Difference between pages "SRAAM" and "Shenyang F-5"

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(Comparison with analogues: Edits)
 
(Offensive armament: Updated)
 
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[[File:SRAAM Fired.jpg|thumb|x250px|SRAAM fired from a [[Hunter F.6]]]]
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{{About
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| about = Chinese license-built jet fighter '''{{PAGENAME}}'''
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| usage = other versions
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| link = MiG-17 (Family)
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}}
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{{Specs-Card
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|code=mig-17_f5
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
<!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''-->
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<!-- ''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.'' -->
[[File:WeaponImage SRAAM.png|thumb|left|420px|The SRAAM missile with fins folded and deployed (scale is approximate)]]
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The '''{{Specs|name}}''' represents J-5s sent as military aid to the Korean People's Army Air Force from Mainland China. After Mainland China and the Soviet Union signed aiding treaties for the construction of Chinese's aviation industry in 1951, Factory 112 (State Songling Machinery Factory; now Shenyang Aircraft Corporation) was selected to be the factory to introduce the MiG-17F to Mainland China in view of the already obsolete performance of MiG-15bis. By November 1953, the license was issued to the factory. Before the deadline of National Day 1956, the first Chinese-assembled jet, J-5 (aircraft no. 中0101) made its maiden flight on July 19 and soon passed state certification in September 9, with 4 of them joining the PLAAF 10 days later. As one of the frontline jet fighters, the J-5 scored numerous victories against ROCAF and USAF while losing some of them during aerial combat, including the first victim of the [[AIM-9B Sidewinder|AIM-9B]]. Some of these jets were also aided to Chinese allies of the time who also scored some victories against their enemies, especially by the North Vietnamese forces.
{{Break}}
 
The '''SRAAM''', or '''Short Range Air-to-Air Missile''' is a British [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|Infrared homing air-to-air missile]], it was introduced in [[Update 1.89 "Imperial Navy"]]. As the name suggests the SRAAM has a short range compared to other missiles, however this is made up for by it being very manoeuvrable and hard to avoid.
 
  
=== Vehicles equipped with this weapon ===
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It was introduced as a [[wt:en/news/6353-development-new-war-thunder-nation-china-en|premium pack]] in [[Update 1.91 "Night Vision"]] and was removed from the store after the [[wt:en/news/7417-shop-war-thunder-birthday-sale-in-gaijin-net-store-en|9th Anniversary Sale]]. It later returned for purchase in-game with Golden Eagles {{ge}} during the [[wt:en/news/7534-special-lunar-new-year-en|2022 "Lunar New Year"]] event.
<!-- ''List out vehicles that are equipped with the weapon.'' -->
 
  
* {{Specs-Link|hunter_f6}}
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As an improved variant of MiG-17F with two PL-2 missiles, thanks to its design, devastating autocannons and powerful, afterburning VK-1F (WP-5) jet engine, players can still utilize the tactics used on previous MiG jets and get to grips with the F-5 rather quickly; while it can handle most subsonic jets it might face, do beware of early supersonic jets: with proper tactics employed, hitting them when they have depleted their energy is always a good option.
* {{Specs-Link|harrier_gr1}}
 
  
 
== General info ==
 
== General info ==
<!--''Tell us about the tactical and technical characteristics of the bomb.''-->
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[[File:MiG-17 Cockpit (2022).png|thumb|The '''Shenyang F-5''''s instrument panel.]]
 +
 
 +
=== Flight performance ===
 +
{{Specs-Avia-Flight}}
 +
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
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The MiG-17 was the solution to upgrading the MiG-15 and naturally with it being a successful fighter which was mass-produced, variants eventually became available for other nations to purchase. China was one of the countries which sought to acquire the later versions of the MiG-17 which utilized the VK-1F style afterburning engines. With its sleek frame, swept-back wings and tailplane, the F-5 though a bit heavier than the typical MiG-17 is a powerhouse in the sky. Compared to many other aircraft, using the afterburner will allow the F-5 to outclimb many of its contemporaries including the F-86 variants. Many pilots who hope to catch an F-5 in a climb will be disappointed when they stall out only to see the F-5 dropping in on them from above for an easy shot.
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Thanks to the new engine, its sustained turn rate was improved by ~10% and can reach 19 deg/s when keeping the speed in horizontal turns close to 500 km/h which is more than enough to outturn in two circle fights most of subsonic or transonic jets like the CL-13, F-86 or J29F.
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Though not built for instantaneous turns, at the top of a climbing arc, the F-5 can make a relatively quick reversal as they nose over and begin to descend, pulling back on the throttle, extending flaps and air brakes, the F-5 can set themselves up for a shot at a stalled out fighter or can manoeuvre to end up as the hunter in chase of its prey.
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When diving in this fighter, it is crucial to watch the aircraft's speed, as it is possible to go slightly supersonic and at that point the control stiffening becomes excessive, making it extremely difficult to execute any finite movements.
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With this fighter sporting an afterburner, it is essential to either watch the fuel level or take more into battle. The afterburner will consume fuel much faster than the aircraft without it. One advantage of this fighter as it consumes its fuel is that the plane becomes lighter and can eke out a bit more speed.
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As an air-to-air fighter, it is possible to include two PL-2 air-to-air missiles in conjunction with the guns, or you can eliminate the missiles and entirely rely on the 37 mm and 2 x 23 mm autocannons. The gun placement on the underside of the fuselage is ideal for not needing to worry about convergence; however, the pilot will need to compensate for the different drop rates of the 37 and 23 mm cannons to ensure both will impact the enemy fighter without one or the other over-shooting or under-shooting.
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 +
{| class="wikitable" style="text-align:center" width="70%"
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! rowspan="2" | Characteristics
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! colspan="2" | Max Speed<br>(km/h at 2,000 m)
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! rowspan="2" | Max altitude<br>(metres)
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! colspan="2" | Turn time<br>(seconds)
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! colspan="2" | Rate of climb<br>(metres/second)
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! rowspan="2" | Take-off run<br>(metres)
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|-
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! AB !! RB !! AB !! RB !! AB !! RB
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|-
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! Stock
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| 1,101 || 1,094 || rowspan="2" | {{Specs|ceiling}} || 21.8 || 23.0 || 39.1 || 36.1 || rowspan="2" | 475
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|-
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! Upgraded
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| 1,126 || 1,114 || 21.2 || 21.5 || 61.9 || 50.0
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|-
 +
|}
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 +
==== Details ====
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{| class="wikitable" style="text-align:center" width="50%"
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|-
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! colspan="6" | Features
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|-
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! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute
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|-
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| X || ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
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|-
 +
|}
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{| class="wikitable" style="text-align:center" width="50%"
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|-
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! colspan="7" | Limits
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|-
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! rowspan="2" | Wings (km/h)
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! rowspan="2" | Gear (km/h)
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! colspan="3" | Flaps (km/h)
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! colspan="2" | Max Static G
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|-
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! Combat !! Take-off !! Landing !! + !! -
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|-
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| 1,150 <!-- {{Specs|destruction|body}} --> || {{Specs|destruction|gear}} || - || 598 || 450 || ~12 || ~5
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|-
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|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="2" | Missile characteristics
 
