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		<updated>2026-04-29T04:52:02Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=XF5F&amp;diff=144711</id>
		<title>XF5F</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=XF5F&amp;diff=144711"/>
				<updated>2022-10-31T20:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;U85113911: /* added to list of when XF5F was available*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=xf5f&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|cockpit=cockpit_xf5f.jpg&lt;br /&gt;
|market=XF5F Skyrocket&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}} American twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.37]].&lt;br /&gt;
&lt;br /&gt;
As a gift vehicle. the XF5F was only obtainable on special occasions throughout the years:&lt;br /&gt;
&lt;br /&gt;
* During the [[wt:en/news/404--en|2014 Winter Magic]] event, the XF5F was given to the players who participated the most in the event.&lt;br /&gt;
* During the [[wt:en/news/2598--en|2014 War Thunder Anniversary]] event, the XF5F was one of the few planes that were given away.&lt;br /&gt;
* In the [[wt:en/news/3610-special-team-deathmatch-win-rare-vehicles-en|2016 Team Deathmatch]] tournament, the plane was awarded to the top 300 players.&lt;br /&gt;
* During the [[wt:en/news/4978-special-us-air-force-day-get-the-xf5f-skyrocket-en|2017 U.S. Air Force day]] event, the plane could be received by performing a single in-game task.&lt;br /&gt;
* It was also made available in the [[Warbonds]] shop as a random prize of the Vehicle battle trophy from [[wt:en/news/5432-news-how-can-you-get-premium-vehicles-warbonds-en|April]] to August 2018 and from [[wt:en/news/6349-news-how-can-you-get-premium-vehicles-warbonds-en|September 2019]] to February 2020.&lt;br /&gt;
* Most recently, it was made available in the [[wt:en/news/7945-special-happy-anniversary-war-thunder-en|10 year anniversary event]] as a reward for the 10 rare vehicles event.&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 XF5F Skyrocket is an oddity. Its lightweight and surprising manoeuvrability aren't what you'd expect from a twin-engine fighter. Indeed, it is among the most agile twin-engine planes at this rank. Coupled with the low weight and its two powerplants, this aircraft makes for a unique flying style. The responsive roll and pull, in addition to the effective combat flaps, engine throttle management, and acceleration, allows for some nifty dogfighting against heavier planes that may see you as easy prey. It locks up similar to the XP-50's high-speed compression as you go past 600 km/h. &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that the engines will overheat badly at low altitude, and even more so at around 2,800 m due to the supercharger. Overheating isn't nearly as serious at higher altitude (around 12,000 ft / 3,600 m), where fresh air will cool your motor apparatus quickly. Alternatively, you may manually set the radiators to ~40% water/20% oil for continuous 100% engine power. Overall, the XF5F is a plane that favours high altitude, medium speed engagements, where it is safe from crashing in the ground and has room to manoeuvre.&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 5,273 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;
| 558 || 544 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 21.9 || 22.6 || 7.4 || 7.3 || rowspan=&amp;quot;2&amp;quot; | 280&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 588 || 574 || 20.2 || 21.0 || 12.1 || 9.7&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 || ✓     &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}} || 465 || 436 || 290 || ~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; 350 || &amp;lt; 400 || &amp;lt; 350 || &amp;gt; 300&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;
| 1,200-5,000 m || 1,200 hp || N/A&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;
| 4,200-9,000 m || 1,120 hp || N/A&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;
* 9.5 mm Steel plate in the nose&lt;br /&gt;
* 9.5 mm Steel plate behind the pilot&lt;br /&gt;
* Self-sealing fuel tanks (1 in each wingroot)&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|M2 Browning (12.7 mm)|Browning (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 12.7 mm M2 Browning machine guns, nose-mounted (200 rpg = 400 total)&lt;br /&gt;
* 2 x 7.62 mm Browning machine guns, nose-mounted (500 rpg = 1,000 total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Combat tactics&lt;br /&gt;
