the last known predicted location of the enemy aircraft in the hopes that it can get close enough for its own onboard radar to pick up and track the target. &lt;br /&gt;
&lt;br /&gt;
So, while you could theoretically launch AIM-54s towards the enemy and then turn away, it would only be relying on inertial guidance and thus would be very unreliable. &lt;br /&gt;
&lt;br /&gt;
As for guiding the AIM-54 in with your radar, you have a couple different options, both with their own set of pros and cons. A TWS &amp;quot;soft lock&amp;quot; has its advantages; it doesn’t alert the enemy’s radar warning receiver, allows multiple targets to be fired on, and while you are tracking a target you can still scan for other targets, thus providing excellent situational awareness. At the same time, however, it does have some disadvantages. It can track a target while you maneuver, but it is prone to locking another target and is unreliable. Additionally, if a solid lock is quickly needed, it could accidentally lock another target, potentially compromising an engagement. The other option is to fully lock the target, which gives a much more reliable track. If the target starts notching, you can quickly switch the radar mode from PD to SRC to counter the notch and maintain the lock. Of course, since it is a solid lock, you won't be able to scan for other targets, and you can't provide guidance for other AIM-54s you have already launched.&lt;br /&gt;
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All air-to-air missiles are more effective at higher altitudes, as the air is thinner and thus the drag on the missile is reduced, while the reduction in air density reduces lift and thus maneuverability of aircraft. This holds especially true for the AIM-54, which is programmed to “loft” itself towards targets at longer ranges. This means that, for targets at longer ranges, it flies at an upwards angle (rather than straight) towards the enemy. This will bring it into the aforementioned less dense air, thus increasing its range and speed. Once the missile is close enough to the enemy, it will descend from altitude, attaining maximum speed and maneuverability while falling on top of the enemy. Due to this, the AIM-54 has the most range when launched at higher altitudes (&amp;gt;6 km). While its advertised maximum range of 150 kilometers is over-exaggerated (like most other air-to-air missiles), the AIM-54 still has the longest range of any air-to-air missile in game. A very high altitude launch (&amp;gt;8 km) on a non-maneuvering enemy at lower altitude will still hit at ranges up to 80 kilometers. This can be useful in enduring confrontation maps, as you can quickly and easily take out enemy AI aircraft at long range, which travel in a mostly straight line and don't maneuver much.&lt;br /&gt;
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However, for fighters piloted by real human beings, launches at high altitude and at around 37-43 kilometers from the target will prove the most lethal; at this range, the missile’s rocket motor will burn for most of the flight time, only burning out when it gets near the target. TThis will allow it to have its maximum speed and maneuverability, increasing its lethality. In addition, with the rocket motor burned out, it will be invisible to the enemy as it approaches, making it more difficult to dodge. And the launch range will allow it to outrange even R-27ERs provided the proper defensive manoeuvers are performed. While the AIM-54C only has 17G of maneuverability, it does have an extremely high top speed of mach 5. These two factors combined are typically enough to reliably hit any target not actively maneuvering to dodge the missile. Thus,the missile is useful to clear higher altitudes of enemies, as it at least forces enemy fighters at high altitude to defend and lose energy and/or positioning.&lt;br /&gt;
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===== Missile Jousting Techniques =====&lt;br /&gt;
After launching a radar-guided missile at medium to long ranges, it is advised to crank to one side. To crank means to turn almost (but not) fully sideways, so that you are flying almost perpendicular to the enemy. This has numerous advantages over simply flying straight in.&lt;br /&gt;
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* By flying almost sideways to the enemy, you are significantly reducing the speed at which you and the enemy’s missile are approaching each other, while also forcing the missile to maneuver that much further ahead of your aircraft to hit it. These factors combined make the missile have a longer flight time and thus significantly reduces its effectiveness. In addition, if you decrease altitude while also cranking, you are also dragging the missile down into denser air, further reducing its effectiveness. &lt;br /&gt;
* Radars in the nose can rotate sideways to a certain degree (for example, the F-14Bs AWG-9 system can keep an enemy locked until they are somewhere around 80 degrees to the right or left of your nose), so you can go almost perpendicular without breaking lock. In a crank, you are still holding a radar lock at the edge of your radar’s rotation limit (or gimbal limit) to guide your own missile in. &lt;br /&gt;
* If needed, you can quickly transition from almost perpendicular to fully perpendicular to achieve a defensive notch against pulse-doppler radars, and you can go cold (fully turn away from the incoming missile) quicker than if you were flying straight. Note that these maneuvers will put the enemy outside your radar’s gimbal limit, which will break radar lock and thus trash any SARH missiles you have been guiding. &lt;br /&gt;
* As was just mentioned, going defensive will cause you to lose your own radar lock. However, this is where the AIM-54s main advantage kicks in; once you’ve provided a long enough lock for the AIM-54 to track the enemy with its own radar, you can go defensive to break the enemy’s missile lock while your AIM-54 is still guiding itself. &lt;br /&gt;
* If needed, you can quickly point the nose at the enemy to launch further AIM-7s or AIM-54s before cranking again to avoid enemy missiles. Provided there is no incoming threat (either the enemy didn’t launch, your crank/defensive maneuvers defeated the missile, or their missile lost lock while they were defending), you can push closer to the enemy to increase the probability your missile will hit the enemy. &lt;br /&gt;
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In conclusion, cranking will allow you to dramatically decrease the energy of the enemy missile while also allowing you to guide your own missile in. The positioning from the crank also allows you to easily launch further missiles or go defensive against enemy missiles. Usually, just the crank is enough to defeat weaker radar-guided missiles such as Skyflashes or AIM-7Es launched at longer ranges, but further steps must be taken to defeat the more powerful AIM-7F/Ms and R-27s, such as hitting the notch and dropping chaff once the enemy missile begins to get close. &lt;br /&gt;
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==== Dogfighting ====&lt;br /&gt;
With the abundance of potent air-to-air missiles, jet dogfighting at top tier air RB is uncommon, but certainly not absent. As for the F-14, it may have been built as a large and heavy missile-carrying interceptor, but do not be fooled; the F-14B is also a supremely capable dogfighter which, if flown correctly, has the performance to out-manoeuvre nearly every fighter in the game. However, this is much easier said than done, as the plane itself will not do all the work. Proper tactics, energy management, and utilization of the F-14's flaps and variable sweep wings are required to get this fighter to perform in a dogfight.&lt;br /&gt;
