Difference between pages "Jagdpanther G1" and "Phantom FG.1"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
m
 
(Added some links, pros and cons)
 
Line 1: Line 1:
{{Specs-Card|code=germ_panzerjager_panther}}
+
{{Specs-Card|code=f-4k}}
 
{{About
 
{{About
| about = tank destroyer '''{{PAGENAME}}'''
+
| about = jet fighter '''{{PAGENAME}}'''
| other
+
| usage = other versions
| usage-1 = the premium version
+
| link = F-4 Phantom II (Family)
| link-1 = Bfw. Jagdpanther
 
| usage-2 = the other vehicles of the family
 
| link-2 = Panther tank (Family)
 
 
}}
 
}}
  
== Description ==
+
== Description ==<!-- ''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.'' -->
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
 
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
{{Break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German tank destroyer {{Battle-rating}}. It was introduced during the Closed Beta Test for Ground Forces before [[Update 1.41]].
+
The '''{{Specs|name}}''', otherwise known as the F-4K, is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update "Starfighters"]]. Like the other British Spey Phantom, the [[Phantom FGR.2]], this Phantom comes with AIM-9Ds, stock RHAW, and two turbofan engines that differentiate it from other [[F-4 Phantom II (Family)|Phantoms]] in the game. This Phantom is the naval variant of the British Phantom FGR.2, and as such has several adaptations for use on the smaller flight decks of British Carriers, including a longer nose wheel, slotted elevators like on the [[F-4E]], larger leading-edge flaps, a tougher undercarriage, Spey 203s with a quicker Afterburner activation time, and a slew of other upgrades that are not modeled in War Thunder, such as a folding nose radome, drooping ailerons to aid in lift, and a different radar to the FGR.2 (AN/AWG-11 as opposed to the AN/AWG-12 in the FGR, and the AN/AWG-10 in the base F-4J model). The FG.1 takes off a good deal faster than the FGR.2 thanks to the more rapid gain of afterburner thrust, higher angle of attack possible due to the extended nose wheel, and the larger flaps.
  
 
== General info ==
 
== General info ==
=== Survivability and armour ===
+
=== Flight performance ===
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
+
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
+
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
The armour of the Jagdpanther in itself is average but can be utilized to become extremely effective due to ricochet mechanics. 
 
 
 
Lighter shells (i.e. 76mm M1  from the Sherman, 88mm L/56 from the Tiger I, 90mm M3 from the Jackson/Pershing) will have issues with shells ricocheting off the front plate due to the angle of the tank's upper frontal plate. However, heavier and/or higher velocity shells (SU-152, IS-2, T29/T34 are examples of tanks that will not experience this problem very much) will not have this issue due to the weight or velocity compensating for the increased slope and penetrating anyway (that is not to say that these types of shells cannot bounce, it is just much rarer due to their weight and high velocities.)
 
 
 
The best way to use the Jagdpanther's armour is to find a small hill where you can angle the front of your tank upwards to where your gun can still fire back at incoming enemies, but also have your frontal armour maximized (due to the fact that your frontal armour will be at a higher angle for incoming shells, which will dramatically increase the odds of a shell ricocheting. ) Just be sure not to allow your bottom plate to be shown, as it is a potential weak point of the tank.
 
 
 
The side and rear armour of the Jagdpanther is extremely thin (AA guns often can penetrate) and should be protected at all costs (as your ammunition is also stored in the sides.)
 
 
 
'''Armour type:'''
 
 
 
* Rolled homogeneous armour
 
* Cast homogeneous armour (Gun mantlet)
 
  
{| class="wikitable"
+
{| class="wikitable" style="text-align:center" width="70%"
 +
! rowspan="2" | Characteristics
 +
! colspan="2" | Max Speed<br>(km/h at 10,667 m)
 +
! rowspan="2" | Max altitude<br>(metres)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(metres/second)
 +
! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
! Armour !! Front (Slope angle) !! Sides (Slope angle) !! Rear (slope angle) !! Roof (Slope angle)
+
! AB !! RB !! AB !! RB !! AB !! RB
 
|-
 
|-
| Hull || 80 mm (55°) ''Front glacis'' <br /> 60 mm (54°) ''Bottom glacis''|| 40 + 5 mm || 40 mm (24-26°) || 25 mm
+
! Stock
 +
| 2,195 || 2,158 || rowspan="2" | {{Specs|ceiling}} || 26.5 || 26.9 || 178.0 || 168.0 || rowspan="2" | 850
 
|-
 
|-
| Superstructure || Same as Hull || 50 mm (26-29°)|| 40 mm (36°) || 25 mm (85°)
+
! Upgraded
 +
| 2,350 || 2,268 || 25.5 || 26.0 || 244.7 ||210.0
 
|-
 
|-
 
|}
 
|}
'''Notes:'''
 
  
*Suspension wheels and tracks are 20 mm thick, though the interleaved pattern of the wheels provides cumulative 20 mm protection.
+
==== Details ====
*Tracks and lower side of the hull are covered by 5 mm thick armour plate, protecting them from HEAT and HE shells.
+
{| class="wikitable" style="text-align:center" width="50%"
*Rear parts of the upper side hull armour have tracks attached to it, adding additional 20 mm of armour.
 