&lt;br /&gt;
The Skyrocket's primary role is going to be Boom &amp;amp; Zoom; the climb rate is decent, and so is the energy retention if you stay under 550 kph and opt for smooth, moderate turns. However, the lack of heavy armament means that you will have to keep your guns on target longer in order to achieve considerable damage. Such opportunity comes when the enemy is low on speed and not suspecting any enemies/tunnel-visioned on an ally; for example at the top of a loop, or in a sustained turn fight with an allied plane. If required, you can push the XF5F into a more aggressive energy fighter, similar to the Bf 109 series, where looping back on the enemy while holding superior speed and altitude allows you to extinguish their energy little by little. Some general tips:&lt;br /&gt;
&lt;br /&gt;
* Exploiting the opponent's weakness while relying on a fast straight-line acceleration may allow for escapes out of an unfavourable situation.&lt;br /&gt;
* Energy fighters (Bf 109/C.205/La-5) trying to out turn a twin-engine plane can be lured into stall-speed turn fights and intercepted during their subsequent speed recovery.&lt;br /&gt;
* Single engagements at low altitude are optimal thanks to fast acceleration trumping dive speed and climb.&lt;br /&gt;
* Engagements with multiple opponents are to be avoided since the XF5F needs a substantially longer time to effectively engage and eliminate a target.&lt;br /&gt;
&lt;br /&gt;
;Specific enemies worth noting&lt;br /&gt;
&lt;br /&gt;
In Realistic and Simulator Battles, the stiff opposition, in the form of F4U-1, Bf 109 F, La-5, Yaks, Hurricanes and Ki-61, will give you a serious run for your money. Always make sure you hold the energy advantage at all times and are picking your fights with care.&lt;br /&gt;
&lt;br /&gt;
;Counter-tactics&lt;br /&gt;
&lt;br /&gt;
Countering an XF5F could include out-diving or -stalling with horizontal manoeuvres followed up by a steep ascend, exploiting its weak energy retention and sluggishness at low speeds. Another tactic is to force the XF5F into a head-on attack. Since it's not very well armed, there is a good chance that you will be able to deal damage without receiving much yourself.&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;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || 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;
* Telescopic sight for RB/SB&lt;br /&gt;
* Adequate manoeuvrability overall&lt;br /&gt;
* Superb turn time&lt;br /&gt;
* Nose-mounted armament&lt;br /&gt;
* Can fly on a single-engine, albeit not for long&lt;br /&gt;
* Does have an arrestor hook, allowing for it to land on a carrier to repair/rearm&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Weak armament&lt;br /&gt;
* Control surfaces compress hard after exceeding around 600 km/h&lt;br /&gt;
* Horrible energy retention&lt;br /&gt;
* Large profile,making it an easy target&lt;br /&gt;
* Large, fragile engines&lt;br /&gt;
* Prolonged usage of engines at 100% throttle causes it to overheat&lt;br /&gt;
* Poor climb rate&lt;br /&gt;
* Terrible high altitude performance&lt;br /&gt;
* No WEP in RB/SB&lt;br /&gt;
* Arrestor Hook is short/non-extendable, making carrier landings tricky&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 Grumman XF5F Skyrocket was a prototype twin engine, carrier-borne, interceptor aircraft; developed for the United States Navy. In January 1938, the U.S. Navy issued a specification calling for a lightweight carrier-based fighter / interceptor to replace the obsolete biplanes which were in use at the time. Five companies issued proposals, of which Grumman, Vought and Bell received contracts to produce a prototype. Grumman produced the XF5F Skyrocket, to complete with Vought's XF4U-1 Corsair (the prototype of the legendary [[F4U (Family)|F4U Corsair]]), and Bell's XFL Airabonita (a naval version of the [[P-39 (Family)|P-39 Airacobra]].&lt;br /&gt;
&lt;br /&gt;
The requirement put an emphasis on the aircraft achieving the highest speed possible, and so for this reason the Grumman engineers chose to design a dual engine fighter. Grumman planned to fit the aircraft with two 23mm Madsen cannons, along with two Browning .30 machine guns; although this would eventually be revised with Browning .50 machine guns replacing the cannons. The main landing gear of the Skyrocket was built into the engine nacelles, and the wings were made to fold upwards just outboard of the engines in order to take up less room on aircraft carriers.&lt;br /&gt;