 
|-
 
|-
| '''Mass''' || 70 kg
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! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
| '''Guidance''' || IR
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! Ailerons !! Rudder !! Elevators !! Radiator
 
|-
 
|-
| '''Aspect''' || Rear-Aspect
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| < 600 || < 700 || < 750 || -
 
|-
 
|-
| '''Lock range in rear-aspect''' || 4 km
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|}
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==== Engine performance ====
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{| class="wikitable" style="text-align:center"
 
|-
 
|-
| '''Launch range''' || 2 km
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! colspan="3" | Engine
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! colspan="4" | Aircraft mass
 
|-
 
|-
| '''Maximum speed''' || 2.4 M
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! colspan="2" | Engine name || Number
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! colspan="2" | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan="2" | Wing loading (full fuel)
 
|-
 
|-
| '''Maximum overload''' || 20 G
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| colspan="2" | Shenyang Liming WP-5 || 1
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| colspan="2" | 4,112 kg || colspan="2" | 234 kg/m<sup>2</sup>
 
|-
 
|-
| '''Missile guidance time''' || 3.7 secs
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! colspan="3" | Engine characteristics
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! colspan="3" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br>Weight
 
|-
 
|-
| '''Explosive mass''' || 4 kg TNTeq
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! Weight (each) || colspan="2" | Type
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! 9m fuel || 20m fuel || 30m fuel
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|-
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| 892 kg || colspan="2" | Afterburning centrifugal-flow turbojet
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| 4,464 kg || 4,888 kg || 5,284 kg || 5,485 kg
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|-
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! colspan="3" | {{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 & altitude.}}
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! colspan="4" | Thrust to weight ratio @ 0 m (WEP)
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|-
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! Condition || 100% || WEP
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! 9m fuel || 20m fuel || 30m fuel || MTOW
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|-
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| ''Stationary'' || 2,380 kgf || 2,932 kgf
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| 0.66 || 0.60 || 0.55 || 0.53
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|-
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| ''Optimal'' || 2,380 kgf<br>(0 km/h) || 2,932 kgf<br>(0 km/h)
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| 0.66 || 0.60 || 0.55 || 0.53
 
|-
 
|-
 
|}
 
|}
  
The SRAAM is a highly manoeuvrable infrared homing air-to-air missile. The missile's use of thrust vectoring, and an IR seeker with very wide gimbal limits, means that it can track targets incredibly well compared to other air-to-air missiles. The missile has an uncaged seeker with a very wide gimbal limits, which makes maintaining locks on targets prior to launch much easier. The uncaged seeker also means that once the missile has been locked you can turn the plane and "lead" the missiles, as if you would an aircraft's guns, making them much more likely to hit.
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=== Survivability and armour ===
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{{Specs-Avia-Armour}}
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<!-- ''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.'' -->
  
Thrust vectoring also allows the missiles to start manoeuvring immediately after launch, unlike more traditional missiles which need to gain speed before their fins become fully effective; making the SRAAM much better suited for short range combat.
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* 60 mm Bulletproof glass - Front canopy windshield
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* 16 mm Steel plate - Pilot's seat back
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* 25 mm Steel plate - Pilot's headrest
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* 10 mm Steel plate - in the nose of the aircraft before the cockpit
  
The SRAAMs are carried in launch tubes, mounted in pairs under the wings.
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The F-5 has just enough armour protection to protect the pilot from machine-gun fire, smaller cannon fire and even some more substantial indirect cannon hits. Though not a guarantee of the pilot's survivability, the 10 mm steel plate in conjunction with the 60 mm bulletproof glass will aid in protecting the pilot in the event, he happens upon a bomber with defensive turrets or ends up in a head-on attack against another fighter. The 16 mm steel plates in the seat back and headrest will provide minimal protection as if ammunition fire from the rear penetrates that far, it is likely that the aircraft will already be experiencing catastrophic engine or structural failure.
  
