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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U76385113</id>
		<title>War Thunder Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U76385113"/>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/Special:Contributions/U76385113"/>
		<updated>2026-04-25T19:02:17Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Type_10&amp;diff=117654</id>
		<title>Type 10</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Type_10&amp;diff=117654"/>
				<updated>2021-12-16T02:46:04Z</updated>
		
		<summary type="html">&lt;p&gt;U76385113: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_type_10&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese medium tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Winged Lions&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.''&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|TKG (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[TKG (120 mm)|120 mm TKG]] || 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; | 35 || rowspan=&amp;quot;2&amp;quot; | -7°/+10° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 28.6 || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| JM12A1 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| JM33 || APFSDS || 481 || 478 || 470 || 461 || 450 || 440&lt;br /&gt;
|-&lt;br /&gt;
| Type 10 || APFSDS || 615 || 613 || 604 || 592 || 582 || 571&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| JM12A1 || HEATFS || 1140 || 13.5 || 0.05 || 0.1 || 2150 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| JM33 || APFSDS || ___ || _.__ || __ || _._ || ___ || __° || __° || __°&lt;br /&gt;
|-&lt;br /&gt;
| Type 10 || APFSDS || ___ || _.__ || __ || _._ || ___ || __° || __° || __°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''35''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|Type 74 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| || ___ (___) || ___ || __° || __°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Type 74 (7.62 mm)|7.62 mm Type 74]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| || ___ (___) || ___ || __° || __°&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;
''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).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''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;
{{Japan medium tanks}}&lt;/div&gt;</summary>
		<author><name>U76385113</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=116162</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=116162"/>
				<updated>2021-11-21T23:54:00Z</updated>
		
		<summary type="html">&lt;p&gt;U76385113: /* Azimuth scan limits */ fixed grammatical errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Radar Engagement.jpg|x400px|border|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Airborne Radars''' were added to the game in [[Update 1.87 &amp;quot;Locked On&amp;quot;]]. Airborne radars are found on aircraft at both low and high ranks, if an aircraft is equipped with radar then a radar display will be present in the right portion of a player's screen, as well as a compass displaying the player's current heading and the directions to detected targets at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
There are two main types of airborne radar in the game, target detection (search) radars and target tracking radars. Target detection radars will detect aircraft (both friendly and hostile) and display them as a &amp;quot;blip&amp;quot; on the radar display, it will also place a triangle on the compass showing what direction the detected aircraft is in. Target tracking radars are more advanced; they allow the player to &amp;quot;lock-on&amp;quot; to a target. Once a target has been locked on to, a box will appear around it on the HUD and a read-out will provide the distance to the target and the closing speed between the player's aircraft and the target. Depending on the aircraft being flown tracking radars may also be able to provide an accurate firing lead indicator, once the player closes to within approximately 0.7 km.&lt;br /&gt;
&lt;br /&gt;
==Airborne radar controls==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Airborne Radar Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Switch Radar/IRST search on/off || Alt + R || Turns the vehicle's search radar on or off&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST mode || Unbound || Switches the radar between search mode and tracking mode for multi-mode radars, or normal and pulse-doppler mode for applicable radars&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST search mode || Unbound || Toggles between the radar's search modes e.g. narrow scan or wide scan&lt;br /&gt;
|-&lt;br /&gt;
| Change Radar/IRST scope scale || Unbound || Changes the range scale of the radar display&lt;br /&gt;
|-&lt;br /&gt;
| Select Radar/IRST target to lock || Alt + T || Selects which target on the display to lock on to&lt;br /&gt;
|-&lt;br /&gt;
| Lock Radar/IRST target on || Alt + F || Locks onto the selected or nearest target on radar display or turns tracking radar on&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Airborne radars user interface==&lt;br /&gt;
===Basic user interface===&lt;br /&gt;
[[File:Aircraft_Radar_HUD_Labelled.jpg|thumb|400px|right|The HUD for aircraft equipped with Radar]]&lt;br /&gt;
As previously mentioned, aircraft equipped with radars can be identified by the presence of the radar display and compass on the HUD (see image to the right).&lt;br /&gt;
&lt;br /&gt;
Below the compass rose is a small arrow which displays the aircraft's current heading. Targets detected by the radar will also have their bearing displayed on the compass as a triangle.&lt;br /&gt;
&lt;br /&gt;
One or two radar scopes will be present in the right hand portion of the screen; they are discussed in detail later in the article. If the radar is experiencing surface clutter interference then an icon (visible in the image to the right) will be present next to the power indicator, consisting of two arrows and a series of bars. The number of bars illuminated indicates how severe surface clutter is (one bar means minor interference, four bars means major interference); if the aircraft has two radars activated then each one will have its own surface clutter indicator.&lt;br /&gt;
&lt;br /&gt;
If the radar has been deactivated, a separate icon will be displayed instead of the radar display.&lt;br /&gt;
&lt;br /&gt;
There are several different types of radar target which can appear on the radar display and compass. A basic radar target will appear as a bar on the radar display and a triangle on the compass. The radar target which is selected will appear with a vertical line either side of it; and the radar target which is locked on to will appear with a box around it. Some radars are fitted with Identification Friend or Foe (IFF) systems, these radars will display friendly radar targets with a horizontal line above them.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Target_Types.png|thumb|600px|left|The different types of targets.]]{{break}}&lt;br /&gt;
&lt;br /&gt;
===Radar display types===&lt;br /&gt;
====Plan Position Indicator (PPI)====&lt;br /&gt;
[[File:Radar PPI Labelled.jpg|thumb|400px|right|The plan position indicator radar display]]&lt;br /&gt;
The default display is a &amp;quot;Plan Position Indicator&amp;quot; (PPI) type display. It is in the shape of a sector and represents a top-down view of the area in front of the aircraft. The radar is located in the bottom centre of the display; the distance a target is from the centre point shows how far away it is, while its angle from the centre line shows its azimuth.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI can display the range and azimuth of a target, but not its elevation}}&lt;br /&gt;
&lt;br /&gt;
When the radar is turned on, a bar representing the current scan angle sweeps back and forth, radially, about the centre point. A series of four concentric range rings can be used to determine how far away the detected targets are (to get the distance between rings divide the range scale by 4), and a series of bars (at 15-degree angles) help tell the azimuth of detected targets. If a radar has an azimuth scan angle of less than 180 degrees then the display is still a semicircle.&lt;br /&gt;
&lt;br /&gt;
The readout to the left of the scope shows the azimuth and elevation scan angles, while the readout to the right shows the currently selected range scale.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all approximately 4.5 km away from the player. One target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's elevation difference from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
====C-scope====&lt;br /&gt;
[[File:Radar C-Scope Labelled.jpg|thumb|400px|right|The C-scope radar display]]&lt;br /&gt;
In addition to the PPI some aircraft have access to a C-scope type display (positioned underneath the PPI). The C-scope displays the same radar targets as the PPI, but in a different format. Whereas a PPI is a top-down view, the C-scope is forwards-looking. It is a rectangular display where how far from the azimuth centre line a target is shows its azimuth and how far from the elevation centre line a target is shows its elevation.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The C-scope can display the azimuth and elevation of a target, but not its range}}&lt;br /&gt;
&lt;br /&gt;
In addition to the azimuth and elevation centre lines there are two other horizontal lines on the display, these show the minimum and maximum elevation scan angles of the radar. It should be noted that the degree values shown to the right of the C-scope are the minimum and maximum elevation angles of the scope, not the radar.&lt;br /&gt;
&lt;br /&gt;
In the image to the right there are three targets, all slightly below the player (they are below the elevation centre line). Once target is at an azimuth of 0° (directly in front of the player) while one is at an azimuth of approximately -30° (30° to the left of the player), and one is at an azimuth of approximately +30° (30° to the right of the player). It is not possible to tell the target's range from the player using only the PPI.&lt;br /&gt;
&lt;br /&gt;
By using a combination of the PPI and C-scope you can work out the range, azimuth and elevation of individual targets.&lt;br /&gt;
&lt;br /&gt;
====B-Scope====&lt;br /&gt;
[[File:Radar B-Scope Labelled.jpg|thumb|300px|right|The B-scope radar display]]&lt;br /&gt;
&lt;br /&gt;
