<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U81008133</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=U81008133"/>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/Special:Contributions/U81008133"/>
		<updated>2026-04-13T11:56:10Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Su-39&amp;diff=194766</id>
		<title>Su-39</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Su-39&amp;diff=194766"/>
				<updated>2024-11-09T17:11:55Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=su_25tm&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|StoreImage_{{PAGENAME}}_005.jpg}}&lt;br /&gt;
|store=12204&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;
A remarkable iteration of the Su-25 family, the Su-25TM (designated the '''Su-39''' for export purposes) emerged as a product of Sukhoi's relentless pursuit of excellence in ground-attack aircraft design. Debuting in the late 1990s, this formidable aircraft marked a significant advancement over its predecessor, the [[Su-25]]. Its evolution was spurred by the lessons learned from conflicts such as the Soviet-Afghan War and the First Chechen War, where the Su-25 played a crucial role. The Su-39's capabilities were a testament to its modernization. Its arsenal featured an impressive array of weaponry, including precision-guided missiles like the Kh-29, Kh-25, and Vikhr, which enabled surgical strikes against both ground and naval targets. The integration of advanced avionics and targeting systems significantly enhanced its accuracy and situational awareness, allowing pilots to operate effectively in complex and dynamic environments.&lt;br /&gt;
&lt;br /&gt;
The Su-39 was introduced in [[Update &amp;quot;La Royale&amp;quot;]]. It stands as an epitome of ground strike prowess, a formidable aircraft purpose-built to excel in the art of precision attacks on terrestrial and naval targets. At its core lies a potent arsenal, highlighted by an array of guided air-to-ground missiles that define its battlefield dominance. Among these are the Kh-29, Kh-25, and Vikhr missiles, each embodying a unique blend of strategic versatility. The Kh-29, renowned for its extended range and pinpoint accuracy, enables the Su-39 to engage high-priority targets with surgical precision, making it a formidable choice for engaging fortified positions or high value targets. The Kh-25, on the other hand, offers rapid response capabilities, swiftly neutralizing time-sensitive threats with its agility and flexibility. Complementing these is the Vikhr missile, engineered to excel in anti-armour engagements, effectively dismantling armoured formations and bolstering ground forces. These air-to-ground missiles, seamlessly integrated into the Su-39's operational framework, transform it into a vanguard of modern warfare, bridging the gap between intelligence and action with lethal finesse.&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 Su-39's flight performance is nothing remarkable, particularly when it comes to combat scenarios where agility and responsiveness are paramount. Its design, characterized by sleek swept wings, ensures exceptional manoeuvrability, enabling precise and rapid in-flight adjustments. This agility is especially evident in its high-G manoeuvres, allowing the aircraft to execute evasive actions and engage targets with unparalleled precision even in dynamic and challenging environments. In combat, the Su-39's twin-engine configuration provides robust thrust, resulting in impressive acceleration and climb rates. This power-to-weight advantage not only facilitates swift engagement but also enables rapid altitude changes, a critical asset in maintaining the element of surprise and evading hostile threats. While the Su-39 excels in various aspects of ground attack and combat manoeuvrability, it's worth noting that it operates within a subsonic flight regime, resulting in a comparatively lower maximum speed. This subsonic characteristic, while not detracting from its overall combat effectiveness and versatility, does place certain limitations on its ability to rapidly cover vast distances.&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 1,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 968 || 962 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 27.4 || 28.0 || 69.9 || 62.1 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 989 || 979 || 26.6 || 27.0 || 91.4 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || X || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,100 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 1,050 || - || 420 || ~7 || ~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; 500 || &amp;lt; 600 || &amp;lt; 700 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | UMPO R-195 || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 10,856 kg || colspan=&amp;quot;3&amp;quot; | 436 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 11m fuel || 20m fuel || 30m fuel || 37m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 860 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 12,008 kg || 12,927 kg || 13,963 kg || 14,696 kg || 19,573 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 (104%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || 104%&lt;br /&gt;
! 11m fuel || 20m fuel || 30m fuel || 37m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,741 kgf || 3,913 kgf&lt;br /&gt;
| 0.65 || 0.61 || 0.56 || 0.53 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,784 kgf&amp;lt;br&amp;gt;(200 km/h) || 3,958 kgf&amp;lt;br&amp;gt;(200 km/h)&lt;br /&gt;
| 0.66 || 0.61 || 0.57 || 0.54 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Su-39's cockpit design prioritizes pilot survivability. By effectively attenuating and dispersing the damage, the anti-fragmentation armour significantly reduces the risk of damage to critical components, thus enhancing the aircraft's overall survivability. The aircraft's adept countermeasures system incorporates effective neutralization of threats by disrupting enemy radar and missile guidance systems. Notably, the inclusion of an Infrared Countermeasure (IRCM) system significantly enhances defense capabilities, emitting controlled infrared energy to deter and divert heat-seeking missiles. The Su-39 is able to withstand low-medium calibre munitions commonly used by SPAAs, solidifying its robust survivability profile while ensuring effective ground-strike mission execution and pilot safety.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|GSh-30-2 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 30 mm GSh-30-2 cannon, belly-mounted (200 rpg)&lt;br /&gt;
* 192 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;4%&amp;quot; | 1 !! width=&amp;quot;4%&amp;quot; | 2 !! width=&amp;quot;4%&amp;quot; | 3 !! width=&amp;quot;4%&amp;quot; | 4 !! width=&amp;quot;4%&amp;quot; | 5 !! width=&amp;quot;4%&amp;quot; | 6 !! width=&amp;quot;4%&amp;quot; | 7 !! width=&amp;quot;4%&amp;quot; | 8 !! width=&amp;quot;4%&amp;quot; | 9 !! width=&amp;quot;4%&amp;quot; | 10 !! width=&amp;quot;4%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;27&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Su-25T.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[GSh-23L (23 mm)|23 mm GSh-23L]] cannons (250 rpg)&lt;br /&gt;
| || || || 1 || 1 || || 1 || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[OFAB-100 (100 kg)|100 kg OFAB-100]] bombs&lt;br /&gt;
| || 4 || 4 || 4 || 4 || || 4 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[OFAB-250Sh (250 kg)|250 kg OFAB-250Sh]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[OFAB-250sv (250 kg)|250 kg OFAB-250sv]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[FAB-500M-62 (500 kg)|500 kg FAB-500M-62]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[FAB-500Sh (500 kg)|500 kg FAB-500Sh]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[KAB-500Kr (500 kg)|500 kg KAB-500Kr]] bombs&lt;br /&gt;
| || || || || 1 || || 1 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[ZB-500 incendiary]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-8KO]] rockets&lt;br /&gt;
| || 20 || 20 || 20 || 20 || || 20 || 20 || 20 || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-13OF]] rockets&lt;br /&gt;
| || 5 || 5 || 5 || 5 || || 5 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-24B]] rockets&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-25O]] rockets&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-25OF]] rockets&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-25OFM]] rockets&lt;br /&gt;
| || 1 || 1 || 1 || 1 || || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-25L]] missiles&lt;br /&gt;
| || || 1 || 1 || || || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[9K127 Vikhr]] missiles&lt;br /&gt;
| || || || 8 || || || || 8 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kh-25]] missiles&lt;br /&gt;
| || || 1 || 1 || || || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kh-25ML]] missiles&lt;br /&gt;
| || || 1 || 1 || || || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kh-29L]] missiles&lt;br /&gt;
| || || || || 1 || || 1 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kh-29TE]] missiles&lt;br /&gt;
| || || || || 1 || || 1 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[R-60M]] missiles&lt;br /&gt;
| 1 || || || || || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[R-73]] missiles&lt;br /&gt;
| || 1 || || || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Kopyo-25 radar pod&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Mercury targeting pod&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 820 l drop tanks&lt;br /&gt;
| || || 1 || || 1 || || 1 || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; | Maximum permissible loadout weight: 4,400 kg&amp;lt;br&amp;gt;Maximum permissible wing load: 2,200 kg&amp;lt;br&amp;gt;Maximum permissible weight imbalance: 1,500 kg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 4 x 820 l drop tanks&lt;br /&gt;
* 2 x R-60M missiles&lt;br /&gt;
* 2 x R-73 missiles&lt;br /&gt;
* 4 x S-25L missiles&lt;br /&gt;
* 4 x Kh-25ML missiles&lt;br /&gt;
* 2 x Kh-29L missiles&lt;br /&gt;
* 2 x Kh-29TE missiles&lt;br /&gt;
* 2 x 500 kg KAB-500Kr bombs (1,000 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 32 x 100 kg OFAB-100 bombs (3,200 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 8 x 250 kg OFAB-250sv bombs (2,000 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 8 x 250 kg OFAB-250Sh bombs (2,000 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 8 x 500 kg FAB-500M-62 bombs (4,000 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 8 x 500 kg FAB-500Sh bombs (4,000 kg total)&lt;br /&gt;
* 2 x R-60M missiles + 8 x ZB-500 incendiary bombs&lt;br /&gt;
* 2 x R-60M missiles + 160 x S-8KO rockets&lt;br /&gt;
* 2 x R-60M missiles + 40 x S-13OF rockets&lt;br /&gt;
* 2 x R-60M missiles + 8 x S-24B rockets&lt;br /&gt;
* 2 x R-60M missiles + 8 x S-25O rockets&lt;br /&gt;
* 2 x R-60M missiles + 4 x S-25L missiles&lt;br /&gt;
* 2 x R-60M missiles + 4 x Kh-25ML missiles&lt;br /&gt;
* 2 x R-60M missiles + 2 x Kh-29L missiles&lt;br /&gt;
* 2 x R-60M missiles + 2 x Kh-29TE missiles&lt;br /&gt;
* 2 x R-60M missiles + 16 x 9K127 Vikhr missiles&lt;br /&gt;
* 2 x R-60M missiles + 4 x 23 mm GSh-23L cannons (250 rpg = 1,000 total)&lt;br /&gt;
* 2 x R-60M missiles + 2 x 500 kg KAB-500Kr bombs (1,000 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Su-39's formidable arsenal of precision-guided weapon systems is explicitly tailored to unleash devastating target destruction capabilities across a diverse spectrum of ground attack scenarios. Take, for instance, the Kh-29 missile, a long-range precision instrument capable of obliterating entrenched enemies or flagships with surgical accuracy at an impressive range of 13 kilometres. Its potency is further magnified in engaging time-sensitive targets such as escort warships or mobile air defense systems, where the Kh-25 missile's rapid response capabilities ensure swift and effective destruction. In addition, the use of Mercury and Kopyo pods enhance the power projection capabilities and combat abilities of the aircraft. One of the primary capabilities of the Kopyo-25 radar pod is its ability to provide radar imaging and multi-target tracking via TWS mode. This allows the Su-39 to detect and track ground and air targets, even in adverse weather conditions or challenging terrain. The radar pod's imaging and tracking capabilities enable the aircraft to effectively identify and engage both stationary and moving targets, which are slaved to the FLIR, enhancing the pilot's situational awareness. The Kopyo-25 radar pod also plays a crucial role in target designation and guidance for precision-guided munitions. By accurately locating and designating targets, the radar pod enables the Su-39 to deliver highly accurate and effective strikes against a variety of targets effortlessly, including armoured vehicles, fortifications, and other high-value objectives. This enhances the aircraft's versatility and effectiveness in both offensive and defensive roles.&lt;br /&gt;
&lt;br /&gt;
In the theatre of anti-armour warfare, the Vikhr missile system reigns supreme. Designed with precision engagement in mind, it strikes with unerring accuracy, systematically dismantling armoured formations and neutralizing the enemy's armoured might. Complementing these guided ordnance options is the Su-39's 30 mm GSh-30-2 cannon, a ground-pounding force that decimates ground targets ranging from enemy combat vehicles to fortified emplacements, leaving a trail of destruction in its wake. Expanding the Su-39's repertoire of devastation are additional munitions with their own specialized roles. Incendiary bombs, capable of igniting ferocious fires, can swiftly consume enemy bases or obstruct routes, adding a layer of tactical impact. Dumb rockets and bombs, with their widespread impact and formidable blast radius, excel in saturating large areas with destruction, obliterating enemy forces and fortifications in a single concerted sweep. Moreover, the Su-39's arsenal extends to high-drag bombs, designed to create concentrated impact points upon release. This capability proves invaluable in hitting entrenched or fortified targets with concentrated force, ensuring maximum structural damage. These high-drag bombs enable the Su-39 to deliver precise and punishing strikes against even the most resilient enemy positions with minimum exposure.&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;
* Has IRCM on rear of the plane&lt;br /&gt;
* Wide variety of air-to-ground munition&lt;br /&gt;
* Decent acceleration&lt;br /&gt;
* Durable airframe&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor manoeuvrability at low speeds&lt;br /&gt;
* Having the radar pod/mercury targeting pod affects manoeuvrability a lot&lt;br /&gt;
* Low mach limit of 0.87&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 Su-25TM, also known as the Su-39, is a highly capable and upgraded version of the original Soviet Su-25 &amp;quot;Frogfoot&amp;quot; close air support aircraft. The development of the Su-25TM began in the late 1990s with the aim of modernizing and enhancing the capabilities of the Su-25 platform. The aircraft underwent an extensive overhaul, incorporating advanced avionics, navigation systems, and weapon systems to improve its effectiveness on the modern battlefield.&lt;br /&gt;
&lt;br /&gt;
The Su-25TM's history is marked by a series of technological advancements that transformed it into a formidable combat aircraft. Upgrades to its avionics included modern radar systems, improved navigation equipment, and enhanced communication systems, enabling the aircraft to operate more effectively in both air-to-air and air-to-ground missions. Additionally, the Su-25TM was equipped with modern precision-guided munitions and anti-tank missiles, significantly expanding its capabilities to engage a wide range of targets with greater accuracy and lethality.&lt;br /&gt;
&lt;br /&gt;
Operational use of the Su-25TM began in the early 2000s, as the upgraded aircraft showcased its prowess in various conflicts and theatres around the world. It proved to be a versatile asset in counterinsurgency operations, close air support for ground forces, and interdiction missions. The aircraft's improved survivability, range, and versatility allowed it to excel in a variety of operational scenarios, earning the respect of both pilots and ground personnel.&lt;br /&gt;
&lt;br /&gt;
Throughout its operational history, the Su-25TM demonstrated its effectiveness in conflicts such as counterterrorism operations, regional conflicts, and peacekeeping missions. Its ability to deliver precision strikes while enduring hostile environments and threats contributed to its reputation as a reliable and potent asset in modern warfare. The aircraft's success in combat validated the decision to upgrade and modernize the aging Su-25 platform, extending its service life and relevance on the battlefield.&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=su_25tm Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Su-39 in flight.jpg&lt;br /&gt;
File:Su-39 2.jpg|Su-39 firing a Kh-29T missile. View from the cockpit&lt;br /&gt;
File:Su-39 Firing kh29.jpg|Su-39 firing a Kh-29T missile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|JLDLKmzIvPU|'''The Shooting Range #363''' - ''Arsenal'' section at 07:34 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8276-development-su-25t-and-the-pre-order-of-the-su-39-sergey-strikes-back-en|[Devblog] Su-25T and the pre-order of the Su-39: Sergey Strikes Back!]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Sukhoi}}&lt;br /&gt;
{{USSR jet aircraft}}&lt;br /&gt;
{{USSR premium aircraft}}&lt;br /&gt;
[[Category:Aircraft with IRCM]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=190768</id>
		<title>Knowledge Base</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=190768"/>
				<updated>2024-08-08T21:32:36Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Add https://support.gaijin.net/hc/en-us/articles/20621946908690-Taking-necessary-steps-and-collecting-information-in-case-of-crashes-without-error-messages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Bug Reporting? ==&lt;br /&gt;
We constantly strive to evolve and improve War Thunder with every passing update, taking into account your feedback, ideas and suggestions as well as delivering new features, locations, improvements and of course vehicles to expand the game to new heights. &lt;br /&gt;
&lt;br /&gt;
One of the key factors that helps us to keep improving the game for everyone is bug reporting, this helps us to identify and fix any issues that unfortunately may occur. Bug reporting allows us to address and resolve matters that may interrupt or interfere with players' experience or improve the historical parts of the game by making things more accurate and true to life.&lt;br /&gt;
&lt;br /&gt;
Today, we wanted to talk a little bit more about the importance of bug reporting, answer some of your key questions and also show how to correctly create a valid bug report that contributes to helping improve the game.&lt;br /&gt;
&lt;br /&gt;
===How to Make a Report===&lt;br /&gt;
Anyone who has a War Thunder account can make a bug report. Our dedicated [https://community.gaijin.net/issues/p/warthunder website] allows anyone to create a full bug or historical report and let us know of any issues you have found. &lt;br /&gt;
&lt;br /&gt;
Once there, you can choose what specific platform, category and game version you want to report the matter too. Every category area has a helpful set of notes detailing what is required for the report to be the most effective. Be sure to check the area specific (or file specific) notes before submitting your report. &lt;br /&gt;
&lt;br /&gt;
In general though, the basic and core parts of a standard or gameplay related bug report are:&lt;br /&gt;
&lt;br /&gt;
* Clear descriptive title of the issue&lt;br /&gt;
* Full description and details of the issue &lt;br /&gt;
* Steps how to reproduce the issue&lt;br /&gt;
&lt;br /&gt;
In the case of a historical matters, one of the following two points will be required:&lt;br /&gt;
&lt;br /&gt;
* One primary historical source (User/Factory/Repair Manual, Original handbooks etc)&lt;br /&gt;
* Two secondary sources (Reference works, museums, Biographies, Books, &amp;quot;expert&amp;quot; opinion publications, websites etc)&lt;br /&gt;
&lt;br /&gt;
Once you have everything ready, you can submit your report and await its review by a Technical Moderator, developer or our QA team, who will first test and reproduce the issue where possible and then either forward the matter on or request any additional information that may be required.&lt;br /&gt;
&lt;br /&gt;
==How do you find the game version?==&lt;br /&gt;
===Game version===&lt;br /&gt;
The game version must be added into the report. Depending on your platform, there are a few ways to get it.&lt;br /&gt;
&lt;br /&gt;
===PC, Mac, Linux===&lt;br /&gt;
The game version can be found in the top right corner of the screen in any menu, such as the hangar.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledegebase GameVer.png|449x449px]]&lt;br /&gt;
&lt;br /&gt;
Additionally, it can also be seen in the launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:Launcher GameVersion.png|518x518px]]&lt;br /&gt;
&lt;br /&gt;
==What is a client log (.clog) and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = http://www.youtube.com/watch?v=T_zZBbXjICs&lt;br /&gt;
 |caption = Client Logs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Client logs (file extension: .clog) are files generated by the War Thunder client and show a reflection of all the actions a user has performed in one secluded game session. As soon as the launcher initialises the start of the game, a new client log is being started, which is finalised when the client is closed (the game session ends). Besides recording the actions of the user, it also records the client-side calculations and has a built-in error catching system that will allow the technical administration to identify game code or synchronisation issues efficiently.&lt;br /&gt;
&lt;br /&gt;
Client logs are being saved once after a game session has ended. If you have an error that is reproducible, you can help increase the expressiveness of your client log by starting a new game session, reproducing the error and then exiting the game manually. This way, the client log is very small and the error can be identified more easily.&lt;br /&gt;
&lt;br /&gt;
Please note that for all bug reports, only the .clog file (&amp;quot;&amp;lt;filename&amp;gt;.clog&amp;quot;)is required. Please do not attach the .clog file that includes the cef extension.&lt;br /&gt;
&lt;br /&gt;
===How to obtain your client log===&lt;br /&gt;
====Download from Gaijin Entertainment Website====&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:ClientLog Location.png|373x373px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|376x376px]]&lt;br /&gt;
&lt;br /&gt;
====Download from Steam====&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Steam ClientLog Location.png|371x371px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|365x365px]]&lt;br /&gt;
&lt;br /&gt;
==What is a DxDiag log and how do you obtain it?==&lt;br /&gt;
The DxDiag log (file extension: .txt) is a text document that is created by Microsoft's DirectX Diagnostic Tool, showing non-personalized information about the hardware and drivers of your system. The DxDiag log file helps our technical administration to identify whether the problem you encounter is happening due to incompatibilities or issues with certain hardware or driver components on your system. It is especially important with display or sound device issues, as it helps to identify the devices and their drivers easily.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain your DxDiag Log===&lt;br /&gt;
 &lt;br /&gt;
Obtaining the DxDiag log is fast and easy. Just perform the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Press 'Windows Key + R' to open Microsoft's Run function&lt;br /&gt;
&lt;br /&gt;
[[File:Dxdiag run.png|367x367px]]&lt;br /&gt;
&lt;br /&gt;
2. Type in 'dxdiag' in the input field and click 'OK'.&lt;br /&gt;
&lt;br /&gt;
3.  The DirectX Diagnostic Tool opens in a new window. Wait for it to gather the necessary information.&lt;br /&gt;
&lt;br /&gt;
[[File:DxDiag Page.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
4. When you are running a 32-bit (x86) version of Windows, click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
5. When you are running a 64-bit (x64) version of Windows, first click on Run 64-bit DxDiag, then click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
6. Attach the DxDiag log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR dxdiag marked.png|482x482px]]&lt;br /&gt;
&lt;br /&gt;
==What is a launcher log and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=6dyglrrW0nw&lt;br /&gt;
 |caption = Launcher Logs&lt;br /&gt;
}}&lt;br /&gt;
Launcher logs (file extension: .txt) are files generated by the War Thunder launcher. The log contains a record of all the actions the launcher tried to perform during one secluded opening session. The Launcher log is initialized as soon as the user starts the game (thus opening the launcher) and finalized when the launcher closes itself to either start the game or quit to desktop. The Launcher log helps the technical administration to identify problems within the launcher's code and is thus very important when dealing with launcher related issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your launcher Log:'''&lt;br /&gt;
 &lt;br /&gt;
Launcher logs are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
: The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location Steam.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
:The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==What are problem report files and how do you obtain them?==&lt;br /&gt;
&lt;br /&gt;
Problem report Files (file extension: .dmp) are files generated when the War Thunder client crashes. They contain a memory image of the point when the War Thunder executable has stopped working and thus vital information for the technical administration to identify the reason for the unexpected termination of the program.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your problem report Files:'''&lt;br /&gt;
 &lt;br /&gt;
Problem report Files are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
Important note:&lt;br /&gt;
&lt;br /&gt;
* If the game crashes, problem report files can be found in the .game_logs folder&lt;br /&gt;
* If the launcher crashes, problem report files can be found in the .launcher_log folder or in the .start_app_logs folder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_GaijinFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report file with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_SteamFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report File with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==How do you take screenshots using the in-game functionality?==&lt;br /&gt;
&lt;br /&gt;
;In-game screenshots&lt;br /&gt;
&lt;br /&gt;
For reports we need screenshots taken using the in-game functionality. This is important because these screenshots contain metadata that is used to determine where in the log the issue occurred.&lt;br /&gt;
&lt;br /&gt;
;How to take screenshots&lt;br /&gt;
 &lt;br /&gt;
1. Make sure the keybind is configured correctly. You can find the keybind in 'Controls -&amp;gt; Common -&amp;gt; Interface -&amp;gt; Screenshot'.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Controls_Screenshot.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. When an issue occurs, press the 'Screenshot' key.&lt;br /&gt;
 &lt;br /&gt;
3. Screenshots are stored in the 'Screenshots' folder in the game's install directory. &lt;br /&gt;
[[File:Knowledgebase_ScreenshotFolder.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
4. Upload your screenshot to the website directly and attach the link to your report. Do not upload your screenshot to an image sharing provider such as Imgur, because the metadata will be lost!&lt;br /&gt;
&lt;br /&gt;
[[File:CBR screenshot upload.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
==What is the performance profiler and how do you use it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=VAN9Kc9QPjc&lt;br /&gt;
 |caption = Graphic&lt;br /&gt;
}}&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
 &lt;br /&gt;
;How to create a performance Log:&lt;br /&gt;
&lt;br /&gt;
Performance logging function is bound to the F11 key.&lt;br /&gt;
 &lt;br /&gt;
Please carry out the following:&lt;br /&gt;
&lt;br /&gt;
# Start the game and login etc and wait for hangar screen to load.&lt;br /&gt;
# Press these keys together to start the profiler: Fn+Alt+F11 (These three buttons together turn the profiler on and off)  (If your keyboard has no Function key, press Alt+F11)&lt;br /&gt;
## For Windows, that means &amp;quot;Windows key + left alt + F11&amp;quot;&lt;br /&gt;
## For Mac, that means &amp;quot;Apple key + left alt + F11&amp;quot;&lt;br /&gt;
## For Linux and other operating system, either &amp;quot;function key + left alt + F11&amp;quot; or just &amp;quot;left alt + F11&amp;quot;&lt;br /&gt;
# Play several games (at least 3) with the profiler on.&lt;br /&gt;
# After the end of the last game please press Fn + F11 (F11 if no Function key). This will write the information into the .clog file. You must provide this clog in the report.&lt;br /&gt;
# After pressing F11 to store the log, the profiler can be disabled with the same keys used for enabling it.&lt;br /&gt;
 &lt;br /&gt;
The profiler tells you if it was enabled or disabled on the top left of your screen.&lt;br /&gt;
 &lt;br /&gt;
1. Profiler enabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileEnabled.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Storing profiler data into log&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileSavedInfo.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
3. Profiler disabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileDisabled.jpg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
After the log has been saved, please provide the full .clog file as per the instructions.&lt;br /&gt;
&lt;br /&gt;
===FPS Issues===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
&lt;br /&gt;
To create such a log you will need to start the game, enter a battle and press left ALT+F11 to enable, or disable the log recording. At the moment of performance drop you will need to mark the time in the log by a single press of the F11 button.&lt;br /&gt;
&lt;br /&gt;
After that in the folder with logs “Folder with game.game_logs\” will appear a file with the extension ''.dap'', which should be attached to the report. Please run the Profiler tool - (Alt+F11), spikes are created in the ''spikes-date_time.dap''; pressing F11 creates - ''ring-datetime.dap''&lt;br /&gt;
&lt;br /&gt;
== How to deal with crashes without error messages? ==&lt;br /&gt;
If the game crashes without any error messages, you need to submit a [[Knowledge Base#How to Make a Report|bug report]], and also take the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Temporarily disable your antivirus and try to reproduce the issue.&lt;br /&gt;
&lt;br /&gt;
* If the issue persists, please inform us what antivirus you use and what actions in the game lead to the problem.&lt;br /&gt;
&lt;br /&gt;
2. If the issue persists, run the game client with anti-cheat disabled.&lt;br /&gt;
&lt;br /&gt;
* If the issue persists, it’s related to the third-party software.  Please disable third-party software one by one (primarily ones that are related to overlays: Nvidia, Discord, Twitch, MSI Afterburner, etc.) and report which software disabling helped.&lt;br /&gt;
&lt;br /&gt;
3. If the issue still persists, reproduce it with the debugger:&lt;br /&gt;
&lt;br /&gt;
* Download and install the debugger; &amp;lt;nowiki&amp;gt;https://learn.microsoft.com/ru-ru/windows-hardware/drivers/debugger/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Run the debugger;&lt;br /&gt;
* Run the game client with anti-cheat disabled;&lt;br /&gt;
* Wait for the login screen;&lt;br /&gt;
* In the debugger, select menu: File -&amp;gt; Attach to Process;&lt;br /&gt;
* Enable sorting “By Executable”;&lt;br /&gt;
* Select game process “aces.exe” and press Ok;&lt;br /&gt;
* In the command line of the debugger (bottom of the window) enter: sxe *&lt;br /&gt;
* Press F5;&lt;br /&gt;
* Perform actions in the game that lead to closing without errors;&lt;br /&gt;
* When an exception occurs, the game will freeze and stop responding, but the command line will become available in the debugger again;&lt;br /&gt;
* Enter command in the debugger command line: .dump /m path_to_save_dump;  for example: D:\minidumpfile.dmp&lt;br /&gt;
* Attach saved dumpfile.&lt;br /&gt;
&lt;br /&gt;
==What is the cache and how do you clear it?==&lt;br /&gt;
&lt;br /&gt;
The cache is a system that the game uses to store data downloaded while the game was running. The cache consists of items such as decals, skins and configuration files.&lt;br /&gt;
 &lt;br /&gt;
;How to clear the cache&lt;br /&gt;
 &lt;br /&gt;
When identifying issues with the game, it's best to start with a clean cache. To recreate the cache, the old cache must be deleted.&lt;br /&gt;
 &lt;br /&gt;
1. Follow the installation path that you've specified during installation and locate the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_CacheLocation.png|x300px]]&lt;br /&gt;
 &lt;br /&gt;
2. Delete the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
3. Restart the game. The game will now redownload the necessary cache files.&lt;br /&gt;
&lt;br /&gt;
==What is game integrity and how do you verify it?==&lt;br /&gt;
&lt;br /&gt;
Game integrity refers to the integrity of the game files. It means that all necessary files are untampered and in their correct locations. It is necessary to ensure this before reporting technical issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to verify your game integrity'''&lt;br /&gt;
 &lt;br /&gt;
Game integrity can be checked in multiple ways.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, launch the launcher as you normally would.&lt;br /&gt;
 &lt;br /&gt;
2. Click the wrench icon on the top right corner of the launcher.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Wrench Settings.png|776x776px]]&lt;br /&gt;
 &lt;br /&gt;
3. Click the 'Check files' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Check File.png|554x554px]]&lt;br /&gt;
 &lt;br /&gt;
4. Wait for the file check to finish.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, go to your Steam library.&lt;br /&gt;
 &lt;br /&gt;
2. Right click on War Thunder and select 'Properties' in the context menu.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamProperties.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. In the popup menu, select the tab 'Local files'. On this tab, click the 'Verify integrity of game files...' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamVerifyIntegrity.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
5. Wait for the file integrity check to finish. You can track progress in the popup window.&lt;br /&gt;
&lt;br /&gt;
==Replays: What is the difference and how do you find them?==&lt;br /&gt;
&lt;br /&gt;
;Client replays&lt;br /&gt;
&lt;br /&gt;
Client replays are generated when you leave a match or custom battle. They are a recording created from your game's point of view of the occurences in the match. Client replays tend to lack some data from the battle since some data is not available to your game client during a match.&lt;br /&gt;
 &lt;br /&gt;
;Server replays&lt;br /&gt;
&lt;br /&gt;
Server replays are generated for every match played in War Thunder and they are recorded from the server instead of your local computer. Because of this, server replays are found through the website. You can only submit the link to the match in question rather than the replay file itself.&lt;br /&gt;
 &lt;br /&gt;
All replays (both client and server) become invalid once a major patch has been released, because the new version of the game will not be able to play the old version’s replay files.&lt;br /&gt;
 &lt;br /&gt;
;Timestamp&lt;br /&gt;
&lt;br /&gt;
Please be so kind to provide a timestamp to where the issue occured in the replay.&lt;br /&gt;
 &lt;br /&gt;
===Finding Client Replays===&lt;br /&gt;
 &lt;br /&gt;
1. To view client replays, go to top left corner of the hangar and select 'Community -&amp;gt; Replays'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ClientReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
2. A window will pop up with a list of your replays. The top replay is your latest replay. Press the folder button at the bottom left corner of the window to open the replay directory in a file explorer. You can rename your replay before opening file explorer if this makes it easier to find it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_FolderReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Select the replay of the match in which the error occured and upload this to your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
===Finding Server Replays===&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE GAME CLIENT&lt;br /&gt;
 &lt;br /&gt;
1. Open the message tab in the bottom right corner of the hangar.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_GameMessageTab.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Click on the match in which the issue occured. The match details will expand.&lt;br /&gt;
 &lt;br /&gt;
3. Click on the link 'View Server Replay'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_MatchServerReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. A browser will now open with the server replay window. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ServerReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE WEBSITE&lt;br /&gt;
 &lt;br /&gt;
1. Go to https://warthunder.com/en/tournament/replay/. Make sure you are logged in on the website!&lt;br /&gt;
 &lt;br /&gt;
2. Check the box 'Find replays with my participation'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayParticipation.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Search for the name of the mission and click on it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayMission.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
&lt;br /&gt;
==What is custom content and how do you disable it?==&lt;br /&gt;
&lt;br /&gt;
Disabling custom content&lt;br /&gt;
To make sure the issue is not caused by custom, user-generated content, this content must be disabled before creating a report. We cannot provide support for custom content. Here is a list of possible custom content that can interfere with the game and a link to their wiki page, which helps in disabling the content:&lt;br /&gt;
&lt;br /&gt;
* [[Sound modifications|Sound mods]]&lt;br /&gt;
* [[Instructions for the user localizations|Custom localisation]]&lt;br /&gt;
* [[Custom hangars|Custom hangar]]&lt;br /&gt;
* [[User-made sighting reticles|Custom sights]]&lt;br /&gt;
* [[How to launch a custom mission in the game|Custom missions]] (both usermissions and multiplayer missions from URL)&lt;br /&gt;
* [[Custom skins|User skins]]&lt;br /&gt;
&lt;br /&gt;
If you have found an issue in the CDK or functions provided by it, please report this in the Community Bug Reporter (link below): https://community.gaijin.net/issues/p/warthunder?f.category=CDK&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=190767</id>
		<title>Knowledge Base</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=190767"/>
				<updated>2024-08-08T21:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Bug Reporting? ==&lt;br /&gt;
We constantly strive to evolve and improve War Thunder with every passing update, taking into account your feedback, ideas and suggestions as well as delivering new features, locations, improvements and of course vehicles to expand the game to new heights. &lt;br /&gt;
&lt;br /&gt;
One of the key factors that helps us to keep improving the game for everyone is bug reporting, this helps us to identify and fix any issues that unfortunately may occur. Bug reporting allows us to address and resolve matters that may interrupt or interfere with players' experience or improve the historical parts of the game by making things more accurate and true to life.&lt;br /&gt;
&lt;br /&gt;
Today, we wanted to talk a little bit more about the importance of bug reporting, answer some of your key questions and also show how to correctly create a valid bug report that contributes to helping improve the game.&lt;br /&gt;
&lt;br /&gt;
===How to Make a Report===&lt;br /&gt;
Anyone who has a War Thunder account can make a bug report. Our dedicated [https://community.gaijin.net/issues/p/warthunder website] allows anyone to create a full bug or historical report and let us know of any issues you have found. &lt;br /&gt;
&lt;br /&gt;
Once there, you can choose what specific platform, category and game version you want to report the matter too. Every category area has a helpful set of notes detailing what is required for the report to be the most effective. Be sure to check the area specific (or file specific) notes before submitting your report. &lt;br /&gt;
&lt;br /&gt;
In general though, the basic and core parts of a standard or gameplay related bug report are:&lt;br /&gt;
&lt;br /&gt;
* Clear descriptive title of the issue&lt;br /&gt;
* Full description and details of the issue &lt;br /&gt;
* Steps how to reproduce the issue&lt;br /&gt;
&lt;br /&gt;
In the case of a historical matters, one of the following two points will be required:&lt;br /&gt;
&lt;br /&gt;
* One primary historical source (User/Factory/Repair Manual, Original handbooks etc)&lt;br /&gt;
* Two secondary sources (Reference works, museums, Biographies, Books, &amp;quot;expert&amp;quot; opinion publications, websites etc)&lt;br /&gt;
&lt;br /&gt;
Once you have everything ready, you can submit your report and await its review by a Technical Moderator, developer or our QA team, who will first test and reproduce the issue where possible and then either forward the matter on or request any additional information that may be required.&lt;br /&gt;
&lt;br /&gt;
==How do you find the game version?==&lt;br /&gt;
===Game version===&lt;br /&gt;
The game version must be added into the report. Depending on your platform, there are a few ways to get it.&lt;br /&gt;
&lt;br /&gt;
===PC, Mac, Linux===&lt;br /&gt;
The game version can be found in the top right corner of the screen in any menu, such as the hangar.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledegebase GameVer.png|449x449px]]&lt;br /&gt;
&lt;br /&gt;
Additionally, it can also be seen in the launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:Launcher GameVersion.png|518x518px]]&lt;br /&gt;
&lt;br /&gt;
==What is a client log (.clog) and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = http://www.youtube.com/watch?v=T_zZBbXjICs&lt;br /&gt;
 |caption = Client Logs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Client logs (file extension: .clog) are files generated by the War Thunder client and show a reflection of all the actions a user has performed in one secluded game session. As soon as the launcher initialises the start of the game, a new client log is being started, which is finalised when the client is closed (the game session ends). Besides recording the actions of the user, it also records the client-side calculations and has a built-in error catching system that will allow the technical administration to identify game code or synchronisation issues efficiently.&lt;br /&gt;
&lt;br /&gt;
Client logs are being saved once after a game session has ended. If you have an error that is reproducible, you can help increase the expressiveness of your client log by starting a new game session, reproducing the error and then exiting the game manually. This way, the client log is very small and the error can be identified more easily.&lt;br /&gt;
&lt;br /&gt;
Please note that for all bug reports, only the .clog file (&amp;quot;&amp;lt;filename&amp;gt;.clog&amp;quot;)is required. Please do not attach the .clog file that includes the cef extension.&lt;br /&gt;
&lt;br /&gt;
===How to obtain your client log===&lt;br /&gt;
====Download from Gaijin Entertainment Website====&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:ClientLog Location.png|373x373px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|376x376px]]&lt;br /&gt;
&lt;br /&gt;
====Download from Steam====&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Steam ClientLog Location.png|371x371px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|365x365px]]&lt;br /&gt;
&lt;br /&gt;
==What is a DxDiag log and how do you obtain it?==&lt;br /&gt;
The DxDiag log (file extension: .txt) is a text document that is created by Microsoft's DirectX Diagnostic Tool, showing non-personalized information about the hardware and drivers of your system. The DxDiag log file helps our technical administration to identify whether the problem you encounter is happening due to incompatibilities or issues with certain hardware or driver components on your system. It is especially important with display or sound device issues, as it helps to identify the devices and their drivers easily.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain your DxDiag Log===&lt;br /&gt;
 &lt;br /&gt;
Obtaining the DxDiag log is fast and easy. Just perform the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Press 'Windows Key + R' to open Microsoft's Run function&lt;br /&gt;
&lt;br /&gt;
[[File:Dxdiag run.png|367x367px]]&lt;br /&gt;
&lt;br /&gt;
2. Type in 'dxdiag' in the input field and click 'OK'.&lt;br /&gt;
&lt;br /&gt;
3.  The DirectX Diagnostic Tool opens in a new window. Wait for it to gather the necessary information.&lt;br /&gt;
&lt;br /&gt;
[[File:DxDiag Page.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
4. When you are running a 32-bit (x86) version of Windows, click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
5. When you are running a 64-bit (x64) version of Windows, first click on Run 64-bit DxDiag, then click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
6. Attach the DxDiag log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR dxdiag marked.png|482x482px]]&lt;br /&gt;
&lt;br /&gt;
==What is a launcher log and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=6dyglrrW0nw&lt;br /&gt;
 |caption = Launcher Logs&lt;br /&gt;
}}&lt;br /&gt;
Launcher logs (file extension: .txt) are files generated by the War Thunder launcher. The log contains a record of all the actions the launcher tried to perform during one secluded opening session. The Launcher log is initialized as soon as the user starts the game (thus opening the launcher) and finalized when the launcher closes itself to either start the game or quit to desktop. The Launcher log helps the technical administration to identify problems within the launcher's code and is thus very important when dealing with launcher related issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your launcher Log:'''&lt;br /&gt;
 &lt;br /&gt;
Launcher logs are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
: The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location Steam.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
:The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==What are problem report files and how do you obtain them?==&lt;br /&gt;
&lt;br /&gt;
Problem report Files (file extension: .dmp) are files generated when the War Thunder client crashes. They contain a memory image of the point when the War Thunder executable has stopped working and thus vital information for the technical administration to identify the reason for the unexpected termination of the program.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your problem report Files:'''&lt;br /&gt;
 &lt;br /&gt;
Problem report Files are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
Important note:&lt;br /&gt;
&lt;br /&gt;
* If the game crashes, problem report files can be found in the .game_logs folder&lt;br /&gt;
* If the launcher crashes, problem report files can be found in the .launcher_log folder or in the .start_app_logs folder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_GaijinFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report file with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_SteamFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report File with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==How do you take screenshots using the in-game functionality?==&lt;br /&gt;
&lt;br /&gt;
;In-game screenshots&lt;br /&gt;
&lt;br /&gt;
For reports we need screenshots taken using the in-game functionality. This is important because these screenshots contain metadata that is used to determine where in the log the issue occurred.&lt;br /&gt;
&lt;br /&gt;
;How to take screenshots&lt;br /&gt;
 &lt;br /&gt;
1. Make sure the keybind is configured correctly. You can find the keybind in 'Controls -&amp;gt; Common -&amp;gt; Interface -&amp;gt; Screenshot'.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Controls_Screenshot.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. When an issue occurs, press the 'Screenshot' key.&lt;br /&gt;
 &lt;br /&gt;
3. Screenshots are stored in the 'Screenshots' folder in the game's install directory. &lt;br /&gt;
[[File:Knowledgebase_ScreenshotFolder.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
4. Upload your screenshot to the website directly and attach the link to your report. Do not upload your screenshot to an image sharing provider such as Imgur, because the metadata will be lost!&lt;br /&gt;
&lt;br /&gt;
[[File:CBR screenshot upload.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
==What is the performance profiler and how do you use it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=VAN9Kc9QPjc&lt;br /&gt;
 |caption = Graphic&lt;br /&gt;
}}&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
 &lt;br /&gt;
;How to create a performance Log:&lt;br /&gt;
&lt;br /&gt;
Performance logging function is bound to the F11 key.&lt;br /&gt;
 &lt;br /&gt;
Please carry out the following:&lt;br /&gt;
&lt;br /&gt;
# Start the game and login etc and wait for hangar screen to load.&lt;br /&gt;
# Press these keys together to start the profiler: Fn+Alt+F11 (These three buttons together turn the profiler on and off)  (If your keyboard has no Function key, press Alt+F11)&lt;br /&gt;
## For Windows, that means &amp;quot;Windows key + left alt + F11&amp;quot;&lt;br /&gt;
## For Mac, that means &amp;quot;Apple key + left alt + F11&amp;quot;&lt;br /&gt;
## For Linux and other operating system, either &amp;quot;function key + left alt + F11&amp;quot; or just &amp;quot;left alt + F11&amp;quot;&lt;br /&gt;
# Play several games (at least 3) with the profiler on.&lt;br /&gt;
# After the end of the last game please press Fn + F11 (F11 if no Function key). This will write the information into the .clog file. You must provide this clog in the report.&lt;br /&gt;
# After pressing F11 to store the log, the profiler can be disabled with the same keys used for enabling it.&lt;br /&gt;
 &lt;br /&gt;
The profiler tells you if it was enabled or disabled on the top left of your screen.&lt;br /&gt;
 &lt;br /&gt;
1. Profiler enabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileEnabled.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Storing profiler data into log&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileSavedInfo.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
3. Profiler disabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileDisabled.jpg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
After the log has been saved, please provide the full .clog file as per the instructions.&lt;br /&gt;
&lt;br /&gt;
===FPS Issues===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
&lt;br /&gt;
To create such a log you will need to start the game, enter a battle and press left ALT+F11 to enable, or disable the log recording. At the moment of performance drop you will need to mark the time in the log by a single press of the F11 button.&lt;br /&gt;
&lt;br /&gt;
After that in the folder with logs “Folder with game.game_logs\” will appear a file with the extension ''.dap'', which should be attached to the report. Please run the Profiler tool - (Alt+F11), spikes are created in the ''spikes-date_time.dap''; pressing F11 creates - ''ring-datetime.dap''&lt;br /&gt;
&lt;br /&gt;
== Taking necessary steps and collecting information in case of crashes without error messages ==&lt;br /&gt;
If the game crashes without any error messages, you need to submit a [[Knowledge Base#How to Make a Report|bug report]], and also take the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Temporarily disable your antivirus and try to reproduce the issue.&lt;br /&gt;
&lt;br /&gt;
* If the issue persists, please inform us what antivirus you use and what actions in the game lead to the problem.&lt;br /&gt;
&lt;br /&gt;
2. If the issue persists, run the game client with anti-cheat disabled.&lt;br /&gt;
&lt;br /&gt;
* If the issue persists, it’s related to the third-party software.  Please disable third-party software one by one (primarily ones that are related to overlays: Nvidia, Discord, Twitch, MSI Afterburner, etc.) and report which software disabling helped.&lt;br /&gt;
&lt;br /&gt;
3. If the issue still persists, reproduce it with the debugger:&lt;br /&gt;
&lt;br /&gt;
* Download and install the debugger; &amp;lt;nowiki&amp;gt;https://learn.microsoft.com/ru-ru/windows-hardware/drivers/debugger/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Run the debugger;&lt;br /&gt;
* Run the game client with anti-cheat disabled;&lt;br /&gt;
* Wait for the login screen;&lt;br /&gt;
* In the debugger, select menu: File -&amp;gt; Attach to Process;&lt;br /&gt;
* Enable sorting “By Executable”;&lt;br /&gt;
* Select game process “aces.exe” and press Ok;&lt;br /&gt;
* In the command line of the debugger (bottom of the window) enter: sxe *&lt;br /&gt;
* Press F5;&lt;br /&gt;
* Perform actions in the game that lead to closing without errors;&lt;br /&gt;
* When an exception occurs, the game will freeze and stop responding, but the command line will become available in the debugger again;&lt;br /&gt;
* Enter command in the debugger command line: .dump /m path_to_save_dump;  for example: D:\minidumpfile.dmp&lt;br /&gt;
* Attach saved dumpfile.&lt;br /&gt;
&lt;br /&gt;
==What is the cache and how do you clear it?==&lt;br /&gt;
&lt;br /&gt;
The cache is a system that the game uses to store data downloaded while the game was running. The cache consists of items such as decals, skins and configuration files.&lt;br /&gt;
 &lt;br /&gt;
;How to clear the cache&lt;br /&gt;
 &lt;br /&gt;
When identifying issues with the game, it's best to start with a clean cache. To recreate the cache, the old cache must be deleted.&lt;br /&gt;
 &lt;br /&gt;
1. Follow the installation path that you've specified during installation and locate the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_CacheLocation.png|x300px]]&lt;br /&gt;
 &lt;br /&gt;
2. Delete the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
3. Restart the game. The game will now redownload the necessary cache files.&lt;br /&gt;
&lt;br /&gt;
==What is game integrity and how do you verify it?==&lt;br /&gt;
&lt;br /&gt;
Game integrity refers to the integrity of the game files. It means that all necessary files are untampered and in their correct locations. It is necessary to ensure this before reporting technical issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to verify your game integrity'''&lt;br /&gt;
 &lt;br /&gt;
Game integrity can be checked in multiple ways.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, launch the launcher as you normally would.&lt;br /&gt;
 &lt;br /&gt;
2. Click the wrench icon on the top right corner of the launcher.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Wrench Settings.png|776x776px]]&lt;br /&gt;
 &lt;br /&gt;
3. Click the 'Check files' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Check File.png|554x554px]]&lt;br /&gt;
 &lt;br /&gt;
4. Wait for the file check to finish.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, go to your Steam library.&lt;br /&gt;
 &lt;br /&gt;
2. Right click on War Thunder and select 'Properties' in the context menu.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamProperties.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. In the popup menu, select the tab 'Local files'. On this tab, click the 'Verify integrity of game files...' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamVerifyIntegrity.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
5. Wait for the file integrity check to finish. You can track progress in the popup window.&lt;br /&gt;
&lt;br /&gt;
==Replays: What is the difference and how do you find them?==&lt;br /&gt;
&lt;br /&gt;
;Client replays&lt;br /&gt;
&lt;br /&gt;
Client replays are generated when you leave a match or custom battle. They are a recording created from your game's point of view of the occurences in the match. Client replays tend to lack some data from the battle since some data is not available to your game client during a match.&lt;br /&gt;
 &lt;br /&gt;
;Server replays&lt;br /&gt;
&lt;br /&gt;
Server replays are generated for every match played in War Thunder and they are recorded from the server instead of your local computer. Because of this, server replays are found through the website. You can only submit the link to the match in question rather than the replay file itself.&lt;br /&gt;
 &lt;br /&gt;
All replays (both client and server) become invalid once a major patch has been released, because the new version of the game will not be able to play the old version’s replay files.&lt;br /&gt;
 &lt;br /&gt;
;Timestamp&lt;br /&gt;
&lt;br /&gt;
Please be so kind to provide a timestamp to where the issue occured in the replay.&lt;br /&gt;
 &lt;br /&gt;
===Finding Client Replays===&lt;br /&gt;
 &lt;br /&gt;
1. To view client replays, go to top left corner of the hangar and select 'Community -&amp;gt; Replays'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ClientReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
2. A window will pop up with a list of your replays. The top replay is your latest replay. Press the folder button at the bottom left corner of the window to open the replay directory in a file explorer. You can rename your replay before opening file explorer if this makes it easier to find it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_FolderReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Select the replay of the match in which the error occured and upload this to your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
===Finding Server Replays===&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE GAME CLIENT&lt;br /&gt;
 &lt;br /&gt;
1. Open the message tab in the bottom right corner of the hangar.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_GameMessageTab.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Click on the match in which the issue occured. The match details will expand.&lt;br /&gt;
 &lt;br /&gt;
3. Click on the link 'View Server Replay'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_MatchServerReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. A browser will now open with the server replay window. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ServerReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE WEBSITE&lt;br /&gt;
 &lt;br /&gt;
1. Go to https://warthunder.com/en/tournament/replay/. Make sure you are logged in on the website!&lt;br /&gt;
 &lt;br /&gt;
2. Check the box 'Find replays with my participation'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayParticipation.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Search for the name of the mission and click on it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayMission.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
&lt;br /&gt;
==What is custom content and how do you disable it?==&lt;br /&gt;
&lt;br /&gt;
Disabling custom content&lt;br /&gt;
To make sure the issue is not caused by custom, user-generated content, this content must be disabled before creating a report. We cannot provide support for custom content. Here is a list of possible custom content that can interfere with the game and a link to their wiki page, which helps in disabling the content:&lt;br /&gt;
&lt;br /&gt;
* [[Sound modifications|Sound mods]]&lt;br /&gt;
* [[Instructions for the user localizations|Custom localisation]]&lt;br /&gt;
* [[Custom hangars|Custom hangar]]&lt;br /&gt;
* [[User-made sighting reticles|Custom sights]]&lt;br /&gt;
* [[How to launch a custom mission in the game|Custom missions]] (both usermissions and multiplayer missions from URL)&lt;br /&gt;
* [[Custom skins|User skins]]&lt;br /&gt;
&lt;br /&gt;
If you have found an issue in the CDK or functions provided by it, please report this in the Community Bug Reporter (link below): https://community.gaijin.net/issues/p/warthunder?f.category=CDK&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tornado_F.3_Late&amp;diff=189121</id>
		<title>Tornado F.3 Late</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tornado_F.3_Late&amp;diff=189121"/>
				<updated>2024-06-28T19:03:25Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Tornado (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=tornado_f3_late&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Seek &amp;amp; Destroy&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;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 11,582 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,281 || 2,257 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 28.7 || 29.5 || 167.3 || 163.3 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| ___ || ___ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute !! Thrust reversal&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;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
! Min sweep&lt;br /&gt;
| 972 || rowspan=&amp;quot;2&amp;quot; | {{Specs|destruction|gear}} || 1,166 || 552 || 440 || ~8 || ~3&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || - || - || - || ~9 || ~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; 670 || &amp;lt; 650 || &amp;lt; 700 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{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 internal fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Turbo-Union RB199-34R Mk.104 || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 14,659 kg || colspan=&amp;quot;3&amp;quot; | 742 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with internal fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 56m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 968 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 16,186 kg || 16,463 kg || 17,365 kg || 18,718 kg || 19,749 kg || 21,366 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 56m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,756 kgf || 7,309 kgf&lt;br /&gt;
| 0.90 || 0.89 || 0.84 || 0.78 || 0.74 || 0.68&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,169 kgf&amp;lt;br&amp;gt;(1,400 km/h) || 8,173 kgf&amp;lt;br&amp;gt;(1,400 km/h)&lt;br /&gt;
| 1.01 || 0.99 || 0.94 || 0.87 || 0.83 || 0.77&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! EEGS&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{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|Mauser BK27 (27 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 27 mm Mauser BK27 cannon, nose-mounted (180 rpg)&lt;br /&gt;
* 32 x large calibre countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;9%&amp;quot; | 1 !! width=&amp;quot;9%&amp;quot; | 2 !! width=&amp;quot;9%&amp;quot; | 3 !! width=&amp;quot;9%&amp;quot; | 4 !! width=&amp;quot;9%&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Tornado_F.3.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1, 2 *|| || || || 1, 2 *&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9M Sidewinder]] missiles&lt;br /&gt;
| 1, 2 *|| || || || 1, 2 *&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-120B]] missiles&lt;br /&gt;
| || || 4 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyflash SuperTEMP]] missiles&lt;br /&gt;
| || || 4 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| 160 * || || || || 160 *&lt;br /&gt;
|-&lt;br /&gt;
! 330 gal drop tanks&lt;br /&gt;
| || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! 495 gal drop tanks&lt;br /&gt;
| || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | * Countermeasures can be carried with Sidewinder missiles on the same hardpoint&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 330 gal drop tanks&lt;br /&gt;
* 2 x 495 gal drop tanks&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 320 x countermeasures&lt;br /&gt;
* 4 x AIM-9M Sidewinder missiles + 320 x countermeasures&lt;br /&gt;
* 4 x Skyflash SuperTEMP missiles&lt;br /&gt;
* 4 x AIM-120B missiles&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''&lt;br /&gt;
&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;
''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;.''&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;
The Tornado F3, a crucial part of the RAF's air defense, underwent significant changes throughout its service, facing structural challenges and essential upgrades. Following the Gulf War, the Tornado F3 experienced accelerated fatigue due to intense combat conditions, which exceeded its initial design expectations. As a result, the airframes began wearing out faster than anticipated. Initially, BAe Systems was contracted to upgrade 15 airframes, but the subsequent batch was awarded to Airwork Services, which performed the upgrades at St Athan.&lt;br /&gt;
&lt;br /&gt;
Soon after, the first four upgraded Tornado F3s (ZE292, ZE295, ZE343, and ZE728) exhibited structural problems. Pilots reported abnormal behavior, leading to the discovery of significant damage. Further inspections revealed 12 additional damaged airframes. Though scrapping these aircraft was initially considered, an innovative solution emerged: using the center sections of F2 airframes in storage at St Athan. This successful modification, starting with ZE154 and F2 ZD901, allowed the damaged F3s to return to service.&lt;br /&gt;
&lt;br /&gt;
On March 24, 1993, a significant milestone was reached when the RAF accepted ZH559, the last Tornado built for the RAF, which remained in service until 2008. The next major upgrade involved fitting the F3 with AMRAAM and ASRAAM missiles under the Capability Sustainment Programme (CSP) awarded to BAe in 1997. This £125 million program upgraded the missile management system and main computer, providing the F3 with fire-and-forget capability and enhancing its combat effectiveness. Additional upgrades included towed radar decoys and trials with ALARM missiles on 11 Squadron aircraft.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Tornado (Family)|Tornado Family]]&lt;br /&gt;
* Identical performance-wise to the [[Tornado F.3]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Panavia}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Typhoon_Mk_Ib&amp;diff=185940</id>
		<title>Typhoon Mk Ib</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Typhoon_Mk_Ib&amp;diff=185940"/>
				<updated>2024-05-03T13:09:00Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Typhoon (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=typhoon_mk1b&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 premium gift rank {{Specs|rank}} British fighter {{Battle-rating}}. It has been in the game as a premium pack since the start of the Open Beta Test prior to Update 1.27 but was removed from the store after the [[wt:en/news/5232-shop-winter-sales-special-bundle-and-gift-certificates-en|2017 Winter Sale]]. It has since been made available for purchase with Golden Eagles {{ge}} for the [[wt:en/news/5438-raf-100-royal-air-force-centenary-en|2018 &amp;quot;Royal Air Force Centenary&amp;quot;]], the [[wt:en/news/6759-special-d-day-en|2020 D-Day]], the [[wt:en/news/8171-special-royal-air-force-day-en|2023 &amp;quot;Royal Air Force Day&amp;quot;]], and the [[wt:en/news/8834-special-get-a-decal-for-the-anniversary-of-the-royal-air-force-en|2024 &amp;quot;Anniversary of the Royal Air Force&amp;quot;]] mini-events. It also has been made available again in the store episodically for the [[wt:en/news/5232-shop-winter-sales-special-bundle-and-gift-certificates-en|2018 Winter Sale]], the [[wt:en/news/6866-special-80-year-anniversary-of-battle-of-britain-en|2020 &amp;quot;80&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Anniversary of the Battle of Britain&amp;quot;]] event and as part of the [[wt:en/news/6759/current|2020]] and [[wt:en/news/7205-shop-d-day-bundles-en|2021]] D-Day Sales.&lt;br /&gt;
&lt;br /&gt;
While the {{Specs|name}} is slightly inferior compared to the Mk Ib/late in regards to flight performance and engine power, the main difference from the Mk Ia is the vastly upgraded armament options, including 4 x 20 mm Hispano Mk II cannons and larger bombs and rockets.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,340 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;
| 618 || 605 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 21.8 || 22.1 || 14.7 || 14.7 || rowspan=&amp;quot;2&amp;quot; | 580&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 670 || 644 || 19.4 || 20.6 || 23.4 || 17.3&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;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || X     &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}} || 401 || 377 || 250 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 390 || &amp;lt; 440 || &amp;lt; 480 || &amp;gt; 337&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 1,447 m || 1,960 hp || 2,077 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,981 m || 1,650 hp || 1,749 hp&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;
* 42.8 mm Bulletproof glass in cockpit front.&lt;br /&gt;
* 12.7 mm Steel plate behind the pilot.&lt;br /&gt;
* 1 mm Steel plate in the fuselage.&lt;br /&gt;
* 3 mm Steel plate behind the propeller.&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|Hispano Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Hispano Mk.II cannons, wing-mounted (145 rpg outer + 143 rpg inner = 576 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)|S.A.P. Mk.II (500 lb)|M.C. Mk.I (1,000 lb)|RP-3}}&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 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 2 x 500 lb S.A.P. Mk.II bombs (1,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb M.C. Mk.I bombs (2,000 lb total)&lt;br /&gt;
* 8 x RP-3 rockets&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
As a fighter, it is mainly a BnZ aircraft with lethal armament, especially the stealthy Air targets belts. Roll rate is below average but turn performance is decent for such a large aircraft. Where the Typhoon shines, as in real life, is in ground attack roles with 2 x 1000lbs bombs or 8 x RP-3 rockets. Used in this role the Typhoon can strike very fast and accurately and use its speed to disengage. Climb early in the battle as performance is maintained even with 2 x 1000 bombs underneath, select the target and bomb in a shallow dive. Disengage with a shallow climb at great speed away from enemy fighters. Softer targets can be destroyed easily with the cannons. This aircraft can be a real lion farmer used in a mixed role of fighter bomber attacking unsuspecting slower enemy aircraft, or blasting through furballs at high speed. The Air Targets belts will reward the good shot. Performance is best below 6 km (20000 ft). When manoeuvring keeps the speed up, this is a heavy aircraft and will not easily regain energy lost by high loads, making it vulnerable.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&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;
* Good diving speed&lt;br /&gt;
* Excellent armament&lt;br /&gt;
* Above average armour&lt;br /&gt;
* Can withstand tough loads&lt;br /&gt;
* Good speed&lt;br /&gt;
* Good climb rate&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Water overheats if too much WEP applied&lt;br /&gt;
* Low roll rate&lt;br /&gt;
* Big target for a fighter&lt;br /&gt;
* Limited cockpit visibility&lt;br /&gt;
* The takeoff acceleration is lower than most counterparts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Typhoon Mk Ib was an evolution on the earlier Mk Ia on a quest for better overall performance. An upgraded engine that could take higher boost settings and aerodynamic improvements on the fuselage and wings increased speed and climb capability. The four cannons and the improved hardpoints under the wings made it ideal for the ground attack tactics employed by the RAF in 1943 over France. The Spitfires and Hurricanes were quickly replaced by the Typhoons in this very dangerous mission profile, flying close to the ground and exposed to AA. The Typhoon was also used in a defensive role as interceptor against fast German fighter bombers coming across the Channel.&lt;br /&gt;
&lt;br /&gt;
The Typhoon was not the easiest aircraft to fly and came as a shock to the pilots used to the much lighter and nimbler Spitfires and Hurricanes. Problems were engine reliability and vibrations, a swing (turn) on take-off due to the huge torque from the engine and propeller even with full opposite rudder applied. In the cockpit before the introduction of the later bubble canopy, visibility was limited and carbon monoxide from the exhaust would find its way in, use of oxygen at all times became mandatory. While flying missions crossing the English Channel, the danger of ditching was always present and the configuration of the scoop air intake below the engine made the success of such an event highly doubtful.&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Hawker Typhoon Mk.IB was a single engine, single seat fighter which entered service with the RAF in 1941. The Mk.IB differed mainly from the Mk.IA in its armament; the fighter was equipped with four 20 mm British Hispano Mk.I magazine-fed cannons, with 75 rounds each.&lt;br /&gt;
&lt;br /&gt;
Already plagued with several early problems, the seepage of exhaust gases from the engine into the pilot's cockpit became a serious issue for the Hawker Typhoon. Although the sealed partition between the cockpit and the engine compartment was improved and the engine's exhaust pipes were lengthened, this problem was never entirely solved and Typhoon pilots had to operate their fighters from engine start to shut down with their oxygen masks on.&lt;br /&gt;
&lt;br /&gt;
Another problem was the lack of reliability of Napier Sabre Mk.IIA engines at the initial stage of operation. The engine was prone to overheating and it could jam when the aircraft climbed. Cases when the engine caught fire on take off were also frequent. It was only by mid 1943 that engineers managed to overcome these problems and bring the engine's reliability to an acceptable level.&lt;br /&gt;
&lt;br /&gt;
Early on in the Typhoon's combat career, it was discovered that metal fatigue in the tail often caused the entire tail unit to detach in a high speed dive. As an interim measure, reinforcing straps were fitted across the joint of the tail section and the fuselage. Subsequently it was discovered that these structural failures were caused by elevator flutter which occurred at relatively low speeds. The flutter itself was caused by the fatigue failure of the small ring holding the balance weight assembly. The flutter could also lead to a failure of the tailplane spar, so this also urgently needed to be reinforced.&lt;br /&gt;
&lt;br /&gt;
In early 1942, Hawker had embarked on equipping the Typhoon with external fittings. Drop tanks were added to increase the aircraft's range.&lt;br /&gt;
&lt;br /&gt;
Two 500 lb (227 kg) bombs could be fitted instead of drop tanks; later these were replaced with heavier American 1,000 lb (454 kg) bombs.&lt;br /&gt;
&lt;br /&gt;
An important step in enhancing the Typhoon's firepower was equipping it with rockets. By the end of 1942, 3 inch (76 mm) rockets equipped with a 27 kg warhead were produced in large quantities. They were inexpensive, easy to manufacture and proved reliable although they were not particularly accurate. The Typhoon was equipped with eight rails for these rockets, four under each wing. Rocket rails and bomb racks were introduced across in service Typhoons throughout 1943.&lt;br /&gt;
&lt;br /&gt;