*Belly armour is 20 mm thick.
 
 
 
=== Mobility ===
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
 
 
{{tankMobility|abMinHp= 994|rbMinHp= 619|<!--AoAweight=(optional) -->}}
 
 
 
The {{PAGENAME}} has decent mobility overall, however, there is one major downfall to this vehicle: its extremely slow reverse speed. For this reason, the {{PAGENAME}} cannot relocate quickly so it is best to position your vehicle in a spot where repositioning won't be necessary.
 
 
 
== Armaments ==
 
=== Main armament ===
 
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
 
 
 
{{main|PaK 43 (88 mm)}}
 
 
 
The main armament of the Jagdpanther is the PaK 43 88 mm gun, which is one of the best all-around tank weapons at it's BR. With an 11-second reload (not including Ace crew), it is accurate as well as causing large amounts of damage during a penetrating hit, as it also contains explosive filler that detonates once inside the hull of the target.
 
 
 
;'''Available ammunition types'''
 
 
 
*The '''stock''' ammunition you get (PzGr 39/43) is by far the most useful ammunition for this tank and should be the primary type you carry thought your battles.
 
 
 
*The '''HE round''' (Sprgr) is ineffective against armoured targets, and should only either be carried for AA guns or not carried at all.
 
 
 
*'''Hl.Gr 39''' is a HEAT round; it serves very little purpose, as it lacks enough penetration to penetrate tanks from the front (or even side at the B.R this tank is in).
 
 
 
*'''PzGr 40/43''' is the APCR round of this tank; although on paper it appears to be a significant improvement in penetration capabilities, in reality, it is often ineffective for two reasons;
 
 
 
The amount of damage the shell creates within the hull of tank upon penetration is very little, with little to no shrapnel being created by a penetration. This makes a direct hit onto a critical module (such as a Gunner or Ammunition) a necessity for this ammunition, which can be sometimes difficult depending on the enemy you are facing.
 
 
Although the stat card shows that the penetration does increase, due to the overall weight of the shell decreasing, sloped armour is much more difficult to penetrate (which at this battle rating is very common.) This makes this shell somewhat useless as a result, with the standard ammunition (PzGr 39/43) being far more effective against slopped armour.
 
 
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
! colspan="5" | [[PaK 43 (88 mm)|88mm PaK43]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
 
|-
 
|-
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
+
! colspan="6" | Features
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Full !! Expert !! Aced
 
 
|-
 
|-
! ''Arcade''
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute
| rowspan="2" | 60 || rowspan="2" | -8°/+14° || rowspan="2" | ±11° || rowspan="2" | N/A || 7.04 || 9.75 || 11.84 || 13.09 || 13.93 || rowspan="2" | 11.05 || rowspan="2" | 9.78 || rowspan="2" | 9.01 || rowspan="2" | 8.5
 
 
|-
 
|-
! ''Realistic''
+
| X || ✓ || || || || ✓    <!-- ✓ -->
| 4.76 || 5.60 || 6.80 || 7.52 || 8.00
 
 
|-
 
|-
 
|}
 
|}
  
==== Ammunition ====
+
{| class="wikitable" style="text-align:center" width="50%"
{| class="wikitable sortable" style="text-align:center" width="100%"
+
|-
! colspan="8" | Penetration statistics
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Type of<br>warhead
+
! rowspan="2" | Gear (km/h)
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
! colspan="3" | Flaps (km/h)
 +
! colspan="2" | Max Static G
 
|-
 
|-
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
+
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| PzGr 39/43 || APCBC || 237 || 234 || 222 || 207 || 194 || 181
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 625 || 463 || ~11 || ~4
 
|-
 
|-
| PzGr 40/43 || APCR || 279 || 273 || 252 || 227 || 205 || 185
+
|}
 +
 
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
| Hl.Gr 39 || HEAT || 110 || 110 || 110 || 110 || 110 || 110
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
| Sprgr.43 || HE || 14 || 14 || 14 || 14 || 14 || 14
+
! Ailerons !! Rudder !! Elevators !! Radiator
 +
|-
 +
| < 810 || < 750 || < 700 || N/A
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
==== Engine performance ====
! colspan="10" | Shell details
+
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! colspan="3" | Engine
! rowspan="2" | Type of<br>warhead
+
! colspan="4" | Aircraft mass
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
 
|-
 
|-
! 0% !! 50% !! 100%
+
! colspan="2" | Engine name || Number
 +
! colspan="2" | Empty mass || colspan="2" | Wing loading (full fuel)
 