An alternative radar display (instead of the PPI) is available in the form of a &amp;quot;B-Scope&amp;quot; type display. It can be enabled via the &amp;quot;Use rectangular radar indicator&amp;quot; setting. It is a square display providing a 2-D &amp;quot;top-down&amp;quot; representation of space, the vertical axis represents the range to the target and the horizontal axis represents the azimuth (angle) of the target. The maximum and minimum azimuth scan angles are displayed in the top corners of the display, as is the range setting. A series of four range bars can be used to determine how far away detected targets are, and vertical bars can be used to determine what direction the target is in. When the radar is turned on a vertical bar representing the current scan angle moves horizontally, back and forth, across the display.&lt;br /&gt;
&lt;br /&gt;
==Radar operation==&lt;br /&gt;
===Basic radar operation===&lt;br /&gt;
[[File:Aircraft_Radar_Angles_Diagram.jpg|thumb|400px|right|Diagram showing the scan angles of a radar]]&lt;br /&gt;
When turned on, radars will scan a pyramid or cone-shaped area in front of the player's aircraft (illustrated in the image to the right). Radars can only detect targets which fall within their scanning area, the size and shape of which varies depending on the model of radar. Each radar has a maximum and minimum azimuth scan angle (how far to each side it will scan); and a maximum and minimum elevation scan angle (how far up and down it will scan). Radars also have a minimum detection range (typically 150 - 300 m), below which targets will not be detected (not that you should need a radar to see an aircraft that close).&lt;br /&gt;
&lt;br /&gt;
As with other characteristics, the maximum detection range varies greatly between radars (from as little as 4 km, to in excess of 40 km). Targets are not guaranteed to be detected at the radar's maximum detection range. The range at which a target is detected will depend on how much radar energy it reflects back to the radar, which is in turn determined by its Radar Cross-Section (RCS). Generally larger aircraft have a larger RCS so will be detected at greater ranges; for example the AI Mk. X radar (fitted to the [[Sea Venom FAW 20]]) can detect the large [[G5N1]] bomber at its maximum detection range of 14 km, however, can only detect the much smaller [[He 162 A-1]] at approximately 9 - 9.5 km.&lt;br /&gt;
&lt;br /&gt;
When a radar detects a target, it appears as a &amp;quot;blip&amp;quot; on the radar display. Its position will not be updated until the radar detects it again (usually on the next scan, as indicated by the sweeping bar). When the target is re-detected, its old blip is removed and a new one plotted at the location it was re-detected at. If enough time elapses without a target being re-detected (either due to the target now being outside of the radar's scanning area, or simply the radar not scanning fast enough) then the target's blip will fade and disappear from the radar display. Likewise after a period of not being detected a target which has been locked onto will be lost.&lt;br /&gt;
&lt;br /&gt;
===Radar range scale===&lt;br /&gt;
Some radars allow for the range scale of the radar scope to be changed, in order to change the range scale a key needs to be bound to the &amp;quot;Change radar scope scale&amp;quot; control. The currently selected range scale is shown on the radar display, if the range scale is changed then the display will stay the same size, but the targets will be placed on the display according to the new scale. '''It is worth noting that the default range scale may be less than the radar's maximum detection range''', so you may need to increase the range scale in order to make full use of your radar. Some radars can be set to a range scale far in excess of the radar's maximum detection range; targets will not be detected outside of a radar's maximum detection range, regardless of range scale setting.&lt;br /&gt;
&lt;br /&gt;
===Radar search mode===&lt;br /&gt;
Some radars allow for different search modes to be activated. The default search mode on radars usually (although not always) makes use of the radar's full scanning area. While this is useful for detecting targets in a wide area this can come with the drawback of each scan taking longer to complete (as the radar has to scan a larger area), meaning that targets are updated less frequently on the radar display. Some radars allow the operator to change the search mode so that the radar only scans a smaller area, this means that targets can be updated on the radar more often, but has the drawback of targets only being detectable in a more narrow area in front of the player's aircraft. This ability is primarily useful for keeping track of fast moving or manoeuvring targets, where the slower scan time associated with a full scan, would make tracking the movement of such a target difficult. When the radar mode is changed the PPI will remain the same size / shape, but two hard lines will appear indicating the new scanning limits; rang rings and azimuth bars will not be drawn outside of the lines. In order to change radar scanning mode, a key needs to be bound to the &amp;quot;Change radar search mode&amp;quot; control (located under the &amp;quot;Weaponry&amp;quot; heading of the aircraft controls menu).&lt;br /&gt;
&lt;br /&gt;
{{Notice|The modes available vary depending on the specific radar. Some radars change the azimuth scanning angles, while others change the elevation scanning angles.}}&lt;br /&gt;
&lt;br /&gt;
===Clutter===&lt;br /&gt;
{{Notice|Surface clutter is not present in Arcade Battles.}}&lt;br /&gt;
Radars operate by emitting radio waves which then reflect off of targets and return to the radar. Unfortunately the radio waves also reflect off the ground, and other objects, leading to unwanted returns known as clutter. The type of clutter modelled in War Thunder is surface clutter (radar returns from the ground or sea).&lt;br /&gt;
&lt;br /&gt;
In-game surface clutter is modelled as a green haze covering areas of the PPI, the more severe the ground clutter the more intense the haze gets. Anything more than mild surface clutter is usually enough to prevent the radar from picking up actual targets in the area the clutter is affecting. Likewise clutter can prevent tracking radars from effectively tracking targets.&lt;br /&gt;
&lt;br /&gt;
As surface clutter is caused by reflections from the ground it is more pronounced when the radar is pointing downwards, and as such can prevent you from detecting targets which are below you in some situations. Different radars are affected by ground clutter to different extents, usually more modern radars are affected less than earlier ones.&lt;br /&gt;
&lt;br /&gt;
===Detecting/tracking ground targets===&lt;br /&gt;
Some search radars and tracking radars are capable of detecting and locking on to ground targets. For these radars ground targets appear on the PPI the same as air targets, and can be locked on to the same way. This functionality is not massively useful, but can come in handy when trying to find player controlled tanks to kill. Ground clutter also limits how effective these radars are at finding ground targets. See individual radar pages to find out if they can detect ground targets.&lt;br /&gt;
&lt;br /&gt;
==Radar scan patterns==&lt;br /&gt;
{{Notice|This topic is included for those who want a better understanding of how different radars scan for targets, it is not essential knowledge, but may be useful.}}&lt;br /&gt;
===Raster Scan===&lt;br /&gt;
[[File:Radar_Raster_Scan.jpg|thumb|400px|left|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]{{break}}&lt;br /&gt;
Most search radars in the game use what is known as a bi-directional raster scan (see image to the right). The radar beam starts in the top corner of the scanning area and moves horizontally until it reaches the other side of the scanning area; it then drops down and moves horizontally in the other direction until it reaches the original side of the scanning area. The process repeats until the radar beam has reached the bottom corner of the scanning area. At this point the beam will do one of two things; if the radar uses a one-way raster scan then the beam will move directly upwards from its finishing position until it reaches the top corner of the scanning area, where it starts the process again. If it is a two-way raster scan then when the beam reaches the bottom corner its movement will reverse and it will work its way back up to the top of the scanning area, following the path it just took in reverse.&lt;br /&gt;
&lt;br /&gt;
The raster scan pattern allows the radar to identify targets on different elevations. Each sweep the radar makes on a different elevation is known as a bar; for example the scan pattern shown in the image to the right has 4 bars as the radar completes 4 scans in the process of covering the scan area. The number of bars in the scan, and the height of each bar (measured in degrees) width of the scan in the elevation axis; the width of the scan in the azimuth axis is determined by how far to each side the radar scans.&lt;br /&gt;
&lt;br /&gt;
{{Notice|The PPI shows the radar sweeping over each bar, so on a 4 bar scan a target on the PPI may only be refreshed once every 4 sweeps (due to the radar sweeping over a bar the target is not located in).}}&lt;br /&gt;
&lt;br /&gt;
If you know the number of bars in the radar's scan pattern, the height of each bar, and the vertical offset (more on this later) then you can calculate the minimum and maximum elevation scanning angles of the radar (how far up and down the radar see). You start by calculating the elevation width of the radar as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;elevation width = number of bars * height of each bar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this point it is tempting to just divide the elevation width by 2 and conclude that the resulting number is how far off the elevation centre line in each direction the radar can see (e.g. for a elevation width of 30° the radar can see 15° up and 15° down), however this is not always the case. Some radars have more bars above the elevation centre line than below it (or vice versa), that is to say they can look further up than they can down or vice versa. This gives rise to the concept of a &amp;quot;vertical offset&amp;quot; (measured in degrees), i.e. how far upwards (or downwards) the bars are shifted from being evenly distributed either side of the elevation centre line.&lt;br /&gt;
&lt;br /&gt;