&lt;br /&gt;
The Skyrocket was the first of the three prototypes to fly, taking to the air for the first time on 1st April 1940 and becoming the worlds first twin engined carrier-borne fighter. It was followed shortly after by the Airabonita on 13th May and the Corsair on 29th May. The XF5F proved to have good overall flight characteristics in it's first flight; however a number of problems were soon found with the aircraft. The oil cooling system was found to be inadequate, and the landing gear doors did not function properly. Following early test flights many modifications were made to the aircraft, including improvements to the cooling system, reducing the size of the cockpit canopy, redesigning aspects of the engine nacelles, and adding spinners to the propellers.&lt;br /&gt;
&lt;br /&gt;
Bell's XFL Airabonita had been plagued with technical and design issues relating to the engine, aircraft balance, and landing gear; leading to it being rejected by the Navy. This left just the XF5F and XF4U in the competition. The XF5F had shown a high top speed of 616 km/h in early tests, and had proven itself to have an excellent climb rate of 4,000 ft/min, compared to the XF4U's 2,660 ft/min. However the single engine XF4U soon proved to be a better overall aircraft, achieving speeds of 650 km/h in later test flights, beating the duel engined XF5F.&lt;br /&gt;
&lt;br /&gt;
On the 30th June 1941 the Navy gave Vought a contract to start producing the Corsair, and it soon became apparent that no such order would be placed for the Skyrocket. The XF5F continued flying as a test bed aircraft, but continued to be plagued by landing gear issues, eventually suffering two gear failures, the second of which lead to the aircraft being written off in December 1944.&lt;br /&gt;
&lt;br /&gt;
Following the rejection of the XF5F Grumman worked on developing a dual engine land based fighter, the [[XP-50]]. The XP-50 was visually similar to the XF5F; however it had a longer noes, extending forwards of the wing, and a tricycle undercarriage. It also had more powerful engines than the XF5F, giving it significantly better flight performance. During testing of the single XP-50 prototype the turbo-supercharger on one of the aircraft's engines exploded, destroying the landing gear and forcing the pilot to abandon the aircraft. Using their experience from the XF5F and XP-50 Grumman finally developed the [[F7F-1|F7F Tigercat]], which was accepted into service, becoming the first duel engined fighter to be deployed by the US Navy.&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=xf5f Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|OcYq1It4TAI|War Thunder Premium Review: XF5F Skyrocket [Ugly Duckling]}}&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;
* [[XP-50]]&lt;br /&gt;
* [[F7F-1]]&lt;br /&gt;
* [[F7F-3]]&lt;br /&gt;
&lt;br /&gt;
;Similar airframe&lt;br /&gt;
&lt;br /&gt;
* [[Ro.57 Quadriarma]]&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/97454-grumman-xf5f/ War Thunder Aircraft Data Sheet: Grumman XF5F]&lt;br /&gt;
* [http://www.aviation-history.com/grumman/xf5f.html Aviation History Online Museum - Grumman XF5F-1 Skyrocket]&lt;br /&gt;
* [http://www.alternatewars.com/SAC/XF5F-1_and_XFL-1_PD_-_26_December_1942.pdf Performance Data of XF5F-1 and XFL-1 (26 Dec 1942)]&lt;br /&gt;
* [http://www.alternatewars.com/SAC/SD-260_-_Detail_Specification_for_XF5F-1_(Excerpts)_-_5_May_1938.htm SD-260 Detail Specification for Model XF5F-1 Airplane, May 5, 1938]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Grumman}}&lt;br /&gt;
{{USA twin-engine fighters}}&lt;br /&gt;
{{USA premium aircraft}}&lt;br /&gt;
{{Winter Event}}&lt;/div&gt;</summary>
		<author><name>U85113911</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=129588</id>
		<title>Category:Game modes</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=129588"/>
				<updated>2022-05-26T20:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;U85113911: /* Realistic Battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[File:GameModes Banner TripleWindow.jpg|x250px|frameless]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
=== Arcade Battles ===&lt;br /&gt;