|-
 
|-
| PzGr 39/43 || APCBC || 1000 || 10.2 || 1.2 || 14 || 108.8 || 48° || 63° || 71°
+
| colspan="2" | Rolls-Royce Spey 203 || 2
 +
| colspan="2" | 14,200 kg || colspan="2" | 408 kg/m<sup>2</sup>
 
|-
 
|-
| PzGr 40/43 || APCR || 1130 || 7.3 || N/A || N/A || N/A || 66° || 70° || 72°
+
! colspan="3" | Engine characteristics
 +
! colspan="3" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight
 
|-
 
|-
| Hl.Gr 39 || HEAT || 600 || 7.6 || N/A || 0.3 || 1,100  || 62° || 69° || 73°
+
! Weight (each) || colspan="2" | Type
 +
! 7m fuel || 20m fuel || 26m fuel
 
|-
 
|-
| Sprgr.43 || HE || 820 || 9.4 || 0.1 || 0.5 || 1,000 || 79° || 80° || 81°
+
| 1,860 kg || colspan="2" | Afterburning low-bypass turbofan
 +
| 15,807 kg || 18,707 kg || 20,055 kg || 25,400 kg
 
|-
 
|-
|}
+
! 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.}}
 
+
! colspan="4" | Thrust to weight ratio @ 0 m (WEP)
===== [[Ammo racks|Ammo racks]] =====
+
|-
[[File:Ammoracks Jagdpanther.png|thumb|254x254px|[[Ammo racks|Ammoracks]] of the Jagdpanther.]]
+
! Condition || 100% || WEP
{| class="wikitable sortable" style="text-align:center"
+
! 7m fuel || 20m fuel || 26m fuel || MTOW
 
|-
 
|-
! class="wikitable unsortable" |Full<br /> ammo
+
| ''Stationary'' || 5,110 kgf || 9,010 kgf
! class="wikitable unsortable" |1st<br />  rack empty
+
| 1.14 || 0.96 || 0.90 || 0.71
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
 
|-
 
|-
|| '''60''' || 43&nbsp;''(+17)'' || 25&nbsp;''(+35)'' || 19&nbsp;''(+41)'' || 1&nbsp;''(+59)'' || style="text-align:left" | Yes
+
| ''Optimal'' || 5,110 kgf<br />(0 km/h) || 10,265 kgf<br />(1,200 km/h)
 +
| 1.31 || 1.10 || 1.03 || 0.81
 
|-
 
|-
 
|}
 
|}
 +
'''Radiator can be manually controlled for increased time with afterburner without the engines overheating'''
  
Right side empty: 19&nbsp;''(+41)''
+
=== Survivability and armour ===
 +
<!-- ''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.'' -->
 +
''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.''
  
=== Machine guns ===
+
== Armaments ==
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
+
=== Suspended armament ===
{{main|MG 34 (7.92 mm)}}
+
<!-- ''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.'' -->
 +
{{main|G.P. Mk.I (1,000 lb)|AIM-9D Sidewinder|SNEB type 23|M61 (20 mm)}}
  
The machine gun on this tank is functional but is not powerful enough to cause much damage to even lightly armoured targets (such as AA vehicles).
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
{| class="wikitable" style="text-align:center"
+
* 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
|-
+
* 8 x 1,000 lb G.P. Mk.I bombs + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (8,000 lb total)
! colspan="7" | [[MG 34 (7.92 mm)|7.92 mm MG 34]]
+
* 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
|-
+
* 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
! colspan="7" | ''Hull mount''
+
* 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)
|-
+
* 4 x AIM-9D Sidewinder missiles
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 3,000 (150) || 900 || -5°/+10° || -10°/+5°
 
|-
 
|}
 
  
 
== Usage in battles ==
 
== Usage in battles ==
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the 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. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
+
<!-- ''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).'' -->[[File:PHANTOM FG 1 COOL 5.png|thumb|533x533px|An [[F-4M|F-4M/FGR.2]] (front) and F-4K/FG.1 (back), both in the post-1983 RAF Medium Sea Grey camouflage scheme, flying above a Norwegian Fjord. While outwardly similar, the two Spey Phantoms perform slightly differently.]]
The '''Jagdpanther''' is best used defensively, to cover capture points and prevent their capture, and cover friendly tank advances. It's highly recommended to hide the lower frontal plate in this tank, as it has a frontal mounted transmission which will set the tank on fire if shot, as well as destroying the transmission. It's also strongly advised to use this tank at long range, and change position often.
+
The F-4K/Phantom FG.1 is the ultimate energy fighter- its advantages over other aircraft are sheer power, roll rate, its unrivalled ability to climb to high altitudes, and its nearly unparalleled speed and thrust-to-weight ratio down low. The twin Rolls-Royce Spey 203 engines produce just over 9,000 kgf thrust when you are stationary- that is to say, on the runway- and over 10,000 kgf when you're travelling at near-supersonic speeds.
 +
 