When this is factored in we get the following equations for working out the minimum and maximum elevation limits of the radar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (elevation width / 2) + vertical offset&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 * (elevation width / 2)) + vertical offset&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if we take the [[AN/APS-21]] radar. It's scan patter uses 15 bars, each 2° in height, giving us an elevation width of 30°; with a vertical offset of +5°. If we put this into the equations above we get the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
maximum elevation angle = (30 / 2) + 5 = '''20°'''&lt;br /&gt;
&lt;br /&gt;
minimum elevation angle = (-1 *(30 / 2)) + 5 = '''-10°'''&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means the AN/APS-21 radar can detect targets up to 20° above the player and 10° below the player.&lt;br /&gt;
&lt;br /&gt;
===Conical Scan===&lt;br /&gt;
[[File:Radar_Conical_Scan.jpg|thumb|400px|left|A conical scan pattern; the green circle represents the radar beam.]]{{break}}&lt;br /&gt;
Tracking radars in the game use what is known as a conical scan, instead of a raster scan. In a conical scan the radar beam rotates around a central axis, with a few degrees offset from the centre. The result of this is that the radar scans a narrow cone shaped area in front of the aircraft. The rotation of the beam also means the radar to tell where the target is within the cone, allowing the radar to effectively track the target.&lt;br /&gt;
&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|left|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]{{break}}&lt;br /&gt;
The German Lichtenstein family of radars (the radars found on German WW2 planes) are unique compared to other radars currently in the game, in that they do not scan for targets. Instead, they constantly emit a cone of radar energy and detect the return. This gives them the advantage of having the radar constantly updating (instead of updating only when the radar scans over a target). However, as a trade-off, these radars have a poor range (only 4 or 5 km) and a narrow scanning area. When these radars are active, instead of seeing a sweeping line the entire scanning area of the radar is illuminated and radar blips update continuously. An example of this can be seen in the image to the right.&lt;br /&gt;
&lt;br /&gt;
==Types of airborne radars==&lt;br /&gt;
The two main types of radar are target detection radars and target tracking radars. Target detection radars are found on vehicles from rank 1, however, the more advanced target tracking radars are reserved for high-rank vehicles. Vehicles are typically equipped with target tracking radars in addition to target detection radars, with the two working in tandem.&lt;br /&gt;
&lt;br /&gt;
===Target detection radars===&lt;br /&gt;
Target detection radars, also known as search radars, have no tracking ability and simply display detected targets on the radar display and compass. The basic operation of target detection radars has been discussed previously in this article. Target detection radars are available from rank 1, radars found at higher ranks have much better characteristics (larger scanning area, better range, etc.).&lt;br /&gt;
&lt;br /&gt;
===Target tracking radars===&lt;br /&gt;
[[File:Aircraft_Radars_Target_Tracking_Labelled.jpg|thumb|400px|right|The HUD when a target is being tracked. '''Note:''' Lead indicator is no longer available for the Javelin.]]&lt;br /&gt;
Target tracking radars are fitted to some aircraft in addition to target detection radars. They typically have a short range compared to the aircraft's search radar (hence a search radar is equipped to find targets at long ranges), however, they have the ability to track and &amp;quot;lock-on&amp;quot; to targets. Tracking radars typically have different scanning areas than the search radar equipped to the aircraft; when an aircraft is equipped with a tracking radar its tracking area is shown as a darker area within the radar display (as seen in the image to the right).&lt;br /&gt;
&lt;br /&gt;
A target can only be locked onto if it is within the tracking radars maximum range and search area (the dark section of the radar display). Once a target is locked on to a box will appear around it, as well as around its icon on the radar display and compass (to differentiate the locked target from other radar targets). An accurate distance to the target will be displayed next to the locked target on the HUD, as well as an accurate closing speed (speed will read negative if the target is moving away from you). If your aircraft supports a lead indicator then an accurate firing lead indicator will appear one you close to within 500-700 m of the target.&lt;br /&gt;
&lt;br /&gt;
In order to maintain a lock on the target, you need to keep it within the tracking radars maximum range and tracking area; if the target is not detected by the tracking radar in too long the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
=====Obtaining and maintaining a radar lock=====&lt;br /&gt;
[[File:Radar_Lockon_Box.jpg|thumb|400px|right|The &amp;quot;lock-on box&amp;quot;]]&lt;br /&gt;
There are two ways to lock on to a target when using a tracking radar. When a search radar has detected targets which are within the tracking radar's tracking area one of them will be selected (have a vertical line either side of it). You can change the selected target by pressing the &amp;quot;Select radar target to lock on&amp;quot; key, when the &amp;quot;Lock radar target on&amp;quot; key is pressed it will turn on the tracking radar and automatically attempt to lock on to the selected target. Alternatively you can press the &amp;quot;Lock radar target on&amp;quot; or &amp;quot;Change radar mode&amp;quot; key (depending on radar type) to turn on (or switch to) the tracking radar. When this happens the tracking radar will begin a conical scan pointing directly forwards; a flashing green square will appear on the screen (image to the right). If you place the box over an aircraft then the tracking radar will try to lock on to it; note that surface clutter and other factors may inhibit the radar from locking on. The target you want to lock on to using this method then the target should be within the range limits listed to the right of the box.&lt;br /&gt;
&lt;br /&gt;
Like with real radars, multiple targets in close proximity to each other can confuse the tracker. If a target is locked and another aircraft flies past it, it is possible for the tracker to lose the lock on the target, or even transition the lock onto the other aircraft (something which also happens to real radar systems). In the previously described scenarios (or depending on how the target is moving relative to the player's aircraft), it is also possible for the target lead indicator to become temporarily inaccurate.&lt;br /&gt;
&lt;br /&gt;
In order for a radar lock to be maintained, the target needs to be kept within the tracking radar's tracking area. If the target leaves this area for more than a short period of time, the lock will be lost.&lt;br /&gt;
&lt;br /&gt;
===Multi-mode radars===&lt;br /&gt;
Some radars such as the AN/APQ-100 (found on the F-4 Phantom) are what are known as multi-mode radars, the same radar antenna functions as both a search and tracking radar, although not at the same time. These radars can be toggled between search and tracking mode by pressing the &amp;quot;Change radar mode&amp;quot; key. Overall they function pretty much the same as aircraft with independent search and tracking radars, however as the antenna is being used for both searching and tracking it cannot do both at the same time. If you are tracking a target then you will lose search functionality.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[RP-5]] does not count as a multi-mode radar as although it is responsible for both searching and tracking it does so using two separate antennas.&lt;br /&gt;
&lt;br /&gt;
===Radar gunsights===&lt;br /&gt;
[[File:Radar_Gunsight.jpg|thumb|200px|right|The indicator present when a radar gunsight is fitted]]&lt;br /&gt;
Radar gunsights are fitted to a number of aircraft in the game, these aircraft can be identified by the presence of the radar gunsight indicator (see image to the right). A radar gunsight is very similar to a regular gyroscopic gunsight, however whereas on a regular gunsight the pilot would have to manually dial in a range, radar gunsights use a small ranging radar to automatically input the range for the target the pilot is pointing his guns at.&lt;br /&gt;
&lt;br /&gt;
In game radar gunsights will automatically adjust the aircraft's gyroscopic gunsight in the cockpit view, making it more accurate. They are of no real use in third person view, aside from perhaps being able to tell you if there is a target in front of you when flying in heavy cloud for example.&lt;br /&gt;
&lt;br /&gt;
You can turn the radar gunsight on and off by pressing the &amp;quot;Lock radar target on&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |url = 0AbkWMi0ZJ4&lt;br /&gt;
 |caption = Radar gunsight tutorial by TeaRex&lt;br /&gt;
 |align = left&lt;br /&gt;
 |size = 300&lt;br /&gt;
}}&lt;br /&gt;
{{break}}&lt;br /&gt;
==Factors affecting radar performance==&lt;br /&gt;
There are a number of factors which affect the performance of airborne radars. The details of different radars can be found on their individual pages, this section explains what the performance characteristics mean and what their significance is.&lt;br /&gt;
&lt;br /&gt;
===Search radars===&lt;br /&gt;
====Maximum detection range====&lt;br /&gt;
The maximum range of the radar is the maximum theoretically possible distance at which a search radar can detect a target. It is unlikely however that aircraft will be detected until they are much closer than this range. The range at which a target will actually be detected depends on its radar cross section (in basic terms how big it is), and other factors such as surface clutter.&lt;br /&gt;
&lt;br /&gt;
====Base detection range====&lt;br /&gt;
This is the range at which a target can be detected regardless of how small it's radar cross section is '''before taking into account surface clutter and other factors'''. If the radar is not being affected by surface clutter or you are playing arcade battles (where surface clutter is not modelled) then this is effectively the range at which you are guaranteed to detect a target aircraft, no matter how small it is; larger aircraft may be detected further away than this range.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In Realistic and Simulator Battles where surface clutter is modelled, targets may not be detected until they are much closer than this range|!}}&lt;br /&gt;