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===== Flaps =====&lt;br /&gt;
Usage of the F-14B's flaps is critical in dogfights. With the flaps completely up, the F-14B can attain higher speeds outside of dogfights, though at this flap state the plane will not be at its full manoeuvring potential. Generally, during dogfights, it is preferable to set the flaps to &amp;quot;combat&amp;quot;, as this significantly boosts both F-14B's instantaneous and sustained turn rates. Energy retention at this flap state, while lowered, is still sufficient, and the combination of turn and energy retention will make this flap state ideal for two-circle rate fights. The combat flaps can be extended at very high speeds, and thus pilots should not be worried about them falling off. In some cases, the flaps can be brought back up to increase energy retention and gain back energy. Setting the flaps to &amp;quot;takeoff&amp;quot; will further increase manoeuvrability at the expense of additional energy retention. The &amp;quot;landing&amp;quot; flaps gives the F-14B its fastest turn rate and tightest turning circle, but at the expense of greatly diminished energy retention. These flaps should be used at lower speeds, ideally in one-circle fights or if you are behind the enemy. It should be noted that in the &amp;quot;landing&amp;quot; configuration, the flaps have a much lower speed tolerance than the other configurations. Go above 400 km/h with these flaps down, and you risk breaking them off, so be careful.&lt;br /&gt;
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If it wasn't clear already, it is important to keep these flaps on, as if you do lose your flaps, you will greatly damage your dogfighting capability, not to mention the loss of dogfighting position that comes from the force of the flaps breaking off. If you've lost your flaps but sense you will eventually have to dogfight the enemy, it is best to go back to your airfield to get them repaired. If you end up locked in a dogfight without flaps, your best bet would be to keep your speed up and attempt a two-circle rate fight. Without it's flaps, the F-14B's AOA (angle of attack) is not sufficient for one circle fights, so in most cases, do not attempt them.&lt;br /&gt;
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=====The Two-Circle (Rate Fight) =====&lt;br /&gt;
The F-14B's main advantage in a dogfight is its excellent energy retention and sustained turn rate. These can be used to great extent in a two-circle rate fight, which will be the preferred type of fight for the F-14B. Due to this, it is important that F-14 pilots understand this rate fight. A two-circle rate fight is a type of dogfight where the two fighters attempt to get on each other's tails. In this kind of dogfight, instead of turning as hard as you can, you instead must keep a certain speed. All fighter jets lose speed in turns, and generally, they turn worse at lower speeds. A fighter jet's optimal rate speed is the speed at which they can sustain the highest turn rate (or, the sustained turn rate). While you could pull harder to turn faster, you would be sacrificing speed to do this, and if you cannot take the shot, you will get slow and lose your turning capability, eventually lagging behind the now better turning enemy fighter. All aircraft have different flight capabilities and varied sustained turn rates. In a rate fight, the aircraft with the better sustained turn rate will have the advantage.&lt;br /&gt;
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The beginning of the fight will have the two fighters' paths form two circles, hence the name. The fighter with the superior sustained turn rate (which we'll call the friendly fighter) will attempt to manoeuvre onto the other enemy fighter's tail. While this is happening, they must carefully manage their energy, taking great care in ensuring they do not go too much faster or slower than their optimal rate speed. During this initial turn, the enemy fighter may turn harder and initially get a shot on the friendly fighter, who must dodge. As the two fighters turn, the enemy fighter with the inferior sustained turn rate will lose speed faster, forcing them to fly downwards to use gravity to gain more speed and thus more turn, and the friendly fighter will follow. Eventually, the fight will lower to the ground, where there won't be any more altitude for the enemy fighter to gain speed. With the enemy fighter now slow, the friendly fighter, still fast and better turning, will begin to get behind the other fighter (the enemy fighter is being &amp;quot;out-rated&amp;quot; here). Once they are approaching the enemy's tail, the enemy fighter may attempt to get the friendly fighter to overshoot by turning hard; to counteract this, the friendly fighter can pull hard, drop the flaps further, and/or airbrake to stay on the enemy's tail. At this point, the friendly fighter will be firmly planted on the tail of the enemy and has an opportunity to shoot them down.&lt;br /&gt;
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Some jets will prefer the two-circle, while others will prefer other tactics. Again, the F-14B is one that favours this two-circle type of fight; in fact, theoretically, the F-14B has a superior sustained turn rate to just about every single aircraft it will encounter at top tier, with one notable exception in the [[F-16 (Family)|F-16]]. In the F-14B, the optimal turn rate can be achieved with the wings at 0% sweep, combat flaps down, and at a speed of around 700-800km/h with full afterburner (though, ideally, you should keep your speed at the higher end of this range in case you need to pull a hard maneuver), . For maximum turn rate, it is imperative that you stay around this speed. To do this, you can tap your elevator key, or use the mouse to gradually turn. It is fine if it gets below that speed but be sure to regain it eventually. Try not to go below 700km/h, as by that point, the turn rate will start to noticeably suffer. If you get above 830km/h, you will want to drop down back to your optimal rate speed by turning harder, but when doing this sweep the wings back a little (to around 20-30%), as this will help you lose speed quicker and allow you to turn harder without breaking the wings off (at 0% wing sweep, you risk ripping the wing off at these higher speeds). When entering a dogfight in the F-14B, it is preferable to be at a higher speed (&amp;gt;900 km/h). This way, when you merge with an enemy fighter, you can sweep the wings back to around 45% and deploy combat flaps to boost your initial turn rate, thus initially gaining position before sweeping your wings forward and reaching your optimal rate speed.&lt;br /&gt;
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===== The One-Circle and Counter-Two Circle Tactics =====&lt;br /&gt;
The other type of dogfight is the one-circle fight. This one is generally simpler than the two circle. It involves both fighters turning as hard as they can into each other. Unlike a two-circle fight, where the fighters turn opposite of each other to get on each other's tails, a one-circle fight sees the two fighters turning directly into each other. In one-circle dogfights, sustained turn rate is irrelevant, as the fight will come down to which aircraft can turn better in a short amount of time. Speed is not as important in these fights; actually, depending on how the one-circle dogfight develops, it is often advantageous to keep speed low so that the faster enemy aircraft will pass out in front. Due to this, most one-circle fights often occur at low speeds.&lt;br /&gt;