=== Effective damage ===
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=== Modifications and economy ===
<!--''Describe the type of damage produced by this type of bomb (high explosive, splash damage, etc)''-->
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{{Specs-Economy}}
The SRAAM has a relatively small warhead consisting of 4 kg of TNT with a 5 m proximity fuse. Most of the time this is adequate to outright destroy an enemy aircraft, however depending on the location of the missile when it explodes it is possible the target will only receive a varying amount of damage. While it is not uncommon for the enemy aircraft to eventually crash due to the damage they receive, some can make it back to the airfield or even continue fighting.
 
  
=== Comparison with analogues ===
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== Armaments ==
<!--''Give a comparative description of bombs that have firepower equal to these type of weapons.''-->
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{{Specs-Avia-Armaments}}
The main standout feature of the SRAAM, which sets it apart from all other infrared homing missiles (carried by fixed-wing aircraft at least) is its astonishingly good manoeuvrability. Though the SRAAM can only pull a maximum overload of 20 G, it is capable of out-manoeuvring more traditionally manoeuvrable missiles such as the [[AIM-9L]] and [[R-60]], owing to its thrust vectoring system. The SRAAM powers up its IR seeker taking 1 second, and can keep its seeker active for 20 seconds.
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=== Offensive armament ===
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{{Specs-Avia-Offensive}}
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<!-- ''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.'' -->
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{{main|Type 37-1 (37 mm)|Type 23-1 (23 mm)}}
  
The drawback of the SRAAM, however, is its short range, it is largely ineffective at ranges greater than 1 km; by comparison, other missiles such as the [[AIM-9E]] can hit targets from well over 2 km in a good situation. The SRAAM also has lower explosive mass than other missiles, at 4 kg of TNT. By comparison, the AIM-9B, D and E have 4.5 kg, the [[R-13M]] has 5.5 kg, and the [[R-3S]] has 11 kg.
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The '''''{{PAGENAME}}''''' is armed with:
  
== Usage in battles ==
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* 1 x 37 mm Type 37-1 cannon, chin-mounted (40 rpg)
<!--''Describe situations when you would utilize this bomb in-game (vehicle, pillbox, base, etc)''-->
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* 2 x 23 mm Type 23-1 cannons, chin-mounted (80 rpg = 160 total)
The SRAAM is one of the most forgiving air-to-air missiles in the game because of their superb manoeuvrability; however, there are still things you need. to learn and practice in order to use them to their full potential. The first thing you need to learn when using the SRAAMs is their range; as a general rule, to start with you should not fire the missiles when you are more than 1 km from the target. SRAAMs have a very short range and generally firing them from further away will result in the missile exploding before it reaches the target. If you have a significant speed advantage over your target you can push the firing range up to around 1.2 km, but ultimately you have to learn to tell from experience when you can fire from in excess of 1 km.
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Just like Shenyang F5's old brother [[MiG-17]], the different caliber armaments on both sides of the plane will balance each other out. Despite the F-5 holding the largest caliber among the its fighter peers, the 37 mm N-37D cannon needs experience to ace. Though the two "smaller" 23 mm NR-23 cannons are deadly and easier to master than the 37 mm N-37D. Due to the low ammo rounds per gun, all cannons are not of the "spray and pray" type. These guns rarely overheat, though this is mostly since the magazine will be empty after only five seconds of shooting. It is necessary to fire in bursts only if confidence is high enough that the shots can hit the targets. For ammo selection, one should use "Air targets" belt on all cannons since it contains the most high-explosive and incendiary shells that have great effect against air targets. Launching ground strikes using "Armored targets" belts is not a good option due to the slightly inaccurate and unpredictable trajectory.
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=== Suspended armament ===
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{{Specs-Avia-Suspended}}
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<!-- ''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.'' -->
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{{main|OFAB-250sv (250 kg)|PL-2}}
  
Just because you shouldn't fire the missile from outside 1 km does not mean that you shouldn’t try to lock on to targets from outside 1 km. The SRAAM can lock on to targets up to 4 km away; you should be trying to obtain a lock once you are within about 2.5 km of your target; it is also possible to lock on to aircraft when approaching them from almost 90 degrees (directly to their side), under ideal conditions. Once the seeker is active, it will stay active for 20 seconds, giving you plenty of time to close the distance. Once you have a lock the seeker will be able to maintain the lock so long as the target is still somewhere within the outer ring on your screen. Once you have closed the distance to within 1 km if the target is turning (or you are approaching from an angle) then you will want to "lead" the missile, in the same manner, you would lead your guns if you were using them to attack. This will make the missiles much more like to hit, as they will not have to try to do a sharp turn immediately after leaving the tube.
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The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
If an enemy gets on your tail then activate the missile seeker and force an overshoot, as they pass you attempt to get a lock on and fire the missile as soon as possible; this will often result in a kill.
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* Without load
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* 2 x 250 kg OFAB-250sv bombs (500 kg total)
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* 2 x PL-2 missiles
  
=== Counter tactics ===
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Players also have access to PL-2 air-to-air missiles, which are the Chinese version of the Soviet [[R-3S|K-13 AAM]], which is similar to NATO [[AIM-9B Sidewinder|AIM-9B Sidewinder AAM]]. The missiles are not great at this battle rating, but still usable. Players can choose not to carry them if they prefer using the gun to fight. To use these missiles, player have to spool up the tracker first. Spooling up the tracker will take 1 second. Just like AIM-9B or any other first generation AAM, PL-2 does not have any off-axis angle to lock the target. To increase the chance of hitting, aim at the opponent's tail while they are flying in a straight line and fire at a distance less than 2 km. Any manoeuvre the opponent performs will prevent the missile from hitting its target.
The old adage "prevention is better than cure" is certainly true when trying to dodge SRAAMs. Once an SRAAM is on its way to you it is going to be very hard to avoid (baring a mistake on the part of the person who fired it), therefore it is always best to take preventative action when facing aircraft armed with SRAAMs. As is always a good practice, the first step to countering SRAAMs is to maintain good situational awareness, if the first time you are aware of an SRAAM is when you get the missile warning at the top of your screen (AB & RB), you are usually as good as dead. To avoid an SRAAM most of the work you do will have to take place before the missile is launched.
 