 +
Side-climb high- around 8,000-9,000 metres will do- and attack those beneath you. The Phantom's '''fantastic''' climb rate, as well as the FG.1's faster acceleration to maximum speed than '''any other F-4, including the FGR.2''', gives it an excellent climb advantage over any and all opposition up to around 5,000 metres (16,500 feet), and with side-climbing can easily manage to get to 10,000 metres (33,000 feet) before anybody else can, save for F-4E's. It must be noted however that the Phantom's high-altitude controllability is not very good, and the aircraft flies like a brick above 7500 metres (24,000 feet).
 +
 
 +
Unlike other F-4s, British Phantoms have stock RWR in the odd square section mounted on top of the tail. This gives the F-4K an additional advantage in combat, as unlike other phantoms, it can from the outset detect enemy radar impulses and thus at least know the direction of enemy aircraft, as well as the likelihood that they have been detected on an enemy's radar. This RWR can also differentiate between simple radar pings and a radar lock, which is invaluable in deciding whether one needs to start evasive maneuvers to try break the lock or whether it is simply a sign of a distant enemy contact.
 +
 
 +
The Ferranti AN/AWG-11 Radar can scan up to 370 kilometers away in a 120 degree arc, but generally you should keep the radar scanning in a 120 degree search pattern for targets at 18.5km away from you. The radar also has an Air Combat Mode, or '''ACM''' mode, that shortens the radar search to an 11-by-11 degree search pattern with a maximum range of 9.25km. In this mode, it will lock on the first target that it manages to detect and will not stop tracking nor switch to another target until the lock is lost. While unlike other aircraft it does not give you a lead indicator, it is a useful tool for detecting and tracking targets that are not visible due to cloud, distance, or other such factors.
 +
 
 +
The AIM-9Ds do excellently when launched from 2.3-5.5 kilometers (1.5-2.5 miles) away, but not up close. They are superior to the AIM-9E, with 16 Gees of maximum overload as opposed to 10 Gees, but they are still inferior to the [[R-60|R-60/AA-8 Aphid]] (30G) and the [[AIM-9J Sidewinder|AIM-9J]] (20G). However, it is of note that the AIM-9D's seeker head is able to lock on and maintain a lock at much longer distances than either missile. It is possible to kill aircraft from 8-10km away given the right conditions and a bit of luck.
 +
 
 +
Any British Phantom should '''not''' be taken close to the beginning furball. All mentioned facts combined give the image of a long-range missile-hauler with a licence to kill from long range given by Her Majesty Queen Elizabeth II herself. This is indeed the case. British Phantoms perform admirably in a support role in a furball, killing tailsitting MiGs, Mirages and Phantoms, as well as taking out enemy aircraft who go high to try to attack aircraft with an energy advantage, and enemy aircraft extending away from the furball to make another pass. [[File:Phantom FG1 SC1.png|thumb|Phantom FG.1 over El Alamein]]
 +
 
 +
This, however, does '''not''' mean that the Phantom FG.1 cannot handle itself in a dogfight. The FG.1 is more than capable of engaging aircraft up close (between 0-1.5km away), with a powerful M61 Vulcan. You can easily kill aircraft in a head-on, but that doesn't mean that you should commit and stay there! Always break off if you see enemy tracer, or at the very least when the enemy aircraft is 1km away, lest you would like your own example of the World's Best Distributor of MiG Parts spread all over the sky. When using the Vulcan, one has two options on how to engage, one of which is more risky than the other, and depends on your aircraft being spaded.
  
It is important to keep in mind that the Jagdpanther's armour is sloped. Using it on the side of a hill facing the enemy is extremely dangerous since this would decrease the angle at which the frontal armour and sloped and thus negate a large part of its survival capabilities. By hiding behind buildings, trees and bushes, or on top of a hill, you optimise it's fighting capabilities. A well-positioned Jagdpanther is very hard to destroy. In addition, using the Jagdpanther in a diamond position (with your right side facing the enemy) will mean that your most important crew members are better protected (driver, gunner, commander) since they are on the other side.
+
* The first method of engagement is a fairly standard low-risk hit-and-run pass. Approach the enemy, shoot, and break off. There's nothing too special about it, and it relies more on the Phantom's blinding speed to get into the target area, the Vulcan's overwhelming Burst Mass to put at least a few rounds on the target, and then get out of the danger zone as soon as possible lest you become the target of unwanted attention. It requires little in the way of skill and little in the way of performance upgrades, as the FG.1 already has considerable engine power. However, it does not allow for sustained time on target and gives you only a small window of opportunity to make the shot.[[File:PHANTOM FG 1 COOL 2.png|thumb|Phantom FG.1 above the North Atlantic.]]
 +
* The second method of engagement is much more risky, more rewarding, and requires a fair amount of pilot skill and a '''fully upgraded plane'''. In addition, this method is '''specific''' to British Phantoms, if not the FG.1 in '''general''', as the FG.1 is the '''only''' Phantom which has this type of afterburner performance. Pilots are '''not''' recommended to try this in the [[F-4C]], [[F-4E]] or [[F-4EJ]]. Conversely, this tactic works very effectively against turning non-spey phantoms. This method should '''not''' be used above 5000 metres under any circumstances. This method works best while in cloud and with an ACM lock on the enemy. The Phantom has its best roll performance at '''700-950km/h''' (380-515 kts) and can use its takeoff flaps below 700km/h without risking them ripping off. You can use the airbrakes to slow the aircraft to the required speed, and then by tapping the flaps from raised to takeoff position, you can turn a little tighter than usual, and then use your outstanding afterburner performance to rapidly regain speed. You can out-accelerate any phantom in-game below 5000 metres, and even from a slower start you can rapidly close the gap. This maneuver can also be attempted at an angle to the horizontal, although speed can become a much greater concern (both flap rip speed and stall speeds). While this tactic may at first seem illogical- speed, after all, is the lifeblood of jet battles- the fast afterburner acceleration of the Spey Phantom can often ensure that you do not end up stalling. This tactic is, however, highly situational and requires a fair bit of situational awareness and pilot skill to pull off. Phantom neophytes shouldn't attempt this until they have at least spaded it and grown comfortable with it.
  