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Fighters which prefer one-circle tactics are those which can turn tightly (or instantaneous turn rate), have a high AOA (Angle of Attack) and have a low stall speed. One circle fighters often are superior turners at lower speeds. Typically, planes which have excellent instantaneous turn rate have the downside of trading off energy retention and sustained turn rate. Therefore, fighters which prefer the two-circle will want to rate fight these one-circle fighters.&lt;br /&gt;
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However, in practice, this is much easier said than done. When quickly transitioning from the chaotic and fast-paced nature of Air RB combat to a dogfight, there usually isn't a lot of time to think, so it may not be easy to set up the conditions for a rate fight in such a short amount of time. This is especially true for the F-14; while the multiple flap, wing sweep and radar states give F-14 pilots numerous options for combat, quickly and manually reconfiguring all these parts for a rate fight can prove challenging. It doesn't help that the F-14B's rate speed is rather high at 800km/h, so if the F-14 stars the dogfight slow, it is already at a disadvantage.&lt;br /&gt;
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Once again, it is important for pilots in two-circle fighters to remember not to panic and keep their speed at their optimal rate speed. Because in rate fights, this is exactly what one-circle fighters attempt to exploit to gain the advantage. It is sort of a mental game, where they attempt to trick you into pulling hard and losing your speed, thus drawing you into the one-circle fight where you will subsequently be destroyed. There are numerous tactics for this. When rating, they may pull into you, cashing in their speed in an attempt to make you panic, pull hard and lose your speed. In a horizontal rate, they may pull downwards to gain speed and pull up into you; when this happens, pull up and sideways perpendicular to them, in order to say out of their guns while maintaining your energy.&lt;br /&gt;
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One of the more effective tactics is actually performed when the two-circle fighter is on the verge of winning. Like earlier, we'll call the two-circle Fighter the friendly aircraft and the one-circle fighter the enemy aircraft. When the two aircraft are close to the ground, the friendly fighter will out-rate the enemy. It is when the friendly fighter is gaining on the enemy, but is not fully around the circle yet, that the enemy fighter begins to pull a bit harder, suggesting they are slow and vulnerable. Seeing this, and on the verge of wining, the friendly fighter may choose to finish the fight now, cashing in their speed to turn hard and shoot the enemy while they are vulnerable. But, this is a trick. The enemy still has some speed left, and because the friendly fighter wasn't fully around the circle yet, they had insufficient speed to complete the turn and get the shot on the enemy. This results in the friendly fighter now being slow, and the enemy fighter can take this opportunity to close the distance with the friendly fighter and turn it in to a one-circle fight. At this point, it is likely game-over for the friendly fighter. Additionally, this scenario could also happen if the friendly fighter started pulling hard too early, and ran out of speed before they could take the shot. Ideally, the friendly fighter would have ignored the enemy's hard pull, instead continuing with the rate until they are actually close enough to reliably hit the shot. This way, even if the friendly fighter missed their shot, they would have enough speed to continue rating.&lt;br /&gt;
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As for the F-14B, it is not as much of a one-circle fighter as it is a two-circle fighter, but it still performs well in the one-circle. At the very least, combat flaps should be utilized when in any kind of dogfight. The slower you get, the more you can lower your flaps; set it to &amp;quot;takeoff&amp;quot; from 600-400km/h, and below 400km/h, to &amp;quot;Landing&amp;quot;. Landing flaps provides the most lift and turn and therefore should always be used when dogfighting at lower speeds. Keep in mind that it is rather easy to forget to raise them from the &amp;quot;landing&amp;quot; configuration above 400km/h, which may result in them falling off; remember that against capable opponents, losing your flaps may result in your loss.&lt;br /&gt;
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If necessary, you may set a key bind to switch to the &amp;quot;realistic&amp;quot; or &amp;quot;full-real&amp;quot; control mode, which turns the instructor off. In the F-14B, it allows for much higher angles of attack and highly improved very low-speed control. However, keep in mind that with realistic/full-real, maneuvering harder at lower speeds will bleed speed very quickly. Additionally, depending on the maneuver, one could easily destabilize the aircraft, which would typically mean game-over in the majority of dogfights. Therefore, use advanced controls sparingly if at all.&lt;br /&gt;
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Though the F-14B is decent in the one-circle, getting locked into a one-circle fight with a dedicated one-circle fighter such as the MiG-29, Mirage 2000 or JA37 will very quickly result in a loss for the F-14. Stick to the two-circle whenever possible.&lt;br /&gt;
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===== Radar Lead Indicator =====&lt;br /&gt;
The F-14 comes equipped with a radar lead indicator, which calculates the lead required to hit a moving aircraft. At higher speeds, this mechanic can be a bit finicky, but at slower speed dogfights, it is much more accurate. The radar lead indicator can be quite helpful in dogfights, especially when the difference between victory and defeat could come down to hitting a single gunshot opportunity. In the F-14, the best way to get this to work is by using the radar's ACM (Acquisition Mode) to automatically radar lock the enemy aircraft once in range. It is important that, in dogfights, the radar is set to the standard SRC mode. The radar's other pulse-Doppler modes, while highly useful in general combat, are highly unreliable in dogfights, as it is prone to losing lock in tail-chase and side-aspect radar locks- both situations you will constantly encounter in dogfights. The normal SRC mode does not have these limitations, and at the close ranges dogfights occur at, ground clutter and chaff will usually not be an issue. To further optimize the radar lead indicator, you can switch the ACM mode on, and then press &amp;quot;change radar mode&amp;quot; to change the small box to a tall rectangle; this can be used to automatically radar lock an aircraft without directly pointing towards them (the shape of this box will usually catch aircraft you are about to take a gunshot at).&lt;br /&gt;
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===== Aircraft Worth Noting =====&lt;br /&gt;