'''Aviation:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In '''arcade''' mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as manoeuvrable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either &amp;quot;Ground Strike&amp;quot; mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or &amp;quot;Domination&amp;quot; mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Assault Mode|Air Assault/Ground Assault:]]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 10 and requires at least some teamwork. There is also an unlimited number of respawns at 80% AB Silver Lion repair cost. The main objective is to defend your team's base from growing waves (15 in Air Assault or 11 in Ground Assault) of enemy AI-controlled bombers, fighters, and howitzers or tanks and fighters in Ground Assault. The bomber's gunners are active but most of the fighters and howitzers do not pose a direct threat to the player.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Ground Forces - tank handling is simplified (tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags above them when aimed at. There is also an &amp;quot;Aim assistant&amp;quot; - crosshair indicating where your shot would land if fired under current elevation, together with an indication of how likely your shell will be able to penetrate the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Teams are composed with no regard to nationality, the only factor is the vehicle's [[battle ratings|battle rating]]. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle (from your line-up), up to 3 spawns total (+ 1 reserve tank).&lt;br /&gt;
&lt;br /&gt;
During the battles, the player can collect the &amp;quot;airstrike points&amp;quot; by scoring kills or assists to play as a random aircraft from three different classes; fighters (costing one point), attacker (two points), or bombers (three points). Each aircraft can be controlled for only one minute. As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.0 or higher, you can spawn as a nuclear bomb-equipped bomber for 15 airstrike points. The side who were able to drop the nuclear bomb will instantly win the round.&lt;br /&gt;
&lt;br /&gt;
'''Naval Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Naval battles, all naval vessels receive a significant boost of engine power and traverse speed to make it easier to control, and spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at (similar to ground battles). There is an &amp;quot;aim assistant&amp;quot; indicating the range of enemy from your vessel, simplified &amp;quot;ranging&amp;quot; mechanics, as well as a 'lead marker' for torpedoes that show the angle that will guarantee a hit provided that the target continues moving at the same velocity and direction.&amp;lt;br /&amp;gt;In this mode, you can spawn as a naval vessel up to 3 times, all reserve vessels can be respawned for free up to 3 times without the need of backup vehicles.&amp;lt;br /&amp;gt;Similar to Ground Realistic battles, you can collect &amp;quot;spawn points&amp;quot; for aircraft by performing actions within the battle, and are able to choose aircraft from your own preselected line-up, provided the aircraft is not more than one BR step higher than your highest-rated vessel (for example, a BR 3.3 boat would allow up to BR 3.7 aircraft to be used). A random aircraft from game-generated pools of the same nation can also be selected instead (with a BR lower than your highest-rated vessel by up to 1.0), divided into two categories: fighters and bombers/attackers. If you wanted to respawn the same type of aircraft again (i.e respawning as a fighter for second time) the respawn price for said category of aircraft will be doubled. You can respawn as the same aircraft up to 2 times and overall up to 3 times (provided that you have enough respawn points).&lt;br /&gt;
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&lt;br /&gt;
=== Realistic Battles ===&lt;br /&gt;
'''Aviation:'''&lt;br /&gt;
&lt;br /&gt;
Realistic mode (alias '''RB''') is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&lt;br /&gt;
&lt;br /&gt;
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behaviour is more realistic. Tanks feel overall much more &amp;quot;heavy&amp;quot; - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more &amp;quot;jerky&amp;quot; as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (an inexperienced gunner first rotates the turret horizontally, and only then slowly adjusts the gun elevation, while an experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes).&lt;br /&gt;
&lt;br /&gt;
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).&lt;br /&gt;