&lt;br /&gt;
====Minimum detection range====&lt;br /&gt;
Radars have a minimum range, at which they can function, targets closer than the minimum range cannot be detected by the radar.&lt;br /&gt;
&lt;br /&gt;
====Azimuth scan limits====&lt;br /&gt;
The azimuth scan limits are how far to each side the radar can scan. For example, scan angles of ±75° means that the radar can see targets up to 75° to the left and 75° to the right.&lt;br /&gt;
&lt;br /&gt;
====Elevation scan limits====&lt;br /&gt;
The elevation scan limits are how far to up and down in total, the radar might take multiple scans to cover its entire elevation range, see the [[#Raster Scan|raster scan section]] for more information.&lt;br /&gt;
&lt;br /&gt;
====Period====&lt;br /&gt;
The period of the radar is how long it takes to complete one scan of its entire scanning area. This will take multiple individual sweeps, if the scan pattern has more than on raster bar.&lt;br /&gt;
&lt;br /&gt;
===Tracking radars===&lt;br /&gt;
====Maximum tracking range====&lt;br /&gt;
The maximum tracking range is the maximum range at which a radar can maintain a track on a target.&lt;br /&gt;
&lt;br /&gt;
====Minimum tracking range====&lt;br /&gt;
Tracking radars have a minimum range, below which they are unable to track targets. You cannot initiate tracks on targets closer than the minimum range, and if a tracked target comes closer than the minimum range the track will be lost.&lt;br /&gt;
&lt;br /&gt;
====Azimuth tracking limits====&lt;br /&gt;
The azimuth tracking limits determine how far to each side the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
====Elevation tracking limits====&lt;br /&gt;
The elevation tracking limits determine how far up and down the radar can track targets.&lt;br /&gt;
&lt;br /&gt;
==Airborne radars tips and ticks==&lt;br /&gt;
Useful information to know about airborne radars:&lt;br /&gt;
&lt;br /&gt;
* If your radar is damaged (by gunfire or otherwise) you will not be able to turn it on until it is repaired&lt;br /&gt;
* Left and right, up and down, on the radar display are relative to your aircraft, so if you roll the aircraft it can affect where targets are drawn on the radar display.&lt;br /&gt;
* Consider chaining the default target locking key from Ctrl+ F to stop yourself from accidentally breaking you flaps if you mis-press the key combo.&lt;br /&gt;
* Due to the raster scan pattern targets may not be updated on every radar sweep, if you need more rapid updates try narrowing the search area.&lt;br /&gt;
&lt;br /&gt;
=== Notching a Pulse-Doppler radar ===&lt;br /&gt;
[[File:Notching.png|thumb|Top down view of a player getting notched by their target.]]&lt;br /&gt;
Some radars have the ability to operate in &amp;quot;pulse-Doppler&amp;quot; mode, which analyses the [[wikipedia:Doppler_effect|Doppler effect]] on returned radar pulses to determine an object's velocity, and thus identify and track targets. In order for the radar to lock a target, it needs to have a significant Doppler shift (difference in velocity compared to the surroundings). This, however, cannot happen when the target is moving perpendicularly to the radar, as the target is not moving towards or away from the radar with a meaningful difference in speed. This perpendicular movement is called &amp;quot;notching&amp;quot; and is the main way to defeat a pulse-Doppler radar. The simplest way to do this is to put the direction where the enemy is coming from to your 3/9 o'clock position, which makes your aircraft 90 degrees in relation to their radar. Keep in mind that notching will have minimal effect on a radar not operating in pulse-Doppler mode, and you should instead dive to take advantage of [[#Clutter|ground clutter]].&lt;br /&gt;
&lt;br /&gt;
==Aircraft equipped with radars==&lt;br /&gt;
As of v.2.9.0.14, the following aircraft have radars:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! Aircraft !! Radar Gunsight !! Search Radar !! Tracking Radar !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a2d}} || N/A || [[AN/APS-19]] || [[AN/APS-19]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a32a}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan}} || N/A || AN/APG-78 || AN/APG-78 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bf_110g_4_hungary}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13_mk4_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_canadair_german}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86_cl_13b_mk6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217j_2}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_1}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|do_217n_2}} || N/A || [[FuG 220]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f2h-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3d_1}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f3h-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f6f-5n_france}} || N/A || [[AN/APS-6]] || [[AN/APS-6]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f8u-2}} || N/A || AN/APQ-50 || AN/APQ-50 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-5}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f9f-8}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f11f_1_late}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f1}} || N/A || J/AWG-12 || J/AWG-12 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c}} || N/A || AN/APQ-100 || AN/APQ-100 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej_kai}} || N/A || AN/APG-66J || AN/APG-66J || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f_late}} || N/A || AN/APQ-120 || AN/APQ-120 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e}} || N/A || AN/APQ-159 || AN/APQ-159 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-8e_fn}} || N/A || AN/APQ-83 || AN/APQ-83 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_germany}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_iaf}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84g_italy}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-2}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-25}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-30_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-35}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86f-40_japan_blue_impulse}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_german}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-86k_late_italy}} || N/A || [[AN/APS-21]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89b}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-89d}} || N/A || N/A || AN/APG-33 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100a_china}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104a_china}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104c}} || N/A || AN/ASG-14 || AN/ASG-14 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_china}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_italy}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104j}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s}} || N/A || NASARR || NASARR ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fj_4b_agm_12b}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|he_219a_7}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f6}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f9_rhodesia}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j32b}} || N/A || PS-42 || PS-42 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35a}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35d}} || N/A || PS-03 || PS-03 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ja37}} || N/A || PS-46/A || PS-46/A || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19j_6a}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7_mk2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7e}} || Marconi Type 226 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|javelin_fmk9}} || N/A || [[AN/APS-21]] || [[AN/APG-26]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ju-388j}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52}} || N/A || RN-01 Crossbow || RN-01 Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|la_200_toriy}} || N/A || [[Thorium]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|lightning_f6}} || N/A || AI Mk.23 || AI Mk.23 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|me-410b-6_r3}} || N/A || [[FuG-202]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19pt}} || N/A || [[RP-5]] || [[RP-5]] || Separate search and track antennas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-19s}} || SRD-1 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_pfm}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt}} || N/A || Sapphire-21 || Sapphire-21 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23m}} || N/A || Sapphire-23D/TP-23 || Sapphire-23D/TP-23 || Has MTI mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3c}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3e}} || N/A || Cyrano I || Cyrano I ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_454_mystere_4a}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61a_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|p-61c_1}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4k}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2}} || N/A || AN/APG-59 || AN/APG-59 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|scimitar_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_venom_faw20}} || N/A || [[Mk.X]] || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|dh_110_sea_vixen}} || N/A || AI Mk.18 || AI Mk.18 ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7b}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bkl}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bmk}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_17m2}} || SRD-5 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f1}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|swift_f7}} || AN/APG-30 || N/A || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t2}} || N/A || J/AWG-11 || J/AWG-11 || Has pulse-doppler mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tu-1}} || N/A || GNEYS-5S || N/A ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|tQhEl042QE8|'''The Shooting Range #275''' - ''Tactics &amp;amp; Strategy'' section at 07:55 discusses aircraft radar systems.|F96PU97L-Xw|'''Aircraft Radar In War Thunder''' - ''Tims Variety''|tcIeR_s6fp8|'''The Shooting Range #204''' - ''Tactics &amp;amp; Strategy'' section at 09:23 discusses the radars.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the type of technology;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SPAA radars]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--Paste links to sources and external resources, such as:&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the system;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6064-development-radar-station-new-opportunities-in-the-game-en|[Devblog] Radar Station: New opportunities in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Radars]]&lt;/div&gt;</summary>