While the F-14B itself is a highly capable dogfighter, so are many of the common enemies that it will face. In order to prevail, you need to know the strengths and weaknesses of both your own and the opposing aircraft you will be facing.&lt;br /&gt;
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* '''F-16A (All)''': The F-14B is nearly unmatched in a rate fight. Unfortunately, arguably the most common fighter family at top tier- the supremely capable F-16A and its variants- are also the only aircraft superior to the F-14B in a rate fight. Even in the one-circle, the F-16A seems to have a slight advantage. Therefore, if possible, it is best to avoid dogfights with F-16As. Keep in mind that the F-16A being a superior aircraft has nothing to do with its pilot's skill; in a dogfight, if you recognize that an enemy F-16A is pulling too hard and getting too slow, keeping your optimal rate speed will allow you to emerge victorious in a two-circle rate fight.&lt;br /&gt;
* '''F-16C''': Sporting more engine power than the previous F-16A, formidable AIM-7M Sparrows and extremely dangerous AIM-9Ms paired with a HMD, this fighter is a force to be reckoned with. In a dogfight, like the previous A variant it is extremely capable. However, despite the extra engine power given from the improved engine, the added weight of other avionics actually makes it a slightly worse dogfighter than the previous F-16A. While the F-16C is still very dangerous in a one-circle against the F-14B, the slight decrease in dogfighting performance allows the F-14B to keep up with the F-16C in a two-circle fight.&lt;br /&gt;
* '''MiG-29A''': The MiG-29A is highly capable in the one-circle fight, having a better AOA and tighter turn radius than the F-14B. However, it does also have worse energy retention; thus, as long as you can keep the MiG-29A in a two-circle fight, the F-14B will be able to prevail.&lt;br /&gt;
* '''MiG-29SMT''': The MiG-29SMT is a heavier MiG-29A, so it can be out-rated easier than the MiG-29A. However, keep in mind that the SMT has extremely dangerous R-73s paired with a HMD, so be sure to start pre-flaring if you notice you may be about to be launched on.&lt;br /&gt;
* '''Mirage 2000C, Mirage 2000-5F''': The Mirage 2000s are among the tightest and fastest turning fighters in the game. Therefore, in the F-14B, it is highly advised not to attempt engaging them in two-circle fights, as in nearly all situations this will end in your defeat. As a delta-winged fighter, the Mirage 2Ks lose lots of speed in a turn. This makes the two-circle rate fight the F-14B is so good at the main strategy when dogfighting Mirage 2Ks. Against Mirages, it is important to recognize their energy state; even if it seems like the Mirage is getting behind you, it could be that, in reality, they are slow and only sitting inside your circle, unable to shoot you. Stay calm and do your best to stay at the F-14B's optimal rate speed of 800km/h. Try not to panic and pull too hard to get away from the Mirage's nose, as doing so will slow you down and make the Mirage's victory come closer. Continue to rate until you reach the ground, where you will begin outrating them. Remember that the 2000-5F has a HMD, making the Magic 2 missiles a problem in dogfights.&lt;br /&gt;
* '''F-14A (Early)''': The earlier F-14A is very similar in dogfighting performance to the F-14B, with similar turn and rate performance. The F-14B does have superior engine power over the F-14A, so make sure to utilize the vertical to gain an advantage against this older F-14.&lt;br /&gt;
* '''MiG-23 (All)''': MiG-23s are, like the F-14B, excellent rate fighters. However, the F-14B's sustained turn rate is slightly better than the MiG-23's. An easier tactic is to one-circle them, as the F-14B has a much superior instantaneous turn rate.&lt;br /&gt;
* '''Viggens (JA37C, JA37D, AJ37, AJS37)''': The Viggen has an excellent instantaneous turn rate. However, its energy retention is very poor, and thus two-circle rate tactics should be used to overcome this Swedish fighter in a dogfight.&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;
* Ability to equip additional countermeasure pods grants a massive amount of countermeasures&lt;br /&gt;
* Access to upgraded AIM-7M SARH missiles and AIM-54C ARH missiles&lt;br /&gt;
* All-aspect AIM-9L Sidewinder missiles are a significant upgrade from the previous rear-aspect AIM-9H&lt;br /&gt;
* High velocity and extremely fast firing M61 rotary cannon&lt;br /&gt;
* Large air-to-air missile capacity of eight&lt;br /&gt;
* Substantial improvement to thrust and climb rate from the previous F-14A&lt;br /&gt;
* Same powerful radar as the previous F-14A&lt;br /&gt;
* Strong air-to-ground load out with Paveway laser-guided bombs and the LANTIRN thermal laser targeting pod&lt;br /&gt;
* Great instantaneous turn rate and excellent sustained turn rate&lt;br /&gt;
* Excellent energy retention&lt;br /&gt;
* Built-in camera targeting system automatically zooms in to radar locked aircraft and is useful for identification in simulator mode&lt;br /&gt;
* Built-in camera  works with the EEGS, allowing you to use the function by applying the target point on the enemy&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large airframe makes for a large target&lt;br /&gt;
* Two very hot engines make it harder to flare off IR-guided missiles&lt;br /&gt;
* M61 rotary cannon has a rather small ammunition pool of 676&lt;br /&gt;
* The AIM-54C still only has 17G maximum overload and is thus rather easy to kinetically defeat&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;
=== F-14B Upgrade Program ===&lt;br /&gt;
During the mid-1980s, the United States Navy (USN) made a momentous decision to enhance the F-14 airframe by introducing a remarkable new variant of the aircraft. Originally designated as the F-14A+, this exceptional aircraft would eventually earn the prestigious moniker of the F-14B. The USN's comprehensive modernization program aimed to bring the F-14 airframe up to date with the latest technological advancements. One of the key aspects of this program was the incorporation of numerous electronic upgrades. The F-14B underwent a significant avionics overhaul, introducing advanced systems that improved the aircraft's capabilities in various areas. These upgrades included enhanced RWR systems, improved target detection and tracking capabilities (introduction of the Television Camera System) and upgraded communication systems to ensure seamless integration with other elements of the modern battlefield. In addition to these upgrades, the F-14B also received a major boost in terms of its powerplant. The outdated engines of the original F-14A model were replaced with the more advanced F110-GE-400 engines. These engines provided increased thrust and improved fuel efficiency, resulting in enhanced performance and greater operational flexibility for the aircraft. The F-110 engines also offered improved reliability and reduced maintenance requirements, which were crucial factors in ensuring the overall effectiveness and availability of the F-14B.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/8228-development-grumman-f-14b-tomcat-the-bombcat-en|Devblog]]===&lt;br /&gt;
As part of the further upgrade of the Grumman F-14A carrier-based fighters, the aircraft were equipped with new General Electric F110-GE-400 turbojet engines with an afterburner, which significantly increased thrust, while reducing specific fuel consumption. The aircraft also received updated electronic equipment, as well as, unlike early production versions, the TISEO (Target Identification System, Electro Optical) optical target identification system. Initially, the updated Tomcats received the designation F-14A +.&lt;br /&gt;