&lt;br /&gt;
Unlike its Arcade counterpart, Ground realistic battles uses a &amp;quot;spawn points&amp;quot; mechanics. Players are given a starting amount of spawn points to spawn their first ground vehicles. They can collect spawn points via various actions within the battle to respawn when they are knocked out. Different types of vehicles have different spawn costs (i.e light tanks usually have lower spawn cost than heavy tanks), and the battle rating of the vehicle relative to the maximum battle rating of the battle will also affect the cost. You can respawn as long as you have enough spawn points and vehicles that are still allowed to spawn (i.e a non-reserve vehicle can be respawned one more time provided that you have a backup).&lt;br /&gt;
&lt;br /&gt;
During the battle, you are also able to choose an aircraft/helicopter from your own preselected line-up to spawn. Unlike ground arcade battles, aircraft/helicopters spawned in ground realistic battles can be controlled indefinitely, and various properties from air realistic battles (i.e limited fuel and ammunition) are also applied.&lt;br /&gt;
&lt;br /&gt;
As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.7 or higher, you can spawn as a nuclear bomb-equipped bomber for 2,500 spawn points, a team that is able to drop the nuclear bomb will instantly win the round. Dropping the nuclear bomb also rewards the player with &amp;quot;Doomsday&amp;quot; award.&lt;br /&gt;
&lt;br /&gt;
Last important differences are visual - there is no coloured crosshair to tell you where will your shot go after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured icon is briefly displayed on the minimap when nearby allies scout or hit a vehicle, approximately showing you the position of an enemy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simulator Battles ===&lt;br /&gt;
'''SB''' mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.&lt;br /&gt;
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&lt;br /&gt;
=== [[Enduring_Confrontation|Enduring Confrontation]]===&lt;br /&gt;
Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Battles in EC occur as Events, so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.&lt;br /&gt;
----&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== Historic missions ====&lt;br /&gt;
Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* '''''Flight of the swallows'''''&lt;br /&gt;
&lt;br /&gt;
:German team has sole access to the [[Me_262_A-1a|Me 262 ''Schwalbe'']] jet fighter and must bring down a bomber formation of [[B-17G-60-VE|B-17G Flying Fortresses]]. All while they are under attack by their escorts, the legendary [[P-51D-5|P-51D ''Mustang'']]. &amp;quot;''In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17’s were tasked with bombing the airfields that the “swallows” were based at.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''''Operation Uranus'''''&lt;br /&gt;
&lt;br /&gt;
:German forces are trying to break through the encircled city of Stalingrad.&lt;br /&gt;
&lt;br /&gt;
*'''''Operation &amp;quot;Chastise&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
:Night time escort mission. [[Lancaster B Mk III|Lancaster]] formation must break through German air defense on their way to an industrial night raid. [[:Category:Britain_aircraft|RAF]] equivalent to 'Guardian Angels' event. &amp;quot;''On the 5th of March, 1943, the Battle of Ruhr was begun; a campaign of strategic bombing that took place during the Second World War. This campaign was planned as an assault on the German industrial area of Ruhr, and both British and American forces took part.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*'''''Guardian Angels'''''&lt;br /&gt;
&lt;br /&gt;
:[[:Category:USA_aircraft|USAAF]] equivalent to 'Guardian Angels' event, but in the daytime and B-17s&amp;quot;''Schweinfurt was the location of most of the ball-bearing production in Germany at the onset of World War II, it was eventually devastated following a series of Allied strategic bombing raids. It was hoped that the destruction of the factories located in the city would cripple the production of new tanks and aircraft.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Squadron battles ====&lt;br /&gt;