		<author><name>U76385113</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-100D&amp;diff=116085</id>
		<title>F-100D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-100D&amp;diff=116085"/>
				<updated>2021-11-20T05:31:07Z</updated>
		
		<summary type="html">&lt;p&gt;U76385113: /* Pros and cons */  Fixed grammatical errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = F-100 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-100d&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|cockpit=cockpit_f-100d.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]] and was one of the first three jets to feature guided air-to-air missiles, the other two being the [[MiG-19PT]] and the [[Javelin F.(A.W.) Mk.9]].&lt;br /&gt;
&lt;br /&gt;
The dog-fighting days of WW II were over and while there was air-to-air combat during the Korean and Vietnam Wars, it was nowhere the level of previous wars. Jets were becoming faster, electronics and avionics were making them more manoeuvrable and the fighters were able to carry extremely large amounts of ordnance. The {{PAGENAME}} was no exception to this as it was designed to be a ground attacker first and a fighter/interceptor as a secondary role. Visible changes to the shape of the fighter compared to earlier [[F-80A-5|F-80s]], [[F-84 (Family)|F-84s]] and [[F9F-2|F9Fs]] as the {{PAGENAME}} sported a more sleek and aerodynamic shape to it.&lt;br /&gt;
&lt;br /&gt;
One noticeable difference is the deviation from the straight-wing aircraft, early on in development the {{PAGENAME}} was known as the ''45-Sabre'' (officially later it was dubbed ''Super Sabre'') due to its wings being swept back at a 45° angle. The fighter's elevators were also swept back to help increase the aerodynamics of the aircraft. Engine exhaust nozzle control, upgraded avionics and early computer systems worked together to make this the first US fighter which was able to fly faster than the speed of sound in level flight. Compared to earlier jet fighters, the {{PAGENAME}} may feel more like a race car as it has a great climb rate, accelerates well in a straight line and during a dive while maintaining a decent roll rate. Slats in the wings help with the already horrible turn time, especially when the fighter is loaded down with ordnance, as such, turning should be left to a minimum.&lt;br /&gt;
&lt;br /&gt;
[[File:F-100 duckmcmallardson001.png|350px|thumb|left|Literally looking down the barrels of an oncoming '''{{PAGENAME}}'''.]]&lt;br /&gt;
&lt;br /&gt;
Weapon loadout options allow the pilot to tailor the aircraft to their play-style or even mix it up depending on the map they are flying. This fighter excels as a ground attack bomber utilizing up to 6,000 lbs of bombs, [[AGM-12B Bullpup|Bullpup]] rockets, [[FFAR Mighty Mouse|Mighty Mouse]] rockets or several combinations of the three. Whether you are into dropping and running or firing and forgetting, there are ordnance choices will fit the pilot's style. For those pilots who want to hunt fighters and bombers, The four nose mount 20 mm cannons and choice of [[AIM-9B]] Sidewinder air-to-air missiles will fit the bill. Centre-mounted cannons mean that convergence is not a factor and allows the pilot to set up for head-on attacks and being more successful against other fighters which may have to factor in convergence. The Sidewinders are also an intimidation factor as pilots with one on their tail must immediately focus on outmanoeuvring the missile, providing you with the opportunity to manoeuvre in and line up the kill-shot with your cannons if the missile does not make contact. The speed of the {{PAGENAME}} can come in handy when attacking bomber aircraft as Boom &amp;amp; Zoom tactics will help you avoid any defensive weapons allowing you to wreak havoc during an attacking dive.&lt;br /&gt;
&lt;br /&gt;
If handled correctly, the {{PAGENAME}} can be a wrecking ball of destruction both in ground attacks and as an aircraft interceptor. Ordnance options are available for all play-styles and can be a tide-turner in a decisive match.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F-100 during its initial development was outfitted with the then de-rated Pratt &amp;amp; Whitney XJ57-P-7 engine and was still able to achieve faster than the speed of sound. By the time the {{PAGENAME}} rolled off of the production line they were outfitted with the more powerful Pratt &amp;amp; Whitney J57P-21. It is this engine which turns the fighter into a hot rod. The {{PAGENAME}} is much like a ground-based dragster in that it has acceleration, it has a high top speed and is a horrible turner.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is aerodynamically fit with its sleek body and swept-back wings which coupled with its J57P-21 is a fantastic climber which continues to accelerate even without WEP engaged. This fighter will continue to accelerate in a flat run to the point of going over Mach 1 and even more quickly hits top speeds when in a dive. Climbing, diving and rolling are excellent capabilities of this fighter, however, this comes with having speed on your side as when flying slower, it has a more challenging time to manoeuvre without being a relatively easy target for others. The {{PAGENAME}} is not the greatest of turners even with leading-edge wing slats to help, manoeuvres like the Immelmann and Split-S are the most optimal when changing directions without attempting energy-bleeding manoeuvres like turning (unless that is what you are intending to do to cause an overshoot of someone following you).&lt;br /&gt;
&lt;br /&gt;
[[File:F-100 fulzy nyan001.png|350px|thumb|right|Bird's eye view of a '''{{PAGENAME}}''' after unloading on ground targets.]]&lt;br /&gt;
&lt;br /&gt;
Flying at speeds close to Mach 1 or past can pose a challenge for pilots utilizing the 3rd-person view as a condensation cloud forms around the aircraft and obscures your view (not an issue for those flying simulator-style from in the cockpit). While this can make targeting enemy aircraft a challenge, it just takes a little more work to line up the shot either with the cannons or air-to-air missiles.&lt;br /&gt;
&lt;br /&gt;
Typically aircraft which pound ground targets fly slow to ensure they hit their targets with guns, rockets or bombs, however, the {{PAGENAME}} becomes difficult to get out of harms way when flying slow, so it requires the pilot to learn how to bomb and fire rockets at targets at higher speeds than what they may be used to with earlier aircraft. Terms like drop &amp;amp; run or fire &amp;amp; forget come into play as the {{PAGENAME}} descends towards a ground target at a good clip, dropping its bombs or firing its rockets and then boogieing out of the area to ensure the ground anti-aircraft fire nor any trailing fighters gain a targeting solution on you. Some pilots like to watch and make sure their ordnance hits the target, however, this can cost you your jet when someone takes advantage of your inattentiveness and gets the drop on you. Speed in and speed out is the key with the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,668 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,445 || 1,438 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 40.6 || 41.5 || 61.4 || 54.6 || rowspan=&amp;quot;2&amp;quot; | 1,400&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,478 || 1,458 || 39.5 || 40.0 || 94.6 || 79.2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
[[File:F-100 rheinberg001.png|500px|thumb|right|'''{{PAGENAME}}''' at cruising altitude on the watch for potential enemy fighters.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 590 || 435 || ~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; 640 || &amp;lt; 540 || &amp;lt; 610 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Pratt &amp;amp; Whitney J57P21 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 9,658 kg || colspan=&amp;quot;3&amp;quot; | 354 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 14m fuel || 20m fuel || 30m fuel || 46m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 900 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 10,708 kg || 11,156 kg || 11,905 kg || 13,159 kg || 16,689 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;
! 14m fuel || 20m fuel || 30m fuel || 46m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,786 kgf || 5,868 kgf&lt;br /&gt;
| 0.55 || 0.53 || 0.49 || 0.45 || 0.35&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,254 kgf&amp;lt;br&amp;gt;(1,200 km/h) || 8,058 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 0.75 || 0.72 || 0.68 || 0.61 || 0.48&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For post-war fighter jets wanted to take advantage of the newer jet technology and maximize both speed and ordnance carried. To keep up speed and maximize ordnance, something had to give and that came with pilot survivability. The idea is to be faster than the enemy which would make it really difficult for them to get a targeting solution on you. Though the {{PAGENAME}} does have protection for the pilot, it isn't much and leaves the rest of the critical components virtually unprotected with armour. For the pilot, the back of the seat and headrest maintains a continuous piece of steel at 12.7 mm thick and the windscreen is rated at 64 mm bulletproof windscreen. Typically this type of protection is meant more for protection from defensive turret attacks from bombers rather than gun attacks from other aircraft.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a relatively sturdy aircraft and can take a beating before critical components begin to fail. While the engine and the pilot are important to protect as much as possible (without the engine you don't go and without the pilot…you don't go…) the wings are another critical component which you must protect as hits to the wings can make flying very difficult or send you to the respawn point. If being tailed by another aircraft try to speed away because if you try to pull up, turn to the side or pull-down, you risk exposing increased surface area of the skin, giving the enemy pilot more to shoot at and a greater opportunity of taking out a wing. If possible, increase speed and sway back and forth, even some very shallow elevator dips up and down maybe enough to throw off the sighting of the enemy pilot and spray his bullets all around you without exposing very much surface area of the jet, however, if there is a missile launch, take evasive action to avoid the missile and worry about the guns later.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M39A1 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm M39A1 cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
