Difference between revisions of "Sea Hawk FGA.6"

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(I corrected the amount of ammo in the Sea Hawk contains as well as the rpg (Rounds Per Gun). This was fixed in game a few weeks ago but had not been corrected in the wiki)
(Edits)
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''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).'' -->
 
<!-- ''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).'' -->
In Air Realistic battles, you have a good top speed with okay acceleration and a decent climb rate (particularly when fully upgraded). After takeoff, build speed to about 500 kph then enter a 10 degree climb (a 10 degree climb straight off the runway can also work in some situations). You can either continue climbing to high altitude (~5 km) to engage high flying bombers /fighters and gain an altitude advantage; or you can choose to level off at 3-4 km and focus on building speed to engage enemy fighters and bombers at lower altitudes (aircraft such as [[Ar 234 C-3]]s and [[IL-28]]s will often fly low to get to bases/ground targets quickly) depending on your preferred play-style.
+
In Air Realistic battles, you have a good top speed with okay acceleration and a decent climb rate (particularly when fully upgraded). After takeoff, build speed to about 500 km/h then enter a 10 degree climb (a 10 degree climb straight off the runway can also work in some situations). You can either continue climbing to high altitude (~5 km) to engage high flying bombers /fighters and gain an altitude advantage; or you can choose to level off at 3-4 km and focus on building speed to engage enemy fighters and bombers at lower altitudes (aircraft such as [[Ar 234 C-3]]s and [[IL-28]]s will often fly low to get to bases/ground targets quickly) depending on your preferred playstyle.
  
When engaging enemy aircraft, use your good speed and excellent energy retention to your advantage; do not bleed speed to keep on a slower enemy's tail; swoop in fire off a burst of rounds and then break contact and come around for another pass. The Sea Hawk has good manoeuvrability for a jet aircraft (although it is not in the same league as the [[Vampire FB 5|Vampire]] and [[Ho 229 V3|Ho 229]]), and your energy retention does make limited turning engagements with less manoeuvrable targets a valid option in some situation, although you will bleed too much speed to justify prolonged turn fights. You can safely deploys flaps at any speed below 850 kph and they can significantly increase turning ability, however they create a lot of drag (you will not hold 600 kph in level flight with them deployed) so should be used sparingly. A good tactic is to deploy the flaps as you enter or are in mid-turn to help kick the plane around and then undeploy them as soon as possible afterwards. Do not get complacent with the flaps, although you can use them at most speeds. The Sea Hawk can exceed 900 kph so you may be in for a nasty surprise if you deploy them a full speed.
+
When engaging enemy aircraft, use your good speed and excellent energy retention to your advantage; do not bleed speed to keep on a slower enemy's tail; swoop in fire off a burst of rounds and then break contact and come around for another pass. The Sea Hawk has good manoeuvrability for a jet aircraft (although it is not in the same league as the [[Vampire FB 5|Vampire]] and [[Ho 229 V3|Ho 229]]), and your energy retention does make limited turning engagements with less manoeuvrable targets a valid option in some situation, although you will bleed too much speed to justify prolonged turn fights. You can safely deploys flaps at any speed below 850 km/h and they can significantly increase turning ability, however they create a lot of drag (you will not hold 600 km/h in level flight with them deployed) so should be used sparingly. A good tactic is to deploy the flaps as you enter or are in mid-turn to help kick the plane around and then undeploy them as soon as possible afterwards. Do not get complacent with the flaps, although you can use them at most speeds. The Sea Hawk can exceed 900 km/h so you may be in for a nasty surprise if you deploy them a full speed.
  
 
It is also worth remembering that the Sea Hawk is a naval aircraft, unlocking the ability to use aircraft carriers for takeoff and landing. A carrier spawn can sometimes be desirable, be it for putting you further away / closer to the enemy (more climbing time or quicker action), or giving you the chance to attack from an area of the map the enemy team are not expecting. Likewise if you need to rearm and suspect the enemy are waiting for you at the airfield, you can always divert to a carrier.
 