&lt;br /&gt;
This configuration was applied both to newly manufactured fighters, as well as to those already in service as an upgrade pack. In 1992, the designation was changed to F-14B in order to unify it with other military equipment in service. Subsequently, the F-14B were further upgraded in 1998 under the SLEP program. These jet fighters were in service with the US Navy aviation until 2006.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=f_14b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:F-14B WTWallpaper001.jpg&lt;br /&gt;
File:F-14B WTWallpaper002.jpg&lt;br /&gt;
File:F-14B WTWallpaper003.jpg&lt;br /&gt;
File:F-14B WTWallpaper004.jpg&lt;br /&gt;
File:F-14B WTWallpaper005.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dUa3X0uS70o|'''F-14B Tomcat Ultimate Review''' - ''Bob Dickinson''|LHIGPV9XDjM|'''The Shooting Range #360''' - ''Metal Beasts'' section at 00:26 discusses the {{PAGENAME}}.}}&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;
* [[F-14 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8228-development-grumman-f-14b-tomcat-the-bombcat-en|[Devblog] Grumman F-14B Tomcat: The Bombcat]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Grumman}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U62649994</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-4S_Phantom_II&amp;diff=177719</id>
		<title>F-4S Phantom II</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-4S_Phantom_II&amp;diff=177719"/>
				<updated>2023-12-01T08:38:13Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: Renamed J79-GE-10 to J79-GE-10B to be more accurate to what it is in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
|about = premium American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
|usage = other versions&lt;br /&gt;
|link = F-4 Phantom II (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-4s&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|StoreImage_{{PAGENAME}}_004.jpg}}&lt;br /&gt;
|store=12048&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 F-4 Phantom II served its most notable service period in the Vietnam War for both the US Air Force (USAF) and US Navy (USN). The USN had the [[F-4J Phantom II|F-4J]] as their latest aircraft, and it began to show its age in the post Vietnam War period. A modernization program began to keep the F-4J up to date with latest upgrades. Improvements were done in avionics, weapon systems, airframe, and undercarriage, but the two most notable improvements were wing leading-edge slats, for improved manoeuvrability, and new smokeless engines. The F-4S flew for USN up until the Phantom's retirement in the late 1980s, replaced by more modern aircraft like the [[F-14A Early|F-14 Tomcat]] and the F-18 Hornet.&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''', introduced in [[Update &amp;quot;Sky Guardians&amp;quot;]], is one of the top versions of the F-4 Phantom II in the game. While the overall play style is not very different from the F-4J, the performance improvements in manoeuvrability should allow the F-4S to occasionally get the upper hand over even more modern fighter designs that it can encounter. Outside the dogfighting range, the usual complement of BVR weaponry like the Sparrows alongside the PD radar should allow the F-4S to shoot down careless enemy fighters who can't evade in time.&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 12,192 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,080 || 2,058 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 27.4 || 155.0 || 145.2 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,224 || 2,140 || 25.5 || 26.0 || 217.6 || 185.0&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}} || 1,458 || 618 || 463 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 810 || &amp;lt; 750 || &amp;lt; 700 || -&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; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-10B || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 14,205 kg || colspan=&amp;quot;2&amp;quot; | 408 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; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 9m fuel || 20m fuel || 30m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,750 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 15,964 kg || 18,047 kg || 20,070 kg || 27,058 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;
! 9m fuel || 20m fuel || 30m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,250 kgf || 8,159 kgf&lt;br /&gt;
| 1.02 || 0.90 || 0.81 || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,311 kgf&amp;lt;br&amp;gt;(1,458 km/h) || 10,361 kgf&amp;lt;br&amp;gt;(1,400 km/h)&lt;br /&gt;
| 1.30 || 1.15 || 1.03 || 0.77&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;
While the F-4S completely lacks any armour plating or ballistic glass, meaning that the pilot and internal systems are exposed to damage from even small arms fire, the airframe itself is relatively sturdy thanks to the upgrades it got to better handle high-G sustained turns, and can take a few hits from opposing aircraft using 20 x 102 mm Vulcan or 20 x 110 mm USN rounds and remain airborne. Higher calibre guns however such as the BK-27 found on the Tornados, and the GSh-30-1 on the MiG-29 have a higher chance of severely crippling your performance or outright destroying the aircraft. As with the F-4J, the RIO (Radar Intercept Officer) in the back of the cockpit cannot take control of the aircraft if the pilot is knocked out, as it lacks the dual controls found on the USAF variants of the Phantom (C &amp;amp; E.) &lt;br /&gt;
&lt;br /&gt;
The fuel tanks are self-sealing, but generally won't be able to stop a fire from igniting due to every aircraft at the F-4S' BR using guns that are at least 20 mm in calibre. They also take up a lot of space in the midsection and rear of the Phantom, making shots to the fuselage potentially fatal. There are additional fuel tanks located in the upper-front of the wings and in the bottom of the fuselage, but they are a much smaller and thinner target, so the chances that they get hit are much lower in comparison. You have an extinguisher to put out engine fires, but effectiveness may vary depending on the severity of damage to the rest of the airframe, along with your airspeed.&lt;br /&gt;
&lt;br /&gt;
With only 60 countermeasures available to use, the F-4S is rather limited in its defense against missiles compared to its peers and opponents, and bringing chaff with the mixed loadout halves your effective amount to just 30.&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&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;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** Without offensive armament&lt;br /&gt;
** 60 x countermeasures&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;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&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;
! !! width=&amp;quot;4%&amp;quot; | 1 !! width=&amp;quot;4%&amp;quot; | 2 !! width=&amp;quot;4%&amp;quot; | 3 !! width=&amp;quot;4%&amp;quot; | 4 !! width=&amp;quot;4%&amp;quot; | 5 !! width=&amp;quot;4%&amp;quot; | 6 !! width=&amp;quot;4%&amp;quot; | 7 !! width=&amp;quot;4%&amp;quot; | 8 !! width=&amp;quot;4%&amp;quot; | 9 !! width=&amp;quot;4%&amp;quot; | 10 !! width=&amp;quot;4%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_F-4C_Phantom_II.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 11 mod 5 (20 mm)|20 mm Mk 11 mod 5]] cannons (750 rpg)&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs&lt;br /&gt;