Whilst the Typhoon had a disappointing high altitude performance, its low altitude performance was more impressive, leading to the aircraft being considered for employment in other roles. From November 1942, Typhoons were used as fighter bombers to hit ground targets on the Continent. However, in general the Typhoon was not a huge success as an interceptor, but found its forte as a rugged ground attack aircraft, capable of dealing a good deal of damage with bombs, rockets and its 20mm cannons. Over 3,300 Typhoons were manufactured during the war, the vast majority being the Mk. IB variant.&lt;br /&gt;
{{Navigation-End}}&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=typhoon_mk1b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain fighters}}&lt;br /&gt;
{{Britain premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Harrier_GR.7&amp;diff=185920</id>
		<title>Harrier GR.7</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Harrier_GR.7&amp;diff=185920"/>
				<updated>2024-05-01T22:37:53Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Harrier (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=harrier_gr7&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 Harrier GR.7 indelibly shaped the Royal Air Force from its inception in the late 1980s through its operational tenure until the mid-2000s. This iconic aircraft played a pivotal role during historic events such as the Gulf War in the early 1990s, where its unique vertical and short takeoff and landing (V/STOL) capability enabled rapid deployment from makeshift airfields in the desert theatre. The GR.7's versatile armament, including precision-guided munitions, showcased its adaptability during NATO's intervention in the Kosovo conflict in the late 1990s, as it executed surgical strikes and ground attack missions with exceptional accuracy. Its service extended into the early 2000s, proving crucial in coalition operations in Afghanistan, where its sophisticated targeting systems facilitated precise close air support in challenging terrain. The Harrier GR.7's historical significance stems not only from its operational versatility from previous platforms but also from its embodiment of the RAF's commitment to innovative tactics and strategic air power projection.&lt;br /&gt;
&lt;br /&gt;
The Harrier GR.7 was introduced in [[Update &amp;quot;Drone Age&amp;quot;]]. This versatile aircraft assumes the role of a multi-role fighter, effortlessly engaging ground and air targets across a spectrum of scenarios. Its versatile armament offers a pragmatic solution to an array of targets, from fortified ground positions to swift-moving airborne adversaries. Unseen and underestimated, the Harrier GR.7 becomes a potent ground adversary, launching precision strikes from a safe distance, particularly disquieting for unsuspecting SPAA units. Designed to appeal to pilots who appreciate multifunctional capabilities and diverse weapon options, the Harrier GR.7 thrives on the patient and the skillful, revealing a landscape where challenge and accomplishment intermingle, ultimately rewarding adept aviators with impactful results.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 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;
| 1,116 || 1,110 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 30.4 || 30.9 || 70.8 || 70.8 || rowspan=&amp;quot;2&amp;quot; | 550&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,133 || 1,125 || 29.6 || 30.0 || 111.4 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,137 &amp;lt;!--{{Specs|destruction|body}}--&amp;gt; || {{Specs|destruction|gear}} || N/A || 829 || 556 || ~15 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 648 || &amp;lt; 950 || &amp;lt; 790 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Pegasus Mk.105 || 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 6,057 kg || colspan=&amp;quot;3&amp;quot; | 453 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 14m fuel || 20m fuel || 30m fuel || 45m fuel || 49m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,710 kg || colspan=&amp;quot;2&amp;quot; | Vectored-thrust low-bypass turbofan&lt;br /&gt;
| 7,113 kg || 7,467 kg || 8,173 kg || 9,230 kg || 9,577 kg || 14,567 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 14m fuel || 20m fuel || 30m fuel || 45m fuel || 49m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 9,198 kgf || 9,945 kgf&lt;br /&gt;
| 1.40 || 1.33 || 1.22 || 1.08 || 1.04 || 0.68&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 9,198 kgf&amp;lt;br&amp;gt;(0 km/h) || 9,945 kgf&amp;lt;br&amp;gt;(0 km/h)&lt;br /&gt;
| 1.40 || 1.33 || 1.22 || 1.08 || 1.04 || 0.68&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;
With its agile and adaptable nature, this aircraft excels in evasive manoeuvres, allowing it to swiftly navigate through volatile airspaces and evade incoming threats. Its advanced glass MFD/HUD cockpit and access to RWR enhance situational awareness, enabling pilots to make informed decisions in the heat of battle. The Harrier GR.7 stands fortified with an arsenal of defensive measures. Its automatic Engine Fire Suppression (EFS), coupled with the 700 countermeasures constitutes a formidable shield against hostile missiles. While the Harrier GR.7 may lack armour plating, the GR.7's low-profile silhouette further augments its safety measures, reducing its radar cross-section and making it a more elusive target in the chaotic theater of aerial combat, where agility becomes its most potent form of defense. The Harrier GR.7's open cockpit design offers pilots an exceptional vantage point, granting unobstructed visibility that enhances situational awareness during flight. This clear line of sight empowers pilots to quickly scan the surrounding airspace and terrain, allowing them to detect potential threats and opportunities with ease. Complementing this inherent advantage, the aircraft's HUD further amplifies situational awareness by seamlessly integrating critical flight data and targeting information directly into the pilot's field of view. This real-time data projection eliminates the need to divert attention to cockpit instruments, enabling pilots to maintain focus on the external environment. The combination of the open cockpit layout and the HUD's intuitive display contributes to the Harrier GR.7's heightened safety and operational effectiveness, enabling pilots to respond swiftly and decisively to changing circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
A prudent approach would be to focus on obtaining additional countermeasures and air-to-air missiles as promptly as possible. This strategic choice gains even more significance considering the Harrier GR.7's provision of 4 x AIM-9M missiles and an impressive stockpile of 700 countermeasures. This advantageous combination not only offers a heightened capacity to effectively neutralize incoming missile hazards but also affords the aircraft a formidable offensive potential. With this array of resources at your disposal, the Harrier GR.7 can seamlessly navigate the complex dynamics of aerial combat, ensuring a robust defense against missile threats while equipping you with a sufficiently potent arsenal to engage and dispatch enemy aircraft with a commendable level of efficiency.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! EEGS&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;4%&amp;quot; | 1 !! width=&amp;quot;4%&amp;quot; | 2 !! width=&amp;quot;4%&amp;quot; | 3 !! width=&amp;quot;4%&amp;quot; | 4 !! width=&amp;quot;4%&amp;quot; | 5 !! width=&amp;quot;4%&amp;quot; | 6 !! width=&amp;quot;4%&amp;quot; | 7 !! width=&amp;quot;4%&amp;quot; | 8 !! width=&amp;quot;4%&amp;quot; | 9 !! width=&amp;quot;4%&amp;quot; | 10 !! width=&amp;quot;4%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[ADEN 25 (25 mm)|25 mm ADEN 25]] cannons (100 rpg)&lt;br /&gt;
| || || || || 1 || || 1 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk.M2 (540 lb)|540 lb Mk.M2]] bombs&lt;br /&gt;
| 1 || || || || || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 (1,000 lb)|1,000 lb H.E. M.C. Mk.13]] bombs&lt;br /&gt;
| || 1 || || 1 || || 1 || || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 No.117 (1,000 lb)|1,000 lb H.E. M.C. Mk.13 No.117]] bombs&lt;br /&gt;
| || 1 || || 1 || || 1 || || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| 1* || 1* || || 1* || || || || 1* || || 1* || 1*&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk.13 (546 kg)|546 kg Mk.13]] bombs&lt;br /&gt;
| || 1* || || 1* || || || || 1* || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || || 1* || || || || 1* || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[CRV7 M247]] rockets&lt;br /&gt;
| 19 || 19 || || 19 || || || || 19 || || 19 || 19&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || 18 || || || || 18 || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65D]] missiles&lt;br /&gt;
| || 1 || || 1 || || || || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65G]] missiles&lt;br /&gt;
| || 1 || || 1 || || || || 1 || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9M Sidewinder]] missiles&lt;br /&gt;
| 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| 160&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 160&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || || || || 160&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 160&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! TIALD targeting pod&lt;br /&gt;
| || || || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; | Maximum permissible weight imbalance: 1,400 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | * The TIALD targeting pod must be carried when equipping guided bombs &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;AIM-9L Sidewinder missiles can be carried in conjunction with countermeasure pods on the same hardpoint&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 25 mm ADEN 25 cannons (100 rpg = 200 total)&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 4 x AIM-9M Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9M Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 108 x SNEB type 23 rockets&lt;br /&gt;
* 114 x CRV7 M247 rockets&lt;br /&gt;
* 2 x 540 lb Mk.M2 bombs (1,080 lb total)&lt;br /&gt;
* 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)&lt;br /&gt;
* 5 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (5,000 lb total)&lt;br /&gt;
* 6 x 277 kg GBU-12 Paveway II bombs (1,662 kg total)&lt;br /&gt;
* 4 x 546 kg Mk.13 bombs (2,184 kg total)&lt;br /&gt;
* 2 x 2,000 lb GBU-24 Paveway III bombs (4,000 lb total)&lt;br /&gt;
* 4 x AGM-65D missiles&lt;br /&gt;
* 4 x AGM-65G missiles&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''As a fighter:'''&lt;br /&gt;
&lt;br /&gt;
The Harrier is a subsonic fighter fighting against a mostly supersonic opposition. However, as a weapons platform, it has access to some features that make it able to compete:&lt;br /&gt;
&lt;br /&gt;
You can carry up to 4 AIM-9M missiles that are all-aspect, feature a seeker shut-off IRCCM, have a maximum overload of 30 G, and a maximum launch range of 18 km. In realistic terms, that means that if you have an altitude advantage of 1-2 km over someone running away from you you are still able to lock them and fire at a distance of up to 5-6 km and the missile still has a good chance of reaching them. The AIM-9Ms are almost impossible to dodge from side and rear aspects due to its IRCCM. However, you should avoid firing them in a frontal aspect as just a few flares will be able to decoy them.&lt;br /&gt;
&lt;br /&gt;
You will receive access to 60 countermeasures with the first countermeasure modification and with the second you unlock the option to carry 160 countermeasures on each of the Sidewinder pylons, totalling 4 x 160 + 60 = 700 countermeasures. It is highly recommended to run them mixed (both flares and chaff). This allows you to use the periodic countermeasures dispense function when you are in situations where your situational awareness will be limited, to prevent a missile from hitting the plane.&lt;br /&gt;
&lt;br /&gt;
You also receive an RWR, which is a useful tool for roughly finding the location of enemies and warning you when you are locked on radar.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the match, you can climb to the side along the same flight path as the rest of your team. Try keeping a speed of above 800 km/h while climbing to maybe 5,000 to 7,000 m altitude. However, this playstyle leaves you open to some BVR misses being fired by enemies like the F-14. If you pick up a warning on your RWR and see a semi-active or active radar-guided missile, you will want to fly perpendicularly to the source of the enemy radar whilst deploying chaff.&lt;br /&gt;
&lt;br /&gt;
The general playstyle would be to wait for the proper opportunity to target vulnerable opponents. You are not the plane that will carry the match, you are a support aircraft. Almost all matches inevitably turn into a furball fight where enemies and allies will be located in a tight area. You can dive down from above on them and fire your AIM-9Ms on unsuspecting targets. Be careful not to fire your missiles when allies are very close to the enemy, as you can easily hit a teammate by mistake.&lt;br /&gt;
&lt;br /&gt;
Another playstyle is to fly close to the ground, either along hills or other terrain. This allows you to approach from the side and engage from the side aspect, where the AIM-9Ms are almost un-flareable. Flying close to the ground also leaves you less vulnerable to BVR missiles, although not immune.&lt;br /&gt;
&lt;br /&gt;
When surrounded by enemies, turn on the automatic countermeasure dispenser and focus on the enemies' positions and who you can target and to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turnfight should be your last resort.&lt;br /&gt;
&lt;br /&gt;
'''When in combined battles (ground realistic battles):'''&lt;br /&gt;
&lt;br /&gt;
The Harrier GR.7 has an excellent selection of air-to-ground munitions available for use for ground attack which can be configured using the Weapon loadout customization menu.&lt;br /&gt;
&lt;br /&gt;
'''TIALD'''&lt;br /&gt;
[[File:Harrier GR.7 TIALD Display.png|thumb|As seen in picture, TIALD shares similarities with the helicopter gunner sights.]]&lt;br /&gt;
The TIALD (Thermal Imaging Airborne Laser Designator) has access to thermal vision making target acquisition an easy task. While in use, it acts very similarly to helicopter gunner sights for modern helicopters, utilizing almost the exact same functions. Range is not displayed in the HUD as seen in helicopters. However, this is not a crucial aspect of accurate bombing as the range is fully dependent on the aircraft's attitude (altitude, speed, angle of attack, etc.). If the user is familiar with helicopter HUD, you will be familiar with the indicators to the left of the reticle.&lt;br /&gt;
[[File:TIALD info.png|left|thumb|TIALD indicators]]&lt;br /&gt;
These indicators signal the following: THR (throttle), IAS (indicated air speed), SPD (speed at sea level), ALT (altitude). These indicators will stay fixed to the sight regardless of the loadout. The lower indicators will vary according to the loadout carried at the time, in this case: GBU ([[GBU-24 Paveway III (2,000 lb)]] guided bombs) FLR (amount of flares remaining) and CHFF (amount of chaff remaining). The TIALD has a double functionality, not only working as the laser designator for GBUs but can work as an additional scouting tool for better situational awareness, both for air-to-ground and air-to-air. Functionalities of the TIALD will be explained further below.&lt;br /&gt;
&lt;br /&gt;
Something to keep in mind is that while the TIALD pod can look backwards it cannot look directly downwards, this means that if you have the pod locked to a target and you fly directly over the target, the pod can lose its lock on the target when it hits the downwards limit. If you allow this to happen, it is likely the bomb will miss the target before you are able to get the targeting pod pointed at it again. In order to avoid this, you can fly slightly off to the side of your target (rather than passing straight over it) so that the pod can keep pointed at the target by swivelling sideways, rather than straight down like it would have to if you flew directly over it.&lt;br /&gt;
&lt;br /&gt;
'''AGM-65D'''&lt;br /&gt;
&lt;br /&gt;
The AGM-65D air-to-ground missile, when working in conjunction with the TIALD targeting pod, can be an effective combination for knocking out enemy tanks from far away. It is recommended to also bring a couple of AIM-9L missiles for self-defence against enemy fighters. As the AGM-65D utilises thermal imaging for guidance, you should have no problem spotting enemy vehicles in day or night battles.&lt;br /&gt;
&lt;br /&gt;
To successfully use this weapon in ground battles, you will first need to stay well away from the battlefield and begin climbing in order to bring yourself above the view of enemy SPAA radar. Once an altitude of 5,000 - 6,000 m is reached, begin heading towards the battlefield while maintaining a shallow climb. Once you have positioned yourself near or over the battlefield, you can use your TIALD targeting pod to search for enemy vehicles and watch for friendly scout markers. After acquiring a lock on an enemy position, point the nose of the aircraft roughly in the direction of the enemy vehicle and then press your &amp;quot;fire air-to-ground missile&amp;quot; key once to activate the missile seeker and once more to fire the missile. As the AGM-65D is a fire-and-forget weapon, you do not need to maintain lock for the duration of the missile's flight and can immediately begin searching for new targets. It is advised to try to target enemy SPAA first as even though they cannot see you on radar (provided you are still far above them), they can still manually look up and try to find you once they notice you eliminating their teammates in the battle log.&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;
* It has a very large count of countermeasures (700 with four BOL rails equipped, 380 with two BOL rails equipped)&lt;br /&gt;
* Can carry up to four very effective [[AIM-9M Sidewinder]] missiles&lt;br /&gt;
* Dedicated missile pylons ensure you can always carry at least two AIM-9Ms without sacrificing any ground attack ordnance&lt;br /&gt;
* Has built-in target tracker and FLIR even without targeting pod&lt;br /&gt;
* Has pilot night vision&lt;br /&gt;
* ADEN 25 cannons have very high rate of fire and velocity&lt;br /&gt;
* Access to a very diverse range of ground attack ordnance including 610 lb, 1,200 lb and 2,000 lb laser-guided bombs and AGM-65D/G Mavericks&lt;br /&gt;
* Can carry six laser-guided bombs at the same time&lt;br /&gt;
* TIALD pod (which has far better zoom and resolution than the missile seeker) can be used to lock anti-ground weapons&lt;br /&gt;
* It is very hard to rip the wings due to excessive speed or G overload, thanks to the very high G overload limit and the wing rip speed being above what the aircraft can typically achieve&lt;br /&gt;
* CR7V M247 rockets are very effective at destroying SPAAs from range due to very high speed and explosive mass being much better than SNEB rockets.&lt;br /&gt;
* Advanced RWR with IFF and PD detection&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The exceptional rate of fire and low ammo count of the gun pods gives you very limited trigger time before running out of ammo&lt;br /&gt;
* 25 mm belts have no tracer rounds, making it hard to learn the unique ballistics of the ADEN cannon&lt;br /&gt;
* No radar&lt;br /&gt;
* Lower top speed than first-generation Harriers&lt;br /&gt;
* Subsonic&lt;br /&gt;
* Engine overheats if used at 100% or WEP for extended periods of time (90-95% throttle is safe, depending on map temperature)&lt;br /&gt;
* RWR lacks target name detection and can only detect target type.&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;
{{main|Harrier_GR.1#History|l1=History of the Harrier GR.1}}&lt;br /&gt;
&lt;br /&gt;
The Hawker Siddeley Harrier was the first V/STOL fixed-wing jet aircraft to enter military service, and it was very successful not only domestically, but in the foreign market, with immense international interest in the project.&lt;br /&gt;
&lt;br /&gt;
One such nation was the United States of America, who bought the rights to domestically manufacture and cooperate on the design of the aircraft. The contract was granted to McDonnell Douglas and British Aerospace (the conglomerate successor to Hawker Siddeley), and eventually developed a successor aircraft, the AV-8B Harrier II. This design proved extremely capable in US tests, and so the British Ministry of Defence sought to adopt an iteration of this redesign.&lt;br /&gt;
&lt;br /&gt;
The contract defaulted on British Aerospace and McDonnell Douglas due to their extensive experience with the programme, and by 1990, it began to enter service with the Royal Air Force and the Fleet Air Arm.&lt;br /&gt;
&lt;br /&gt;
Originally designated &amp;quot;GR.5&amp;quot;, later upgrades led to designations &amp;quot;'''GR.7'''&amp;quot; and &amp;quot;GR.9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
McDonnell Douglas was later merged into Boeing, and British Aerospace was merged with Marconi Electronic Systems to form BAE Systems, who continued to manufacture the Harrier II until it was retired from service in 2011 due to budget constraints. It saw service in the Gulf War, Operation Deliberate Force, Operation Allied Force, the Iraq War (2003-2011) and the War in Afghanistan (2001-2020).&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=harrier_gr7 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|viGPHQQScKo|'''The Shooting Range #322''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.|-9BZqM1MqpM|'''Harrier GR.7 : A Basic Review''' - ''Tims Variety''}}&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;
;[[Harrier (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[Harrier GR.1]]&lt;br /&gt;
* [[Harrier GR.3]]&lt;br /&gt;
* [[AV-8A]]&lt;br /&gt;
* [[AV-8C]]&lt;br /&gt;
&lt;br /&gt;
;Similar aircraft&lt;br /&gt;
&lt;br /&gt;
* [[A-7D]]&lt;br /&gt;
* [[A-7E]]&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/7865-development-harrier-gr-7-next-gen-jump-jet-en|[Devblog] Harrier GR.7: Next Gen Jump Jet]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer BAe}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Cyrano_Ibis&amp;diff=183694</id>
		<title>Cyrano Ibis</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Cyrano_Ibis&amp;diff=183694"/>
				<updated>2024-03-19T21:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Added /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the radar and also about its features. Compile a list of air, ground, or naval vehicles that feature this radar in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this radar ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the radar.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|mirage_3c}}&lt;br /&gt;
* {{Specs-Link|mirage_3cj}}&lt;br /&gt;
&lt;br /&gt;
== General info / usage ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the radar. Describe its distinctive features and tactics of usage against the main opponents.''&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;
! colspan=&amp;quot;7&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Band !! Pulse mode !! {{Annotation|PD|Pulse-Doppler}} mode !! {{Annotation|MTI|Moving target indication}} mode !! {{Annotation|IRST|Infrared search and track}} mode !! {{Annotation|TWS|Track-while-Scan}} mode !! {{Annotation|SARH|Able to guide semi-active radar-homing missiles}}&lt;br /&gt;
|-&lt;br /&gt;
| I || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&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;
! colspan=&amp;quot;7&amp;quot; | Search characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! {{Annotation|Max range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Effective range|The maximum range at which a target can be detected with ~100% efficiency}}&lt;br /&gt;
! {{Annotation|Display ranges|The available range scale settings of the radar}}&lt;br /&gt;
! {{Annotation|IFF|Identification friend or foe}}&lt;br /&gt;
|-&lt;br /&gt;
| SRC || 50 km || 27 km || 28 km, 50 km, 90 km || ✓&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;
! colspan=&amp;quot;7&amp;quot; | Search modes&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! Scan type&lt;br /&gt;
! {{Annotation|Azimuth|How far to each side the radar scans}}&lt;br /&gt;
! {{Annotation|Elevation|How far up and down the radar scans}}&lt;br /&gt;
! {{Annotation|Period|The time taken to complete one scan (the scan bar moving from one edge of the scan sector to the other)}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | SRC&lt;br /&gt;
| One-way raster || ±60° || ±2.5° || 0.75 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±60° || ±5° || 1.5 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±30° || ±2.5° || 0.375 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±30° || ±5° || 0.75 s&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;
! colspan=&amp;quot;7&amp;quot; | Tracking characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! {{Annotation|Max range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Azimuth limit|How far to each side the radar can track}}&lt;br /&gt;
! {{Annotation|Elevation limit|How far up and down the radar can track}}&lt;br /&gt;
|-&lt;br /&gt;
| TRK || 38 km || ±60° || ±60°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of similar or related radars.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the radar in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Quick search speed&lt;br /&gt;
* Access to Identification Friend or Foe (IFF)&lt;br /&gt;
* Above average range allows detecting further threats&lt;br /&gt;
* The 4 SRC modes allow for an easier searching experience&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacks ACM mode&lt;br /&gt;
* Heavily affected by ground clutter&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the radar 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 radar and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Radar-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to articles about variants of the radar;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft radars]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Cyrano_Ibis&amp;diff=183693</id>
		<title>Cyrano Ibis</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Cyrano_Ibis&amp;diff=183693"/>
				<updated>2024-03-19T20:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Enable SARH&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the radar and also about its features. Compile a list of air, ground, or naval vehicles that feature this radar in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this radar ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the radar.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|mirage_3c}}&lt;br /&gt;
* {{Specs-Link|mirage_3cj}}&lt;br /&gt;
&lt;br /&gt;
== General info / usage ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the radar. Describe its distinctive features and tactics of usage against the main opponents.''&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;
! colspan=&amp;quot;7&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Band !! Pulse mode !! {{Annotation|PD|Pulse-Doppler}} mode !! {{Annotation|MTI|Moving target indication}} mode !! {{Annotation|IRST|Infrared search and track}} mode !! {{Annotation|TWS|Track-while-Scan}} mode !! {{Annotation|SARH|Able to guide semi-active radar-homing missiles}}&lt;br /&gt;
|-&lt;br /&gt;
| I || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&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;
! colspan=&amp;quot;7&amp;quot; | Search characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! {{Annotation|Max range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Effective range|The maximum range at which a target can be detected with ~100% efficiency}}&lt;br /&gt;
! {{Annotation|Display ranges|The available range scale settings of the radar}}&lt;br /&gt;
! {{Annotation|IFF|Identification friend or foe}}&lt;br /&gt;
|-&lt;br /&gt;
| SRC || 50 km || 27 km || 28 km, 50 km, 90 km || ✓&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;
! colspan=&amp;quot;7&amp;quot; | Search modes&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! Scan type&lt;br /&gt;
! {{Annotation|Azimuth|How far to each side the radar scans}}&lt;br /&gt;
! {{Annotation|Elevation|How far up and down the radar scans}}&lt;br /&gt;
! {{Annotation|Period|The time taken to complete one scan (the scan bar moving from one edge of the scan sector to the other)}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | SRC&lt;br /&gt;
| One-way raster || ±60° || ±2.5° || 0.75 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±60° || ±5° || 1.5 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±30° || ±2.5° || 0.375 s&lt;br /&gt;
|-&lt;br /&gt;
| One-way raster || ±30° || ±5° || 0.75 s&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;
! colspan=&amp;quot;7&amp;quot; | Tracking characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! {{Annotation|Max range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Azimuth limit|How far to each side the radar can track}}&lt;br /&gt;
! {{Annotation|Elevation limit|How far up and down the radar can track}}&lt;br /&gt;
|-&lt;br /&gt;
| TRK || 38 km || ±60° || ±60°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of similar or related radars.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the radar in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the radar 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 radar and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Radar-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to articles about variants of the radar;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft radars]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Super_Etendard&amp;diff=182759</id>
		<title>Super Etendard</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Super_Etendard&amp;diff=182759"/>
				<updated>2024-03-13T02:50:10Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Updates Pros and cons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Etendard IVM&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=super_etendard_97&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;
After the navalized version of the [[Jaguar (Family)|SEPECAT Jaguar]] was cancelled, France was left with a dire need for an aircraft to replace their aging fleet of [[Etendard IVM]]s for carrier operations. There were several import proposals at first, including [[A-4 (Family)|A-4]] and [[A-7 Corsair II (Family)|A-7]] aircraft from the USA, but ultimately, it was decided instead to use an indigenous modernization of the Etendard, dubbed the '''Super Etendard'''. The primary upgrades were to the avionics, which would come from modern Dassault aircraft and were already proven on platforms like the late Mirage IIIs and the early Mirage 2000s. The Super Etendard's primary upgrades were a new engine, and new targeting systems allowing it to use new anti-ship and laser-guided ordnance.&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''', introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]], is a competitive aircraft with good air-to-air and air-to-ground capability for its battle rating. The dogfighting performance is no slouch, due to the powerful engine which allows the aircraft to fly at supersonic speeds without an afterburner at certain altitudes, and it is further complemented by the abundant countermeasures and [[Matra R550 Magic 1|R.550 Magic 1]] air-to-air missiles which are also very good for this battle rating. In mixed battles, the Super Etendard really begins to shine: The aircraft not only carries up to four GBU-12 Paveway laser guided bombs and the ATLIS II targeting pod, allowing the Super Etendard to rain hell on tanks in ground battles, but it also gets an air-to-surface radar, allowing it to detect ground vehicles from far away in the right circumstances. The Super Etendard overall is a great stepping stone towards the later French fighter-bombers such as the [[Jaguar A]] and the [[Mirage 2000D-R1|Mirage 2000D]].&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 Super Étendard is quite a manoeuvrable plane. It features good manoeuvring energy retention even at high speeds, it does not compress easily, and due to its new engine compared to the original Étendard IVM, it has a much higher thrust-to-weight ratio, allowing it to climb extremely well, and making it able to reach supersonic speeds, even though it does not have an afterburner. Overall a fun plane to fly, although it may feel quite unstable during certain manoeuvres.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,358 || 1,344 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 33.0 || 34.0 || 80.4 || 72.6 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,406 || 1,380 || 31.3 || 32.0 || 115.8 || 97.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,263 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 1,263 || 389 || 389 || ~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; 920 || &amp;lt; 750 || &amp;lt; 600 || -&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; | SNECMA Atar 8K-50 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,711 kg || colspan=&amp;quot;3&amp;quot; | 329 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,150 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 7,496 kg || 8,271 kg || 9,050 kg || 9,329 kg || 11,769 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;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,950 kgf || -&lt;br /&gt;
| 0.66 || 0.60 || 0.55 || 0.53 || 0.42&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,841 kgf&amp;lt;br&amp;gt;(1,200 km/h) || -&lt;br /&gt;
| 0.78 || 0.71 || 0.65 || 0.63 || 0.49&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Super Étendard relies heavily on the pilots positioning and defensive flying capability to survive. Its high thrust to weight ratio, good manoeuvring energy retention and the fact that it doesn't compress easily makes it quite an easy plane to fly defensively, as it can take advantage of enemies weaknesses. However due to its flight model, it does not like to lose energy or rather speed, which means that making an enemy overshoot is quite harder to achieve than with a delta wing.&lt;br /&gt;
&lt;br /&gt;
It also features a total of 180 countermeasures. It is easy to flare off incoming missiles due to its lack of an afterburner, and high amount of countermeasures.&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}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 553 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm DEFA 553 cannons, belly-mounted (125 rpg = 250 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;6%&amp;quot; | 1 !! width=&amp;quot;6%&amp;quot; | 2 !! width=&amp;quot;6%&amp;quot; | 3 !! width=&amp;quot;6%&amp;quot; | 4 !! width=&amp;quot;6%&amp;quot; | 5 !! width=&amp;quot;6%&amp;quot; | 6 !! width=&amp;quot;6%&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 200 (250 kg)|250 kg SAMP Type 25 200]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || 1, 2 || || || || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 200 (400 kg)|400 kg SAMP Type 21 200]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 (400 kg)|400 kg SAMP Type 21]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[TBA ECC]] rockets&lt;br /&gt;
| 4 || 4 || || || || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[TBA Multi-Dart 100 AB]] rockets&lt;br /&gt;
| 4 || 4 || || || || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 1]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| || || 90 || || 90 || ||&lt;br /&gt;
|-&lt;br /&gt;
! ATLIS II targeting pod&lt;br /&gt;
| || || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 180 x countermeasures&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles&lt;br /&gt;
* 72 x SNEB type 23 rockets&lt;br /&gt;
* 16 x TBA Multi-Dart 100 AB rockets&lt;br /&gt;
* 16 x TBA ECC rockets&lt;br /&gt;
* 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 6 x 250 lb Mk 81 Snakeye bombs (1,500 lb total)&lt;br /&gt;
* 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 6 x 500 lb Mk 82 Snakeye bombs (3,000 lb total)&lt;br /&gt;
* 6 x 250 kg SAMP Type 25 bombs (1,500 kg total)&lt;br /&gt;
* 6 x 250 kg SAMP Type 25 200 bombs (1,500 kg total)&lt;br /&gt;
* 6 x 400 kg SAMP Type 21 bombs (2,400 kg total)&lt;br /&gt;
* 6 x 400 kg SAMP Type 21 200 bombs (2,400 kg total)&lt;br /&gt;
* 1 x ATLIS II targeting pod + 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The Super Étendard features really good armament for engaging air targets as well as ground targets. It can take 180 countermeasures, 2 x R550 Magic 1 missiles, as well as 4 x guided bombs at the same time, making it extremely competitive in ground battles, as well as in air battles when used as a multirole aircraft.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Super Étendard feels like a true modern multirole fighter, but at a lower BR.&lt;br /&gt;
&lt;br /&gt;
In ARB matches, it should be used with mixed or reinforced flares, and 2 x R550 Magic 1 missiles, along with 10 minutes of fuel (20 min if you are not aggressive, or if you play on a big map). This makes you the most efficient at keeping your own plane alive, while being able to get some quite easy kills. The Super Étendard is a reliable Boom and Zoom plane, but can hold its own quite well in Energy Fighting due to its high thrust-to-weight ratio.&lt;br /&gt;
&lt;br /&gt;
In GRB matches, you should keep your distance, and listen well to your RWR. Once you find a target that is not moving fast or is stationary, you should get very high, drop a bomb while lasing your chosen target, and after dropping, you should keep the altitude.&lt;br /&gt;
&lt;br /&gt;
You should always destroy all other air superiority fighters before engaging in close air support.&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;
* Lots of flares&lt;br /&gt;
* Easy to flare missiles due to lack of afterburner&lt;br /&gt;
* Forgivable airframe. It can be thrown into a lot of situations and still come out on top even against more manoeuvrable targets.&lt;br /&gt;
* Access to the famous Magic 1 missiles.&lt;br /&gt;
* Can use countermeasures, AAMs, and guided bombs at the same time.&lt;br /&gt;
* Access to ATLIS II targeting pod.&lt;br /&gt;
* Modern Avionics&lt;br /&gt;
** Fully digital RWR with IFF, target name, and launch detection.&lt;br /&gt;
** Gets access to a modern HUD that makes targeting in first person view a lot easier&lt;br /&gt;
*Can reach supersonic speeds in a dive and at medium and above altitudes.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lack of afterburner, making it a transonic plane in most situations.&lt;br /&gt;
* Slightly unstable airframe due to flight model, making it wobbly in certain manoeuvres.&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 Super Étendard's history began in the late 1960s when France sought a replacement for its aging Étendard IV aircraft. Dassault Aviation designed the Super Étendard, introduced in the 1970s, as a carrier-based strike fighter. It featured a compact, agile airframe, advanced avionics, and a SNECMA Atar 8K-50 turbojet engine.&lt;br /&gt;
&lt;br /&gt;
In 1982, during the Falklands War, the Super Étendard gained international recognition when it successfully hit the British destroyer HMS Sheffield with an Exocet missile, showcasing its maritime strike capabilities.&lt;br /&gt;
&lt;br /&gt;
Exported to nations like Iraq and Argentina, it participated in various conflicts, serving roles from anti-ship strikes to ground attacks. The aircraft underwent upgrades over time but was eventually retired by France in 2016, making way for the Rafale M.&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=super_etendard_97 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8462-development-super-etendard-thirsty-for-battle-en|[Devblog] Super Etendard: Thirsty For Battle]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Super_Etendard&amp;diff=182738</id>
		<title>Super Etendard</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Super_Etendard&amp;diff=182738"/>
				<updated>2024-03-11T19:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Etendard IVM&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=super_etendard_97&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;
After the navalized version of the [[Jaguar (Family)|SEPECAT Jaguar]] was cancelled, France was left with a dire need for an aircraft to replace their aging fleet of [[Etendard IVM]]s for carrier operations. There were several import proposals at first, including [[A-4 (Family)|A-4]] and [[A-7 Corsair II (Family)|A-7]] aircraft from the USA, but ultimately, it was decided instead to use an indigenous modernization of the Etendard, dubbed the '''Super Etendard'''. The primary upgrades were to the avionics, which would come from modern Dassault aircraft and were already proven on platforms like the late Mirage IIIs and the early Mirage 2000s. The Super Etendard's primary upgrades were a new engine, and new targeting systems allowing it to use new anti-ship and laser-guided ordnance.&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''', introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]], is a competitive aircraft with good air-to-air and air-to-ground capability for its battle rating. The dogfighting performance is no slouch, due to the powerful engine which allows the aircraft to fly at supersonic speeds without an afterburner at certain altitudes, and it is further complemented by the abundant countermeasures and [[Matra R550 Magic 1|R.550 Magic 1]] air-to-air missiles which are also very good for this battle rating. In mixed battles, the Super Etendard really begins to shine: The aircraft not only carries up to four GBU-12 Paveway laser guided bombs and the ATLIS II targeting pod, allowing the Super Etendard to rain hell on tanks in ground battles, but it also gets an air-to-surface radar, allowing it to detect ground vehicles from far away in the right circumstances. The Super Etendard overall is a great stepping stone towards the later French fighter-bombers such as the [[Jaguar A]] and the [[Mirage 2000D-R1|Mirage 2000D]].&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 Super Étendard is quite a manoeuvrable plane. It features good manoeuvring energy retention even at high speeds, it does not compress easily, and due to its new engine compared to the original Étendard IVM, it has a much higher thrust-to-weight ratio, allowing it to climb extremely well, and making it able to reach supersonic speeds, even though it does not have an afterburner. Overall a fun plane to fly, although it may feel quite unstable during certain manoeuvres.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,358 || 1,344 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 33.0 || 34.0 || 80.4 || 72.6 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,406 || 1,380 || 31.3 || 32.0 || 115.8 || 97.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,263 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 1,263 || 389 || 389 || ~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; 920 || &amp;lt; 750 || &amp;lt; 600 || -&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; | SNECMA Atar 8K-50 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,711 kg || colspan=&amp;quot;3&amp;quot; | 329 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,150 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 7,496 kg || 8,271 kg || 9,050 kg || 9,329 kg || 11,769 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;
! 10m fuel || 20m fuel || 30m fuel || 33m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,950 kgf || -&lt;br /&gt;
| 0.66 || 0.60 || 0.55 || 0.53 || 0.42&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,841 kgf&amp;lt;br&amp;gt;(1,200 km/h) || -&lt;br /&gt;
| 0.78 || 0.71 || 0.65 || 0.63 || 0.49&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Super Étendard relies heavily on the pilots positioning and defensive flying capability to survive. Its high thrust to weight ratio, good manoeuvring energy retention and the fact that it doesn't compress easily makes it quite an easy plane to fly defensively, as it can take advantage of enemies weaknesses. However due to its flight model, it does not like to lose energy or rather speed, which means that making an enemy overshoot is quite harder to achieve than with a delta wing.&lt;br /&gt;
&lt;br /&gt;
It also features a total of 180 countermeasures. It is easy to flare off incoming missiles due to its lack of an afterburner, and high amount of countermeasures.&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}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 553 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm DEFA 553 cannons, belly-mounted (125 rpg = 250 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;6%&amp;quot; | 1 !! width=&amp;quot;6%&amp;quot; | 2 !! width=&amp;quot;6%&amp;quot; | 3 !! width=&amp;quot;6%&amp;quot; | 4 !! width=&amp;quot;6%&amp;quot; | 5 !! width=&amp;quot;6%&amp;quot; | 6 !! width=&amp;quot;6%&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 200 (250 kg)|250 kg SAMP Type 25 200]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || 1, 2 || || || || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 200 (400 kg)|400 kg SAMP Type 21 200]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 (400 kg)|400 kg SAMP Type 21]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || || 2 || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[TBA ECC]] rockets&lt;br /&gt;
| 4 || 4 || || || || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[TBA Multi-Dart 100 AB]] rockets&lt;br /&gt;
| 4 || 4 || || || || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 1]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| || || 90 || || 90 || ||&lt;br /&gt;
|-&lt;br /&gt;
! ATLIS II targeting pod&lt;br /&gt;
| || || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 180 x countermeasures&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles&lt;br /&gt;
* 72 x SNEB type 23 rockets&lt;br /&gt;
* 16 x TBA Multi-Dart 100 AB rockets&lt;br /&gt;
* 16 x TBA ECC rockets&lt;br /&gt;
* 6 x 250 lb LDGP Mk 81 bombs (1,500 lb total)&lt;br /&gt;
* 6 x 250 lb Mk 81 Snakeye bombs (1,500 lb total)&lt;br /&gt;
* 6 x 500 lb LDGP Mk 82 bombs (3,000 lb total)&lt;br /&gt;
* 6 x 500 lb Mk 82 Snakeye bombs (3,000 lb total)&lt;br /&gt;
* 6 x 250 kg SAMP Type 25 bombs (1,500 kg total)&lt;br /&gt;
* 6 x 250 kg SAMP Type 25 200 bombs (1,500 kg total)&lt;br /&gt;
* 6 x 400 kg SAMP Type 21 bombs (2,400 kg total)&lt;br /&gt;
* 6 x 400 kg SAMP Type 21 200 bombs (2,400 kg total)&lt;br /&gt;
* 1 x ATLIS II targeting pod + 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The Super Étendard features really good armament for engaging air targets as well as ground targets. It can take 180 countermeasures, 2 x R550 Magic 1 missiles, as well as 4 x guided bombs at the same time, making it extremely competitive in ground battles, as well as in air battles when used as a multirole aircraft.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Super Étendard feels like a true modern multirole fighter, but at a lower BR.&lt;br /&gt;
&lt;br /&gt;
In ARB matches, it should be used with mixed or reinforced flares, and 2 x R550 Magic 1 missiles, along with 10 minutes of fuel (20 min if you are not aggressive, or if you play on a big map). This makes you the most efficient at keeping your own plane alive, while being able to get some quite easy kills. The Super Étendard is a reliable Boom and Zoom plane, but can hold its own quite well in Energy Fighting due to its high thrust-to-weight ratio.&lt;br /&gt;
&lt;br /&gt;
In GRB matches, you should keep your distance, and listen well to your RWR. Once you find a target that is not moving fast or is stationary, you should get very high, drop a bomb while lasing your chosen target, and after dropping, you should keep the altitude.&lt;br /&gt;
&lt;br /&gt;
You should always destroy all other air superiority fighters before engaging in close air support.&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;
* Lots of flares&lt;br /&gt;
* Easy to flare missiles due to lack of afterburner&lt;br /&gt;
* Forgivable airframe. It can be thrown into a lot of situations and still come out on top even against more manoeuvrable targets&lt;br /&gt;
* Can use countermeasures, AAMs, and AGMs at the same time.&lt;br /&gt;
* Modern Avionics. Full Digital RWR, and gets access to modern HUD in the cockpit, helping players hit their target WAY easier in first person.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lack of afterburner, making it a trans-sonic plane at most.&lt;br /&gt;
* Slightly unstable airframe due to flight model, making it wobbly in certain manoeuvres.&lt;br /&gt;
* Radar lacks IFF.&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 Super Étendard's history began in the late 1960s when France sought a replacement for its aging Étendard IV aircraft. Dassault Aviation designed the Super Étendard, introduced in the 1970s, as a carrier-based strike fighter. It featured a compact, agile airframe, advanced avionics, and a SNECMA Atar 8K-50 turbojet engine.&lt;br /&gt;
&lt;br /&gt;
In 1982, during the Falklands War, the Super Étendard gained international recognition when it successfully hit the British destroyer HMS Sheffield with an Exocet missile, showcasing its maritime strike capabilities.&lt;br /&gt;
&lt;br /&gt;
Exported to nations like Iraq and Argentina, it participated in various conflicts, serving roles from anti-ship strikes to ground attacks. The aircraft underwent upgrades over time but was eventually retired by France in 2016, making way for the Rafale M.&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=super_etendard_97 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8462-development-super-etendard-thirsty-for-battle-en|[Devblog] Super Etendard: Thirsty For Battle]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=182710</id>
		<title>Airborne radars</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Airborne_radars&amp;diff=182710"/>
				<updated>2024-03-10T22:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Fix typo (patter == pattern)&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). 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 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;
===Air Combat Maneuvering (ACM)===&lt;br /&gt;
Some radars feature a so called Air Combat Maneuvering Mode which will scan for a target in a narrow cone and a reduced range. If a target is found, the radar will switch automatically to Tracking Mode and lock on the target which was just found. The radar on the F-14A features three ACM modes which have different search rectangles for different situations.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:ACM cone.jpg|ACM mode with a centered small rectangle search area.&lt;br /&gt;
File:ACM vertical centered.jpg|ACM mode with avertical centered search area.&lt;br /&gt;
File:ACM Mode vertical high.jpg|ACM mode with a vertical upwards looking search area.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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|right|A 4 bar, one-way, bi-directional raster scan pattern; the green square represents the radar beam.]]&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. Its scan pattern 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|right|A conical scan pattern; the green circle represents the radar beam.]]&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;
{{clear}}&lt;br /&gt;
===Continuously updating radars===&lt;br /&gt;
[[File:Aircraft_Radar_Constantly_Updated_Radar.jpg|thumb|250px|right|An example of a non-scanning radar, notice how the whole scan area is illuminated at once]]&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 once 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 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. Try to use the whole width of the possible tracking area, which often is beyond the pilots field of view, so you don't have to fly directly towards your target (also see &amp;quot;crank maneouvre&amp;quot;).&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 II (Family)|F-4 Phantom II]]) 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;
===Track While Scan (TWS)===&lt;br /&gt;
Some modern radars such as the AN/AWG-9 (found on the [[F-14A Early]]) and PS-46/A (fitted to the [[JA37C]]) feature a &amp;quot;Track While Scan&amp;quot; (TWS) mode, in which targets can be tracked while the radar simultaneously scans for other targets. One big advantage of such a radar is that tracking while in TWS mode doesn't trigger a spike in the enemies' radar warning receivers, because the radar intensity is lower. It can track multiple targets at the same time, making it a very powerful tool in conjunction with other systems such as [[Air-to-air_missiles#Active_Radar_Homing_.28ARH.29_missiles|active radar-homing]] and [[Air-to-air_missiles#Slaving_the_seeker_to_an_aircraft_tracking_radar|radar-slavable]] missiles. However, a hard lock is still required to be able to use [[Air-to-air_missiles#Semi-Active_Radar_Homing_.28SARH.29_missiles|semi-active radar-homing missiles]].&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. If there is no real radar, 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. Often there is only a short range in which it will work like 200 - 500m distance. &lt;br /&gt;
&lt;br /&gt;
[[File:F-16 ADF Radar gunsight.jpg|thumb|F-16 ADF: Line up the big circle in the right with the locked target to hit it with your gun. Distance must be less than 500m.]]&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;
&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 its 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 one 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 changing the default target locking key from Ctrl+ F to stop yourself from accidentally breaking your 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:Notching2.jpg|thumb|Top down view of a player getting notched by their target. The radar lock will break.]]&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;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Aircraft with radars&lt;br /&gt;
|-&lt;br /&gt;
! !! Aircraft !! Rank !! [[#Radar gunsights|Radar gunsight]] !! [[#Target detection radars|Search radar]] !! [[#Target tracking radars|Tracking radar]] !! Band !! {{Annotation|Separate&amp;lt;br&amp;gt;antennas|Radars with separate search and track antennas are able to perform both actions at the same time, leading to pseudo-TWS capabilities}} !! {{Annotation|IRST|Infrared search and track}} !! {{Annotation|MTI|Moving target indication}} !! {{Annotation|PD|Pulse-Doppler}} !! {{Annotation|[[#Track While Scan (TWS)|TWS]]|Track-while-Scan}}&lt;br /&gt;
!{{Annotation|IFF|Identify Friend or Foe - This does not work if using ACM mode, or in IRST.}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|a2d}} || 5 || - || [[AN/APS-19]] || [[AN/APS-19]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_a32a}} || 6 || - || [[PS-42 TA]] || [[PS-42 TT]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_a32a_red_adam}} || 6 || - || [[PS-42 TA]] || [[PS-42 TT]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|ah_mk1}} || 7 || - || [[AN/APG-78]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|ah_64d}} || 7 || - || [[AN/APG-78]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|ah_64d_japan}} || 7 || - || [[AN/APG-78]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_aj37}} || 7 || - || [[PS-37A]] || [[PS-37A]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_ajs37}} || 7 || - || [[PS-37A]] || [[PS-37A]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|av_8b_plus_italy}} || 8 || - || [[AN/APG-65Q]] || [[AN/APG-65Q]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|f_16d_block_40_barak_2}} || 8 || - || [[AN/APG-68(V)5]] || [[AN/APG-68(V)5]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|bf_110g_4}} || 3 || - || [[FuG-220]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|bf_110g_4_hungary}} || 3 || - || [[FuG-220]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-86_cl_13_mk4_italy}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-86_canadair_german}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-86_cl_13b_mk6}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|do_217j_2}} || 1 || - || [[FuG-202]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|do_217n_1}} || 2 || - || [[FuG-202]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|do_217n_2}} || 2 || - || [[FuG-220]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|etndard_4m}} || 6 || - || [[DRAA 3D AIDA]] || [[DRAA 3D AIDA]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f2h-2}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f3d_1}} || 5 || - || [[AN/APS-21]] || [[AN/APG-26]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f3h-2}} || 6 || - || [[AN/APQ-51]] || [[AN/APQ-51]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f4d_1}} || 6 || - || [[AN/APQ-50]] || [[AN/APQ-50]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f6f-5n}} || 3 || - || [[AN/APS-6]] || [[AN/APS-6]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f6f-5n_france}} || 4 || - || [[AN/APS-6]] || [[AN/APS-6]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f8u-2}} || 6 || - || [[AN/APS-67]] || - || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f9f-5}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f9f-8}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f11f_1_late}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f1}} || 6 || - || [[J/AWG-12]] || [[J/AWG-12]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-4c}} || 7 || - || [[AN/APQ-100]] || [[AN/APQ-100]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-4e}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-4ej_adtw}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-4ej_kai}} || 8 || - || [[AN/APG-66J]] || [[AN/APG-66J]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-4ej}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-4f_late}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-4f}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-4j}} || 7 || - || [[AN/APG-59]] || [[AN/APG-59]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|f-4jk}} || 7 || - || [[AN/APG-59]] || [[AN/APG-59]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-4s}} || 7 || - || [[AN/APG-59]] || [[AN/APG-59]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-5e}} || 7 || - || [[AN/APQ-159]] || [[AN/APQ-159]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-5e_aidc}} || 7 || - || [[AN/APQ-159]] || [[AN/APQ-159]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-8e}} || 7 || - || [[AN/APQ-94]] || - || I || - || {{Tick}} || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f-8e_fn}} || 7 || - || [[AN/APQ-104]] || [[AN/APQ-104]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f_14a_early}} || 8 || - || [[AN/AWG-9]] || [[AN/AWG-9]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f_14b}} || 8 || - || [[AN/AWG-9 / AN/AXX-1 TCS]] || [[AN/AWG-9 / AN/AXX-1 TCS]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f_16a_block_10}} || 8 || - || [[AN/APG-66]] || [[AN/APG-66]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f_16a_block_15_adf}} || 8 || - || [[AN/APG-66(V)1]] || [[AN/APG-66(V)1]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f_16a_block_15_adf_italy}} || 8 || - || [[AN/APG-66(V)1]] || [[AN/APG-66(V)1]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f_16a_block_20_mlu}} || 8 || - || [[AN/APG-66(V)3]] || [[AN/APG-66(V)3]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f_16aj}} || 8 || - || [[AN/APG-66(V)1]] || [[AN/APG-66(V)1]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f_16c_block_50}} || 8 || - || [[AN/APG-68(V)7]] || [[AN/APG-68(V)7]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-84f}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f-84f_france}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-84f_germany}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|f-84f_israel_iaf}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-84f_italy}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f-84f_iaf}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-84g}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-84g_china}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-84g_italy}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-84g-31-re_china}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-86f-2}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-86f-25}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-86f-30_china}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-86f-30_japan}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-86f-35}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-86f-40_china}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-86f-40_japan}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-86f-40_japan_blue_impulse}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f-86k_late}} || 6 || - || [[AN/APS-21]] || - || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-86k_late_german}} || 6 || - || [[AN/APS-21]] || - || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-86k_late_italy}} || 6 || - || [[AN/APS-21]] || - || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-89b}} || 5 || - || - || [[AN/APG-33]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-89d}} || 5 || - || - || [[AN/APG-33]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-100a_china}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-100d}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|f-100d_france}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f_100f_china}} || 6 || [[AN/APG-30A]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-104a}} || 6 || - || [[AN/ASG-14]] || [[AN/ASG-14]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-104a_china}} || 6 || - || [[AN/ASG-14]] || [[AN/ASG-14]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-104c}} || 6 || - || [[AN/ASG-14]] || [[AN/ASG-14]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|f-104g}} || 7 || - || [[NASARR]] || [[NASARR]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|f-104g_china}} || 7 || - || [[PS-03]] || [[PS-03]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-104g_italy}} || 6 || - || [[NASARR]] || [[NASARR]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|f-104j}} || 6 || - || [[NASARR]] || [[NASARR]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-104s}} || 7 || - || [[NASARR]] || [[NASARR]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-104s_asa}} || 7 || - || [[US R21G M1]] || [[US R21G M1]] || I || - || - || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|f-104s_cb}} || 7 || - || [[NASARR]] || [[NASARR]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|f-105d}} || 7 || - || [[AN/ASG-19]] || [[AN/ASG-19]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|fj_4b}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|fj_4b_agm_12b}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|he_219a_7}} || 4 || - || [[FuG-220]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|hunter_f1}} || 6 || [[ARI.5820]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|hunter_f6}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|hunter_f58_switzerland}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|hunter_f9_rhodesia}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_j32b}} || 6 || - || [[PS-42 TA]] || [[PS-42 TT]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|hunter_f50_sweden}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_j35a}} || 6 || - || [[PS-03]] || [[PS-03]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_j35d}} || 7 || - || [[PS-03]] || [[PS-03]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|mig-19j_6a}} || 6 || - || [[RP-5]] || [[RP-5]] || I || {{Tick}} || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|j_7d}} || 7 || - || [[JL-7A]] || [[JL-7A]] || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|j_7e}} || 7 || [[Marconi Type 226]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|j_7_mk2}} || 6 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|j_8b}} || 7 || - || [[Type 208a]] || [[Type 208a]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|j_8f}} || 8 || - || [[Type 1492]] || [[Type 1492]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_ja37}} || 7 || - || [[PS-46/A]] || [[PS-46/A]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_ja37d}} || 8 || - || [[PS-46/A]] || [[PS-46/A]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|javelin_fmk9}} || 6 || - || [[AN/APS-21]] || [[AN/APG-26]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|ju-388j}} || 4 || - || [[FuG-202]] || - || B || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|ka_52}} || 7 || - || [[RN-01 Crossbow]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|kfir_c2}} || 7 || [[ELTA EL/M-2001B]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|kfir_c7}} || 7 || [[ELTA EL/M-2001B]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|kfir_canard}} || 7 || [[ELTA EL/M-2001B]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|f-4e_iaf}} || 7 || - || [[AN/APQ-120]] || [[AN/APQ-120]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|f-4e_kurnass_2000}} || 8 || - || [[AN/APG-76]] || [[AN/APG-76]] || J || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|la_200_toriy}} || 5 || - || [[Thorium]] || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|lightning_f6}} || 6 || - || [[AI Mk.23]] || [[AI Mk.23]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|lightning_f53}} || 6 || - || [[AI Mk.23]] || [[AI Mk.23]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-17p_lim_5p}} || 6 || - || [[RP-5]] || [[RP-5]] || I || {{Tick}} || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|me-410b-6_r3}} || 4 || - || [[FuG-200]] || - || C || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|meteor_nfmk13}} || 5 || - || [[Mk.X]] || - || F || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mi_28nm}} || 7 || - || [[N-025]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-19pt}} || 6 || - || [[RP-5]] || [[RP-5]] || I || {{Tick}} || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-19s}} || 6 || [[SRD-1]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-21_bis_lazur}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-21_sps_k}} || 6 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-21_bis}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|mig_21_bis_finland}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-21_bis_sau}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-21_f13}} || 6 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig-21_mf}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-21_pfm}} || 6 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-21_s}} || 6 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig-21_smt}} || 7 || - || [[Sapphire-21]] || [[Sapphire-21]] || J || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig_23m}} || 7 || - || [[Sapphire-23D/TP-23]] || [[Sapphire-23D/TP-23]] || J || - || {{Tick}} || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig_23mf_germany}} || 7 || - || [[Sapphire-23D/TP-23]] || [[Sapphire-23D/TP-23]] || J || - || {{Tick}} || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig_23ml}} || 7 || - || [[Sapphire-23ML/TP-23M]] || [[Sapphire-23ML/TP-23M]] || J || - || {{Tick}} || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig_23mla}} || 7 || - || [[Sapphire-23MLA/TP-23M]] || [[Sapphire-23MLA/TP-23M]] || J || - || {{Tick}} || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig_23mld}} || 7 || - || [[Sapphire-23MLA-2/TP-23M]] || [[Sapphire-23MLA-2/TP-23M]] || J || - || {{Tick}} || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|mig_29_9_12_germany}} || 8 || - || [[N019E/OEPS-29E]] || [[N019E/OEPS-29E]] || I || - || {{Tick}} || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig_29_9_13}} || 8 || - || [[N019/OEPS-29]] || [[N019/OEPS-29]] || I || - || {{Tick}} || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|mig_29smt_9_19}} || 8 || - || [[N010M Zhuk-M]] || [[N010M Zhuk-M]] || I || - || {{Tick}} || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_milan}} || 6 || [[Aida II]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_2000_5f}} || 8 || - || [[Thales RDY]] || [[Thales RDY]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_2000c_s5}} || 8 || - || [[Thomson-CSF RDI]] || [[Thomson-CSF RDI]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_2000d_r1}} || 8 || - || [[Thomson-CSF RDI]] || [[Thomson-CSF RDI]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_f1c}} || 7 || - || [[Cyrano-IV]] || [[Cyrano-IV]] || I || - || - || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_f1c_200}} || 7 || - || [[Cyrano-IV]] || [[Cyrano-IV]] || I || - || - || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_f1ct}} || 7 || - || [[Cyrano-IVMR]] || [[Cyrano-IVMR]] || I || - || - || {{Tick}} || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_3c}} || 7 || - || [[Cyrano Ibis]] || [[Cyrano Ibis]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|mirage_3e}} || 7 || - || [[Cyrano II]] || [[Cyrano II]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|md_454_mystere_4a}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|md_454_mystere_4a_iaf}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|nesher}} || 7 || [[ELTA EL/M-2001B]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|f_16a_block_10_iaf}} || 8 || - || [[AN/APG-66]] || [[AN/APG-66]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|p-61a_1}} || 3 || - || [[Mk.X]] || - || F || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USA_flag.png|40px|link=]] || {{Specs-Link|p-61c_1}} || 3 || - || [[Mk.X]] || - || F || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|f-4k}} || 7 || - || [[AN/APG-59]] || [[AN/APG-59]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|f-4m_fgr2}} || 7 || - || [[AN/APG-59]] || [[AN/APG-59]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|so_4050_vautour_2n}} || 6 || - || [[DRAC-25A]] || [[DRAC-25A]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|so_4050_vautour_2n_late}} || 5 || - || [[DRAC-32A]] || [[DRAC-32A]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|md_460_saar}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sweden_flag.png|40px|link=]] || {{Specs-Link|saab_j35xs}} || 7 || - || [[PS-011/A 71H(IR)]] || [[PS-011/A 71H(IR)]] || I || - || {{Tick}} || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|md_460_sambad}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|ah_64d_i_saraph}} || 7 || - || [[AN/APG-78]] || - || K || - || - || {{Tick}} || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|scimitar_f1}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|harrier_frs1}} || 7 || - || [[Ferranti Blue Fox]] || [[Ferranti Blue Fox]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|harrier_frs1_early}} || 7 || - || [[Ferranti Blue Fox]] || [[Ferranti Blue Fox]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|sea_venom_faw20}} || 5 || - || [[Mk.X]] || - || F || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|dh_110_sea_vixen}} || 5 || - || [[AI Mk.18]] || [[AI Mk.18]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|mirage_3cj}} || 7 || - || [[Cyrano Ibis]] || [[Cyrano Ibis]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su-7b}} || 6 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su-7bkl}} || 6 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su-7bmk}} || 6 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su_17m2}} || 7 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su_17m4}} || 7 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|su_22m3}} || 7 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|su_22m4}} || 7 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|su_22um3k}} || 7 || [[SRD-5]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|super_etendard_97}} || 7 || - || [[Anemone]] || [[Anemone]] || J || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|md_460}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:France_flag.png|40px|link=]] || {{Specs-Link|md_460_yt_cup_2019}} || 6 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|swift_f1}} || 5 || [[ARI.5857]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|swift_f7}} || 5 || [[AN/APG-30]] || - || - || I || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|t2}} || 6 || - || [[J/AWG-11]] || [[J/AWG-11]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Japan_flag.png|40px|link=]] || {{Specs-Link|t2_early}} || 6 || - || [[J/AWG-11]] || [[J/AWG-11]] || I || - || - || - || {{Tick}} || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|tornado_adv}} || 8 || - || [[GEC-Marconi Avionics AI.24 Foxhunter Stage 2G]] || [[GEC-Marconi Avionics AI.24 Foxhunter Stage 2G]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|tornado_f3}} || 8 || - || [[GEC-Marconi Avionics AI.24 Foxhunter Stage 2G]] || [[GEC-Marconi Avionics AI.24 Foxhunter Stage 2G]] || I || - || - || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Britain_flag.png|40px|link=]] || {{Specs-Link|tornado_gr1}} || 8 || - || - || [[ARI 23274]] || J || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|tornado_ids_de_mfg}} || 8 || - || [[ARI 23274]] || [[ARI 23274]] || J || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Italy_flag.png|40px|link=]] || {{Specs-Link|tornado_ids_it_mod95}} || 8 || - || - || [[ARI 23274]] || J || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Germany_flag.png|40px|link=]] || {{Specs-Link|tornado_ids_de_assta1}} || 8 || - || - || [[ARI 23274]] || J || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|tu-1}} || 4 || - || [[GNEYS-5S]] || - || A || - || - || - || - || -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Israel_flag.png|40px|link=]] || {{Specs-Link|so_4050_vautour_2n_iaf}} || 6 || - || [[DRAC-25A]] || [[DRAC-25A]] || I || - || - || - || - || -&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:USSR_flag.png|40px|link=]] || {{Specs-Link|yak_141}} || 8 || - || [[N010]] || [[N010]] || I || - || {{Tick}} || - || {{Tick}} || {{Tick}}&lt;br /&gt;
|{{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:China_flag.png|40px|link=]] || {{Specs-Link|z_19}} || 6 || - || [[RN-01-II]] || - || K || - || - || - || - || -&lt;br /&gt;
| -&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|n78r6klLlEQ|'''Aircraft Radar: The Complete Guide (Current 2023)''' - ''Tims Variety''|bsBtBghAkyc|'''Complete Guide - Radar 101''' - ''DEFYN''|2NZVMgMpZSU|'''Boot Camp: Radar Systems''' - ''War Thunder Official Channel''.|tQhEl042QE8|'''The Shooting Range #275''' - ''Tactics &amp;amp; Strategy'' section at 07:55 discusses aircraft radar systems.|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;
* [[Air-to-air missiles]]&lt;br /&gt;
* [[Air-to-ground missiles]]&lt;br /&gt;
* [[:Category:Countermeasures]]&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;
* ''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>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-14B&amp;diff=182170</id>
		<title>F-14B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-14B&amp;diff=182170"/>
				<updated>2024-02-25T16:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = F-14A Early&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f_14b&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even before the F-14 had its first test flight, Grumman knew the F-14A's performance would be underwhelming due to its TF-30 engines. This, as well as the VAX-2 specification sent out by the US Navy during the 1980s, led to the F-14B. The F-14B was a huge improvement over the F-14A in almost every aspect. New avionics, systems, engines, and much more were done on the F-14B. One of the upgrades included the addition of the AN/AXX-1 Television Camera System (TCS), for IFF purposes. The F-14B's main upgrade were the engines: General Electric F110-GE-400s replaced the TF-30s and massively improved the performance in essentially every aspect. The range, top speed, and turn rate were significantly improved, which meant the F-14B was far more suitable for carrier operations than the F-14A.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;La Royale&amp;quot;]], the '''{{Specs|name}}''' is an extremely capable aircraft. The F-14B is essentially a heavily upgraded [[F-14A Early|F-14A]]. With new engines, avionics, and weapons, the F-14B is a much more potent aircraft. It gets access to [[AIM-9L Sidewinder|AIM-9L Sidewinders]], [[AIM-7M Sparrow|AIM-7M Sparrows]], and [[AIM-54C Phoenix|AIM-54C Phoenixes]], which is a big improvement over the F-14A's armament. Furthermore, the General Electric engines make the F-14B far more competent in dogfights compared to the F-14A. The F-14B is also more capable for ground attack thanks to the addition of the Paveway II guided bomb.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 10,668 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,191 || 2,181 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 24.4 || 24.5 || 195.5 || 188.7 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,238 || 2,215 || 23.6 || 24.0 || 256.6 || 224.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || X&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