It is also worth remembering that the Sea Hawk is a naval aircraft, unlocking the ability to use aircraft carriers for takeoff and landing. A carrier spawn can sometimes be desirable, be it for putting you further away / closer to the enemy (more climbing time or quicker action), or giving you the chance to attack from an area of the map the enemy team are not expecting. Likewise if you need to rearm and suspect the enemy are waiting for you at the airfield, you can always divert to a carrier.
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;Skins
 
;Skins
  
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=aircraft&vehicleClass=jet_fighter&vehicle=sea_hawk_fga6 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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* [https://live.warthunder.com/feed/camouflages/?vehicle=sea_hawk_fga6 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Images
 
;Images

Revision as of 22:16, 9 December 2022

This page is about the British jet fighter Sea Hawk FGA.6. For the German premium version, see Sea Hawk Mk.100.
sea_hawk_fga6.png
GarageImage Sea Hawk FGA.6.jpg
Sea Hawk FGA.6
Research:105 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png

Description

The Sea Hawk FGA.6 is a rank V British jet fighter with a battle rating of 8.0 (AB/RB) and 7.3 (SB). It was introduced in Update 1.87 "Locked On".

At the tail end of World War II, Hawker Aircraft's design team was working on the way to utilize new jet engine technology. Hawker utilized a modified Sea Fury who would be the basis for their new jet aircraft. Adapting the plane to the new Rolls-Royce Nene turbojet engine required substantial reworking of the aircraft fuselage. Initially, the British Air Ministry showed little interest in the aircraft. Thus later Hawker pitched the idea of the plane to the navy, which was not overly enthused about the project, though ultimately accepted three prototypes due to the long-range potential of these aircraft.

Orders for the Hawker Sea Hawk came about; however, due to its careful designs, it was quickly superseded by other British fighters in development with more advanced features. In 1956 production was terminated and the aircraft was put up for an evaluation to the export market. Though Australia and Canada tested out the plane, they instead opted for American fighters. Other nations such as Germany, the Netherlands and India incorporated the Sea Hawk into their navies. Eventually, they saw action in the Suez Crisis and the Indo-Pakistani Wars of 1965 and 1971. India was able to sink over a dozen Pakistani ships without a single Sea Hawk loss.

Though the Sea Hawk is classified as a fighter, it is primarily a ground-pounding aircraft. With an assortment of bombs and rockets in conjunction with its four 20 mm autocannons, this aircraft can make short work of structures and vehicles on the ground. One benefit of this aircraft compared to others is the ability to mix and match your ordnance depending on the task at hand. The pilot can choose from only bombs, only rockets (two different types) or a mix of both. As noted, the Sea Hawk weapon's configuration outfits four 20 mm autocannons. These guns are arranged for optimal use against the ground and air targets; in fact, they are the only weapons on this aircraft which can be effectively used in air-to-air battles.

Though the Sea Hawk development did not configure this aircraft to be an interceptor like many of its swept-wing contemporaries, it can nonetheless be a worthy adversary that can seem to pull off the impossible. With straight wings and a slower top speed, this fighter is a bit more manoeuvrable than many of the Mach-plus fighters it will face. Careful usage of the flaps, air brakes and manoeuvring can cause faster aircraft to overshoot, leaving their tail-ends vulnerable to being chewed off by the Sea Hawk's four 20 mm autocannons. Sea Hawks should not be counted off as an easy target. In the hands of a capable pilot, they can quickly get behind you and open fire!