| 3 || 3 || || || || 3 || || || || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| 2 || 2 || || || || 3 || || || || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 79 Mod 1 incendiary]] bombs&lt;br /&gt;
| 1 || || || || || 1 || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[FFAR Mighty Mouse]] rockets&lt;br /&gt;
| 38 || 57 || || || || 57 || || || || 57 || 38&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| 12 || 12 || || || || 12 || || || || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7F Sparrow]] missiles&lt;br /&gt;
| || 1 || || 1 || 1 || || 1 || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9H Sidewinder]] missiles&lt;br /&gt;
| || || 2 || || || || || || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! 600 gal drop tanks&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; | Maximum permissible loadout weight: 7,257 kg&amp;lt;br&amp;gt;Maximum permissible wing load: 3,000 kg&amp;lt;br&amp;gt;Maximum permissible weight imbalance: 1,500 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | * Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;20 mm Mk 11 Mod 5 gun pod and 600 gal drop tank cannot be carried at the same time due to sharing hardpoint 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon (750 rpg)&lt;br /&gt;
* 1 x 600 gal drop tank&lt;br /&gt;
* 4 x AIM-9H Sidewinder missiles&lt;br /&gt;
* 6 x AIM-7F Sparrow missiles&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 48 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 190 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 250 lb LDGP Mk 81 bombs (4,500 lb total)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 500 lb LDGP Mk 82 bombs (9,000 lb total)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 250 lb Mk 81 Snakeye bombs (4,500 lb total)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 500 lb Mk 82 Snakeye bombs (9,000 lb total)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 12 x 750 lb M117 cone 45 bombs (9,000 lb total)&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 8 x 1,000 lb LDGP Mk 83 bombs (8,000 lb total)&lt;br /&gt;
* 3 x Mk 79 Mod 1 incendiary bombs&lt;br /&gt;
{{Navigation-End}}&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;
Being a slightly upgraded F-4J, the F-4S retains many of its predecessor's defining characteristics.&lt;br /&gt;
&lt;br /&gt;
The main difference between the two is the F-4S' leading edge wing slats. These greatly increase manoeuvrability below ~970-1000 km/h SPD by allowing you to pull more AoA (Angle of Attack) which helps to tighten down your turning circle, but results in noticeably more energy bleed. Inversely, the slats will reduce the amount of AoA you can pull above the priorly-mentioned airspeed, which massively improves energy retention and delays pilot blackouts at the cost of an overall wider turn circle. This ability to control your AoA at various speeds can be an invaluable tool in winning engagements if properly mastered, but remember that you're still a Phantom; the F-4S can't turn tight enough to competitively dogfight most other top-tier aircraft even with the manoeuvrability upgrade, but it's good enough that you may be able to last in an extended engagement against a single opponent until an ally comes to your aid. &amp;lt;!--Testing was done with a loadout consisting of 6 Sparrows and the gunpod with 30:23 / a full tank of fuel at ~1000ft and ~6500ft, starting from ~1190-1210km/h SPD. RB physics and good weather were selected with limited fuel and ammo disabled, and the test location was Peale Island. Testing was performed by continually turning horizontally with combat flaps deployed and full WEP at both specified altitudes while maintaining said altitude as best as possible.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most powerful aspect of the F-4S is its weaponry. For IR-guided missiles, it carries AIM-9Hs. Even though they have mediocre turn performance (max overload 18G), their respectable range and long guidance time makes them ideal for picking off inattentive players or AI planes. The crown jewel of the F-4S' arsenal however is the AIM-7F. With effective usage of the Pulse Doppler and ACM modes, the F-4S can confidently go into battle with an all-Sparrow loadout and not feel limited at closer engagement ranges. The AIM-7F is able to reliably hit targets from a minimum of 3 km in head ons, all the way out to a maximum of 25-30 km in good conditions with Pulse Doppler active (any further than that will require some luck.) Head on snapshots from less than 3 km can be done, but you'll be pushing the limits of both your radar's lock speed and the Sparrow's 25G pull limit.&lt;br /&gt;
&lt;br /&gt;
Your biggest threats will be the F-14A / B, the MiG-29 9.13, and the Yak-141. All three gravely outclass you in BVR combat; the F-14s due to their massive, highly advanced radar and long-range Phoenix missiles, while the MiG-29 and Yak-141 carry the R-27ER, arguably the best SARH missile currently in War Thunder. The F-14s and MiG-29 9.13 also have you massively beat in a dogfight; both are able to comfortably sit inside your turning circle and either shoot at you with their guns or fire off a missile, so catching these opponents off guard or while they're distracted will aid in you and your team's survival. The Yak-141 however, while boasting phenomenal acceleration, has much more exploitable performance flaws; it can barely break the sound barrier due to high airframe drag, and bleeds energy severely in turns. You will have no issue beating the 141 in a 1v1 dogfight thanks to your upgraded manoeuvrability, just as long as you remember that the 141 is a VTOL aircraft, and may get creative with their manoeuvres out of desperation.&lt;br /&gt;
&lt;br /&gt;
The MiG-29SMT, while featuring more advanced avionics and the deadly R-73 infared missile at close range, along with the R-27ER for mid and long range, has far worse manoeuvreability than the 9.13 and is moderately heavier, making it much less dominant in a dogfight and unable to extend out of an engagement as easily. Avoiding detection from this aircraft as you approach the frontline is evermore paramount as you're now at an extremely large BVR disadvantage, but you'll find that it's relatively much easier to lead your shots on the SMT than many of the other 4th gen fighters if you manage to close the distance.&lt;br /&gt;
&lt;br /&gt;
Base bombing is, as expected for the Phantoms, and no exception to the F-4S, a completely viable strategy thanks to its impressive bomb load. It also has some merit in attacking ground targets, as it can carry a ludicrous amount of Mighty Mouse rockets (Up to a maximum of 247 if you wish to forgo the gun pod) that are very easy to aim thanks to having a rocket CCIP, and you can still carry 4 Sparrows to have a strong weapon against enemy aircraft. Avoid SPAA vehicles like the plague, as getting too close may spell an untimely return to the hangar, and the lack of guided munitions means you have to get close to or within their firing range to deal with them, either with bombs or rockets.&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;
* Powerful pulse-Doppler radar&lt;br /&gt;
* HMD allows significant off-boresight tracking for both the AIM-7F and AIM-9H&lt;br /&gt;
* Can carry up to 8 air-to-air missiles&lt;br /&gt;
* One of the best SARH missiles at 11.3&lt;br /&gt;
* Can take off and land on aircraft carrier&lt;br /&gt;
* A wide range of suspended armaments, suitable for any playstyle&lt;br /&gt;