'''Enemies worth noting:'''
+
The Astute reader may have noticed that the engagement ranges described leave a "dead zone" between 1.5-2.4km away from the aircraft. This is correct. Unless the enemy is low, slow, or simply unaware of their surroundings, they can easily dodge the AIM-9Ds at this range, and they are too far away for a reliable guns kill. Pilots have two options should they come to this impasse. They can either break off the engagement, extend a little to a more comfortable range (hopefully 3km) and fire a missile, '''or''' head straight at the enemy, casting all pretenses of subtlety to the wind to go for a guns kill with the Vulcan. The choice is up to the pilot to decide.
  
* [[IS-2]], [[ISU-122]], [[SU-152|SU]]/[[ISU-152]]: The Jagdpanther relies on its frontal armour a lot to survive, so the biggest threats are generally the vehicles with high penetration. These machines with high calibre guns pose the biggest threat, as their APHEBC shells will slice through the Jagdpanther's frontal armour like butter, and their damage is more than enough to kill all the crew inside. Try and finish them off first before they see you. If they do, quickly go to a nearby cover and either call for help, or wait until they fire or get distracted.
+
'''Dodging Missiles: The Do's and Don'ts.'''
 +
[[File:PHANTOM FG 1 COOL 6.png|thumb|A Phantom FG.1 breaking away to the left while a [[Phantom FGR.2]] presses onwards.]]
 +
The Phantom FG.1 is slightly more maneuverable than the FGR.2 due to aerodynamic modifications to allow it to perform better at speeds. This means it has a slightly easier time dodging missiles. However, the easiest to avoid missiles is to not let the enemy get the opportunity to launch them at all. Keep your tail pointed '''away''' from enemy radars and the front of enemies. Utilize oblique angles and the Phantom's blinding speed and unrivalled acceleration to get out of missile lock range, and use head-on passes to avoid IRM locks on targets you wish to get gun kills on, before extending out quickly with full afterburner. Do not stay still for prolonged periods of time without checking behind you for tell-tale white streaks or the missile markers. In addition, don't let MiG-21s get close to you. Fly at an oblique angle to them (but keep your tailplane out of clear sight!) until you reach 2.5km. The R60s, while having a lock range of 3.5km, have an effective range of around 2.5km, making them almost useless at longer ranges (unlike the AIM-9Ds, which are most effective when '''at''' long range, and maneuvers when seen from a distance mean smaller course corrections). Matra Magics are harder to evade using distance, but a similar rule applies, where having at least 3-5 kilometers between you and the enemy and travelling at an angle that obscures your engines from enemy aircraft helps massively in avoiding missile launches. Maneuvering and flares should be an absolute last resort. Pre-emptive maneuvering to deprive the enemy of chances to lock is the first and foremost way to avoid getting blown out of the sky.[[File:PHANTOM FG 1 COOL.png|left|thumb|A Phantom FG.1 of 111 Squadron, or "Treble One", patrolling over the North Atlantic.]]If you need to maneuver, though, '''remember to turn off the afterburner'''. The Afterburner provides a large beacon-like heat signature that any IRM can track with a modicum of ease. Break either '''into''' a missile (if fired from beyond 1.5km) or '''away''' from a missile (if fired from below that distance) while popping flares. Press your flare button at least twice to release a sufficient amount to decoy off the enemy missile. If dodging SAMs at low altitude during Ground Battles matches, try to put terrain features such as trees, buildings and cliffs between you and the missile to force the radar to break a lock, and break towards the missile in order to increase the G-force it needs to pull. While you can do this to some extent in Air RB, there aren't often many terrain features to begin with, and missiles are usually IRMs, which means that they don't require the launcher to continuously maintain line-of-sight with the target they launched at. Another method to dodge missiles is a barrel roll while popping flares, executed at the last possible moment, while the missile is below 1km away. This method, while risky, is sometimes the only way you can evade close-range missiles such as the [[Hunter F.6]]'s [[SRAAM]]<nowiki/>s, the [[MiG-21MF (Germany)|MiG-21MF]] and [[MiG-21SMT]]'s R-60s and the [[Mirage IIIC]]'s R.550 Magics, as well as helicopter-mounted IRMs such as the [[9M39 Igla]] on Russian helicopters, the [[AIM-92 Stinger]] on US helicopters, the British [[Starstreak]], and the [[Mistral]] on French, German, and Italian helicopters.
  