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Max speed
at 0 m933 km/h
Turn time26 s
Max altitude13 500 m
EngineRolls-Royce Nene-Mk.103
Type
Cooling systemAir
Take-off weight7 t
Characteristics Max Speed
(km/h at 0 m - sea level)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 919 898 13500 27.0 27.8 25.9 24.4 650
Upgraded 943 933 25.4 26.0 38.8 32.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1012 370 N/A 836 796 ~13 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 461 < 600 < 550 N/A

Engine performance

Engine Aircraft mass
Engine name Number Empty mass Wing loading (full fuel)
Rolls-Royce Nene-Mk.103 1 4,450 kg 232 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 10m fuel 20m fuel 30m fuel 35m fuel
1,000 kg Centrifugal-flow turbojet 4,866 kg 5,278 kg 5,789 kg 5,995 kg 7,170 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (100%)
Condition 100% WEP 10m fuel 20m fuel 30m fuel 35m fuel MTOW
Stationary 2,376 kgf N/A 0.49 0.45 0.41 0.40 0.33
Optimal 2,376 kgf
(0 km/h)
N/A 0.49 0.45 0.41 0.40 0.33

Survivability and armour

Crew1 person
Speed of destruction
Structural1 012 km/h
Gear370 km/h
  • 64 mm bulletproof glass - Armoured windscreen
  • All fuel tanks and engine in the middle of the fuselage

Modifications and economy

Repair costBasic → Reference
AB3 185 → 4 630 Sl icon.png
RB8 936 → 12 992 Sl icon.png
SB12 418 → 18 055 Sl icon.png
Total cost of modifications91 300 Rp icon.png
147 200 Sl icon.png
Talisman cost2 100 Ge icon.png
Crew training86 000 Sl icon.png
Experts300 000 Sl icon.png
Aces1 700 Ge icon.png
Research Aces720 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 360 / 600 % Sl icon.png
196 / 196 / 196 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
6 100 Rp icon.png
Cost:
9 800 Sl icon.png
350 Ge icon.png
Mods jet compressor.png
Compressor
Research:
6 100 Rp icon.png
Cost:
9 800 Sl icon.png
350 Ge icon.png
Mods armor frame.png
Airframe
Research:
5 100 Rp icon.png
Cost:
8 200 Sl icon.png
290 Ge icon.png
Mods booster.png
New boosters
Research:
5 100 Rp icon.png
Cost:
8 200 Sl icon.png
290 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
270 Ge icon.png
Mods g suit.png
G-suit
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
270 Ge icon.png
Mods armor cover.png
Cover
Research:
7 400 Rp icon.png
Cost:
12 000 Sl icon.png
430 Ge icon.png
Mods jet engine.png
Engine
Research:
7 400 Rp icon.png
Cost:
12 000 Sl icon.png
430 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
7 400 Rp icon.png
Cost:
12 000 Sl icon.png
430 Ge icon.png
Mods ammo.png
hispano_belt_pack
Research:
6 100 Rp icon.png
Cost:
9 800 Sl icon.png
350 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
500 LB
Research:
5 100 Rp icon.png
Cost:
8 200 Sl icon.png
290 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
25 lb A.P. Mark II
Research:
5 100 Rp icon.png
Cost:
8 200 Sl icon.png
290 Ge icon.png
Mod arrow 0.png
Mods weapon.png
hispano_mk5_new_gun
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
270 Ge icon.png
Mods pilon bomb.png
4 500 LB
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
270 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
60 lb S.A.P. Mark I
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
270 Ge icon.png
Mods pilon bomb.png
1000 LB
Research:
7 400 Rp icon.png
Cost:
12 000 Sl icon.png
430 Ge icon.png

If you are looking to play in air battles, then go for all flight performance upgrades first (or 20 mm belts if you can't stand the stock belts). For ground battles, consider mixing in some suspended armament options as well. It is worth noting that by itself the 25 lb A.P. Mark I option is useless as all load-outs using the rockets also equip bombs, so it cannot be used until the two 500 LB GP load-out is researched (by contrast the bombs can be equipped without researching the rockets).