  
To start with you need to keep an eye out for enemy aircraft that can hold the SRAAM; you need to identify any of them lining up for an attack run as soon as possible and take action accordingly. The main drawback of the SRAAM is its short-range, missiles fired much outside of 1 km have a significantly reduced chance of hitting their target, and by the time you get to more than 1.2 km hitting a target is exceedingly rare (unless the attacker has a significant speed advantage over you). With this in mind, your best tactic is to keep your distance from the enemy aircraft, if you are in a supersonic aircraft this should be relatively easy, however for other subsonic aircraft this can be difficult. If simply outrunning your attacker is not possible then your options are limited, but still there.
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Players also have access to two 250 kg bombs. Two 250 kg bombs are not enough to bomb a base so they are only useful in the ground attack role in ground realistic battles. Keep aware of the tactical situation at hand to bring the most optimal weapons loadout to the battlefield.
  
Like all heat-seeking missiles, the SRAAM will lock onto the sun if its IR seeker passes to close to it. If you see an SRAAM-armed aircraft on your tail then flying towards the sun (not necessarily directly at it but within 10 or so degrees of it) will prevent the enemy obtaining a lock on you; obviously this is often not possible in-game, but can certainly buy you time in some situations.
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== Usage in battles ==
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<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - 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).'' -->
  
Another key thing to note is that despite its incredible manoeuvrability the SRAAM is not an all-aspect missile, so can only keep track of you from behind.
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The Shenyang F-5 can be summarized as an energy-specialized variant of the Soviet MiG-17. The Shenyang F-5 is heavier, thus its instantaneous turn rate is moderately worse than the MiG-15s and the MiG-17s. However, when facing these aircraft, you can take advantage of your afterburner thanks to which this plane has better sustained turn rate at medium and high speed than both the MiG-17 and MiG-15. You should not turnfight these opponents or other planes like the Sabre series in most circumstances, instead, you should keep the fight strictly vertical. You have a far better climb rate, far more thrust than any MiG-15, -17 or CL-13B, therefore you can dictate the fight with relative ease. While you try to attain your altitude advantage, be aware of the Angle-Of-Attack (AoA) the MiG-15 and 17 can still pull, you most likely will have to dodge 1 or 2 firing solutions, then you will be out of harm's way, given you don't make a critical mistake. Turn this altitude advantage into an energy advantage to decide how and when to engage an enemy.
  
* Hunter pilots will often fly in from angles up to 90+ degrees from the side of you and turn into you until they achieve a lock (the SRAAM can lock on to a target from quite extreme angles); once a lock is achieved they will turn hard into you to "lead" the missile before firing it. If you see a Hunter moving in for this manoeuvre your best hope is to turn hard in the same direction they are. The effects of this are twofold, you will direct your engine exhaust (your main source of infrared light) away from the missile reducing its chance of tracking you, and will rapidly close the distance between you and your attacker, often creating a turn too tight for even the SRAAM to pull.
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At high speed, the Sabre is much more manoeuvrable than you are. The Sabre will pull much harder, roll much better, and his guns are a lot easier to use. You must not try to roll around the Sabre's guns and reverse him often, because while this can work, the accessibility of his guns paired with his superior high-speed manoeuvrability leaves you at a very high chance of severe damage, or knock-out. If a Sabre is at your six-o'clock, and you two are at near equal speed, and obviously he's not extremely close: you should pitch up, turn your afterburner on, and climb. Not a single Sabre in-game can even rival your climb rate, thus, he will watch you takeoff, and there is nothing he can do besides disengaging from the pursuit.
* Harrier GR.1 pilots follow a similar playbook as the Hunters in their attack angles with SRAAM. However, due to their VTOL configuration, the Harrier GR.1 can more easily cause jets on their six o'clock to overshoot during their pursuit. If overshooting the Harrier, quickly make distance and follow evasive manouvres like when dealing a Hunter as the Harrier can quickly orient itself to fire a SRAAM into a fleeing plane's engine exhaust.
 
  
If the missile is already on its way to you, and you are not already doing something about it, then you are usually going to end up back in the hangar within the next few seconds; however there are some last-ditch attempts you can try (although don't expect them to work every time, or even most the time). If the missile was fired from around 1 km away then by turning one way, then hard the other once the SRAAM begins to turn you can sometimes throw it off or keep it flying long enough that it exceeds its maximum flight time (3.7 seconds) and explodes. If however the missile was fired from a closer range you will have to just try to dodge it and hope for the best. Usually, the best way to dodge the SRAAM is to pull into a sort of barrel roll, or otherwise carry out a manoeuvre, which involves rolling the aircraft; SRAAMs generally find it much harder to follow you through these manoeuvres than through a simple turn.
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Alternatively, if you are behind a Sabre and you cannot land shots, be aware. If he starts rolling, rapidly losing speed, and you start rapidly closing the distance, drop your throttle a tad, and pop your airbrakes. This "pre-airbraking" prevents you from overshooting, because once you start overshooting in the Shenyang F-5, you are in a lot of danger. Take your time with defensive Sabres, do not let them bait you into an overshoot. If the worst-case scenario arises and you overshoot, put yourself into a vertical corkscrew by utilizing your powerful thrust and manoeuvring energy retention to stall out your opponent. Be careful not to fly straight over their nose.
  