 
=== Modules ===
 
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
 
! Tier
 
! Tier
! colspan="2" | Mobility
+
! Flight performance
! Protection
+
! Survivability
! colspan="2" | Firepower
+
! colspan="3" | Weaponry
 
|-
 
|-
 
| I
 
| I
| Tracks
+
| Compressor
|
+
| Fuselage repair
| Parts
 
| Horizontal Drive
 
 
|
 
|
 +
| 1000 LB GP
 +
| Flares
 
|-
 
|-
 
| II
 
| II
| Suspension
+
| New boosters
| Brake System
+
| Airframe
| FPE
+
| Offensive 20 mm
| Adjustment of Fire
+
| Matra SNEB
| Hl.Gr 39
+
|
 
|-
 
|-
 
| III
 
| III
| Filters
+
| Wings repair
 +
| G-suit
 
|
 
|
| Crew Replenishment
+
| AIM-9D
| Elevation Mechanism
 
 
|
 
|
 
|-
 
|-
 
| IV
 
| IV
| Transmission
 
 
| Engine
 
| Engine
 +
| Cover
 +
| New 20 mm cannons
 +
|
 
|
 
|
| PzGr 40/43
 
| Smoke grenade
 
 
|-
 
|-
 
|}
 
|}
 +
 +
'''Flares''' should be one of your top priorities, as well as the '''1000 LB GP''' upgrade. These give you a fighting chance against your missile-armed opponents, and the bombs provide a relatively reliable source of RP {{rp}} as you work towards better equipping the aircraft for dogfights later down the line. '''Compressor''' and '''Engine''' provide the single largest addition to performance, far more than any of the other upgrades, and should be prioritised. The Airframe and Cover are not priorities, but New Boosters help immensely with taking on trickier opponents. The Offensive 20mm and New 20mm cannon upgrades are not priorities, as the M61 is more accurate than one would think, and with a cyclic fire rate of 6000 rounds per minute, belt composition simply does '''not''' matter. In addition to that, the belts themselves are '''much''' too expensive, coming at 3.3K-4.9K Silver Lions {{Sl}}.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
<!-- ''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:'''
  
* Armed with the legendary KwK 43 long 88. One of the best pound-for-pound guns in the game thanks to the great accuracy, penetration, damage potential, and fire rate.
+
* Great top speed; one of the fastest aircraft in the game
* The default APHE shell has great accuracy, penetration, and damage potential at all ranges.
+
* Decent manoeuvrability for a plane of its size
* 10x optics is excellent. Coupled with the amazing gun, the Jagdpanther is one of the best snipers in the game.
+
* Excellent engine performance at low altitude
* Really good top speed and maneuverability. Makes getting into a strong early game position a breeze.
+
* Great rate of climb, rivaled only by the F-104 Starfighter
* The tank is based on the Panther chassis, meaning the frontal armour is really strong against guns packing less than 200 mm of pen.
+
* Adequate selection of secondary ordnance
* Carries an amazing amount of smoke grenades.
+
* Powerful M61 Vulcan can wreak havoc against enemy aircraft
* Despite not having a turret, the tank still has good gun depression.
+
* Cheaper repair cost than the other F-4's
  
 
'''Cons:'''
 
'''Cons:'''
  
* Terrible reverse speed. Shoot and scoot tactics are nearly impossible to pull off.
+
* As with most jets, tends to bleed off energy in sustained turns
* The hull armour is tough, but common enemy tanks like the [[Centurion Mk 3]] and [[IS-2]] laugh at the Jagdpanther's frontal armour.
+
* Relatively large target
* Terrible side armour. Angling is ill-advised.
+
* Limited payload options compared to American Phantoms
* Like most tank destroyers it lacks a turret. Coupled with the terrible reverse speed, getting flanked is almost always a death sentence.
+
* Engines lose their edge higher up compared to US turbojets
* Despite the 5 man crew, the crew compartment is small. Any APHE shell that penetrates the armour will likely knock out all the crew in one shot.
+
* Control Authority suffers above ~8000 metres
* Despite not having a turret, it's still a big tank. Finding proper concealment can be a challenge.
 
* Roof armour is weak. Attackers and even some fighters machine guns can be lethal.
 