Armaments

Offensive armament

Main article: Hispano Mk.V (20 mm)

The Sea Hawk FGA.6 is armed with:

  • 4 x 20 mm Hispano Mk.V cannons, chin-mounted (200 rpg = 800 total)

Suspended armament

The Sea Hawk FGA.6 can be outfitted with the following ordnance:

  • Without load
  • 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)
  • 4 x 500 lb G.P. Mk.IV bombs (2,000 lb total)
  • 2 x 1,000 lb M.C. 1,000 lb Mk.I bombs (2,000 lb total)
  • 30 x AP Mk II rockets
  • 16 x RP-3 rockets
  • 2 x 500 lb G.P. Mk.IV bombs + 10 x AP Mk II rockets (1,000 lb total)
  • 2 x 500 lb G.P. Mk.IV bombs + 30 x AP Mk II rockets (1,000 lb total)
  • 2 x 500 lb G.P. Mk.IV bombs + 16 x RP-3 rockets (1,000 lb total)

Usage in battles

In Air Realistic battles, you have a good top speed with okay acceleration and a decent climb rate (particularly when fully upgraded). After takeoff, build speed to about 500 km/h then enter a 10 degree climb (a 10 degree climb straight off the runway can also work in some situations). You can either continue climbing to high altitude (~5 km) to engage high flying bombers /fighters and gain an altitude advantage; or you can choose to level off at 3-4 km and focus on building speed to engage enemy fighters and bombers at lower altitudes (aircraft such as Ar 234 C-3s and IL-28s will often fly low to get to bases/ground targets quickly) depending on your preferred playstyle.

When engaging enemy aircraft, use your good speed and excellent energy retention to your advantage; do not bleed speed to keep on a slower enemy's tail; swoop in fire off a burst of rounds and then break contact and come around for another pass. The Sea Hawk has good manoeuvrability for a jet aircraft (although it is not in the same league as the Vampire and Ho 229), and your energy retention does make limited turning engagements with less manoeuvrable targets a valid option in some situation, although you will bleed too much speed to justify prolonged turn fights. You can safely deploys flaps at any speed below 850 km/h and they can significantly increase turning ability, however they create a lot of drag (you will not hold 600 km/h in level flight with them deployed) so should be used sparingly. A good tactic is to deploy the flaps as you enter or are in mid-turn to help kick the plane around and then undeploy them as soon as possible afterwards. Do not get complacent with the flaps, although you can use them at most speeds. The Sea Hawk can exceed 900 km/h so you may be in for a nasty surprise if you deploy them a full speed.

It is also worth remembering that the Sea Hawk is a naval aircraft, unlocking the ability to use aircraft carriers for takeoff and landing. A carrier spawn can sometimes be desirable, be it for putting you further away / closer to the enemy (more climbing time or quicker action), or giving you the chance to attack from an area of the map the enemy team are not expecting. Likewise if you need to rearm and suspect the enemy are waiting for you at the airfield, you can always divert to a carrier.

Pros and cons

Pros:

  • Extremely high flap breakage speed (850 km/h for takeoff, 796 km/h for landing)
  • Good selection of suspended armament options
  • Favourable matchmaking in Air Realistic battles with the only up-tier threats being the (F9Fs and G.91 pre-serie)
  • Reasonably quick
  • Good manoeuvrability (not as good as Vampire though)
  • Very good energy retention
  • Decent at climbing
  • High maximum G loading, hard to rip the wings off

Cons:

  • No combat flaps
  • Slow acceleration
  • Although takeoff flaps can be used at near any speed and can offer a decent manoeuvrability boost, you bleed speed quickly when they are deployed
  • Flaps also double as air brakes, if flaps are deployed you need to wait for them to fully retract before you can use air brakes

History

Already by the end of WW2, Hawker began working on their first jet-propelled aircraft as the new jet propulsion technology became available. As a basis for their new aircraft, they took the Hawker Fury and began adapting it to house a turbojet engine. The project received the designation P.1035.