! Min sweep&lt;br /&gt;
| 1,359 || rowspan=&amp;quot;2&amp;quot; | {{Specs|destruction|gear}} || rowspan=&amp;quot;2&amp;quot; | 1,200 || rowspan=&amp;quot;2&amp;quot; | 873 || rowspan=&amp;quot;2&amp;quot; | 416 || ~10 || ~5&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 1,200 || &amp;lt; 850 || &amp;lt; 1,800 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric F110-GE-400 || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 19,663 kg || colspan=&amp;quot;3&amp;quot; | 514 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,897 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 21,868 kg || 22,399 kg || 23,766 kg || 25,818 kg || 27,013 kg || 33,593 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,200 kgf || 10,230 kgf&lt;br /&gt;
| 0.93 || 0.91 || 0.86 || 0.79 || 0.76 || 0.61&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 6,428 kgf&amp;lt;br&amp;gt;(1,200 km/h) || 13,610 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.24 || 1.22 || 1.15 || 1.05 || 1.00 || 0.81&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M61A1 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm M61A1 cannon, cheek-mounted (676 rpg)&lt;br /&gt;
* 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_F-14A_Early.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || || 8&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 AIR (500 lb)|500 lb Mk 82 AIR]] bombs&lt;br /&gt;
| || || 8&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 83 AIR (1,000 lb)|1,000 lb Mk 83 AIR]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-10 Paveway II (957 kg)|957 kg GBU-10 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| || 8 || || || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7M Sparrow]] missiles&lt;br /&gt;
| || 1 || 2 || 1&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1* || 1* || || || 1* || 1*&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-54A Phoenix]] missiles&lt;br /&gt;
| || 1 || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-54C Phoenix]] missiles&lt;br /&gt;
| || 1 || 2&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || 2 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| 160* || 160* || || || 160* || 160*&lt;br /&gt;
|-&lt;br /&gt;
! LANTIRN targeting pod&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | * AIM-9L missiles can be equipped with countermeasures on the same hardpoint &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;LANTIRN targeting pod must be equipped when carrying guided bombs &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;Single AIM-7M missile on hardpoint 4 cannot be equipped with GBU-10 or GBU-24 bombs on hardpoint 3 &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;¶&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; Dual AIM-7M missiles on hardpoint 4 cannot be equipped with marked options on hardpoint 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 6 x AIM-7M Sparrow missiles&lt;br /&gt;
* 6 x AIM-54A Phoenix missiles&lt;br /&gt;
* 6 x AIM-54C Phoenix missiles&lt;br /&gt;
* 14 x 500 lb LDGP Mk 82 bombs (7,000 lb total)&lt;br /&gt;
* 14 x 500 lb Mk 82 AIR bombs (7,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb Mk 83 AIR bombs (4,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 bombs (8,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 Air bombs (8,000 lb total)&lt;br /&gt;
* 2 x 957 kg GBU-10 Paveway II bombs (1,914 kg total)&lt;br /&gt;
* 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
* 4 x 1,092 lb GBU-16 Paveway II bombs (4,368 lb total)&lt;br /&gt;
* 2 x 2,000 lb GBU-24 Paveway III bombs (4,000 lb total)&lt;br /&gt;
* 16 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
If you are flying the F-14B, then you most likely have experience with the previous F-14A and thus are aware of the F-14’s wide variety of missile loadout options. Like the F-14A, the F-14B can carry a maximum of four AIM-9 Sidewinders, though two of these can be substituted for AIM-7 Sparrows or AIM-54 Phoenixes. Just like the F-14A, there are also four centerline hardpoints dedicated for Sparrow or Phoenix missiles. &lt;br /&gt;
&lt;br /&gt;
Unlike the previous F-14A which only has 60 countermeasures, the F-14B can unlock extra countermeasure pods with 160 countermeasures that can be carried on the wing pylons in conjunction with a sidewinder missile. Since there are two dedicated Sidewinder pylons on the F-14, the aircraft can have a massive total of 380 countermeasures without sacrificing any hardpoints for Sparrows or Phoenixes. If one opts to take four Sidewinders, they will be able to carry a grand total of 680 countermeasures. Therefore, don’t be afraid to take a half chaff/flare loadout and/or turn on periodic flares. It is highly recommended to take these pods once unlocked; the minimal weight of the extra countermeasure pods and no hardpoint penalty for taking them means they are very much worth it. Keep in mind of the one downside of these pods: it launches countermeasures behind the aircraft, not downwards and/or away. Thus, it may be slightly more difficult to flare off IR missiles launched at shorter ranges.{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Air Realistic Battles ===&lt;br /&gt;
&lt;br /&gt;
==== Beyond Visual Range (BVR) Combat ====&lt;br /&gt;
As one of the only two aircraft with active radar homing missiles in the game, the F-14B has some unique tactics when it comes to radar missile combat. &lt;br /&gt;
&lt;br /&gt;
The most obvious and advantageous feature of the AIM-54 is that it is an active radar homing missile, and thus it is, to an extent, “fire-and-forget”. Unlike other aircraft, which have to stay pointed in the general direction of their target to guide SARH missiles, the F-14 can theoretically completely turn away once AIM-54s are launched. However, just because you can doesn’t mean you should.&lt;br /&gt;
&lt;br /&gt;
Before we get to this, let’s break down in basic terms how the AIM-54C works. The AIM-54’s own radar only activates in its terminal phase (&amp;lt;16 km). When launched at longer ranges, it relies on datalink (DL) and inertial guidance (IOG) to guide itself towards the target. The former, DL, allows the missile to obtain periodic guidance information from the parent F-14’s radar, even from track while scan (TWS) mode. This is what allows the F-14 to launch multiple AIM-54s at multiple targets; each AIM-54 can obtain data link information for their respective targets while the F-14’s radar is in TWS mode. The latter, IOG, means that if the missile were to lose guidance from the parent F-14, then the missile would travel towards the last known predicted location of the enemy aircraft in the hopes that it can get close enough for its own onboard radar to pick up and track the target. &lt;br /&gt;
&lt;br /&gt;
So, while you could theoretically launch AIM-54s towards the enemy and then turn away, it would only be relying on inertial guidance and thus would be very unreliable. &lt;br /&gt;
&lt;br /&gt;
As for guiding the AIM-54 in with your radar, you have a couple different options, both with their own set of pros and cons. A TWS &amp;quot;soft lock&amp;quot; has its advantages; it doesn’t alert the enemy’s radar warning receiver, allows multiple targets to be fired on, and while you are tracking a target you can still scan for other targets, thus providing excellent situational awareness. At the same time, however, it does have some disadvantages. It can track a target while you maneuver, but it is prone to locking another target and is unreliable. Additionally, if a solid lock is quickly needed, it could accidentally lock another target, potentially compromising an engagement. The other option is to fully lock the target, which gives a much more reliable track. If the target starts notching, you can quickly switch the radar mode from PD to SRC to counter the notch and maintain the lock. Of course, since it is a solid lock, you won't be able to scan for other targets, and you can't provide guidance for other AIM-54s you have already launched.&lt;br /&gt;
&lt;br /&gt;
All air-to-air missiles are more effective at higher altitudes, as the air is thinner and thus the drag on the missile is reduced, while the reduction in air density reduces lift and thus maneuverability of aircraft. This holds especially true for the AIM-54, which is programmed to “loft” itself towards targets at longer ranges. This means that, for targets at longer ranges, it flies at an upwards angle (rather than straight) towards the enemy. This will bring it into the aforementioned less dense air, thus increasing its range and speed. Once the missile is close enough to the enemy, it will descend from altitude, attaining maximum speed and maneuverability while falling on top of the enemy. Due to this, the AIM-54 has the most range when launched at higher altitudes (&amp;gt;6 km). While its advertised maximum range of 150 kilometers is over-exaggerated (like most other air-to-air missiles), the AIM-54 still has the longest range of any air-to-air missile in game. A very high altitude launch (&amp;gt;8 km) on a non-maneuvering enemy at lower altitude will still hit at ranges up to 80 kilometers. This can be useful in enduring confrontation maps, as you can quickly and easily take out enemy AI aircraft at long range, which travel in a mostly straight line and don't maneuver much.&lt;br /&gt;
&lt;br /&gt;
However, for fighters piloted by real human beings, launches at high altitude and at around 37-43 kilometers from the target will prove the most lethal; at this range, the missile’s rocket motor will burn for most of the flight time, only burning out when it gets near the target. TThis will allow it to have its maximum speed and maneuverability, increasing its lethality. In addition, with the rocket motor burned out, it will be invisible to the enemy as it approaches, making it more difficult to dodge. And the launch range will allow it to outrange even R-27ERs provided the proper defensive manoeuvers are performed. While the AIM-54C only has 17G of maneuverability, it does have an extremely high top speed of mach 5. These two factors combined are typically enough to reliably hit any target not actively maneuvering to dodge the missile. Thus,the missile is useful to clear higher altitudes of enemies, as it at least forces enemy fighters at high altitude to defend and lose energy and/or positioning.&lt;br /&gt;
&lt;br /&gt;
===== Missile Jousting Techniques =====&lt;br /&gt;
After launching a radar-guided missile at medium to long ranges, it is advised to crank to one side. To crank means to turn almost (but not) fully sideways, so that you are flying almost perpendicular to the enemy. This has numerous advantages over simply flying straight in.&lt;br /&gt;
&lt;br /&gt;
* By flying almost sideways to the enemy, you are significantly reducing the speed at which you and the enemy’s missile are approaching each other, while also forcing the missile to maneuver that much further ahead of your aircraft to hit it. These factors combined make the missile have a longer flight time and thus significantly reduces its effectiveness. In addition, if you decrease altitude while also cranking, you are also dragging the missile down into denser air, further reducing its effectiveness. &lt;br /&gt;
* Radars in the nose can rotate sideways to a certain degree (for example, the F-14Bs AWG-9 system can keep an enemy locked until they are somewhere around 80 degrees to the right or left of your nose), so you can go almost perpendicular without breaking lock. In a crank, you are still holding a radar lock at the edge of your radar’s rotation limit (or gimbal limit) to guide your own missile in. &lt;br /&gt;
* If needed, you can quickly transition from almost perpendicular to fully perpendicular to achieve a defensive notch against pulse-doppler radars, and you can go cold (fully turn away from the incoming missile) quicker than if you were flying straight. Note that these maneuvers will put the enemy outside your radar’s gimbal limit, which will break radar lock and thus trash any SARH missiles you have been guiding. &lt;br /&gt;
* As was just mentioned, going defensive will cause you to lose your own radar lock. However, this is where the AIM-54s main advantage kicks in; once you’ve provided a long enough lock for the AIM-54 to track the enemy with its own radar, you can go defensive to break the enemy’s missile lock while your AIM-54 is still guiding itself. &lt;br /&gt;
* If needed, you can quickly point the nose at the enemy to launch further AIM-7s or AIM-54s before cranking again to avoid enemy missiles. Provided there is no incoming threat (either the enemy didn’t launch, your crank/defensive maneuvers defeated the missile, or their missile lost lock while they were defending), you can push closer to the enemy to increase the probability your missile will hit the enemy. &lt;br /&gt;
&lt;br /&gt;
In conclusion, cranking will allow you to dramatically decrease the energy of the enemy missile while also allowing you to guide your own missile in. The positioning from the crank also allows you to easily launch further missiles or go defensive against enemy missiles. Usually, just the crank is enough to defeat weaker radar-guided missiles such as Skyflashes or AIM-7Es launched at longer ranges, but further steps must be taken to defeat the more powerful AIM-7F/Ms and R-27s, such as hitting the notch and dropping chaff once the enemy missile begins to get close. &lt;br /&gt;
&lt;br /&gt;
==== Dogfighting ====&lt;br /&gt;
With the abundance of potent air-to-air missiles, jet dogfighting at top tier air RB is uncommon, but certainly not absent. As for the F-14, it may have been built as a large and heavy missile-carrying interceptor, but do not be fooled; the F-14B is also a supremely capable dogfighter which, if flown correctly, has the performance to out-manoeuvre nearly every fighter in the game. However, this is much easier said than done, as the plane itself will not do all the work. Proper tactics, energy management, and utilization of the F-14's flaps and variable sweep wings are required to get this fighter to perform in a dogfight.&lt;br /&gt;
&lt;br /&gt;
===== Flaps =====&lt;br /&gt;
Usage of the F-14B's flaps is critical in dogfights. With the flaps completely up, the F-14B can attain higher speeds outside of dogfights, though at this flap state the plane will not be at its full manoeuvring potential. Generally, during dogfights, it is preferable to set the flaps to &amp;quot;combat&amp;quot;, as this significantly boosts both F-14B's instantaneous and sustained turn rates. Energy retention at this flap state, while lowered, is still sufficient, and the combination of turn and energy retention will make this flap state ideal for two-circle rate fights. The combat flaps can be extended at very high speeds, and thus pilots should not be worried about them falling off. In some cases, the flaps can be brought back up to increase energy retention and gain back energy. Setting the flaps to &amp;quot;takeoff&amp;quot; will further increase manoeuvrability at the expense of additional energy retention. The &amp;quot;landing&amp;quot; flaps gives the F-14B its fastest turn rate and tightest turning circle, but at the expense of greatly diminished energy retention. These flaps should be used at lower speeds, ideally in one-circle fights or if you are behind the enemy. It should be noted that in the &amp;quot;landing&amp;quot; configuration, the flaps have a much lower speed tolerance than the other configurations. Go above 400 km/h with these flaps down, and you risk breaking them off, so be careful.&lt;br /&gt;
&lt;br /&gt;
If it wasn't clear already, it is important to keep these flaps on, as if you do lose your flaps, you will greatly damage your dogfighting capability, not to mention the loss of dogfighting position that comes from the force of the flaps breaking off. If you've lost your flaps but sense you will eventually have to dogfight the enemy, it is best to go back to your airfield to get them repaired. If you end up locked in a dogfight without flaps, your best bet would be to keep your speed up and attempt a two-circle rate fight. Without it's flaps, the F-14B's AOA (angle of attack) is not sufficient for one circle fights, so in most cases, do not attempt them.&lt;br /&gt;
&lt;br /&gt;
=====The Two-Circle (Rate Fight) =====&lt;br /&gt;
The F-14B's main advantage in a dogfight is its excellent energy retention and sustained turn rate. These can be used to great extent in a two-circle rate fight, which will be the preferred type of fight for the F-14B. Due to this, it is important that F-14 pilots understand this rate fight. A two-circle rate fight is a type of dogfight where the two fighters attempt to get on each other's tails. In this kind of dogfight, instead of turning as hard as you can, you instead must keep a certain speed. All fighter jets lose speed in turns, and generally, they turn worse at lower speeds. A fighter jet's optimal rate speed is the speed at which they can sustain the highest turn rate (or, the sustained turn rate). While you could pull harder to turn faster, you would be sacrificing speed to do this, and if you cannot take the shot, you will get slow and lose your turning capability, eventually lagging behind the now better turning enemy fighter. All aircraft have different flight capabilities and varied sustained turn rates. In a rate fight, the aircraft with the better sustained turn rate will have the advantage.&lt;br /&gt;
&lt;br /&gt;
The beginning of the fight will have the two fighters' paths form two circles, hence the name. The fighter with the superior sustained turn rate (which we'll call the friendly fighter) will attempt to manoeuvre onto the other enemy fighter's tail. While this is happening, they must carefully manage their energy, taking great care in ensuring they do not go too much faster or slower than their optimal rate speed. During this initial turn, the enemy fighter may turn harder and initially get a shot on the friendly fighter, who must dodge. As the two fighters turn, the enemy fighter with the inferior sustained turn rate will lose speed faster, forcing them to fly downwards to use gravity to gain more speed and thus more turn. The friendly fighter follows the enemy downward, and this has the effect of pushing the fight closer to the ground; this is the goal of the friendly fighter, to push the fight down to the deck, where they will be able to outrate the enemy. Eventually, the fight will lower to the ground, where there won't be any more altitude for the enemy fighter to gain speed. With the enemy fighter now slow, the friendly fighter, still fast and better turning, will begin to get behind the other fighter (the enemy fighter is being &amp;quot;out-rated&amp;quot; here). Once they are approaching the enemy's tail, the enemy fighter may attempt to get the friendly fighter to overshoot by turning hard; to counteract this, the friendly fighter can pull hard, drop the flaps further, and/or airbrake to stay on the enemy's tail. At this point, the friendly fighter will be firmly planted on the tail of the enemy and has an opportunity to shoot them down.&lt;br /&gt;
&lt;br /&gt;
Some jets will prefer the two-circle, while others will prefer other tactics. Again, the F-14B is one that favours this two-circle type of fight; in fact, theoretically, the F-14B has a superior sustained turn rate to just about every single aircraft it will encounter at top tier, with one notable exception in the [[F-16 (Family)|F-16]]. In the F-14B, the optimal turn rate can be achieved with the wings at 0% sweep, combat flaps down, and at a speed of around 700-800km/h with full afterburner (though, ideally, you should keep your speed at the higher end of this range in case you need to pull a hard maneuver), . For maximum turn rate, it is imperative that you stay around this speed. To do this, you can tap your elevator key, or use the mouse to gradually turn. It is fine if it gets below that speed but be sure to regain it eventually. Try not to go below 700km/h, as by that point, the turn rate will start to noticeably suffer. If you get above 830km/h, you will want to drop down back to your optimal rate speed by turning harder, but when doing this sweep the wings back a little (to around 20-30%), as this will help you lose speed quicker and allow you to turn harder without breaking the wings off (at 0% wing sweep, you risk ripping the wing off at these higher speeds). When entering a dogfight in the F-14B, it is preferable to be at a higher speed (&amp;gt;900 km/h). This way, when you merge with an enemy fighter, you can sweep the wings back to around 45% and deploy combat flaps to boost your initial turn rate, thus initially gaining position before sweeping your wings forward and reaching your optimal rate speed.&lt;br /&gt;
&lt;br /&gt;
===== The One-Circle and Counter-Two Circle Tactics =====&lt;br /&gt;
The other type of dogfight is the one-circle fight. This one is generally simpler than the two circle. It involves both fighters turning as hard as they can into each other. Unlike a two-circle fight, where the fighters turn opposite of each other to get on each other's tails, a one-circle fight sees the two fighters turning directly into each other. In one-circle dogfights, sustained turn rate is irrelevant, as the fight will come down to which aircraft can turn better in a short amount of time. Speed is not as important in these fights; actually, depending on how the one-circle dogfight develops, it is often advantageous to keep speed low so that the faster enemy aircraft will pass out in front. Due to this, most one-circle fights often occur at low speeds.&lt;br /&gt;
&lt;br /&gt;
Fighters which prefer one-circle tactics are those which can turn tightly (or instantaneous turn rate), have a high AOA (Angle of Attack) and have a low stall speed. One circle fighters often are superior turners at lower speeds. Typically, planes which have excellent instantaneous turn rate have the downside of trading off energy retention and sustained turn rate. Therefore, fighters which prefer the two-circle will want to rate fight these one-circle fighters.&lt;br /&gt;
&lt;br /&gt;
However, in practice, this is much easier said than done. When quickly transitioning from the chaotic and fast-paced nature of Air RB combat to a dogfight, there usually isn't a lot of time to think, so it may not be easy to set up the conditions for a rate fight in such a short amount of time. This is especially true for the F-14; while the multiple flap, wing sweep and radar states give F-14 pilots numerous options for combat, quickly and manually reconfiguring all these parts for a rate fight can prove challenging. It doesn't help that the F-14B's rate speed is rather high at 800km/h, so if the F-14 stars the dogfight slow, it is already at a disadvantage.&lt;br /&gt;
&lt;br /&gt;
Once again, it is important for pilots in two-circle fighters to remember not to panic and keep their speed at their optimal rate speed. Because in rate fights, this is exactly what one-circle fighters attempt to exploit to gain the advantage. It is sort of a mental game, where they attempt to trick you into pulling hard and losing your speed, thus drawing you into the one-circle fight where you will subsequently be destroyed. There are numerous tactics for this. When rating, they may pull into you, cashing in their speed in an attempt to make you panic, pull hard and lose your speed. In a horizontal rate, they may pull downwards to gain speed and pull up into you; when this happens, pull up and sideways perpendicular to them, in order to say out of their guns while maintaining your energy.&lt;br /&gt;
&lt;br /&gt;
One of the more effective tactics is actually performed when the two-circle fighter is on the verge of winning. Like earlier, we'll call the two-circle Fighter the friendly aircraft and the one-circle fighter the enemy aircraft. When the two aircraft are close to the ground, the friendly fighter will out-rate the enemy. It is when the friendly fighter is gaining on the enemy, but is not fully around the circle yet, that the enemy fighter begins to pull a bit harder, suggesting they are slow and vulnerable. Seeing this, and on the verge of wining, the friendly fighter may choose to finish the fight now, cashing in their speed to turn hard and shoot the enemy while they are vulnerable. But, this is a trick. The enemy still has some speed left, and because the friendly fighter wasn't fully around the circle yet, they had insufficient speed to complete the turn and get the shot on the enemy. This results in the friendly fighter now being slow, and the enemy fighter can take this opportunity to close the distance with the friendly fighter and turn it in to a one-circle fight. At this point, it is likely game-over for the friendly fighter. Additionally, this scenario could also happen if the friendly fighter started pulling hard too early, and ran out of speed before they could take the shot. Ideally, the friendly fighter would have ignored the enemy's hard pull, instead continuing with the rate until they are actually close enough to reliably hit the shot. This way, even if the friendly fighter missed their shot, they would have enough speed to continue rating.&lt;br /&gt;
&lt;br /&gt;
As for the F-14B, it is not as much of a one-circle fighter as it is a two-circle fighter, but it still performs well in the one-circle. At the very least, combat flaps should be utilized when in any kind of dogfight. The slower you get, the more you can lower your flaps; set it to &amp;quot;takeoff&amp;quot; from 600-400km/h, and below 400km/h, to &amp;quot;Landing&amp;quot;. Landing flaps provides the most lift and turn and therefore should always be used when dogfighting at lower speeds. Keep in mind that it is rather easy to forget to raise them from the &amp;quot;landing&amp;quot; configuration above 400km/h, which may result in them falling off; remember that against capable opponents, losing your flaps may result in your loss.&lt;br /&gt;
&lt;br /&gt;
If necessary, you may set a key bind to switch to the &amp;quot;realistic&amp;quot; or &amp;quot;full-real&amp;quot; control mode, which turns the instructor off. In the F-14B, it allows for much higher angles of attack and highly improved very low-speed control. However, keep in mind that with realistic/full-real, maneuvering harder at lower speeds will bleed speed very quickly. Additionally, depending on the maneuver, one could easily destabilize the aircraft, which would typically mean game-over in the majority of dogfights. Therefore, use advanced controls sparingly if at all.&lt;br /&gt;
&lt;br /&gt;
Though the F-14B is decent in the one-circle, getting locked into a one-circle fight with a dedicated one-circle fighter such as the MiG-29, Mirage 2000 or JA37 will very quickly result in a loss for the F-14. Stick to the two-circle whenever possible.&lt;br /&gt;
&lt;br /&gt;
===== Radar Lead Indicator =====&lt;br /&gt;
The F-14 comes equipped with a radar lead indicator, which calculates the lead required to hit a moving aircraft. At higher speeds, this mechanic can be a bit finicky, but at slower speed dogfights, it is much more accurate. The radar lead indicator can be quite helpful in dogfights, especially when the difference between victory and defeat could come down to hitting a single gunshot opportunity. In the F-14, the best way to get this to work is by using the radar's ACM (Acquisition Mode) to automatically radar lock the enemy aircraft once in range. It is important that, in dogfights, the radar is set to the standard SRC mode. The radar's other pulse-Doppler modes, while highly useful in general combat, are highly unreliable in dogfights, as it is prone to losing lock in tail-chase and side-aspect radar locks- both situations you will constantly encounter in dogfights. The normal SRC mode does not have these limitations, and at the close ranges dogfights occur at, ground clutter and chaff will usually not be an issue. To further optimize the radar lead indicator, you can switch the ACM mode on, and then press &amp;quot;change radar mode&amp;quot; to change the small box to a tall rectangle; this can be used to automatically radar lock an aircraft without directly pointing towards them (the shape of this box will usually catch aircraft you are about to take a gunshot at).&lt;br /&gt;
&lt;br /&gt;
===== Aircraft Worth Noting =====&lt;br /&gt;
While the F-14B itself is a highly capable dogfighter, so are many of the common enemies that it will face. In order to prevail, you need to know the strengths and weaknesses of both your own and the opposing aircraft you will be facing.&lt;br /&gt;
&lt;br /&gt;
* '''F-16A (All)''': The F-14B is nearly unmatched in a rate fight. Unfortunately, arguably the most common fighter family at top tier- the supremely capable F-16A and its variants- are also the only aircraft superior to the F-14B in a rate fight. Even in the one-circle, the F-16A seems to have a slight advantage. Therefore, if possible, it is best to avoid dogfights with F-16As. Keep in mind that the F-16A being a superior aircraft has nothing to do with its pilot's skill; in a dogfight, if you recognize that an enemy F-16A is pulling too hard and getting too slow, keeping your optimal rate speed will allow you to emerge victorious in a two-circle rate fight.&lt;br /&gt;
* '''F-16C''': Sporting more engine power than the previous F-16A, formidable AIM-7M Sparrows and dangerous AIM-9Ms paired with a HMD, this fighter is a force to be reckoned with. In a dogfight, like the previous A variant it is extremely capable. However, despite the extra engine power given from the improved engine, the added weight of other avionics actually makes it a slightly worse dogfighter than the previous F-16A. While the F-16C is still very dangerous in a one-circle against the F-14B, the slight decrease in dogfighting performance allows the F-14B to keep up with the F-16C in a two-circle fight.&lt;br /&gt;
* '''MiG-29A''': The MiG-29A is highly capable in the one-circle fight, having a better AOA and tighter turn radius than the F-14B. However, it does also have worse energy retention; thus, as long as you can keep the MiG-29A in a two-circle fight, the F-14B will be able to prevail.&lt;br /&gt;
* '''MiG-29SMT, MiG-29G:''' These MiG-29s are massively more capable than the previous MiG-29As. This can be directly attributed to the addition of the all-aspect, thrust-vectoring R-73 air-to-air missile. In a dogfight, these planes' HMDs (Helmet Mounted Device) allow them to easily lock you with the missile as long as you are within a certain angle of their planes nose. The insane manoeuvrability of the R-73 allows it to make extremely sharp turns no other missile can do, and it's IRCCM (Infrared Counter-Counter Measures) can make it difficult to flare. This makes the missile extremely lethal in dogfights; at the low to medium speed and close ranges that dogfights occour at, it isn't uncommon for an R-73 to turn on a dime and completely ignore your flares. This, combined with the HMD, poses a huge threat in dogfights. So, what about the rate fight? Yes, the F-14B's primary strategy against dogfighting MiG-29s is to rate fight them, and that theoretically doesn't change against these versions of the MiG-29. In a rate fight, the inferior rate fighter normally wouldn't be able to pull hard enough to get a shot on the dominant rate fighter. However, the problem is that, because these newer MiG-29s have R-73s and a HMD, all they need to do is simply point their nose in the general direction of you to launch a very dangerous missile. The nature of the rate fight means that until you get the enemy to the ground, you are constantly going to be vulnerable to getting launched on by an R-73, which as was just discussed, will put you in great danger. So, your primary strategy when dogfighting these MiG-29s is to deny the launch of the missile. There are numerous ways to do this. &lt;br /&gt;
** First, you have to recognize where the MiG-29’s WEZ (Weapons Employment Zone) is. The HMD of the MiG-29 can only see so far off the nose of the aircraft, and whenever you are within the HMD’s range (and thus in range of an R-73 launch), you are in the WEZ.. &lt;br /&gt;
** The first strategy is that, whenever you notice you are in this WEZ, you should aggressively pre-flare to prevent the missile from locking on to you. Most other aircraft at top tier would quickly run out of flares doing this, but the F-14B with its large countermeasure capacity can sustain this tactic for some time.&lt;br /&gt;
** Another strategy is called &amp;quot;Jamming the WEZ”, which basically means staying out of the HMD’s range (and thus preventing an R-73’s launch). You can do this in a number of different ways. One way is to make the rate fight tighter by rating at the lower end of your optimal rate speed; for the F-14B, this will be around 700km/h.Depending on the speed of both you and your opponent, you could also attempt to simply engage the MiG-29 in a one-circle fight, as the F-14B's instantaneous turn rate is above average and can to an extent compete with the MiG-29. In the tight turns, an R-73 launch would initially be difficult. However, be aware that the MiG-29 is still much better in the one circle, and after the first few turns, the F-14B will often find itself at a disadvantage, so this could be risky if you don’t end the fight quickly.  When engaging one of these fighters in a dogfight, if you notice they have depleted all their R-73s, then you can dogfight them in a rate fight normally without worry. It should be noted that the MiG-29SMT is heavier than the other MiG-29s, and so its overall flight performance (and thus overall dogfight performance) is noticeably worse than the other MiG-29s.&lt;br /&gt;
* '''Mirage 2000C, Mirage 2000-5F''': The Mirage 2000s are among the tightest and fastest turning fighters in the game. Therefore, in the F-14B, it is highly advised not to attempt engaging them in two-circle fights, as in nearly all situations this will end in your defeat. As a delta-winged fighter, the Mirage 2Ks lose lots of speed in a turn. This makes the two-circle rate fight the F-14B is so good at the main strategy when dogfighting Mirage 2Ks. Against Mirages, it is important to recognize their energy state; even if it seems like the Mirage is getting behind you, it could be that, in reality, they are slow and only sitting inside your circle, unable to shoot you. Stay calm and do your best to stay at the F-14B's optimal rate speed of 800km/h. Try not to panic and pull too hard to get away from the Mirage's nose, as doing so will slow you down and make the Mirage's victory come closer. Continue to rate until you reach the ground, where you will begin outrating them. Remember that the 2000-5F has a HMD, making the Magic 2 missiles a problem in dogfights.&lt;br /&gt;
* '''F-14A (Early)''': The earlier F-14A is very similar in dogfighting performance to the F-14B, with similar turn and rate performance. The F-14B does have superior engine power over the F-14A, so make sure to utilize the vertical to gain an advantage against this older F-14.&lt;br /&gt;
* '''MiG-23 (All)''': MiG-23s are, like the F-14B, excellent rate fighters. However, the F-14B's sustained turn rate is slightly better than the MiG-23's. An easier tactic is to one-circle them, as the F-14B has a much superior instantaneous turn rate.&lt;br /&gt;
* '''Viggens (JA37C, JA37D, AJ37, AJS37)''': The Viggen has an excellent instantaneous turn rate. However, its energy retention is very poor, and thus two-circle rate tactics should be used to overcome this Swedish fighter in a dogfight.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Ability to equip additional countermeasure pods grants a massive amount of countermeasures&lt;br /&gt;
* Access to upgraded AIM-7M SARH missiles and AIM-54C ARH missiles&lt;br /&gt;
* All-aspect AIM-9L Sidewinder missiles are a significant upgrade from the previous rear-aspect AIM-9H&lt;br /&gt;
* High velocity and extremely fast firing M61 rotary cannon&lt;br /&gt;
* Large air-to-air missile capacity of eight&lt;br /&gt;
* Substantial improvement to thrust and climb rate from the previous F-14A&lt;br /&gt;
* Same powerful radar as the previous F-14A&lt;br /&gt;
* Strong air-to-ground load out with Paveway laser-guided bombs and the LANTIRN thermal laser targeting pod&lt;br /&gt;
* Great instantaneous turn rate and excellent sustained turn rate&lt;br /&gt;
* Excellent energy retention&lt;br /&gt;
* Built-in camera targeting system automatically zooms in to radar locked aircraft and is useful for identification in simulator mode&lt;br /&gt;
* Built-in camera works with the EEGS, allowing you to use the function by applying the target point on the enemy&lt;br /&gt;
* Lower afterburner fuel consumption compared to F-14A Early&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large airframe makes for a large target&lt;br /&gt;
* Two very hot engines make it harder to flare off IR-guided missiles&lt;br /&gt;
* M61 rotary cannon has a rather small ammunition pool of 676&lt;br /&gt;
* The AIM-54C still only has 17G maximum overload and is thus rather easy to kinetically defeat&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
=== F-14B Upgrade Program ===&lt;br /&gt;
During the mid-1980s, the United States Navy (USN) made a momentous decision to enhance the F-14 airframe by introducing a remarkable new variant of the aircraft. Originally designated as the F-14A+, this exceptional aircraft would eventually earn the prestigious moniker of the F-14B. The USN's comprehensive modernization program aimed to bring the F-14 airframe up to date with the latest technological advancements. One of the key aspects of this program was the incorporation of numerous electronic upgrades. The F-14B underwent a significant avionics overhaul, introducing advanced systems that improved the aircraft's capabilities in various areas. These upgrades included enhanced RWR systems, improved target detection and tracking capabilities (introduction of the Television Camera System) and upgraded communication systems to ensure seamless integration with other elements of the modern battlefield. In addition to these upgrades, the F-14B also received a major boost in terms of its powerplant. The outdated engines of the original F-14A model were replaced with the more advanced F110-GE-400 engines. These engines provided increased thrust and improved fuel efficiency, resulting in enhanced performance and greater operational flexibility for the aircraft. The F-110 engines also offered improved reliability and reduced maintenance requirements, which were crucial factors in ensuring the overall effectiveness and availability of the F-14B.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/8228-development-grumman-f-14b-tomcat-the-bombcat-en|Devblog]]===&lt;br /&gt;
As part of the further upgrade of the Grumman F-14A carrier-based fighters, the aircraft were equipped with new General Electric F110-GE-400 turbojet engines with an afterburner, which significantly increased thrust, while reducing specific fuel consumption. The aircraft also received updated electronic equipment, as well as, unlike early production versions, the TISEO (Target Identification System, Electro Optical) optical target identification system. Initially, the updated Tomcats received the designation F-14A +.&lt;br /&gt;
&lt;br /&gt;
This configuration was applied both to newly manufactured fighters, as well as to those already in service as an upgrade pack. In 1992, the designation was changed to F-14B in order to unify it with other military equipment in service. Subsequently, the F-14B were further upgraded in 1998 under the SLEP program. These jet fighters were in service with the US Navy aviation until 2006.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=f_14b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:F-14B WTWallpaper001.jpg&lt;br /&gt;
File:F-14B WTWallpaper002.jpg&lt;br /&gt;
File:F-14B WTWallpaper003.jpg&lt;br /&gt;
File:F-14B WTWallpaper004.jpg&lt;br /&gt;
File:F-14B WTWallpaper005.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dUa3X0uS70o|'''F-14B Tomcat Ultimate Review''' - ''Bob Dickinson''|LHIGPV9XDjM|'''The Shooting Range #360''' - ''Metal Beasts'' section at 00:26 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[F-14 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8228-development-grumman-f-14b-tomcat-the-bombcat-en|[Devblog] Grumman F-14B Tomcat: The Bombcat]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Grumman}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-14A_Early&amp;diff=181664</id>
		<title>F-14A Early</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-14A_Early&amp;diff=181664"/>
				<updated>2024-02-12T20:58:41Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = F-14B&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f_14a_early&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{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;
One of the most iconic US naval fighter jets of the Cold War era, the two-seater '''F-14A''' was developed as the US Navy's fleet-defense fighter jet to protect their carrier groups over vast swathes of ocean against Soviet bombers carrying anti-ship missiles. Developed after the US Navy's failed F-111B program, the F-14A was first deployed in 1974 wielding the advanced [[AN/AWG-9]] radar and up to eight missiles, including the iconic [[AIM-54A Phoenix|Phoenix missile]], to target and destroy enemy targets from extremely long ranges. Although it introduced a host of new capabilities, the F-14A suffered from its TF30 engines, which were subject to frequent failures, and other issues with the aircraft's flight characteristics that caused regular accidents.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Danger Zone&amp;quot;]], the F-14A can engage enemy air targets at far greater distances than most enemy aircraft, allowing the F-14A to take the initiative and achieve air superiority by firing first. At long range, Phoenix missiles force enemy fighters to actively monitor the sky even when they cannot yet see or detect the F-14A. While Phoenix missiles may prove too sluggish to target enemy fighters in high-speed merges, its [[AIM-7F Sparrow|Sparrows]] can engage manoeuvring targets at short and medium ranges before engaging at closer ranges with [[AIM-9H Sidewinder|Sidewinders]] and M61 Vulcan cannon fire.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The F-14A might be seen underpowered compared to other aircraft, primarily the F-4J Phantom II and other Phantom variants such as the Phantom FG.1. While it is true that the engines are not as powerful, the F-14A is far superior in terms of top speed and energy management. However, insufficient power can be noticed when zoom climbing or when turning at low speed, and regaining the speed back can take a while. The engines also consume tremendous amounts of fuel: while the F-14A can stay in the air for at least one hour with full fuel tanks, at full afterburner (WEP) the jet can fly for only 7 minutes at sea level.&lt;br /&gt;
&lt;br /&gt;
The F-14A is more of a two-circle dogfighter since it keeps speed very well in hard turns, but might not have as much nose authority as other planes to win one-circle fights (such as scissors and anything similar when you turn into the opponent's nose). Although it can still beat planes like the MiG-23MLD in the instantaneous turn-rate performance, delta-wing fighters like the J35 or MiG-21 could have the advantage during the first seconds of the fight. Like other planes with variable wing geometry, the F-14A reaches its most efficient turn rate performance when wings are swept fully forward (set to 0%) and that can be achieved only by using the manual wing sweep controls. Since it is semi-automatic, the wing will automatically change its position after reaching around ~800 km/h IAS.&lt;br /&gt;
&lt;br /&gt;
The most optimal turning speed is around 900 km/h IAS at sea level (it reaches the highest sustained turn rate there), but the best is actually between 700 and 830 km/h IAS since any faster, and it becomes impossible to maintain the turn without the crew blacking out. At such speeds, the F-14A in a clean configuration with 30 minutes of fuel can reach up to 23 deg/s of sustained turn rate, which is better than any MiG-23, Su-17, or even other more manoeuvrable fighters like the MiG-19. Both the sustained and instantaneous turn rate can be improved by using combat flaps, which can function at speeds up to 850 km/h IAS.&lt;br /&gt;
&lt;br /&gt;
Thanks to the variable wing sweep, the F-14A is able to move its center of mass and thus increase or decrease its roll rate. High sweep allows higher speeds at reduced roll rate and vice versa. Low sweep increases roll rate and energy retention at subsonic speeds.&lt;br /&gt;
&lt;br /&gt;
To get the most of its turn rate performance in Simulator Battles, you should always try to use the manual SAS (Stability Augmentation System) mode. The damping mode severely limits its nose authority, and it is harder to win fights against planes like the MiG-21 or other delta-wing fighters. In general, combat flaps should always be used when you are about to merge with the enemy plane, as they not only increase the sustained turn rate but also improves nose authority. In turn, it becomes easier to get lead on the enemy plane and to control the plane when using manual SAS mode. The player should still be very careful with pulling the stick around 500 km/h IAS. Below that speed, it's very easy to abruptly lose speed, reach the critical AoA, and stall out the plane. Pulling the stick all the way to yourself should be done only when you are going for snap shots. The other downside manual SAS mode is the plane is much more sensitive to controls, especially in pitch. For this reason, it is recommended to use the damping SAS mode during cruising and BVR combat.&lt;br /&gt;
&lt;br /&gt;
While using the manual SAS mode, it is can be easy to stall out the plane when flying below 400 km/h IAS. In this case, after entering the flat spin, the quickest method to recover the plane is to increase the wing sweep angle and then counter the plane rotation with the rudder.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 12,192 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,202 || 2,191 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 24.4 || 25.1 || 178.4 || 170.5 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,245 || 2,221 || 23.6 || 24.0 || 231.6 || 203.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || X     &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;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
! Min sweep&lt;br /&gt;
| 1,359 || rowspan=&amp;quot;2&amp;quot; | {{Specs|destruction|gear}} || rowspan=&amp;quot;2&amp;quot; | 1,200 || rowspan=&amp;quot;2&amp;quot; | 873 || rowspan=&amp;quot;2&amp;quot; | 416 || ~10 || ~5&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 1,200 || &amp;lt; 850 || &amp;lt; 1,800 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;4&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Pratt &amp;amp; Whitney TF30-P-412A || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 18,545 kg || colspan=&amp;quot;4&amp;quot; | 493 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 18m fuel || 20m fuel || 30m fuel || 45m fuel || 62m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,802 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 20,750 kg || 20,905 kg || 22,085 kg || 23,855 kg || 25,895 kg || 30,935 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 18m fuel || 20m fuel || 30m fuel || 45m fuel || 62m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,860 kgf || 8,019 kgf&lt;br /&gt;
| 0.77 || 0.77 || 0.73 || 0.67 || 0.62 || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,808 kgf&amp;lt;br&amp;gt;(1,555 km/h) || 12,692 kgf&amp;lt;br&amp;gt;(1,555 km/h)&lt;br /&gt;
| 1.22 || 1.21 || 1.15 || 1.06 || 0.98 || 0.82&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The F-14A holds 60 countermeasures, which is a decent number of chaff and flares that can let the Tomcat survive multiple missiles. Due to its massive engines, the IR signature of the aircraft is not an easy thing to conceal when fighting heat-seeking missiles. As with other jets around its battle rating, flares alone are generally not enough to defeat IR-guided missiles. To defeat an IR-guided missile (heat-seeker), turn off afterburner and reduce throttle to at least 80-85% while dumping flares and turning away from the missile. This is to ensure that an IR-guided missile will track the flares and not the engines.  Due to the massive size compared to other aircraft, the chances of a successful hit from enemies, both missile and cannon, are higher compared to smaller aircraft such as the Harrier or F-5. This should be taken into consideration as proximity fuses will trigger with more ease as the wingspan of the Tomcat is considerably larger than most jets seen in game.&lt;br /&gt;
&lt;br /&gt;
Fuel tanks are housed flatly in both the fuselage and wings. The F-14A will easily catch fire from enemy rounds from above and below the plane. Thankfully, the fuel tanks are well-separated compared to other fighters like the F-4 family, so damage to one part of the plane may not necessarily compromise the whole plane. However, fires will rapidly destroy traction of control surfaces, so they must be immediately extinguished. As long as some control surfaces are usable, the F-14A can survive critical damage (such as losing a wing) and return to base. Its multiple fuel tanks help isolate fuel fires especially on the wings, and the plane can fly on one engine.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M61A1 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 1 x 20 mm M61A1 cannon, cheek-mounted (676 rpg)&lt;br /&gt;
** 1 x 20 mm M61A1 cannon + 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| || || 8* || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || || 8* || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 AIR (500 lb)|500 lb Mk 82 AIR]] bombs&lt;br /&gt;
| || || 8* || 6 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 2* || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 83 AIR (1,000 lb)|1,000 lb Mk 83 AIR]] bombs&lt;br /&gt;
| || || 2* || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs&lt;br /&gt;
| || || 2&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; || 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| || 8 || || || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7E-2 Sparrow]] missiles&lt;br /&gt;
| || 1 || 2 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7F Sparrow]] missiles&lt;br /&gt;
| || 1 || 2 || 1, 2* || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9D Sidewinder]] missiles&lt;br /&gt;
| 1 || 1 || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9G Sidewinder]] missiles&lt;br /&gt;
| 1 || 1 || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9H Sidewinder]] missiles&lt;br /&gt;
| 1 || 1 || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-54A Phoenix]] missiles&lt;br /&gt;
| || 1 || 2* || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | * Use of dual Sparrow missiles on hardpoint 4 prevents use of the marked options on hardpoint 3 &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; The AIM-54A Phoenix missiles on hardpoint 4 cannot be carried in conjunction with 2,000 lb LDGP Mk 84 bombs on hardpoint 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9H Sidewinder missiles&lt;br /&gt;
* 5 x AIM-7E-2 Sparrow missiles&lt;br /&gt;
* 6 x AIM-7F Sparrow missiles&lt;br /&gt;
* 6 x AIM-54A Phoenix missiles&lt;br /&gt;
* 14 x 250 lb LDGP Mk 81 bombs (3,500 lb total)&lt;br /&gt;
* 14 x 500 lb LDGP Mk 82 bombs (7,000 lb total)&lt;br /&gt;
* 14 x 500 lb Mk 82 AIR bombs (7,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb Mk 83 AIR bombs (4,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 bombs (8,000 lb total)&lt;br /&gt;
* 4 x 2,000 lb LDGP Mk 84 Air bombs (8,000 lb total)&lt;br /&gt;
* 16 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The F-14A is the first aircraft in game to have access to Active Radar Homing missiles with internal navigation. While it is mostly used for air defense and anti-air duties, it holds decent ground pounding abilities that are nothing new to American pilots. The F-14A has access to a wide variety of weapon selections due to having 'Custom Loadouts' feature. Depending on the needs of the pilot, one can carry different loadouts for different needs.&lt;br /&gt;
&lt;br /&gt;
The F-14A comes with three options for missiles: short-ranged AIM-9H Sidewinders, medium-ranged AIM-7F Sparrows, and long-range AIM-54A Phoenixes.&lt;br /&gt;
&lt;br /&gt;
The '''AIM-9H Sidewinder''' is very similar to the previous AIM-9G — having good range but below average manoeuvrability. Its seeker can also be slaved to a radar lock or TWS soft lock. With only 18G maximum overload, the AIM-9H should not be used in high-aspect or hard-turning shots at close ranges. Instead, the AIM-9H's good range should be used to catch enemies off guard. A good way to utilize this range is to position yourself over the battlefield and dive down on enemies. Your dive speed combined with gravity will increase the speed and range of your missiles, your angle to the enemy will give the missiles an easier time locking on to their exhaust, and your unexpected direction will see that many enemies will not notice the missile until they have been destroyed by it.&lt;br /&gt;
&lt;br /&gt;
The '''AIM-7F Sparrow''' is a medium-range, SARH (Semi-Active Radar Homing) missile. Pilots of the F-14A are probably familiar with the AIM-7F from the previous F-4J. The AIM-7F is one of the best radar-guided missiles in the game. With 25Gs of pull and a very long motor burn time, it has a long range and sustained manoeuvrability (whereas other missiles will stop producing thrust and lose speed during manoeuvres, the long burn time of the AIM-7F maintains its speed and manoeuvrability for a long time). This should be the F-14A's go-to missile; it can be launched from all aspects and is difficult to dodge without the correct defensive manoeuvres. The AIM-7F can be launched from longer ranges to utilize its long burn time and the F-14A's good radar. Pay attention to your Radar Warning Receiver; if the enemy you are radar locking is also radar locking you, it is likely that they are about to or already have launched a radar-guided missile at you. In this case, do not fly straight; you are going to be hit first. Launch your missile, then crank to one side. To crank means to turn to one side as far as possible without losing radar lock. This makes the enemy's missile travel further at higher angles and thus decreases the chance it will hit you during defensive manoeuvres. If you have Sparrows to spare and an enemy is approaching head-on, you can launch Sparrows in succession (2-3 seconds between launches) to increase your probability of a kill. An enemy can avoid one missile with manoeuvres, but will have bled speed and will have a more difficult time avoiding further missiles.&lt;br /&gt;
&lt;br /&gt;
The '''AIM-54A Phoenix''' is a long-range, ARH (Active Radar Homing) missile, and is only found on the F-14. The AIM-54A is a unique missile with unique capabilities. It has an extremely long burn time and thus an extremely long range, as well as a rather large proximity fuse and a large amount of explosives (doesn't have to be as close as other missiles to enemies to explode and cause critical damage). However, its more interesting features come in the form of its behaviour. First, it's an active radar homing missile, meaning it has a small internal radar which at closer ranges it can use to automatically search for, track and guide itself to targets without any input from the parent (the F-14's) radar. Second, it can be guided via the parent (F-14's) radar, but if it loses lock, the missile will fly straight for a while and use the aforementioned internal radar to search for enemies to home in towards. Third, the AIM-54 does not require a hard lock to be launched; when the F-14's radar is in TWS (Track While Scan) mode, you can simply hover the radar cursor over a radar contact to launch the AIM-54. This also means you can launch more than one Phoenix at a time by hovering over a target, launching, and then hovering over another target to launch another Phoenix.&lt;br /&gt;
&lt;br /&gt;
It is important to know that despite these seemingly impressive features, the AIM-54 is not an all-powerful missile and has its downsides; there are many scenarios where it is advisable not to use it. First, some F-14A players may feel tempted to take six AIM-54s, take off, and then launch at six enemy targets very far away. This is not advised, as there is a very high chance none will hit; at such a long-range, and with player behaviour at the start of a match, it is very likely that the missiles will be inadvertently notched, or the missiles will get distracted by enemy and/or friendly AI bots. In addition, the AIM-54A only has 17G overload — less than an AIM-9H — and with its very long burn time, it is easily seen and dodged by enemies. It is worth saving your missiles for a better firing window. Second, the missile should not be used at closer ranges (&amp;lt; 5 km). In addition to having low manoeuvrability, the AIM-54 has a very, very slow acceleration, and it highly likely won't be able to follow the defensive manoeuvres of such a close enemy. For this case, Sparrows are a much better option. Third, the AIM-54 should not be launched in the direction of friendly aircraft. The AIM-54 and its internal radar will go for the first target it sees, regardless if it is friend or foe. And fourth and finally, the AIM-54 is the heaviest air-to-air missile in the game, and they impact aircraft performance significantly. To make use of the AIM-54's advantages, it is advisable to use them at higher altitudes (&amp;gt; 5 km) and at long ranges. The AIM-54 will have time to accelerate to its maximum speed, and due to the low air density at high altitudes as well as the AIM-54's high speed, enemy aircraft will have a hard time evading the missile (even if it is just 17G). The AIM-54 can home in on enemies on its own, so if necessary you can completely turn away from the enemy after launching to avoid enemy missiles. However, the AIM-54 has datalink and thus is it recommended to keep painting the target(s) through TWS radar mode for more reliable missile tracking.&lt;br /&gt;
&lt;br /&gt;
Each of these missiles has its strengths and weaknesses. A mix between long-range weapons and short-range weapons must be used at the pilot's discretion. A maximum of six of a mix of Sparrows or Phoenixes can be taken, two Sidewinders can always be carried on separate hard points, and pilots can choose to substitute up to two Sparrows or Phoenixes for Sidewinders. At the very least one or two sparrows should be taken as they are useful in lots of different engagements at most altitudes. For high altitude engagements, a small number of Phoenixes (1-3) can be taken. Phoenixes are especially useful at enduring confrontation (operation) air battles, where air combat is prevalent at higher altitudes, where the Phoenix will truly shine. While the AIM-9H Sidewinders will seem like nothing new and perhaps a bit outdated, their long-range capability should not be underestimated, and users may prefer to swap out some radar-guided missiles for the Sidewinders.&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;
Boasting a high top speed, excellent turning characteristics, a large number of excellent missiles, and a powerful radar, the F-14A Early is a potent air superiority fighter and should be used as such.&lt;br /&gt;
&lt;br /&gt;
'''Flying the F-14A'''&lt;br /&gt;
&lt;br /&gt;
Despite being a very large aircraft, the F-14A Tomcat's manoeuvrability and energy retention are excellent. With the wings swept out, it's among the best rate fighters in the game, and has excellent instantaneous turn rate. This allows the F-14A to out-dogfight most aircraft in-game. For planes with poor energy retention such as F-4s, MiG-21s, J35s, and JA37s, you can use the F-14's excellent turn rate to enter a prolonged two-circle fight, where the F-14's superior energy retention will drain the energy of these delta-winged fighters. The optimal rate speed of the F-14A is around 750 km/h, though 600 km/h will still allow you to out-rate fighters with poor energy retention. For planes with better energy retention such as F-8s and MiG-23s, you can use F-14A's excellent instantaneous turn rate to force a one-circle fight. It should be noted that when dogfighting in the F-14A, it is critical to always sweep your wings forward to 0% wing sweep. At this wing sweep, you will obtain the optimal energy retention and turn characteristics of the F-14A. Therefore, it is highly recommended to set key binds for manually changing the sweep angle and switching between auto to manual wing sweep. Keep in mind that, although the F-14A has excellent dogfighting characteristics, it is still a very large aircraft with extremely hot engines. Due to this, it is advised to avoid turn-fighting in the Tomcat unless absolutely necessary because, as with all other top-tier jets, doing so will bleed your speed and make you an easy target for enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
The early F-14A with its TF30 engines were historically underpowered, and this shows in-game: while the F-14A has a great top speed with the wings swept back, the acceleration and climb rate is below average. Faster planes such as MiG-23s, Mirage 2000s, F-16s, and MiG-29s will easily out-accelerate you. Even F-4s will accelerate faster at lower speeds. Therefore, it is advisable to keep your speed up in the F-14. Due to this, vertical dogfights are generally not advisable, especially with faster accelerating and climbing opponents such as MiG-23s, MiG-29s and F-16s. In addition, this acceleration is another reason to be careful when engaging in dogfights, as you will have difficulty out-accelerating your opponents should you need to exit.&lt;br /&gt;
&lt;br /&gt;
'''Wing Sweep'''&lt;br /&gt;
&lt;br /&gt;
The F-14A has a variable sweep wing, which means the wings can change angle during flight to obtain the desirable flight characteristics. As discussed before, when the wings are swept forward (0%), the F-14A obtains high energy retention and excellent instantaneous and sustained turn rate. However, the wings being swept forwards limits the Tomcat's top speed, and therefore should only be used at lower speeds, when dogfighting, or takeoff/landing (especially with carriers). On the other hand, the wings being swept back allows the F-14A to reach its top speed, but at lower speeds, loss of lift greatly reduces manoeuvrability. Generally, pilots can keep the wing sweep mode set to automatic (AUTO); this will automatically sweep the wings without player input based on how fast or slow the Tomcat is going. However, when dogfighting, you will want to switch the sweep mode to manual, and use selected key binds to manually sweep the wing forward to obtain optimal manoeuvrability.&lt;br /&gt;
&lt;br /&gt;
'''Fuel Consumption and Engine Heat'''&lt;br /&gt;
&lt;br /&gt;
It should be noted that the F-14A burns up fuel very fast when on afterburner. This should be taken into consideration as one can burn up all the fuel without realizing until it is too late. Due to this, it is advisable to take at the very least 30 minutes of fuel. You can use the mouse scroll wheel to save a lot more fuel by using the first-stage afterburner, which gives a significant power boost from 100% throttle but a little less power than full afterburner. On minimum fuel (18 minutes) the full afterburner can only last about 2 minutes and 30 seconds, but the afterburner (first-stage) can last you 8 minutes.&lt;br /&gt;
&lt;br /&gt;
Something to be aware of when playing the F-14A is the insane heat of its engines. At high throttle and afterburner, its engines emit an unparalleled amount of heat at around 2,100 °F (1,150 °C). For reference, that is around 66% hotter than the F-4J's engines, which are around 1,239 °F (671 °C) at 100% throttle and 1,256 °F (680 °C) during full afterburner. During gameplay, this means that in the F-14A simply just turning off the afterburner and deploying flares may not be enough to avoid an incoming IR missile. It is also recommended to throttle down the engine significantly (at least 80-85%) to make sure that an incoming IR missile goes for the flares. This is especially true for more flare-resistant IR missiles such as the [[AIM-9L Sidewinder|AIM-9L]] and [[Matra R550 Magic 2|Magic 2]], which may need substantial throttling down to flare off. Keep in mind that throttling down means that you will lose a decent amount of speed in the process, so be prepared.&lt;br /&gt;
&lt;br /&gt;
'''Radar and Radar Modes'''&lt;br /&gt;
&lt;br /&gt;
The AN/AWG-9 radar set carried by the F-14A is an extremely potent radar, especially for long-range missile combat. It has great range (a maximum of 185 km tracking and 370 km detecting). For most normal air RB maps, a 37 km or 93 km display range should suffice, while 93 km should be enough for most enduring confrontation air RB maps. A radar lock is necessary to guide Sparrows, while either radar lock or soft lock (selecting targets in TWS) will suffice for a Phoenix launch. The radar has four different modes which have different purposes, capabilities and usages:&lt;br /&gt;
&lt;br /&gt;
* '''SRC PD HDN''' (Surveillance Radar Computer, Pulse-Doppler, Head-On): Users of the F-14 are likely at least somewhat aware of what a pulse-Doppler radar is from usage of the previous F-4J. This is a pulse-Doppler mode, meaning it measures an aircraft's Doppler shift (difference in velocity compared to surroundings) in order to &amp;quot;see&amp;quot; targets. Due to the nature of the detection method, this pulse-Doppler mode is most ideal for targets close to the ground, as well as in head-on situations (as the name suggests). However, this pulse-Doppler mode has a weakness: it can be [[Airborne_radars#Notching_a_Pulse-Doppler_radar|notched]]; pulse-Doppler measures the target aircraft's velocity change compared to surroundings, so if a target flies perpendicular to the radar (not moving closer or further compared to the surroundings), the radar will not observe a change in velocity and therefore cannot see the aircraft. F-14A pilots must be aware of how the notch works; if an enemy radar is locking you at low altitude, they are likely using a pulse-Doppler mode, and thus notching becomes a defensive option to break radar lock. Provided the target is not at very low altitudes, an enemy notching your pulse-Doppler radar can be countered by switching the radar mode to SRC. Another weakness to be aware of is that pulse-Doppler modes generally have trouble detecting and locking targets travelling away from the radar. In conclusion, the pulse-Doppler mode is good for tracking targets at very low altitudes, but is vulnerable to notching and has difficulty finding targets moving away.&lt;br /&gt;
* '''SRC''' (Surveillance Radar Computer): This is the standard radar mode. It is not a pulse-Doppler mode and does not have its weaknesses; it cannot be notched like pulse-Doppler can, and has an easier time tracking targets moving away. Therefore, if an enemy is attempting to notch your pulse-Doppler mode, you can switch the radar lock from a pulse-Doppler one to standard SRC. However, due to the radar return from ground clutter, it has great trouble locking targets at very low altitude, though it can still lock higher targets. It's worth noting that the SRC mode on the AN/AWG-9 is more resistant to ground clutter than previous radars; while you still cannot detect or lock a target very close to the ground, it can sometimes detect targets as little as 1 km from the ground. In conclusion, SRC is generally more reliable at finding and tracking targets than pulse-Doppler mode, but cannot see targets at very low altitudes like pulse-Doppler can.&lt;br /&gt;
* '''TWS HDN''' (Track While Scan, Head-On): This mode allows targets to be detected and &amp;quot;tracked&amp;quot; simultaneously. By hovering your radar cursor over detected targets, you can &amp;quot;soft lock&amp;quot; them; their position is marked in third-person view, and their general speed, heading, and height are displayed. With a soft lock, the radar return is not strong enough to trigger the RWR, so enemies will not know you are soft locking them. AIM-54A Phoenixes can be launched via a soft lock, and after launching a Phoenix, you can hover over another enemy to launch another Phoenix. Using onboard electronics, the Phoenixes will guide themselves to the target after this. In addition, AIM-9G/H Sidewinders can be slaved to the soft lock. However, for a Sparrow launch, you will need to &amp;quot;hard lock&amp;quot; the target. This can be done simply by locking the target the cursor is hovering over (as with other radar modes). In addition, track while scan uses pulse-Doppler, so it can detect targets close to the ground as well. Unfortunately, this also means it has the same weaknesses as pulse-Doppler mode (vulnerable to notching or targets flying away). The capabilities of the track while scan mode are potent and allows pilots great situational awareness, and therefore should generally be your go-to radar mode, only switching to SRC to overcome pulse-Doppler's weaknesses.&lt;br /&gt;
* '''SRC PDV HDN''' (Surveillance Radar Computer, Pulse-Doppler Velocity, Head-On): This radar mode is very similar to pulse-Doppler, but instead displays the velocity of the aircraft on the radar screen rather than the range. This is the only radar mode on the AN/AWG-9 which does not utilize IFF (Identification Friend or Foe), so in simulator mode, be careful.&lt;br /&gt;
* The AN/AWG-9 has two acquisition modes, ACM PD HDN and ACQ, and two track modes, TRK PD HDN and TRK.&lt;br /&gt;
** SRC PD HDN, TWS HDN and SRC PDV HDN radar modes all use '''ACM PD HDN''' (Air Combat Maneuvering, Pulse-Doppler, Head-On) as the acquisition mode, and '''TRK PD HDN''' (Track, Pulse-Doppler, Head-On) as the lock mode. These are pulse-Doppler search and lock methods, and as such have the same strengths and weaknesses. SRC uses '''ACQ''' and '''TRK''' as acquisition and lock modes, respectively, which are the non pulse-Doppler counterparts to ACM PD HDN and TRK PD HDN.&lt;br /&gt;
** When in these acquisition modes, you can press your keybind for &amp;quot;Change Radar/IRST Search Mode&amp;quot; to change the scope of the acquisition search area. Clicking it once changes it from a square to a vertically long rectangle, clicking it twice moves this rectangle to an upper position (to lock enemies above you), and clicking it a third time changes it back to a square.&lt;br /&gt;
** A nice and very useful feature of the F-14's radar is that, if you have a target radar locked, you can switch between pulse-Doppler and normal SRC tracking without breaking lock (most other radars will require the lock to be broken before switching radar mode to reattempt a lock). This allows you to quickly and easily switch to TRK (SRC) if the target is notching, or switch to TRK PD HDN (Pulse-Doppler) if the target is going close to the ground.&lt;br /&gt;
&lt;br /&gt;
'''Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
In realistic battles, the F-14A is a powerful air superiority fighter. With a maximum of six medium-range AIM-7F or very long range AIM-54A missiles and a powerful radar, it is among the best BVR (Beyond Visual Range) fighters in the game, and it is advisable to exploit this advantage. In air realistic battles, players can side climb to high altitudes (&amp;gt;5 km) and search for targets to engage with the long-range Sparrows or Phoenixes. Once higher altitude is swept of enemy fighters, pilots can dive down on lower altitude enemies and use the energy advantage to obtain missile kills from an unexpected angle. If necessary, the Tomcat's excellent manoeuvrability can be used to dogfight any remaining enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
In ground realistic battles, the F-14A can use its long-range missiles to clear the sky of enemy strike aircraft. With its excellent Sparrow and Phoenix missiles, the F-14A will be especially potent at destroying enemy strike aircraft at high altitudes who are using guided munitions to attack your team outside of SAM range. While the F-14A gets access to some air-to-ground bombs and rockets, these are all unguided and thus are very risky to use in the presence of SAMs. Therefore, unless a ground strike is absolutely necessary, a Tomcat is much better off in the air-to-air role guarding the skies.&lt;br /&gt;
&lt;br /&gt;
'''Enemies Worth Noting'''&lt;br /&gt;
&lt;br /&gt;
* '''F-16A:''' These planes have excellent acceleration and decent top speed. In addition, they have AIM-9Ls, which can sometimes be difficult to flare with the F-14's two very hot engines, as well as AIM-7Ms (except the &amp;quot;normal&amp;quot; US F-16A and Israeli Netz&amp;quot;), which can give competition to the F-14's AIM-7Fs. One weakness of the F-16 is its angle of attack limiter which effectively bricks the F-16 at high speeds. This means it will have trouble dodging the F-14's AIM-7Fs at higher speeds. In a dogfight, the F-16 outturns the F-14 with it's excellent maneuverability, but the angle of attack limiter can be exploited in a merge with an F-16, where air braking, down-throttling and pulling hard into the F-16 may let you park yourself on his tail. The F-16's excellent acceleration in contrast with the F-14's poor acceleration makes it ill-advised to engage in a vertical dogfight with the F-16. It is generally best to avoid dogfighting the F-16, but if needed, a rate fight is favoured by the F-14.&lt;br /&gt;
* '''MiG-29''': The MiG-29 has excellent acceleration and top speed. Though its R-60Ms are a far cry from the F-16's AIM-9Ls, it does possess the extremely dangerous R-27ER long range SARH missile. These missiles are faster accelerating and more maneuverable than the F-14's AIM-7Fs while having the same listed maximum range of 100 km. However, the MiG-29 can only carry two of them. They can be outranged by your AIM-54s, but at closer ranges, even a single missile can mean death for you, so you will have to use missile jousting strategies to beat the R-27ER with your AIM-7Fs. In a dogfight, it's mostly the same story as with the F-16: the MiG-29 has excellent maneuverability, and while the F-14 can certainly keep up, vertical dogfights should be avoided due to the stark difference in acceleration between the MiG-29 and F-14A. The best way to dogfight the MiG-29 in the F-14 is to utilize the F-14's excellent turn rate in a rate fight; staying at around 750 km/h will let the F-14 slowly out-rate the MiG-29.&lt;br /&gt;
* '''Mirage 2000C:''' Mirage 2000s have excellent acceleration and top speed, as well as powerful missiles. Like AIM-9Ls, the Magic 2 can be difficult to flare, and the Super 530D is comparable to the AIM-7F, but it should be noted that the Mirage 2000C only has two of each of these missiles. In a dogfight, the Mirage 2000 has excellent instantaneous turn rate, but due to its delta wing design bleeds speed quickly; in this case the F-14A's excellent rate speed should be used to drain the Mirage 2000 of energy and outrate it.&lt;br /&gt;
* '''F-4J, F-4S, F-4EJ Kai, Kurnass 2000:''' These Phantoms can very easily be beaten in a dogfight by the F-14A, but beware of potent AIM-7Fs, and in the case of the EJ Kai and Kurnass 2000, a powerful radar and all-aspect AIM-9Ls.&lt;br /&gt;
* '''MiG-23ML/MLA/MLD:''' These MiG-23s boast good R-24s which can compete with the AIM-7F, as well as dangerous R-24Ts which can lock on to the F-14's hot heat signature and stealthily destroy it. Good situational awareness is key to defeating these missiles. In a dogfight, MiG-23s have a surprisingly good rate speed which can keep up with the F-14. However, their instantaneous turn rate is poor, so a one circle or scissors can be used with the F-14A to easily gain an advantage over MiG-23s.&lt;br /&gt;