* Can carry enough bombs to destroy a base without significantly affecting its flight performance&lt;br /&gt;
* Slats provide valuable ability to control AoA and energy retention, increasing adaptability in aerial combat.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Doesn't have an internal gun&lt;br /&gt;
* The external gun pod negatively affects flight performance&lt;br /&gt;
* Can't carry a gun pod and drop tank at the same time as they share the same hardpoint&lt;br /&gt;
* Quite large and heavy compared to other fighters at its rank&lt;br /&gt;
* Fires will very rapidly destroy the airframe, and effectiveness of the extinguishers is questionable&lt;br /&gt;
* Lack of guided munitions limits its potential in Ground Battles&lt;br /&gt;
* 60 countermeasures is mediocre in uptiers, which this aircraft sees extremely often&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F-4S is a variant of the F-4 Phantom II, a twin-engine, all-weather jet fighter-bomber originally developed by McDonnell Douglas (now part of Boeing) for the United States Navy in the 1950s. The F-4S was the final production version of the F-4, and saw extensive service during the Cold War and in various conflicts around the world. The F-4S was an upgraded F-4J, with slats and a better turn speed.&lt;br /&gt;
&lt;br /&gt;
The F-4S was developed in response to the need for an advanced fighter-bomber that could operate in all weather conditions and perform a wide range of missions, including air-to-air combat, ground attack, and reconnaissance. It featured improved avionics, a more powerful engine, and upgraded weapons systems compared to earlier variants of the F-4.&lt;br /&gt;
&lt;br /&gt;
One of the F-4S's most significant upgrades was its advanced radar system, which could track multiple targets at once and provide the pilot with a clear picture of the battlefield. It was also equipped with a more sophisticated weapons delivery system, which allowed it to carry a wider variety of bombs and missiles, including the AIM-7 Sparrow and AIM-9 Sidewinder air-to-air missiles, as well as multiple types of unguided bombs and rockets.&lt;br /&gt;
&lt;br /&gt;
The F-4S saw extensive service with the US Navy and Marine Corps. It was used in a variety of conflicts, including the Vietnam War, the Gulf War, and the Gulf of Sidra incident.&lt;br /&gt;
&lt;br /&gt;
Despite its success in combat, the F-4S was eventually phased out of service in the late 1980s and early 1990s, as newer and more advanced fighter aircraft were introduced into the US military fleet. Today, several examples of the F-4S can be found on display in aviation museums and military bases around the world, serving as a reminder of the aircraft's important role in military history.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=f-4s Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|m-dyqOq5Xlo|'''F-4S Beginner's Tutorial in 10 Minutes''' - ''Jaek_''|IdPkE_xhUw0|'''Finally A Worthy Premium? - F-4S Phantom II''' - ''DEFYN''}}&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;
* [[F-4 Phantom II (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8133-development-pre-order-f-4s-phantom-ii-pack-en|[Devblog] Pre-order: F-4S Phantom II pack]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{USA jet aircraft}}&lt;br /&gt;
{{USA premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U62649994</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-16C&amp;diff=177718</id>
		<title>F-16C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-16C&amp;diff=177718"/>
				<updated>2023-12-01T08:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;U62649994: I changed where it says the AIM-9M &amp;quot;has the option of a smokeless motor&amp;quot; in the pros to it has &amp;quot;the bonus of a smokeless motor&amp;quot; since the smokeless motor is not optional in the AIM-9M.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=f_16c_block_50&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}}''' was a major improvement over the previous variants of the F-16. The previous Block 42 aircraft weighed 3,000+ lbs (1,360 kgs) over the early F-16s. To offset the increased weight, General Electric developed the F110-GE-129 which greatly increased thrust at both low and high altitudes. The Block 50 also received the Westinghouse APG-68 radar which was much faster and generally more reliable. One of the biggest additions to the Block 50 was the ability to fire AIM-120 AMRAAMs and new ground attack munitions. It could also utilize the AGM-88 HARM which was a dedicated SEAD weapon. The USAF received the first F-16 Block 50 in late 1991 and many more were sent to foreign countries as well.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]], the '''{{Specs|name}}''' is an excellent top-tier aircraft. The improved General Electric F110 greatly increases the performance of the Block 50 against enemy aircraft. It excels in dogfighting thanks to its relatively light airframe and better engine. The Fighting Falcon has access to AIM-9M Sidewinders with a smokeless motor and improved IRCCM, making them an incredibly dangerous missile, especially from rear aspect. Players should be more than satisfied with the F-16C Block 50 against both aircraft and ground targets.&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 F-16C performs similarly to the F-16A ADF. When the plane is heavy (full fuel load, lots of ordnance), its manoeuvrability isn't amazing, but it isn't bad. However, when the plane is light (low fuel and most of the ordnance is depleted), it is much more manoeuvrable and is one of the best dogfighters in the game. It has a great roll rate.&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 10,973 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;
| 2,108 || 2,073 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 20.1 || 20.5 || 259.5 || 248.3 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
|2,235||2,170||18.9||19.5||344.1||300.0&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;
| 1,555 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || - || 470 || 463 || ~12 || ~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; 680 || &amp;lt; 750 || &amp;lt; 700 || -&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 F110-GE-129 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 9,070 kg || colspan=&amp;quot;3&amp;quot; | 441 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; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&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;
| 1,805 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 10,044 kg || 10,606 kg || 11,374 kg || 12,317 kg || 17,874 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 || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,960 kgf || 11,484 kgf&lt;br /&gt;
| 1.14 || 1.08 || 1.01 || 0.93 || 0.64&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 7,241 kgf&amp;lt;br&amp;gt;(1,200 - 1,400 km/h) || 16,488 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.64 || 1.55 || 1.45 || 1.34 || 0.92&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 F-16C has no armour and, as such, lacklustre survivability. It is very hard to fly if you lose a wing or your tail.&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&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|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, wing root-mounted (512 rpg)&lt;br /&gt;
* 120 x countermeasures&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;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&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;