&lt;br /&gt;
Early fighter aircraft utilized the wings of aircraft to mount machine guns and cannons, which was very effective especially aircraft like the P-47 which could outfit four guns in each wing for a total of eight. The downside is that for these guns to be effective, they had to have a convergence set to a specific distance, bullet hits before that distance and after became less effective, the pilots needed to make sure to hit the sweet spot. For the {{PAGENAME}}, convergence is non-existent as all four of its M39A 20 mm cannons are mounted on the underside of the fuselage, effectively able to decimate targets at extremely close range or snipe targets which maybe even 700 - 800 m, if not farther away, effectively almost any range (below 1000 m) is a sweet-spot for this fighter.&lt;br /&gt;
&lt;br /&gt;
The cannons are air-cooled and rarely overheat, typically with the 200 round limit for each gun, the pilot should want to make each shot count and not just hold down the firing trigger and spray away. Another bonus to having all four cannons being the same type and calibre is that the bullets will have the same drop rate, so after getting used to how they work, it is much easier to estimate where to target moving vehicles to ensure a connection with the bullets. With the four cannons grouping so tightly, only a few rounds are needed to blow off an enemy aircraft's wing, eliminate a critical component (engine, compressor, fuel tank, pilot, etc) and even take out ground units to include up to light armoured vehicles.&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;
[[File:F-100 wp gaming001.jpg|500px|thumb|right|'''{{PAGENAME}}''' peeling away from the flight revealing the suspended ordnance it is carrying.]]&lt;br /&gt;
{{main|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)}}&lt;br /&gt;
{{main|AGM-12B Bullpup|AIM-9B Sidewinder|AIM-9E Sidewinder|FFAR Mighty Mouse}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs (5,000 lb total)&lt;br /&gt;
* 8 x 750 lb M117 cone 45 bombs (6,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 76 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 14 x FFAR Mighty Mouse rockets + 4 x 750 lb M117 cone 45 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 4 x 750 lb M117 cone 45 bombs (3,000 lb total)&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9E Sidewinder missiles&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:F-100 tio pilin001.png|350px|thumb|right|'''{{PAGENAME}}''' caught in the cross-hairs of a MiG fighter.]]&lt;br /&gt;
&lt;br /&gt;
The F-100 is absolutely crippled in an up-tier situation. Unlike the F4 Phantom II or the MiG-21, the F-100 is equipped with leading-edge slats. This gives it a much higher angle of attack at low speeds, allowing the F-100 to out-turn both the F4 and the MiG-21 while pulling so many G-forces and dropping speed so severely that it becomes an easy target for even AIM-9E missiles. However, at lower battle ratings, the F-100D is best at [[Boom &amp;amp; Zoom]] tactics. When fighting at a lower battle rating, the F-100 has some bad flying characteristics at low speeds which includes flying like a rock with wings. At high speeds, the F-100 locks up severely in spite of its all-flying tail and boosted controls, losing most of its control authority (particularly in its rolling axis). It has a massive angle of attack, so once you get on someone's tail, there's pretty much no escape, though floundering around at subsonic-optimized speeds leaves you vulnerable to interception. The best way to use the F-100D in the face of constant uptiers is to start climbing away from the battlefield, returning as support once more capable fighters have engaged the enemy. 5,000 meters is usually a good altitude to climb to. In the off chance that you encounter subsonic aircraft, Boom &amp;amp; Zoom tactics should be used to capitalize on your relatively superior climb rate. Climb high, make a pass, then climb away. Be extremely careful to not bleed energy and don't turn when subsonic planes are around, they will be able to outmanoeuvre the F-100D.&lt;br /&gt;
&lt;br /&gt;
Against the F-100's second biggest foe (with the first being AIM-9Js and R-60s), the MiG-19, turning isn't a bad idea if you keep your energy up. You bleed a lot of speed in a turn, so extreme pulls aren't recommended, especially considering the MiG-19's superior manoeuvring energy retention. The MiG-19 will rip easily at high speeds, something the F-100 doesn't have a problem with, though reaching those speeds effectively dooms the Super Sabre to degrees of manoeuvring lock-up similar to that experienced by its foe. However, the MiG-19 accelerates much faster than the F-100D at all speeds and altitudes so it can slip away easily. In the best-case scenario, bait the MiG-19 for a teammate, as the MiG-19 can't do much against two F-100s.&lt;br /&gt;
&lt;br /&gt;
The F-100 is an amalgamation of paradoxical design features that results in an aircraft too heavy to sustain manoeuvring engagements despite of its strong slats, too slow to accelerate to its surprisingly high rip speeds, and too sluggish at speed to take advantage of its strong armament, all while being near incapable of matching the performance demands of its BR-peers at 10.3. Overall to get this bus to perform, it must be at high speeds. Keep your energy up.&lt;br /&gt;
&lt;br /&gt;
;Ground attack&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is no stranger to ground attack and can be effectively outfitted with just about anything (the LDGP Mk series kitchen sinks were not yet available) necessary to destroy ground targets both large and small. While bombers could deliver a massive amount of ordnance, they typically flew slow and high and were not always as precise as hoped for, therefore the USAF designated some of their fighter aircraft to also excel as low altitude precision bombers.&lt;br /&gt;
&lt;br /&gt;
The J57P21 engine was necessary for this aircraft to both get it to fighter altitude and also to carry a massive amount of ordnance. A fully researched version of the {{PAGENAME}} can carry an assortment of low-drag general-purpose bombs ranging from 500 lb, 750 lb and 1,000 lbs. Total maximum bomb weight is 6,000 lbs, the same amount carried by a single [[B-17E]] bomber, but the {{PAGENAME}} can heft this amount at almost 1,000 kph faster and at a lower more accurate altitude. Of course, the bomb size will be determined by which type of target will be in the crosshairs. For smaller targets the 500 and 750 lb bombs will work best, additionally, the full 8x 750 lbs is the best load out for base bombing, since that load out has the highest total TNT Equivalent, and can take out up to 3/4 of a bombing base. The only time to use the LDGP Mk.83 bomb against vehicles is when there is a significant number en masse.&lt;br /&gt;
&lt;br /&gt;
Not all targets will require the usage of bombs or on some maps, you may be fortunate enough to have several bombers working on ground targets, or ground targets may be spread out, this is where rockets begin to shine. The AGM-12B Bullpup is essentially a 250 lb bomb attached to a rocket motor and is spin-stabilized. The Bullpup can be quite precise as long as the pilot can maintain visual of the target as he will need to guide the Bullpup in, any break from the target (due to manoeuvring or avoiding incoming enemies) can cause the rocket to go awry and miss the target. If needed the {{PAGENAME}} must throttle back and deploy the speed brake to ensure the Bullpup hits the target before manoeuvring away.&lt;br /&gt;
&lt;br /&gt;
On the other hand, usage of the smaller [[FFAR Mighty Mouse]] unguided rockets can do a good amount of damage against ground and aerial targets, the one drawback – they are unguided. This means that once they are fired, they continue at their trajectory until they either hit something or run out of fuel and crash into the ground. The main counterpoint for the {{PAGENAME}} is the amount of these Mighty Mouse rockets it can carry, a total of 76. Rockets work best when they are fired in groups as this significantly increases chances that one or more rockets will hit their target. When going against aircraft it can induce a fear factor and cause the enemy pilot to take evasive manoeuvres to avoid an incoming salvo of rockets making them a much easier target to line up and reduce to small bits with the cannons.&lt;br /&gt;
&lt;br /&gt;
Of all the ordnance available, only one is set up to aid the fighter in air-to-air combat and that is the [[AIM-9B]] and [[AIM-9E]] Sidewinder missiles. The US Navy adopted the AIM-9 in 1956, with the Air Force adopting the missile to replace the troubled AIM-4 Falcon in 1964. The Sidewinder has an excellent reputation for locking onto an enemy and chasing it down, but don't assume the missile will do all of the work. There will be times when the enemy pilot may be able to outmanoeuvre the missile and it is at this point where the attacking pilot will need to be ready to jump in and take the shot with cannons while the enemy fighter has spent all of its energy and advantages just to avoid the missile and are a relatively sitting duck in the sky.&lt;br /&gt;
&lt;br /&gt;
===Radars===&lt;br /&gt;
&amp;lt;!--{{main|AN/APG-30}}--&amp;gt;&lt;br /&gt;
The F-100D is equipped with an AN/APG-30 rangefinding radar, located in the nose of the aircraft.&lt;br /&gt;
It will automatically detect other planes within the scanning area and display the range to the closest target. It is linked with a gyro gunsight and can help with aiming at close range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | AN/APG-30 - Rangefinding radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 2,750 m || 300 m || ±9° || ±9°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent guns that have both high muzzle velocity, rate of fire, plenty of ammo (200 RPG), and pack a good punch with high-explosive shells.&lt;br /&gt;