For Arcade and matched by ranks, this mode lets teams of 8 players per side duel each other for air supremacy. [[Matchmaker]] will only put squadron members of the same clan into the teams, so have 8 fellow pilots ready! Maximum opponent dispersion is one rank e.g. [[:Category:Third_rank_aircraft|rank III]] vs [[:Category:Fourth_rank_aircraft|rank IV]] is possible, but not [[:Category:Second_rank_aircraft|rank II]] vs [[:Category:Fourth_rank_aircraft|rank IV]].&lt;br /&gt;
&lt;br /&gt;
For Realistic a different setup is in use known as Tactical Battles with fixed line-ups and a team count of 7v7. Unlike common tank RB matches, all markers are enabled.&lt;br /&gt;
&lt;br /&gt;
Due low attendance this event is limited to the following times:&lt;br /&gt;
&lt;br /&gt;
*17:00 -&amp;gt; 23:00 (West coast US time)&lt;br /&gt;
*20:00 -&amp;gt; 02:00 (East coast &amp;amp; Peru &amp;amp; Columbia &amp;amp; Ecuador &amp;amp; Cuba &amp;amp; Jamaica time)&lt;br /&gt;
*22:00 -&amp;gt; 04:00 (East Brazilian &amp;amp; Argentinian &amp;amp; Greenland time)&lt;br /&gt;
*'''01:00 -&amp;gt; 07:00 GMT (British, Irish &amp;amp; Portuguese time)'''&lt;br /&gt;
*02:00 -&amp;gt; 08:00 (Central European time)&lt;br /&gt;
*03:00 -&amp;gt; 09:00 (East European &amp;amp; Near East &amp;amp; South Africa time)&lt;br /&gt;
*09:00 -&amp;gt; 15:00 (Manila &amp;amp; Perth time)&lt;br /&gt;
&lt;br /&gt;
Often enough, no available opposition caused teams of players to wait almost indefinitely, or the matchmaker to go haywire and put jet versus piston aircraft. [https://forum.warthunder.com/index.php?/topic/226192-squadron-battles-availability/ Official forum announcement] detailing these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
A Question and answer session script can be found on the War Thunder forum: [http://forum.warthunder.com/index.php?/topic/227286-qa-session-about-squadron-battles/ Q&amp;amp;A session about Squadron Battles]&lt;br /&gt;
&lt;br /&gt;
==== Racing ====&lt;br /&gt;
Players use the plane at his disposal to fly through a marked course to get to the finish line first. The matchmaker only takes eras into account. Rockets, bombs and [[:Category:Ammunition|guns]] are disabled.&lt;br /&gt;
&lt;br /&gt;
In the '''[http://warthunder.com/en/news/2623-formula-war-thunder-the-first-stage-en &amp;quot;Formula War Thunder&amp;quot;]''' time is of the essence. Players are sorted via the [[ELO]] system and the best racers win in-game prizes.&lt;br /&gt;
==== Floats ====&lt;br /&gt;
All [[:Category:First_rank_aircraft|era I]] [[:Category:Hydroplanes|boat- and hydro-planes]] of War Thunder gather in this mode to try and conquer capture zones on the water.&lt;br /&gt;
==== Rapid fire! ====&lt;br /&gt;
Lightly armoured [[:Category:Anti-aircraft_vehicles|anti-air vehicles]] duels each other here without the interference of their bigger brothers. For balancing reasons Era V &amp;amp; the Kugelblitz are not participating.&lt;br /&gt;
==== PvE ====&lt;br /&gt;
Exclusive for the Victory Day a special mission was available for play in War Thunder's event browser. &amp;quot;Victory Hour&amp;quot; was a scripted Berlin map wherein a four men tank platoon (the players) were on to repel a German counterattack and then press forwards to capture the Reichstag. In style it was similar to the singleplayer missions available for aviation, albeit earning more [[:Category:Currency_and_research_points|Silver Lions and Research Points]] and having the earlier in [[March_to_Victory!|&amp;quot;March to Victory!&amp;quot;]] introduced spawn point system for special vehicles (here: [[IS-2 (1944)|IS-2 mod.44]]).&lt;br /&gt;
==== War in Mid Air ====&lt;br /&gt;
In this event, teams are split between attackers and defenders. The task of the attacking ‘aircraft’ team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.&amp;lt;br&amp;gt;&lt;br /&gt;
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.&lt;br /&gt;
===='100' Team Deathmatch====&lt;br /&gt;
The '100' event features in both Air and Ground Force battles and is currently exclusive to [[Arcade Battles|Arcade mode]]. In Air Battles, the event is played on the [[Khalkhin_Gol|Khalkhin Gol]] map, in Ground Battles the [[Poland (Ground Forces)|Poland]] map is used.&lt;br /&gt;
Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.&lt;br /&gt;
==== Tank Football ====&lt;br /&gt;