* '''F-5E:''' F-5s have a surprising turn rate that can rival even the F-14A. However, it has slow acceleration, its guns are mediocre, and it has very limited missiles. Therefore, they can be engaged with Sparrows and Phoenixes without retaliation, and in a dogfight, the vertical can be used on the F-5 to stall them out and gain the advantage.&lt;br /&gt;
&lt;br /&gt;
'''Simulator Battles - Enduring Confrontation'''&lt;br /&gt;
&lt;br /&gt;
Before you take the F-14A to battle you need to figure out what weapons you want to use. All the available IR missiles have almost identical turn performance, the range is almost the same too. The D version cannot be slaved to the locked target, the G can be and the H works exactly like the G, but has a higher tracking rate. Taking at least two of them is highly recommended since they almost do not affect the flight performance.&lt;br /&gt;
&lt;br /&gt;
There are also two options for radar-guided missiles. The AIM-7F works very well at close and medium ranges (3-20 km) and can hit a target which is pulling lots of G. They are harder to dodge in Simulator Battles, though you need to keep your lock all the time. The AIM-54A is an active radar-guided missile, it does not require the radar lock when it is launched 16 km from the target (or when it gets that close, then you can break your lock), but it can pull only up to 17G which is quite easy to dodge, both these missiles can also be avoided by just simply notching when the F-14 uses the pulse-Doppler radar mode.&lt;br /&gt;
&lt;br /&gt;
Loadout recommendations:&lt;br /&gt;
&lt;br /&gt;
* 4x AIM-9H + 4x AIM-7F - Works very well in almost any scenario, and does not affect the flight performance that much.&lt;br /&gt;
* 4x AIM-9H + 2x AIM-54A + 2x AIM-7F - A well-balanced loadout, allows for a variety of gameplay styles.&lt;br /&gt;
&lt;br /&gt;
To make full use of the F-14A's manoeuvrability it is best to buy the expert crew and the ace crew if it is possible, since the plane pulls around 8G at 750 km/h IAS in a sustained turn and that increases even further when the player decided to pull it even more, though you need to keep in mind that the G limit is ~11G.&lt;br /&gt;
&lt;br /&gt;
'''Outside the combat''' - As a start, keep in mind that the F-14A really likes to burn fuel a lot when the afterburner is used, at low altitudes it can fly up to 7 minutes with full fuel tanks, so it is recommended to fly either with 45 minutes of fuel (on 64x64 km maps like Ruhr, Port Moresby) or full fuel tanks (128x128 km maps like Vietnam, Denmark). WEP should not be used while cruising and only during combat or while chasing someone, flying with the throttle set to 85-90% should be fine too. There are a few tactics that can be used in the F-14 in SB, but it mostly depends on what map you play. On more open maps like Denmark you can at 1,000-3,000 m alt while looking for targets, though some planes can still sneak up to you if you are not paying enough attention to your surroundings, doing so you are mostly vulnerable to attack from below and behind, especially when the enemy has access to all-aspect missiles. The other tactic is just simply hugging the ground, in most cases it is the safest one and should be used on maps with hills and mountains where you can break the enemy's line of sight by flying between them. It is more difficult and requires lots of focus. The player needs to keep looking around all the time to find the target, the radar is less useful in this scenario, though the TWS mode can be helpful on maps like Vietnam to check the enemy plane direction and ambush them while you are flying in areas where it is hard to spot the planes due to the ground colour and many objects like trees. To make cruising easier the damping SAS mode can be used, which limits the angle of attack (AoA) so much that the G limit cannot be reached at any speed, the automatic wing sweep control also can be activated. About the radar modes, the PDV should not really be used since it is the only one which does not have any kind of IFF and it is as good at detecting targets as the normal PD mode. Since the PD radar cannot track targets that are flying perpendicular to your plane switching between modes is very important, even the normal Pulse (SRC) mode can detect targets against the ground up to 15-20 km and even further when it is above the horizon. To be safe from enemy missiles it is best to stay around 20-30 km away from enemy planes.&lt;br /&gt;
&lt;br /&gt;
'''During the combat''' - When both sides have similar missiles in BVR combat, it is critical to accelerate to high speed before launching your missile and to launch the missile before the enemy. The AIM-54A can be useful in such scenarios, even when the F-14 will be forced to break away the missile will still be tracking the target, then the enemy will be forced to dodge it and when that happens you can launch another missile to force the enemy into an even more defensive position. When the distance between planes is around 10 km, the radar mode should be switched to either BST or VSL since they offer an instant radar lock after pointing at the targets, locking on manually can sometimes take a few seconds and a few failed attempts. Those two modes can also be used when the player in the F-14A is trying to be sneaky, then when the enemy is not aware of being tracked by TWS mode on maps like Vietnam the F-14 can switch to them when the enemy gets close from the front and then right after that launch the AIM-7F. Overall learning quick switching between radar modes depending on the situation is very important.&lt;br /&gt;
&lt;br /&gt;
Within a visual range of 10 km, players are strongly advised to employ a proactive defensive strategy to enhance their chances of survival during head-on encounters. To achieve this, it is recommended to pre-flare while maintaining heightened situational awareness and anticipating potential threats from any direction. In a scenario where you may have to engage the enemy, it is best to use the AIM-7F missiles. By launching them, the adversary will be forced to notch and will not be able to safely reengage, as at that point you hold a significant advantage.&lt;br /&gt;
&lt;br /&gt;
During a dogfight, it is recommended to switch the SAS mode to manual. The damping limits the manoeuvrability too much and can put the F-14 in a worse position, especially against delta wing planes, though using it makes the plane harder to control. The other thing to remember is switching the wing sweep controls to manual, then reducing it to 0% for the best manoeuvrability.&lt;br /&gt;
The last thing is using the combat flaps, but overusing them and doing it in the wrong situation can lead to being shot down faster. Before the merge between both planes happens the speed should be around 800 km/h IAS and 900 km/h (450-500 kn IAS), it will make starting a two-circle fight (where the F-14 excels) easier. The combat flaps in the F-14 improve both the sustained and instantaneous turn rate, the only downside is that they work effectively only up to 900 km/h IAS and make reaching speed above that harder. The one-circle fight can be done only with planes like the MiG-23, Su-17/22 or the Japanese Phantoms; against other planes, especially the delta wing planes, it is not very safe, although the F-14 can sometimes pull a very tight turn (takeoff flaps have a speed limit up to 800 km/h and can help with that). Generally, the safest way to win the fight is to keep your speed around 800 km/h IAS in a two-circle fight, there is not a single plane that can win it. There are a few planes which can give a hard time in close-range fights, the MiG-23MLD, J35s, MiG-21bis, J-7E, Chinese F-5E, the player should be very careful while engaging any of these.&lt;br /&gt;
&lt;br /&gt;
'''Basic mistakes''' - Ignoring the IFF and teamkilling are the biggest mistakes happening in SB, it is always important to check if the target is a friendly plane or not (one line - unknown/enemy, two lines - friendly). Also, launching the AIM-54 into a direction with a few friendly planes can end really badly, just like launching any kind of missile into furballs. Ignoring the IFF readouts will lead to being kicked from the session and the team performing worse because they will also need to worry about dodging friendly missiles.&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;
* Very effective dogfighter at any speed with its variable wing sweep which gives it great energy retention&lt;br /&gt;
* Variable swept wings can help plane accelerate fast when swept back and turn better when the wing is less swept&lt;br /&gt;
* Elevators behave like ailerons, maintaining a high roll rate at all speeds&lt;br /&gt;
* High top speed (can cap out at 1500 km/h IAS at sea level)&lt;br /&gt;
* Lethal M61 Vulcan cannon which has an extremely fast fire rate, great velocity, and great damage&lt;br /&gt;
* Can carry up to 8 missiles maximum, with options of AIM-7s, AIM-9s, and [[AIM-54A Phoenix|AIM-54]]&amp;lt;nowiki/&amp;gt;s for versatile use&lt;br /&gt;
* The AIM-54 has insane range (100 km max), its rocket booster lasts for a very long time, and it's an active radar homing missile (at closer ranges, it can automatically guide itself towards enemies using its own radar)&lt;br /&gt;
* Multi-mode radar makes it effective in any situation (the TWS mode allows launching AIM-54s at multiple aircraft at once and provides amazing situational awareness)&lt;br /&gt;
* Same RWR as F-4J and F-4S:&lt;br /&gt;
** Has launch detection&lt;br /&gt;
** Covers frequency bands E-J&lt;br /&gt;
** Detects a wide variety of targets:&lt;br /&gt;
*** AI LO, AI HI, AAA/AI&lt;br /&gt;
*** SAM LO, SAM MID, SAM HI&lt;br /&gt;
* The new [[AIM-9H Sidewinder|AIM-9H]] has much better flare resistance than previous AIM-9s (such as the [[AIM-9G Sidewinder|G]] or [[AIM-9J Sidewinder|J]] variants)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Big plane and thus an easy target to hit&lt;br /&gt;
* The afterburner's fuel consumption is otherworldly fast; constant usage of it requires carrying a lot of fuel that can hamper the plane's performance and manoeuvrability&lt;br /&gt;
* Massive wing and fuselage fuel tanks make it especially prone to catching fire&lt;br /&gt;
* Cannot pull sustained Gs when above 1,000 km/h IAS (11-13 G) in RB or the wings will rip&lt;br /&gt;
* At high throttle and afterburner, the engine emits an unparalleled amount of heat, requiring throttling down (and therefore significantly bleeding speed) to reliably flare missiles off&lt;br /&gt;
* 60 countermeasures may be a bit lacking considering the extremely high engine temperature&lt;br /&gt;
* The AIM-54A only has 17G overload and thus is rather easy to dodge&lt;br /&gt;
* The AIM-54A's rocket motor lasts for a very long time, giving plenty of time for enemies to spot and evade it&lt;br /&gt;
* Requires lots of work and control binds related to the radar and variable wing sweep angle to make the most of the aircraft&lt;br /&gt;
* The Damping SAS mode limits the AoA so much that it cannot be used in one-circle fights (scissors etc.) thus forcing the player to use the much harder to use the Manual SAS mode (SB with full-real controls)&lt;br /&gt;
* RWR:&lt;br /&gt;
** Lacks IFF&lt;br /&gt;
** Lacks tracking detection&lt;br /&gt;
** Cannot show target name&lt;br /&gt;
** A significant number of targets are shows as &amp;quot;?&amp;quot;&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;
=== Early Development ===&lt;br /&gt;
In 1967, the U.S. Navy wanted a long-range fleet defence fighter to boost their naval plane capabilities with the &amp;quot;VFX&amp;quot; program. The USN first started with a redesigned F-111 Aardvark named the F-111B (basically an F-111 designed around the TF30 engine and AIM-54 Phoenix missiles), they soon found out that the F-111 was too big for practical reasons so the F-111B plan never came to fruition. Fast forward to 1969, the USN gave the contract to Grumman to build the new fleet defence fighter named the F-14 Tomcat (Grumman Model G-303), its first variants were built around the TF30 engines found on the F-111B and to use the AN/AWG-9 radar set and the airframe was specifically built to carry the AIM-54 Phoenix missile.&lt;br /&gt;
=== Deployment ===&lt;br /&gt;
In December 1970, a significant milestone in aviation history was achieved when the F-14 Tomcat, a supersonic twin-engine fleet defense fighter, made its maiden flight. This marked the beginning of a remarkable journey for the F-14 Tomcat, which would go on to become one of the most iconic fighter aircraft in the United States Navy. The successful maiden flight of the F-14 Tomcat in December 1970 paved the way for its subsequent development and delivery to the United States Navy. Just eighteen months later, in June 1972, the Navy received its first batch of F-14 aircraft, signaling the official introduction of this advanced fighter into service. However, it wasn't until 1974 that the culmination of tireless efforts and unwavering dedication became a reality. The Navy achieved operational deployment of the F-14 Tomcat, representing a major milestone for this cutting-edge aircraft. Two carrier squadrons played a pivotal role in this achievement: VF-1 &amp;quot;Wolfpack&amp;quot; and VFA-2 &amp;quot;Bounty Hunters&amp;quot;&lt;br /&gt;
=== In service ===&lt;br /&gt;
The illustrious legacy of the F-14 Tomcat can be traced back to its inception during the Vietnam War. It was during this turbulent period that carrier squadrons of the United States Navy were deployed to help evacuate Saigon as part of Operation Frequent Wind. In the midst of this critical operation, the F-14 emerged as an awe-inspiring symbol of unmatched aerial power and groundbreaking technological innovation. The F-14 Tomcat, throughout its service life, consistently demonstrated its exceptional capabilities in diverse theaters of operation. From the skies over Vietnam to the Persian Gulf and beyond, the F-14 played a pivotal role in safeguarding American interests and ensuring the security of its allies. During conflicts such as Operation Desert Storm, the F-14 Tomcat showcased its remarkable versatility and combat effectiveness. With its state-of-the-art weapons systems and advanced avionics, the jet provided unparalleled air superiority and contributed significantly to the success of the coalition forces. Moreover, the F-14's impressive presence was felt during the Gulf of Sidra incidents, where it boldly defended American naval forces against hostile encounters. Its manoeuvrability, formidable arsenal, and avionics, served as a powerful deterrent, firmly establishing the F-14's reputation as a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
[[File:F-14 Final Catapult.jpg|thumb|300px|right|Final catapult of the F-14]]&lt;br /&gt;
The F-14 Tomcat, although iconic, was officially retired from active service in 2006, marking the end of an era for this formidable war machine. Proudly serving the United States Navy for over three decades, the F-14 Tomcat succumbed to evolving technological advancements and changing strategic needs. Factors such as soaring maintenance costs and the introduction of the more advanced F/A-18E/F Super Hornet propelled the decision to retire this legendary aircraft. However, even in its final missions, the F-14 Tomcat showcased the indomitable spirit that defined its existence. The momentous culmination of its operational flights bore witness to VFA-311, the last squadron to drop a bomb in battle, and VF-213, the vessel that became its final resting place. These significant events forever imprinted upon the tapestry of military aviation, solidifying the illustrious history of the F-14 Tomcat.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/7705-development-f-14a-tomcat-into-the-danger-zone-en|Devblog]]===&lt;br /&gt;
In 1968, five aircraft building companies entered the Pentagon's competition for a new carrier-based interceptor fighter. The commission's preference was given to Grumman's design, a twin-engine jet fighter with a variable-swept wing. Work on the F-14A fighter began in February 1969, and in December of the next year, the new aircraft took her maiden flight. The main weapon of the F-14A was the AIM-54 Phoenix long-range missiles controlled by the newest to date weapon control system. Instead of building prototypes, Grumman immediately switched to the production of an experimental series, and already on December 31, 1972, the first batch of jet fighters were put into service with the VF-124 Fleet Replacement Squadron . Pilot training took place on the deck of the USS Enterprise aircraft carrier, and during the withdrawal of US troops from Vietnam, combat sorties were also made from the deck. In total 557 F-14A fighters were delivered to the US Navy until 1987, and another 80 aircraft were built for Iran. Tomcats were used in all military conflicts where US aircraft took part until the very decommissioning. Iranian F-14s took an active part in the Iran-Iraq war, scoring dozens of air kills.&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_14a_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; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:F-14A Early Wallpaper 1.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 2.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 3.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 4.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 5.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 6.jpg|&lt;br /&gt;
File:F-14A Early Wallpaper 7.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|Wdnef_6_6oM|'''The Shooting Range #307''' - ''Metal Beasts'' section at 00:26 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other jet planes with variable sweep wings&lt;br /&gt;
&lt;br /&gt;
* [[MiG-23 (Family)]]&lt;br /&gt;
* [[Su-17/22 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7705-development-f-14a-tomcat-into-the-danger-zone-en|[Devblog] F-14A Tomcat: Into the Danger Zone!]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/557191-f-14a-early/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Grumman}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-4J_Phantom_II&amp;diff=181493</id>
		<title>F-4J Phantom II</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-4J_Phantom_II&amp;diff=181493"/>
				<updated>2024-02-08T00:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| other&lt;br /&gt;
| usage-1 = the premium British version&lt;br /&gt;
| link-1 = F-4J(UK) Phantom II&lt;br /&gt;
| usage-2 = other versions&lt;br /&gt;
| link-2 = F-4 Phantom II (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-4j&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Winged Lions&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The F-4J is one of the most famous variants of the Phantom used by the US Navy. The external appearance closely resembles the [[F-4C]], only missing the unusable IRST underneath the nose. It is a different aircraft from the [[F-4E]], its US Air Force counterpart: lacking the &amp;quot;Agile Eagle&amp;quot; wing slats and devastating Vulcan Gatling cannon, the F-4J is even less suitable for dogfights. It also does not have the F-4E's lethal ground attack arsenal of air-to-ground missiles and glide bombs. The F-4J makes up for these deficiencies by having a very powerful pulse-Doppler radar, long-range AIM-7F missiles, and a unique VTAS helmet-mounted sight for cueing its AIM-9G Sidewinder missiles. This is a Phantom for pilots who can turn technological superiority into air superiority, and it is good preparation for the succeeding [[F-14A Early|F-14A Tomcat]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 12,192 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,067 || 2,018 || rowspan=&amp;quot;2&amp;quot; | 16,000 || 26.5 || 27.3 || 154.4 || 144.3 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,216 || 2,139 || 25.5 || 26.0 || 217.6 || 184.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The F-4J's flight performance is underwhelming for its battle rating. It has about the same climb rate, top speed, and acceleration as the [[F-4E]], which are good, but the lack of Agile Eagle slats prevents it from turning well even in the short term, and it will lose dogfights to almost every contemporary aircraft. The British [[Phantom FGR.2|FGR.2]]/[[Phantom FG.1|FG.1]] Phantoms are similar to the F-4J in that they trade wing slats and an internal gun for a pulse-Doppler radar, but their turbofan engines give them much better acceleration in most flight profiles. Thus the F-4J is best played to the typical Phantom strengths of high speed and high altitude, avoiding dogfights whenever possible.&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}} || - || 618 || 463 || ~11 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 810 || &amp;lt; 750 || &amp;lt; 700 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-10 || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 14,213 kg || colspan=&amp;quot;2&amp;quot; | 408 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | 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;
! 9m fuel || 20m fuel || 30m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,750 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 15,972 kg || 18,055 kg || 20,078 kg || 26,420 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 9m fuel || 20m fuel || 30m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,240 kgf || 8,090 kgf&lt;br /&gt;
|1.01|| 0.90 || 0.81 || 0.61&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,240 kgf&amp;lt;br&amp;gt;(0 km/h) || 10,340 kgf&amp;lt;br&amp;gt;(1,400 km/h)&lt;br /&gt;
|1.29|| 1.15 || 1.03 || 0.78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F-4J has no armour protection whatsoever, which is standard for the battle rating. The airframe itself can take some punishment and the two engines configuration offers some redundancy in case of heavy damage, but the Phantom's large profile makes it easy to be hit by incoming gunfire.&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;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
Like all naval Phantom models, the F-4J lacks an internal gun and is forced to rely on optional gunpods. It does have countermeasures, but they are mounted in compartments on top of the engine nacelles instead of the wing pylon dispensers seen on the F-4E. This system has a capacity of only 60 countermeasures instead of 90, which further emphasizes the need for the F-4J to stay out of trouble.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;4%&amp;quot; | 1 !! width=&amp;quot;4%&amp;quot; | 2 !! width=&amp;quot;4%&amp;quot; | 3 !! width=&amp;quot;4%&amp;quot; | 4 !! width=&amp;quot;4%&amp;quot; | 5 !! width=&amp;quot;4%&amp;quot; | 6 !! width=&amp;quot;4%&amp;quot; | 7 !! width=&amp;quot;4%&amp;quot; | 8 !! width=&amp;quot;4%&amp;quot; | 9 !! width=&amp;quot;4%&amp;quot; | 10 !! width=&amp;quot;4%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_F-4C_Phantom_II.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 11 mod 5 (20 mm)|20 mm Mk 11 mod 5]] cannons (750 rpg)&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 6 || 3 || || || || 6 || || || || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs&lt;br /&gt;
| 3 || 3 || || || || 3 || || || || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| 2 || 2 || || || || 3 || || || || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 79 Mod 1 incendiary]] bombs&lt;br /&gt;
| 1 || || || || || 1 || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[FFAR Mighty Mouse]] rockets&lt;br /&gt;
| 38 || 57 || || || || 57 || || || || 57 || 38&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| 12 || 12 || || || || 12 || || || || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7E-2 Sparrow]] missiles&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-7F Sparrow]] missiles&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;*†&amp;lt;/sup&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9D Sidewinder]] missiles&lt;br /&gt;
| || || 1, 2* || || || || || || 1, 2* || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9G Sidewinder]] missiles&lt;br /&gt;
| || || 2* || || || || || || 2* || ||&lt;br /&gt;
|-&lt;br /&gt;
! 600 gal drop tanks&lt;br /&gt;
| || || || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;12&amp;quot; | Maximum permissible loadout weight: 7,400 kg&amp;lt;br&amp;gt;Maximum permissible wing load: 3,000 kg&amp;lt;br&amp;gt;Maximum permissible weight imbalance: 1,500 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | * Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; AIM-7E-2 and AIM-7F Sparrow missiles cannot be mixed, only one type may be equipped across hardpoints&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm Mk 11 mod 5 cannon (750 rpg)&lt;br /&gt;
* 1 x 600 gal drop tank&lt;br /&gt;
* 2 x AIM-9D Sidewinder missiles + 1 x 20 mm Mk 11 mod 5 cannon&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 6 x AIM-7E-2 Sparrow missiles&lt;br /&gt;
* 6 x AIM-7F Sparrow missiles&lt;br /&gt;
* 60 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 247 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 24 x 250 lb LDGP Mk 81 bombs (6,000 lb total)&lt;br /&gt;
* 24 x 250 lb Mk 81 Snakeye bombs (6,000 lb total)&lt;br /&gt;
* 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)&lt;br /&gt;
* 24 x 500 lb Mk 82 Snakeye bombs (12,000 lb total)&lt;br /&gt;
* 15 x 750 lb M117 cone 45 bombs (11,250 lb total)&lt;br /&gt;
* 11 x 1,000 lb LDGP Mk 83 bombs (11,000 lb total)&lt;br /&gt;
* 3 x Mk 79 Mod 1 incendiary bombs&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The F-4J's arsenal does not look as impressive as its air force counterparts. While it does have the large bomb and rocket capacity that the fighter-bomber Phantoms are known for, the F-4J cannot use any guided air-to-ground munitions, not even the basic MCLOS [[AGM-12C Bullpup]] available to the F-4C. Thus, it is not very suitable for CAS in Ground RB at a battle rating where it faces long-range radar SAMs and the closest things it has to a standoff capability are firing swarms of Zuni rockets with ballistic computer assistance.&lt;br /&gt;
&lt;br /&gt;
As discussed before, the F-4J does not have an internal gun. Unfortunately, it has the worst gun options of any Phantom: while the F-4C and British Phantoms have Vulcans in their gunpods, the F-4J has a unique double-barrel 20 mm Mk 11 revolver cannon using 20 x 110 mm USN rounds instead. Although it has an impressive rate of fire at 4,000 rounds per minute for a non-rotary weapon (actually faster than the Soviet [[GSh-23L (23 mm)|GSh-23L]]), this is still inferior to the Vulcan's 6,000 rounds per minute. The gunpod also only weighs slightly less than the podded Vulcan and the performance penalties are still significant.&lt;br /&gt;
&lt;br /&gt;
The AAM arsenal is better and where the F-4J's technology really shines. The stock AIM-9D Sidewinder missiles are decent options. They have a slightly lower overload and acceleration than the Air Force's [[AIM-9J Sidewinder]] and have a harder time in dogfights, but the longer burning rocket motor helps it hit targets at extended ranges. The top AIM-9G Sidewinder is largely identical but has an enormous seeker cone that allows the pilot to supply a generous amount of lead. The Sidewinders are assisted by the VTAS helmet-mounted sight, which allows the player to point the missile seeker in the direction of their mouse. The AIM-9G's wide seeker cone makes it easy to acquire targets this way without needing to manoeuvre the lumbering F-4J into a good position.&lt;br /&gt;
&lt;br /&gt;
The real capstone of the F-4J's armament are its radar-guided Sparrow missiles, which greatly enjoy the look-down/shoot-down capabilities offered by its pulse-Doppler radar. The AIM-7E-2 dogfight Sparrows are nice options for medium range engagements because they have a good overload of 25 G, accelerate quickly, and start tracking almost immediately after launch. The new AIM-7F Sparrows are the F-4J's most dangerous weapon. They are heavier Sparrows with an improved rocket motor that burns for a long duration, offering twice the launch range of the AIM-7E-2. The new seeker enjoys a 40 km lock range as well. The AIM-7Fs are excellent for BVR combat and can potentially skewer enemies from across the map if they do not take serious defensive measures. Even at medium ranges, the rocket motor lets the AIM-7F continuously pull quite hard and hit manoeuvring targets. One downside of the AIM-7F is that the long burn duration makes it easy for enemies to spot it, either through the in-game missile warning icon or from seeing the exhaust trail. That said, most targets will notice the RWR warning from the lock first.&lt;br /&gt;
&lt;br /&gt;
Up to four Sparrows can be carried on the fuselage pylons, but what is unique among Phantoms is that the F-4J can carry Sparrows on the inboard wing pylons too (at the cost of the Sidewinders mounted on those pylons), for a grand total of 6.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The F-4J has the best BVR capabilities of any Rank VII Phantom because of its AN/APG-59 pulse-Doppler radar and long-range AIM-7F Sparrow missiles. It pays for this by having the worst performance and dogfight capabilities of any Rank VII Phantom, not even having the reprieve of podded Vulcans and turbofan engines available to the British Phantoms. As such, it's best for the F-4J to identify and destroy targets before they get close enough to enter a dogfight.&lt;br /&gt;
&lt;br /&gt;
One approach is to climb to high altitudes, pick up speed, and look for enemies attempting to do the same thing. The F-4J can often win BVR jousts against contemporary aircraft like the [[MiG-23MLD]] because of the range and capacity of the AIM-7F. When high-altitude enemies are dispatched or forced to lower altitudes, the F-4J can use its LD/SD capabilities to snipe targets below. VTAS can also be used to slave the radar to acquire targets more quickly than through the multi-function menu or keyboard binds. However the F-4J can be matched or outclassed in BVR by Rank VIII fighters like the [[F-4EJ Kai Phantom II|F-4EJ Kai]], [[MiG-29]] (with [[R-27ER]] specifically), [[F-16 (Family)|F-16 ADF or MLU]], and [[F-14A Early|F-14A]]. The LD/SD capability is also not perfect and some low-altitude opponents cannot be acquired due to excessive ground clutter or bad luck, so be prepared to have a backup plan.&lt;br /&gt;
&lt;br /&gt;
Another approach is to play the F-4J more like the F-4E and cruise at lower altitudes, maintaining speed and slinging barrages of missiles at foes. Although the pulse-Doppler radar does not help much here, the AIM-7Fs or AIM-7E-2s are still deadly. The AIM-9Gs can be put to good use because their extended range is nice for sneak attacks.&lt;br /&gt;
&lt;br /&gt;
Dogfights should be avoided, but if forced into manoeuvring combat, the HMS can be quite helpful. It can lock Sidewinders onto targets that are not near the F-4J's nose, which compensates somewhat for the aircraft's poor AoA and nose authority. This can surprise enemy fighters who are pulling or rolling hard. However, the AIM-9D/G are still only 18 G missiles and lack the manoeuvrability of something like the 30 G [[R-60]] or 35 G [[R.550|Magic 1]], so just because VTAS can lock wild off-bore shots does not mean that the Sidewinder can actually hit them once launched. VTAS will also take some practice to use effectively because it is easy to lock unintended targets like teammates or the sun when looking around with the missile seeker active.&lt;br /&gt;
&lt;br /&gt;
Although the gunpod hurts performance, it is worth equipping in Air RB. The F-4J will be unable to out perform many opponents like the [[MiG-23MLD]] or [[Mirage 2000 (Family)|Mirage 2000s]] even without the gunpod, so there is little use in not carrying the gunpod for the relatively minor increase in performance. Furthermore, bringing only air-to-air missiles in Air RB is overall not effective when many situations will pop up where having a gun would be excellent.&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;
* Equipped with a Pulse-Doppler radar, allowing targets close to the ground to be tracked and engaged&lt;br /&gt;
* Large selection of unguided munitions for ground attack&lt;br /&gt;
* Has a helmet mounted sight to launch AIM-9Gs off-boresight and slew the radar&lt;br /&gt;
* Good air-to-air missile combinations&lt;br /&gt;
** Can carry up to six powerful AIM-7F Sparrow missiles, which have a long burn time resulting in great range and sustained manoeuvrability&lt;br /&gt;
** AIM-9G IR missiles have good range and decent 18G overload capability&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Large target&lt;br /&gt;
* No guided air-to-ground weaponry&lt;br /&gt;
* No internal gun, external gunpod negatively affects performance&lt;br /&gt;
* Has poor manoeuvrability as it lacks the F-4E's leading-edge slats&lt;br /&gt;
* Top speed and acceleration, while decent, isn't nearly enough to outrun the majority of opponents&lt;br /&gt;
* RWR&lt;br /&gt;
** Lacks IFF&lt;br /&gt;
** Lacks tracking detection&lt;br /&gt;
** Limited threat types&lt;br /&gt;
* Lower countermeasure capacity than other Phantoms&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 F-4J Phantom is an upgrade of the previous F-4B variant, designed with the intent to improve the Phantom's air-to-air combat capabilities, based on lessons learned in combat during the Vietnam War. These upgrades included a more advanced radar (the AN/APG-59 pulse-Doppler radar), an improved fire control system, upgraded engines, increased options for secondary ordnance, while the infrared sensor under the nose was omitted. Over 500 F-4Js were built from 1966, and saw action at the end of the Vietnam War during Operation Linebacker in 1972. Lt. Randy &amp;quot;Duke&amp;quot; Cunningham and Radar-Intercept Officer Lt. Junior-Grade Willy Driscoll became aces while flying an F-4J, after shooting downing three MiG-17s on May 10, 1972.&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-4j Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer McDonnell}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-8E&amp;diff=181079</id>
		<title>F-8E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-8E&amp;diff=181079"/>
				<updated>2024-02-01T00:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = US jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = F-8E(FN) (France)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-8e&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 United States Navy showed clear interest in expanding the capabilities of the Crusader series of aircraft as quickly as possible to expand its role in maritime operations and offer primitive close-air support capabilities. This led to the development of the F8U-2NE (later renamed the F-8E), which featured a larger nose cone, new AN/APQ-94 fire control radar, detachable pylons, a more reliable J57-P-20 engine, and guidance equipment for the AGM-12 Bullpup missiles. The first prototype, a modified F8U-1 (No. 143710), was flown on June 30, 1961, and the aircraft was quickly approved for use by the Navy. During the Vietnam War, the Marine Corps made extensive use of the F-8E, with squadrons like VMFA-235 considered to be among the best at using the aircraft in combat.&lt;br /&gt;
&lt;br /&gt;
The F-8E Crusader was introduced in [[Update &amp;quot;Direct Hit&amp;quot;]] as the second Crusader variant in the American tech tree.  Compared to the preceding [[F8U-2]], it has largely the same flight performance but improved ordnance options. The infrared-guided AIM-9D Sidewinder returns as a good option for dogfights and sneak attacks, but it can now utilize the radar-guided AIM-9C, which may be useful during head-on engagements. The ground attack options are vastly superior because of the addition of wing pylons. While the F8U-2 was limited to cheek-mounted Zuni rockets and its internal FFAR rocket tray, the F-8E can carry a decent bombload and AGM-12 Bullpup air-to-ground missiles, making it more capable as a multirole fighter. The F-8E can really be considered &amp;quot;The Last Gunfighter&amp;quot; in War Thunder because the succeeding [[F-4J Phantom II|F-4J Phantom]] is a very different aircraft to cap off the US naval jet line: a heavy twin-engine fighter lacking an internal gun and relying on powerful long-range missiles.&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-8E, as a development of the previous [[F8U-2]], will feel very similar to the pilot in command. The Crusader is a highly agile aircraft, capable of dogfighting most enemy aircraft at its rank, blending initial pull with surprising energy retention. This allows the F-8E to pull inside enemy aircraft without bleeding massive amounts of speed like the delta wing aircraft at this rank are prone to doing. The wings have been strengthened to allow for this, so pilots should feel free to perform harsher manoeuvres than while flying the previous F8U-2, albeit the F-8E will still rip in some extreme turns. The engine has been upgraded as well, the extra 560 kgf making up for the slight additional weight of the wings and increasing the climb rate and speed of the aircraft. The F-8E is particularly strong at lower speeds, where the extra engine thrust allows it to sustain turns and accelerate quicker, and it also inherits the unique landing flaps of the Crusader: the wing detaching from the fuselage and angling upwards. This gives large amounts of extra lift, giving the F-8E a sharp advantage at very low speeds, although the plane will &amp;quot;wallow&amp;quot; in the air from the extra lift, and has a difficult time dropping the nose in this flap configuration.&lt;br /&gt;
&lt;br /&gt;
That manoeuvrability and energy retention comes at a cost though, and that is speed. The F-8E is slow for its rank, and struggles to break past mach 1 at sea level. With missiles loaded, it will top out at exactly mach 1, and with any other ordnance loaded it is unable at sea level. At higher altitudes the F-8E is able of exceeding the speed of sound, though not by much and once past mach 1 the acceleration drops dramatically. The plane also compresses around mach .98, so pilots should be wary when diving on targets, as the aircraft may compress and be unable to pull as hard as the pilot may be accustomed to. The rudder on this aircraft is also something to be aware of. The rudder on this aircraft does not work like those on other aircraft, meaning that during a roll or pulling with mouse aim can cause the nose to swing wildly. This is especially a problem at sea level at high speeds, where the rudder will shake the nose around to a great extent. Also, the rudder during rolls throws the nose around unlike other aircraft, meaning it can be hard to get close shots with the gun but can be used for high speed snapshots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,668 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,094 || 2,087 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 29.4 || 30.6 || 108.5 || 98.1 || rowspan=&amp;quot;2&amp;quot; | 1,828&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,132 || 2,110 || 28.6 || 29.0 || 158.0 || 131.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || X || ✓ || ✓ || ✓ || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,555 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 1,070 || N/A || 583 || ~10 || ~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; 1,000 || &amp;lt; 590 || &amp;lt; 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{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 J57-P-20 || 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8,953 kg || colspan=&amp;quot;3&amp;quot; | 376 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 52m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,592 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 10,200 kg || 10,550 kg || 11,348 kg || 12,545 kg || 13,109 kg || 15,468 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 52m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,562 kgf || 8,520 kgf&lt;br /&gt;
| 0.84 || 0.81 || 0.75 || 0.68 || 0.65 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,804 kgf&amp;lt;br&amp;gt;(1,000 km/h) || 9,543 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 0.94 || 0.91 || 0.84 || 0.76 || 0.73 || 0.62&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;
Like the earlier [[F8U-2]] (F-8C), the only armour on the F-8E is 25 mm of bulletproof glass on the front windscreen. Most of the central fuselage and wing is filled with large fuel tanks which makes gunfire from above or behind likely to cause fuel leaks and fires. Near enough the entire rear fuselage is taken up by the engine, making engine damage likely from rear attacks. Despite these drawbacks, the F-8E is still more durable than some jets and can often make it back to base with light to moderate damage.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
As with most high tier jets, the first modification you want to pick up will be the flares/chaff in order to let you effectively counter enemy missiles. From there you want to progress though the missile upgrades as fast as possible, taking your pick of flight performance upgrades in order to unlock each tier (you could also use the ordnance upgrades to unlock each modification tier, but as the F-8E is primarily a fighter flight performance is usually the best pick). Once you have all missiles unlocked your focus will probably be on the remaining flight performance upgrades, although the cannons upgrades are certainly useful if you enjoy gun fighting.&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|Browning-Colt Mk12 Mod 3 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (125 rpg = 500 total)&lt;br /&gt;
* 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
The offensive armament of the F-8E consists of 4 x 20 mm Browning-Colt Mk12 Mod 3 autocannons, grouped into 2 selectable groups. The guns replaced the 20 mm M3 commonly used from the end of WW2 until the Korean war, and has a quick fire rate of 1,000 rpm, outputting 7.30 kg of shells per second towards the enemy. With 125 rounds per gun, this gives pilots of the F-8E 8 seconds of trigger time. If ammo capacity is a concern, pilots can select one group of 20 mm to fire at a time, doubling their trigger time. The guns do reliable damage and have a good velocity of 1,012 m/s, only slightly less than the [[M61 (20 mm)|20 mm M61]] found on later jets. This makes getting reliable gun kills easy for pilots.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;11%&amp;quot; | 1 !! width=&amp;quot;11%&amp;quot; | 2 !! width=&amp;quot;11%&amp;quot; | 3 !! width=&amp;quot;11%&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;15&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs&lt;br /&gt;
| 3, 6 || || || 3, 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs&lt;br /&gt;
| 3, 6 || || || 3, 6&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 3, 4 || || || 3, 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| 3, 4 || || || 3, 4&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| 1, 2 || || || 1, 2&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| 1 || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs&lt;br /&gt;
| 1 || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 77 mod 4 incendiary]] bombs&lt;br /&gt;
| 1 || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[FFAR Mighty Mouse]] rockets&lt;br /&gt;
| 7, 19, 38 || || || 7, 19, 38&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| 4, 8 || 2*, 4 || 2*, 4 || 4, 8&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-12B Bullpup]] missiles&lt;br /&gt;
| 1 || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9B Sidewinder]] missiles&lt;br /&gt;
| || 1*, 2 || 1*, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9C Sidewinder]] missiles&lt;br /&gt;
| || 1*, 2 || 1*, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9D Sidewinder]] missiles&lt;br /&gt;
| || 1*, 2 || 1*, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | * Single missiles can be carried concurrently with dual Zuni rockets on the same hardpoint&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9C Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9C Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 76 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9C Sidewinder missiles&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 2 x AGM-12B Bullpup missiles&lt;br /&gt;
* 12 x 250 lb LDGP Mk 81 bombs (3,000 lb total)&lt;br /&gt;
* 12 x 250 lb Mk 81 Snakeye bombs (3,000 lb total)&lt;br /&gt;
* 8 x 500 lb LDGP Mk 82 bombs (4,000 lb total)&lt;br /&gt;
* 8 x 500 lb Mk 82 Snakeye bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 bombs (4,000 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 Air bombs (4,000 lb total)&lt;br /&gt;
* 2 x Mk 77 mod 4 incendiary bombs&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The F-8E has a much more extensive selection of multirole weaponry when compared to the preceding [[F8U-2]], although it is still intended for use mainly as an air supremacy aircraft.&lt;br /&gt;
&lt;br /&gt;
Beginning with the unguided rockets, it gets access to both FFAR Mighty Mouse and Zuni Mk32 rockets. The Mighty Mouse is a small rocket, weighing only 8 kg and with only 290 mm penetration, but it makes up for this in quantity. The F-8E can carry 4 x pods of 19 rockets each, 2 mounted under each wing pylon, for a total of 76 rockets. As for the Zuni rockets, these are much larger at 56 kg and have 457 mm penetration, much more suited for taking out heavier targets. The placement is rather unique however. 4 can be mounted stock, 2 on each side of the fuselage behind the cockpit; however this is not recommended as it takes up the missile rails and greatly limits the anti-air capability of the plane. Once the modification is researched, it gains access to 16 more, mounted in 2 pods of 4 each under the wing pylons.&lt;br /&gt;
&lt;br /&gt;
The F-8E also gains access to unguided bombs: 250 lb, 500 lb, 1,000 lb, 2,000 lb and of course the Mk 77 incendiary bomb. These are all mounted on the wing pylons, and pilots are recommended to use 500 lb or greater bombs if attacking enemy armour. The incendiary bombs work well against open topped vehicles, so these should be used if attacking large groups of open topped vehicles. They can also be used to shield allies from sight or deny a crucial area from open-topped vehicles while the napalm continues to burn.&lt;br /&gt;
&lt;br /&gt;
The last anti-surface weapon is the AGM-12B Bullpup. This is the only guided air-to-ground munition the F-8E can carry, albeit it is manually guided, unlike later weapons like the later [[AGM-65A|Maverick]] missiles. These will take some practice for pilots to get accustomed to aiming, but with 8 km range these are the recommended option for use in ground battles against the long range AA common at this rank. Pilots are recommended to turn off &amp;quot;Relative Control' in the controls for the weapon, as with this setting on the missile will continue pulling in the same direction as the last input until another correction is given.&lt;br /&gt;
&lt;br /&gt;
Now for anti-aircraft missiles, the original purpose of the F-8E. It gains access to three types: the AIM-9B, AIM-9C, and AIM-9D missiles.&lt;br /&gt;
&lt;br /&gt;
The AIM-9B is the most basic missile that planes of this rank get. It is an IR missile with a caged seekerhead, limited range, and only 10Gs of pull. This is one of the two missiles pilots will get with an un-upgraded aircraft. It does not pull very well and is recommended for use against slow or unaware targets, although it can also be used to force enemy pilots to go evasive to allow the F-8E time to close to gun range.&lt;br /&gt;
&lt;br /&gt;
The AIM-9C is a basic {{Annotation|SARH|Semi-Active Radar-Homing}} missile, and the other stock option for the F-8E: it has very similar flight performance to the AIM-9D IR missile also found on this aircraft, with good range, 18Gs of pull, however it does have an uncaged seekerhead and since it is a radar missile, is all-aspect. This missile works well, only limited by the radar set which is rather prone to ground clutter. Pilots are recommended to only use the missile at high altitude, or while below the enemy aircraft. Also, pilots should be aware that this missile uses &amp;quot;pulse&amp;quot; guidance; this means that unlike more advanced radar missiles like the [[AIM-7 Sparrow (Family)|AIM-7 Sparrow]], any amount of chaff from the enemy will immediately decoy it. It is recommended to use this missile against planes without countermeasures or enemy pilots which choose to not equip chaff, as it is more difficult to kinematically dodge the missile without the use of chaff.&lt;br /&gt;
&lt;br /&gt;
The final missile the F-8E gains access to is the AIM-9D. As an IR version of the AIM-9C, this missile features a caged seekerhead like the previously available AIM-9B, so pilots may find it slightly difficult to fire the missile at a manoeuvring target, but once off the rails the missile performs admirably and is one of the better IR missiles at its rank. It is recommended to run 2 of the AIM-9D along with 2 of the AIM-9C if the pilot wishes to engage both with radar and IR missiles, or just the AIM-9D if the pilot prefers no warning to enemy pilots.&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;
If you intend to play at a high altitude, it is advised to take mixed countermeasures prior to spawning in. This enables you to chaff any pulse-signal missile, such as the [[Matra Super 530F]] and [[R-3R]].&lt;br /&gt;
&lt;br /&gt;
The way you start a battle in the F-8E will depend on what you think the likely composition of the enemy team is. A good place to start would be to climb to a high altitude (roughly 5,000 m) if you believe that the enemy team will only have jets equipped with pulse-signal missiles based on the battle rating of the match and the nations you are up against. Once at altitude, you can use your AIM-9C missiles to engage any other high altitude enemies you find head-on. As the AIM-9C is a rare weapon (only used on the F-8E), most people are not aware of its capabilities and are not expecting to receive a front-aspect missile. This allows you to pick up a couple of easy kills from safely outside the range of enemy cannon fire. If there are no more enemy aircraft to engage at high altitude, you can use your speed and altitude to dive down upon lower altitude enemy aircraft for gun/missile attacks. After completing your attack, you can either use your energy to go back to high altitude and prepare for another attack or use the F-8E's great manoeuvrability to stay at lower altitudes to engage in dogfights with enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
If you judge the enemy team to likely have jets equipped with CW signal missiles, then going to high altitude is very risky; in this case it is better to fly at a lower altitude, probably no more than 2,000 m. This gives you a little bit of altitude to play with and puts you in a position where you can potentially use your AIM-9C missiles against targets above you, while being somewhat protected against enemy CW missiles (aircraft with pulse-Doppler radars will still be able to hit you though, so stay vigilant and be prepared to dive or notch). At low altitude you can use the F-8Es great manoeuvrability and powerful armament to win out against many enemies in a dogfight, though you must always keep an eye out for enemy missiles.&lt;br /&gt;
&lt;br /&gt;
The flight performance of the {{PAGENAME}} is similar enough to the preceding [[F8U-2]] that similar tactics should apply in a dogfight. The F-8E's instantaneous turn isn't the best, but it has great energy retention and sustained turn rate. Avoid scissors or any turn radius fight as the {{PAGENAME}}'s energy retention ability in this case will put the plane at a disadvantage because in a scissors, you will bleed less speed than the enemy and will end up in front of their guns. The plane's low-speed maneuverability also isn't a strong point, so avoid using the air brakes to bleed speed. Rate fighting makes the most of the {{PAGENAME}}'s ability as in these extended, longer-lasting dogfights, the F-8E's superior energy retention will see that it has kept more speed than an enemy aircraft. In this case, even if the enemy has a better initial turn rate, they will lose significantly more speed until they won't be able to keep up in a sustained turn. The {{PAGENAME}} will start gaining on them, and they will either be forced to pitch down to gain speed and try to gain on you, or they will run away. In these cases, you can simply pitch down too and stay on their tail. Eventually, the dogfight will move to a very low altitude, where there is no longer anywhere for the enemy to pitch down, and you will outrate them and get guns on them. If you haven't noticed yet, a rate dogfight like this will last a while depending on your position, so it is recommended not to engage in one when there are other enemies in the area.&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 carry four useful air-to-air missiles&lt;br /&gt;
** AIM-9C air-to-air missiles are radar guided and can be launched in head-ons to surprise opponents&lt;br /&gt;
** AIM-9D air-to-air missiles have above average range (around 3 km)&lt;br /&gt;
* Equipped with a RWR (AN/APR-27)&lt;br /&gt;
** Provides E, G, I band identification&lt;br /&gt;
** Has a maximum range of 50 km&lt;br /&gt;
* Landing flaps activate its variable-incidence wings, which provides a lot of lift&lt;br /&gt;
* Very good sustained turn rate&lt;br /&gt;
* Good acceleration and climb rate&lt;br /&gt;
* Has an Infrared Search and Track (IRST) sensor which assists in locating targets by finding their heat signatures&lt;br /&gt;
* Has a variety of suspended air-to-ground ordnance&lt;br /&gt;
* Upgraded engine over F8U-2 allows higher acceleration and top speed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Fragile wings which can easily rip at high speeds and in high-G turns&lt;br /&gt;
* Very likely to set on fire because of the fuel tank placement&lt;br /&gt;
* Below average low level top speed compared to other supersonic competitors; can barely break Mach 1 at low altitude&lt;br /&gt;
* Lacks a ballistic computer, which greatly limits its ground attack potential&lt;br /&gt;
* Carries less ammo compared to F8U-2&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;
''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).''&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-8e Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|9SmcQee4_Vw|'''F-8E: A Basic Review''' - ''Tim's Variety War Thunder''|tQhEl042QE8|'''The Shooting Range #275''' - ''Metal Beasts'' section at 00:28 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://www.avialogs.com/aircraft-v/vought/item/5195-f-8e-crusader-standard-aircraft-characteristics-1-july-1967 Standard Aircraft Characteristics of the F-8E]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Vought}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F-5E&amp;diff=181052</id>
		<title>F-5E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F-5E&amp;diff=181052"/>
				<updated>2024-01-31T01:08:36Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&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-5 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=f-5e&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of 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 &amp;quot;Red Skies&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The F-5 series is known to be small, lightweight, and nimble. The F-5E Tiger II, made famous by its use as a US Navy aggressor aircraft, improves on the earlier [[F-5A]] and [[F-5C]] with more powerful engines and a revised airframe, increasing its top speed, acceleration, and climb rate. It also has access to deadly AIM-9J missiles, similar to the [[F-5A (China)|ROCAF F-5A]]. In air-to-air combat, the F-5E still suffers from a subpar top speed and limited armament compared to other top-tier Rank VII fighters, but it remains an excellent dogfighter that can cover the weaknesses of heavier US jets like the [[F-4E]] and [[F-4J Phantom II|F-4J]] Phantoms. In the ground attack role, the F-5E packs a deceptively big punch: few would expect such a small fighter to have AGM-65 Maverick air-to-ground missiles and a 30 mm gun pod, among many other options.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 11,582 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;
| 1,756 || 1,746 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.2 || 27.2 || 129.9 || 115.5 || rowspan=&amp;quot;2&amp;quot; | 850&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,822 || 1,777 || 25.8 || 26.0 || 171.6 || 149.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 1,018 || 470 || 463 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 680 || &amp;lt; 750 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J85-GE-21A || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 4,825 kg || colspan=&amp;quot;3&amp;quot; | 395 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;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 303 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 5,423 kg || 5,861 kg || 6,379 kg || 6,820 kg || 11,000 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 1,480 kgf || 2,220 kgf&lt;br /&gt;
| 0.82 || 0.76 || 0.70 || 0.65 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 1,575 kgf&amp;lt;br&amp;gt;(1,458 km/h) || 3,011 kgf&amp;lt;br&amp;gt;(1,458 km/h)&lt;br /&gt;
| 1.11 || 1.03 || 0.94 || 0.88 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The F-5E is a light fighter, as such it has no armour. If it loses its wing or tail it becomes incredibly difficult to fly. While it cannot tank a missile hit, it is surprisingly durable and can often survive a few hits from common cannons at its BR.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{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|M39A3 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm M39A3 cannons, nose-mounted (280 rpg = 560 total)&lt;br /&gt;
* 45 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;6%&amp;quot; | 1 !! width=&amp;quot;6%&amp;quot; | 2 !! width=&amp;quot;6%&amp;quot; | 3 !! width=&amp;quot;6%&amp;quot; | 4 !! width=&amp;quot;6%&amp;quot; | 5 !! width=&amp;quot;6%&amp;quot; | 6 !! width=&amp;quot;6%&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_F-5E_(China).png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[GAU-13/A (30 mm)|30 mm GAU-13/A]] cannons (353 rpg)&lt;br /&gt;
| || || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs&lt;br /&gt;
| || || || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[BLU-1 incendiary]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[FFAR Mighty Mouse]] rockets&lt;br /&gt;
| || 19 || 19 || || 19 || 19 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Zuni Mk32 Mod 0 ATAP]] rockets&lt;br /&gt;
| || 4 || || || || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65B]] missiles&lt;br /&gt;
| || 1 || 1 || || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9E Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9J Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 5 x 750 lb M117 cone 45 bombs (3,750 lb total)&lt;br /&gt;
* 5 x 500 lb LDGP Mk 82 bombs (2,500 lb total)&lt;br /&gt;
* 5 x 500 lb Mk 82 Snakeye bombs (2,500 lb total)&lt;br /&gt;
* 3 x 1,000 lb LDGP Mk 83 bombs (3,000 lb total)&lt;br /&gt;
* 1 x 2,000 lb LDGP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 76 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 8 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 4 x AGM-65B missiles&lt;br /&gt;
* 1 x 30 mm GAU-13/A cannon (353 rpg)&lt;br /&gt;
* 5 x BLU-1 incendiary bombs&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The F-5E is one of the most manoeuvrable fighters at its rank. The F-5E is a very prevalent gun fighter due to its conservation of energy and turn radius but has weaker guns compared to the M61 Vulcan found on other American jets.&lt;br /&gt;
&lt;br /&gt;
Before taking off, consider selecting a lighter fuel load to increase the {{PAGENAME}}'s speed and lower the turn radius, but using the afterburner will eat through the fuel due to its high inefficiency. Another suggestion is to disable the {{PAGENAME}}'s radar as the {{PAGENAME}} has no radar-guided missiles, so the radar isn't necessary in combat and may harm the {{PAGENAME}}'s combat performance due to it tripping enemy {{Annotation|RWR|Radar Warning Receiver}}. After taking off, climbing too high will make the {{PAGENAME}} an easy target for enemy missiles, and without any ground to notch with or mask with it can be difficult to dodge a radar-guided missile. Staying below 10,000 feet (~3,000 metres) and going off towards the side of the battle at the start will let the {{PAGENAME}} work from the inside out, maximizing its survivability.&lt;br /&gt;
&lt;br /&gt;
After the battle starts, {{PAGENAME}} pilots will want to abuse its energy conservation and turn radius to pick off threats in one vs. one fights. The {{PAGENAME}}'s primary targets should be MiG-23, F-4J, and other F-5Es as they pose a large threat to the {{PAGENAME}}'s team. In a fight, constantly check behind the {{PAGENAME}} to defend against missiles. Maintain a relatively high speed, around 550-700 mph (~880-1,100 km/h) for the best turning. Whenever the {{PAGENAME}}'s plane is low on speed, disengage and try to regain that speed.&lt;br /&gt;
&lt;br /&gt;
If an enemy jet follows the {{PAGENAME}}, be prepared to defend against a missile and reverse a turn, as long as the {{PAGENAME}} has speed and is in close range to an enemy jet, the {{PAGENAME}} will be able to win a dogfight against almost anything. The {{PAGENAME}} has the advantage against most jets in a turn-radius fight except against the MiG-21, Kfir, and JA37 Viggen. These enemy jets have very similar performance, but bleeds speed much easier, so a {{PAGENAME}} pilots can try to force them to lose their speed by maintaining a turn rate fight, where the {{PAGENAME}} will hold the advantage and force them to lose their speed. When using the plane's missiles, the AIM-9J has solid flare resistance, but will be defeated most of the time by an observant enemy. Pilots should only use missiles when an opponent lacks the speed to evade the threat, or against an enemy who is distracted by a friendly. The F-5E is a huge threat in battle, and can survive against lots of enemies at once, but without teammates the F-5E becomes an easy target. If there are teammates in the area, a {{PAGENAME}} pilots can draw enemies into a tunnel vision onto the {{PAGENAME}}, which will allow allies to pick the enemies off with ease if the {{PAGENAME}} baits the enemy into a low speed turn or inside loop.&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;
* Great manoeuvrability&lt;br /&gt;
* Amazing energy retention above .90 Mach&lt;br /&gt;
* Large selection of air-to-ground armaments, including Maverick air-to-ground missiles&lt;br /&gt;
* Generous ammunition capacity for guns&lt;br /&gt;
* Small target&lt;br /&gt;
* Improved engines over its predecessor, improving its speed and manoeuvrability&lt;br /&gt;
* Efficient afterburner allows the use of lower fuel reserves, improving performance&lt;br /&gt;
* EEGS (Enhanced Envelope Gun Sight) allows for more accurate shots&lt;br /&gt;
* Modern RWR with IFF + track, launch and threat type detection.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Even though it has improved engines over the F-5C, it still has a low top speed compared to the competition&lt;br /&gt;
* M39A3 cannons don't deal as much damage as cannons like the M61 Vulcan, or the Soviet GSh-23L&lt;br /&gt;
* No BVR capabilities&lt;br /&gt;
* Radar lacks IFF and different search angle modes&lt;br /&gt;
* Can only carry a maximum of two air-to-air missiles, making this plane mostly a gun fighter&lt;br /&gt;
* No ballistic computer&lt;br /&gt;
* RWR cannot detect J-band radar, making it impossible to detect radar emissions from MiG-21s and MiG-23s&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In the late 1960s, Northrop realized that by using an improved version of the General Electric J85 engine with more maximum thrust, the flight performance of the N-156 fighter (F-5 Freedom Fighter) could be improved a lot. During the test, the new J85-GE-21 engine was approved that it could produce almost 23% more thrust than the earlier J85-GE-13 engine used by early produced F-5A/B Freedom Fighter, F-5C Skoshi Tiger and T-38 Talon, which was 5,000 pounds maximum thrust in afterburner mode and 3,500 pounds thrust in military mode.&lt;br /&gt;
[[File:1200px-Northrop F-5E (Tail No. 11417) 061006-F-1234S-067.jpg|thumb|332x332px|Official roll-out of first USAF F-5E Tiger II]]&lt;br /&gt;
As a result, the sixth production F-5B trainer was chosen to be modified with two new J85-GE-21 engines at Edwards AFB during the summer of 1969, and this upgraded Freedom Fighter with J85-GE-21 engines was called F-5-21 at that time. Overall, the new J85-GE-21 engine's weight was 100 lbs less than J85-GE-13 engine, the length of J85-GE-21 engine was 7 inches longer than J85-GE-13 engine, and an additional stage was added to the front of the J85-GE-13's previous eight-stage compressor to provide extra power, though the single rotor structure was retained, apart from that, two auxiliary intake doors were added to the fuselage above the wing trailing edge (one on each side of fuselage) to provide additional air to the engines for added thrust during take-off and low-speed flight. In Autumn of 1969, USAF decided to hold a new competition to select a new international fighter for Allied countries, and Northrop's F-5-21 program was announced the winner of new international fighter on 20th November 1970. Northrop received the contract from USAF for the further development of F-5E fighter on 8th December 1970. In January 1971, USAF changed the new F-5 fighter's designation from F-5-21 to F-5E, and the latter was named Tiger II in memory of the previous Skoshi Tiger Combat Evaluation program in Vietnam.&lt;br /&gt;
&lt;br /&gt;
As for the airborne avionics system, a Central Air Data Computer was introduced on the new F-5E Tiger II, it could convert raw air data inputs into computed output, and transmit the results to other airborne electrical equipment such as Lead Computing Optical Sight System (LCOSS) and Stability Augmenter System. The new AN/ASG-29 LCOSS replaced the analogue fixed optical sight used by F-5A Freedom Fighter and F-5C Skoshi Tiger, which consisted a gyro lead computer (GLC) unit and an optical display unit (ODU), also an AIM-9 Sidewinder missile select switch was provided to select the appropriate missile launch envelope program stored in the GLC, and the ODU contained sight controls, a mirror drive assembly, and a combing glass which reflected the aiming reticle. Late production F-5Es changed the original AN/ASG-29 LCOSS to the new AN/ASG-31 LCOSS. The most important equipment of the F-5E was the new AN/APQ-153 multi-mode, forward-looking, X-band pulse, Search and Fire Control Radar, which could provide air-to-air search, range, and track information for use in Air-to-Air gunnery and missile launch, it formed the F-5E fighter's Fire Control System together with LCOSS unit, also the late production version of F-5E used AN/APQ-159 (V) 3 search and fire control radar instead of the previous AN/APQ-153 radar.&lt;br /&gt;
&lt;br /&gt;
As for the aerodynamic design, in order to increase the manoeuvrability of F-5E, Northrop decided to increase the total area of Leading Edge Extensions (LEX) sections which were 2.75 times as large as that on the F-5A Freedom Fighter, also the wing area was more than 9% greater than that of F-5A Freedom Fighter, this improvement helped to increase lift and CL max (Coefficient of Lift) in high angle attack situations, also it could improve take-off and landing performance of F-5E too. The CL max of F-5E was increased to 1.4 compared with slightly lower than 1.2 for the F-5A Freedom Fighter, and the maximum lift-drag ratio at subsonic cruise speed was 10.&lt;br /&gt;
&lt;br /&gt;
Thanks to the increased maximum power of new engine, the maximum level flight speed of F-5E was increased from Mach 1.4 to Mach 1.6, the maximum climb rate at sea level was also increased to more than 189 m/s, the empty weight was increased from 3,600 kg to 4,300 kg, and the maximum take off weight was increased to 9,800 kg, also the maximum internal fuel capability of F-5E was increased from 3,790 pounds to 4,536 pounds.&lt;br /&gt;
&lt;br /&gt;
On 10th August 1972, the first F-5E completed its first flight at Edwards AFB. By March 1973, six F-5Es comprised the test force. One interesting fact was that during these flight tests at Edwards AFB, at least one F-5E fighter was painted with Imperial Iranian Air Force (IIAF) desert camouflage because at that time Iranian government was still willing to buy American military equipment. The Saudi Arabian Air Force decided to buy several F-5E and F-5F in 1976, which the program was named Peace Hawk IV, as the Saudi Arabian Air Force wanted to add the AGM-65 Maverick air-to-ground missile firing ability and Radar Warning Receiver equipment on their F-5 fighters, F-5E 71-1418 was chosen to conduct the test flights with AGM-65 Maverick air-to-ground missiles, also F-5E 75-00462 was chosen to test the new Chaff/Flare dispenser and AGM-65 Maverick air-to-ground missiles too. Except for Saudi Arabia and Iran, many other third-world countries such as Brazil, Kenya, and Malaysia became the customer of F-5 fighters, and the total number of countries and regions who received F-5Es was 37. Though the Imperial Iranian Air Force (IIAF) was changed to Islamic Republic of Iran Air Force (IRIAF) as a result of the coup in 1979, but during the Iran-Iraq war in 1980s, many former Imperial Iranian Air Force pilots who were trained by the US decided to join the battle against Iraq with the name of Islamic Republic of Iran Air Force after they were released by the government, even one time a F-5E of IRIAF successfully shot down a MiG-25 Foxbat interceptor of Iraq Air Force, the total air-to-air kills made by F-5 fighters of IRIAF was 23.&lt;br /&gt;
&lt;br /&gt;
By late November 1986, the F-5E/F production line in California was finally shut down after it completed the last seven aircraft on the contract. Northrop built 2,603 F-5 fighters in total including 1,399 E and F models (793 F-5E and 146 F-5F according to some sources). The first unit of USAF equipped with F-5Es was the 425th Tactical Fighter Training Squadron (TFTS) at Williams AFB, which was responsible for the majority of the training of customer nation air and ground crew, they used F-5Es until June 1989, 1,499 students around the world were graduated from the 425th Tactical Fighter Training Squadron (TFTS). Apart from that, Imperial Iranian Air Force started to receive their F-5Es in 1974, but as the war situation of South Vietnam became worse, American decided to divert 18 F-5Es from the later Iranian order to support the Republic of Vietnam Air Force.&lt;br /&gt;
&lt;br /&gt;
As a result, a total of 55 F-5Es were transported by the USA to South Vietnam before they lost the war on 30th April 1975. Except for battle damage and loss, about 27 F-5E fighters and 60-87 F-5A/B fighters that hadn't escaped to Thailand were captured by the North Vietnamese army after the defeat of South Vietnam. Through Vietnamese government decided to retain a small number of F-5 fighters and used them during the invasion of Cambodia, and they also sent some of the F-5 fighters to the Soviet Union. At first, the Soviet aircraft engineers didn't show much interest in the F-5Es because of the low thrust of the J85 engine, and they still believed that their fighters were much better than Western products. According to the estimation report of F-5E written by the Soviet engineers, they even thought that F-5E's level acceleration performance was only as slow as a piston fighter, also the estimated rate of climb at sea level was only 160 m/s. As a comparison, the true rate of climb of F-5A Freedom Fighter was 189 m/s.&lt;br /&gt;
&lt;br /&gt;
Therefore, they thought that using the latest MiG-23 fighters against F-5E fighters was really bullying, so they decided to let the MiG-21bis fighter, which entered into service in 1972, conduct simulated air combat with a captured F-5E. The final result of that simulated air combat was beyond everyone's expectations: no matter what combat manoeuvre the MiG-21bis fighter did during the test, it couldn't avoid the fate of being shot down by the F-5E! The frustrated Soviet aircraft engineers decided to let their most advanced MiG-23M fighter at that time teach the F-5E fighter a lesson, but the result was almost the same: though the MiG-23M fighter could win in Beyond Visual Range engagements because of its R-23R medium-range semi-active radar-guided missile, however, the F-5E fighter could always maintain at the six o'clock position of MiG-23M fighter through various air combat manoeuvres. At last, the Soviet Union officially claimed that their aircraft was fully capable of competing with the most advanced fighter in the West at the time, but only the Soviet pilots knew that their nightmare would continue until today.&lt;br /&gt;
&lt;br /&gt;
[[File:1200px-Three F-5E agressors from Alconbury 1983.jpg|left|thumb|381x381px|Three USAF aggressor unit F-5Es in formation.]]&lt;br /&gt;
Back in 1972, the USAF realised the need for dissimilar aircraft combat training, and they began to use T-38 Talon trainers as an aggressor aircraft at Nellis AFB, Nevada. Although the USAF wanted the more desirable F-5E jets to act as the aggressor's aircraft, the F-5Es produced at the time were prioritized to South Vietnam to save the situation. After the Saigon government finally fell in 1975, many F-5Es including those former Republic of Vietnam Air Force's planes that escaped to Thailand successfully were transported to those aggressor squadrons of the USAF, apart from their homeland, the USAF also established some aggressor squadrons in England and the Philippines to train with other fighter squadrons overseas. As for the US Navy, they also realized the need for dissimilar aircraft combat training, even earlier than the Air Force. The famous Top Gun program was first established in 1969, initially with A-4 Skyhawk, but later it was changed to T-38 Talon and F-5E. In the 1980s, the U.S Navy introduced the F-16N Fighting Falcon and Israel F-21A Kfir as the new aggressor aircraft, therefore, the use of F-5E waned. In 2009, Northrop Grumman delivered the last 44 ex-Swiss Air Force F-5E to the US Navy after modification for use as aggressor aircraft, these 41 single seat fighters and three fighters modified from F-5E and F-5F were renamed F-5N by US Navy (one interesting fact was that in 1965, Northrop also tested a modified F-5A 63-8421 fighter which was equipped with two new J85-GE-15 engine, and this aircraft was initially named F-5N too, the N referred to Northrop), these aircraft were served in VFC-13 and VFC-111 aggressor squadrons in Nevada and Florida.&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-5e Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|Zxuj5qagO0Q|'''F-5E In War Thunder : A Basic Review''' - ''Tim's Variety War Thunder'''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/526079-f-5e/ Official data sheet - more details about the performance]&lt;br /&gt;
* [https://archive.org/details/T.O.1F5E11984OCR/mode/2up/ Technical Order 1F-5E-1 - Flight Manual for F-5E/F-5F Aircraft]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Northrop}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=F8U-2&amp;diff=181000</id>
		<title>F8U-2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=F8U-2&amp;diff=181000"/>
				<updated>2024-01-28T23:39:54Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=f8u-2&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ixwa Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Nicknamed &amp;quot;The Last Gunfighter&amp;quot;, the F8U Crusader is a famous and interesting aircraft with many unique features. The variable-incidence wing can tilt upwards for better low-speed performance during takeoff and landing. It lives up to its nickname with a quartet of nose-mounted 20 mm cannons like the preceding [[F3H-2|F3H-2 Demon]], but it also has access to infrared missiles like the AIM-9D Sidewinder that are mounted on Y-shaped cheek pylons. There is also a belly-mounted tray that can carry 32 FFAR Mighty Mouse rockets internally. Countermeasures are available for better defense against missiles, which are common at its battle rating. As the first supersonic US naval jet available in the tech tree (the [[F11F-1|F11F-1 Tiger]] is an event vehicle), the F8U-2 offers good all-round flight performance and capable armament in a versatile package. Some care should be taken in dogfights due to its fragile wings.&lt;br /&gt;