If you overshoot a target, carrying SRAAMs then pull hard up immediately; if you carry on straight, or go below the target you are just asking to get an SRAAM fired at you. Likewise, if you pull away to the side then your opponent will find it much easier to turn after you and get a lock than if you pull into the vertical.
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Uptiers in this plane are tough. Supersonic fighters outrun, and outclimb you, so while you are more manoeuvrable, you are relatively slow. Fighters such as the F-5C pull a lot of AoA at high speed. Your plane also compresses, so if you want to reliably dodge these aircraft, you need to actually slow yourself down to ~950 km/h, where you have optimal elevator, aileron, and rudder responsiveness. High-speed manoeuvrability is the only con of this plane, but you should only keep yourself slow when it's appropriate to do so.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''-->
+
<!-- ''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 +
 
 
'''Pros:'''
 
'''Pros:'''
  
* Incredibly good manoeuvrability make it extremely hard for enemy aircraft to dodge.
+
* Excellent low-medium speed manoeuvrability, great stall characteristics
* Has the joint highest maximum overload of any missile in the game (shared with the [[AIM-9L]] at 20 G)
+
* Has a gyro gunsight that helps leading shots to some extent in simulator
* One of the best tracking missiles in the game, rarely loses its target (compared to other missiles
+
* Access to anti-aircraft missiles
* Has an uncaged seeker with an extremely wide field of view, allowing you to "lead" the missiles very well
+
* Hard-hitting, concentrated armament
* IR seeker powers up quickly and can stay active for a long time
+
* Almost impossible to directly out-dogfight
* Faster than some other missiles
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Very short range, missiles fired outside of 1 km are unlikely to hit unless you have a notable speed advantage over your opponent.
+
* Poor high-speed manoeuvrability, suffers from extreme elevator, rudder, and aileron compression
* Relatively small explosive mass means hits are not always fatal (at least immediately)
+
* Afterburner chews through fuel
* Flares can easily fool the SRAAM due to its high FOV
+
* Guns are difficult to aim and have limited ammunition
 +
* PL-2 missiles have very narrow locking arc
 +
* Frontal-upward vision is entirely blocked out by the large cockpit frame, which disadvantages the pilot in simulator
 +
* Unlike the original MiG-17, no rocket ordnance for ground attack
 +
* Subsonic, easily outrun by many contemporaries
 +
* No RWR or flares, highly vulnerable to incoming missiles
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Weapon-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>.''-->
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<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
Following the widespread use of early air-to-air missiles in the Vietnam War, it became apparent that such weapon systems had major limitations. They would frequently lose targets due to their IR seekers having a narrow field of view, or the missile not being manoeuvrable enough to keep on the tail of the target. In 1968, a team of engineers working at Hawker Siddeley Dynamics (the missiles division of Hawker Siddeley) began work on a new short-range air-to-air missile to address these shortcomings; the company funded the project as a private venture under the name "Taildog". The missile was to have an IR seeker with a wide field of view, capable of keeping track of targets under all conditions and would have to be extremely manoeuvrable.
 
  
The Taildog missile would be 2 m long and make use of thrust vectoring to give it excellent manoeuvrability. In 1970, the Ministry of Defence (MoD) decided that a new air-to-air missile with better manoeuvrability than the other missiles that were in service at the time was required. Hawker Siddeley Dynamics adapted their Taildog missile design to meet the new requirements and after evaluation, they were awarded the contract in 1972. Work on the programme continued under the name of Short Range Air-to-Air Missile or SRAAM. The SRAAM would be bigger than the Taildog (2.75 m long instead of 2 m) and feature a better thrust vectoring system. Due to budget cuts, the government cancelled the SRAAM program in 1974, instead choosing to pursue the Skyflash missile (a British upgrade to the United States AIM-7 Sparrow missile). The SRAAM program continued however until 1978 as a technology demonstrated.
+
The Soviet [[MiG-17]] was [[J-4|used quite extensively]] by the PLAAF in the early Cold War era. A production license for the more advanced MiG-17F model, which featured an afterburner, was obtained in the mid-1950s, and the result was the domestic Shenyang J-5, which made its first flight in 1956. In 1961, plans were obtained for the license production of the radar-equipped MiG-17PF model, but the ongoing Sino-Soviet split led to issues with the Chinese industry that delayed the first flight of the "J-5A" to 1964. At this point, the aircraft was rather obsolete, with the supersonic age being well underway, and production only continued for a few more years. Fewer J-5s were produced than the later [[J-6A|J-6]].
  
In 1977, Hawker Siddeley Dynamics merged with the missiles division of British Aircraft Corporation (BAC) to form BAe Dynamics (other companies, including the rest of Hawker Siddeley, merged to form the remainder of British Aerospace (BAe). Starting in 1980 BAe Dynamics used research from the SRAAM programme to help with the development of the Advanced Short Range Air-to-Air Missile (ASRAAM), which is still in use to this day.
+
A unique trainer variant called the JJ-5 was produced by combining the cockpit of the MiG-15UTI with J-5 airframe elements and reduced armament; there was no trainer version of the MiG-17 since the Soviet Union saw no issue with using the MiG-15UTI for training new MiG-17 pilots.
  
The SRAAM was 2.75 m long and weighed 70 kg. In-flight the missile was carried in a lunch tube to protect it until it was fired; once fired the missile had a series of small fins which unfolded to air stability (although they were fixed in place once deployed so did not help control the missile). In the life of the programme eight missiles were fired, some of which from Hawker hunter F.6 XG210. There was an incident during testing where immediately after launch the missile turned sharply after launch and almost collided with the Hunter that fired it.
+
The J-5 was exported under the designation of '''F-5''' (not to be confused with the American F-5 Freedom Fighter) to numerous countries, including Albania, North Korea, Bangladesh, and Pakistan. The majority of these operators have retired the F-5 at the time of writing, with the lone exception being North Korea. J-5s remaining in the PLAAF inventory have been converted to target drones.
  