* Can carry a wide array of suspended armaments of bombs, rockets and missiles.&lt;br /&gt;
* Its air to air missiles (AIM-9B and E) have a longer reach than the missiles on the MiG-19PT&lt;br /&gt;
* Fast and out-accelerates both MiG-15 and MiG-17's&lt;br /&gt;
* Good maneuverability for a supersonic jet with big size&lt;br /&gt;
* Afterburner stays on for longer periods of time than a lot of other jets (Arcade Battles only)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Thoroughly unmaneuverable at slow speeds, and does absolutely not lend itself to traditional turning dogfights&lt;br /&gt;
* Afterburner will not provide much acceleration in short time because of the low air intake&lt;br /&gt;
* Acceleration with afterburner is slower than the [[J32B|J32]] and [[G.91 YS]]&lt;br /&gt;
* Suffers from severe lockup past the Mach 1 mark&lt;br /&gt;
* losses a lot of energy when trying to turn around at high speed&lt;br /&gt;
* While fast, it still accelerates a lot slower than [[MiG-19PT]]&lt;br /&gt;
* Performance is lower when compared with most top-rank jets&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;
By the mid-50s, jet aircraft had become robust machines which had obtained sufficient combat experience for the next step into a fundamentally new age: the era of supersonic speed. Supersonic fighters were developed by both of the main opposing nations of the Cold War. In parallel with the development of the MIG-19 in the USSR, American aircraft designers were putting the finishing touches on their own design for a supersonic fighter. The F-100 Super Sabre entered serial production somewhat later than its Soviet counterpart, but it needed just as many improvements and upgrades.&lt;br /&gt;
&lt;br /&gt;
The F-100's main problems were its high failure rate and the shortcomings of its control systems. In addition, a fighter-bomber version was also being developed based on the Super Sabre: the F-100D, which featured an increased vertical and horizontal fin area and expanded capabilities with regard to suspended weaponry. In the end, it was the D version that became the most widespread modification of the single-seat Super Sabre thanks to its improved control and excellent combat abilities as either a fighter-bomber or pure fighter. In terms of suspended weaponry, the F-100D was able to carry over twenty extremely varied weapon load-outs, from traditional high-explosive bombs and rockets to air-to-air rockets and nuclear bombs.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/5929-development-f-100d-super-sabre-the-new-era-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=f-100d 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&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:F_100d_wallpaper_001.jpg&lt;br /&gt;
File:F_100d_wallpaper_002.jpg&lt;br /&gt;
File:F_100d_wallpaper_003.jpg&lt;br /&gt;
File:F_100d_wallpaper_004.jpg&lt;br /&gt;
File:F_100d_wallpaper_005.jpg&lt;br /&gt;
File:F_100d_wallpaper_006.jpg&lt;br /&gt;
File:F_100d_wallpaper_007.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|XFKJSkrgA0w|'''The Shooting Range #133''' - ''Metal Beasts'' section at 00:32 discusses the F-100D.|r4iaAbCImj0|'''F-100D Super Sabre [CloudMaker!]''' - Jengar|udBJeO9aMbg|'''How To Grind The F100 In War Thunder''' - ''TheLoganatorz''|fjqlRenNUAs|'''F-100 Super Sabre - Tips and Gameplay''' - ''WhooptieDo''}}&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;
* North American [[F-86 (Family)|F-86]] Sabre&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Dassault [[Super_Mystere_B2|Super Mystere]]&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-19PT|MiG-19]]&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/5929-development-f-100d-super-sabre-the-new-era-en|[Devblog] F-100D Super Sabre: The New Era]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436416-f-100d-super-sabre/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer NAA}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U76385113</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A-4E_Early&amp;diff=115840</id>
		<title>A-4E Early</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A-4E_Early&amp;diff=115840"/>
				<updated>2021-11-13T16:52:45Z</updated>
		
		<summary type="html">&lt;p&gt;U76385113: /* Usage in battles */  Pros and Cons changed AIM-9B and Gun pod research modification rank.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A-4 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a_4e_early&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} American strike aircraft {{Battle-rating}}. It was introduced during [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The A-4E behaves like the A-4B, with excellent manoeuvrability at speed, aided by the automatic wing slats. However, the aircraft bleeds speed rapidly during extended turns, and will drop down to about 320 km/h (200 mph) after more than a 90 degree turn. Overall, it can turn with [[G.91 (Family)|G.91s]] and MiG-15s without issue, however extended dogfights should be avoided. If uptiered, flight performance leaves much to be desired, it can be outmanoeuvred even by the [[Yak-38 (Family)|Yak-38]] or [[F-104 (Family)|F-104]] in a dogfight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,066 || 1,057 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 37.9 || 39.0 || 29.5 || 26.7 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,096 || 1,081 || 36.5 || 37.0 || 51.4 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&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}} || 592 || 562 || 410 || ~8 || ~3&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; 450 || &amp;lt; 700 || &amp;lt; 490 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic Mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Pratt &amp;amp; Whitney J52-P-6A || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 4,679 kg || colspan=&amp;quot;3&amp;quot; | 296 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 12m fuel || 20m fuel || 30m fuel || 40m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 900 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 5,419 kg || 5,913 kg || 6,530 kg || 7,147 kg || 11,113 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 (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 12m fuel || 20m fuel || 30m fuel || 40m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,470 kgf || N/A&lt;br /&gt;
| 0.64 || 0.59 || 0.53 || 0.49 || 0.31&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,470 kgf&amp;lt;br /&amp;gt;(0 km/h) || N/A&lt;br /&gt;
| 0.64 || 0.59 || 0.53 || 0.49 || 0.31&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 2.54 mm steel surrounding bottom half of the pilot&lt;br /&gt;
* 50 mm bulletproof glass in front of the cockpit&lt;br /&gt;
&lt;br /&gt;
The front half of the plane holds the pilot and a self-sealing fuel tank. The wings hold non self-sealing fuel tanks, and the back half of the plane holds the engine.&lt;br /&gt;
&lt;br /&gt;
One single well-placed round from an [[ADEN (30 mm)|ADEN]] cannon can completely cripple the plane by taking out the pilot or an engine. It is completely open to attack from the side and front although it can be armed with flares. Overall, survivability is quite poor, the best armour is to not get hit.&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;4&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{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|Browning-Colt Mk12 Mod 0 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 2 x 20 mm Browning-Colt Mk12 Mod 0 cannons, wing-mounted (100 rpg = 200 total)&lt;br /&gt;
** 2 x 20 mm Browning-Colt Mk12 Mod 0 cannons + 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;
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}&lt;br /&gt;
{{main|AGM-62A Walleye I (505 kg)|AGM-12B Bullpup|AGM-12C Bullpup|AIM-9B Sidewinder}}&lt;br /&gt;
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|Mk 11 mod 5 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 3 x 20 mm Mk 11 mod 5 cannons (750 rpg = 2,250 total)&lt;br /&gt;
* 20 x 250 lb LDGP Mk 81 bombs (5,000 lb total)&lt;br /&gt;
* 14 x 500 lb LDGP Mk 82 bombs (7,000 lb total)&lt;br /&gt;
* 3 x 750 lb M117 cone 45 bombs (2,250 lb total)&lt;br /&gt;
* 1 x 750 lb M117 cone 45 bomb (750 lb total) + 114 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 1 x 750 lb M117 cone 45 bomb (750 lb total) + 24 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 1 x 750 lb M117 cone 45 bomb (750 lb total) + 4 x AGM-12B Bullpup missiles&lt;br /&gt;
* 1 x 750 lb M117 cone 45 bomb (750 lb total) + 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 5 x 1,000 lb LDGP Mk 83 bombs (5,000 lb total)&lt;br /&gt;
* 1 x 2,000 lb LDGP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 5 x AGM-12B Bullpup missiles&lt;br /&gt;
* 2 x AGM-12C Bullpup missiles&lt;br /&gt;
* 171 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 36 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets + 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets + 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 133 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 28 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 18 x 250 lb LDGP Mk 81 bombs (4,500 lb total)&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 12 x 500 lb LDGP Mk 82 bombs (6,000 lb total)&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles + 3 x 1,000 lb LDGP Mk 83 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 8 x 250 lb LDGP Mk 81 bombs (2,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 8 x 500 lb LDGP Mk 82 bombs (4,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 3 x 1,000 lb LDGP Mk 83 bombs (3,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 2,000 lb LDGP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 3 x AGM-12B Bullpup missiles&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 95 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 20 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 1 x 20 mm Mk 11 mod 5 cannon (750 rpg)&lt;br /&gt;
* 2 x 505 kg AGM-62A Walleye I bombs (1,010 kg total)&lt;br /&gt;
* 2 x 505 kg AGM-62A Walleye I bombs + 6 x 250 lb LDGP Mk 81 bombs (2,510 lb total)&lt;br /&gt;
* 2 x 505 kg AGM-62A Walleye I bombs + 6 x 500 lb LDGP Mk 82 bombs (4,010 lb total)&lt;br /&gt;
* 2 x 505 kg AGM-62A Walleye I bombs + 1 x 750 lb M117 cone 45 bomb (1,760 lb total)&lt;br /&gt;
* 2 x 505 kg AGM-62A Walleye I bombs + 3 x 1,000 lb LDGP Mk 83 bombs (4,010 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