&lt;br /&gt;
The succeeding [[F-8E]] has access to radar-guided AIM-9C missiles and a much larger array of ground attack options, whereas this model of the aircraft contains an Radar Warning Receiver, and the [[F-8E]] does not&lt;br /&gt;
&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;
[[File:F8U-2 Wiki Image 1.jpg|thumb|F8U-2 after downing a enemy fighter.]]&lt;br /&gt;
The F8U-2 is a single engine supersonic carrier-based jet fighter, its powerplant is the Pratt &amp;amp; Whitney J57-P-16 engine that can produce 8,000 kgf of thrust. The Crusader is able to reach 1 Mach in level flight at sea level and 1.95 Mach at 10,600 m, that puts it on par with many jet fighters like the MiG-19 or the Su-7B, but it is also slower than any F-104 and MiG-21 at low altitude.&lt;br /&gt;
The structural speed limit is very high: 1,555 km/h IAS, reaching that speed even when the plane is diving is not that easy, so the player does not have to worry about overspeeding. Its thrust to weight ratio while not being close to 1.0 still is good enough to make the plane very good in any longer fight and makes the level acceleration very good.&lt;br /&gt;
The F8U-2 is also decent at climbing, at sea level with full fuel tanks it can reach up to 130 m/s, however other jets like the MiG-19, MiG-21, or Su-7 are better at climbing. With the afterburner on and full fuel tanks it can fly for about 12 minutes at low altitude, flying at higher altitude (5,000 m) increases it to about 16 minutes.&lt;br /&gt;
&lt;br /&gt;
Compared to many other supersonic jet fighters, the Crusader is very good at dogfighting. Although it has quite low G limits (+10G with full fuel tanks) it is capable in both shorter and longer fights because of instantaneous turn rate which can be improved by using slats with the speed limit that is 1,070 km/h IAS (slats which are not automatic are being extended by switching flaps to the combat position, also the flaps itself are being extended after switching them to the landing position) and sustained turn rate, the plane is capable of performing a full horizontal circle at sea level in 22 seconds with 30 minutes of fuel.&lt;br /&gt;
The best sustained turn rate can be achieved by flying at ~650 km/h IAS where it reaches 16.2 deg/s, that makes it better at longer turning than many jet fighters, for example any MiG-21, Mirage, F-4 Phantom or F3H, however it will struggle below 300 km/h against anything because of high wing loading. Due to low G limits the plane is very easy to break in RB with the Mouse Aim controls, in SB it also the case, especially after switching to the damping stability augmentation system (SAS) mode, which overrides high speed locking of the elevator.&lt;br /&gt;
The roll rate performance is above the average compared to other jet fighters, it is ~135 deg/s at 600 km/h IAS and increases further to ~210 deg/s at 1,000 km/h IAS. The airbrake in this plane is located under the fuselage, that means it is not possible to extend it and the landing gear at the same time.&lt;br /&gt;
The most interesting feature about this plane is its variable-incidence wing design which can be pivoted by 7° out of the fuselage during the take-off or landing to make them easier, this functionality can be enabled by lowering flaps to the landing position and the minimum speed is 580 km/h IAS.&lt;br /&gt;
&lt;br /&gt;
With full-real controls the F8U-2 has access to two SAS modes, manual and damping. With the manual mode it is quite challenging to fly, it is very easy to pull too much G or stall it out at lower speed. After switching to the damping mode it gets much more stable, but gets less responsive in roll axis, also makes the plane not lock up at any speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,668 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,025 || 2,017 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 28.4 || 29.4 || 113.8 || 104.6 || rowspan=&amp;quot;2&amp;quot; | 1,828&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,054 || 2,038 || 27.6 || 28.0 ||162.5 || 137.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || X || ✓ || ✓ || ✓ || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Max Static G|Full fuel tanks without any additional weapons}}&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; 1,555 || {{Specs|destruction|gear}} || 1,070 || N/A || 583 || ~10 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 1,000 || &amp;lt; 590 || &amp;lt; 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{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 J57-P-16 || 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 8,339 kg || colspan=&amp;quot;3&amp;quot; | 341 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 14m fuel || 20m fuel || 30m fuel || 45m fuel || 48m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,592 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 9,531 kg || 9,916 kg || 10,708 kg || 11,925 kg || 12,279 kg || 12,760 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 14m fuel || 20m fuel || 30m fuel || 45m fuel || 49m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,562 kgf || 8,003 kgf&lt;br /&gt;
| 0.84 || 0.81 || 0.75 || 0.67 || 0.65 || 0.63&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,804 kgf&amp;lt;br /&amp;gt;(1,000 km/h) || 8,921 kgf&amp;lt;br /&amp;gt;(1,200 km/h)&lt;br /&gt;
| 0.94 || 0.90 || 0.83 || 0.75 || 0.73 || 0.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:F8U-2 Wiki Image 3.jpg|thumb|F8U-2 on the USS Forrestal.]]&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only protection that this plane offers is a 25 mm bulletproof glass in front of the cockpit.&lt;br /&gt;
Fuel tanks are located in the center part of the plane: in the fuselage and wings, getting hit there will most likely set the plane on fire.&lt;br /&gt;
Flaps in this plane work also as ailerons, so losing them by overspeeding or being hit will make the plane unable to roll effectively.&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|Browning-Colt Mk12 Mod 3 (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;
** 4 x 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (144 rpg = 576 total)&lt;br /&gt;
** 4 x 20 mm Browning-Colt Mk12 Mod 3 cannons + 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
The F8U-2's quartet of 20 mm autocannons are shared with the preceding [[F3H-2|F3H-2 Demon]]. Their muzzle velocity and rate of fire are good but damage per round can be inconsistent. Having four of them tightly clustered in the forward fuselage makes them accurate and quite effective overall. Mind the ammunition capacity, as 144 rounds per gun is less than the Demon's 190.&lt;br /&gt;
&lt;br /&gt;
The F8U-2 also is the first US naval fighter with access to countermeasures, which are welcome for spoofing dangerous missiles like the [[R-60]].&lt;br /&gt;
&lt;br /&gt;
[[File:F8U-2 Wiki Image 4.jpg|thumb|F8U-2 firing its 20 mm cannons.]]&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|AIM-9B Sidewinder|AIM-9D Sidewinder|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance presets:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 8 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 4 x Zuni Mk32 Mod 0 ATAP rockets + 32 x FFAR Mighty Mouse rockets + 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 32 x FFAR Mighty Mouse rockets&lt;br /&gt;
&lt;br /&gt;
Although the Crusaders have a reputation as gunfighters, it is very important to bring suspended armaments as well. For air-to-air combat, two variants of the AIM-9 Sidewinder IR missile are available. The AIM-9B is a primitive weapon that will have a hard time hitting maneuvering targets and should only be used during the stock grind. The improved AIM-9D is much better, with an 18G overload and a stronger rocket motor that can hit enemies at longer distances. Up to four Sidewinders can be carried on the cheek pylons.&lt;br /&gt;
&lt;br /&gt;
Unlike the preceding Demon, which was a respectable ground attack platform with a large rocket and bomb capacity, the F8U-2 has no wing pylons and in fact cannot carry bombs at all. It still has several curious options for ground attack. Uniquely for a fighter jet, it has an internal rocket tray mounted in the belly that can carry 32 FFAR Mighty Mouse rockets. They have minimal impact on flight performance and a swarm of FFARs can do considerable damage to lightly armored ground vehicles with their HEAT warheads. Zuni rockets can also be mounted on the cheek pylons: the Zunis are relatively heavy rockets with the same diameter as the Sidewinder missiles and are among the most powerful HEAT rockets in War Thunder with 457 mm of penetration. More importantly, they have 8.91 kg of TNT equivalent, which allows them to destroy targets through overpressure, even on near misses. Unfortunately, the Zunis compete with the Sidewinders for space on the cheek pylons and only 8 can be carried in total. The F8U-2 lacks a ballistic computer, so aiming the limited supply of Zunis and FFARs is a challenge.&lt;br /&gt;
&lt;br /&gt;
==== Custom loadout options ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;15%&amp;quot; | 1 !! width=&amp;quot;15%&amp;quot; | 2 !! width=&amp;quot;15%&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; width=&amp;quot;25%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! FFAR Mighty Mouse rockets&lt;br /&gt;
| || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
! Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
| 2*, 4 || || 2*, 4&lt;br /&gt;
|-&lt;br /&gt;
! AIM-9B Sidewinder missiles&lt;br /&gt;
| 1*, 2 || || 1*, 2&lt;br /&gt;
|-&lt;br /&gt;
! AIM-9D Sidewinder missiles&lt;br /&gt;
| 1*, 2 || || 1*, 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | * Single missiles can be carried concurrently with dual Zuni rockets on the same hardpoint&lt;br /&gt;
|}&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;
It is recommended to first climb to above 4,000 m in a battle, especially when the enemies do not have any radar-guided missiles. This way, the fragile flight characteristics of the Crusader can be compensated since it is impossible to pull more than 8Gs at such altitude.&lt;br /&gt;
&lt;br /&gt;
When at high altitude, use Boom-and-Zoom tactics and fire your AIM-9Ds at enemies. As it has a maximum overload of 18G , AIM-9Ds should be sufficient for defeating at least two enemy planes in a run. Ideally, the best distance for using these missiles is about 3 km, as it has the longest power stage of all IR missiles in game, and your enemy is less likely to notice the missile at longer ranges. Additionally, if you launch at enemies below you, they will have less chance of noticing the missile.&lt;br /&gt;
&lt;br /&gt;
As the F8U-2 has a great energy retention and good manoeuvring characteristics, it is viable to engage enemies in a dogfight. Just pay attention to the speed, as the F8U-2's wing can be easily ripped when pulling high Gs. When dogfighting, you can avoid extreme overload by either lowering your speed to below 900 km/h or by climb to a higher altitude.&lt;br /&gt;
&lt;br /&gt;
In a dogfight, the F8U-2's instantaneous turn isn't the best, but it has great energy retention and sustained turn rate. This means that the F8U-2 should avoid scissors or any turn radius fight. Its great energy retention in this case will put you at a disadvantage because in a scissors, you will bleed less speed than the enemy and will end up in front of their guns. Air braking to bleed speed also isn't beneficial as your low-speed manoeuvrability isn't a strong point. Therefore, in the F8U-2, the best way to dogfight is in a rate fight. In these extended, longer-lasting dogfights, the F8U-2's superior energy retention will see that the F8U-2 has kept more speed than an enemy aircraft. In this case, even if the enemy has a better initial turn rate, they will lose significantly more speed as the dogfight goes on and therefore won't be able to keep up in a sustained turn. You will start gaining on them, and they will either be forced to pitch down to gain speed and try to gain on you, or they will run away. In these cases, you can simply pitch down too and stay on their tail. Eventually, the dogfight will move to a very low altitude, where there is no longer anywhere for the enemy to pitch down, and you will out-rate them and get guns on them. If you haven't noticed yet, a rate dogfight like this will last a while depending on your position, so it is recommended not to engage in one when there are other enemies in the area.&lt;br /&gt;
&lt;br /&gt;
A major downside to the F8U-2 is its elevator compression at low altitude. After Mach 0.95, the F8U-2's turn capability is diminished due to significant elevator compression. The major problem is that the faster you get after Mach 0.95, the worse this compression gets. This is especially apparent in dives; with your speed constantly increasing, the compression only gets worse, especially after Mach 1, where you will find the aircraft's elevator just barely working (or simply not working at all). Due to this, you must be careful and watch your speed during even very minor dives at low altitude, or else you will find yourself nearing Mach 1, your plane only slowly approaching the ground but with little options to pull out as your elevator is compressing to oblivion. At this point, your best option is to cut the engine, deploy the airbrake, and hope it's enough to stop compressing so you can pull up to safety. Fortunately, this compression only happens at low altitudes, so this isn't a problem above 1,500 meters.&lt;br /&gt;
&lt;br /&gt;
The enemies worth noting are:&lt;br /&gt;
&lt;br /&gt;
* A-5Cs, Jaguar As, French F8Es and Mirages, since R.550 Magic 1s are formidable missiles with good range and manoeuvrability. Most of these aircraft can be beaten in a rate dogfight, while the French F-8E has no flares and will therefore have trouble dodging your AIM-9Ds.&lt;br /&gt;
* MiG-21s, since they are significantly faster than you and can keep up with you in a dogfight if you aren't careful. Forcing them into a rate fight will allow you to eventually out turn them using your superior turn rate and energy retention.&lt;br /&gt;
* J35 Drakens, since they have great manoeuvrability and instantaneous turn rate. It dumps speed in turns, which makes them an ideal victim for a rate right.&lt;br /&gt;
* MiG-19s, as they rate fight even better than you do. Therefore, dogfighting them may not be the best option. Ideally, they can be taken out at range with AIM-9Ds as they lack flares.&lt;br /&gt;
&lt;br /&gt;
'''SB EC'''&lt;br /&gt;
&lt;br /&gt;
The F8U-2 is a great dogfighter, it can deal with almost any fighter in EC7 bracket, its main strengths are very good sustained turn rate, radar with an identification friend or foe feature and quite good missiles: the AIM-9D.&lt;br /&gt;
Before spawning in it is the best to select 30 or 45 minutes of fuel, its consumption is very high in combat and it is very easy to run out of it after fighting multiple enemies.&lt;br /&gt;
Due to the presence of radar guided missiles and the lack of any countermeasures or systems like the RWR it is recommended to not fly too high, flying even at very lot altitude will work because of the excellent turning capabilities of the Crusader.&lt;br /&gt;
&lt;br /&gt;
Compared to the other jet fighters at a similar battle rating, the F8U-2 has similar low-altitude level speed, and planes like the MiG-21, Mirage III, J35, Lightning F.6 or F-104 will easily be able to outclimb or outrun it. However all of them can easily be outturned, any delta wing jet will struggle in sustained turning, even the MiG-21bis with a very high thrust to weight ratio. Since the F8U-2 has quite high wing loading and the fact it is very easy to break wings, going for scissors should be avoided. Flying at low speed (below 400 km/h) also will end up badly.&lt;br /&gt;
&lt;br /&gt;
The best sustained turn rate can be achieved by flying with the speed range: 550 to 740 km/h, its turn rate will be ~16°/s without missiles and 30 min of fuel and 15 deg/s with missiles and the same fuel amount. The most dangerous delta wing plane, the MiG-21bis is worse by 1-2°/s and the other MiGs like the MF and earlier by 3-4°/s. Other planes like the Mirage or J35 are similar to the MiG-21MF, so outturning them should not be a problem, however the Mirage is equipped with the R.550 missile which can be launched from quite high angles and can pull up to 30G, so it is the best to not allow it to get anywhere near the rear of the F8U, the later MiG-21 versions can also carry a similar missile, the R-60M, which is very dangerous at close range within 2,000 m.&lt;br /&gt;
[[File:F8U-2 Wiki Image 2.jpg|thumb|F8U-2 Landing on USS Forrestal.]]&lt;br /&gt;
&lt;br /&gt;
The most dangerous foes that this plane can meet are the MiG-19 and J32B, both are better at dogfighting and as fast as the Crusader at low altitude, engaging them without the speed and altitude advantage is not recommended, although since they carry very early missiles, the R-3S and AIM-9B, it is possible to just run away from them and easily dodge their missiles, but that will work only above 2,000 m. Both these fighters are better at sustained turning by at least 20%, their wing loading is also lower, so forcing them to one circle fight/scissors might be risky.&lt;br /&gt;
&lt;br /&gt;
The last plane worth mentioning is the Su-17M2, its sustained turn rate is also superior to the F8U, but since its wing loading and stall speed are so much higher it can be forced to low speed or one circle fight, it also does not have any radar except for the rangefinding one for its gun. All weapons used by that plane are very similar to the MiG-21Bis, so running away will not end well, it is also one of the fastest planes.&lt;br /&gt;
&lt;br /&gt;
===Radars===&lt;br /&gt;
&amp;lt;!--{{main|AN/APS-19}}--&amp;gt;&lt;br /&gt;
The F8U-2 is equipped with an AN/APS-67 search radar. The radar is mounted in the nose of the aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Cannons can fire separately to save ammo&lt;br /&gt;
* Good cannons with high velocity and decent fire rate and damage&lt;br /&gt;
* Four AIM-9Ds have long range and good turning capability&lt;br /&gt;
* Superb acceleration&lt;br /&gt;
* Very stable, even at high speed&lt;br /&gt;
* Very good sustained turn rate&lt;br /&gt;
* Great climb rate&lt;br /&gt;
* Landing flaps provide a lot of lift thanks to the variable-incidence wing design&lt;br /&gt;
* Radar comes with identification friend or foe&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* At low altitudes, experiences significant elevator compression after Mach 0.95 (and gets progressively worse at speeds faster than that; after Mach 1, experiences extreme elevator compression that may be fatal in even minor dives).&lt;br /&gt;
* Slower sea level top speed compared to other supersonics; can barely break Mach 1 at sea level&lt;br /&gt;
* Fragile wings, can easily rip at high speeds and hard turns.&lt;br /&gt;
* Very likely to set on fire because of the fuel tank placement&lt;br /&gt;
* Very limited air-to-ground payload options, no ballistic computer either&lt;br /&gt;
* Has a rather limited radar capabilities: No lock or elevation control&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In the early 1950s, the US Air Force and US Navy both realized that with the arrival of the supersonic age, they both needed to develop new fighters to meet the new challenges in the mid and late 1950s. The US Air Force's answer was the North American Aviation Sabre-45 program, this program would be later developed into the famous F-100 Super Sabre that entered service in 1954. But by contrast with the US Air Force, the birth of the first supersonic fighter of the US Navy was much more complicated.&lt;br /&gt;
&lt;br /&gt;
In July 1952, Chance Vought leadership learned that there would be a competition for a simple, lightweight, low-cost day fighter with a maximum speed of Mach 1.0 (670 mph). During the first week of September 1952, Chance Vought's general manager Detweiler met Captain Russel in the chief of naval operations section and discussed the day fighter specifications. As for the result, Detweiler said that he preferred the twin-engine design and the Bureau of Aeronautics (BuAer) was prepared to go ahead with a lightweight refinement of the Westinghouse J46 engine.&lt;br /&gt;
&lt;br /&gt;
On 16th September 1952, the BuAer invited Chance Vought to submit proposals for a new Navy day fighter with special emphasis placed on simplicity, small size, low cost, and a maximum speed of Mach 1. This request for proposals was based on Outline Specification 130 (OS-130) which has often been regarded as the true beginning of the Chance Vought F8U. In general, the Navy wanted a fighter that could maintain air superiority in daylight and fair weather, both over friendly task forces and hostile areas. OS-130 specified a maximum speed of at least Mach 1 at 35,000 feet in level flight at combat weight, the combat radius was to be not less than 300 nautical miles, an altitude of 52,000 feet was the specified combat ceiling at maximum power with a combat load (fuel and weapons).&lt;br /&gt;
[[File:F8U-1 of VM-235 &amp;quot;Death Angels&amp;quot; squadron.jpg|left|thumb|353x353px|Vought F8U-1 &amp;quot;Crusader&amp;quot; of VMFA-235 Squadron 'Death Angels', MCAS Beaufort, S.C.]]&lt;br /&gt;
At the initial stages, Chance Vought's engineers preferred the twin-engine design, but a single-engine proposal was also put forward as a backup choice, and the powerplant that was chosen was the Wright J65 engine, a license-produced version of the British Armstrong Siddeley Sapphire engine. However, on 31st October 1952, a letter written by Paul Baker to Detweiler suggested that the single J65 engine design couldn't meet the required specification of the OS-130 program, and he recommended the newly developing Pratt Whitney J57 engine for replacement, as well as suggesting a variable-incidence swept wing with a tail configuration. In December 1952, twelve basic configurations was studied by Chance Vought's engineers including six configurations with a variable incidence feature on the wings and six configurations without.&lt;br /&gt;
&lt;br /&gt;
But on 18th November 1952, the BuAer changed some required specifications of the OS-130 day fighter program including the maximum speed, which was increased from Mach 1 to Mach 1.2 at an altitude of 35,000 feet with thrust augmentation, and the Pratt Whitney J57-P-7 engine was chosen to be the only engine that could deliver an airplane to meet or exceed all requirements, the estimated landing speed was 145 to 160 knots depending on the wing area of the design. Also on 29th December 1952, amendment 3 released by the BuAer to the OS-130 program restricted catapulting and arresting accelerations to 5.5G. With the incorporation of these changes and wind tunnel test results, Chance Vought finally had a configuration for their day fighter proposal, the V-380, and the first engineering report of V-380 Navy day fighter was published to the BuAer on 5th September 1953.&lt;br /&gt;
&lt;br /&gt;
To meet the new specification, Chance Vought proposed two aircraft: one maximum performance with the J57 engine and one minimum performance with the J65 engine, both with afterburners, these two proposals were divided from the original V-380 program and were called V-383 and V-384 program. At this stage, the basic weapon configuration for these two programs were sixty 2-inch rockets and three T-160 20 mm cannons, they both had the same variable-incidence wing design. On 19th May 1953, the V-383 proposal was selected by BuAer and a contract was rewarded by Chance Vought for the test of the V-383 proposal, now officially designated XF8U-1.&lt;br /&gt;
&lt;br /&gt;
The first XF8U-1 prototype was delivered to the structures test lab at 7:42 am on 19th February 1955, and during the first flight mission on 25th March 1955, the XF8U-1 prototype with J57-P-11 engine successfully achieved the object of flight speed of Mach 1.1, which was six days ahead of contract schedule and only 22 months from the contract between the US Navy and Chance Vought. After some technical changes of the XF8U-1 prototype, the first production model of F8U-1 began to roll off the Dallas assembly line and successfully completed its first flight mission on 30th September 1955 which was only six months after the first flight of the XF8U-1 prototype.&lt;br /&gt;
&lt;br /&gt;
The first 30 F8U-1s were equipped with a J57-P-12 engine while the later version was equipped with a new J57-P-4 engine which could produce 16,000 lbs of thrust in afterburner mode; the first 30 F8U-1s were retrofitted with new J57-P-4 engines later. The maximum level flight speed of the F8U-1 was nearly Mach 1.5, the basic weapon configuration of F8U-1 was four Colt Mk.12 20 mm cannons with 576 rounds in total and a retractable rocket launcher under the fuselage with twenty-four 2.75 inch Mighty Mouse rockets in total. Apart from that, since the new AIM-9B Sidewinder infrared-guided short-range air-to-air missile was entered into service in 1956, Chance Vought also introduced this new-generation weapon onto F8U-1 which later could carry two Sidewinder missiles in total.&lt;br /&gt;
&lt;br /&gt;
The F8U-1 was equipped with Mk 16 Mod 12 Aircraft Fire Control System including an AN/APG-56 ranging radar (a modified AN/APG-30A ranging radar), this was inferior to the F-100 Super Sabre of USAF in the same period because the US Navy didn't purchase the A-1 or A-4 gun/rocket/bomb calculating gunsight like the USAF, also the only role for the F8U-1 was air superiority missions. The ranging radar system could lock onto any target within range and furnish target information to the fire-control system for gun firing, also the fire control system may be used in conjunction with Sidewinder missile launching. In this case, the missile release indicator displayed optimum missile launching point.&lt;br /&gt;
&lt;br /&gt;
In September 1955, the US Navy decided that all its carrier aircraft needed to be equipped for aerial refuelling. Since the internal space of F8U-1 was already tight with the incorporation of all necessary equipment into the smallest airframe possible for the day competition, Chance Vought decided to install a retractable air-refuelling probe, and the 16th F8U-1 was modified and took place in test program from December 1956 to the end of March 1957. After the test program was finished, since the 50th (another source claim the 66th) production aircraft the In-flight refuel (IFR) ability was added into F8U-1, and the earlier F8U-1s were retrofitted with refuelling probes too. Apart from that, Chance Vought also tested the Boundary Layer Control System (BLC, the first test of BLC system was conducted in the 100th production F9F-4 and was first introduced in F-104A Starfighter) in the sixth F8U-1, and the Boundary Layer Control System was finally introduced into the French Navy F-8E(FN) and American F-8J Crusader (a modernization version of F-8E) in the 1960s.&lt;br /&gt;
&lt;br /&gt;
After the carrier qualifications aboard USS Forrestal in April 1956, the F8U-1s began to come off the assembly line at a rate of eight per month, and VF-32 squadron at NAS Cecil Field became the first combat unit to receive the new F8U-1 in March 1957. It was named Crusader in August 1955 by Detweiler, which was a name that would became a truly nightmare for all MiG pilots. On 21st August 1956, Windsor successfully flew the 15th production F8U-1 Crusader to set a new speed record of 1,015 mph, breaking the previous record of 822 mph held by USAF's F-100C Super Sabre under the name of Project One Grand. This achievement helped him and the Crusader earned the highly prized Thompson trophy. The final F8U-1 came off the production line in 1961 and its name was changed to F-8A in 1962. The total amount of F8U-1 Crusaders to come off the production line was 317.&lt;br /&gt;
&lt;br /&gt;
The second production version of the Crusader which entered into US Navy service was the F8U-1E. The most important change for the F8U-1E compared to the original F8U-1 was the new AN/AWG-3 Fire Control system including AN/APS-67 Search and Range-tracking Radar and a computer group to provide a limited all-weather capability for the Crusader, the computer group used the target range and range rate information from the AN/APS-67 radar to generate a lead angle which was presented to the pilot as gunsight pipper displacement. The prototype of the F8U-1E first flew in 3rd September 1958 and 130 F8U-1Es were produced in total. It was renamed F-8B in 1962.&lt;br /&gt;
&lt;br /&gt;
In the 1960s, the F-8B became the first version of the Crusader family to integrate the new AIM-9D Sidewinder missile which was introduced into service in 1966 (F-8A didn't have provision for the AIM-9D Sidewinder missile). Cooling nitrogen was added to the launcher to permit the use of AIM-9D Sidewinder missile on F-8B Crusader.&lt;br /&gt;
&lt;br /&gt;
On 29th April 1954, a recommendation of BuAer extended the current 5 basic configuration F8U-1 to 75 with an additional 34 being produced out of FY 1956, and an F8U-2 designation would be given to the new version with several new equipment such as Sidewinder missile and in-flight refuel probe etc. Though it was scheduled that 59 F8U-2 would be built from the remaining FY 1956 budget, this decision was be abandoned by BuAer in October 1955.&lt;br /&gt;
[[File:F-8C Crusader of VF-111 at NAS North Island 1968.jpg|thumb|331x331px|A US Navy Vought F-8C ''Crusader'' (BuNo 146991) of Fighter Squadron VF-111 &amp;quot;Sundowners&amp;quot; at Naval Air Station North Island, California, USA.]]&lt;br /&gt;
In the summer of 1957, the new F8U-2 project was born. The most important change for the new F8U-2 was the Pratt Whitney J57-P-16 engine which replaced the J57-P-4 engine used by F8U-1 and F8U-1E, the new engine could produce 16,900 pound thrust in afterburner mode compared to the former's 16,000 pound maximum thrust in afterburner mode, this improvement increased the maximum level flight speed of F8U-2 to Mach 1.95 and the maximum climb rate at sea level to 200 m/s. Other improvements including low aspect ratio ventral stabilizing fins installed on the lower rear fuselage for additional stability in the extended flight boundary region, external cooling air scoops for added cooling for the afterburner section as well as for increase afterburner thrust due to better air flow characteristics were also introduced into F8U-2, also the AN/AWG-3 fire control system was remained in F8U-2 too.&lt;br /&gt;
&lt;br /&gt;
Apart from that, Chance Vought also introduced the new &amp;quot;Y&amp;quot; type missile racks that permitted the installation of four AIM-9 Sidewinder missiles (two on each rack) on F8U-2 Crusader which doubled the firepower. Also in the 1950s, the Swiss Air Force once showed interest on F8U-2 and sent pilots to flew the F8U-2 at the Naval Air Test Center, Patuxent River and the delivery was scheduled in February 1959, but the Swiss changed their mind to purchase French Mirage IIIs in the end. JASDF once reviewed the F8U-2 but they chose the Lockheed F-104 Starfighter in the end too. The Swordsman Squadron (VF-32) become the first navy unit to receive the new Crusader on March 25th, 1957 and they soon joined the USS Saratoga's first Mediterranean cruise. During the carrier's duties in the 1958 Lebanon crisis, the Swordsman's Crusaders provided air cover for the Marine Corps' landing in Beirut. In 1962, the designation of F8U-2 was changed to F-8C Crusader, and during the Vietnam War, F-8C Crusader flew combat missions by both the US Navy and US Marine Corps, where the Navy's F-8C Crusader scored six air-to-air kills including five MiG-17 and one MiG-21. (Another source claimed five air-to-air kills in total including four MiG-17 and one MiG-21).&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7078-development-f8u-2-crusader-the-last-of-the-gunfighters-en|Devblog]] ===&lt;br /&gt;
In 1952, the American Naval command announced requirements for a new supersonic jet carrier-based fighter to protect carrier groups from enemy aircraft and achieve air superiority. Chance Vought Aircraft Inc., which already had considerable experience working with carrier-based aircraft, became one of the participants in the competition. Their candidate differed from the competition by a variable-incidence wing. The wing tilted upward by 5 degrees, which noticeably improved taking off and landings on short decks of aircraft carriers.&lt;br /&gt;
&lt;br /&gt;
Just 20 months after receiving the contract, the first prototype was built for tests. The fighter successfully passed the initial tests, in the very first flight it easily broke the sound barrier, and in a modified form went to the navy for deck tests. The first prototype series was successfully tested on aircraft carriers in the spring of 1956, after which the F8U-1 Crusader entered service with the US Navy. Work on a promising jet fighter did not stop after the start of mass production. The modified aircraft with a new power plant, advanced navigation system, radar, FCS and improved armament received the designation F8U-2.&lt;br /&gt;
&lt;br /&gt;
The Crusader has become a real legend and a symbol of US carrier-based aviation for its excellent flight characteristics, ease of operation, reliability and significant firepower. The fighter received the baptism of fire almost immediately after entering the service, and since then has been actively used in combat and training missions in many parts of the world, including intensive combat service in Vietnam. Even when more advanced aircraft entered service, the naval pilots were reluctant to say goodbye to the Crusaders. &amp;quot;When you're out of F-8's, you're out of fighters&amp;quot; they said.&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=f8u-2 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:F8U-2 WTWallpaper 01.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 02.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 03.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 04.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 05.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 06.jpg|&lt;br /&gt;
File:F8U-2 WTWallpaper 07.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Mitsubishi [[T-2]]&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-19 (Family)|MiG-19]]&lt;br /&gt;
* Mikoyan-Gurevich [[MiG-21 (Family)|MiG-21]]&lt;br /&gt;
* Hawker [[Hunter F.6|Hunter F.6]]&lt;br /&gt;
* Fiat [[G.91 YS|G.91 YS]]&lt;br /&gt;
* Saab [[J32B|J32B]]&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/7078-development-f8u-2-crusader-the-last-of-the-gunfighters-en|[Devblog] F8U-2 Crusader: The Last of the Gunfighters]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/521052-f8u-2-crusader/ Official data sheet - more details about the performance]&lt;br /&gt;
* [https://www.aerosociety.com/publications/jah-an-examination-of-the-f-8-crusader-through-archival-sources/ &amp;lt;nowiki&amp;gt;[Royal Aeronautical Society]&amp;lt;/nowiki&amp;gt; An Examination of the F-8 Crusader through Archival Sources]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Vought}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Sea_Harrier_FRS.1_(e)&amp;diff=180977</id>
		<title>Sea Harrier FRS.1 (e)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Sea_Harrier_FRS.1_(e)&amp;diff=180977"/>
				<updated>2024-01-28T14:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| other&lt;br /&gt;
| usage-1 = the squadron version&lt;br /&gt;
| link-1 = Sea Harrier FRS.1&lt;br /&gt;
| usage-2 = other versions&lt;br /&gt;
| link-2 = Harrier (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=harrier_frs1_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 '''British Aerospace Sea Harrier''' was a VTOL fighter-bomber based on the successful [[Harrier GR.3]]. It entered service with the Royal Navy in April 1980 as the Sea Harrier FRS.1. This aircraft was equipped with a single Rolls-Royce Pegasus turbofan engine, as well as a Ferranti Blue Fox radar. The early service variant of the FRS.1 included a bubble canopy that would characterize later variants of the Sea Harrier, it also featured AIM-9L AAMs for self defence, later variants of the Sea Harrier introduced modifications to the pylons, to be able to carry more AIM-9L sidewinders, as well as Sea Eagle anti-ship missiles after the Falklands War.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]]. The '''{{Specs|name}}''' is not very different from many other Harriers in-game in terms of gameplay. It has very good acceleration, meaning that it is one of the first to take off from the runway, while also having access to a decent radar and 2 x AIM-9L Sidewinders. Like all Harriers, it features VTOL. It lacks any sort of guided ordnance for ground battles, but its 5 x 1,000 lb bombs are enough to destroy a base in air battles, or a couple of ground targets if used properly, though for this task more specialized attackers like the [[Jaguar GR.1A|Jaguar]] are more recommended.&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 Sea Harrier has a very similar performance to other Harriers in-game. It has an excellent low speed acceleration, and good agility at high speeds, at the cost of energy retention, which is very poor. This aircraft is also capable of vertical landings and take-off without heavy payloads.&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)&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;
| 1,150 || 1,144 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.5 || 34.0 || 70.2 || 68.5 || rowspan=&amp;quot;2&amp;quot; | 550&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,168 || 1,159 || 31.5 || 32.0 || 105.2 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || 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}} || - || 829 || 556 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 950 || &amp;lt; 790 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Pegasus Mk.104 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,258 kg || colspan=&amp;quot;2&amp;quot; | 462 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 9 m fuel || 20 m fuel || 30 m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1650 kg || colspan=&amp;quot;2&amp;quot; | Vectored-thrust low-bypass turbofan&lt;br /&gt;
| 6,959 kg || 7,661 kg || 8,363 kg || 11,409 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (___%/WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! _m fuel || __m fuel || __m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 9,150 kgf || 9,709 kgf&lt;br /&gt;
| 1.40 || 1.27 || 1.16 || 0.85&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 9,150 kgf&amp;lt;br&amp;gt;(0 km/h) || 9,709 kgf&amp;lt;br&amp;gt;(0 km/h)&lt;br /&gt;
| 1.40 || 1.27 || 1.16 || 0.85&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Sea Harrier lacks any sort of armour, and it has a mediocre survivability, since the engine is pretty large and vulnerable because it is located at the centre of the aircraft. However it does feature 60 x countermeasures for defence against radar and IR guided missiles.&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;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN Mk.4 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm ADEN Mk.4 cannons, belly-mounted (130 rpg = 260 total)&lt;br /&gt;
* 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;9%&amp;quot; | 1 !! width=&amp;quot;9%&amp;quot; | 2 !! width=&amp;quot;9%&amp;quot; | 3 !! width=&amp;quot;9%&amp;quot; | 4 !! width=&amp;quot;9%&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Harrier_GR.3.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 (1,000 lb)|1,000 lb H.E. M.C. Mk.13]] bombs&lt;br /&gt;
| || 1, 2 || 1 || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 No.117 (1,000 lb)|1,000 lb H.E. M.C. Mk.13 No.117]] bombs&lt;br /&gt;
| || 1, 2 || 1 || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[RP]] rockets&lt;br /&gt;
| || 36 || || 36 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9G Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 72 x RP rockets&lt;br /&gt;
* 3 x 1,000 lb H.E. M.C. Mk.13 bombs (3,000 lb total)&lt;br /&gt;
* 3 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (3,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (4,000 lb total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Fighter Role:'''&lt;br /&gt;
&lt;br /&gt;
The Sea Harrier sits at a BR where supersonic fighters start to become very common, however the Sea Harrier does have access to a set of powerful missiles. The early AIM-9G Sidewinders are good but they lack all-aspect seekers, the AIM-9L fixes this issue, while also having much better manoeuvrability. When playing as a fighter, it can be a good idea to climb to high altitudes in downtiers, then launch your IR missiles at enemies within range, since both the AIM-9G and AIM-9L have good range for a small IR missile, they can be launched at enemies within 3-4 km, even more if the enemies are at a low energy state. In uptiers, fighting close to the ground is more recommended, since SARH missiles start to become deadlier and more common, however the idea stays the same, launching missiles at enemies without flares or at a low energy state from distance. The Harrier has good performance at high speeds but becomes more sluggish below 800 km/h, so it is highly recommended staying at those speeds.&lt;br /&gt;
&lt;br /&gt;
'''Bomber/Strike Aircraft Role:'''&lt;br /&gt;
&lt;br /&gt;
As a strike aircraft, the Sea Harrier can be used with some success, in downtiers or slight uptiers, it can be used to destroy a single base when carrying a custom loadout of 5 x 1,000 lb bombs, you can also carry 2 x AIM-9Ls alongside your bombs. When doing this, flying close to the team is very recommended, since the Harrier's already lacklustre flight performance is hampered by the addition of heavy payload, the Sea Harrier also loses the ability to take off vertically with a heavy loadout. The good low speed acceleration means that even with the bombs attached, it will be one of the first to take off from the runway, however the rest of the team will quickly catch up. Doing bomb runs in uptiers is not recommended, since much faster strike aircraft will outrun you and destroy most valuable bases and ground targets before you do. For ground battles, the Sea Harrier lacks access to guided ordnance or rockets with a HEAT warhead, the RP rockets use a HE warhead that is extremely underpowered even against lightly armoured targets.&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;
* Very good low speed acceleration&lt;br /&gt;
* Access to vertical landing/take-off&lt;br /&gt;
* Good agility at high speeds&lt;br /&gt;
* Access to 2 x AIM-9L all aspect missiles&lt;br /&gt;
* Access to a radar, unlike most Harriers&lt;br /&gt;
* Modern RWR with ability to detect track, launch and TWS modes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can't use VTOL mode with heavy payload&lt;br /&gt;
* Lacks any sort of guided ordnance against ground targets&lt;br /&gt;
* Poor agility below 800 km/h&lt;br /&gt;
* Limited WEP&lt;br /&gt;
* Relatively underpowered radar when compared to more advanced fighters around its BR&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;
''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).''&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=harrier_frs1_early Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer BAe}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Sea_Harrier_FRS.1&amp;diff=180976</id>
		<title>Sea Harrier FRS.1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Sea_Harrier_FRS.1&amp;diff=180976"/>
				<updated>2024-01-28T14:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = squadron British strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| other&lt;br /&gt;
| usage-1 = the regular version&lt;br /&gt;
| link-1 = Sea Harrier FRS.1 (e)&lt;br /&gt;
| usage-2 = other versions&lt;br /&gt;
| link-2 = Harrier (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=harrier_frs1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' was a specialised version of the Hawker-Siddeley Harrier, designed for naval operations. It joined the Royal Navy of the United Kingdom in 1978 and gained fame for its role in the Falklands War in 1982, where it defended the fleet from enemy aircraft attacks with great success. Despite being vastly outnumbered, the Sea Harriers shot down 21 Argentinean planes without losing any of their own, a remarkable accomplishment that demonstrated the superiority of the aircraft. In a subsequent upgrade, the Sea Harrier FRS.1 was equipped with a 2x2 Aim-9L configuration, further enhancing its air combat capabilities.&lt;br /&gt;
&lt;br /&gt;
The {{Specs|name}} was introduced in [[Update &amp;quot;Apex Predators&amp;quot;]]. The Sea Harrier is available as an option for rank VII through unlock as a squadron vehicle. It can present experienced pilots familiar with the GR.1/3 with a further improvement in the form of deadly AIM-9L Sidewinder missiles and a unique position since it is one of the few Harrier versions in game equipped with a radar. Ultimately, the Sea Harrier builds on the strengths of the Harrier GR.3 with improved air-to-air combat capability. However this comes at a cost of being heavier and slightly more sluggish than its contemporaries. All in all, the Sea Harrier can be a powerful opponent in the hands of a veteran pilot and provides an almost preparatory experience for the [[Harrier GR.7]].&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 Sea Harrier possesses a flight performance very similar to the aircraft it is derived from, the Harrier GR.3, possessing the same Pegasus 103 engine. It is worth noting however that the Sea Harrier carries additional weight in the form of the radar equipment within its nose and an altered aerodynamic profile to accommodate this.&lt;br /&gt;
&lt;br /&gt;
Comparatively, the Sea Harrier turns more sluggishly than contemporary Harriers, but it still maintains the exceptional thrust and climb rate prevalent among its kind, able to climb up to lofty heights where it can maximise the range potential of its all-aspect AIM-9L Sidewinder missiles. It comes with the same thrust vectoring of other Harriers allowing the aircraft to pull tighter turns and make split second adjustments at the cost of speed and energy.&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;
| 1,150 || 1,144 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.5 || 34.0 || 70.2 || 68.5 || rowspan=&amp;quot;2&amp;quot; | 550&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,168 || 1,159 || 31.5 || 32.0 || 105.2 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 829 || 556 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 648 || &amp;lt; 950 || &amp;lt; 790 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Rolls-Royce Pegasus Mk.104 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,258 kg || colspan=&amp;quot;3&amp;quot; | 462 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 9m fuel || 20m fuel || 30m fuel || 33m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,650 kg || colspan=&amp;quot;2&amp;quot; | Vectored-thrust low-bypass turbofan&lt;br /&gt;
| 6,959 kg || 7,661 kg || 8,363 kg || 8,593 kg || 11,409 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;
! 9m fuel || 20m fuel || 30m fuel || 33m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 9,150 kgf || 9,709 kgf&lt;br /&gt;
| 1.40 || 1.27 || 1.16 || 1.13 || 0.85&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 9,150 kgf&amp;lt;br&amp;gt;(0 km/h) || 9,709 kgf&amp;lt;br&amp;gt;(0 km/h)&lt;br /&gt;
| 1.40 || 1.27 || 1.16 || 1.13 || 0.85&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Sea Harrier FRS.1 possesses no armour. All of its internal modules are arrayed in close proximity within the fuselage centred around the engine.&lt;br /&gt;
&lt;br /&gt;
The Sea Harrier is not a sturdy aircraft and can be destroyed fairly easily owing to its compact assembly. However, if the damage taken is not enough to outright down the Harrier such as damage to flaps or wings, the Harrier can in an emergency leverage its thrust vectoring to compensate for lift lost from wing damage and limp back to the airfield for repair at the cost of being exceptionally vulnerable to enemy aircraft on the way.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
As with most aircraft at the tier the Sea Harrier competes at, it is advisable to prioritise unlocking the Flare/Chaff upgrade to greatly increase survivability of the Harrier against very commonly encountered IR missiles. After which, pursuing the unlock of the Sea Harrier's own AIM-9L Sidewinder capability is highly recommended as this will encompass most of the jet's offensive capability when dealing with other aircraft.&lt;br /&gt;
&lt;br /&gt;
A further advantageous unlock would be to acquire the 1,000 lb bombs which can be grabbed while prioritising the unlock of the AIM-9L's: these will allow unlocking further upgrades and RP by bombing bases before turning to engage enemy aircraft. Once sufficient weapons and countermeasures are unlocked then it is recommended to focus entirely on flight performance upgrades to make the most of the superb climbing and thrust of the Pegasus engine.&lt;br /&gt;
&lt;br /&gt;
Recommended path:&lt;br /&gt;
&lt;br /&gt;
Flares/Chaff -&amp;gt; 1000 LB bombs -&amp;gt; New Boosters -&amp;gt; AIM-9L -&amp;gt; Wings Repair -&amp;gt; Engine -&amp;gt; Compressor -&amp;gt; Cover -&amp;gt; Airframe -&amp;gt; Fuselage Repair -&amp;gt; G-suit &amp;gt; EFS -&amp;gt; Offensive 30 mm belts -&amp;gt; New 30 mm cannons -&amp;gt; Matra No7 Mk 1 rockets&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|ADEN Mk.4 (30 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 30 mm ADEN Mk.4 cannons, belly-mounted (130 rpg = 260 total)&lt;br /&gt;
** 2 x 30 mm ADEN Mk.4 cannons + 60 x countermeasures&lt;br /&gt;
&lt;br /&gt;
The 30 mm ADEN cannons are identical to those found on the GR.1/3 and the AV-8A/C found in the USA tech tree. These are very hard-hitting guns that can bring down an enemy aircraft with even glancing blows. However on the Harrier family they are often located low on the belly in an awkward spot, possess low muzzle velocity, and often very limited ammunition. They can however be used to great effect on larger aircraft such as A-10s or Su-25s when a quick and snappy burst needs to do fatal damage.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;9%&amp;quot; | 1 !! width=&amp;quot;9%&amp;quot; | 2 !! width=&amp;quot;9%&amp;quot; | 3 !! width=&amp;quot;9%&amp;quot; | 4 !! width=&amp;quot;9%&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Harrier_GR.3.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 (1,000 lb)|1,000 lb H.E. M.C. Mk.13]] bombs&lt;br /&gt;
| || 1, 2 || 1 || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 No.117 (1,000 lb)|1,000 lb H.E. M.C. Mk.13 No.117]] bombs&lt;br /&gt;
| || 1, 2 || 1 || 1, 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[RP]] rockets&lt;br /&gt;
| || 36 || || 36 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9G Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1, 2 || || || || 1, 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 72 x RP rockets&lt;br /&gt;
* 3 x 1,000 lb H.E. M.C. Mk.13 bombs (3,000 lb total)&lt;br /&gt;
* 3 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (3,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (4,000 lb total)&lt;br /&gt;
* 2 x AIM-9G Sidewinder missiles + 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)&lt;br /&gt;
* 2 x AIM-9G Sidewinder missiles + 72 x RP rockets&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)&lt;br /&gt;
* 4 x AIM-9L Sidewinder missiles + 72 x RP rockets&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
'''AIM-9G Sidewinder missile:'''&lt;br /&gt;
&lt;br /&gt;
The AIM-9G is a potent missile but may begin to feel a little lacklustre at the BR the Sea Harrier operates at. The stock missile option for the Sea Harrier and only able to hold 2 of them on wing-mounted pylons. 9Gs are rear-aspect only but come with a very large seeker cage, 18G of maximum overload and the option for radar-slaving which the Sea Harrier is uniquely able to capitalise on amongst its brethren Harriers. When employing these with the Harrier in particular, it is advisable to deploy them from an altitude advantage on unaware enemies.&lt;br /&gt;
&lt;br /&gt;
'''AIM-9L Sidewinder missile''':&lt;br /&gt;
&lt;br /&gt;
The AIM-9L is a further upgrade of the Sidewinder missile. It retains the radar-slaving capability of the 9G but with a much smaller seeker cage. However instead the 9L now enables the Sidewinder to have all-aspect functionality and up to 30G of maximum overload. This greatly enhances the killing and lock-acquiring capability of the missile with the added benefit of some flare-resistance which will be noticeable especially when firing from a rear-aspect on an aircraft with an afterburner. A potent missile which can be used more widely than the 9G with particular regards to the Sea Harrier, but again is very strong capitalising on the climb rate of the sea Harrier to be deployed almost in a 'sniping' way.&lt;br /&gt;
&lt;br /&gt;
'''1000 LB Mk.13 bomb:'''&lt;br /&gt;
&lt;br /&gt;
A common bomb found on British aircraft, the Mk.13 can be employed with the onboard CCIP to be accurately delivered and the Harrier can carry a maximum of 5 alongside its AAM loadout of choice. A full payload of these bombs can destroy a single base in Air battles and are sufficient to destroy enemy armoured vehicles in ground battles with a TNT explosive equivalent of 296.48 kg per bomb.&lt;br /&gt;
&lt;br /&gt;
'''RP rocket:'''&lt;br /&gt;
&lt;br /&gt;
The Harrier can carry up to 72 RP rockets, these rockets are simple and can be aimed using the onboard CCIP. Each rocket is equivalent to 691.2 g of TNT and will require multiple hits to damage light vehicles to the point of destruction. However with only 10 mm of penetration these rockets will see little to no effect on MBTs or more thoroughly armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the Sea Harrier's quick takeoff and climb to ascend high above the normal altitude for battle, somewhere around 5-8 km depending on the map and approaching enemies. Due to the lacklustre turn capabilities and muzzle velocity of the cannons, it's not recommended to engage in dogfights. Instead, use your AIM-9Ls to your advantage and target enemies already engaged or simply oblivious to your presence above them. When done correctly and carefully, this can quietly get you 2-3 kills in a single flyout.&lt;br /&gt;
&lt;br /&gt;
Your cannons are also effective at destroying ground targets which can provide extra RP and SL once your missiles are expended. The Sea Harrier may also carry unguided rockets or bombs for additional ground pounding at the further expense of performance. However, it's important to note that you are at a disadvantage at lower altitude since you cannot climb as fast as other jets at the BR, and it's hard to shake off and outrun an opponent once they're on your tail. MiG-21s, F-5s, and J35s will easily outmanoeuvre you, and A-10s, Su-25s and Su-22s, while slower, can still outturn you and easily put you in their sights.&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;
* Retains the great climb rate and thrust of earlier Harrier's&lt;br /&gt;
* Addition of a search radar that can be used to slave the AAM's the Harrier can bring for off-angle shots&lt;br /&gt;
* 4 powerful AIM-9L all-aspect missiles&lt;br /&gt;
* Modern RWR with ability to detect track, launch and TWS modes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Subsonic in a bracket mostly populated with supersonic aircraft&lt;br /&gt;
* Sluggish in its turn radius&lt;br /&gt;
* Engines will overheat if run for too long at 100% throttle, management is required&lt;br /&gt;
* Limited WEP&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;
''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).''&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=harrier_frs1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&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;
;[[Harrier (Family)|Other Harriers:]]&lt;br /&gt;
&lt;br /&gt;
* [[Harrier GR.1]]&lt;br /&gt;
* [[Harrier GR.3]]&lt;br /&gt;
* [[Harrier GR.7]]&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/8011-development-squadron-vehicles-sea-harrier-frs-1-en|[Devblog] Squadron vehicles: Sea Harrier FRS.1]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer BAe}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;br /&gt;
{{Squadron aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Etendard_IVM&amp;diff=180817</id>
		<title>Etendard IVM</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Etendard_IVM&amp;diff=180817"/>
				<updated>2024-01-25T23:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = Super Etendard&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=etndard_4m&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of 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}} French strike aircraft {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]]. It was first conceived as a fighter for NATO's NMBR-1 fighter competition, where it lost against the Italian [[G.91 pre-serie]]. The French Navy, requiring a carrier-borne attacker, adopted the design, which was christened as the Etendard IVM. This is reflected in the Etendard's capability to dogfight other jet fighters while designated as a Strike Aircraft.&lt;br /&gt;
&lt;br /&gt;
The many lessons learnt to use the Etendard will be crucial for future French jets, which includes the [[Mirage F1C]].&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 Etendard has good acceleration up to 1050 km/h, after which the aircraft tends to have a very difficult time accelerating. Manoeuvrability is acceptable when above 800 km/h - not great, but not bad. However, dipping below 800 km/h causes the aircraft to lose much of its turning ability, which requires the pilot to pop out flaps to remain manoeuvrable. Energy retention is quite poor at all speeds, but once the aircraft is able to get back into a straight line, said energy will be regained quite quickly. The aircraft has a good rate of climb compared to its counterparts.&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;
| 1,084 || 1,076 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.7 || 33.5 || 79.3 || 73.9 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,115 || 1,100 || 31.5 || 32.0 || 112.5 || 95.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,263 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 1,263 || 389 || 389 || ~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; 920 || &amp;lt; 750 || &amp;lt; 600 || -&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; | Empty mass || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | SNECMA Atar 8C2 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 3,385 kg || colspan=&amp;quot;3&amp;quot; | 320 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;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 950 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 7,228 kg || 7,848 kg || 8,537 kg || 9,088 kg || 10,950 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;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,075 kgf || N/A&lt;br /&gt;
| 0.56 || 0.52 || 0.48 || 0.45 || 0.37&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,688 kgf&amp;lt;br /&amp;gt;(750 - 900 km/h) || N/A&lt;br /&gt;
| 0.79 || 0.72 || 0.67 || 0.63 || 0.52&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;
*Side walls have a 14 mm steel plate&lt;br /&gt;
*Front firewall has a 14 mm steel plate&lt;br /&gt;
*Bulletproof glass is only installed down the centre window of 40 mm&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[DEFA 552 (30 mm)|30 mm DEFA 552]] cannons (120 rpg)&lt;br /&gt;
| || || 1* || 1* || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| 1 || 1 || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 (400 kg)|400 kg SAMP Type 21]] bombs&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AN-M64A1 (500 lb)|500 lb AN-M64A1]] bombs&lt;br /&gt;
| 1 || 1 || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9B Sidewinder]] missiles&lt;br /&gt;
| 1 || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AS-20 Nord]] missiles&lt;br /&gt;
| || 1* || || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AS-30 Nord]] missiles&lt;br /&gt;
| || 1* || || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | Maximum permissible loadout weight: 1,610 kg&amp;lt;br&amp;gt;Maximum permissible weight imbalance: 620 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | * Cannons cannot be equipped in conjunction with air-to-ground missiles&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons (120 rpg = 240 total)&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 2 x AIM-9B Sidewinder missiles&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 72 x SNEB type 23 rockets&lt;br /&gt;
* 2 x AS-20 Nord missiles&lt;br /&gt;
* 2 x AS-30 Nord missiles&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 4 x 500 lb AN-M64A1 bombs (2,000 lb total)&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 2 x 1,000 lb LDGP Mk 83 bombs (2,000 lb total)&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 4 x 250 kg SAMP Type 25 bombs (1,000 kg total)&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons + 2 x 400 kg SAMP Type 21 bombs (800 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although it does not have an afterburner, the Etendard has a very competitive TWR and acceleration, thanks to its light weight and powerful engine. It also has a good climb rate, decent turn rate, and a fairly standard set of armaments. However, like many French jets at its rank, it tends to have poor energy retention, and any manoeuvring tends to drastically reduce acceleration. This means that a turnfighting playstyle is often difficult, and defensive flying is hard to do successfully- the player should avoid gaining a tail if at all possible.&lt;br /&gt;
&lt;br /&gt;
As such, the aircraft's good climbing ability and acceleration make it better suited for a more passive boom and zoom playstyle, where it is unlikely that an enemy will be able to chase it down. Such a playstyle will require teamwork. The Etendard is by no means a solo carry, and diving in and out of furballs to support teammates is often necessary. In this playstyle, the player will be easily able to keep a speed above 800 km/h (below which the aircraft's manoeuvrability suffers greatly).&lt;br /&gt;
&lt;br /&gt;
In case if the Etendard were to fall under 800 km/h, the only way to survive is either through regaining energy and run away, or pop out flaps. The Etendard is a jet that requires a pilot to use their flaps properly. This way, the Etendard can outturn its majority of opponents. Just be careful to not lose all of its energy. The key to using flaps for the Etendard is as follows:&lt;br /&gt;
&lt;br /&gt;
* Above 850 km/h, don't use any flaps, as flaps decreases the Etendard's manoeuvrability at higher speeds&lt;br /&gt;
* 600-850 km/h, pop out combat flaps&lt;br /&gt;
* 300-550 km/h, utilise take-off flaps&lt;br /&gt;
* 300 km/h and below, lower landing flaps&lt;br /&gt;
&lt;br /&gt;
The above flaps guide for the Etendard is a necessary component of the Etendard, as this is the only way to maintain ideal and competitive manoeuvrability over other jets. However, it is important that a pilot retain most of their aircraft energy, and thus, don't overextend the Etendard's manoeuvring capability.&lt;br /&gt;
&lt;br /&gt;
The Etendard has two 30 mm cannons mounted on the bottom side of the aircraft. This can throw off many players' aim, and the only way to resolve this issue is through practice. Another good way to compensate this is by setting the gun convergence around 400-600 m with vertical targeting on. While this might help, practice remains necessary.&lt;br /&gt;
&lt;br /&gt;
The aircraft's air-to-air missiles, while less able to lock and track enemies than missiles mounted by other aircraft above its rank, can be very effective against slow targets and non-manoeuvrable bombers such as the [[B-57A|B-57]], [[Tu-14T]] or the Israeli [[Vautour IIA (Israel)|Vautour IIA]] and [[Vautour IIN (Israel)|Vautour IIN]].&lt;br /&gt;
&lt;br /&gt;
Apart from that, the Etendard has access to CCIP for its rockets and bombs, a rarity for aircraft at this BR. Other aircraft that has access to CCIP or CCRP around this BR includes the [[A32A]], both [[Buccaneer S.1]] and [[Buccaneer S.2|S.2]], and the [[Su-7B]]. Combining the flight performance of the Etendard and access to ballistic computers, this aircraft makes one of the most accurate and effective attacker of its BR, especially in Ground RB. This compensates for its limited suspended armaments compared to its more dedicated attacker peers.&lt;br /&gt;
&lt;br /&gt;
The Etendard also has access to a DRAA 3D radar. A radar at this BR is a really rare feature, present only in a few select aircraft, such as the [[F-86K (France)|F-86K]], [[Lim-5P]] and the unwieldy [[Vautour IIN (Israel)]]. However, the Etendard's radar is the weakest of them all, having only a 25° x 25° detection cone, which is a far cry from the Lim-5's 120° x 30° detection cone. While the radar is weaker compared to its peers, the presence of the radar alone could be useful in some situations, especially if you are playing simulator.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good acceleration and climb rate&lt;br /&gt;
* Strong cannons and ground-attack capability&lt;br /&gt;
* Carrier take-off results in a higher starting speed than a land take-off&lt;br /&gt;
* Better energy retention than the Super Mystere B2&lt;br /&gt;
* Access to AS-30 Nord MCLOS-guided missiles&lt;br /&gt;
* Has a Ballistic Computer for rockets and bombs, making it a capable and accurate attacker&lt;br /&gt;
* Access to an IFF-enabled radar capable of detecting and tracking an enemy 15 km away&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Often uptiered, forcing the plane to face difficult opponents&lt;br /&gt;
* Has fewer air-to-air missiles than some other jets at its rank&lt;br /&gt;
* Limited ammunition and small payload&lt;br /&gt;
* Poor low-speed manoeuvrability, can be compensated by the proper usage of flaps&lt;br /&gt;
* Bleeds energy in a turn extremely quickly&lt;br /&gt;
* The radar has a pretty bad frontal detection cone of just a mere 25° x 25°&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dassault Etendard was developed from an aircraft initially intended for the French Air Force to participate in the competition for the best ground attack aircraft capable of operating from makeshift &amp;lt;!-- original word was &amp;quot;artisanal&amp;quot;, so this interpretation may not be accurate --&amp;gt; runways.&lt;br /&gt;
&lt;br /&gt;
This design was not chosen by NATO, which preferred the [[G.91 (Family)|Fiat G.91]]. The French Air Force also did not want it and preferred to wait until the end of the development of the Mirage III. However, the prototype built for the French Air Force caught the attention of the Navy, which requested a navalised prototype in 1956.&lt;br /&gt;
&lt;br /&gt;
A new engine was then added to it: the Atar 8 (Atar 9 without afterburner); an in-flight refuelling probe; new high lift devices; a new fuselage with a larger wing area; foldable wing tips; a new reinforced structure to support catapult launches and landings; and finally, an enlarged nose cone to fit the new '''Aida radar''' for aerial and ground target acquisition. In addition, a SAAB AX 26 toss-bombing and ballistic computer was incorporated into the design. 5 pre-production airframes were ordered by the French Navy in May 1957. On May 21, 1958, at Melun Villaroche, Jean-Marie Saget took charge of the plane. The Etendard flew as fast as the [[Super Mystere B2]] despite not having an afterburner.&lt;br /&gt;
&lt;br /&gt;
Dassault would produce 90 copies in Mérignac (not counting the prototypes). From the Etendard IVM no.1 to no.69, deliveries were made from December 1961 to May 1965.&lt;br /&gt;
&lt;br /&gt;
The Etendard IVM was gradually withdrawn from service from 1978, due to the introduction of the Super Etendard.&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=etndard_4m Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|Az7bIMUyQys|'''{{PAGENAME}}  - With Flying Colours To A First Stupid Ace''' - ''Napalmratte''|-n_KnfIDCCY|'''Fast Boi, But Not Fast Enough: {{PAGENAME}}''' - ''Spit_flyer''}}&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;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* [[G.91 (Family)]]&lt;br /&gt;
* [[Super Mystere B2]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:Dassault_Étendard_IV|[Wikipedia] Dassault Étendard IV]]&lt;br /&gt;
* [http://www.airvectors.net/aveten.html &amp;lt;nowiki&amp;gt;[Air Vectors]&amp;lt;/nowiki&amp;gt; The Dassault Etendard &amp;amp; Super Etendard]&lt;br /&gt;
* [https://www.dassault-aviation.com/en/passion/aircraft/military-dassault-aircraft/etendard/ &amp;lt;nowiki&amp;gt;[Dassault Aviation]&amp;lt;/nowiki&amp;gt; Etendard]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bkan_1C&amp;diff=180248</id>
		<title>Bkan 1C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bkan_1C&amp;diff=180248"/>
				<updated>2024-01-09T12:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_bkan_1c&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The Bkan 1C was a Swedish SPG developed on the [[Strv 103 (Family)|S-tank]] chassis. For its time, it was quite innovative. Developed by Bofors, it introduced a massive 155 mm autocannon designed to offer a high fire rate, being able to fire 15 shells in less than 45 seconds. The rounds offered a range of up to 28 kilometres, with 47 kg of weight. Early variants of the tank had poor mobility because they used the same engine as the Strv 103, future variants corrected this issue, since the Bkan 1 weighed over 50 tons. Its mobility was important to avoid counterbattery fire and change positions quickly. It remained in service from 1967 to 2003, with a total of 26 units built over the years.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Winged Lions&amp;quot;]], the Bkan 1C mounts a massive 155 mm cannon firing powerful HE and HE-VT shells. It has an extremely quick reload of 3.2s, but is otherwise extremely sluggish, having only -2 degrees of gun depression, thin armour, and only 14 rounds. The turret doesn't have full traverse, which means that the tank is not capable of looking backwards with its cannon without moving the chassis. The 155 mm shells are more than capable of destroying medium to light targets, heavier targets like the Tiger 2 (P) and the Maus, can be much more difficult to destroy and require good shot placement. It's recommended aiming to the top of the tanks, or their commander's cupola.&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;
&lt;br /&gt;
The inside of this vehicle is effectively split into 5 areas: engine, left tower, right tower, the gun, and the autoloader. The side armour and overall survivability is negligible and enemies should only be engaged frontally if at all possible.&lt;br /&gt;
&lt;br /&gt;
The engine compartment can deflect heavy MG fire, but autocannons fired straight at the LFP will probably penetrate the armour and immobilize the SPG. It is separated from the rest of the tank and is likely to block overpressure damage, as well as to stop APHE from reaching the fuel. The driver is also shielded with additional 5 mm RHA plates, so it is rare to lose him to a random shot. It is also rather rare for the enemies to focus on the engine when attacking frontally, as the giant gun is very distracting, but engine hits should be avoided, at least if the gun cannot attack the entirety of the enemy squad, as a lucky hit there can set everything on fire and stop ongoing repairs. If the source of the fires is indeed the engine, then it is possible to unload the entire autoloader onto the enemy before the fire even reaches the back crew due to the RHA plates in the way but, eventually, it must be dealt with.&lt;br /&gt;
&lt;br /&gt;
The towers on the sides of the back house two crew members each, the right tower also houses vertical gun drives. It is very important to keep the left tower hidden, as the gunner resides there, and neither of the towers can block HMG fire even at medium ranges, as they are completely flat. It is also possible to destroy the entire tank by hitting the bottom of the tower with extremely powerful APHE, or sufficiently strong HE/HESH, but the further the BR goes, the less tanks will be able to deal any significant damage with their default preloaded ammunition.&lt;br /&gt;
[[File:Autoloader safety Bkan 1C.jpg|300px|thumb|right|While the practice of pulling the gun up while traveling is not common in WT tanking unlike with the real life, it is very useful for the {{PAGENAME}}, as it allows to hide the autoloader. Use &amp;quot;look around&amp;quot; button to lock the gun and to look around while driving.]]&lt;br /&gt;
The gun is covered by a net and can only traverse along the hull. The net remains green even with the camouflages of different colour, which makes it quite visible. It is very rare to have the gun itself taken out, unless intentionally targeted, whether it's because the decoy took a hit instead, or because the enemy aimed at the gun breech instead. Because the gun looks incredibly intimidating, most people fire straight in the middle of the SPG and take out no crew and only damage the gun breech or the vertical drives (which can be repaired back almost immediately). When the gun breech is damaged, the gun is effectively out, as even after the field repair the gun will constantly jam and do nothing, so do not bother with it and do a manual repair, in which case at about 50% of breech repair progress it will stop failing to fire. For this reason, it is not recommended directly fighting SPAA or autocannon light tanks, because they are scared of this weapon more than anything else and can disable it even by accident.&lt;br /&gt;
&lt;br /&gt;
The autoloader is hidden on the top behind the gun. Unfortunately, it is placed very high and is generally exposed when fighting head-on. While it's extremely angled and will deflect stray shots, and the intentionally aimed ones are often absorbed by either the gun or the towers, it is not rare for some tanks to just fire at the autoloader and to actually hit it. Sometimes, if the SPG tries to rush through the fire without turning towards the enemy, an enemy APHE might not bounce off the chassis and instead overpenetrate the first armour layer and activate upon exiting the compartment, then sufficiently powerful explosion will detonate the autoloader, which is why any enemy should be faced head-on and any angles should be cut, if possible. If the gun breech was destroyed, the gun should be immediately pulled up to hide the autoloader behind the non-critical compartments, whether the SPG is retreating or doing a manual repair. (Refer to the picture for an example)&lt;br /&gt;
&lt;br /&gt;
Due to the compartment separation, a hull-down {{PAGENAME}} can bully APDS-equipped tanks by only exposing the right side and the gun, as they won't ever be able to deal any real damage unless they load HE/HESH or somehow land a hit on the autoloader. It's also possible to use negative inclination (by facing downhill) against such tanks to resist heavy machine guns, since they do not use APHE and aim for the crew or the autoloader, so the fuel explosion is unlikely and the SPG does not become any more exposed than it already is.&lt;br /&gt;
&lt;br /&gt;
When the autoloader is completely empty, it can work as a shield for the Bkan 1C. When completely pulled down to the ground (the gun is pulled up to the sky), the autoloader can stop any APHE or HE shells (even a direct hit from the [[G6]] won't penetrate) and might shatter small APDS rounds aimed at the SPG's hull. While it doesn't protect the entirety of the towers or the chassis bottom, the makeshift shield allows to use Bkan 1C as a point capture tank or a taunt device to some extent by driving backwards, as people generally think that the driver tries to escape, then shoot the autoloader, making them an easy target for others.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&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'' || 15 mm || 10 - 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20 mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || 20 mm || 15 - 20 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=852|rbMinHp=531}}&lt;br /&gt;
&lt;br /&gt;