Special event for ground forces. It features a modified M551 Sheridan and the [[Football Field]] map. This game mode appeared for the first time in [[wt:en/news/5624-event-a-fiery-ball-football-competition-for-tanks-update-en|&amp;quot;A fiery ball&amp;quot; event]]. The objective is to have scored more goals than the enemy team within the time limit. If either team reaches a three-goal advantage in 3v3 matches (or five in 5v5) over the other, the match will end instantly regardless of remaining time. The match features 2 regular 5 minute halves in each game. In case of a draw, players will get 2 additional periods of 1.5 minutes each. Only game time is taken into account (as in five a side or mini football). If the results after the two additional periods is still a draw - victory will not be awarded to either team.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== [[April Fool's Day|April Fools (1st April) Events]]===&lt;br /&gt;
Every year on the 1st April, War Thunder has held special one time only events. From Giant Japanese Snails and Flying Ponies to Russian Mechs and Inflatable tanks, players could be faced with absolutely anything on this day! Past events can be found here: [[April Fool's Day]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[World_War|World War Mode]] ===&lt;br /&gt;
A game mode involving battles on a global map. Conflict will occur in the format of &amp;quot;operations&amp;quot;, which include dozens of individual battles.&lt;br /&gt;
The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles.&lt;br /&gt;
&lt;br /&gt;
In the World War game, RB game mode will be used with the marker mechanics of the AB.&lt;br /&gt;
&lt;br /&gt;
== Singleplayer ==&lt;br /&gt;
&lt;br /&gt;
=== Single Missions ===&lt;br /&gt;
Each mission unlocked by fulfilling criteria similar to achievements. Short missions usually with a gameplay twist and a short narrative.&lt;br /&gt;
=== Dynamic Campaign ===&lt;br /&gt;
Via selecting settings a historic campaign can be played were vehicles and missions are given by the game. After each sortie, the available missions change and the previous mission's impacts the military campaign on the strategic map.&lt;br /&gt;
=== Historical Campaign ===&lt;br /&gt;
Available only after purchasing in the store. Currently, the Pacific Campaign for the US or Japan is playable.&lt;br /&gt;
=== User Missions ===&lt;br /&gt;
Community created sorties. Visit [http://live.warthunder.com/feed/missions/ live.warthunder].&lt;br /&gt;
=== Mission Editor ===&lt;br /&gt;
Available in the lower left corner of the test flight window once the vehicle in question is bought. Allows for creating missions with set parameters and style like Dynamic Campaign.&lt;br /&gt;
=== Test drive/flight/sail ===&lt;br /&gt;
For testing various configurations of the vehicle, in different weather settings as well as with the possibility to chose the quantity of ammunition on-board (tanks/ships).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U85113911</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Football_Field&amp;diff=124100</id>
		<title>Football Field</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Football_Field&amp;diff=124100"/>
				<updated>2022-03-11T17:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;U85113911: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Football Field}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;object-info clearfix&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;right-area&amp;quot;&amp;gt;&lt;br /&gt;
        [[File:MapIcon Event FootballField.jpg|center|408px|link=]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;catlist&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! Game Modes&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:110px; border-style:double&amp;quot;&amp;gt;[[File:Icon RedXCross.png|link=]] '''Battle''' &amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:110px; border-style:double&amp;quot;&amp;gt;[[File:Icon RedXCross.png|link=]] '''Domination''' &amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:110px; border-style:double&amp;quot;&amp;gt;[[File:Icon RedXCross.png|link=]] '''Conquest''' &amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:110px; border-style:double&amp;quot;&amp;gt;[[File:Icon RedXCross.png|link=]] '''Break''' &amp;lt;/div&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;width:110px; border-style:double&amp;quot;&amp;gt;[[File:Icon RedXCross.png|link=]] '''Skirmish'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;left-area&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:MapLayout Ground FootballField.jpg|thumbnail|right|300px|The Football Field Map]]&lt;br /&gt;