In Air Realistic battles, one can take any combination of 3 paths due to the wide array of armament. First, one can use the attacker air spawn to your advantage with either the 2 x [[AIM-9B Sidewinder]]s, the 2 x [[AIM-9B Sidewinder|AIM-9Bs]] and the 20 mm gunpod, or a triple gunpod array. Use the air spawn to climb to anywhere between 1,000 and 5,000 meters, and either catch fighters trying to climb, or pounce on the low flying [[Vautour IIA IDF/AF (France)|Vautour]] bombers common at this BR. However, if uptiered, especially versus Britain with the [[Harrier GR.1]], this is not a good option, as you cannot climb with them, and they will bounce you. If this is the case, take either [[FFAR Mighty Mouse|FFAR]] rocket pods or [[AGM-12B Bullpup|AGM-12]] Bullpups or the [[Zuni Mk32 Mod 0 ATAP|Zuni]] pods and take out ground targets. The last option is to use the wide array of bombs, preferably the 14 x 500 lb loadout, and take out either 1 or 2 bases with them. Then, return to base and optionally respawn with [[AIM-9B Sidewinder|AIM-9s]] and pick off damaged enemies.&lt;br /&gt;
&lt;br /&gt;
In Ground RB, the only loadouts worth taking are the [[Zuni Mk32 Mod 0 ATAP|Zuni]] or [[FFAR Mighty Mouse|FFAR]] pods or the 5 x [[AGM-12B Bullpup]] loadout. These missiles are basically a precision 250 lb bomb that is guided to the target that, with practice, can kill everything. The A-4E is basically a complete line-up with the [[XM-803]], [[MBT-70]], [[XM-1 (GM)|XM-1]] GM, or the [[HSTV-L]].&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;
* Can be armed with 5 [[AGM-12B Bullpup]] missiles&lt;br /&gt;
* Has loadouts with [[AIM-9B Sidewinder]] missiles to either defend itself or play the role of a fighter&lt;br /&gt;
* Researchable flares are a good counter to IR guided missiles it may face at its BR&lt;br /&gt;
* [[AGM-12B Bullpup]] is a tier I modification&lt;br /&gt;
* Can use its airspawn to help play the role of a fighter&lt;br /&gt;
* High roll rate&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Mediocre climb rate compared to planes it can face&lt;br /&gt;
* [[AIM-9B Sidewinder]] missiles are tier III modifications&lt;br /&gt;
* Gun pods are tier IV modifications&lt;br /&gt;
* Stock armament of just 2 x 20 mm cannons with minimal ammunition makes for a hard stock grind&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 A4D-5 Skyhawk was an improved model of the A4D-2N (designated A-4C in 1962). The main improvement came in the form of the more powerful Pratt &amp;amp; Whitney J52-P-6A engine, producing 8,400 pounds of thrust. In addition to the new powerplant, the A4D-5 also received two more wing-mounted stores pylons, for a total of five. The avionics were also improved, including a new TACAN system and a toss-bombing computer. Later in their service life, many A-4E Skyhawks were upgraded with the fuselage avionics pod J52-P-8 engine (with 9,300 pounds of thrust) from the A-4F.&lt;br /&gt;
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The A4D-5 first flew in July 1961, and was renamed to A-4E in 1962 after the Tri-Service Aircraft Designation System came into effect. The A-4E entered production in December of 1962; a total of 499 A-4E Skyhawks would be delivered to the US Navy and Marine Corps starting in January 1963.&lt;br /&gt;
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The A-4E began to see combat in Vietnam after arriving in early 1965, but it did not fully replace the earlier Skyhawks such as the A-4C. After opening in June 1965, the Chu Lai Short Airfield for Tactical Support (SATS) housed Marine A-4E Skyhawks. The Skyhawks landed using arrestor wires and took off by rocket-assisted takeoff (RATO). Throughout the Vietnam War, A-4 Skyhawks were used to provide close air support (CAS) for Marine Corps ground forces, primarily using bombs and rockets. A total of 362 A-4s of all types were lost during the Vietnam War, including non combat losses. 271 were from the US Navy, and 91 were from the Marine Corps.&lt;br /&gt;
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During the war, many A-4Es and A-4Fs were used in the United States for training purposes. They had their armament - including external stores - removed and their slats fixed, and were used as aggressors (where they would act as enemy aircraft for training). In the aggressor role, an A-4 was called 'Mongoose'.&lt;br /&gt;
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;1965 Philippine Sea Incident&lt;br /&gt;
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It was December 5, 1965. This was the time of the Cold War and Vietnam War. Sailing 70 miles from the nearest island, 200 miles from Okinawa, was the USS ''Ticonderoga'', carrying Attack Squadron 56 (VA-56) consisting of A-4E attack jets that were carrying nuclear bombs. Lieutenant (Junior Grade) Douglas M. Webster, pilot of Douglas A-4E BuNo 151022 was performing a training exercise in his jet, rolling from hangar 2 to elevator 2. The jet was carrying a one megaton B43 thermonuclear bomb. An unspecified accident occurred, and the jet rolled off the deck. After a search, neither the pilot, the jet, nor the bomb was ever found, they likely sank the 16,000 ft (4,900 m) to the ocean floor. This was just one of the many &amp;quot;broken arrow&amp;quot; incidents during the Cold War.&lt;br /&gt;
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The incident was acknowledged in 1981, but was misleading and it was fully revealed in 1989 due to a diplomatic inquiry by Japan. Lt. Cmdr. James Culda said on May 8, 1989 that &amp;quot;the environmental impact is expected to be nil&amp;quot;, as the bomb was not armed and poses no threat at 4,900 m under the sea.&lt;br /&gt;
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=== [[wt:en/news/6963-development-a-4e-skyhawk-heinemann-s-hot-rod-grows-up-en|Devblog]] ===&lt;br /&gt;
The beginning of the jet era and the escalation of the Cold War forced the US naval aviation command to look for a replacement for the very successful carrier-based piston-engine AD Skyraider, with the possibility of delivering a tactical nuclear weapon in the area of ​​operation of an aircraft carrier group. With the beginning of the military campaign in Korea, the Douglas Aircraft Company began developing a carrier-based attack aircraft with an unconventional approach - instead of pursuing engine power, usually bringing weight and large size to the aircraft, Ed Heinemann's team concentrated on finding ways to lighten the construction, keeping it under 12,000 lbs.&lt;br /&gt;
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The projected aircraft was a fairly compact, lightweight jet fighter-attacker with a delta-shaped wing and a competently lightweight design. This is how the A-4A Skyhawk was born, one of the first jet-based carrier-based aircraft capable of carrying a nuclear bomb. The aircraft was distinguished by its simplicity of design, practical controls with excellent flight characteristics for its time. Soon, in 1956, the A-4B version appeared, capable of carrying a huge variety of mounted weapons on three suspension points, including guided missiles.&lt;br /&gt;
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Thus, &amp;quot;Skyhawk&amp;quot; had become a truly universal carrier-based aircraft, capable of solving the entire spectrum of tasks for US Naval Aviation. A rather noticeable drawback of the attack aircraft was still the limited range of action, also army types always wanted to increase the weapon load. In 1961, Douglas presented an improved version of the aircraft with five pylons for armament and a new engine, which compensated for a heavier combat load, and also increased the range of the attack aircraft. It was the A-4E that became one of the most massive Skyhawk modifications and formed the image of a modern carrier-based attack aircraft. The &amp;quot;E&amp;quot; version was actively involved in the Vietnam War, and later, up till the end of the 80's, was used to simulate enemy aircraft in training dogfights.&lt;br /&gt;
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== 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;
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* [https://live.warthunder.com/feed/camouflages/?vehicle=a_4e_early 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&amp;quot; caption=&amp;quot;A-4E Early Devblog Images&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:A-4E Early WTWallpaper 001.jpg|&lt;br /&gt;
File:A-4E Early WTWallpaper 002.jpg|&lt;br /&gt;
File:A-4E Early WTWallpaper 003.jpg|&lt;br /&gt;
File:A-4E Early WTWallpaper 004.jpg|&lt;br /&gt;
File:A-4E Early WTWallpaper 005.jpg|&lt;br /&gt;
File:A-4E Early WTWallpaper 006.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|KdpicoF_WJI|'''The Scary Scooter: {{PAGENAME}} Skyhawk Review''' - ''Sako Sniper''|1Zaxu0b_Yvo|'''Wing Snapper KING! {{PAGENAME}} - USA - Review!'''  - ''Jengar''}}&lt;br /&gt;
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== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
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== 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;
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* [[wt:en/news/6963-development-a-4e-skyhawk-heinemann-s-hot-rod-grows-up-en|[Devblog] A-4E Skyhawk: Heinemann's Hot-Rod grows up]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/538311-douglas-a-4e/ Official data sheet - more details about the performance]&lt;br /&gt;
* [http://www.alternatewars.com/SAC/A-4E_Skyhawk_SAC_-_1_July_1967.pdf Standard Aircraft Characteristics of the A-4E]&lt;br /&gt;
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=== References ===&lt;br /&gt;
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;Bibliography&lt;br /&gt;
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* A-4E Skyhawk: Pacific Coast Air Museum: Navy Attack Plane. (2019, December 17). Retrieved December 12, 2020, from https://pacificcoastairmuseum.org/aircraft/a-4e-skyhawk/&lt;br /&gt;
* A-4 Skyhawk Production. (n.d.). Retrieved December 12, 2020, from http://skyhawk.org/content/douglas-4-skyhawk-production-history&lt;br /&gt;
* Standard Aircraft Characteristics Navy Model A-4E Aircraft. (n.d.). Retrieved from http://www.alternatewars.com/SAC/A-4E_Skyhawk_SAC_-_1_July_1967.pdf&lt;br /&gt;
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{{AirManufacturer Douglas}}&lt;br /&gt;
{{USA jet aircraft}}&lt;br /&gt;
{{Squadron aircraft}}&lt;/div&gt;</summary>
		<author><name>U76385113</name></author>	</entry>

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