* The HEAT and Hi-Ex rounds are completely useless while the APCR has mediocre penetration and damage potential. Don't bother taking anything but the default round into battle. 
 
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an 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></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- ''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).'' -->
===Development===
+
<!--''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).''-->
Nazi Germany created the formidable 8.8 cm Pak 43 anti-tank gun, a longer version of the 8.8 cm Kwk 36. 2 attempts were made to fit this gun onto a self-propelled configuration, the first was [[Ferdinand|Panzerjäger Tiger (P) Ferdinand]] (later Elefant) and the second was the [[Nashorn]]. However, the Ferdinand was too heavy and unreliable while the Nashorn was too small and underpowered to propel such a gun. The '''Jagdpanther''' was proposed in late 1942, as a tank destroyer from the [[Panther D|Panther]] chassis that could mount the formidable 8.8 cm Pak 43 with good armour and speed. The tank destroyer was created and designated '''SdKfz 173''' and was demonstrated to Hitler on October 1943. Production then started in January 1944 under the simpler name '''Jagdpanther''' by Hitler rather than using the longer '''8.8 cm Pak 43/3 auf Panzerjäger Panther'''.
 
  
Throughout its production life of January 1944 to 1945, 415 total of these vehicles were made. MIAG produced 270 from January 1944 to the end of the war, MNH produced 112 from November 1944, and MBA produced 37 from December 1944. The supposed goal was 150 Jagdpanther produced a month, but Germany's deteriorating situation made this impossible. The Jagdpanthers were made in two variants, '''G1''' and '''G2'''. The G1 had a small internally bolted main gun and modified Panther Ausf. An engine deck while the G2 had a larger simplified, outer bolted mantlet with a modified Panther Ausf. G engine deck. A proposal to mount the 12.8 cm Pak 80 was mentioned but never came around to production.
+
===Background===
 +
From the late 1950s onwards the British Government began looking to replace a number of its early second-generation jet aircraft. The RAF was looking to replace the [[Canberra_(Family)|English Electric Canberra]] in the long-range interdictor role, and the [[Hunter_(Family)|Hawker Hunter]] in the close air support role; meanwhile the Royal Navy was looking to replace their de Havilland Sea Vixens in the fleet air defence role<ref name="WikipediaPhantomUK">Wikipedia: McDonnell Douglas Phantom in UK service</ref>. Two aircraft programs were started to produce suitable replacements; the BAC TSR-2 was to be a highly advanced strike and reconnaissance aircraft to replace the Canberra. Meanwhile the Hunter and the Sea Vixen would be replaced by different versions of the P.1154; a Mach 2 capable VTOL aircraft developed from the P.1127 (the predecessor of famous Harrier Jump Jet). The Navy were not entirely happy with the idea of the navalised P.1154, believing that it did not suit their needs; and in 1964 they dropped out of the programme, deciding to purchase the F-4 Phantom from America instead. In the same year a new government was elected and in 1965 cancelled both the TSR-2 and P.1154 programmes on cost grounds, leaving the RAF without its much needed Canberra and Hunter replacements. The Government announced a plan to purchase the F-111K from America to replace the TSR-2 program (the F-111K would also eventually be cancelled on grounds of cost), while the Hunter would be replaced by F-4 Phantoms from America<ref name="BurkePhantom">Burke 2016</ref>.
  
The Jagdpanther was a rather good design as a tank destroyer, it had a good power-to-weight ratio and had a gun that could destroy any Allied tank in service in the war. It did not suffer as much reliability problems due to being based on the later model [[Panther G|Panther Ausf. G]], which had most of the initial problems fixed. It also used an improved transmission and final drive (the two sources of most Panther issues) that was planned for the Panther II.
+
===Development===
 +
Both the Royal Navy and RAF were now set to purchase the F-4 Phantom. The RAF could have operated standard F-4 Phantoms (and to some extent would have preferred to)<ref name="BurkePhantom" />, however the aircraft was going to need modifications in order to be able to operate off of the UK's aircraft carriers, which were smaller than the ones Phantoms usually operated from. In a bid to help the British aviation industry (which had been hurt by a number of cancelled programmes), and make the aircraft suitable for use by the Royal Navy it was agreed that all UK Phantoms would be significantly modified, by British companies, from their US counterparts. The most notable change would be the replacement of the American J79 turbojet engines with larger and more powerful Rolls-Royce Spey turbofans; a modified rear fuselage to accommodate the new engines would also be built by BAC, and the aircraft's radar system would be built under license by Ferranti<ref name="WikipediaPhantomUK" />.
  