'''Football Field''' is a special Ground Forces map, not available in normal battles. The map was used in the “A fiery ball” tank football event, in celebration of the 2018 FIFA World Cup, being held in Russia at the time of the event. This mode returned in early March 2022 along with Tailspin.&lt;br /&gt;
&lt;br /&gt;
The main feature of the map is a football field, inside a large abandoned industrial building. Rectangular holes in the wall, at each end of the building, act as goals, with a metal cage protruding out each end of the building acting as the net. All round the edge of the field there is a curved ramp leading up the wall. The field has standard football pitch markings, while coloured War Thunder banners (matching the colours of each team in the event) hang from the roof beams and walls. The War Thunder and Gaijin Entertainment logos are also painted on the walls at various points.&lt;br /&gt;
&lt;br /&gt;
The area immediately around the arena is quite densely populated with other buildings and cranes, as well as lightning towers and other scenery such as shipping containers and barrels, visible from inside the goals and out of the collapsed roof of the arena.&lt;br /&gt;
&lt;br /&gt;
The full location is 8km x 8km (to provide scenery outside the arena), but players can only play on the football pitch which is 240m long by 180m wide.&lt;br /&gt;
&lt;br /&gt;
===Historical Background===&lt;br /&gt;
&lt;br /&gt;
The map is completely fictional, however uses assets from the [[Abandoned_Factory_(Ground_Forces)|Abandoned Factory]] and [[Port Novorossiysk]] maps, giving it a Russian feel.&lt;br /&gt;
&lt;br /&gt;
==Map configuration==&lt;br /&gt;
'''Tank Football'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Two teams of three players face each other in a game of football, using modified [[M551|M551 Sheridans]], which can fire their main gun in order to be propelled in a direction. The teams spawn at either end of the pitch and must score by knocking a ball (which spawns in the centre of the pitch), into the enemy team's goal. One player (from the team who last let a goal in) will spawn next to the ball and be able to reach it first, and pass it to a team mate. When the ball enters a goal it explodes and the person who knocked it in is awarded a goal. Once a goal is scored it is added to the counter at the top of the screen and the game resets. After 5 minutes half time is called and the game will reset. After another 5 minutes the game will end and the team with the most points will win.&lt;br /&gt;
[[File:MapLayout TankFootball FootballField.jpg|x300px|thumbnail|none|The Tank Football configuration.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&amp;lt;!-- ''Describe what focus a team should have when spawning into the map'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The jump ability will carry the player in whatever direction their gun is pointing (including up and sideways), use this to your advantage.&lt;br /&gt;
* When you spawn next to the ball it is usually best to pass it to the friendly player in front of you. Starting near the ball is an advantage, by the time you've got turned round and facing the enemy goal in order to try and knock it in yourself, the enemy tanks will usually have already almost reached the ball, wasting your advantage.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
{{Youtube-gallery|Nz-kFHYB3JY|''''A fiery ball' — football competition in War Thunder''' - ''War Thunder Official Channel''}}&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 related locations''&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 location/battle;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[wt:en/news/5624-event-a-fiery-ball-football-competition-for-tanks-update-en|[Event] “A fiery ball” - Football competition for tanks (update)]] &lt;br /&gt;
&amp;lt;br&amp;gt;[[wt:en/news/5641-tournament-football-first-tank-football-tournament-en|[Event] First tank football tournament]] &lt;br /&gt;
&amp;lt;br&amp;gt;[[wt:en/news/6114-event-tank-football-friendly-matches-en|[Event] Tank football: friendly matches]] &lt;br /&gt;
&amp;lt;br&amp;gt;[[wt:en/news/7014-esport-winter-football-friendly-matches-and-new-year-tournaments-en|[Event] Winter football: friendly matches and New Year tournaments]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Maps_and_missions]] &lt;br /&gt;
[[Category:Ground forces maps]]&lt;/div&gt;</summary>
		<author><name>U85113911</name></author>	</entry>

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