The Bandkanon is slow, there is no way around it. Even at its best it is only as fast as a heavy tank and generally drives forward at 20 km/h on demand, then accelerates towards its maximum speed of around 30 km/h. Despite the reverse gear having similar top speed to the forward gears, the SPG will accelerate with it two to three times slower.&lt;br /&gt;
&lt;br /&gt;
The tank has neutral steering, but it's too slow to be relied on in the heat of battle. However, when the spaded {{PAGENAME}} reaches forward gear 5 it can spin around at ludicrous speeds and can effectively do 360 spins towards any tank that is attacking it. Unfortunately, it won't work if the SPG is stuck in the mud, and in RB it is generally only possible on clean flat surfaces (like any roads). For that reason, having maxed out &amp;quot;tank driving&amp;quot; crew skill is almost required to operate the {{PAGENAME}}.&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|kan m/60 (155 mm)}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} can be effectively classified as an artillery tank, as it can only use a HE shell. Its gun has an insane 3.2-second automatic autoloader, which allows it to casually miss a shot only for the enemy tank to roll out into yet another HE aimed straight at the weak spot. No other heavy weapon reloads this fast. This also means that the only crew members truly important for the SPG are the driver and the gunner, as the reload time will always stay the same.&lt;br /&gt;
&lt;br /&gt;
The gun is very accurate even when stock and will only miss near-impossible shots, but has terrible optics. The gun is not stabilized, but with the maxed out targeting it's difficult to even notice, unless driving over terribly uneven terrain. This is highly contrasted with the [[Ikv 91]] which has all of the aiming devices in the world and great optics, but sometimes manages to miss regardless.&lt;br /&gt;
&lt;br /&gt;
The resupply time on a capture point is ~7 seconds. It's important to note that the gun's recoil is strong enough to break the manual repair and the resupply process on flat ground. This means, unfortunately, that it cannot just endlessly bombard an enemy team while reloading like some other tanks and can be eventually drained of all its ammunition, as it only has 14 shots. The only ways to counteract the recoil is to either angle the hull down on a slope or to support its back with something (for example, a building).&lt;br /&gt;
&lt;br /&gt;
Horizontally, the gun can only aim in front of the hull and won't go past the headlights (on the hull edges). For this reason it is necessary to face the enemy at all times, aside from the autoloader safety concerns.&lt;br /&gt;
&lt;br /&gt;
Vertically, the gun will easily go up as high as 40 degrees, which is usually enough, whether when attacking high ground, moving down, or shelling an enemy team from a capture point on another end of the map. It, however, will refuse to aim down more than 2 degrees and any fights against low ground or over uneven terrain should be avoided.&lt;br /&gt;
&lt;br /&gt;
Even if it's certain that the gun can indeed fire down from the chosen uneven position, avoid moving as to not accidentally lock the gun just a degree too high above the target. Avoid panicking, as the gun can and will reload faster than 99% of the enemies will be able to move out, unless they all do this simultaneously.&lt;br /&gt;
&lt;br /&gt;
The sgr m/60 HE shell has a muzzle velocity of a default APHE that most tanks use, which means that it is easier to aim than a regular HE shell, but also that if enemies can be aimed at, they can also aim at the {{PAGENAME}}, so retaliatory fire is inevitable.&lt;br /&gt;
&lt;br /&gt;
The only way to avoid a counter is to annihilate enemy tanks faster than they can fire, which heavy HE can do. However, HE can only deal with tanks via overpressure damage and will not simply instantly destroy heavy tanks if the blast wave won't hit their bottom (by attacking the track from underneath the tank itself), suspension, roof, or other weak spots. Some tanks are also built to deny such ammunition and should be avoided as much as possible.&lt;br /&gt;
&lt;br /&gt;
The HE-VT shell has very limited uses due to the muzzle velocity and ammunition load concerns, as well as the minimum range of 300 m for fuse activation, but the fuse only reacts to actual vehicles it passes and generally ignores terrain, and as such can be launched directly over rocky terrain. It will usually explode next to the middle of a tank, whether it flies above or passes the sides, which allows it to save the {{PAGENAME}} from light tanks when they are attacking from the low ground or over cover, as even an inaccurate proximity HE detonation can often destroy them. For the same reason it can be used to bombard SPAA or other lightly armoured SPGs when they are hiding behind a hill with various degree of effectiveness. In extreme cases, it can be used to get rid of a strafing aircraft, as the proximity fuse will make hitting it slightly easier (but will fail as soon as they fire anything besides cannons). Against medium (especially Soviet) and heavy tanks, as well as the tanks with the turret on the very back, the shell is far less valuable, as it has a rather unpredictable behaviour - if fired directly at the tank, it usually works as a normal HE shell, but it may also randomly detonate before it reaches the tank when fired at the turret roof.&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; | [[kan m/60 (155 mm)|155 mm kan m/60]] || 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; | 14 || rowspan=&amp;quot;2&amp;quot; | -2°/+38° || rowspan=&amp;quot;2&amp;quot; | ±10° || rowspan=&amp;quot;2&amp;quot; | N/A || 8.8 || 12.2 || 14.8 || 16.4 || 17.4 || rowspan=&amp;quot;2&amp;quot; | 3.20 || rowspan=&amp;quot;2&amp;quot; | 3.20 || rowspan=&amp;quot;2&amp;quot; | 3.20 || rowspan=&amp;quot;2&amp;quot; | 3.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 5.9 || 7.0 || 8.5 || 9.4 || 10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:kan m/60 (155 mm)/Ammunition|sgr m/60, zonar m/65}}&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''14''' || 1&amp;amp;nbsp;''(+13)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Arcade mode'''&lt;br /&gt;
&lt;br /&gt;
In general, even a stock {{PAGENAME}} can fight on a frontline and obliterate tanks from 500 m to 1,500 m alike, but until the &amp;quot;parts&amp;quot; are researched, it is best to stick with allies or a capture point as much as possible despite low maximum speed. This is due to enemies instinctively (or by aim assist) spam firing into the gun breech, which will leave the SPG useless until it is repaired.&lt;br /&gt;
&lt;br /&gt;
The stock {{PAGENAME}} is rather sluggish and you probably should park in such a way that allows it to back off. The main way to fight is to present the right side to the enemy and try to explode them before they manage anything. That way, they will fire at the commander tower and technically waste a shot (with maybe disabling the turret drive, which can be repaired back almost instantly), or fire at the gun and only damage the gun breech, so you can promptly run away and/or repair (do not forget to immediately pull the gun up when doing so to avoid being shot into autoloader and destroyed). If the enemy fires HE/HESH shells, you were simply out of luck to begin with.&lt;br /&gt;
[[File:Bkan works as a bait.jpg|thumb|right|If completely out of ammo, consider being a bait. If you hide the gunner and the driver well, Bkan can survive up to 30 shots from 5 tanks at once depending on the quality of angling technique, cover or even plain luck.]]&lt;br /&gt;
Eventually, you want to end up on a capture point to reload. Try to plan your ammunition spending if you aren't being ambushed at literally every step, so that you can have at least 4 shells to clear a capture point. Do not get too enthusiastic with shelling a random [[Leopard 1]] across the map - even though it makes its job infinitely more frustrating and risky, it's not worth being obliterated by an enemy on or around a cap due to a lack of ammunition.&lt;br /&gt;
&lt;br /&gt;
Try to avoid being flanked, but if that's impossible, or you see via &amp;quot;radio communication&amp;quot; that someone is very eager to flank and obliterate you specifically, drive forward until you hit the gear 5, then let go of the accelerator and turn. Initially the move will be rather sloppy, but when the {{PAGENAME}} is spaded and the crew driving skill is maxed out this trick will allow it to spin 90 degrees near instantaneously and to continue spinning for almost 300 degrees on flat terrain, allowing you to potentially obliterate several tanks in a 360-no-scope manner.&lt;br /&gt;
&lt;br /&gt;
The gun is bad when fighting over hills due to poor gun depression, unlike early Sweden tanks, so it's better to attack from low ground, go into a city or to just start counter-sniping from long range (preferably with a capture point nearby and with accuracy upgrades, but can be done even from the spawn if you can tolerate the poor optics quality). The hills still can protect the autoloader when the gun is pulled up, at the cost of stealth.&lt;br /&gt;
&lt;br /&gt;
While the gun can literally liquefy any tank by just randomly firing at it, try to retain patience and upon the first miss try to aim better while the gun reloads, if not for your own safety, then to conserve ammunition. Avoid fighting over cluttered streets or forests, unless firing straight from the capture point to waste less ammunition, as the {{PAGENAME}} does not have an MG to clean the shell flight path. Do not attack kinetic shell-armed tanks over a cluttered street if you aren't sure you can annihilate them within 2-3 shots, even if they do not see you. Even the densest tanker will notice that something explodes next to them when it happens for the 5th time.&lt;br /&gt;
&lt;br /&gt;
When fighting heavy tanks, you can try to pretend that you are weak and bait them into chasing you, then attack their bottom by attacking the tracks, as it's the easiest, and sometimes safest, way to destroy them. If that's impossible just attack their roof (by hitting the commander cupola, for example). Area denial also works well against ATGM light tanks, such as [[BMP-1]], because being attacked by an ATGM means almost certain death to the {{PAGENAME}} due to how its armour works.&lt;br /&gt;
&lt;br /&gt;
When it is necessary to attack into ATGM tanks, consider relying on HE-VT and remember of its limitations - it might be okay to check on suspected ATGM carriers by baiting them from a kilometre away, then shooting down the missile, reloading and shelling the opponent into submission, but it is not okay to rush into an IFV nest at ranges below 300 m, as the shells will not be able to compensate for poor quick aim, and the scout tanks probably already know you are there, so you will not have the time to aim better.&lt;br /&gt;
&lt;br /&gt;
Do remember that a lot of German players on rank IV love to whip out their obsolete toys just to trash an opponent that bested them and SPGs like [[8,8 cm Flak 37 Sfl.]] or [[15cm sIG 33 B Sfl]] are insanely dangerous, both due to being nearly indestructible by normal means (leaving you to be the only one to be able to deal with them in one shot in an average team) and due to being able to fire lethal APHE or HE shots at angles at which the {{PAGENAME}} cannot fire back directly (due to the increased muzzle velocity of its HE). Use HE-VT to destroy them as soon as possible if you have one.&lt;br /&gt;
&lt;br /&gt;
'''Notable enemies'''&lt;br /&gt;
&lt;br /&gt;
The [[Jagdpanther]] will sustain HE shells with its front glacis and it's very difficult to hit its roof because HE-VT almost always detonates too early. At close range, its bottom armour can be attacked with normal HE shells by hitting the tracks from underneath it. Avoid attacking into the high ground or hull-down position if it is there, you won't win.&lt;br /&gt;
&lt;br /&gt;
Many American rank V medium/heavy tanks receive upgraded roof armour, which is often able to withstand HE shells unless hit straight into the commander cupola or inner sides of the tracks, and all American tanks have 12.7 mm HMG on top of them (and almost all US commanders use them immediately upon seeing any tank), which is effectively a death sentence if they can see the gunner tower. [[T32E1]] is a heavy tank with extra steps against HE shells; [[T29]] can survive a lot of roof-shot attempts despite being technically vulnerable; [[M48A1]] (which is also used by other nations and is often seen when playing against Germany) is only really vulnerable to cupola shots or from the sides.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 3.2-second autoloader on a 155 mm weapon. There is no other big weapon reloading faster than this currently in the game&lt;br /&gt;
** Can easily range find by main cannon, firing, checking where it lands and shooting again&lt;br /&gt;
* It is difficult to take this SPG out with a single shot with kinetic shells from the front unless the ammo rack is detonated&lt;br /&gt;
** Crew is somewhat spread out, meaning single APDS and APFSDS shots are unlikely to hit all of them&lt;br /&gt;
* HE shells have higher muzzle velocity than the ones of the competition, making them easier to aim&lt;br /&gt;
* Can carry HE-VT shells, which, combined with the fire rate, make it extremely lethal at BR 8+ (rank VI for other nations), where the light tanks are abundant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Only 14 rounds&lt;br /&gt;
* Ammo rack is exposed and quite prominent even from the front&lt;br /&gt;
* Gun recoil strong enough to stop manual repair and resupply on a capture point, unless suppressed&lt;br /&gt;
* Very poor gun depression, limiting its use as a close-range support&lt;br /&gt;
* Poor gunsight zoom of X4&lt;br /&gt;
* Armour will not sustain autocannon fire, can be vulnerable to HMG at close to medium range, vulnerable to chemical rounds&lt;br /&gt;
* No turret, which is a downside for a tank forced to fight at a close to medium range, and is very vulnerable when its tracks are destroyed&lt;br /&gt;
* Many enemy tanks within natural BR range are built to survive HE attacks&lt;br /&gt;
* sgr m/60 (PF) shells lack smart proximity fuse and can explode near the ground.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7462-development-bandkanon-1c-the-nordic-doomsday-weapon-en|Devblog]] ===&lt;br /&gt;
In the late 1950's, Swedish engineers began work on a new self-propelled artillery unit, taking design choices proven from the previous Kranvagn experimental project and combining them with the modified chassis of the Strv 103A. The result of this undertaking was the Bandkanon 1, whose first prototype underwent testing in the early 1960's.&lt;br /&gt;
&lt;br /&gt;
By 1963, serial production of the vehicle began with an initial order of 26 vehicles. Upon entering service, the Bandkanon 1 managed to set a world record for fire rate thanks to its autoloading mechanism. In fact, when firing at maximum range, the vehicle was capable of emptying its whole magazine before the first round fired even impacted, thus setting a world record for fire rate.&lt;br /&gt;
&lt;br /&gt;
The 26 Bandkanon 1s were commissioned into service with artillery divisions in Norrland and remained in service there up until 2003 before being retired from active service.&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=sw_bkan_1c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|W5H0nKBkniA|'''The Shooting Range #289''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[2S3M]]&lt;br /&gt;
* [[Type 75 SPH]]&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/7462-development-bandkanon-1c-the-nordic-doomsday-weapon-en|[Devblog] Bandkanon 1C: The Nordic Doomsday Weapon]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer AB Bofors}}&lt;br /&gt;
{{Sweden tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Mirage_F1C-200&amp;diff=179530</id>
		<title>Mirage F1C-200</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Mirage_F1C-200&amp;diff=179530"/>
				<updated>2023-12-27T21:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = premium French jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Mirage F1 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mirage_f1c_200&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|StoreImage_{{PAGENAME}}_001.jpg}}&lt;br /&gt;
|store=11810&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 Mirage F1C was a result of an experiment, when a smaller swept wing design of the Mirage outfitted with the latest and more powerful SNECMA Atar 9K-50 turbojet engine garnered the interest of Dassault engineers as a possible future replacement to the existing Mirage III and Mirage 5 fighters. Thus the Mirage F1 was born, and it went into service with France in 1974. The Mirage F1C-200 is very similar to the Mirage F1C, but it now has access to an air-refuelling probe also extended the length of the fuselage by 7 cm. Some Mirage F1C-200s also received a GPS in the 1990s. These F1C-200s were intended for long expeditionary missions and saw combat in places like Africa and the Middle East. During the early 1980s, Mirage F1C-200s provided air cover for SEPECAT Jaguars performing attack runs against the Libyan-backed insurgency in Chad. In the Middle East, the Iraqis took the refuelling probes from the Mirage F1C-200s they had acquired and fitted them on their MiG-23s.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Apex Predators&amp;quot;]]. The '''Mirage F1C-200''' plays just like the [[Mirage F1C]]. It is fairly capable as a support fighter but it lacks the armament or the flight performance to go and fight in the frontline like the MiG-21bis or MiG-23s, it also lacks the BVR capabilities of the F-4J/S and F-14A. However you still have access to 2 x Matra Magic 2 missiles that are excellent and very hard to flare since they use IRCCM for better guidance to the target. The rest of the missiles are mediocre but have very good range and are exceptional at high altitudes were their range is increased thanks to the thinner atmosphere. You also can carry a good payload, being able to destroy a full base and retain good air to air performance.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,179 || 2,150 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 28.2 || 28.7 || 126.5 || 120.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,279 || 2,228 || 26.3 || 27.0 || 186.4 || 155.0&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;
| 1,457 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || 575 || 549 || 416 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 650 || &amp;lt; 800 || &amp;lt; 900 || -&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; | SNECMA Atar 9K-50 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 8,066 kg || colspan=&amp;quot;3&amp;quot; | 460 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 13m fuel || 20m fuel || 30m fuel || 44m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,590 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 9,088 kg || 9,611 kg || 10,384 kg || 11,473 kg || 14,214 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;
! 13m fuel || 20m fuel || 30m fuel || 44m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,890 kgf || 6,801 kgf&lt;br /&gt;
| 0.75 || 0.71 || 0.66 || 0.59 || 0.48&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,917 kgf&amp;lt;br&amp;gt;(1,200 - 1,400 km/h) || 9,875 kgf&amp;lt;br&amp;gt;(1,200 km/h)&lt;br /&gt;
| 1.09 || 1.03 || 0.95 || 0.86 || 0.69&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Mirage F1C-200 does not have any armour on the aircraft. Most contemporary cannons such as the [[NR-30 (30 mm)|NR-30]], [[M61A1 (20 mm)|M61A1]], [[Type 30-1 (30 mm)|Type 30-1]] and [[GSh-30-1 (30 mm)|GSh-30-1]] on aircraft like the [[F-14 (Family)|F-14s]], [[F-16 (Family)|F-16s]] and [[MiG-29|MiG-29s]] hitting the aircraft will usually result in critical damage if not an instant death, as is normal at this BR.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 553 (30 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 30 mm DEFA 553 cannons, belly-mounted (135 rpg = 270 total)&lt;br /&gt;
** 2 x 30 mm DEFA 553 cannons + 252 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;6%&amp;quot; | 1 !! width=&amp;quot;6%&amp;quot; | 2 !! width=&amp;quot;6%&amp;quot; | 3 !! width=&amp;quot;6%&amp;quot; | 4 !! width=&amp;quot;6%&amp;quot; | 5 !! width=&amp;quot;6%&amp;quot; | 6 !! width=&amp;quot;6%&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;16&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Mirage_F1C.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[DEFA 553 (30 mm)|30 mm DEFA 553]] cannons (180 rpg)&lt;br /&gt;
| || || 1 || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 200 (250 kg)|250 kg SAMP Type 25 200]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 (400 kg)|400 kg SAMP Type 21]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 21 200 (400 kg)|400 kg SAMP Type 21 200]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Mk 82 (500 lb)|500 lb SAMP Mk 82]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Mk 83 (1,000 lb)|1,000 lb SAMP Mk 83]] bombs&lt;br /&gt;
| || 1 || 1 || 1 || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Mk 84 (2,000 lb)|2,000 lb SAMP Mk 84]] bombs&lt;br /&gt;
| || || 1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| || 18, 36 || 18, 36 || || 18, 36 || 18, 36 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R530]] missiles&lt;br /&gt;
| || || 1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R530E]] missiles&lt;br /&gt;
| || || 1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 1]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 2]] missiles&lt;br /&gt;
| 1 || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra Super 530F]] missiles&lt;br /&gt;
| || || 1 || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; | Maximum permissible weight imbalance: 500 kg&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 72 x SNEB type 23 rockets&lt;br /&gt;
* 144 x SNEB type 23 rockets&lt;br /&gt;
* 2 x 30 mm DEFA 553 cannons (180 rpg = 360 total)&lt;br /&gt;
* 5 x 250 kg SAMP Type 25 bombs (1,250 kg total)&lt;br /&gt;
* 5 x 250 kg SAMP Type 25 200 bombs (1,250 kg total)&lt;br /&gt;
* 5 x 400 kg SAMP Type 21 bombs (2,000 kg total)&lt;br /&gt;
* 5 x 400 kg SAMP Type 21 200 bombs (2,000 kg total)&lt;br /&gt;
* 3 x 2,000 lb SAMP Mk 84 bombs (6,000 lb total)&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles&lt;br /&gt;
* 2 x Matra R530E missiles + 1 x Matra R530 missile&lt;br /&gt;
* 2 x Matra Super 530F missiles&lt;br /&gt;
* 2 x Matra Super 530F missiles + 2 x Matra R550 Magic 1 missiles + 1 x Matra R530 missile&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 1 x Matra R530E missile + 2 x 30 mm DEFA 553 cannons&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 2 x Matra Super 530F missiles&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 5 x 400 kg SAMP Type 21 bombs (2,000 kg total)&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 144 x SNEB type 23 rockets&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 72 x SNEB type 23 rockets + 1 x 2,000 lb SAMP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 2 x Matra R550 Magic 1 missiles + 36 x SNEB type 23 rockets + 1 x 400 kg SAMP Type 21 bomb + 2 x 30 mm DEFA 553 cannons (400 kg total)&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 2 x Matra Super 530F missiles + 1 x Matra R530 missile&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 1 x Matra R530E missile + 2 x 30 mm DEFA 553 cannons&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 2 x Matra Super 530F missiles&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 5 x 400 kg SAMP Type 21 bombs (2,000 kg total)&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 144 x SNEB type 23 rockets&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 72 x SNEB type 23 rockets + 1 x 2,000 lb SAMP Mk 84 bomb (2,000 lb total)&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles + 36 x SNEB type 23 rockets + 1 x 400 kg SAMP Type 21 bomb + 2 x 30 mm DEFA 553 cannons (400 kg total)&lt;br /&gt;
* 5 x 1,000 lb SAMP Mk 83 bombs (5,000 lb total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The best phrase that describes this plane would be aggressively mediocre. It lacks a strong suit and is essentially incapable of using its radar missiles in matches at a BR where almost everyone has access to some form of SARH or ARH air-to-air missiles. This may lead to some frustrations as the lack of radar missiles and middle-of-the-pack flight performance are going up against the best fighters the game has to offer, but the F1C will still pull through with some effort.&lt;br /&gt;
&lt;br /&gt;
While grinding, the Mirage F1C-200 can be used in two ways. Either as a support fighter with subpar but still adequate air-to-air missiles, or as a dedicated base bomber with 2 Matra Magic 2 missiles for self-defense. For the support fighter role, it is recommended to take 2 x Matra Magic 2 missiles as well as 3 x Matra R530Es, with 2 x 2,000 lb bombs if you want some extra points. You may choose to fly to the right side of the map on certain maps like Battle for Vietnam where there is sufficient terrain cover that lets you sneak past enemies or launch a Magic 2 at them as you fly away at Mach speeds, or stick with your team flying left, bomb a base and then join the fight with your Magic 2s and guns.&lt;br /&gt;
&lt;br /&gt;
Players coming from the [[Mirage IIIC]] and [[Mirage IIIE]] may be confused as to why the Matra R530s and Matra Super 530Fs are not recommended, as they offered a very handy front-aspect kill condition on both aircraft at 10.3. However, the problem is that the Mirage F1C-200 is at BR 11.3, not 10.3, and thus sees an entirely different subset of vehicles that usually all have chaff. The Mirages at a lower BR face aircraft which either lack a radar warning receiver to detect the incoming R530 or lack the flare capacity to carry chaff alongside flares, examples being aircraft like the [[Milan]] (in mixed battles), [[A-5C|A-5Cs]], [[J35A|J35As]], [[Saab J35XS|J35XSs]] among many, many others. Contrary to those aircraft, the Mirage F1C-200 regularly encounters top-tier aircraft alongside other premium aircraft of its BR bracket, most of which carry superior radar missiles and/or have much better overall flight performance (the [[F-4J Phantom II|F-4J]]/[[F-4S Phantom II|F-4S Phantom II]]S can carry 4-6 x [[AIM-7F Sparrow|AIM-7Fs]], the [[MiG-23MLA (Germany)|MiG-23MLA]]/[[MiG-23ML|ML]]/[[MiG-23MLD|MLD]] carry 2 x midrange [[R-24R]] radar-guided missiles and have a superior airframe for dogfighting, etc.) as well as having chaff readily available. People will often drop chaff when they are being locked - which against CW seeker missiles won't do much unless they're properly notching the radar - but as the Pulse seekers on the R530/Super 530F are susceptible to chaff they will instantly veer off course and miss their target. As such, it is generally a better idea to load 3 x R530Es - the IR variants of the R530s - which do not need a lock to fire and will generally be more reliable. It is to be noted however that the 530Es take a while to accelerate from launch, so keep this in mind when firing the missiles.&lt;br /&gt;
&lt;br /&gt;
When using the Mirage F1C-200 as a base bomber, it is recommended to load 3 x [[SAMP Mk 84 (2,000 lb)|2,000 lb SAMP Mk 84]] bombs alongside 2 x Matra Magic 2 air-to-air missiles, as the 3 x 2000 lb bombs can total a base and the Magic 2s being all aspect offer more firing solutions than the alternative Magic 1s equippable in the same slot. Ideal fuel loads are either 20 or 30 minutes, depending on map and preferred playstyle. If you wish to bring less fuel, get into a good position early and then switch to stage 1 afterburner (engaged on PC by scrolling the mouse wheel one tick over 100 or 101% to WEP, which provides additional thrust but does not consume as much fuel as full afterburner), 20 minutes should suffice - however, if you wish to use full afterburner more liberally or the match is an Enduring Confrontation (EC) match, 30 minutes will generally let you cruise around the battlefield with more freedom.&lt;br /&gt;
&lt;br /&gt;
Magic 2s will be your bread and butter in the Mirage F1C-200 very often - despite the drag changes adversely impacting their range, when launched within a 1.5-2 km (0.93-1.24 mi) or so bubble while gaining on an enemy they will usually have enough energy to connect to the target. Any launch beyond this is undesirable unless the target is turning or losing speed as the missile will quickly bleed its energy, failing to hit its target. In front-aspect launches, try to spool up the seeker from ~5 km if you know an enemy is inbound - and preferably try and stay behind terrain for as much as possible. This is because many other aircraft carry AAMs that can also front-aspect you be it IR or SARH, and if they decide to fire a missile before you do it can cause your missile to lock onto the in-the-moment hotter AAM, missing its target as their missile sends you back to the hangar. This makes it vital to lock and fire before the enemy has a chance to do the same to you, meaning a last minute firing is ideal. Firing from approximately 2 km away is ideal as it is much too close for the enemy to dodge effectively in time.&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;
* Availability of [[Matra Super 530F]] and [[Matra R550 Magic 2]] air-to-air missiles&lt;br /&gt;
* The Cyrano-IV radar allows low-altitude Moving Target Indicator (MTI) and ACM modes, an upgrade from the previous Mirages (IIIC &amp;amp; IIIE)&lt;br /&gt;
* Carries 252 countermeasures&lt;br /&gt;
* Large amount of bombs and rockets&lt;br /&gt;
* 30 mm DEFA cannons will essentially knock out planes upon hit due to their heavy-hitting power&lt;br /&gt;
* CCIP for bombs, rockets and cannons&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Below average acceleration compared to contemporaries with heavy ordnance&lt;br /&gt;
* Mediocre manoeuvrability compared to contemporaries&lt;br /&gt;
* The Matra Super 530F missiles are very heavy and strongly impact flight performance&lt;br /&gt;
* 30 mm DEFA cannons have a steep learning curve, particularly against high-speed targets&lt;br /&gt;
* The Matra R530s and Matra Super 530Fs are easily defeated by chaff, making them hard to use effectively&lt;br /&gt;
* RWR lack modern features like tracking detection and has low threat types&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 Mirage F1C-200 is essentially a Mirage F1C with an air-refuelling probe. The addition of the air-refuelling probe also extended the length of the fuselage by 7 cm. Some Mirage F1C-200s also received a GPS in the 1990s. These F1C-200s were intended for long expeditionary missions and saw combat in places like Africa and the Middle East. During the early 1980s, Mirage F1C-200s provided air cover for SEPECAT Jaguars performing attack runs against the Libyan-backed insurgency in Chad. A few years later, the F1C-200s and Jaguars were redeployed again to Chad until 1992, when the government was overthrown. Mirage F1C-200s were also present in the United Arab Emirates during the Gulf War to supplement air defense with Qatari Mirage F1EDAs.&lt;br /&gt;
The Iraqis took the refuelling probes from the Mirage F1C-200s they had acquired and fitted them on their MiG-23s.&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=mirage_f1c_200 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|nus0kWHEN34|'''Mirage F1C-200 Vehicle Overview''' - ''Bob Dickinson''}}&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;
* [[Mirage F1 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;br /&gt;
{{France premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=174657</id>
		<title>Knowledge Base</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=174657"/>
				<updated>2023-10-17T21:42:40Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Updating screenshots and minor text changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Bug Reporting? ==&lt;br /&gt;
We constantly strive to evolve and improve War Thunder with every passing update, taking into account your feedback, ideas and suggestions as well as delivering new features, locations, improvements and of course vehicles to expand the game to new heights. &lt;br /&gt;
&lt;br /&gt;
One of the key factors that helps us to keep improving the game for everyone is bug reporting, this helps us to identify and fix any issues that unfortunately may occur. Bug reporting allows us to address and resolve matters that may interrupt or interfere with players' experience or improve the historical parts of the game by making things more accurate and true to life.&lt;br /&gt;
&lt;br /&gt;
Today, we wanted to talk a little bit more about the importance of bug reporting, answer some of your key questions and also show how to correctly create a valid bug report that contributes to helping improve the game.&lt;br /&gt;
&lt;br /&gt;
===How to Make a Report===&lt;br /&gt;
Anyone who has a War Thunder account can make a bug report. Our dedicated [https://community.gaijin.net/issues/p/warthunder website] allows anyone to create a full bug or historical report and let us know of any issues you have found. &lt;br /&gt;
&lt;br /&gt;
Once there, you can choose what specific platform, category and game version you want to report the matter too. Every category area has a helpful set of notes detailing what is required for the report to be the most effective. Be sure to check the area specific (or file specific) notes before submitting your report. &lt;br /&gt;
&lt;br /&gt;
In general though, the basic and core parts of a standard or gameplay related bug report are:&lt;br /&gt;
&lt;br /&gt;
* Clear descriptive title of the issue&lt;br /&gt;
* Full description and details of the issue &lt;br /&gt;
* Steps how to reproduce the issue&lt;br /&gt;
&lt;br /&gt;
In the case of a historical matters, one of the following two points will be required:&lt;br /&gt;
&lt;br /&gt;
* One primary historical source (User/Factory/Repair Manual, Original handbooks etc)&lt;br /&gt;
* Two secondary sources (Reference works, museums, Biographies, Books, &amp;quot;expert&amp;quot; opinion publications, websites etc)&lt;br /&gt;
&lt;br /&gt;
Once you have everything ready, you can submit your report and await its review by a Technical Moderator, developer or our QA team, who will first test and reproduce the issue where possible and then either forward the matter on or request any additional information that may be required.&lt;br /&gt;
&lt;br /&gt;
==How do you find the game version?==&lt;br /&gt;
===Game version===&lt;br /&gt;
The game version must be added into the report. Depending on your platform, there are a few ways to get it.&lt;br /&gt;
&lt;br /&gt;
===PC, Mac, Linux===&lt;br /&gt;
The game version can be found in the top right corner of the screen in any menu, such as the hangar.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledegebase GameVer.png|449x449px]]&lt;br /&gt;
&lt;br /&gt;
Additionally, it can also be seen in the launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:Launcher GameVersion.png|518x518px]]&lt;br /&gt;
&lt;br /&gt;
==What is a client log (.clog) and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = http://www.youtube.com/watch?v=T_zZBbXjICs&lt;br /&gt;
 |caption = Client Logs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Client logs (file extension: .clog) are files generated by the War Thunder client and show a reflection of all the actions a user has performed in one secluded game session. As soon as the launcher initialises the start of the game, a new client log is being started, which is finalised when the client is closed (the game session ends). Besides recording the actions of the user, it also records the client-side calculations and has a built-in error catching system that will allow the technical administration to identify game code or synchronisation issues efficiently.&lt;br /&gt;
&lt;br /&gt;
Client logs are being saved once after a game session has ended. If you have an error that is reproducible, you can help increase the expressiveness of your client log by starting a new game session, reproducing the error and then exiting the game manually. This way, the client log is very small and the error can be identified more easily.&lt;br /&gt;
&lt;br /&gt;
Please note that for all bug reports, only the .clog file (&amp;quot;&amp;lt;filename&amp;gt;.clog&amp;quot;)is required. Please do not attach the .clog file that includes the cef extension.&lt;br /&gt;
&lt;br /&gt;
===How to obtain your client log===&lt;br /&gt;
====Download from Gaijin Entertainment Website====&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:ClientLog Location.png|373x373px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|376x376px]]&lt;br /&gt;
&lt;br /&gt;
====Download from Steam====&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Steam ClientLog Location.png|371x371px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|365x365px]]&lt;br /&gt;
&lt;br /&gt;
==What is a DxDiag log and how do you obtain it?==&lt;br /&gt;
The DxDiag log (file extension: .txt) is a text document that is created by Microsoft's DirectX Diagnostic Tool, showing non-personalized information about the hardware and drivers of your system. The DxDiag log file helps our technical administration to identify whether the problem you encounter is happening due to incompatibilities or issues with certain hardware or driver components on your system. It is especially important with display or sound device issues, as it helps to identify the devices and their drivers easily.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain your DxDiag Log===&lt;br /&gt;
 &lt;br /&gt;
Obtaining the DxDiag log is fast and easy. Just perform the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Press 'Windows Key + R' to open Microsoft's Run function&lt;br /&gt;
&lt;br /&gt;
[[File:Dxdiag run.png|367x367px]]&lt;br /&gt;
&lt;br /&gt;
2. Type in 'dxdiag' in the input field and click 'OK'.&lt;br /&gt;
&lt;br /&gt;
3.  The DirectX Diagnostic Tool opens in a new window. Wait for it to gather the necessary information.&lt;br /&gt;
&lt;br /&gt;
[[File:DxDiag Page.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
4. When you are running a 32-bit (x86) version of Windows, click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
5. When you are running a 64-bit (x64) version of Windows, first click on Run 64-bit DxDiag, then click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
6. Attach the DxDiag log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR dxdiag marked.png|482x482px]]&lt;br /&gt;
&lt;br /&gt;
==What is a launcher log and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=6dyglrrW0nw&lt;br /&gt;
 |caption = Launcher Logs&lt;br /&gt;
}}&lt;br /&gt;
Launcher logs (file extension: .txt) are files generated by the War Thunder launcher. The log contains a record of all the actions the launcher tried to perform during one secluded opening session. The Launcher log is initialized as soon as the user starts the game (thus opening the launcher) and finalized when the launcher closes itself to either start the game or quit to desktop. The Launcher log helps the technical administration to identify problems within the launcher's code and is thus very important when dealing with launcher related issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your launcher Log:'''&lt;br /&gt;
 &lt;br /&gt;
Launcher logs are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
: The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location Steam.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
:The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==What are problem report files and how do you obtain them?==&lt;br /&gt;
&lt;br /&gt;
Problem report Files (file extension: .dmp) are files generated when the War Thunder client crashes. They contain a memory image of the point when the War Thunder executable has stopped working and thus vital information for the technical administration to identify the reason for the unexpected termination of the program.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your problem report Files:'''&lt;br /&gt;
 &lt;br /&gt;
Problem report Files are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
Important note:&lt;br /&gt;
&lt;br /&gt;
* If the game crashes, problem report files can be found in the .game_logs folder&lt;br /&gt;
* If the launcher crashes, problem report files can be found in the .launcher_log folder or in the .start_app_logs folder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_GaijinFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report file with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_SteamFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report File with the associated compressed file to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==How do you take screenshots using the in-game functionality?==&lt;br /&gt;
&lt;br /&gt;
;In-game screenshots&lt;br /&gt;
&lt;br /&gt;
For reports we need screenshots taken using the in-game functionality. This is important because these screenshots contain metadata that is used to determine where in the log the issue occurred.&lt;br /&gt;
&lt;br /&gt;
;How to take screenshots&lt;br /&gt;
 &lt;br /&gt;
1. Make sure the keybind is configured correctly. You can find the keybind in 'Controls -&amp;gt; Common -&amp;gt; Interface -&amp;gt; Screenshot'.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Controls_Screenshot.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. When an issue occurs, press the 'Screenshot' key.&lt;br /&gt;
 &lt;br /&gt;
3. Screenshots are stored in the 'Screenshots' folder in the game's install directory. &lt;br /&gt;
[[File:Knowledgebase_ScreenshotFolder.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
4. Upload your screenshot to the website directly and attach the link to your report. Do not upload your screenshot to an image sharing provider such as Imgur, because the metadata will be lost!&lt;br /&gt;
&lt;br /&gt;
[[File:CBR screenshot upload.png|475x475px]]&lt;br /&gt;
&lt;br /&gt;
==What is the performance profiler and how do you use it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=VAN9Kc9QPjc&lt;br /&gt;
 |caption = Graphic&lt;br /&gt;
}}&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
 &lt;br /&gt;
;How to create a performance Log:&lt;br /&gt;
&lt;br /&gt;
Performance logging function is bound to the F11 key.&lt;br /&gt;
 &lt;br /&gt;
Please carry out the following:&lt;br /&gt;
&lt;br /&gt;
# Start the game and login etc and wait for hangar screen to load.&lt;br /&gt;
# Press these keys together to start the profiler: Fn+Alt+F11 (These three buttons together turn the profiler on and off)  (If your keyboard has no Function key, press Alt+F11)&lt;br /&gt;
## For Windows, that means &amp;quot;Windows key + left alt + F11&amp;quot;&lt;br /&gt;
## For Mac, that means &amp;quot;Apple key + left alt + F11&amp;quot;&lt;br /&gt;
## For Linux and other operating system, either &amp;quot;function key + left alt + F11&amp;quot; or just &amp;quot;left alt + F11&amp;quot;&lt;br /&gt;
# Play several games (at least 3) with the profiler on.&lt;br /&gt;
# After the end of the last game please press Fn + F11 (F11 if no Function key). This will write the information into the .clog file. You must provide this clog in the report.&lt;br /&gt;
# After pressing F11 to store the log, the profiler can be disabled with the same keys used for enabling it.&lt;br /&gt;
 &lt;br /&gt;
The profiler tells you if it was enabled or disabled on the top left of your screen.&lt;br /&gt;
 &lt;br /&gt;
1. Profiler enabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileEnabled.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Storing profiler data into log&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileSavedInfo.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
3. Profiler disabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileDisabled.jpg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
After the log has been saved, please provide the full .clog file as per the instructions.&lt;br /&gt;
&lt;br /&gt;
===FPS Issues===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
&lt;br /&gt;
To create such a log you will need to start the game, enter a battle and press left ALT+F11 to enable, or disable the log recording. At the moment of performance drop you will need to mark the time in the log by a single press of the F11 button.&lt;br /&gt;
&lt;br /&gt;
After that in the folder with logs “Folder with game.game_logs\” will appear a file with the extension ''.dap'', which should be attached to the report. Please run the Profiler tool - (Alt+F11), spikes are created in the ''spikes-date_time.dap''; pressing F11 creates - ''ring-datetime.dap''&lt;br /&gt;
&lt;br /&gt;
==What is the cache and how do you clear it?==&lt;br /&gt;
&lt;br /&gt;
The cache is a system that the game uses to store data downloaded while the game was running. The cache consists of items such as decals, skins and configuration files.&lt;br /&gt;
 &lt;br /&gt;
;How to clear the cache&lt;br /&gt;
 &lt;br /&gt;
When identifying issues with the game, it's best to start with a clean cache. To recreate the cache, the old cache must be deleted.&lt;br /&gt;
 &lt;br /&gt;
1. Follow the installation path that you've specified during installation and locate the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_CacheLocation.png|x300px]]&lt;br /&gt;
 &lt;br /&gt;
2. Delete the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
3. Restart the game. The game will now redownload the necessary cache files.&lt;br /&gt;
&lt;br /&gt;
==What is game integrity and how do you verify it?==&lt;br /&gt;
&lt;br /&gt;
Game integrity refers to the integrity of the game files. It means that all necessary files are untampered and in their correct locations. It is necessary to ensure this before reporting technical issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to verify your game integrity'''&lt;br /&gt;
 &lt;br /&gt;
Game integrity can be checked in multiple ways.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, launch the launcher as you normally would.&lt;br /&gt;
 &lt;br /&gt;
2. Click the wrench icon on the top right corner of the launcher.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Wrench Settings.png|776x776px]]&lt;br /&gt;
 &lt;br /&gt;
3. Click the 'Check files' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Launcher Check File.png|554x554px]]&lt;br /&gt;
 &lt;br /&gt;
4. Wait for the file check to finish.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, go to your Steam library.&lt;br /&gt;
 &lt;br /&gt;
2. Right click on War Thunder and select 'Properties' in the context menu.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamProperties.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. In the popup menu, select the tab 'Local files'. On this tab, click the 'Verify integrity of game files...' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamVerifyIntegrity.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
5. Wait for the file integrity check to finish. You can track progress in the popup window.&lt;br /&gt;
&lt;br /&gt;
==Replays: What is the difference and how do you find them?==&lt;br /&gt;
&lt;br /&gt;
;Client replays&lt;br /&gt;
&lt;br /&gt;
Client replays are generated when you leave a match or custom battle. They are a recording created from your game's point of view of the occurences in the match. Client replays tend to lack some data from the battle since some data is not available to your game client during a match.&lt;br /&gt;
 &lt;br /&gt;
;Server replays&lt;br /&gt;
&lt;br /&gt;
Server replays are generated for every match played in War Thunder and they are recorded from the server instead of your local computer. Because of this, server replays are found through the website. You can only submit the link to the match in question rather than the replay file itself.&lt;br /&gt;
 &lt;br /&gt;
All replays (both client and server) become invalid once a major patch has been released, because the new version of the game will not be able to play the old version’s replay files.&lt;br /&gt;
 &lt;br /&gt;
;Timestamp&lt;br /&gt;
&lt;br /&gt;
Please be so kind to provide a timestamp to where the issue occured in the replay.&lt;br /&gt;
 &lt;br /&gt;
===Finding Client Replays===&lt;br /&gt;
 &lt;br /&gt;
1. To view client replays, go to top left corner of the hangar and select 'Community -&amp;gt; Replays'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ClientReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
2. A window will pop up with a list of your replays. The top replay is your latest replay. Press the folder button at the bottom left corner of the window to open the replay directory in a file explorer. You can rename your replay before opening file explorer if this makes it easier to find it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_FolderReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Select the replay of the match in which the error occured and upload this to your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
===Finding Server Replays===&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE GAME CLIENT&lt;br /&gt;
 &lt;br /&gt;
1. Open the message tab in the bottom right corner of the hangar.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_GameMessageTab.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Click on the match in which the issue occured. The match details will expand.&lt;br /&gt;
 &lt;br /&gt;
3. Click on the link 'View Server Replay'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_MatchServerReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. A browser will now open with the server replay window. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ServerReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE WEBSITE&lt;br /&gt;
 &lt;br /&gt;
1. Go to https://warthunder.com/en/tournament/replay/. Make sure you are logged in on the website!&lt;br /&gt;
 &lt;br /&gt;
2. Check the box 'Find replays with my participation'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayParticipation.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Search for the name of the mission and click on it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayMission.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
&lt;br /&gt;
==What is custom content and how do you disable it?==&lt;br /&gt;
&lt;br /&gt;
Disabling custom content&lt;br /&gt;
To make sure the issue is not caused by custom, user-generated content, this content must be disabled before creating a report. We cannot provide support for custom content. Here is a list of possible custom content that can interfere with the game and a link to their wiki page, which helps in disabling the content:&lt;br /&gt;
&lt;br /&gt;
* [[Sound modifications|Sound mods]]&lt;br /&gt;
* [[Instructions for the user localizations|Custom localisation]]&lt;br /&gt;
* [[Custom hangars|Custom hangar]]&lt;br /&gt;
* [[User-made sighting reticles|Custom sights]]&lt;br /&gt;
* [[How to launch a custom mission in the game|Custom missions]] (both usermissions and multiplayer missions from URL)&lt;br /&gt;
* [[Custom skins|User skins]]&lt;br /&gt;
&lt;br /&gt;
If you have found an issue in the CDK or functions provided by it, please report this in the Community Bug Reporter (link below): https://community.gaijin.net/issues/p/warthunder?f.category=CDK&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Launcher_Check_File.png&amp;diff=174656</id>
		<title>File:Launcher Check File.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Launcher_Check_File.png&amp;diff=174656"/>
				<updated>2023-10-17T21:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Launcher_Wrench_Settings.png&amp;diff=174655</id>
		<title>File:Launcher Wrench Settings.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Launcher_Wrench_Settings.png&amp;diff=174655"/>
				<updated>2023-10-17T21:38:48Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:CBR_screenshot_upload.png&amp;diff=174654</id>
		<title>File:CBR screenshot upload.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:CBR_screenshot_upload.png&amp;diff=174654"/>
				<updated>2023-10-17T21:35:39Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=172930</id>
		<title>Knowledge Base</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Knowledge_Base&amp;diff=172930"/>
				<updated>2023-09-22T21:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Update a few images up to launcher log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Bug Reporting? ==&lt;br /&gt;
We constantly strive to evolve and improve War Thunder with every passing update, taking into account your feedback, ideas and suggestions as well as delivering new features, locations, improvements and of course vehicles to expand the game to new heights. &lt;br /&gt;
&lt;br /&gt;
One of the key factors that helps us to keep improving the game for everyone is bug reporting, this helps us to identify and fix any issues that unfortunately may occur. Bug reporting allows us to address and resolve matters that may interrupt or interfere with players' experience or improve the historical parts of the game by making things more accurate and true to life.&lt;br /&gt;
&lt;br /&gt;
Today, we wanted to talk a little bit more about the importance of bug reporting, answer some of your key questions and also show how to correctly create a valid bug report that contributes to helping improve the game.&lt;br /&gt;
&lt;br /&gt;
===How to Make a Report===&lt;br /&gt;
Anyone who has a War Thunder account can make a bug report. Our dedicated [https://community.gaijin.net/issues/p/warthunder website] allows anyone to create a full bug or historical report and let us know of any issues you have found. &lt;br /&gt;
&lt;br /&gt;
Once there, you can choose what specific platform, category and game version you want to report the matter too. Every category area has a helpful set of notes detailing what is required for the report to be the most effective. Be sure to check the area specific (or file specific) notes before submitting your report. &lt;br /&gt;
&lt;br /&gt;
In general though, the basic and core parts of a standard or gameplay related bug report are:&lt;br /&gt;
&lt;br /&gt;
* Clear descriptive title of the issue&lt;br /&gt;
* Full description and details of the issue &lt;br /&gt;
* Steps how to reproduce the issue&lt;br /&gt;
&lt;br /&gt;
In the case of a historical matters, one of the following two points will be required:&lt;br /&gt;
&lt;br /&gt;
* One primary historical source (User/Factory/Repair Manual, Original handbooks etc)&lt;br /&gt;
* Two secondary sources (Reference works, museums, Biographies, Books, &amp;quot;expert&amp;quot; opinion publications, websites etc)&lt;br /&gt;
&lt;br /&gt;
Once you have everything ready, you can submit your report and await its review by a Technical Moderator, developer or our QA team, who will first test and reproduce the issue where possible and then either forward the matter on or request any additional information that may be required.&lt;br /&gt;
&lt;br /&gt;
==How do you find the game version?==&lt;br /&gt;
===Game version===&lt;br /&gt;
The game version must be added into the report. Depending on your platform, there are a few ways to get it.&lt;br /&gt;
&lt;br /&gt;
===PC, Mac, Linux===&lt;br /&gt;
The game version can be found in the top right corner of the screen in any menu, such as the hangar.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledegebase GameVer.png|449x449px]]&lt;br /&gt;
&lt;br /&gt;
Additionally, it can also be seen in the launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:Launcher GameVersion.png|518x518px]]&lt;br /&gt;
&lt;br /&gt;
==What is a client log (.clog) and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = http://www.youtube.com/watch?v=T_zZBbXjICs&lt;br /&gt;
 |caption = Client Logs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Client logs (file extension: .clog) are files generated by the War Thunder client and show a reflection of all the actions a user has performed in one secluded game session. As soon as the launcher initialises the start of the game, a new client log is being started, which is finalised when the client is closed (the game session ends). Besides recording the actions of the user, it also records the client-side calculations and has a built-in error catching system that will allow the technical administration to identify game code or synchronisation issues efficiently.&lt;br /&gt;
&lt;br /&gt;
Client logs are being saved once after a game session has ended. If you have an error that is reproducible, you can help increase the expressiveness of your client log by starting a new game session, reproducing the error and then exiting the game manually. This way, the client log is very small and the error can be identified more easily.&lt;br /&gt;
&lt;br /&gt;
Please note that for all bug reports, only the .clog file (&amp;quot;&amp;lt;filename&amp;gt;.clog&amp;quot;)is required. Please do not attach the .clog file that includes the cef extension.&lt;br /&gt;
&lt;br /&gt;
===How to obtain your client log===&lt;br /&gt;
====Download from Gaijin Entertainment Website====&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:ClientLog Location.png|373x373px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|376x376px]]&lt;br /&gt;
&lt;br /&gt;
====Download from Steam====&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Steam ClientLog Location.png|371x371px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the client log (.clog) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option. The files itself are also time-stamped, and follow this scheme:&lt;br /&gt;
 YEAR_MONTH_DAY_HOUR_MINUTE_SECOND_ID.clog&lt;br /&gt;
&lt;br /&gt;
3. Attach the client log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|365x365px]]&lt;br /&gt;
&lt;br /&gt;
==What is a DxDiag log and how do you obtain it?==&lt;br /&gt;
The DxDiag log (file extension: .txt) is a text document that is created by Microsoft's DirectX Diagnostic Tool, showing non-personalized information about the hardware and drivers of your system. The DxDiag log file helps our technical administration to identify whether the problem you encounter is happening due to incompatibilities or issues with certain hardware or driver components on your system. It is especially important with display or sound device issues, as it helps to identify the devices and their drivers easily.&lt;br /&gt;
&lt;br /&gt;
===How to Obtain your DxDiag Log===&lt;br /&gt;
 &lt;br /&gt;
Obtaining the DxDiag log is fast and easy. Just perform the following steps:&lt;br /&gt;
&lt;br /&gt;
1. Press 'Windows Key + R' to open Microsoft's Run function&lt;br /&gt;
&lt;br /&gt;
[[File:Dxdiag run.png|367x367px]]&lt;br /&gt;
&lt;br /&gt;
2. Type in 'dxdiag' in the input field and click 'OK'.&lt;br /&gt;
&lt;br /&gt;
3.  The DirectX Diagnostic Tool opens in a new window. Wait for it to gather the necessary information.&lt;br /&gt;
&lt;br /&gt;
[[File:DxDiag Page.png|484x484px]]&lt;br /&gt;
&lt;br /&gt;
4. When you are running a 32-bit (x86) version of Windows, click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
5. When you are running a 64-bit (x64) version of Windows, first click on Run 64-bit DxDiag, then click on &amp;quot;Save All Information...&amp;quot; and specify a directory and name to save the file.&lt;br /&gt;
&lt;br /&gt;
6. Attach the DxDiag log to your bug report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR dxdiag marked.png|482x482px]]&lt;br /&gt;
&lt;br /&gt;
==What is a launcher log and how do you obtain it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=6dyglrrW0nw&lt;br /&gt;
 |caption = Launcher Logs&lt;br /&gt;
}}&lt;br /&gt;
Launcher logs (file extension: .txt) are files generated by the War Thunder launcher. The log contains a record of all the actions the launcher tried to perform during one secluded opening session. The Launcher log is initialized as soon as the user starts the game (thus opening the launcher) and finalized when the launcher closes itself to either start the game or quit to desktop. The Launcher log helps the technical administration to identify problems within the launcher's code and is thus very important when dealing with launcher related issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your launcher Log:'''&lt;br /&gt;
 &lt;br /&gt;
Launcher logs are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
: The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your report.&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.launcher_log' folder&lt;br /&gt;
&lt;br /&gt;
[[File:LauncherLog Location Steam.png|441x441px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the launcher log (.txt) file that was created during the session in which you recognized the issue or bug. This is usually the latest file created, so sorting by date is the easiest option.&lt;br /&gt;
&lt;br /&gt;
:The files itself are also time-stamped, and follow this scheme: YEAR_MONTH_DAY_HOUR_MINUTE_SECOND__ID.txt&lt;br /&gt;
&lt;br /&gt;
3. Attach the launcher log to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:CBR Clog Upload.png|443x443px]]&lt;br /&gt;
&lt;br /&gt;
==What are problem report files and how do you obtain them?==&lt;br /&gt;
&lt;br /&gt;
Problem report Files (file extension: .dmp) are files generated when the War Thunder client crashes. They contain a memory image of the point when the War Thunder executable has stopped working and thus vital information for the technical administration to identify the reason for the unexpected termination of the program.&lt;br /&gt;
 &lt;br /&gt;
'''How to obtain your problem report Files:'''&lt;br /&gt;
 &lt;br /&gt;
Problem report Files are created automatically, so the only thing you need to do is to locate them.&lt;br /&gt;
 &lt;br /&gt;
Important note:&lt;br /&gt;
&lt;br /&gt;
* If the game crashes, problem report files can be found in the .game_logs folder&lt;br /&gt;
* If the launcher crashes, problem report files can be found in the .launcher_log folder or in the .start_app_logs folder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, follow the installation path that you've specified during installation and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_GaijinFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report file with the associated compressed file  to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Forum_Dialog.jpeg|x200px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. If you have downloaded War Thunder using Steam, follow the standard Steam installation path and locate the '.game_logs' folder&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_SteamFolder_GamesLog.jpeg|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. Identify the problem report File (.dmp) with the associated compressed file that was created when the client crashed. This is usually the latest file of its kind created, so sorting by date is the easiest option.&lt;br /&gt;
 &lt;br /&gt;
3. Attach the problem report File with the associated compressed file  to your bug report&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Forum_Dialog.jpeg|x200px]]&lt;br /&gt;
&lt;br /&gt;
==How do you take screenshots using the in-game functionality?==&lt;br /&gt;
&lt;br /&gt;
;In-game screenshots&lt;br /&gt;
&lt;br /&gt;
For reports we need screenshots taken using the in-game functionality. This is important because these screenshots contain metadata that is used to determine where in the log the issue occurred.&lt;br /&gt;
&lt;br /&gt;
;How to take screenshots&lt;br /&gt;
 &lt;br /&gt;
1. Make sure the keybind is configured correctly. You can find the keybind in 'Controls -&amp;gt; Common -&amp;gt; Interface -&amp;gt; Screenshot'.&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Controls_Screenshot.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
2. When an issue occurs, press the 'Screenshot' key.&lt;br /&gt;
 &lt;br /&gt;
3. Screenshots are stored in the 'Screenshots' folder in the game's install directory. &lt;br /&gt;
[[File:Knowledgebase_ScreenshotFolder.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
4. Upload your screenshot to the forums directly, or to an external filehost such as Google Drive, Dropbox etc. and attach the link to your report. Do not upload your screenshot to an image sharing provider such as Imgur, because the metadata will be lost!&lt;br /&gt;
&lt;br /&gt;
[[File:Knowledgebase_Forum_Dialog.jpeg|x200px]]&lt;br /&gt;
&lt;br /&gt;
==What is the performance profiler and how do you use it?==&lt;br /&gt;
{{Youtube&lt;br /&gt;
 |align = right&lt;br /&gt;
 |size = 300&lt;br /&gt;
 |url = https://www.youtube.com/watch?v=VAN9Kc9QPjc&lt;br /&gt;
 |caption = Graphic&lt;br /&gt;
}}&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
 &lt;br /&gt;
;How to create a performance Log:&lt;br /&gt;
&lt;br /&gt;
Performance logging function is bound to the F11 key.&lt;br /&gt;
 &lt;br /&gt;
Please carry out the following:&lt;br /&gt;
&lt;br /&gt;
# Start the game and login etc and wait for hangar screen to load.&lt;br /&gt;
# Press these keys together to start the profiler: Fn+Alt+F11 (These three buttons together turn the profiler on and off)  (If your keyboard has no Function key, press Alt+F11)&lt;br /&gt;
## For Windows, that means &amp;quot;Windows key + left alt + F11&amp;quot;&lt;br /&gt;
## For Mac, that means &amp;quot;Apple key + left alt + F11&amp;quot;&lt;br /&gt;
## For Linux and other operating system, either &amp;quot;function key + left alt + F11&amp;quot; or just &amp;quot;left alt + F11&amp;quot;&lt;br /&gt;
# Play several games (at least 3) with the profiler on.&lt;br /&gt;
# After the end of the last game please press Fn + F11 (F11 if no Function key). This will write the information into the .clog file. You must provide this clog in the report.&lt;br /&gt;
# After pressing F11 to store the log, the profiler can be disabled with the same keys used for enabling it.&lt;br /&gt;
 &lt;br /&gt;
The profiler tells you if it was enabled or disabled on the top left of your screen.&lt;br /&gt;
 &lt;br /&gt;
1. Profiler enabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileEnabled.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Storing profiler data into log&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileSavedInfo.jpeg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
3. Profiler disabled&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ProfileDisabled.jpg|x200px]]&lt;br /&gt;
 &lt;br /&gt;
After the log has been saved, please provide the full .clog file as per the instructions.&lt;br /&gt;
&lt;br /&gt;
===FPS Issues===&lt;br /&gt;
&lt;br /&gt;
If you are experiencing FPS drops or other performance problems, it is necessary to create a performance log.&lt;br /&gt;
&lt;br /&gt;
To create such a log you will need to start the game, enter a battle and press left ALT+F11 to enable, or disable the log recording. At the moment of performance drop you will need to mark the time in the log by a single press of the F11 button.&lt;br /&gt;
&lt;br /&gt;
After that in the folder with logs “Folder with game.game_logs\” will appear a file with the extension ''.dap'', which should be attached to the report. Please run the Profiler tool - (Alt+F11), spikes are created in the ''spikes-date_time.dap''; pressing F11 creates - ''ring-datetime.dap''&lt;br /&gt;
&lt;br /&gt;
==What is the cache and how do you clear it?==&lt;br /&gt;
&lt;br /&gt;
The cache is a system that the game uses to store data downloaded while the game was running. The cache consists of items such as decals, skins and configuration files.&lt;br /&gt;
 &lt;br /&gt;
;How to clear the cache&lt;br /&gt;
 &lt;br /&gt;
When identifying issues with the game, it's best to start with a clean cache. To recreate the cache, the old cache must be deleted.&lt;br /&gt;
 &lt;br /&gt;
1. Follow the installation path that you've specified during installation and locate the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_CacheLocation.png|x300px]]&lt;br /&gt;
 &lt;br /&gt;
2. Delete the 'cache' folder.&lt;br /&gt;
 &lt;br /&gt;
3. Restart the game. The game will now redownload the necessary cache files.&lt;br /&gt;
&lt;br /&gt;
==What is game integrity and how do you verify it?==&lt;br /&gt;
&lt;br /&gt;
Game integrity refers to the integrity of the game files. It means that all necessary files are untampered and in their correct locations. It is necessary to ensure this before reporting technical issues.&lt;br /&gt;
 &lt;br /&gt;
'''How to verify your game integrity'''&lt;br /&gt;
 &lt;br /&gt;
Game integrity can be checked in multiple ways.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM GAIJIN ENTERTAINMENT WEBSITE&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, launch the launcher as you normally would.&lt;br /&gt;
 &lt;br /&gt;
2. Click the wrench icon on the top right corner of the launcher.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_LauncherIntegrityWrench.png|x150px]]&lt;br /&gt;
 &lt;br /&gt;
3. Click the 'Check files' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_LauncherCheck.png|x300px]]&lt;br /&gt;
 &lt;br /&gt;
4. Wait for the file check to finish.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;DOWNLOAD FROM STEAM&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
1. If you have downloaded War Thunder from the Gaijin Entertainment website, go to your Steam library.&lt;br /&gt;
 &lt;br /&gt;
2. Right click on War Thunder and select 'Properties' in the context menu.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamProperties.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. In the popup menu, select the tab 'Local files'. On this tab, click the 'Verify integrity of game files...' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_SteamVerifyIntegrity.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
5. Wait for the file integrity check to finish. You can track progress in the popup window.&lt;br /&gt;
&lt;br /&gt;
==Replays: What is the difference and how do you find them?==&lt;br /&gt;
&lt;br /&gt;
;Client replays&lt;br /&gt;
&lt;br /&gt;
Client replays are generated when you leave a match or custom battle. They are a recording created from your game's point of view of the occurences in the match. Client replays tend to lack some data from the battle since some data is not available to your game client during a match.&lt;br /&gt;
 &lt;br /&gt;
;Server replays&lt;br /&gt;
&lt;br /&gt;
Server replays are generated for every match played in War Thunder and they are recorded from the server instead of your local computer. Because of this, server replays are found through the website. You can only submit the link to the match in question rather than the replay file itself.&lt;br /&gt;
 &lt;br /&gt;
All replays (both client and server) become invalid once a major patch has been released, because the new version of the game will not be able to play the old version’s replay files.&lt;br /&gt;
 &lt;br /&gt;
;Timestamp&lt;br /&gt;
&lt;br /&gt;
Please be so kind to provide a timestamp to where the issue occured in the replay.&lt;br /&gt;
 &lt;br /&gt;
===Finding Client Replays===&lt;br /&gt;
 &lt;br /&gt;
1. To view client replays, go to top left corner of the hangar and select 'Community -&amp;gt; Replays'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ClientReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
2. A window will pop up with a list of your replays. The top replay is your latest replay. Press the folder button at the bottom left corner of the window to open the replay directory in a file explorer. You can rename your replay before opening file explorer if this makes it easier to find it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_FolderReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Select the replay of the match in which the error occured and upload this to your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
===Finding Server Replays===&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE GAME CLIENT&lt;br /&gt;
 &lt;br /&gt;
1. Open the message tab in the bottom right corner of the hangar.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_GameMessageTab.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
2. Click on the match in which the issue occured. The match details will expand.&lt;br /&gt;
 &lt;br /&gt;
3. Click on the link 'View Server Replay'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_MatchServerReplay.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. A browser will now open with the server replay window. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_ServerReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
 &lt;br /&gt;
;THROUGH THE WEBSITE&lt;br /&gt;
 &lt;br /&gt;
1. Go to https://warthunder.com/en/tournament/replay/. Make sure you are logged in on the website!&lt;br /&gt;
 &lt;br /&gt;
2. Check the box 'Find replays with my participation'.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayParticipation.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
3. Search for the name of the mission and click on it.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayMission.png|x250px]]&lt;br /&gt;
 &lt;br /&gt;
4. Click on the 'copy link' button.&lt;br /&gt;
 &lt;br /&gt;
[[File:Knowledgebase_WebReplayCopyLink.png|x200px]]&lt;br /&gt;
 &lt;br /&gt;
5. Paste this link into your report. Please provide a timestamp to the point at which the issue occured.&lt;br /&gt;
&lt;br /&gt;
==What is custom content and how do you disable it?==&lt;br /&gt;
&lt;br /&gt;
Disabling custom content&lt;br /&gt;
To make sure the issue is not caused by custom, user-generated content, this content must be disabled before creating a report. We cannot provide support for custom content. Here is a list of possible custom content that can interfere with the game and a link to their wiki page, which helps in disabling the content:&lt;br /&gt;
&lt;br /&gt;
* [[Sound modifications|Sound mods]]&lt;br /&gt;
* [[Instructions for the user localizations|Custom localisation]]&lt;br /&gt;
* [[Custom hangars|Custom hangar]]&lt;br /&gt;
* [[User-made sighting reticles|Custom sights]]&lt;br /&gt;
* [[How to launch a custom mission in the game|Custom missions]] (both usermissions and multiplayer missions from URL)&lt;br /&gt;
* [[Custom skins|User skins]]&lt;br /&gt;
&lt;br /&gt;
If you have found an issue in the CDK or functions provided by it, please report this in the Community Bug Reporter (link below): https://community.gaijin.net/issues/p/warthunder?f.category=CDK&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:LauncherLog_Location_Steam.png&amp;diff=172924</id>
		<title>File:LauncherLog Location Steam.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:LauncherLog_Location_Steam.png&amp;diff=172924"/>
				<updated>2023-09-22T20:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Location of the Launcher Log of the Steam version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location of the Launcher Log of the Steam version.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:LauncherLog_Location.png&amp;diff=172923</id>
		<title>File:LauncherLog Location.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:LauncherLog_Location.png&amp;diff=172923"/>
				<updated>2023-09-22T20:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Location of the Launcher Log of Gaijin launcher version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location of the Launcher Log of Gaijin launcher version.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:CBR_dxdiag_marked.png&amp;diff=172922</id>
		<title>File:CBR dxdiag marked.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:CBR_dxdiag_marked.png&amp;diff=172922"/>
				<updated>2023-09-22T20:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:DxDiag_Page.png&amp;diff=172921</id>
		<title>File:DxDiag Page.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:DxDiag_Page.png&amp;diff=172921"/>
				<updated>2023-09-22T20:48:00Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: DxDiag command window after it's done loading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DxDiag command window after it's done loading.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Dxdiag_run.png&amp;diff=172920</id>
		<title>File:Dxdiag run.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Dxdiag_run.png&amp;diff=172920"/>
				<updated>2023-09-22T20:45:50Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: DxDiag command in the Run window (Windows + R).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DxDiag command in the Run window (Windows + R).&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Steam_ClientLog_Location.png&amp;diff=172919</id>