The SRAAM has also been seen on the Trainer 2 seat version of the [[Harrier GR.1]], they were only mounted for exhibition purposes.
+
The vehicle represented in War Thunder is painted in the livery of the North Korean Air Force and has apparently been modified to use PL-2 air-to-air missiles.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 +
;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=mig-17_f5 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Videos
 
;Videos
{{Youtube-gallery|kxWhI8VTd14|'''How to use the SRAAMS in Warthunder''' - ''hachersk_Anon'' ([https://forum.warthunder.com/index.php?/topic/454482-wiki-war-thunder-wiki-short-guides-competition/ Short Guides] Competition Winner)|3Zgt3Ep2ADM|'''The Shooting Range #150''' - ''Pages of History'' section at 05:06 discusses the SRAAM.}}
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{{Youtube-gallery|ioO9_5Sxtc8|'''Shenyang F-5 -It's a Long Way To The Top''' - ''Napalmratte''|33fqmccr64w|'''Is the Shenyang F-5 Worth Your Money?''' - ''DEFYN''}}
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
* ''reference to the article about the variant of the weapon;''
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* ''reference to the series of the aircraft;''
* ''references to approximate analogues by other nations and research trees.''-->
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* ''links to approximate analogues of other nations and research trees.'' -->
  
* [[AIM-9L]] a missile with the joint highest overload in the game (20 G)
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;Aircraft of comparable role, configuration and era
* [[AIM-9D]] / [[AIM-9E]] other fixed-wing aircraft-mounted missiles with an uncaged seeker
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* [[F-86 Sabre (Family)]]
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* [[J29 (Family)]]
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* [[Hunter (Family)]]
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
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<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''other literature.''-->
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* ''other literature.'' -->
 
 
* [[wt:en/news/6206-development-hunter-f-6-winged-comfort-en|[Devblog] Hunter F.6: Winged Comfort]] (has a section on SRAAM)
 
* [[wikipedia:SRAAM|[Wikipedia] SRAAM]]
 
  
{{Missiles}}
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* [[wikipedia:Shenyang_J-5|[Wikipedia] Shenyang J-5]]
  
[[Category:Suspended armaments]]
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{{AirManufacturer Shenyang}}
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{{China jet aircraft}}
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{{China premium aircraft}}

Latest revision as of 12:38, 21 September 2023

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This page is about the Chinese license-built jet fighter Shenyang F-5. For other versions, see MiG-17 (Family).
Shenyang F-5
mig-17_f5.png
GarageImage Shenyang F-5.jpg
Shenyang F-5

Description

The Shenyang F-5 represents J-5s sent as military aid to the Korean People's Army Air Force from Mainland China. After Mainland China and the Soviet Union signed aiding treaties for the construction of Chinese's aviation industry in 1951, Factory 112 (State Songling Machinery Factory; now Shenyang Aircraft Corporation) was selected to be the factory to introduce the MiG-17F to Mainland China in view of the already obsolete performance of MiG-15bis. By November 1953, the license was issued to the factory. Before the deadline of National Day 1956, the first Chinese-assembled jet, J-5 (aircraft no. 中0101) made its maiden flight on July 19 and soon passed state certification in September 9, with 4 of them joining the PLAAF 10 days later. As one of the frontline jet fighters, the J-5 scored numerous victories against ROCAF and USAF while losing some of them during aerial combat, including the first victim of the AIM-9B. Some of these jets were also aided to Chinese allies of the time who also scored some victories against their enemies, especially by the North Vietnamese forces.

It was introduced as a premium pack in Update 1.91 "Night Vision" and was removed from the store after the 9th Anniversary Sale. It later returned for purchase in-game with Golden Eagles Ge icon.png during the 2022 "Lunar New Year" event.

As an improved variant of MiG-17F with two PL-2 missiles, thanks to its design, devastating autocannons and powerful, afterburning VK-1F (WP-5) jet engine, players can still utilize the tactics used on previous MiG jets and get to grips with the F-5 rather quickly; while it can handle most subsonic jets it might face, do beware of early supersonic jets: with proper tactics employed, hitting them when they have depleted their energy is always a good option.

General info

The Shenyang F-5's instrument panel.

Flight performance

The MiG-17 was the solution to upgrading the MiG-15 and naturally with it being a successful fighter which was mass-produced, variants eventually became available for other nations to purchase. China was one of the countries which sought to acquire the later versions of the MiG-17 which utilized the VK-1F style afterburning engines. With its sleek frame, swept-back wings and tailplane, the F-5 though a bit heavier than the typical MiG-17 is a powerhouse in the sky. Compared to many other aircraft, using the afterburner will allow the F-5 to outclimb many of its contemporaries including the F-86 variants. Many pilots who hope to catch an F-5 in a climb will be disappointed when they stall out only to see the F-5 dropping in on them from above for an easy shot.

Thanks to the new engine, its sustained turn rate was improved by ~10% and can reach 19 deg/s when keeping the speed in horizontal turns close to 500 km/h which is more than enough to outturn in two circle fights most of subsonic or transonic jets like the CL-13, F-86 or J29F.

Though not built for instantaneous turns, at the top of a climbing arc, the F-5 can make a relatively quick reversal as they nose over and begin to descend, pulling back on the throttle, extending flaps and air brakes, the F-5 can set themselves up for a shot at a stalled out fighter or can manoeuvre to end up as the hunter in chase of its prey.