As work went on, the attention the project garnered initially from the Air Ministry and the Admiralty was rather low and eventually dropped completely, forcing Hawker to continue development of the aircraft under a private venture. During the development process, the initial design of the aircraft underwent significant changes and the resulting version was designated as P.1040.

However, as Hawker's aircraft offered a good range, the Navy ordered three prototypes to be built in May 1946 and subsequently put through evaluation. Testing and tweaking of the design continued throughout the late 1940s until the first production orders for the aircraft, dubbed Sea Hawk, were received in November 1949.

The first Sea Hawks entered service with the FAA in 1953, with the remaining over 500 machines entering service by the mid-1950s. The Sea Hawk's service life is primarily marked by their extensive use during the Suez Crisis in the late 1950s, where they successfully proved themselves.

As one of the last modifications of the type, the Sea Hawk FGA.6 was developed to incorporate changes from the previous FB.3 and FGA.4 ground attack variants and combine them with the new Rolls-Royce Nene Mk.103 engine which provided a greater power output.

In the early 1960s, the British Navy almost completely abandoned the use of Sea Hawk and a handful of other vehicles being used in a limited number of secondary roles until the end of the decade. However, the aircraft was still in service by some countries like West Germany, the Netherlands and India. In fact, India continued to operate Sea Hawks well into the 1980s!

- From Devblog

Media

Skins
Images
Videos

See also

Related Development
Contemporary Aircraft

External links


Hawker Aircraft Limited
Biplane fighters 
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Scout plane  Osprey Mk IV
Piston fighters 
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Sea Hurricane Mk IB · Sea Hurricane Mk IC · Hurricane Mk IIB/Trop · Hurricane Mk IV
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk V · Tempest Mk V (Vickers P) · Tempest Mk II
Fury  Sea Fury FB 11
Jet fighters 
Hunter  Hunter F.1 · Hunter F.6 · Hunter FGA.9
Sea Hawk  Sea Hawk FGA.6
Harrier  Harrier GR.1 · Harrier GR.3
Export  ▄Hurricane Mk I/L · ▂Hurricane Mk IIB · ◘Sea Fury FB 51
  ◘Sea Hawk Mk.50 · ◄Sea Hawk Mk.100 · ◘Hunter F.6 · ◌Hunter F.58 · J34 · AV-8A · AV-8C · ▄AV-8S
Captured  ▀Tempest Mk V
See Also  Fokker

Britain jet aircraft
Blackburn  Buccaneer S.1 · Buccaneer S.2 · Buccaneer S.2B
British Aerospace  Harrier GR.7 · Sea Harrier FRS.1 (e) · Sea Harrier FRS.1 · Sea Harrier FA 2
British Aircraft Corporation  Strikemaster Mk.88
English Electric  Canberra B Mk 2 · Canberra B (I) Mk 6 · Lightning F.6 · Lightning F.53
Gloster  Meteor F Mk 3 · Sea Meteor F Mk 3 · Meteor F Mk 4 G.41F · Meteor F Mk 4 G.41G · Meteor F Mk 8 G.41K · Meteor F Mk.8 Reaper
  Javelin F.(A.W.) Mk.9
de Havilland  Vampire F.B.5 · Venom FB.4 · Sea Venom FAW 20 · Sea Vixen F.A.W. Mk.2
Hawker  Sea Hawk FGA.6 · Hunter F.1 · Hunter F.6 · Hunter FGA.9 · Harrier GR.1 · Harrier GR.3
Panavia  Tornado GR.1 · Tornado GR.4 · Tornado F.3 · Tornado F.3 Late
SEPECAT  Jaguar GR.1 · Jaguar GR.1A · Jaguar IS
Supermarine  Attacker FB 1 · Attacker FB.2 · Scimitar F Mk.1 · Swift F.1 · Swift F.7
Foreign  Phantom FG.1 (USA) · Phantom FGR.2 (USA) · F-4J(UK) Phantom II (USA)
Australia  F-111C
India  ▄MiG-21 Bison
South Africa  ▄JAS39C