		<title>File:Steam ClientLog Location.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Steam_ClientLog_Location.png&amp;diff=172919"/>
				<updated>2023-09-22T20:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: An image showing how the client log (clog) folder looks like and where it's located (Steam).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showing how the client log (clog) folder looks like and where it's located (Steam).&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:CBR_Clog_Upload.png&amp;diff=172916</id>
		<title>File:CBR Clog Upload.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:CBR_Clog_Upload.png&amp;diff=172916"/>
				<updated>2023-09-22T20:35:35Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Uploading the clog on the CBR.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uploading the clog on the CBR.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:ClientLog_Location.png&amp;diff=172914</id>
		<title>File:ClientLog Location.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:ClientLog_Location.png&amp;diff=172914"/>
				<updated>2023-09-22T20:31:11Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: An image showing how the client log (clog) folder looks like and where it's located.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showing how the client log (clog) folder looks like and where it's located.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Launcher_GameVersion.png&amp;diff=172913</id>
		<title>File:Launcher GameVersion.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Launcher_GameVersion.png&amp;diff=172913"/>
				<updated>2023-09-22T20:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location of the game version in the game launcher UI.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Launcher_GameVersion.png&amp;diff=172912</id>
		<title>File:Launcher GameVersion.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Launcher_GameVersion.png&amp;diff=172912"/>
				<updated>2023-09-22T20:26:43Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Location of the game version in the game's UI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location of the game version in the game's UI.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Knowledegebase_GameVer.png&amp;diff=172909</id>
		<title>File:Knowledegebase GameVer.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Knowledegebase_GameVer.png&amp;diff=172909"/>
				<updated>2023-09-22T20:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: Location of the game version in the game's UI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location of the game version in the game's UI.&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=USS_Detroit&amp;diff=160925</id>
		<title>USS Detroit</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=USS_Detroit&amp;diff=160925"/>
				<updated>2023-04-17T23:48:43Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Anti-aircraft armament */... Fix small typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American light cruiser '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other Omaha-class cruisers&lt;br /&gt;
| link = Omaha (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=us_cruiser_omaha_class_detroit&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} American light cruiser {{Battle-rating}}. It was introduced during [[Update &amp;quot;Red Skies&amp;quot;]] as a reward for [[Battle Pass: Season IV, &amp;quot;Fearless Voltigeur&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|6 inch/53 Mk.12 (152 mm)}}&lt;br /&gt;
The one saving grace of this ship is its 6 inch artillery. Powerful enough to obliterate most destroyers in a few well placed hits, it unfortunately has a poor reload rate, and an even worse traverse rate. This vessel is essentially a support ship for more powerful ships in its BR range.&lt;br /&gt;
&lt;br /&gt;
{{:6 inch/53 Mk.12 (152 mm)/Ammunition|6 inch Mk.34 HC, 6 inch Mk.27 SC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3-inch Mark 10 (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 3 inch (76 mm) cannons do have HE-VT shells, meaning that they can ward off planes and ships, but only at close range.&lt;br /&gt;
&lt;br /&gt;
{{:3-inch Mark 10 (76 mm)/Ammunition|76 mm HC Mk.27, 76 mm AP Mk.29, 76 mm HE-VT}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|1.1 inch/75 Mk.1 (28 mm)|20 mm/70 Oerlikon Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Detroit is equipped with one Chicago Piano mount and eight single-mount Oerlikon cannons. This provides some decent AA cover at close range, though it certainly isn't winning any awards for defensive firepower. It is better to simply stay close to AA ships and destroyers for some extra protection.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|Mk.15 (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
The ship has a pair of torpedo launchers, but their poor placement and poor torpedoes makes them a poor choice to use.&lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
&lt;br /&gt;
Located on the stern are two catapults with one SOC-1 scout plane each which provide unique offensive and defensive abilities, expanding tactical options. Ship-launched scout planes fly just like regular tree units but lack munition choices and cockpit views. Alongside the typical abilities of strafing, dropping 2 x 100 lb bombs, and capping zones, the SOC-1 and other scout planes have the added ability to lay down smoke cover (up to 3 times). Captains will be wise to remember to utilise the aircraft and consider when best to use it, for example to cap a point early or late in the match, to create a smoke screen to stymie enemy bombardment and repair, to attack enemy units directly, or perhaps something completely new! With two scout planes one can risk a cap attempt at the beginning of the match, saving the second for any opportunity that presents itself.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While using the USS Detroit, try to exploit its mobility advantage and flank around the map. Use cover to make up for the subpar armour of the ship. When playing this ship, make sure you avoid higher-tier cruisers like IJN Mogami, HMS London or Admiral Hipper and go for destroyers and lower-tier cruisers.&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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Shell rooms are located deep beneath waterline, and rear shell room is also covered by fuel tanks&lt;br /&gt;
* All six forward main guns can fire towards bow direction&lt;br /&gt;
* Two scout seaplanes&lt;br /&gt;
* 76 mm guns have HE-VT shells&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* When firing on one broadside, the single-gun turrets draw ammo from shared ready racks, so they maintain fast-firing longer than the twin-gun turrets, resulting in unsynchronized firing pattern&lt;br /&gt;
* Poor armour&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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 ship'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 ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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 ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_cruiser_omaha_class_detroit Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Photos&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;250&amp;quot;&amp;gt;&lt;br /&gt;
File:USS Detroit (CL-8) at San Diego in 1935.jpg|USS Detroit (CL-8) in the harbour at San Diego, California in 1935.&lt;br /&gt;
File:USS Detroit (CL-8) off Port Angeles on April 1944 (19-N-63828).jpg|USS Detroit (CL-8) off Port Angeles, Washington (USA) in 1944.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|477cgrAHIQg|'''Battle Pass &amp;quot;Fearless Voltigeur&amp;quot;''' discusses the {{PAGENAME}} at 03:04 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&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;
&lt;br /&gt;
* [[wt:en/news/7250-development-battle-pass-vehicles-uss-detroit-cl-8-en|[Devblog] Battle Pass vehicles: USS Detroit (CL-8)]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Bethlehem Steel}}&lt;br /&gt;
{{USA light cruisers}}&lt;br /&gt;
{{USA premium ships}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ki-45_hei/tei_(China)&amp;diff=128144</id>
		<title>Ki-45 hei/tei (China)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ki-45_hei/tei_(China)&amp;diff=128144"/>
				<updated>2022-05-02T12:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = premium Chinese twin-engine fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Ki-45 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=ki-45_hei_tei_china&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_Ki-45_hei_tei_(China).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 premium rank {{Specs|rank}} Chinese twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Being a classed as a heavy fighter, the Ki-45 isn't the best in the manoeuvrability category. However, for a heavy fighter, it manoeuvres very well. It is even capable of out-turning aircraft such as the [[P-47D-25]]. Unlike heavy fighters of other nations, the Ki-45 series does not feature aircraft with large amounts of heavy weaponry. This is a major downside, considering how heavy fighters traditionally give up manoeuvrability and speed for armament. Instead, the Ki-45s utilize more of an equilibrium between manoeuvrability, speed, and armament. These are what makes the Ki-45 both a capable dog-fighter, and bomber hunter.&lt;br /&gt;
&lt;br /&gt;
This variant is a unusual hybrid between the [[Ki-45 hei|hei]] and [[Ki-45 tei|tei]] variants of the Ki-45. It has the fuselage mounted 20 mm Ho-3 cannon and lack of ordnance options of the former and the twin 20 mm Ho-5 cannons mounted behind the pilot in the &amp;quot;Schrage Musik&amp;quot; style of the latter. This makes it the most heavily armed Ki-45 currently available in the game, though it pays for this with a significantly higher battle rating. A great choice for bomber hunting, the low ammunition supplies make it unforgiving against fighters.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,300 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;
| 551 || 533 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 24.9 || 25.5 || 16.4 || 16.4 || rowspan=&amp;quot;2&amp;quot; | 520&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 593 || 570 || 23.2 || 24.0 || 23.1 || 19.5&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;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || X     &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}} || 450 || 444 || 308 || ~11 || ~7&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; 360 || &amp;lt; 320 || &amp;lt; 450 || &amp;gt; 330&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;
* 16 mm steel - behind pilot&lt;br /&gt;
* 16 mm steel - headrest&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|Ho-203 (37 mm)|Ho-3 (20 mm)|Ho-5 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 37 mm Ho-203 cannon, nose-mounted (15 rpg)&lt;br /&gt;
* 1 x 20 mm Ho-3 cannon, belly-mounted (100 rpg)&lt;br /&gt;
* 2 x 20 mm Ho-5 cannons, Schräge-Musik style (100 rpg = 200 total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Type 98 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 7.92 mm Type 98 machine gun, dorsal turret (1,050 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This variant of the Ki-45, the Ki-45 tei, features the first &amp;quot;Schräge Musik&amp;quot; armament of the series. Wielding one Ho-204 37 mm cannon and two Ho-5 20 mm cannons, the Ki-45 tei is the definition of a bomber hunter. Its 37 mm cannon allows the Toryu to take down bombers with ease, and its dual 20 mm cannons allow for even more flexibility in the bomber hunting department. Although deadly, the 37 mm cannon only holds 15 rounds, so shot placement is crucial. The round itself also travels fairly slowly in the air, making it hard to hit fast-moving enemy fighters. The 20 mm cannons are best used in a secondary weapon role, as they are fixed at an upward angle. To use these weapons, one must bind a key to them via the in-game controls menu (it is on the first page that comes up, basic). Unique to the tei model, this Ki-45's ground attack role is improved due to the ability to equip bombs.&lt;br /&gt;
&lt;br /&gt;
The Ki-45 tei also retains its impressive turn rate from the [[Ki-45 otsu]]. Although the aircraft itself is large and presents an &amp;quot;easy target&amp;quot; in many players' minds, the Ki-45 is rather nimble. Use this to your advantage when engaging enemy aircraft. Unfortunately, the Ki-45 is a heavy fighter, meaning its turn time is still not on par with other aircraft such as the [[F2A-3]]. In certain cases, the Ki-45 pilot may have to rely on his or her tail gunner to get the job done. The &amp;quot;tei&amp;quot; version of the Ki-45 features a 7.92 mm Type 98 machine gun with 1050 rounds. Although lacklustre, with shot placement it is possible to destroy enemies on the aircraft's tail. Aim for the pilot or the engine, as those are generally the weakest points on most aircraft. If the tailing enemy is a bi-plane, aim for the wings since they are very fragile.&lt;br /&gt;
&lt;br /&gt;
The Toryu is also rather fragile for a heavy fighter. Although it does feature two engines, the Ki-45 does not have very much armour protection. Only the back of the pilot's seat and the nose has armour, leaving both the gunner and engines unprotected. This can prove costly in a fight. If one does find him or herself tailed, call upon teammates for assistance.&lt;br /&gt;
&lt;br /&gt;
* In simulator, the Ki-45 has a decent frontal view with large pieces of glass in front, on top and to the sides, ensuring great visibility. The gun sight has enough room under, allowing easy tracking and leading of targets. However the side views are terrible as the wings &amp;amp; engines block out most of the view downwards, and a thick frame blocks out the upper area, as a result, the common way of circling above an area to spot something is extremely limited. Rear visibility is almost non-existent with the entire tail obstructed by the headset.&lt;br /&gt;
* If a bomber is flying above your level, your Schräge Musik cannons will become very handy and give them a fatal surprise. The Schräge Musik is easy to learn but takes time and practice to use it to its full potential. First, position your Ki-45 under the bomber's belly and make sure you are at least 500 m above the ground. Then, as you are about to be directly under it, switch to Schräge Musik mode and align the reticule to the centre axis of the target fuselage. Now because there is no fixed distance on how far below the target you should be, the shells might not always land at where the reticule points at, so fire a few short bursts first to see if your lead is accurate. Fix the vertical lead by pitching the plane or adjust your speed. When adjusting the pitch, you must pay constant attention to your altimeter because in Schräge Musik mode, you are staring at the blank sky above, thus you are likely to lose sense of direction and will have no idea if you are diving towards the ground or climbing to a stall. If your pitch is too important (regardless of diving or climbing), get out of Schräge Musik mode and reposition the plane. Aiming the Schräge Musik cannons sideways require a combination of elevator and rudder finesse which can be overwhelming at first, but be patient and practice. The Ki-45 is more manoeuvrable than the Do 217 N-2, making it easier to use the Schräge Musik. The 2x 20 mm cannons deal considerable damage to most bomber's underside, however control your trigger as 100 rounds per gun is quickly spent if your shots miss.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Controllable&amp;lt;br&amp;gt;Auto control available || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Highly powerful cannon combinations allow it to hunt down most bombers easily&lt;br /&gt;
* Good manoeuvrability and climb rate for a heavy fighter; can out-turn aircraft like P-47&lt;br /&gt;
* Acceptable top speed&lt;br /&gt;
* 16.5 mm of armour in pilot's seat and added armour in the nose around cannon barrel&lt;br /&gt;
* Twin-engine design- can fly back to base even with one engine damaged/destroyed&lt;br /&gt;
* Schräge Musik cannons can be used to gain advantage in turn fights.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Beat in turn fights by some aircraft like Bf 109 F-4, A6M2 / 3&lt;br /&gt;
* Prone to fuel and engine fires&lt;br /&gt;
* Locks up at high speeds&lt;br /&gt;
* Mediocre roll rate, gets worse as speed increases&lt;br /&gt;
* Limited ammunition for all weapons&lt;br /&gt;
* Lack of protection around fuel tanks, engines, and gunner&lt;br /&gt;
* Long cannon reload for arcade&lt;br /&gt;
* Pilot is exposed in head-ons&lt;br /&gt;
* Very little anti-fighter capabilities&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''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).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=china&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=fighter&amp;amp;vehicle=ki-45_hei_tei_china Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|zu-JuEfl9ro|'''Premium Review, Chinese Ki-45 Hei/Tei. Best used in a Squad''' - ''Joseph 2000''}}&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;
* [[Ki-45 (Family)]]&lt;br /&gt;
&lt;br /&gt;
;Other aircraft equipped with Schräge Musik&lt;br /&gt;
&lt;br /&gt;
* [[Bf 110 G-4]]{{-}}[[Bf 110 G-4 (Italy)]]&lt;br /&gt;
* [[Do 217 N-2]]&lt;br /&gt;
* [[Ki-45 tei]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Kawasaki}}&lt;br /&gt;
{{China twin-engine fighters and attackers}}&lt;br /&gt;
{{China premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A-7D&amp;diff=102546</id>
		<title>A-7D</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A-7D&amp;diff=102546"/>
				<updated>2021-05-11T06:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=a_7d&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American strike aircraft {{Battle-rating}}. It was introduced in [[Update &amp;quot;Hot Tracks&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 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;
| 1,115 || 1,110 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 35.4 || 37.1 || 42.6 || 42.3 || rowspan=&amp;quot;2&amp;quot; | 1,000&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,132 || 1,123 || 34.6 || 35.0 || 68.4 || 55.0&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}} ||484||457||406|| ~10 || ~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; 700 || &amp;lt; 690 || &amp;lt; 500 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{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; | Allison TF-41-A-1 || 1&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 9,101 kg || colspan=&amp;quot;3&amp;quot; | 382 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,592 kg || colspan=&amp;quot;2&amp;quot; | Low-bypass turbofan&lt;br /&gt;
| 10,361 kg || 10,781 kg || 11,902 kg || 12,882 kg || 13,302 kg || 19,051 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (102%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,073 kgf || N/A&lt;br /&gt;
| 0.59 || 0.56 || 0.51 || 0.47 || 0.46 || 0.32&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 6,134 kgf&amp;lt;br /&amp;gt;(200 km/h) || N/A&lt;br /&gt;
| 0.59 || 0.57 || 0.52 || 0.48 || 0.46 || 0.32&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;
Design characteristics of the {{PAGENAME}} put its survivability in a mixed bag. While it has all the necessary traits to survive in a missile-frequent battle-rating, the plane design leaves survival beyond a hit minimal.&lt;br /&gt;
&lt;br /&gt;
The radar warning receiver comes default with the plane, meaning it will be able to sense when an enemy plane has pinged it during its radar search, or is locking on for a {{annotation|SARH|Semi-Active Radar-Homing}} missile. This can give enough heads-up to an {{PAGENAME}} pilot to react appropriately to the situation.&lt;br /&gt;
&lt;br /&gt;
Once upgrading the {{PAGENAME}} through Tier I modifications, the {{PAGENAME}} can acquire flares to use in the event when an aircraft gets on the {{PAGENAME}} tail (which will be frequent given the {{PAGENAME}}'s poor turn rate) and fires an infrared missile. This can be really useful to thwart off a missile-run by an enemy diving onto the {{PAGENAME}}. The {{PAGENAME}} receives a large amount of flares too, with 120 units able to be expended, meaning that the {{PAGENAME}} can keep infrared missiles off for quite some time.&lt;br /&gt;
&lt;br /&gt;
These flares can help out when using the {{PAGENAME}} to penetrate enemy lines and to reach distant ground target such as bases or the such. Such an attack will inevitably be discovered by the enemy high-performance jets at this battle-rating. One way to use the flares in this situation is to activate &amp;quot;Periodic Flares Release&amp;quot; control so that the flare automatically come out of the aircraft when the enemy begins closing in. While it may illuminate the {{PAGENAME}} to other enemy's visuals, it will deter easy infrared missile shots so that an enemy 3-5 kilometers behind the {{PAGENAME}} can't just carelessly pop off a missile and know it is a certain hit. This should allow enough time for the {{PAGENAME}} to successfully drop its payload onto its target and fly off hoping to either make it back to the airfield safety or make it into a friendly airspace envelope safely. However, without much external aid, it will be hard to shake off tailing enemy that follows through from the beginning of the attack run to its aftermath.&lt;br /&gt;
[[File:A-7D Wing Fuel Tank.jpg|x250px|thumb|The large, not self-sealing, wing fuel tank in the A-7D.]]&lt;br /&gt;
&lt;br /&gt;
However, the overall {{PAGENAME}} design leaves no space for error when it comes to getting hit. There are no empty spaces in the aircraft that can be hit and the plane is left out without too much trouble. Firstly, all but one of the four fuel tanks on the {{PAGENAME}} is not self-sealing, which is bad for the fuel storage on the plane. Secondly, one of the fuel tanks is ''huge'' and makes up a good portion of the wingspan (and it's a not self-sealing one at that). If this tank is hit, it will leak a good portion of the plane fuel. That is, if the tank does not catch fire from the hit, and it will burn continuously as it is representing a large fuel reserve and is not self-sealing. Having this or other fuel tanks get hit is a crippling blow to the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
These traits mean the {{PAGENAME}} deals with the aftermath of a hit terribly, but it does have enough design feature so that missiles are not an instant doom for the {{PAGENAME}}.&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;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm M61 cannon, chin-mounted (1,000 rpg)&lt;br /&gt;
&lt;br /&gt;
The 20 mm M61 Vulcan is an excellent multi-purpose weapon that can fit into the {{PAGENAME}}'s role. With the high rate of fire of 6,000 RPM, the M61 can lay down massive amount of fire that can ensure hits onto the target.&lt;br /&gt;
&lt;br /&gt;
Due to the rate of fire, the {{PAGENAME}} only needs to fire into the enemy's path only for a moment that the enemy aircraft would be pelted with multiple 20 mm shells. If this does not instantly destroy the aircraft, more than likely a critical control component has been damaged that a follow-up shot is made easier against them.&lt;br /&gt;
&lt;br /&gt;
The 20 mm shells are powerful for the ground-attack roles, with 53 mm of point-blank penetration with any belts loaded. A quick burst can destroy light pill-boxes in Air Realistic Battles, as well as penetrate some medium tanks via the weaker armour areas. Though the ground vehicles that the {{PAGENAME}} can encounter in Ground Realistic Battles are often more well armoured against the 20 mm power, modules can very easily be damaged with the Vulcan's rate of fire, let alone any shots towards the tank's roof armour.&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-65A|AIM-9E Sidewinder|AIM-9J Sidewinder}}&lt;br /&gt;
{{main|FFAR Mighty Mouse|GAU-13/A (30 mm)|M61 (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;
* 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total)&lt;br /&gt;
* 2 x 20 mm M61 cannons + 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 2 x 20 mm M61 cannons + 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 2 x 30 mm GAU-13/A cannons (353 rpg = 706 total)&lt;br /&gt;
* 2 x 30 mm GAU-13/A cannons + 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 2 x 30 mm GAU-13/A cannons + 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 24 x 250 lb LDGP Mk 81 bombs (6,000 lb total)&lt;br /&gt;
* 24 x 250 lb LDGP Mk 81 bombs + 2 x AIM-9E Sidewinder missiles (6,000 lb total)&lt;br /&gt;
* 24 x 250 lb LDGP Mk 81 bombs + 2 x AIM-9J Sidewinder missiles (6,000 lb total)&lt;br /&gt;
* 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)&lt;br /&gt;
* 24 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9E Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 24 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9J Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 14 x 750 lb M117 cone 45 bombs (10,500 lb total)&lt;br /&gt;
* 14 x 750 lb M117 cone 45 bombs + 2 x AIM-9E Sidewinder missiles (10,500 lb total)&lt;br /&gt;
* 14 x 750 lb M117 cone 45 bombs + 2 x AIM-9J Sidewinder missiles (10,500 lb total)&lt;br /&gt;
* 12 x 1,000 lb LDGP Mk 83 bombs (12,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9E Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9J Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 6 x 2,000 lb LDGP Mk 84 bombs (12,000 lb total)&lt;br /&gt;
* 6 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9E Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 6 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9J Sidewinder missiles (12,000 lb total)&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 4 x AGM-65A missiles&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x AIM-9E Sidewinder missiles&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x AIM-9J Sidewinder missiles&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9E Sidewinder missiles (4,000 lb total)&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9J Sidewinder missiles (4,000 lb total)&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x 750 lb M117 cone 45 bombs + 2 x AIM-9E Sidewinder missiles (1,500 lb total)&lt;br /&gt;
* 4 x AGM-65A missiles + 2 x 750 lb M117 cone 45 bombs + 2 x AIM-9J Sidewinder missiles (1,500 lb total)&lt;br /&gt;
&lt;br /&gt;
The A-7D can carry an assortment of bombs and unguided/guided rockets that are familiar to players of the American attacker line, with the primary differences to preceding attackers being that the A-7D have a staggering 6 hardpoints on its wing which can mount suspended weaponry, including the ability to carry dual 20 mm [[M61 (20 mm)|M61]] gunpods or dual 30 mm [[GAU-13/A (30 mm)|GAU-13/A]] gunpods, a scaled down yet still equally deadly variant of the GAU-8/A belonging to the infamous Fairchild Republic A-10 Thunderbolt 2, that can shred anything staring down its barrel. Finally the inclusion of [[Ballistic Computer|CCIP]] that assists in the usage of the aforementioned weaponry completes the A-7D as a deadly CAS package.&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;
''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''&lt;br /&gt;
&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;
* Posses a deadly 20 mm Vulcan gun, with ability to add two more 20 mm or 30 mm gun pods to the wings&lt;br /&gt;
** 30 mm gun pods have a distinction of producing one of the highest one-second burst mass in the game&lt;br /&gt;
** 20 mm Vulcan is also deadly enough to destroy a majority of ground targets in an air match&lt;br /&gt;
* Can hold a wide variety of suspended armaments for ground-attack, air-attack, or both&lt;br /&gt;
* CCIP for guns, rockets, and bombs mean the plane can use its payload with great accuracy and effectiveness&lt;br /&gt;
* Air-attack payload can consist of two AIM-9J, which are very competitive against the {{PAGENAME}}'s opponents&lt;br /&gt;
* Has attacker spawn, which gives the {{PAGENAME}} an advantage in speed and climbing in the match start&lt;br /&gt;
* Has radar warning receiver available at default to notify pilot of enemy radar pings or lock-ons&lt;br /&gt;
* Unlocked flares give a substantial 120 flares to use to deter infrared missiles&lt;br /&gt;
* Cockpit interior have a mini-map available and can be easily interpreted&lt;br /&gt;
* Fire and forget AGM's (Mavericks) with an effective range of 5 km+&lt;br /&gt;
* Mavericks are great for taking helicopters down in GRB (Ground Realistic Battles).&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Flaps have weak structural integrity, and requires rather low air speed even for landing flaps&lt;br /&gt;
* Air brakes cannot be extended when gear is deployed, hindering air brake flexibility when slowing down for a landing&lt;br /&gt;
* Plane is sluggish, can only travel subsonic speed and is not maneuverable to be as effective as an air combatant&lt;br /&gt;
** These traits make it difficult to lose a tailing enemy fighter&lt;br /&gt;
* Is a large target and is filled with critical modules&lt;br /&gt;
** Fuel tanks make up a good majority of plane interior&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The A-7D Corsair II was the US Air Force version of the Navy's A-7 Corsair II. It was procured by the USAF due to the urging of the US Army, which wanted a subsonic aircraft to carry out close air support (CAS) missions for its ground forces. &amp;lt;ref&amp;gt;https://www.mdairmuseum.org/a-7d-corsair-ii&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The A-7D had a number of differences from the earlier Navy Corsairs, due to different requirements by the Air Force. The TF-30 engine was replaced by a version of the Rolls-Royce Spey, called the TF-41. The TF-41-A1 version was used in the A-7D, producing 14,250 pounds of thrust. The two 20 mm cannons of the earlier Corsair IIs were replaced by the M61A1 rotary cannon. The avionics suite of the A-7D was also different from that of the earlier models; the AN/ASN-91 Central Computer was the centerpiece of the navigation and weaponry delivery system, which also featured the AN/APQ-126 radar, AN/AVQ-7 heads-up display, projected map display system, doppler radar, inertial navigation system, and a weapons control system.&lt;br /&gt;
&lt;br /&gt;
Some aspects of the A-7D made it unique from all Navy variants of the Corsair II. It had a boom and receptacle in-flight refueling system, improved wheels, tires, and brakes, an ESCAPAC IC ejection system, and a new oxygen system. The US Navy A-7E shared many characteristics with the A-7, but these changes listed never made it to USN Corsair IIs. &amp;lt;ref&amp;gt;https://www.vought.org/products/html/a-7d.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A total of 459 A-7Ds were built, with deliveries starting to the 57th Fighter Weapons Wing in 1970. Starting in 1972, the Air Force's 354th Tactical Fighter Wing operated A-7Ds from Korat Royal Thai Air Force Base in Thailand during the late stages of the Vietnam War. Four USAF A-7Ds were lost in combat and two more were lost to other causes during that conflict, with a total of 12,928 combat sorties. Towards the end of the Vietnam War, A-7Ds from Korat Royal Thai AIr Force Base saw combat over Cambodia against the Khmer Rouge in support of the Lon Nol government. The last combat mission in Cambodia by an A-7D occurred on 15 August 1973.&lt;br /&gt;
&lt;br /&gt;
Starting in 1973, A-7Ds began to be allocated to the Air National Guard (ANG). ANG A-7Ds flew 34 combat sorties during the 1989 Operation Just Cause in Panama. The A-7D was fully retired in the early 1990's, having been replaced by the A-10 Thunderbolt, which first entered service in 1977.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6973-development-a-7d-corsair-ii-bulk-delivery-en|Devblog]] ===&lt;br /&gt;
In the early 1960s, the US Navy sought to procure a new naval strike aircraft in order to replace the A-4 Skyhawk. However, to ensure a fast development and reduce costs, the new machine was supposed to be based on aircraft already in service with the USN at the time. One of the aircraft manufacturers taking part in the competition - Ling-Temco-Vought (LTV) - quickly developed an aircraft on the basis of their F-8 Crusader by shrinking the dimensions of the new aircraft and taking away its supersonic abilities in an effort to further save on costs.&lt;br /&gt;
&lt;br /&gt;
The decision to do this was met with success as LTV's design was quickly declared the winner of the competition and given the official designation A-7 and named 'Corsair II', signaling the lineage from the older WWII-era fighter bomber F4U Corsair (also built by Vought). The aircraft undertook its maiden flight in September 1965, with serial production starting in 1966. In the first production batch, close to 200 A-7A Corsair IIs were built with many seeing action in the ongoing Vietnam War.&lt;br /&gt;
&lt;br /&gt;
Driven by the need to acquire a new strike aircraft themselves, and encouraged by the successes achieved by the A-7 in Vietnam, the USAF ordered the development of a separate Army variant in 1968, which would become the A-7D. Apart from vastly improved avionics, the A-7D also featured a more powerful engine and an M61 Vulcan cannon instead of two single-barreled 20 mm cannons.&lt;br /&gt;
&lt;br /&gt;
The A-7D entered production in 1968 and continued rolling off the assembly line until 1975 with over 450 units being produced. It served until the early 1990s before being retired from active service.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=usa&amp;amp;vehicleType=aircraft&amp;amp;vehicleClass=assault&amp;amp;vehicle=a_7d 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-7D Corsair II Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:A-7D WTWallpaper 001.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 002.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 003.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 004.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 005.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 006.jpg|&lt;br /&gt;
File:A-7D WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|7J6c4D5MVRg|'''The Shooting Range #235''' - ''Metal Beasts'' section at 00:28 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6973-development-a-7d-corsair-ii-bulk-delivery-en|[Devblog] A-7D Corsair II: Bulk Delivery]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/510140-a-7d-corsair-ii/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bibliography ===&lt;br /&gt;
&lt;br /&gt;
* A-7D Corsair II. (n.d.). Retrieved December 11, 2020, from https://www.mdairmuseum.org/a-7d-corsair-ii&lt;br /&gt;
&lt;br /&gt;
* LTV A-7D Corsair II. (2015, July 21). Retrieved December 11, 2020, from https://www.nationalmuseum.af.mil/Visit/Museum-Exhibits/Fact-Sheets/Display/Article/196072/ltv-a-7d-corsair-ii/&lt;br /&gt;
* Standard Aircraft Characteristics A-7D Corsair II. (n.d.). Retrieved December 11, 2020, from http://www.alternatewars.com/SAC/A-7D_Corsair_II_SAC_-_December_1986.pdf&lt;br /&gt;
* Stites, R. (n.d.). A-7D. Retrieved December 11, 2020, from https://www.vought.org/products/html/a-7d.html&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Vought}}&lt;br /&gt;
{{USA jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M3_Bradley&amp;diff=101832</id>
		<title>M3 Bradley</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M3_Bradley&amp;diff=101832"/>
				<updated>2021-04-28T21:49:55Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
|about = US light tank '''{{PAGENAME}}'''&lt;br /&gt;
|usage = other uses&lt;br /&gt;
|link = M3 (Disambiguation)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=us_m3_bradley&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}}''', or '''{{Specs|pseudonym}}''', is a rank {{Specs|rank}} American light tank {{Battle-rating}}. It was introduced in [[Update 1.85 &amp;quot;Supersonic&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;
&lt;br /&gt;
Armour protection of the Bradley CFV (Cavalry Fighting Vehicle) is relatively weak, it does offer protection from machine guns and some lower penetrating autocannon fire from the front, but most autocannons will easily penetrate the sides of the vehicle damaging components, crew and often detonating ammo stored in the rear of the vehicle. As aside, the engine mounted in front of the vehicle will offer some protection from main guns on tanks by absorbing spalling, saving crew members and preventing ammo detonations. Getting your gunner shot out is common, however, the breech of the autocannon is very small and therefore does not generally get knocked out. Losing too many crew members is common, as there are only 3 in the tank.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=786|rbMinHp=448}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has a maximum speed forward of 66 km/h or 49 km/h in battlefield conditions as well as -12 km/h in reverse. The transmission features 6 forward gears, 2 reverse as well as neutral steering. The vehicle is quite nimble and really only struggles to neutral steer in thick mud. Its lightweight allows it to traverse steep inclines with ease. It should be noted that the vehicles TOW missile launcher will automatically retract when the vehicle reaches speeds in excess of 10km/h.&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|2}}&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|M242 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M242 (25 mm)|25 mm M242]] || 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 (Belt) !! Fire rate !! 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; | 1,500 (300) || rowspan=&amp;quot;2&amp;quot; | 201 || rowspan=&amp;quot;2&amp;quot; | -9°/+59° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 112.9 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''M792:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''M791:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&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;7&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&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;
| Default || 81 || 80 || 76 || 70 || 66 || 61&lt;br /&gt;
|-&lt;br /&gt;
| M792 || 81 || 80 || 76 || 70 || 66 || 61&lt;br /&gt;
|-&lt;br /&gt;
| M791 || 81 || 80 || 76 || 70 || 66 || 61&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}. Racks outlined in red are 25 mm clips.]]&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || 4&amp;amp;nbsp;''(+1)'' || 3&amp;amp;nbsp;''(+2)'' || 2&amp;amp;nbsp;''(+3)'' || 1&amp;amp;nbsp;''(+4)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|BGM-71A TOW}}&lt;br /&gt;
&lt;br /&gt;
The M3 Bradley comes equipped with a BGM-71B TOW ATGM launcher. The launcher contains two TOW missiles, which can be fired one after another in quick succession. Then, they are reloaded. Before you can fire, though, you have to be either stopped or moving at very low speeds, around 5 km/h. At higher speeds, the launcher folds up against the turret. When you stop, it takes time for the launcher to unfold before you can fire. This is where cruise control can be important. The first cruise control setting for forward and reverse speed is the &amp;quot;battle&amp;quot; setting. This controls the speed of the vehicle to where it is slow enough that you can fire the TOW missiles on the move. As before stated, this speed is very low, only about 5 km/h, so you should probably not drive in this mode of cruise control for the whole battle.&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; | [[BGM-71A TOW]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2) || -19°/+29° || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;
! 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;
| TOW || ATGM || 430 || 430 || 430 || 430 || 430 || 430&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;11&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; | Range&amp;lt;br&amp;gt;(m)&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;
| TOW || ATGM || 299 || 3,000 || 18.8 || 0 || 0.1 || 2,450 || 80° || 82° || 90°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}. Racks outlined in green are ATGMs.]]&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''12''' || 10&amp;amp;nbsp;''(+2)'' || 8&amp;amp;nbsp;''(+4)'' || 6&amp;amp;nbsp;''(+6)'' || 4&amp;amp;nbsp;''(+8)'' || 2&amp;amp;nbsp;''(+10)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&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|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 4,400 (200) || 941 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
One way the Bradley can be played is as an ambush vehicle. Find a good location where you have sufficient protective cover to secure your position, but where you can see at least one lane of attack that the enemy is likely to use. Since you will be sitting still, your TOW launcher will be deployed, and you can fire TOW missiles whenever you need to. The best way to use the TOW missiles is to hit the enemy in the side. Two TOW missiles to the side should almost always kill a tank if well aimed.&lt;br /&gt;
&lt;br /&gt;
Another way to use the Bradley is to get hull down, at long range and use the TOW launcher to deadly effect. Since you do not have to calculate for drop for ATGMs, you should be able to reliably hit your target and do major damage. Because you are firing at such long-range, it is likely the enemy will not spot you in time to shoot at you, or they will miss at least their first shot.&lt;br /&gt;
&lt;br /&gt;
The Bradley can also be used effectively in urban combat. If you pick a side street to set up, when the enemy goes past, hopefully without seeing you, you will be able to hit them in the side with the TOW launcher.&lt;br /&gt;
&lt;br /&gt;
In arcade mode, the Bradley can be used very effectively as an anti-aircraft vehicle. Since in arcade you get a lead indicator, you should be able to accurately hit planes and helicopters. When using the HEI-T* ammunition one to two hits is usually fatal for an aircraft. TOW missiles can be used to great effect against helicopters as well, but it is probably smarter to save the ATGMs for ground targets. Also, it can be hard to hit a moving helicopter with an ATGM for someone who's inexperienced with ATGMs.&lt;br /&gt;
&lt;br /&gt;
One last note: the TOW missiles should be your primary weapon, not your autocannon. Firing the autocannon will likely give away your position instantly, so unless you have already been seen, or if you know you can kill the target quickly, do not use the autocannon. The autocannon can not effectively destroy tanks but is mostly just effective against SPAA's and light tanks. Those targets can also kill you very easily though, so it is almost always better to use the TOW missiles, in order to destroy the enemy tank quickly and efficiently. On the other hand, if an enemy tank is at close range, and has spotted you, you can often use the autocannon to damage or destroy their gun barrel with multiple, well-aimed, shots, to buy yourself more time.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excels at urban combat, as the gun can be effective when engaging MBTs, except for the Russian MBTs&lt;br /&gt;
* Low repair and ammo costs&lt;br /&gt;
* Massive radiator makes tank hull semi-invulnerable to APHE from the right side, can even survive 3 direct hits from the [[Maus]] if lucky enough&lt;br /&gt;
* Outclasses stock 35 mm autocannon tanks which use API or APHE as long as long-range (about 1.1 km) and moderate front armour angle is kept, can even sustain low calibre APDS and HVAP hits from spaded light tanks if it has the high ground&lt;br /&gt;
* Can fire missiles at &amp;quot;combat&amp;quot; cruise control, albeit only at about 5 km/h (can be considered as a downgrade after [[M551]], but it's still better than most light tanks)&lt;br /&gt;
* 25mm autocannon can easily tear through lightly armoured SPAAs&lt;br /&gt;
* TOW missiles capable of penetrating many tanks from the front with ease&lt;br /&gt;
* Fast turret traverse + stabilizer = Easy to deal with air targets while moving&lt;br /&gt;
* Slow ATGM allows for easier aiming onto target&lt;br /&gt;
* Has access to NVD + Thermal sight, which is an absolute advantage against its opponents&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Additional side armour plates and turret frontal slope protect against 12.7 machine guns, but will always set off APHE, so caution is required&lt;br /&gt;
* M242 cannon has a lower rate of fire compared to the M242 used on the ADATS&lt;br /&gt;
* Not entirety of the sides of the hull are protected from machine guns and autocannons, the missile ammo rack in the back and ventilation are vulnerable, turret ring can be exploited by high fire rate autocannons&lt;br /&gt;
* Relatively slow&lt;br /&gt;
* A rather tall and large target, meaning it is very easy to spot&lt;br /&gt;
* Quick firing SPAA's can destroy the Bradley quickly&lt;br /&gt;
* Engine, transmission and driver at front of the vehicle are very prone to damage, although it is better to lose them, than the entire tank&lt;br /&gt;
* TOW missiles have trouble penetrating later Russian tanks from the front&lt;br /&gt;
* ATGM is slow and may allow enemies to go into cover before it hits them&lt;br /&gt;
* Air exhaust near the turret blocks the gunner's thermal sight&lt;br /&gt;
* Thermal sight has low resolution and overall quality is low&lt;br /&gt;
* Like other turbine engines, the engine on the Bradley is loud and makes flanking hard sometimes&lt;br /&gt;
* The Default and M792 belts generally cannot penetrate medium or heavy tanks from any angle&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;
Development of the Bradley began in the late 1950s when the U.S. Army began seeking a replacement for the ageing M113 APC. However, despite beginning development relatively early, the successor to the M113 wouldn't enter service with the Army in the following two decades.&lt;br /&gt;
&lt;br /&gt;
The reason behind this was the constantly changing specifications, requirements and doctrines around which the new vehicle would be designed. The constantly changing requirements, on the other hand, were driven by various technical and political problems arising during development.&lt;br /&gt;
&lt;br /&gt;
Eventually, in 1979, the final design was presented to the Army and production was approved shortly afterwards in 1980. The Bradley, named after WW2 Army General Omar Bradley, was split into two versions, both closely resembling each other, but featuring minor differences and intended for different roles.&lt;br /&gt;
&lt;br /&gt;
While the M2 Bradley was intended as an IFV, capable of transporting and supporting infantry units in combat, the M3 Bradley CFV (Cavalry Fighting Vehicle) is intended to perform scouting and reconnaissance work, ditching its infantry-carrying ability in favour of improved communications systems and increased ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
The Bradley entered service with the U.S. Army in 1981 and saw extensive combat use during the Gulf War as well as subsequent conflicts. Despite several (unsuccessful) efforts being made to replace the Bradley with a newer design, the vehicle still remains in active service with U.S. armed forces today, with over 6,500 units produced.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/5919-development-m3-bradley-the-modern-workhorse-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/?vehicleCountry=usa&amp;amp;vehicleType=tank&amp;amp;vehicleClass=light_tank&amp;amp;vehicle=us_m3_bradley Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Image:M3 Bradley Explosion (1).jpg|&amp;lt;small&amp;gt;M3 Bradley hit by enemy fire&amp;lt;/small&amp;gt;&lt;br /&gt;
Image:M3 Bradley Explosion (2).jpg|&amp;lt;small&amp;gt;M3 Bradley hit by enemy fire&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|2h5kFyznXKU|'''Best IFVs''' discusses the {{PAGENAME}} at 1:24 - ''War Thunder Official Channel''|p6_wtLInMRc|'''{{PAGENAME}} - I Expected More''' - ''Napalmratte''|wpm0DcBWhIA|'''The Shooting Range #126''' - ''Pages of History'' section at 05:52 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Similar IFVs of other nations&lt;br /&gt;
&lt;br /&gt;
* [[Warrior]]&lt;br /&gt;
* [[Type 89]]&lt;br /&gt;
* [[Strf 9040 BILL]]&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/5919-development-m3-bradley-the-modern-workhorse-en|[Devblog] M3 Bradley: The Modern Workhorse]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer FMC}}&lt;br /&gt;
{{USA light tanks}}&lt;br /&gt;
&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=HSTV-L&amp;diff=101831</id>
		<title>HSTV-L</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=HSTV-L&amp;diff=101831"/>
				<updated>2021-04-28T21:49:04Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=us_hstv_l&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}} American light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&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;The HSTV-L is a very lightly-armoured vehicle.  Depending on where you get shot you might lose 1 crew member but you will still be alive. If you get shot on the left side of the vehicle from the front, the chances of your ammo rack detonating greatly increases. Best case scenario for this vehicle is to not get hit in the first place.&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 || 25.4 mm (80°) ''Upper Glacis'' &amp;lt;br&amp;gt; {{annotation|25.4 mm|Estimated through calculation of effective thickness at angle.}} (55°) ''Lower Glacis (Upper Part)'' &amp;lt;br&amp;gt; {{annotation|25.4 mm|Estimated through calculation of effective thickness at angle.}} (78°) ''Lower Glacis (Lower Part)'' &lt;br /&gt;
| 25.4 mm ''Upper Sponson Side'' &amp;lt;br&amp;gt; 19 mm ''Lower Sponson Side'' &amp;lt;br&amp;gt; 38.1 mm ''Lower Hull Side'' &lt;br /&gt;
| 25.4 mm || 19 mm ''Engine Compartment'' &amp;lt;br&amp;gt; 5 mm ''Radiator Vents''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 25.4  mm ''Turret front'' &amp;lt;br&amp;gt;25.4 mm ''Gun mantlet'' || 25.4 mm || 25.4 mm || 25.4 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;4&amp;quot; | 25.4 mm &lt;br /&gt;
|-&lt;br /&gt;
|Additional Armour&lt;br /&gt;
|| {{annotation|25.4 mm|Estimated through calculation of effective thickness at angle.}} (80°) ''Upper Glacis'' || {{annotation|25.4 mm|Estimated through calculation of effective thickness at angle.}} ''Frontal Sponson Side (Upper &amp;amp; Lower)'' &amp;lt;br&amp;gt; 12.7 mm ''Frontal Sideskirts'' &amp;lt;br&amp;gt; 8 mm ''Rear Sideskirts'' || colspan=&amp;quot;2&amp;quot; |N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Lower glacis (both parts) is variable thickness armour.&lt;br /&gt;
&lt;br /&gt;
* Upper glacis and frontal sponson sides appliqué armour is variable thickness armour.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,007|rbMinHp=575}}&lt;br /&gt;
&lt;br /&gt;
The HSTV-L has a very good power-to-weight ratio making the vehicle decently fast. The vehicle utilizes a 648 HP gas turbine engine. The HSTV-L is very manoeuvrable due to the gas turbine engine and can get to flanking spots early in the game.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}'''&amp;lt;big&amp;gt;Unlock order recommendations&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The order of modifications should be well thought out. Below is a guide of which modifications to unlock first, but it is just a recommendation and can be modified or adapted depending on the tank commander's preferences.&lt;br /&gt;
&lt;br /&gt;
'''Tier 1'''&lt;br /&gt;
&lt;br /&gt;
Tier 1 only has useful modifications but the number one priority should be parts which allows the tank to repair during battle, something that comes in handy in a majority of battles. After that tracks is something that could be researched second as its mobility is more reliant on the tracks upgrade than the firepower is on horizontal drive.&lt;br /&gt;
&lt;br /&gt;
'''Tier 2'''&lt;br /&gt;
&lt;br /&gt;
Moving on to tier 2, this tier is harder to pick modifications from because in general they are less useful modifications, but only two are needed before moving to tier 3. FPE and adjustment of fire are the likeliest candidates except in cases where the goal is to use the scouting ability to spawn planes, in which either of the two could be replaced by airstrike. It's best to move on to tier 3 after two tier 2 modifications are researched.&lt;br /&gt;
&lt;br /&gt;
'''Tier 3'''&lt;br /&gt;
&lt;br /&gt;
In tier 3 it gets more interesting with a number of useful modifications; three modifications are needed to get to tier 4. All the modifications in this tier are useful so some hard choices have to be made. Due to a decent stock elevation speed the elevation mechanism mod isn't strictly necessary and can be put off until later. Smoke grenades are good for concealing the vehicle to make a hasty escape or try to prevent the enemy from hitting the tank, the laser rangefinder is useful for making accurate shots at range which is also very important as the gun does not have much penetration so well aimed shots are necessary, crew replenishment is useful as always, and filters are beneficial to the mobility. It's recommended to unlock laser rangefinder and smoke grenades and then choose between filters and crew replenishment before then moving on to tier 4.&lt;br /&gt;
&lt;br /&gt;
'''Tier 4'''&lt;br /&gt;
&lt;br /&gt;
The most important modifications in tier 4 are NVD to give access to thermal sights for easier spotting of enemies and also the engine modification which greatly increases mobility.&lt;br /&gt;
&lt;br /&gt;
'''Finishing up'''&lt;br /&gt;
&lt;br /&gt;
After tier 4 is unlocked and the priority modifications there are unlocked it is time to clean up the remaining modifications. The order of unlocking modifications at this point is less important but there are a few that should be left until last - suspension and brake system which are generally the least important modifications on any given ground vehicle.&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|XM274 (75 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[XM274 (75 mm)|75 mm XM274]] || 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; | 26 || rowspan=&amp;quot;2&amp;quot; | -17°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.3 || 75.1 || 91.2 || 100.9 || 107.3 || rowspan=&amp;quot;2&amp;quot; | 1.5 || rowspan=&amp;quot;2&amp;quot; | 1.5 || rowspan=&amp;quot;2&amp;quot; | 1.5 || rowspan=&amp;quot;2&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 33.9 || 39.9 || 48.5 || 53.6 || 57.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;
! 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;
| XM885 || APFSDS || 276 || 269 || 262 || 252 || 243 || 234&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;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;
| XM885 || APFSDS || 1,463 || 2.2 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.jpg|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.82''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''26''' || 7&amp;amp;nbsp;''(+19)'' || 1&amp;amp;nbsp;''(+25)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Rack 2 is a ready rack, so although shells deplete from that rack after firing, it will refill from rack 1.&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|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The HSTV-L has 2 M240 machine guns. One is fixed to the gun mantlet and the other is mounted on the Commander's cupola. These machine guns can be used to mark enemies for your allies and can also be used to shoot down some lighter aircraft, but be careful as shooting them will give away your location and can result in them strafing and destroying your vehicle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,600 (200) || 941 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,600 (200) || 941 || -10°/+69° || -180°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The HSTV-L is a light tank with a quick ready-rack reload, making it adept at dealing with multiple enemies in ambush situations. It can achieve a very good top speed thanks to its light weight and has a similarly good turning ability. With this mobility (which is on par with that of top MBTs), the HSTV-L can achieve desirable early-game positions and move quickly around the map when necessary.&lt;br /&gt;
&lt;br /&gt;
Like most light tanks, this vehicle is lacking in the protection department. It has thin armour in all directions, which is not backed up by any spaced or composite protection, and is susceptible to hull-break. In some situations, the armour may be thin enough that kinetic rounds overpenetrate and pass straight through the vehicle without causing much damage. The highly-angled armour can also sometimes bounce shots. In most cases though, the HSTV-L cannot be counted on to sustain heavy fire.&lt;br /&gt;
&lt;br /&gt;
This tank is fairly unique in that it is equipped with an autoloader with a 6-round ready-rack. This means that the first 6 shots fired from the HSTV-L can come in very rapid succession--the reload time for these shells is a mere 1.5 seconds. After these first rounds, the ready-rack is empty and the reload time increases dramatically. The player must take this into account when deciding which enemies to engage. The HSTV-L can pull off short bursts of high firepower, but needs time to replenish its ready-rack. The shell itself, an APFSDS round, is decent, but may have trouble penetrating the frontal armour of top MBTs. This combined with the vehicle's poor armour means that head-on attacks are rarely advisable.&lt;br /&gt;
&lt;br /&gt;
The HSTV-L is better suited to firing at enemies without their noticing--from ambush positions, from the flanks, and from behind corners. The vehicle's great mobility will aid with this playstyle. Indeed, its mobility is what makes the HSTV-L great on urban maps. Furthermore, in ambush situations the tank is able to easily deal with multiple enemies thanks to its fast ready-rack reload. This tank has a 45 degree gun elevation and a 17 degree gun depression. This gun depression is extremely powerful, and makes the vehicle very effective at hill camping and at firing from behind ridgelines. A thermal sight in both gunner and commander/binocular views makes the HSTV-L a great scouting vehicle. It is recommended to use the vehicle's high mobility to aid in scouting enemies for teammates to locate and destroy.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Thanks to the autoloader (7 shots), the cannon has a very good rate of fire with 1.5s reload time&lt;br /&gt;
* Due to its light armour some kinetic rounds may over penetrate, leaving it undamaged&lt;br /&gt;
* Excellent urban fighting vehicle as in up-tiers, side shots are much more effective&lt;br /&gt;
* Internal 30 mm armour can help protect crew from spalling&lt;br /&gt;
* Thermal sight for both gunner and commander = Great scouting vehicle&lt;br /&gt;
* Up to 45° elevation and -17° depression over the sides (-13 depression to the front)&lt;br /&gt;
* Very good gun handling&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Commander's cupola can be penetrated by heavy machine gun fire&lt;br /&gt;
* Limited ammo capacity, with only 26 rounds&lt;br /&gt;
* Fire rate decreases severely after the reasy rack is depleted, as replenishing the autoloader requires roughly 15 seconds per shell&lt;br /&gt;
* Limited ammo selection; can only fire APFSDS&lt;br /&gt;
* APFSDS round has low penetration and has problems penetrating frontal armour of some MBTs&lt;br /&gt;
* The XM855 APFSDS dart causing minimum damage to modules or crew members after penetration due to its calibre&lt;br /&gt;
* Average mobility even with 32 hp/t and low ground pressure&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;
'''&amp;lt;big&amp;gt;Development&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The High Survivability Test Vehicle - Lightweight, shortened to HSTV-L, was a light tank project that was developed in the 1970’s and 1980’s. It was funded by the Defense Advanced Research Projects Agency (DARPA) and built by the AAI Corporation. The prototype was completed in September 1979 and began field trials soon after. After the field trials the HSTV-L was used for testing of the fire control system (FCS) with different stabilization algorithms tested as well as the hunter-killer sights. The HSTV-L was not chosen for production by the Army or the Marine Corps and was cancelled in 1981. It was later developed into the Rapid Deployment Force Light Tank (RDF/LT).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Design&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''General'''&lt;br /&gt;
&lt;br /&gt;
The HSTV-L design was based around an incredibly low profile hull and turret with very shallow angles on the frontal portion, in order to deflect projectiles fired at it. The HSTV-L had a crew of 3, with the driver and gunner side by side in the hull front and the commander in the left side of the turret, all of whom sat semi-reclined. All 3 crew members had the ability to fire the gun and both the gunner and driver’s position could drive the vehicle. The vehicle had a length of 8.528 m with gun forward and the hull had a length of 5.918 m. The height was only 2.414 m including the equipment on the turret roof, being 1.994 m to the top of the turret and 1.422 m to the top of the hull. The width was 2.794 meters. The vehicle had a combat weight of 14.5 tonnes or up to 17.0 tonnes when equipped with an appliqué armor package. During testing the HSTV-L was fitted with additional equipment for data collection and weighed 20.45 tonnes. The HSTV-L could be airlifted, underslung, by a CH-53 Sea Stallion helicopter when at the weight of 14.5 tonnes.&lt;br /&gt;
&lt;br /&gt;
'''Mobility and Power'''&lt;br /&gt;
&lt;br /&gt;
The HSTV-L was propelled by a 650 horsepower (485 kilowatt) Avro-Lycoming gas turbine powerplant and an Allison X-300-4A transmission with four forward and one reverse gear. There were five road wheels on each side and the tracks were 450 mm wide. The suspension was built by National Water Lift, being hydropneumatic but not variable; in other words the height could not be adjusted. The ground clearance of the HSTV-L was 0.508 meters. The HSTV-L could pivot in place while in neutral gear, and it carried a fuel load of 409 liters giving it a cruising range of 160 kilometers. It could accelerate from 0 to 48 kph in 11.8 seconds and had a maximum speed of 83.68 kilometers per hour.&lt;br /&gt;
&lt;br /&gt;
In addition to the main propulsion system there were two 250 ampere generators providing auxiliary power as well as a 60 gpm hydraulic pump. The hydraulic pump was used to power an oil cooler fan mounted in the engine compartment as well as the gun control system and automatic loading system.&lt;br /&gt;
&lt;br /&gt;
'''Armament and FCS'''&lt;br /&gt;
&lt;br /&gt;
The main armament of the HSTV-L was an ARES 75 mm XM274 gun mounted in a rotating turret. 26 rounds of ammunition were provided of both depleted-uranium APFSDS-T and multi-flechette anti-aircraft rounds. The gun was loaded by an automatic loading system which provided the HSTV-L with a high rate of fire.&lt;br /&gt;
&lt;br /&gt;
Secondary armament was provided by a coaxial 7.62 mm M240 machine gun and a second 7.62 mm M240 machine gun pintle-mounted on the commander’s cupola. A total of 3,200 rounds of 7.62 mm ammunition was split between the two machine guns.&lt;br /&gt;
&lt;br /&gt;
The turret could rotate a full 360 degrees at a speed of 57 degrees per second. The gun could elevate 45 degrees but the depression depended on which direction the turret faced; over the front the gun could depress 17 degrees, 30 degrees over the side, and 6 degrees over the rear of the vehicle. Manual backup was provided for turret traverse and gun elevation but the rate at which they moved was much slower when manual than with power. The main gun was two-plane stabilized, with both the stabilization and gun control systems having been produced by Cadillac Gage.&lt;br /&gt;
&lt;br /&gt;
The hunter/killer fire control system (FCS) was designed and built by Texas Instruments. The commander received a stabilized commander’s independent thermal viewer (CITV) which could rotate independently of the turret and included both TV and thermal imaging. The gunner also received a stabilized sight, though this one was slaved to the gun, which included thermal and TV imaging as well, along with an eye safe CO2 laser rangefinder built by Raytheon. This hunter/killer system allowed the commander to locate a target with the hunter sight. Once a target was located the gunner would use his killer sight to fire on the target while the commander began to search for the next target. The fire control system (FCS) used the sights, crosswind sensor, muzzle reference system, vertical reference system, and laser rangefinder to automatically determine the firing solution, leaving the gunner only to fire the gun. The fully stabilized main gun along with advanced FCS allowed the HSTV-L a high first hit probability and high accuracy on the move.&lt;br /&gt;
&lt;br /&gt;
The driver and gunner are given a screen that displays the imaging of the hunter sight which allows them to operate independently of a vehicle commander if necessary. Theoretically, the HSTV-L could be controlled entirely by only one crew member from either the driver or gunner’s position since both had driving and gunnery controls.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6711-development-hstv-l-view-of-tomorrow-en|Devblog]] ===&lt;br /&gt;
By the mid 1970’s, the US military initiated a series of studies which looked into the development of new concepts and designs for tanks which combined good firepower and survivability. The latter of which was to be achieved through a smaller size, rather than heavy armor protection.&lt;br /&gt;
&lt;br /&gt;
As at the time, both the US Army and USMC were looking into possible replacements for their M551 Sheridan and M50 Ontos tanks respectively, the two military branches joined forces in a joint research programme dubbed “ARMVAL” (Advanced Antiarmor Vehicle Evaluation). The vehicles developed under this programme would be used as test beds for various new concepts and ideas in an effort to gain new experiences, which would in turn be used in the development of future tank designs.&lt;br /&gt;
&lt;br /&gt;
One of the later products of this experimental programme was the HSTV-L - a compact, lightweight, highly mobile tank design, fitted with an autoloaded 75mm smoothbore cannon, designed to fire kinetic ammunition in short bursts in order to wear down and ultimately defeat composite armor screens. The HSTV-L was built in 1979 and underwent various trials until 1981.&lt;br /&gt;
&lt;br /&gt;
At the start of the 1980’s, the 75mm gun was considered inadequate to deal with the most recent Soviet MBTs by the Army, while the USMC questioned the vehicle’s effectiveness in amphibious landing operations. This led to the ultimate discontinuation of the collaborative project in 1981.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=usa&amp;amp;vehicleType=tank&amp;amp;vehicleClass=light_tank&amp;amp;vehicle=us_hstv_l Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
'''Images'''&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:HSTV-L WTWallpaper 01.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 02.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 03.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 04.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 05.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 06.jpg|&lt;br /&gt;
File:HSTV-L WTWallpaper 07.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|C5cw-_dXhFE|'''The Shooting Range #203''' - ''Metal Beasts'' section at 00:30 discusses the {{PAGENAME}}.|6qzHOvgOWug|'''HSTV-L - Tank History and Review''' - ''Spookston''|PosWOnOGkSo|'''Best experimental vehicles''' discusses the {{PAGENAME}} at 4:00 - ''War Thunder Official Channel''}}&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;
&lt;br /&gt;
* Tanks at similar positions in other tech trees:&lt;br /&gt;
** [[VFM5|VFM 5]] - A British light tank&lt;br /&gt;
** [[CV 90105 TML|CV90105 TML]] - A Swedish light tank&lt;br /&gt;
** [[TAM 2C]] - A German light tank&lt;br /&gt;
** [[Object 685]] - A Russian light tank&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6711-development-hstv-l-view-of-tomorrow-en|[Devblog] HSTV-L: View of Tomorrow]]&lt;br /&gt;
* https://tanknutdave.com/the-american-hstvl-tank/&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer AAI Corporation}}&lt;br /&gt;
{{USA light tanks}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=CV_90120&amp;diff=101830</id>
		<title>CV 90120</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=CV_90120&amp;diff=101830"/>
				<updated>2021-04-28T21:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* General info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_cv_90120&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}} Swedish light tank {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&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;
&lt;br /&gt;
The CV 90120 combines the Combat Vehicle 90's chassis with a new turret with a 120 mm CTG cannon. As a result, armour is barely present and can only withstand heavy machine gun from the front. Even autocannons can penetrate its turret and 12.7 mm machine guns can cut clean through its side armour. Also be aware, your main goal should be to not receive any enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,038|rbMinHp=593}}&lt;br /&gt;
&lt;br /&gt;
Despite competing against other top-tier vehicles with incredible mobility, the {{PAGENAME}} achieves incredibly high speeds on all types of terrain, even when stock. This makes it a lot easier to grind the vehicle, as most priority goes into getting the powerful m/95 round. The {{PAGENAME}} reaches speeds of just around 50 km/h quite often, and finds little to no trouble manoeuvring. Another upside is the gearbox, which allows the {{PAGENAME}} to move almost equally as fast in reverse. The vehicle is light, and due to the lack of add-on-armour compared to the prior [[Strf 9040C]], the {{PAGENAME}} is actually lighter than the 40 mm variant before it. Despite this, the tank has around 150 more horsepower, which results in good torque. Although not comparable to tanks such as the [[Strv 121]], the {{PAGENAME}} can definitively stand its own ground in poor conditions.&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|CTG (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[CTG (120 mm)|120 mm CTG]] || 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; | 45 || rowspan=&amp;quot;2&amp;quot; | -8°/+22° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 418 || 416 || 409 || 401 || 393 || 384&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/95 || HE || 36 || 36 || 36 || 36 || 36 || 36&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/95 || APFSDS || 625 || 622 || 613 || 601 || 588 || 575&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| DM12A1 || HEATFS || 1,140 || 13.5 || 0.05 || 0.1 || 2,150 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 1,680 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| slsgr m/95 || HE || 736 || 17.5 || 0.1 || 0.1 || 3,540 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| slpprj m/95 || APFSDS || 1,705 || 5.6 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.94''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''45''' || 26&amp;amp;nbsp;''(+19)'' || 13&amp;amp;nbsp;''(+32)'' || 7&amp;amp;nbsp;''(+38)'' || 1&amp;amp;nbsp;''(+44)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One shell is always immediately loaded into the breech upon spawning. This means there's always one shell missing from the ammunition racks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==== Optics and night vision ====&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;7&amp;quot; | {{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |{{Annotation|Thermal Imager&amp;lt;br&amp;gt;Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}&lt;br /&gt;
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}&lt;br /&gt;
|-&lt;br /&gt;
! Gunner's Sight&lt;br /&gt;
| X3.0 - X10.5 || - || - || - || 1200 x 800 || Thermal imager unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
! Commander's View&lt;br /&gt;
| X6 || - || - || - || 1200 x 800 || Thermal imager unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
! Driver's View&lt;br /&gt;
| X1 || 1200 x 800 || 7.0 || High || Not Fitted || Image intensifier unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|ksp 88 (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[ksp 88 (12.7 mm)|12.7 mm ksp 88]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 577 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
As discussed in the armour section, you have minimal armour meant to withstand small arms fire and indirect shrapnel. Your playstyle should involve sitting back and maintaining overwatch of a specific area of the battlefield. Stay far away from the heat of close quarters combat as enemy tanks will have a harder time finding and killing you. With the slpprj m/95 round, you can penetrate any vehicle in the game from the front at any range (excluding areas such as the Leopard 2A5's turret cheeks). The stock DM33 round is, although powerful, somewhat lacklustre compared to m/95, but holds its own against tanks at its BR. You will just have to play more passively and know how to hit weak spots at longer ranges. Use your mobility to flank on large maps such as Maginot Line and (if you have them researched) use your powerful thermal optics to acquire and destroy a target. If the enemy is looking at you and you are too close, reposition and try to make them lose focus on you. By playing more passively and smarter than you would a normal MBT, you can make the most of this vehicle.&lt;br /&gt;
&lt;br /&gt;
With a reload of 5 seconds, it shares the fastest top tier reload with the [[Type 90]] and the aced [[IPM1|105 mm Abrams]], beating the [[Leclerc]] and any other tank's aced crew. This means that if you get the first shot off, and either their return shot misses or you destroy their cannon, then you can do wonders with the CV90120. It packs an INSANE amount of firepower for a light tank, dishing out 625 mm of pen every five seconds, and can by itself cripple distracted players.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent gun and reload, with access to the slpprj m/95 round, which shares identical stats to the Italian CL3143.&lt;br /&gt;
* Adequate mobility enabling you to get to an early game position and quickly change positions if spotted or injured.&lt;br /&gt;
* The weak armour may reduce the amount of spalling caused by being hit by enemy shells.&lt;br /&gt;
* Access to scouting and &amp;quot;Airstrike&amp;quot; ability (reduced spawn cost for friendlies destroying enemy tanks you scouted).&lt;br /&gt;
* Equipped with an autoloader: reload takes place even while extinguishing a fire or if a crew member gets knocked out.&lt;br /&gt;
* Shares the same amazing reload as the Japanese Type 90 and (aced) British Challenger 2.&lt;br /&gt;
* Insane firepower for a light tank - no other light tank has access to a 120 mm gun that can penetrate over 600 mm of armour.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Non-existent armour, can be penetrated by heavy machine guns on the side and autocannons in the front.&lt;br /&gt;
* No top machine gun for anti-helicopter and aircraft defence.&lt;br /&gt;
* The slpprj m/95 round is a tier IV modification and will take some time to get access to it.&lt;br /&gt;
* Difficult to hide due to tall profile, with the &amp;quot;doorknob&amp;quot; optic on the roof of the turret.&lt;br /&gt;
* Difficult stock grind - many tanks at your BR can withstand HEAT-FS.&lt;br /&gt;
* Taller and longer profile than all other Strf/CV 90s .&lt;br /&gt;
* Turret is mounted far back on the hull: needs to show the entire hull when peeking around corners.&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;
'''Background'''&lt;br /&gt;
&lt;br /&gt;