! !! width=&amp;quot;4%&amp;quot; | 1 !! width=&amp;quot;4%&amp;quot; | 2 !! width=&amp;quot;4%&amp;quot; | 3 !! width=&amp;quot;4%&amp;quot; | 4 !! width=&amp;quot;4%&amp;quot; | 5 !! width=&amp;quot;4%&amp;quot; | 6 !! width=&amp;quot;4%&amp;quot; | 7 !! width=&amp;quot;4%&amp;quot; | 8 !! width=&amp;quot;4%&amp;quot; | 9 !! width=&amp;quot;4%&amp;quot; | 10&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || || 3 || 3, 6 || || || 3, 6 || 3 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| || || 3 || 3, 6 || || || 3, 6 || 3 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| || || 1 || 1 || || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs&lt;br /&gt;
| || || 1 || 1 || || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || || 2* || || || || || 2* || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || 1* || 1* || || || 1* || 1* || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[BLU-27/B incendiary]] bombs&lt;br /&gt;
| || || 2 || 2 || || || 2 || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[FFAR Mighty Mouse]] rockets&lt;br /&gt;
| || || 57 || || || || || 57 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydra-70 M247]] rockets&lt;br /&gt;
| || || 19 || || || || || 19 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65D]] missiles&lt;br /&gt;
| || || 1, 3 || || || || || 1, 3 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7M Sparrow]] missiles&lt;br /&gt;
| || || 1 || || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1 || 1 || 1 || || || || || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9M Sidewinder]] missiles&lt;br /&gt;
| 1 || 1 || 1 || || || || || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! LITENING II targeting pod&lt;br /&gt;
| || || || || 1* || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 300 gal drop tanks&lt;br /&gt;
| || || || || || 1 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; | Maximum permissible weight imbalance: 2,000 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; | * The LITENING II pod must be equipped when carrying guided bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 300 gal drop tank&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 6 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 6 x AIM-9M Sidewinder missiles&lt;br /&gt;
* 2 x AIM-7M Sparrow missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 38 x Hydra-70 M247 rockets&lt;br /&gt;
* 2 x AGM-65D missiles&lt;br /&gt;
* 6 x AGM-65D missiles&lt;br /&gt;
* 12 x 500 lb LDGP Mk 82 bombs (6,000 lb total)&lt;br /&gt;
* 12 x 500 lb Mk 82 Snakeye bombs (6,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 bombs (8,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 Air bombs (8,000 lb total)&lt;br /&gt;
* 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
* 4 x 2,000 lb GBU-24 Paveway III bombs (8,000 lb total)&lt;br /&gt;
* 8 x BLU-27/B incendiary bombs&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F-16C is a purebred squad fighter, performing most efficiently with allied help. A group of 3–4 F-16s is a deadly force to be reckoned with, no matter the enemy. To get the most out of the Block-50, focus on assisting allies and cleaning up baited targets. The F-16 can be a menace by dipping in and out of fights, utilizing its effective HMD to sling AIM-9Ms at slow and distracted opponents. However, due to poor high-speed manoeuvrability, the F-16 should never be found alone, especially by multiple enemies. Poor high-speed agility can reduce responsiveness times for pilots, giving pursuing enemies crucial space for positioning. The F-16 can be easily overwhelmed when outnumbered, so the best way to combat the weakness is to avoid it altogether. By using careful target prioritization, a Block-50 can kill enemies and free up allies for assistance at the same time. Through practice, you will learn your plane by heart, finally unleashing the full potential of this vicious aircraft.&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 potent AIM-9M missiles with the bonus of a smokeless motor&lt;br /&gt;
* Access to a LITENING II TGP in contrast to other F-16 variants&lt;br /&gt;
* Large variety of guided ground ordnance&lt;br /&gt;
* Better radar than previous F-16s&lt;br /&gt;
* Has TWS (Track While Scan)&lt;br /&gt;
* Upgraded F110-GE-129 engine with significantly more thrust&lt;br /&gt;
* Advanced AN/ALR-56M RWR that can detect a variety of threats&lt;br /&gt;
* Access to a voice warning system (Betty)&lt;br /&gt;
* Access to a helmet-mounted display (JHMCS)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Bad top speed manoeuvrability&lt;br /&gt;
* High fuel consumption&lt;br /&gt;
* Internal M61 cannon still has a limited ammo supply&lt;br /&gt;
* Worse flight performance than previous F-16s&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 Block 42 F-16 was very overweight at an astounding 3,000 lb increase over the F-16A/Bs. This was also compounded by the fact that the Block 42 was intended to carry more ordnance and didn't have any significant thrust increase. As a result, the USAF launched the Increased Performance Engine (IPE) program to increase the thrust of the F-16. The Pratt &amp;amp; Whitney F100 and General Electric F110 engines were both redesigned and were much more powerful compared to their predecessors. The F110, found in the Block 50, featured a thirty-percent increase in thrust at low altitudes and a ten-percent increase at higher altitudes. The Block 50 also received the Westinghouse APG-68 radar which had increased reliability and was much faster. The displays in the cockpit were also replaced and an FOV HUD was added. The Block 50 also has access to a multitude of ordnance, and thanks to the improved engine, it can also carry much more. The Block 50 can use the AGM-88 HARM, AIM-120 AMRAAM, new surface target weaponry, SAPHEI rounds (PGU-28), and bombs.&lt;br /&gt;
[[File:F-16c thunderbirds 2022.JPG|thumb|F-16Cs of the USAF Thunderbirds performing a Diamond Formation, October 2022.]]&lt;br /&gt;
The USAF began receiving the Block 50s in the early 90s and continued receiving them until 2005. After that, F-16 deliveries were exclusively for foreign customers where the F-16 also shined. Further upgrades were done on the Block 50 such as the Block 50 Plus which included more advanced electronics: the radar was improved, a better IFF system was installed, and it could be modified to have conformal fuel tanks (CFT).&lt;br /&gt;
&lt;br /&gt;
In 2001, F-16C and F-16D Block 40/42 and Block 50/52 underwent an upgrade program called CCIP or Common Configuration Implementation Program. Block 50 F-16Cs modernized under this program were identified by the &amp;quot;bird slicer&amp;quot; antennas on the AN/APX-113 IFF interrogators. The CCIP program integrated newer targeting pods such as the Lockheed Martin Sniper XR targeting pod (Phase IB) and the Joint Helmet Mounted Cueing System (Phase II).&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-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
F-16 Viper Demo Team skin.png|&amp;lt;small&amp;gt;F-16C Viper Demo Team skin&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the 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;
* [[F-16 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''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;
{{AirManufacturer General Dynamics}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U62649994</name></author>	</entry>

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