When diving in this fighter, it is crucial to watch the aircraft's speed, as it is possible to go slightly supersonic and at that point the control stiffening becomes excessive, making it extremely difficult to execute any finite movements.

With this fighter sporting an afterburner, it is essential to either watch the fuel level or take more into battle. The afterburner will consume fuel much faster than the aircraft without it. One advantage of this fighter as it consumes its fuel is that the plane becomes lighter and can eke out a bit more speed.

As an air-to-air fighter, it is possible to include two PL-2 air-to-air missiles in conjunction with the guns, or you can eliminate the missiles and entirely rely on the 37 mm and 2 x 23 mm autocannons. The gun placement on the underside of the fuselage is ideal for not needing to worry about convergence; however, the pilot will need to compensate for the different drop rates of the 37 and 23 mm cannons to ensure both will impact the enemy fighter without one or the other over-shooting or under-shooting.

Characteristics Max Speed
(km/h at 2,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 1,101 1,094 21.8 23.0 39.1 36.1 475
Upgraded 1,126 1,114 21.2 21.5 61.9 50.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1,150 - 598 450 ~12 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 600 < 700 < 750 -

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Shenyang Liming WP-5 1 4,112 kg 234 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 9m fuel 20m fuel 30m fuel
892 kg Afterburning centrifugal-flow turbojet 4,464 kg 4,888 kg 5,284 kg 5,485 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 9m fuel 20m fuel 30m fuel MTOW
Stationary 2,380 kgf 2,932 kgf 0.66 0.60 0.55 0.53
Optimal 2,380 kgf
(0 km/h)
2,932 kgf
(0 km/h)
0.66 0.60 0.55 0.53

Survivability and armour

  • 60 mm Bulletproof glass - Front canopy windshield
  • 16 mm Steel plate - Pilot's seat back
  • 25 mm Steel plate - Pilot's headrest
  • 10 mm Steel plate - in the nose of the aircraft before the cockpit

The F-5 has just enough armour protection to protect the pilot from machine-gun fire, smaller cannon fire and even some more substantial indirect cannon hits. Though not a guarantee of the pilot's survivability, the 10 mm steel plate in conjunction with the 60 mm bulletproof glass will aid in protecting the pilot in the event, he happens upon a bomber with defensive turrets or ends up in a head-on attack against another fighter. The 16 mm steel plates in the seat back and headrest will provide minimal protection as if ammunition fire from the rear penetrates that far, it is likely that the aircraft will already be experiencing catastrophic engine or structural failure.

Modifications and economy

Armaments

Offensive armament

The Shenyang F-5 is armed with:

  • 1 x 37 mm Type 37-1 cannon, chin-mounted (40 rpg)
  • 2 x 23 mm Type 23-1 cannons, chin-mounted (80 rpg = 160 total)

Just like Shenyang F5's old brother MiG-17, the different caliber armaments on both sides of the plane will balance each other out. Despite the F-5 holding the largest caliber among the its fighter peers, the 37 mm N-37D cannon needs experience to ace. Though the two "smaller" 23 mm NR-23 cannons are deadly and easier to master than the 37 mm N-37D. Due to the low ammo rounds per gun, all cannons are not of the "spray and pray" type. These guns rarely overheat, though this is mostly since the magazine will be empty after only five seconds of shooting. It is necessary to fire in bursts only if confidence is high enough that the shots can hit the targets. For ammo selection, one should use "Air targets" belt on all cannons since it contains the most high-explosive and incendiary shells that have great effect against air targets. Launching ground strikes using "Armored targets" belts is not a good option due to the slightly inaccurate and unpredictable trajectory.

Suspended armament

Main articles: OFAB-250sv (250 kg), PL-2

The Shenyang F-5 can be outfitted with the following ordnance:

  • Without load
  • 2 x 250 kg OFAB-250sv bombs (500 kg total)
  • 2 x PL-2 missiles

Players also have access to PL-2 air-to-air missiles, which are the Chinese version of the Soviet K-13 AAM, which is similar to NATO AIM-9B Sidewinder AAM. The missiles are not great at this battle rating, but still usable. Players can choose not to carry them if they prefer using the gun to fight. To use these missiles, player have to spool up the tracker first. Spooling up the tracker will take 1 second. Just like AIM-9B or any other first generation AAM, PL-2 does not have any off-axis angle to lock the target. To increase the chance of hitting, aim at the opponent's tail while they are flying in a straight line and fire at a distance less than 2 km. Any manoeuvre the opponent performs will prevent the missile from hitting its target.

Players also have access to two 250 kg bombs. Two 250 kg bombs are not enough to bomb a base so they are only useful in the ground attack role in ground realistic battles. Keep aware of the tactical situation at hand to bring the most optimal weapons loadout to the battlefield.

Usage in battles

The Shenyang F-5 can be summarized as an energy-specialized variant of the Soviet MiG-17. The Shenyang F-5 is heavier, thus its instantaneous turn rate is moderately worse than the MiG-15s and the MiG-17s. However, when facing these aircraft, you can take advantage of your afterburner thanks to which this plane has better sustained turn rate at medium and high speed than both the MiG-17 and MiG-15. You should not turnfight these opponents or other planes like the Sabre series in most circumstances, instead, you should keep the fight strictly vertical. You have a far better climb rate, far more thrust than any MiG-15, -17 or CL-13B, therefore you can dictate the fight with relative ease. While you try to attain your altitude advantage, be aware of the Angle-Of-Attack (AoA) the MiG-15 and 17 can still pull, you most likely will have to dodge 1 or 2 firing solutions, then you will be out of harm's way, given you don't make a critical mistake. Turn this altitude advantage into an energy advantage to decide how and when to engage an enemy.