After the [[CV 90105 TML]] project, Hägglunds began their own private venture to develop the light tank of the future. Working from their CV 90 chassis, they began tinkering with the Swiss Ordnance 120 mm Smoothbore cannon, to achieve MBT grade firepower. The design principle behind the project was that the vehicle wouldn't require armour if it had the capability to destroy targets before being fired upon. The tank was revealed in the summer of 1998 at the EUROSATORY defence exhibition in Paris. This version was a prototype however, as it took Hägglunds 3 more years to finalize the design. The vehicle would be known as the CV 90120, and is one of the most passionate projects launched by Hägglunds.&lt;br /&gt;
[[File:CV 90120-T.jpg|thumb|CV 90120-T in low visibility summer camouflage.]]&lt;br /&gt;
'''Design'''&lt;br /&gt;
&lt;br /&gt;
The CV 90120 is incredibly light for its weaponry, coming in at just below 20 tonnes excluding the weaponry. The challenge when designing the tank was transferring the recoil from a gun that size, into the chassis, without damaging the tank. The gun was specifically modified and picked for this problem. the CTG (Compact Tank Gun) 120/L50 Smoothbore managed to solve this issue thanks to the lightweight design and strong structure. The gun is semi auto-loaded from the rear of the turret, with reserve ammunition stored in the rear of the chassis, which was previously used as troop transport in the prior CV 90. Later variants, such as the CV 90120-T, the variant reflected in game, would see novel features such as generation 3 thermal imaging, along with smoke grenades, and commanders thermals provided by SAAB.&lt;br /&gt;
&lt;br /&gt;
'''Future development'''&lt;br /&gt;
&lt;br /&gt;
Hägglunds was bought by Alvis Ltd. in 1997, and later by BAE Systems in 2004. Despite this, the project has continued development. The latest version was revealed in 2011, known as the CV 90120 Ghost. This version is still being worked on, despite lacking any sort of customers. No matter the fate of the vehicle, Hägglunds seem convinced that the future of tank combat isn't survivability, but rather visibility. The CV 90120 Ghost has side-skirts capable of adapting its thermal imaging to look like something else, and the chassis is shaped to reflect radar signature. Hägglunds has made it perfectly clear what their vision on the future is, and along with the Polish PL-01 based on the same chassis, the vehicle remains a concept waiting to prove itself right.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=sweden&amp;amp;vehicleType=tank&amp;amp;vehicleClass=light_tank&amp;amp;vehicle=sw_cv_90120 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|48cZtb2k40s|'''Should You Grind The CV 90 120?''' - ''Sako Sniper''|Xme5HO8098Q|'''Swedish Doom Cannon! - CV90120''' - ''JustinPlaysYT''|YVbmeJ4HGVY|'''CV 90120 - Deadliest Light Tank In WT ATM - Tank Review''' - ''Napalmratte''|YIPHzv54GQw|'''The Shooting Range #197''' - ''Metal Beasts'' section at 00:33 discusses the CV 90120.|x4MI7OsUYsQ|'''CV 90120 The True Glass Cannon!''' - ''JustinPlaysYT''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''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;
{{Sweden light tanks}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ikv_103&amp;diff=101829</id>
		<title>Ikv 103</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ikv_103&amp;diff=101829"/>
				<updated>2021-04-28T21:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_ikv_103&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}} Swedish tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&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;
The armour of the Ikv 103 is between 18.5 mm to 5 mm of thickness. This armour shouldn't be considered as survivable since every round you face will most likely penetrate and destroy most of what's left inside the tank. The thin side-armour has the occasional ability to result in overpenetration, but any frontal attack usually has enough force to activate most shell fuses. The tank is also incredibly weak against aerial attacks. It is heavily recommended to avoid any form of damage since even artillery fire has the possibility of guaranteed destruction. Due to this low survivability, taking the maximum amount of ammunition isn't something to frown upon. Thanks to the short length of the round, as well as compact storage, ammunition explosions are quite rare.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour&lt;br /&gt;
!Front (Slope angle)&lt;br /&gt;
!Sides&lt;br /&gt;
!Rear&lt;br /&gt;
!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|18.5 mm (42'''°''') ''Upper Glacis''&lt;br /&gt;
12 mm (28'''°''') ''Lower Glacis''&lt;br /&gt;
&lt;br /&gt;
12 mm (37'''°''') ''Front Sides''&lt;br /&gt;
|7 mm ''Upper Crew Compartment''&lt;br /&gt;
6 mm ''Lower'' ''Hull''&lt;br /&gt;
&lt;br /&gt;
6 mm ''Upper'' ''Engine Compartment''&lt;br /&gt;
|12 mm ''Lower''&lt;br /&gt;
5 mm ''Engine Compartment''&lt;br /&gt;
|5 mm ''Crew Compartment''&lt;br /&gt;
5 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
|Turret&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |18.5 mm (Various Angles) ''Gun mantlet''&lt;br /&gt;
|}&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=190|rbMinHp=133}}&lt;br /&gt;
&lt;br /&gt;
The Ikv 103 sports a good engine with a fairly high RPM giving it a lot of torque for climbing a lot of obstacles and average terrain. Although the top speed never exceeds 50 km/h, the Ikv 103 cruises comfortably around 40-45 km/h on a straight line and 25-35 km/h on uneven terrain, depending on the driving level and modules unlocked, no matter the surface below it. The vehicle finds no issue traversing snowy and sandy terrain thanks to the low weight and good track surface, but struggles in deep waters due to the low chassis it sports. The reverse rate of the Ikv 103 is also quite good at 11 km/h. Even if this speed can't hold a candle to the regular speed the 103 has, the reverse rate is still enough to safely peek over hills and reverse back into cover before getting fired upon.&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|kan Ikv (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Ikv 103 is outfitted with a 105 mm cannon firing heavy shells with a reload of 10-13 seconds depending on crew qualifications. This cannon is unusually short for its calibre, firing heavy shells with low-velocity. Although the early psgr m/49 lacks significant penetration and post-penetration damage, the later slpsgr m/65 HEAT-FS round packs up to 400 mm of penetration, easily penetrating anything it sees with devastating results. This later shell features a higher velocity than the previous round, as well as more explosive filler making the post-penetration much deadlier than before. The gun is aimed manually without the help of electrical equipment, resulting in a slow traverse rate. At maximum, the gun traverses at 8° per second, resulting in many deaths at closer ranges. This makes the gun most effective at medium ranges, where the traverse is ideal, and the shell velocity isn't crucial. It should be noted that the incredible gun depression allows the Ikv 103 to fire from extreme angles allowing it to safely engage targets without the risk of overexposing the tank, something which becomes incredibly useful to increase the vehicles survivability.&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; | [[kan Ikv (105 mm)|105 mm kan Ikv]] || 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; | 24 || rowspan=&amp;quot;2&amp;quot; | -16°/+20° || rowspan=&amp;quot;2&amp;quot; | ±10° || rowspan=&amp;quot;2&amp;quot; | N/A ||7.0||9.8||11.8||13.1||13.9|| rowspan=&amp;quot;2&amp;quot; |13.0|| rowspan=&amp;quot;2&amp;quot; |11.5|| rowspan=&amp;quot;2&amp;quot; |10.6|| rowspan=&amp;quot;2&amp;quot; |10.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
|4.8||5.6||6.8||7.5||8.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| psgr m/49 || HEAT || 240 || 240 || 240 || 240 || 240 || 240&lt;br /&gt;
|-&lt;br /&gt;
| sgr m/34 LT || HE || 23 || 23 || 23 || 23 || 23 || 23&lt;br /&gt;
|-&lt;br /&gt;
| slpsgr m/65 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400&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;
| psgr m/49 || HEAT || 418 || 10.25 || N/A || 0.1 || 1,610 || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| sgr m/34 LT || HE || 400 || 11.67 || 0.1 || 0.1 || 1,820 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| slpsgr m/65 || HEATFS || 530 || 10.50 || N/A || 0.1 || 1,270 || 65° || 72° || 77°&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;
! colspan=&amp;quot;7&amp;quot; | Smoke shell characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! Screen radius&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! Screen deploy time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Screen hold time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
|-&lt;br /&gt;
| rökgr m/49 || 359 || 14.7 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''24''' || 19&amp;amp;nbsp;''(+5)'' || 1&amp;amp;nbsp;''(+23)'' ||No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
&lt;br /&gt;
* One of the 24 shells is always loaded in the breech after firing, meaning the first ammo rack will never be full; it will always be missing one shell.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Ikv 103 is a nimble vehicle with a small silhouette compared to its peers. The lightweight and powerful gun set it apart from other vehicles at the battle rating. The general playstyle can be compared to the Jpz 4-5 found in the German tech tree. This playstyle is a more aggressive spin on tank destroying than usual, where the vehicle has to make use of positioning rather than frontal survivability. The Ikv 103 can't use common sniping locations very effectively since any form of enemy retaliation will destroy the vehicle completely. Instead, the 103 needs to drive full speed to various locations where enemies are unlikely to expect danger. Although this playstyle requires a lot of map knowledge, the reward is quite high for a successful flank, thanks to the devastating cannon the Ikv 103 carries. Thanks to the light vehicle weight and strong engine, the Ikv 103 is also able to climb a lot of obstacles, something that helps a lot when fighting on bad terrain. However, maps that lack terrain entirely cripple the 103's performance quite significantly, since the tank cannot hide, resulting in a lot of face-to-face engagements, which the Ikv 103 almost always lose.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent HEAT round for its rank, able to penetrate the upper glacis plate of the Tiger II&lt;br /&gt;
* Above average mobility, able to secure crucial positions or even flank the enemy&lt;br /&gt;
* Neutral steering&lt;br /&gt;
* Able to hull-break light vehicles&lt;br /&gt;
* Small silhouette&lt;br /&gt;
* Incredible gun depression&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor armour, sides able to be penetrated by heavy machine guns, and even rifle-calibre bullets behind the tracks&lt;br /&gt;
* Has hull-break&lt;br /&gt;
* No MG to destroy light fences that can fuse your HEAT shells&lt;br /&gt;
* Slow gun traverse, makes aiming in CQB or moving target harder&lt;br /&gt;
* Vehicle reverses slightly when firing, forcing you to reacquire range of target after every shot&lt;br /&gt;
* HEAT shell has a relatively low muzzle velocity, may be hard to fire accurately over long ranges&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Ikv 72|Infanterikanonvagn 72]] was a project started in 1949 by Sweden for an assault gun. The intended role of this vehicle was to support the infantry in the attack, replacing towed artillery guns. The design was to be small, and of light weight, around 6 tons. This was to reduce costs so a larger amount could be produced. The first prototype from Landsverk, completed in 1950, was armed only with three machine guns. This was insufficient, and it was re-armed with a 75 mm cannon, the same gun from the [[Strv m/42 EH|Strv m/42]]. It was a small, lightly armoured vehicle, with a casemate superstructure housing the 75 mm gun. It had a crew of 4, and it was open topped. Starting in 1956, the Ikv 72 was upgraded to the Ikv 102 standard. This upgrade added an armoured roof for the crew compartment and a 105 mm gun replaced the 75 mm gun. The Ikv 102, in turn, was upgraded to the Ikv 103 standard. The Ikv 103 featured an improved engine, the Volvo B42 engine. The air intake was moved to grills on the rear of the vehicle, instead of through the crew compartment.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6600-development-ikv-103-heat-mortar-en|Devblog]] ===&lt;br /&gt;
In 1949, the procurement division of the Swedish army placed an order for the development of a light assault self-propelled gun to substitute the [[Sav m/43 (1946)|Sav m/43]] SPG. Three companies took on the work: AB Landsverk took on the development of the platform, Volvo was responsible for the powertrain, and Bofors for the armament. In fact, three versions of the vehicle for different purposes were planned at first: one with a 75 mm cannon, a machine-gun-equipped modification, and also a special one that was intended for the deployment of specific weaponry, such as flamethrowers and rocket launchers. Thus, a light (merely eight tonnes in all), tracked infantry-support vehicle was produced, with an open cabin and bulletproof armour.&lt;br /&gt;
&lt;br /&gt;
In 1952, a cannon-equipped version, under the designation the Ikv 72 (short for &amp;quot;infanterikanonvagn&amp;quot;, meaning &amp;quot;cannon-equipped infantry-support vehicle&amp;quot; in Swedish), was put into service. A little later, the SPG's were re-equipped with 105 mm howitzers and the cabin was retrofitted with a roof, which could protect the crew from bullets and shrapnel. This modification received the designation Ikv 102. Meanwhile, the Swedish army ordered another series of the vehicle with an upgraded chassis to allow installation of a new air-cooled engine, while the gun and the armour remained the same as the Ikv 102's. This new version was designated Ikv 103. The Ikv 102 and 103 SPGs remained in use by the Swedish army until the mid-1970s, when they were replaced with the [[Ikv 91]] SPG.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=sweden&amp;amp;vehicleType=tank&amp;amp;vehicleClass=tank_destroyer&amp;amp;vehicle=sw_ikv_103 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
'''Images'''&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Ikv 103 WTWallpaper 01.jpg|&lt;br /&gt;
File:Ikv 103 WTWallpaper 02.jpg|&lt;br /&gt;
File:Ikv 103 WTWallpaper 03.jpg|&lt;br /&gt;
File:Ikv 103 WTWallpaper 04.jpg|&lt;br /&gt;
File:Ikv 103 WTWallpaper 05.jpg|&lt;br /&gt;
File:Ikv 103 WTWallpaper 06.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YdRN17QiW1M|&amp;quot;400mm PEN HEAT&amp;quot; - &amp;quot;PhlyDaily&amp;quot;|4_cJ1CpEatw|'''Best gun depression'''  discusses the {{PAGENAME}} at 2:19 - ''War Thunder Official Channel''|Tg9u6OE7M8k|'''The Infanterikanonvagn 103 Tank Destroyer''' - ''Orangefan''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6600-development-ikv-103-heat-mortar-en|[Devblog] Ikv 103: HEAT mortar]]&lt;br /&gt;
&lt;br /&gt;
=== Bibliography ===&lt;br /&gt;
&lt;br /&gt;
** GlobalSecurity.org. (n.d.). Infanterikanonvagn 72 / 102 / 103. GlobalSecurity.org. https://www.globalsecurity.org/military/world/europe/ikv-72.htm&lt;br /&gt;
** Infanterikanonvagn 72. (2020, May 14). In ''Wikipedia''. https://en.wikipedia.org/w/index.php?title=Infanterikanonvagn_72&amp;amp;oldid=956568359&lt;br /&gt;
&lt;br /&gt;
{{Sweden tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=UDES_33&amp;diff=101828</id>
		<title>UDES 33</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=UDES_33&amp;diff=101828"/>
				<updated>2021-04-28T21:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_udes_33&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}}''' (shortened to '''UDES 33''', literally ''Ground Group Direct Fire Combat Vehicle 33'') is a rank {{Specs|rank}} Swedish tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&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;
The thickest plate on the UDES 33 is 18.5 mm, and all armour plates are rolled homogeneous steel. Survivability is very poor. A single shot to the hull can instantly knock out at least two of the four crew members (however, hitting all four is far more common). Furthermore, the gunner is completely exposed from the waist up.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=213|rbMinHp=133}}&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|Rbs 55}}&lt;br /&gt;
&lt;br /&gt;
The Rbs 55 is a potent ATGM at the battle rating, however the reload leaves something to be desired. The time it takes to reload the ATGM will allow many of your foes to replace their crew members before you are ready to fire again, so this must be kept in mind. Often times it is best to retreat back into cover if the missile only knocks out an opponent's gunner, rather than dealing sufficient damage to their gun breech or barrel. Additionally, the UDES 33 can only carry a maximum of 10 missiles, so they must be used sparingly. Taking a full ammo load is recommended. The speed at which the missile launcher can be aimed at a target is decent, however do not expect to be able to quickly return fire at an opponent should you manage to survive a shot from them. The launcher is restricted in horizontal movement to approximately the 3 and 9 o'clock positions.&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; | [[Rbs 55]] missile || 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; | 10 || rowspan=&amp;quot;2&amp;quot; | -20°/+25° || rowspan=&amp;quot;2&amp;quot; | -100°/+120° || rowspan=&amp;quot;2&amp;quot; | N/A || 15.8 || 21.9 || 26.6 || 29.5 || 31.3 || rowspan=&amp;quot;2&amp;quot; | 13.00 || rowspan=&amp;quot;2&amp;quot; | 11.50 || rowspan=&amp;quot;2&amp;quot; | 10.60 || rowspan=&amp;quot;2&amp;quot; | 10.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 10.7 || 12.6 || 15.3 || 16.9 || 18.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;
! 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;
| RB 55 || ATGM || 430 || 430 || 430 || 430 || 430 || 430&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;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;
| RB 55 || ATGM || 299 || 18.8 || 0 || 0.01 || 2,450 || 80° || 82° || 90°&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;
| '''10''' || __&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;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The UDES 33 performs best when using natural terrain cover, as it cannot take very much punishment. It is advisable to sit behind the primary lines of the allied team, and pick enemies off that expose themselves in the distance. Be wary of IFVs and SPAAs (or any vehicle with a high rate of fire), as well as the machine guns mounted on any vehicle, as the gunner is exposed entirely and the hull armor is very weak. Notable opponents include the [[M3 Bradley]], [[M163]], [[Gepard]], [[BMP-2]], [[ZSU-57-2]], [[ZSU-23-4]], [[Warrior]], [[Falcon]], [[WZ305]], [[SIDAM 25]], and [[AMX-30 DCA]]. The UDES 33 can perform at battle ratings 8.0-8.7, but when at 6.7-7.3, the angle of armour on many German tanks should be considered before engaging.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Rather agile for its tonnage, and when upgraded is surprisingly quick and nimble, easily allowing for moving from cover to cover&lt;br /&gt;
* Low profile, not a very large target and very unnoticeable when standing still&lt;br /&gt;
* ATGM penetration proves adequate&lt;br /&gt;
* Great gun depression, allowing the vehicle to fire from behind cover by simply exposing the ATGM launcher&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gunner is largely exposed; his whole torso is above the turret ring, leaving him vulnerable to MG fire, shrapnel, and aircraft guns&lt;br /&gt;
* Somewhat long reload time&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=sweden&amp;amp;vehicleType=tank&amp;amp;vehicleClass=tank_destroyer&amp;amp;vehicle=sw_udes_33 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|4_cJ1CpEatw|'''Best gun depression'''  discusses the {{PAGENAME}} at 3:43 - ''War Thunder Official Channel''}}&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;
&lt;br /&gt;
* [[RakJPz 2]]&lt;br /&gt;
* [[RakJPz 2 (HOT)]]&lt;br /&gt;
* [[M113A1 (TOW)]]&lt;br /&gt;
* [[Pvrbv 551]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Sweden tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=CV_90105&amp;diff=101827</id>
		<title>CV 90105</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=CV_90105&amp;diff=101827"/>
				<updated>2021-04-28T21:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* General info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_cv_90105_tml&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|store = 8203&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} Swedish light tank {{Battle-rating}}. It was introduced in [[Update 1.97 &amp;quot;Viking Fury&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;
&lt;br /&gt;
The {{PAGENAME}} has 20 mm of frontal hull armour, which is not significant enough to stop anything larger than a 14.5 mm machine gun. But, the upper plate is angled very well and as such could possibly prevent low-penetration autocannons from damaging the vehicle; the hull front, with its slope, can offer from 20 mm on the lower glacis up to almost 90 mm of effective thickness on the upper glacis. The side armour is composed of two spaced plates, one 6 mm and one 10 mm plate (for a total of 16 mm). This is enough to stop low-calibre machine guns, but a .50 cal will penetrate the armour with ease. A fuel tank is located between the spaced armour plates of the left side of the hull, right beneath the turret; the fuel tank is able to absorb machine gun bullets, protecting the turret crew from the left side from machine gun fire. The rear of the hull has a surprising 20 mm of armour, enough to stop low-calibre machine guns.&lt;br /&gt;
&lt;br /&gt;
The turret has 20 mm of all-round base protection. The turret sides and rear have a 5 mm appliqué armour layer, giving a total armour thickness of 25 mm. This is enough to stop machine gun bullets from penetrating. The gun mantlet has 35 mm of protection - enough to protect against some autocannons.&lt;br /&gt;
&lt;br /&gt;
The only part of the vehicle that is vulnerable to heavy machine gun fire is the hull side and rear. The rest of the tank can only be penetrated by autocannons or anti-tank guns. Overall, the armour protection is light.  The ammunition of the vehicle is stored in the very back of the hull and turret, and there is a lot of ammunition, so a round hitting there will be hard-pressed to miss the ammunition. Even a shot from the front will often lead to many ammoracks when it passes through the rear of the tank. The only major source of protection for this tank is the engine and transmission. They are located at the very front, right, of the vehicle. A shot through this portion of the tank will often be absorbed, especially chemical rounds and autocannon shells. If a shell manages to penetrate through the engine block, it must also go through a 10 mm armour plate, which absorbs most of the shrapnel. This increases crew survivability extensively. Besides, even if the engine block absorbs the shot the tank will still be immobilized. Because of the ammunition stowage, the CV 90105 will often die to only one shot. Overall, the armour of the CV 90105 is very thin and should not be relied upon, although it can protect the tank in certain situations.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour (hull, turret, cupola)&lt;br /&gt;
* Cast homogeneous armour (turret front, gun mantlet)&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 || 20 mm ''Hull plate over tracks'' &amp;lt;br&amp;gt; 20 mm (78°) ''Upper glacis'' &amp;lt;br&amp;gt; 20 mm (30°) ''Lower glacis - Upper section'' &amp;lt;br&amp;gt; 20 mm (41°) ''Lower glacis - Middle section'' &amp;lt;br&amp;gt; 20 mm (52°) ''Lower glacis - Lower section'' || 6 mm ''Top'' &amp;lt;br&amp;gt; 10 + 5 mm ''Bottom + Side skirts'' &amp;lt;br&amp;gt; 10 mm (51°) ''Bottom junction plate'' || 20 mm (16°) ''Crew compartment'' &amp;lt;br&amp;gt; 10 mm ''Hull plate over left tracks'' &amp;lt;br&amp;gt; 5 mm ''Hull plate over right tracks'' || 20 mm (2°) ''Front glacis'' &amp;lt;br&amp;gt; 20 mm (2°) ''Crew compartment'' &amp;lt;br&amp;gt; 6 mm (2-12°) ''Hull over tracks''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 35 mm (37-41°) ''Turret front'' &amp;lt;br&amp;gt; 20 + 35 mm ''Gun mantlet'' &amp;lt;br&amp;gt; 20 mm (2-6°) ''Optics and MG port'' &amp;lt;br&amp;gt; 20 mm ''Turret ring'' || 20 + 5 mm (37-41°) ''Left side'' &amp;lt;br&amp;gt; 20 + 5 mm (20-41°) ''Right side'' &amp;lt;br&amp;gt; 20 mm ''Turret ring'' || 5 mm (25°) ''Upper section'' &amp;lt;br&amp;gt; 5 mm (10°) ''Lower section'' &amp;lt;br&amp;gt; 20 mm ''Turret ring'' || 20 mm (0-17°)&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 20 mm (0-74°) || colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 20 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels, tracks and bogies are 15 mm thick.&lt;br /&gt;
* Belly armour and the bottom plate above the tracks are 10 mm thick.&lt;br /&gt;
* Mudguards are 5 mm thick.&lt;br /&gt;
* Additionally to the external armour, armour plates are also found inside the vehicle:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spaced Armour !! Front (Slope angle) !! Sides&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 10 mm (except driver view port) || 10 mm ''Top''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Inner armour plates protect the sides of the crew compartment (the upper section over the tracks only).&lt;br /&gt;
* The engine is separated from the driver position and the crew compartment by an armour plate.&lt;br /&gt;
* The driver viewport is a weak spot as it is the only place where the inner armour does not overlap with the external armour.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=852|rbMinHp=486}}&lt;br /&gt;
&lt;br /&gt;
With an excellent off-road mobility and a top speed of 70 km/h, the {{PAGENAME}} rivals even top tier MBTs, giving the XM-1, AMX-30 Super and Leopard A1A1 L/44 a run for their money. It is also quick to reverse, reaching -43 km/h and has very quick neutral steering. The acceleration is above average and the high hp/ton ratio enables the CV90105 to climb most hills and slopes.&lt;br /&gt;
However, the light tank has tendency to fishtail in corners and at high speeds due to the high hp/ton ratio. Even slight steering adjustments at high speeds can spin the vehicle out of control: anticipate your braking phases.&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|CN-105-G2 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[CN-105-G2 (105 mm)|105 mm CN-105-G2]] || 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; | 40 || rowspan=&amp;quot;2&amp;quot; | -7°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 8.7 || rowspan=&amp;quot;2&amp;quot; | 7.7 || rowspan=&amp;quot;2&amp;quot; | 7.1 || rowspan=&amp;quot;2&amp;quot; | 6.7&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| 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;
| DM12 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400&lt;br /&gt;
|-&lt;br /&gt;
| DM502 || HESH || 127 || 127 || 127 || 127 || 127 || 127&lt;br /&gt;
|-&lt;br /&gt;
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 337 || 335 || 330 || 322 || 314 || 306&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;
| DM12 || HEATFS || 1,173 || 10.5 || 0.05 || 1 || 1,270 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| DM502 || HESH || 732 || 14.85 || 0.4 || 0.1 || 4,310 || 73° || 77° || 80°&lt;br /&gt;
|-&lt;br /&gt;
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || 76° || 77° || 80°&lt;br /&gt;
|-&lt;br /&gt;
| DM23 || APFSDS || 1,455 || 3.79 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 1.101.0.53''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 21&amp;amp;nbsp;''(+19)'' || 13&amp;amp;nbsp;''(+27)'' || 10&amp;amp;nbsp;''(+30)'' || 6&amp;amp;nbsp;''(+34)'' || 1&amp;amp;nbsp;''(+39)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* The 1st ammo rack depletes from left to right, top to bottom.&lt;br /&gt;
* The 3rd, 4th and 5th ammo racks are First-stage ammo stowages.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|ksp 58 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The small calibre of the ksp 58 machine gun makes it largely ineffective against all armoured vehicles but the ones with an open compartment. It still can be used to ping targets as a rangefinding help.&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; | [[ksp 58 (7.62 mm)|7.62 mm ksp 58]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (250) || 600 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
'''Mobility'''&lt;br /&gt;
&lt;br /&gt;
The CV 90105 TML has great mobility thanks to its powerful engine and light weight. With good top speed, a very quick reverse, good mobility in turns, and very good acceleration, this vehicle's mobility stays competitive even when uptiered to face 10.0 BR MBTs. With this advantage the CV 90105 TML is able to take early-game defensive positions, reach sniping locations, and quickly relocate around the map if needed.&lt;br /&gt;
&lt;br /&gt;
'''Armament'''&lt;br /&gt;
&lt;br /&gt;
Another one of this vehicle's strengths is its armament. It's equipped with second generation thermal sights in both gunner and commander/binocular views, which makes enemies very easy to spot and which is incredibly useful in night battles. This tank also has a scouting ability, which can be used to call for support from teammates and locate enemies on the map.&lt;br /&gt;
&lt;br /&gt;
As for this tank's gun, the CV 90105 TML is armed with quite a powerful cannon that easily penetrates MBTs. It has access to both its stock APFSDS round, the DM23, and HESH and HEAT-FS shells. Although the stock shell has higher flat penetration, the DM23 outperforms it in angled penetration, which is the more important metric in most cases at this tier; most enemy armour will be well-angled. Still, it is useful to carry a few rounds of the stock APFSDS shell. The gun has a very good turret traverse speed which helps in situations where quick aiming is required.&lt;br /&gt;
&lt;br /&gt;
'''Survivability'''&lt;br /&gt;
&lt;br /&gt;
The CV 90105 TML's greatest weakness is its poor survivability. It is able to be hullbroken, and is protected by only thin armour on all sides. Due to the internal layout of the tank, ammo detonations and one-shot deaths are very common. Cannon-calibre rounds are able to penetrate the CV 90105 TML's armour, and artillery and aircraft post a serious threat to this tank. The CV 90105 TML has effectively no anti-air capabilities and its thin roof armour makes strafing attacks dangerous.&lt;br /&gt;
&lt;br /&gt;
All of this means that avoiding enemy fire must be a priority. The tank's mobility can be used to flank enemies and attack without their noticing. Indeed, engaging head-on is usually a bad idea, since that makes you a prime target for artillery strikes and attacks from aircraft. If there are enemy aircraft nearby, try to stay near cover (next to buildings, under trees, near bushes or rocks...) and avoid crossing open areas of the map.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent off-road mobility and top speed&lt;br /&gt;
* High reverse top speed and quick neutral steering&lt;br /&gt;
* Both commander and gunner have access to 2nd generation thermal sights&lt;br /&gt;
* Ability to scout&lt;br /&gt;
* Two-plane gun stabilizer&lt;br /&gt;
* Relatively wide and powerful selection of shells - M735 APFSDS (great against flat armour), DM23 APFSDS (great against angled armour), DM12 HEATFS (great against non-ERA, non-composite and light armour) and DM502 HESH&lt;br /&gt;
* Excellent mobility, gives the XM-1, AMX-30 Super and Leopard A1A1 L/44 a run for their money&lt;br /&gt;
* Can research the entire Swedish tech tree from rank 1 to rank VII&lt;br /&gt;
* Quick turret traverse&lt;br /&gt;
* Front mounted engine - can at times soak up early APFSDS shells, keeping the crew safe&lt;br /&gt;
* High hp/ton ratio enables the CV90105 to climb most hills and slopes&lt;br /&gt;
* 14 turret mounted smoke shells - fires 7 at a time&lt;br /&gt;
* Laser rangefinder&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very thin armour, does not have the option to angle or sidescrape&lt;br /&gt;
* Lack of AA capability makes it vulnerable to aircraft&lt;br /&gt;
* Turret is mounted far back on the hull - needs to show the entire hull when peeking around corners&lt;br /&gt;
* Low gun depression of -7° - the XM-1, AMX-30 Super and Leopard A1A1 L/44 have between -8° and -10° gun depression&lt;br /&gt;
* Agility at high speeds can make you lose control of the vehicle &lt;br /&gt;
* Narrow FOV&lt;br /&gt;
* HESH does next to no damage, even to light vehicles &lt;br /&gt;
* Huge ammorack in the rear of the tank - APFSDS shells can enter from the front and still detonate the ammunition at the back of the vehicle&lt;br /&gt;
* Unlike the other vehicles on the Strf 90 chassis (Strf 9040C, Strf 9040 BILL, Lvkv 9040C and CV90120) no autoloader or autocannon - slowest reload out of all Strf 90's&lt;br /&gt;
* 3 crew members out of 4 are tightly packed in a cramped turret - hits on the turret are usually fatal&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;
'''Chassis'''&lt;br /&gt;
&lt;br /&gt;
The Swedish company Hägglunds began development 1983 on a combat vehicle capable of both anti-tank and anti-air defence, at the request of the Swedish Army. Due to the nature of the multi-role request, Hägglunds went for a utility vehicle design similar to the ideas of the Swedish Air Force. Initial trials were done with 5 different chassis to determine optimal engineering solutions to the concept. Although the design was unified, trials showed several issues with the clutch and brake systems. This was solved by reconstructing the system altogether. To accompany this, the chassis was raised 35 mm, and tower placement was moved forward. Hägglunds were strictly against this decision but later stated that this adjustment contributed significantly to the great export success of the vehicle.&lt;br /&gt;
&lt;br /&gt;
'''Turret'''&lt;br /&gt;
&lt;br /&gt;
The 105 mm turret was a design by the French GIAT (now known as Nexter Systems). This turret was originally made for the [[AMX-10RC]], an armoured car entirely designed by GIAT. The turret was designed to survive heavy machine gun fire up to 14.5 mm. The turret sported a 105 mm F2 cannon capable of firing modern APFSDS rounds, along with a coaxial 7.62 mm machine gun. By the 1990s, the turret started to become outdated, which lead to GIAT modernizing the design with electrically-powered stabilizers for the main armament and sights. This lead to the version found on the CV 90105 TML, known as the TML 105 mm turret.&lt;br /&gt;
&lt;br /&gt;
'''CV 90105 TML'''&lt;br /&gt;
&lt;br /&gt;
The CV 90105 TML was unveiled to the public in 1994. The combination of the flexible CV 90 chassis and powerful 105 mm G2 cannon proved lethal. This private venture by GIAT and Hägglunds was strategic, as this concept allowed both companies to market themselves towards the export market. The CV 90 chassis was able to prove its flexibility by carrying large-calibre cannons for anti-tank purposes, while the TML 105 mm turret got to show its upgraded potential and tracked-vehicle performance, along with flexibility. Although this design never attracted any customers, the concept sparked debate regarding the future of light tanks. Hägglunds went on to successfully export their CV 90 chassis, though only via the IFV role, most notably with the CV 9030, which featured a 30 mm Bushmaster II. Larger cannons were later trialled on the chassis, such as the [[CV 90120]], carrying a 120 mm Rheinmetall smoothbore cannon. GIAT went on to market their TML 105 mm turret fitted on the MOWAG Piranha, marketed for the Middle East. Although having lesser success than the CV 90 chassis, their AMX-10RC is still in service, proving its reliability as a wheeled fire-support vehicle, boasting a deadly cannon.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6617-development-cv-90105-tml-with-pre-order-bonuses-en|Devblog]] ===&lt;br /&gt;
Development of the CV 90105 TML began in the early 1990s as a joint venture of the Swedish Hägglunds and French GIAT companies. The idea behind the project was to create a capable new light tank as part of the Strf 90 family of vehicles, while using only components which were already available. On one hand, this would keep development time and costs relatively low, while on the other hand make the new vehicle more attractive to customers which already operated some of the CV 90 series of vehicles.&lt;br /&gt;
&lt;br /&gt;
As such, engineers took the hull of the Strf 90 IFV and fitted it with the GIAT TML turret, housing a 105 mm G2 cannon - an upgraded version of the turret used on the successful AMX-10RC.&lt;br /&gt;
&lt;br /&gt;
The first and only demonstrator vehicle was ready in 1994, undergoing various trials. Despite proving the project’s viability, the demonstrator didn’t convince any foreign operators to place orders for the newly developed CV 90105. As such, further development of the project was cancelled, although the idea of creating a 105 mm armed Strf 90 version would remain, resulting in a renewed attempt some time later, but that’s a story for another time.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=sweden&amp;amp;vehicleType=tank&amp;amp;vehicleClass=light_tank&amp;amp;vehicle=sw_cv_90105_tml Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
'''Images'''&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:CV90105 TML WTWallpaper 01.jpg|&lt;br /&gt;
File:CV90105 TML WTWallpaper 02.jpg|&lt;br /&gt;
File:CV90105 TML WTWallpaper 03.jpg|&lt;br /&gt;
File:CV90105 TML WTWallpaper 04.jpg|&lt;br /&gt;
File:CV90105 TML WTWallpaper 05.jpg|&lt;br /&gt;
File:CV90105 TML WTWallpaper 06.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|azS_8lTNuSs|'''Premium Vehicles: {{PAGENAME}}''' - ''War Thunder Wiki''|_awLZ85EoMs|'''When A Premium Spreads Like A Virus: {{PAGENAME}}''' - ''Napalmratte''|50wEfoP59gc|'''{{PAGENAME}}: the Premium of Premium''' - ''JustinPlaysYT''}}&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;
&lt;br /&gt;
;Vehicles equipped with the same chassis&lt;br /&gt;
&lt;br /&gt;
* [[CV90 (Family)]]&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[TAM]]/[[TAM 2C]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6617-development-cv-90105-tml-with-pre-order-bonuses-en|[Devblog] CV 90105 TML with Pre-Order Bonuses]]&lt;br /&gt;
* [[wikipedia:Combat_Vehicle_90|[Wikipedia] Combat Vehicle 90]]&lt;br /&gt;
* [http://www.army-guide.com/eng/product920.html &amp;lt;nowiki&amp;gt;[Army Guide]&amp;lt;/nowiki&amp;gt; CV90105]&lt;br /&gt;
&lt;br /&gt;
{{Sweden light tanks}}&lt;br /&gt;
{{Sweden premium ground vehicles}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Type_93&amp;diff=101826</id>
		<title>Type 93</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Type_93&amp;diff=101826"/>
				<updated>2021-04-28T21:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=jp_type_93&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&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;
&lt;br /&gt;
Armour protection on this vehicle is near non-existent, but the idea of &amp;quot;no armour is best armour&amp;quot; holds up true here. The armour is only suitable for stopping small arms fire as the vehicle is designed to be hidden away from the front lines. The hull armour is 5 mm thick all around, slightly more armour is offered on the wheels, chassis and the turret at around 10 mm. However there is a lot of empty space in this vehicle that means you can get lucky and avoid an otherwise critical hit.&lt;br /&gt;
&lt;br /&gt;
This lack of armour allows this vehicle to obtain some of the fastest speeds in game on flat roads and a more than adequate speed off-road.&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 || 5 mm || 5 mm ''Top'' &amp;lt;br&amp;gt;5 mm ''Bottom'' || 5  mm || 5 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 10  mm ''Turret front'' &amp;lt;br&amp;gt;10 mm ''Gun mantlet'' || 10 mm || 10 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=232|rbMinHp=133}}&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|Type 91}}&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;6&amp;quot; | [[Type 91]] missile (x8) || 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 (Belt) !! Fire rate !! 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; | 8 (8) || rowspan=&amp;quot;2&amp;quot; | 60 || rowspan=&amp;quot;2&amp;quot; | 0°/+70° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 88.1 || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | 19.50 || rowspan=&amp;quot;2&amp;quot; | 17.25 || rowspan=&amp;quot;2&amp;quot; | 15.90 || rowspan=&amp;quot;2&amp;quot; | 15.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 59.5 || __._ || 85.0 || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main armament for the Type 93 is a SAM launcher built by Toshiba Heavy Industries, loaded with Type 91 missiles. These missiles are a variant of the Type 91 SAM-2 fired from handheld launchers by infantry. Their design and purpose are similar to the [[AIM-92 Stinger]].&lt;br /&gt;
&lt;br /&gt;
The launcher features a centralised optic system and 2 x 4 launchers located on either side. The turret is capable of 360 degree turning and elevation of 70 degrees, but there is no depression on the launcher meaning firing at targets below you will be difficult.&lt;br /&gt;
&lt;br /&gt;
The missiles use an infrared and image-guidance system. It can lock onto heat-emitting targets but is also smart enough to detect the target through countermeasures, thus nullifying common countermeasures such as flares. The optics contain a TV camera, infrared sensors, laser receivers and IFF antennas. These feed through to a launch control device located on the passenger side of the vehicle.&lt;br /&gt;
&lt;br /&gt;
This optic also allows you to track onto targets within ±1 degree of the sight, however offers no radar itself to spot incoming enemies so they must be manually spotted and locked.&lt;br /&gt;
&lt;br /&gt;
The launcher has a warm up time of 4s before it can gain a lock and fire the missiles. It is advised to keep the missiles warmed at all times to intercept fast-moving jets. Only 1 missile can be fired per target and warm up and lock on must be achieved again.&lt;br /&gt;
&lt;br /&gt;
The launcher can be fired on the move unlike other SPAA.&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;
! colspan=&amp;quot;11&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; | Range&amp;lt;br&amp;gt;(m)&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;
| Type 91 || SAM || 1,000 || 4,500 (all-aspect)&amp;lt;br&amp;gt;7,000 (rear aspect) || 11.5 || 1 || 10 || 648 || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || 0 ''(+ 1)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Missiles empty from left missile box to right&lt;br /&gt;
* Further emptying of the missiles are shown by an arrow&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;
One of the main advantages of this vehicle is the speed, your main goal will be not on the front lines but behind offering support or flanking to intercept air targets. With a range of 7 km in rear aspect and 4.5 km in all aspect you will need to move closer to the enemy than would be ideal for a vehicle like this. This vehicle is ideal for taking wide flanks through less trafficked parts of the map to get into position to lay ambushes for enemy air. While waiting for enemy air targets to spawn, you can also scout ground targets for your team.&lt;br /&gt;
&lt;br /&gt;
On some maps you can be key to getting a quick cap on a middle point, or decapping a less contested point giving your team a slight advantage. Using your speed you can get in and out before many tanks realise you were even there.&lt;br /&gt;
&lt;br /&gt;
In SB this vehicle really shines as maps are larger to allow more flanking so you can set up ambushes easier. Though the downside is as this vehicle does not feature radar you will have to rely on sounds and team callouts to know where to aim. However this is offset by the fact your missile lock on does not set off early warning unless you activate tracking, and by the time enemies see you it will be too late to avoid.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very high top speed for a ground vehicle.&lt;br /&gt;
* Its armament of SAMs can be deadly, especially at long range.&lt;br /&gt;
* Lock on does not set off early warning for Jets or Helicopters.&lt;br /&gt;
* Missiles can be fired on the move.&lt;br /&gt;
* Fire and forget - after you successfully locked and launched missile, you can retreat without having to lead the target, unlike other SPAA.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Missiles have a tendency to miss targets.&lt;br /&gt;
* Can easily be destroyed by heavy machine guns and strafing aircraft.&lt;br /&gt;
* No gun armament for backup&lt;br /&gt;
* As with all &amp;quot;cars&amp;quot;, this vehicle cannot pivot in place like tanks can.&lt;br /&gt;
* Warm up time of 4s on the launcher and missiles.&lt;br /&gt;
* Hard collisions at fast speeds can instantly destroy the vehicle.&lt;br /&gt;
* Tendency to oversteer at high speeds due to high hp/ton ratio.&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;
The '''Type 93 Short Range {{Annotation|SAM|Surface-to-Air Missile}}''' ({{Annotation|93式近距離地対空誘導弾|93-Shiki kinkyori-chi taikū yūdō-dan}}) was a direct successor to the L-90 35 mm Anti-Aircraft Twin Cannons found on vehicles such as the [[Type 87]] or as a separate towed emplacement.&lt;br /&gt;
&lt;br /&gt;
Within the Ministry of Defense the vehicle is known as the SAM-3. The military shortened it as ''Short-SAM'' ({{Annotation|近|Kin}}SAM) or nicknamed it as the ''Closed Arrow'' ({{Annotation|クローズドアロー|Kurōzudoarō}}).&lt;br /&gt;
&lt;br /&gt;
;Development&lt;br /&gt;
&lt;br /&gt;
The first prototypes of the Type 93 were built in 1990 with the first tests already taking place in 1992. The main reason for having a short development time was because the missile itself, the Type 91 or SAM-2 (a man portable SAM launcher), was already done with its development in 1991 and was to simply be fitted on a Toyota Mega Cruiser. Most of the development time was put into the Fire Control System.&lt;br /&gt;
&lt;br /&gt;
In 1993 it was adopted within the JGSDF as the '''Type 93 Short Range SAM''' and deployment started from 1994.&lt;br /&gt;
&lt;br /&gt;
It is a vast improvement over the 35 mm KDA with the ability to track and shoot down enemy aircraft with its infrared homing included in the system. The Type 93 utilises 3rd generation infrared and ultraviolet guidance systems, which allow it to record a target's image profile and ignore defensive countermeasures such as flares.&lt;br /&gt;
&lt;br /&gt;
A total of 113 SAM systems were made, the last being produced in 2008.&lt;br /&gt;
&lt;br /&gt;
As of 5 October 2020, the Ministry of Defense has announced they would replace the Type 93 by the fiscal year (FY) 2021 with &amp;quot;an improved version of the SAM currently used for air defence by the JASDF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/6737-development-type-93-breaking-barriers-and-airframes-en|Devblog]] ===&lt;br /&gt;
Development on the Type 93 mobile SAM platform began in 1990 after the Japanese Department of Defense tasked the Toshiba Heavy Industries company with modifying the already in service military version of the Toyota Mega Cruiser (designated BXD10) to carry the Type 91 surface-to-air missiles with the aim of creating a contemporary replacement for conventional gun-armed SPAA units.&lt;br /&gt;
&lt;br /&gt;
Given how all necessary components were already more or less readily available, the actual development time for the new vehicle was fairly short. As a result, shortly after the order was issued in 1990, a prototype of the Type 93 was built and underwent successful testing. In 1993, the vehicle was officially accepted into service with the JGSDF and mass production commenced. In total, 113 Type 93s were built between 1993 - 2008, with all produced units serving exclusively with the JGSDF even until this day.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&amp;amp;vehicleType=tank&amp;amp;vehicleClass=spaa&amp;amp;vehicle=jp_type_93 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
{{Skin-gallery&lt;br /&gt;
 |market|ugcitem_1000622|Type 93 two-toned camouflage.png|Camo &amp;quot;Two-toned camouflage&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Images'''&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Type 93 WTWallpaper 01.jpg|&lt;br /&gt;
File:Type 93 WTWallpaper 02.jpg|&lt;br /&gt;
File:Type 93 WTWallpaper 03.jpg|&lt;br /&gt;
File:Type 93 WTWallpaper 04.jpg|&lt;br /&gt;
File:Type 93 WTWallpaper 05.jpg|&lt;br /&gt;
File:Type 93 WTWallpaper 06.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|MPdcryL47sk|'''The Shooting Range #205''' - ''Challenge'' section at 09:56 discusses jumping with the Type 93.}}&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;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6737-development-type-93-breaking-barriers-and-airframes-en|[Devblog] Type 93: Breaking Barriers and Airframes]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/444700-type-93-close-range-surface-to-air-missile-sam-3/ &amp;lt;nowiki&amp;gt;[Forum] Type 93 Close Range Surface to Air Missile (SAM-3)&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Japan anti-aircraft vehicles}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Roland_1&amp;diff=101825</id>
		<title>Roland 1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Roland_1&amp;diff=101825"/>
				<updated>2021-04-28T21:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* General info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_amx_30_roland&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}} French self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== 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;
The armour of the Roland 1 is average compared to other SPAAGs of the same battle rating, such as the [[FlaRakPz 1]] or the [[FlaRakRad]], which still means that the user will have a hard time surviving an encounter against an MBT or other SPAAGs equipped with cannons with at least 30 mm of penetration, such as the [[SIDAM 25 (Mistral)|SIDAM 25]] if they are using an APDS belt. Because the Roland is the only top tier SPAAG currently available for France, it will be very common for the user to face against top-tier jets such as the [[MiG-21bis]] or the [[MiG-21MF (Germany)|MiG-21MF]]. These jets (and many more) have no problem shredding through the top of the tank with ease.&lt;br /&gt;
&lt;br /&gt;
Almost every MBT in the game will have absolutely no problem destroying you with a single shot into the front of the tank, as the 30 mm thick front plate is inadequate for protection and the spall created from APFSDS shells will be more than enough to wipe out your crew. However due to the large interior of the tank and the spacing of the crew, one might survive an APFSDS shot to the side provided it does not hit the munitions, a fuel tank, or the driver and the commander at the same time. Due to the tank being larger, the modules such as the engine or the transmission won't be enough to stop a shot from the back. Because of this, one should avoid direct confrontation with a hostile MBT at any given time.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour (Hull, turret)&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 || 30 mm (30°) ''Upper glacis'' &amp;lt;br&amp;gt; 30 mm (40°) ''Lower glacis'' &amp;lt;br&amp;gt; 15 mm (75°) ''Driver's port''&lt;br /&gt;
| 15 mm || 15 mm || 10 mm &amp;lt;br&amp;gt; 5 mm ''Radiator''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 15 (0° - 30°) mm ''Turret front'' &amp;lt;br&amp;gt;10 mm ''Optics'' || 10 - 15 mm || 15 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Tracks are 20 mm thick&lt;br /&gt;
* Suspension wheels are made from structural steel and are 15 mm thick&lt;br /&gt;
* Additional armour in the front of the hull, consists of spare tracks 20 mm thick and a single structural steel block 4 mm thick&lt;br /&gt;
** There is also additional armour placed on the rear of the vehicle albeit only 4 extra millimetres in the form of structural steel&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,023|rbMinHp=637}}&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|Roland}}&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;6&amp;quot; | [[Roland|Roland SAM]] (x2) || 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 (Belt) !! Fire rate !! 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; | 10 (2) || rowspan=&amp;quot;2&amp;quot; | 145 || rowspan=&amp;quot;2&amp;quot; | -10°/+35° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 74.9 || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00 || rowspan=&amp;quot;2&amp;quot; | 5.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 50.6 || __._ || __._ || __._ || __._&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;
| Roland 1 || SAM || 39 || 39 || 39 || 39 || 39 || 39&lt;br /&gt;
|-&lt;br /&gt;
| Roland 3 || SAM || 54 || 54 || 54 || 54 || 54 || 54&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;9&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; | Range&amp;lt;br&amp;gt;(m)&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;
|-&lt;br /&gt;
| Roland 1 || SAM || 900 || 6,300 || 65 || 0 || 0.1 || 4,590&lt;br /&gt;
|-&lt;br /&gt;
| Roland 3 || SAM || 900 || 8,500 || 77 || 0 || 0.1 || 6,810&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;
| '''10''' || __&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;
== 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;
Always scan the clouds for enemy jets. Since you cannot engage hostile MBTs, there is no point trying to get into positions where MBTs may be lurking. Your best bet would be to stick to cover from where you can constantly scan the sky for enemy jets while also being safe from hostile MBTs. Due to your size, you won't be able to find cover all that easily, so if needed, you can stay behind a hill and wait until your team advances so that you can reposition and find new cover that is way more effective.&lt;br /&gt;
&lt;br /&gt;
Your missiles have no problem catching even the fastest of the jets, but speed is not everything. Try to strike down jets which are crippled or in the middle of a manoeuvre. There is no point in wasting a missile on a jet that has plenty of energy and time to react and dodge your missile. This plays a major factor in your performance because you can only carry 10 missiles and getting to a capture point to refill your missiles might not be an easy task to accomplish in some maps.&lt;br /&gt;
&lt;br /&gt;
If you encounter helicopters, they are an easy target as long as you manage to spot them first. If they spot you first and you do not notice it, it is very likely your tank is gonna get hit by an AGM, which due to Roland's thin armour, results in an instant KO. If you are not sure if the hostile team has a helicopter, wait behind cover that protects you from the spawning helicopters and scout around or wait till your teammates call out the enemy helicopter. You should also bear in mind that the range of your missiles is roughly 6,300 m, which might not be enough against certain helicopters in some cases, such as the [[Ka-52]]/[[Ka-50|50]] or the [[EC-665 Tiger UHT]].&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Roland 1 and Roland 3 SAM are more than enough to take down any aircraft if they hit center mass&lt;br /&gt;
* Fast turret rotation coupled with the 2 missiles per reload (which is only 5 seconds long) allows the user to take down jets in quick succession&lt;br /&gt;
* Radar can be used to guide the missile towards the target&lt;br /&gt;
* Pretty fast, allows for quick repositioning&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Pretty large, it is a big target for enemy jets and MBTs alike&lt;br /&gt;
* Radar lock can be broken fairly easily if one is positioned near trees&lt;br /&gt;
* Lacks any sort of weaponry against MBTs, Roland missiles will only damage tracks/cannons if used against MBTs&lt;br /&gt;
* Crew members are positioned in a row, allows for easy one shot kills from the front and the back&lt;br /&gt;
* Reloading process can't start until all missiles have blown up&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;
[[File:AMX-30R Roland.jpg|thumb|500x500px|AMX-30R 'Roland' formerly of the 401e Régiment d'Artillerie (401e RA) on external display at the Musée des Blindés, Saumur.]]&lt;br /&gt;
The Roland 1 is a Franco-German designed anti-aircraft missile system, serving primarily with the German and French armies. Designed in the late 1960s, the Roland 1 was accepted for service in the late 1970s and served with the French Army. An improved version, the [[FlaRakPz 1|Roland 2]], was accepted for service a short time later, with improved capability including all-weather operations. The Roland system has been widely exported to a variety of nations, and has been used during the Falklands Conflict and Iran-Iraq war.&lt;br /&gt;
&lt;br /&gt;
=== Design and development ===&lt;br /&gt;
In the late 1960s, the first surface-to-air missile systems began to emerge as potent anti-aircraft defence systems. As a result, in 1964, representatives of the French and German governments signed an agreement to jointly develop a new self-propelled anti-aircraft missile launcher system (SPAAML), named Roland. The work was conducted by Messerchmitt-Bolkow-Blohm (MBB) on the German side, and Aerospatiale-Matra on the French side. The first prototype for the system was rolled out in 1967, and in 1977, the French government accepted the first Roland 1 SAM system into service.&lt;br /&gt;
&lt;br /&gt;
The French Roland 1 SPAAML was based off of the [[AMX-30]] Chassis. It was operated by 3 crew members, and was fitted with a large central turret carrying two Roland SAMs, along with the corresponding search radar. The Roland 1 was limited to clear-weather operations, and was semi-automatic, unlike the fully-automatic Roland 2 and Roland 3 systems. The Roland 1 missiles themselves had a maximum firing range of 6.5 kilometres, with a top speed of 900 m/s (Mach 2.5).&lt;br /&gt;
&lt;br /&gt;
=== Operational History ===&lt;br /&gt;
The Roland 1 first entered service with the French Army in 1977, with a total of 83 Roland 1 missile batteries being produced. These served as the primary French SPAA system, though they were quickly supplemented by more advanced Roland 2 and Roland 3 systems. The Roland missile system has now been removed from French service, being replaced by more advanced, modern missile systems such as the Mistral.&lt;br /&gt;
&lt;br /&gt;
The Roland missile system was widely exported, serving with multiple nations including Argentina, Brazil, Qatar, Spain, Nigeria and Venezuela. As well, it was one of the few foreign missile systems used by the United States. Roland missiles were used during the Falklands conflict of 1982, and reportedly shot down four British Sea Harriers. However, there is conflicting data on this claim, which cannot be confirmed. Iraq also used the Roland system during the Iran-Iraq war, shooting down an [[F-4E Phantom II|F-4E]] Phantom and a F-5 Tiger. Most Roland SAM batteries have now been phased out, replaced by more modern weapons.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&amp;amp;vehicleType=tank&amp;amp;vehicleClass=spaa&amp;amp;vehicle=fr_amx_30_roland Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|luvhoX8Ht1I|'''New anti-air defence'''  discusses the {{PAGENAME}} at 3:44  - ''War Thunder Official Channel''}}&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;
&lt;br /&gt;
;Vehicles equipped with the same missile&lt;br /&gt;
&lt;br /&gt;
* [[FlaRakPz 1]]&lt;br /&gt;
* [[FlaRakRad]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:AMX-30#Variants|[Wikipedia] AMX-30 - Variants]]&lt;br /&gt;
* [https://www.tanks-encyclopedia.com/coldwar/France/AMX-30-Roland-SAM.php &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; AMX-30 Roland]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
* Missilery Missile Database. (2006). Roland-1 anti-aircraft missile system. Retrieved January 02, 2021, from https://en.missilery.info/missile/roland-1&lt;br /&gt;
* Tanks Encyclopedia. (2011). AMX-30 Roland. Retrieved January 02, 2021.&lt;br /&gt;
&lt;br /&gt;
{{France anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AMX-10RC&amp;diff=101824</id>
		<title>AMX-10RC</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AMX-10RC&amp;diff=101824"/>
				<updated>2021-04-28T21:38:54Z</updated>
		
		<summary type="html">&lt;p&gt;U81008133: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_amx_10rc&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}} French light tank {{Battle-rating}}. It was introduced in [[Update 1.85 &amp;quot;Supersonic&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;
The AMX-10 is considered a light tank, it has minimal armour protection. Some of the areas of this tank can survive up to a 20 mm autocannon, but can't survive anything more than that. The crew members are grouped very close together, meaning that APFSDS at this battle rating will take them out with ease. Even if that doesn't destroy the tank, there are ammunition racks stored everywhere, which can be detonated by spalling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Front (Slope angle)!!Sides!!Rear!!Roof&lt;br /&gt;
|-&lt;br /&gt;
|Hull||35 mm (54-79°) ''Upper glacis''&lt;br /&gt;
45 mm (40-76°) ''Lower glacis''&lt;br /&gt;
&lt;br /&gt;
50mm (spherical) ''Drivers port''&lt;br /&gt;
&lt;br /&gt;
12mm (74°) ''Screen'' (raised when amphibious)&lt;br /&gt;
|25 mm ''Top''&lt;br /&gt;
20 mm ''Bottom''&lt;br /&gt;
|25 mm (25°)||25 mm ''hull''&lt;br /&gt;
10 mm ''engine''&lt;br /&gt;
|-&lt;br /&gt;
|Turret||42 mm ''Turret cheeks''&lt;br /&gt;
65 mm (40° rounded) ''Gun mantlet''&lt;br /&gt;
|42 mm ''sides''&lt;br /&gt;
20 mm ''turret ring''&lt;br /&gt;
|25 mm||25 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=398|rbMinHp=248}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has decent mobility when not upgraded, faster than most tanks but not as fast as wheeled vehicles like the B1 Centauro. It is the only wheeled non wheel steering tank in game, it has a tank steering (on its own axis), making it able to have neutral steering compared to other wheeled vehicles which turn one or two pairs of wheels to turn, like the Centauro. It has a superb speed when on road (as it is a wheeled vehicle) but somewhat lacks speed when on off-road (as it is a wheeled vehicle). Using the hydro-pneumatic suspension can help on lowering the center of mass of the vehicle, increasing acceleration, neutral steering speed and normal steering speed (physics).&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|Modele F2 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
The AMX-10RC has a 105 mm/47 F2 BK MECA gun, similar to the 105 mm guns found on the AMX-30s. The gun is a medium pressure gun, meaning it has a relatively high muzzle velocity. It has access to both HEATFS and APFSDS ammunition, one of the two vehicles at the battle rating with access to APFSDS and one of the two to have thermal sights, making the 10RC a competitive long range sniper. It also has access to a laser rangefinder.&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; | [[Modele F2 (105 mm)|105 mm Modele F2]] || 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; | 38 || rowspan=&amp;quot;2&amp;quot; | -8°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 9.75 || rowspan=&amp;quot;2&amp;quot; | 8.63 || rowspan=&amp;quot;2&amp;quot; | 7.95 || rowspan=&amp;quot;2&amp;quot; | 7.50&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| 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;
| OCC 105 F3 || HEATFS || 350 || 350 || 350 || 350 || 350 || 350&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F3 || HE || 25 || 25 || 25 || 25 || 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 F3 || APFSDS || 325 || 321 || 318 || 316 || 308 || 303&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;
| OCC 105 F3 || HEATFS || 1,120 || 5.65 || 0.05 || 0.1 || 1,020 || 65° || 72° || 77°&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F3 || HE || 800 || 7.1 || 0 || 0.1 || 2,000 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 F3 || APFSDS || 1,400 || 3.8 || N/A || N/A || N/A || 78° || 80° || 81°&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;
! colspan=&amp;quot;7&amp;quot; | Smoke shell characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! Screen radius&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! Screen deploy time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Screen hold time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
|-&lt;br /&gt;
| O-FUM-PH-105 F3 || 800 || 7.1 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.1.0.60''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''38''' || 17&amp;amp;nbsp;''(+21)'' || 14&amp;amp;nbsp;''(+24)'' || 10&amp;amp;nbsp;''(+28)'' || 5&amp;amp;nbsp;''(+33)'' || 1&amp;amp;nbsp;''(+37)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
* Racks 2, 3, 4 and 5 are first stage ammo racks. They total 16 shells and get filled first when loading up the tank.&lt;br /&gt;
* These 4 racks are also emptied first when firing: the rack depletion order at full capacity is: 2 - 3 - 4 - 5 - 1.&lt;br /&gt;
* Simply not firing when the gun is loaded will move ammo from rack 1 into racks 5 then 4, 3 and 2. Firing will interrupt the restocking of the ready racks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==== Optics and night vision ====&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;7&amp;quot; | {{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |{{Annotation|Thermal Imager&amp;lt;br&amp;gt;Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}&lt;br /&gt;
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}&lt;br /&gt;
|-&lt;br /&gt;
! Gunner's Sight&lt;br /&gt;
| X8.8 - X10 || - || - || - || 500 x 300 || Thermal imager unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
! Commander's View&lt;br /&gt;
| X6 || 1600 x 1200 || 9.0 || High || Not Fitted || Image intensifier unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
! Driver's View&lt;br /&gt;
| X1 || 800 x 600 || 5.0 || High || Not Fitted || Image intensifier unlocked by &amp;quot;NVD&amp;quot; modification (tier 3)&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;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|A-A-F1N (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[A-A-F1N (7.62 mm)|7.62 mm A-A-F1N]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 2,000 (100) || 900 || -8°/+20° || ±120°&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 2,000 (100) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:10RC forward lean.png|thumb|right|300px|AMX-10RC forward leaning increasing gun depression by 20°]]&lt;br /&gt;
The {{PAGENAME}} should be mainly be used as a support and sniper tank. Due to its lack of amour protection, taking the point in the spearhead of an assault would result in being knocked out. These are the three main roles it excels at:&lt;br /&gt;
&lt;br /&gt;
'''Sniper:'''&lt;br /&gt;
The {{PAGENAME}} is one of the most capable sniping tank in the game, with its 325 mm penetrating APFSDS round. The access to APFSDS, thermal imagery, laser rangefinder and relatively high-zoom sights, make it one of the best long range engagement tanks, even exceeding other sniper vehicles such as the [[Centauro]] and the [[Leopard 1 (Family)|Leopard]]. The {{PAGENAME}} has scouting ability, being able to mark tanks at distance so allies can take a shot without you exposing your position.&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
The {{PAGENAME}} has scouting capabilities which can mark enemies at all ranges for allies. When concealed and scouting, only open fire at an enemy when there is a risk of them being able to knock you out. Otherwise, let your team take the enemies you have scouted to stay hidden.&lt;br /&gt;
[[File:Y axis inclination.png|thumb|right|300px|AMX-10RC Y axis inclination to the right]]&lt;br /&gt;
&lt;br /&gt;
'''Flanking:'''&lt;br /&gt;
The high speed, acceleration, and powerful gun  makes it perfect for flanking when in urban and rural maps, capable of destroying tanks in one or two shots before they react to the threat. Always do &amp;quot;Hit N' Run&amp;quot; when flanking. Strike, cripple or destroy, scout crippled tanks, leave. Use smoke if needed to cover your escape. Reverse will not be an issue as it has the same number of gears it uses to go forwards but backwards, making it capable of reaching ~40 km/h backwards if needed.&lt;br /&gt;
&lt;br /&gt;
'''''The little trick the {{PAGENAME}} has:'''''&lt;br /&gt;
Hydro-pneumatic suspension. This feature gives the light tank superb terrain adaptation, making it capable of firing from terrain elevation greater than 10° (the depression of the main gun). Leaning the vehicle forward adds almost 30° of depression, allowing it to poke and fire from the most abnormal positions a normal tank would use. The {{PAGENAME}} has a 3 axis hydro-pneumatic suspension, meaning it can lean forward and backwards (x axis), left and right (y axis), or raise and lower suspension (z axis). Decreasing ground clearance improves the vehicle's mobility (as center of mass is closer to the ground), improving acceleration, speed, neutral steering speed, moving steering and also reduces vehicle's profile.&lt;br /&gt;
&lt;br /&gt;
Y axis inclination can not be used to poke over corners, it can be used to &amp;quot;normalize&amp;quot; the inclination when the vehicle is sideways on a cliff (see picture for reference).&lt;br /&gt;
&lt;br /&gt;
[[File:10RC on water.png|thumb|right|300px|AMX-10RC in water. As you can see, it has a really small profile when in water]]&lt;br /&gt;
Its incredible agility and mobility makes the {{PAGENAME}} capable of moving side to side of a map faster than most of the vehicles at its BR. It should be noted that its thermal signature is relatively low compared to other vehicles at its br, making it less visible to vehicles with thermal imaging devices like the [[Centauro]], [[Type 89]], [[M3 Bradley]], [[BMP-2]], etc. It should be noted that the {{PAGENAME}} has amphibious capabilities but the lack of gun stabilizer makes firing on the water nearly impossible. Use this capability to reach places on the map where people do not tend to go/scout (such as the island crossing the river in Kursk), hide from enemies (under Eastern Europe river bridges for example) or any map that this can be exploited, do not be afraid of water. It is slow in water (only reaches 7 km/h) but can be a decisive capability if the commander is patient.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 105 mm gun is on par with the medium tanks of its rank&lt;br /&gt;
* Available with a decent HEAT and is the first vehicle to unlock APFSDS rounds together with the [[T95E1]]&lt;br /&gt;
* Good top speed similar to one of a light tank, great for scouting the enemy team&lt;br /&gt;
* Access to thermal optics at a lower battle rating than most nations, great for spotting concealed enemies&lt;br /&gt;
* Immune to heavy machine guns to the front and beyond 100 meters to the sides&lt;br /&gt;
* Access to the scouting ability, great for a support role&lt;br /&gt;
* Hydropneumatic suspension, helps manage those ridgelines to expose as little of the vehicle as possible&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Thin armour much as with most armoured cars, very vulnerable to SPAAGs, aircraft, tanks with autocannons and chemical shells. CE shells do a lotta damage because of overpressure mechanic.&lt;br /&gt;
* Gun is not stabilized, it will take a long time for the gun to settle to make a sniper shot&lt;br /&gt;
* Even though the vehicle is amphibious, it isn't recommended for one to engage while being in water as waves can have a massive impact on ones accuracy as the gun is not stabilized&lt;br /&gt;
* Very vulnerable in a city or other close quarters maps, as well as when caught in the open while moving&lt;br /&gt;
* Lack of any heavier machine gun than 7.62 mm; if using APFSDS primarily, that means it will often struggle when facing lightly armoured targets&lt;br /&gt;
* Poor acceleration and offroad capabilities; it will very rarely if at all reach its top speed in realistic and simulator battles&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;
'''&amp;lt;big&amp;gt;Development&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The AMX-10RC was an armoured car which began development in the 1970's to replace the Panhard E.B.R. which had entered production almost 20 years earlier in 1951. The AMX-10RC project was developed at Ateliers de construction d'Issy-les-Moulineaux (AMX) starting in September 1970.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Production and Service&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The first AMX-10RC prototypes began testing by 1976 and production began in 1977.  A total of 457 AMX-10RC armoured cars would be built.&lt;br /&gt;
&lt;br /&gt;
The AMX-10RC entered service with the French Army in 1979. The first operational use of French AMX-10RCs was during Operation Manta from 1983 to 1984. This was the French operation to defend Chad against incursions from Libyan forces and Chadian rebels during the Chadian-Libyan Conflict.&lt;br /&gt;
&lt;br /&gt;
The most well known use of the AMX-10RC was during the 1990-1991 Gulf War. Before the invasion of Iraq began the French AMX-10RCs were upgraded. The upgrade consisted of reinforced frontal armor, an anti-tank guided missile (ATGM) decoy system, as was a DIVT-16 thermal sight for the gunner. The French 6th Light Division contained 96 AMX-10RC armoured cars, and that division was responsible for protecting the western flank of the invasion force. During the campaign, the 6th Light Division defeated the Iraqi 45th Infantry Division in a battle that resulted in 3,000 Iraqis captured, 20 tanks destroyed, 2 tanks captured; the French suffered no casualties or losses during that action, named Operation Daguet. The division also captured the As-Salman airfield.&lt;br /&gt;
&lt;br /&gt;
The French AMX-10RCs participated in other operations after the Gulf War, including during UN operations in Kosovo during the late 1990's.&lt;br /&gt;
&lt;br /&gt;
French AMX-10RCs were upgraded to the AMX-10RCR (Renové; renovated) standard. in 2000.&lt;br /&gt;
&lt;br /&gt;
In 2006, French AMX-10RCRs were used alongside the French Foreign Legion in UN peacekeeping operations in the Cote d'Ivoire (Ivory Coast). AMX-10RCRs were also used in the Suroba and Kapisa regions of Afghanistan; at least one AMX-10RCR has been hit by an IED at some point in Afghanistan. AMX-10RCRs were used in the 2013-2014 Operation Serval, the French intervention against Islamic forces in Mali.&lt;br /&gt;
&lt;br /&gt;
The AMX-10RC also entered service with the nation of Morocco (108 procured) and Qatar (12 procured).&lt;br /&gt;
[[File:AMX-10RC Operators.png|thumb|450x450px|Map of AMX-10RC operators.]]&lt;br /&gt;
'''&amp;lt;big&amp;gt;Operators&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''France'''&lt;br /&gt;
&lt;br /&gt;
525 AMX-10RC ordered in 1976, later reduced to only 337. Deliveries completed by 1994.&lt;br /&gt;
&lt;br /&gt;
'''Morocco'''&lt;br /&gt;
&lt;br /&gt;
108 modified AMX-10RC ordered in 1978, delivery began in 1981.&lt;br /&gt;
&lt;br /&gt;
'''Qatar'''&lt;br /&gt;
&lt;br /&gt;
12 AMX-10RC ordered, delivered in 1994 from French Army stocks.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&amp;amp;vehicleType=tank&amp;amp;vehicleClass=tank_destroyer&amp;amp;vehicle=fr_amx_10rc Skins and Camouflages for the {{PAGENAME}}  from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|SJoW-2_6J6o|'''Amphibious tanks'''  discusses the {{PAGENAME}} at 2:51  - ''War Thunder Official Channel''|VFEv4q3G5Us|'''Most unusual vehicles'''  discusses the {{PAGENAME}} at 1:10  - ''War Thunder Official Channel''}}&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;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[Centauro]]&lt;br /&gt;
* [[Rooikat Mk.1D]]&lt;br /&gt;
* [[AUBL/74 HVG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:AMX-10_RC|[Wikipedia] AMX-10 RC]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/coldwar/France/AMX-10-RC-RCR.php &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; AMX-10 RC &amp;amp; RCR]&lt;br /&gt;
&lt;br /&gt;
{{France light tanks}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U81008133</name></author>	</entry>

	</feed>