At high speed, the Sabre is much more manoeuvrable than you are. The Sabre will pull much harder, roll much better, and his guns are a lot easier to use. You must not try to roll around the Sabre's guns and reverse him often, because while this can work, the accessibility of his guns paired with his superior high-speed manoeuvrability leaves you at a very high chance of severe damage, or knock-out. If a Sabre is at your six-o'clock, and you two are at near equal speed, and obviously he's not extremely close: you should pitch up, turn your afterburner on, and climb. Not a single Sabre in-game can even rival your climb rate, thus, he will watch you takeoff, and there is nothing he can do besides disengaging from the pursuit.

Alternatively, if you are behind a Sabre and you cannot land shots, be aware. If he starts rolling, rapidly losing speed, and you start rapidly closing the distance, drop your throttle a tad, and pop your airbrakes. This "pre-airbraking" prevents you from overshooting, because once you start overshooting in the Shenyang F-5, you are in a lot of danger. Take your time with defensive Sabres, do not let them bait you into an overshoot. If the worst-case scenario arises and you overshoot, put yourself into a vertical corkscrew by utilizing your powerful thrust and manoeuvring energy retention to stall out your opponent. Be careful not to fly straight over their nose.

Uptiers in this plane are tough. Supersonic fighters outrun, and outclimb you, so while you are more manoeuvrable, you are relatively slow. Fighters such as the F-5C pull a lot of AoA at high speed. Your plane also compresses, so if you want to reliably dodge these aircraft, you need to actually slow yourself down to ~950 km/h, where you have optimal elevator, aileron, and rudder responsiveness. High-speed manoeuvrability is the only con of this plane, but you should only keep yourself slow when it's appropriate to do so.

Pros and cons

Pros:

  • Excellent low-medium speed manoeuvrability, great stall characteristics
  • Has a gyro gunsight that helps leading shots to some extent in simulator
  • Access to anti-aircraft missiles
  • Hard-hitting, concentrated armament
  • Almost impossible to directly out-dogfight

Cons:

  • Poor high-speed manoeuvrability, suffers from extreme elevator, rudder, and aileron compression
  • Afterburner chews through fuel
  • Guns are difficult to aim and have limited ammunition
  • PL-2 missiles have very narrow locking arc
  • Frontal-upward vision is entirely blocked out by the large cockpit frame, which disadvantages the pilot in simulator
  • Unlike the original MiG-17, no rocket ordnance for ground attack
  • Subsonic, easily outrun by many contemporaries
  • No RWR or flares, highly vulnerable to incoming missiles

History

The Soviet MiG-17 was used quite extensively by the PLAAF in the early Cold War era. A production license for the more advanced MiG-17F model, which featured an afterburner, was obtained in the mid-1950s, and the result was the domestic Shenyang J-5, which made its first flight in 1956. In 1961, plans were obtained for the license production of the radar-equipped MiG-17PF model, but the ongoing Sino-Soviet split led to issues with the Chinese industry that delayed the first flight of the "J-5A" to 1964. At this point, the aircraft was rather obsolete, with the supersonic age being well underway, and production only continued for a few more years. Fewer J-5s were produced than the later J-6.

A unique trainer variant called the JJ-5 was produced by combining the cockpit of the MiG-15UTI with J-5 airframe elements and reduced armament; there was no trainer version of the MiG-17 since the Soviet Union saw no issue with using the MiG-15UTI for training new MiG-17 pilots.

The J-5 was exported under the designation of F-5 (not to be confused with the American F-5 Freedom Fighter) to numerous countries, including Albania, North Korea, Bangladesh, and Pakistan. The majority of these operators have retired the F-5 at the time of writing, with the lone exception being North Korea. J-5s remaining in the PLAAF inventory have been converted to target drones.

The vehicle represented in War Thunder is painted in the livery of the North Korean Air Force and has apparently been modified to use PL-2 air-to-air missiles.

Media

Skins
Videos

See also

Aircraft of comparable role, configuration and era

External links


Shenyang Aircraft Corporation (中航工业沈阳飞机工业(集团)有限公司)
Jet Fighters 
MiG-15  J-2*
MiG-17  J-4*
MiG-19  J-6A*
J-8  J-8B · J-8F
Su-27 variants  J-11* · J-11A*
Export  Shenyang F-5*
  *Licensed
Note: "J-2" and "J-4" are not official designations
See Also  Mikoyan-Gurevich Design Bureau

China jet aircraft
Fighters  J-2 · J-4 · J-6A · J-7II · J-7D · J-7E · J-8B · J-8F · J-10A · J-11 · J-11A
Strike aircraft  Q-5 early · Q-5A · Q-5L · JH-7A
Bombers  H-5
France  ␗Mirage 2000-5Ei
USA  ␗F-84G-21-RE · ␗F-84G-31-RE · ␗F-86F-30 · ␗F-86F-40 · ␗F-100A · ␗F-100F · ␗F-104A · ␗F-104G · ␗F-5A · ␗F-5E · ␗F-16A MLU
USSR  ␗MiG-9 · ␗MiG-9 (l)
North Korea  Shenyang F-5
Pakistan  A-5C · JF-17

China premium aircraft
Fighters  ␗A6M2 · D.510C · ␗F-47N-25-RE · H-81A-2 · Hawk III · ␗Ki-45 hei/tei · ␗Ki-84 ko · ␗P-51C-11-NT
Jet fighters  Shenyang F-5 · J-7D
Strike aircraft  A-5C · ␗F-84G-31-RE