===Combat Usage===
+
It was decided that the UK Phantoms would be based off of the F-4J, which was then the primary version in service with the US Navy at the time<ref name="WikipediaPhantomUK" />. As the RAF and Royal Navy had differing requirements it was decided that two variants of the UK Phantom would be designed: the first variant, for the Royal Navy, would be designated F-4K or Phantom FG.1; while the RAF variant would be developed from the navy variant and be designated F-4M or Phantom FGR.2. Work began on modifying the F-4J to meet the Royal Navy's needs; the nose radome had to be made to hinge 180 degreed, to allow the Phantom fit on the smaller deck elevators of British carriers, and a telescopic nose gear was installed to allow the aircraft to sit pitched nose-up on the flight deck (by up to 11°), reducing take-off distance<ref name="WikipediaPhantomUK" />. The new engines were installed at a slight downwards angle to further increase take-off performance and the rear fuselage to be redesigned to both accommodate the new engines and cope with the increased heat they produced; the air intakes also had to be made larger, and additional intake doors added in the fuselage to provide the Speys with the airflow they required<ref name="BurkePhantom" />. Many other small changes were also made to UK Phantoms. The first F-4K prototype flew on 27 June 1966, with the First F-4M prototype flying on 17 February 1967.
Jagdpanthers were assigned to heavy tank destroyer battalions in the Western Front and Eastern Front, though most of the Jagdpanthers were sent to deal with the Soviet onslaught, where it first saw combat action. In Normandy, few of these vehicles were encountered by the Western Allies, though 12 were deployed in one occasion by the 654 schwere Panzerjäger-Abteilung against British units. One instance in July 30, 1944 saw three Jagdpanthers engage and destroy 10-11 Churchill tanks in about two minutes, though two of them were abandoned by the crew due to damage. The 654th was the only battalion to have a full complement of Jagdtigers of about 42 Jagdpanthers at the Western Front, the 559th battalion only had 10 to 14 of these vehicles. The largest concentration of the Jagdpanther on the west was during the Ardennes Offensive of about 20 vehicles combat-ready.
 
  
After the end of World War II with Nazi Germany's fall, the Jagdpanther and its original Panther configuration saw service with France. The Jagdpanthers served France from 1945 to the 1960s.
+
===Service===
 +
The first F-4Ks were delivered in April 1968 and were designated Phantom FG.1, early the following year they began test flights from HMS Eagle and the USS Saratoga. During the testing the intense heat produced by the downward-angled Spey engines, while the afterburner was engaged, caused the flight deck plating of the USS Saratoga to buckle<ref name="BurkePhantom" />. On-board HMS Eagle heavy-duty steel plating had to be welded to the flight deck; and be cooled using water from the ship's fire hoses between flights, in order to stop it from melting<ref name="SearlesPhantom">Searles n.d.</ref>. When the HMS Ark Royal was upgraded to operate Phantoms it had to have water-cooled blast deflectors and decking installed to prevent the Phantom's engines from damaging the flight deck <ref name="BurkePhantom" />. HMS Ark Royal had finished its refit in 1970, by which point the refit of HMS Eagle had been cancelled, along with plans to build two additional aircraft carriers. With the Navy now only having one carrier capable of operating Phantoms it was decided to reduce the Navy's Phantom fleet down to 28 aircraft, with the other 20 FG.1s being transferred to the RAF. The remaining Royal Navy Phantoms would serve on the HMS Ark Royal (R09) until her retirement.
  
=== In-game description ===
+
The first F-4Ms entered RAF service in May 1969, filling the role of tactical strike aircraft; they were given the designation Phantom FGR.2 (with FGR standing for Fighter/Ground attack/Reconnaissance). The RAF's Phantom FGR.2 was overall very similar to the Navy's FG.1 variant, but had a number of changes; they used a slightly different version of Spey engines (the FG.1 had faster afterburner engagement to aid with aborted landings on aircraft carriers), and naval features like the telescopic nose gear, slotted tail, and cockpit-controlled wing folding were dropped. The FGR.2 also had different avionics, the radar was slightly different and additional functionality such as an inertial navigation / attack system was added, as well as modification needed to allow the FGR.2 to use a gun pod and reconnaissance pod, among other changes<ref name="GledhillPhantom">Gledhill 2017</ref>. Both the FGR.2 and FG.1 would later be modified with squared off tails, holding a radar warning receiver.
"One of the most powerful and most successful German tank destroyers of World War II. This tank destroyer was designed by the company MIAG and was based on the Pz.Kpfw. V Panther tank. From October 1943 to April 1945, the MIAG, MNH, and MBA factories produced a total of 413 Jagdpanthers.
 
  
The Jagdpanther was mass-produced in three variants which differed in the following ways.
+
The Phantom FG.1s were withdrawn from Royal Navy service in 1978, with the decommissioning of HMS Ark Royal, and were transferred to the RAF to serve in air defence roles. The Phantom FG.1 was not originally equipped to carry a gun pod while in Royal Navy service, following their transfer to RAF service they were modified in order to carry the SUU-23/A 20 mm gun pod (the same one used by the RAF Phantom FGR.2s). The Phantoms were replaced in Navy service by the Harrier Jump Jet, which was able to operate from the Navy's new Invincible-class aircraft carriers (which were smaller than the HMS Ark Royal).
  
The first variant was the early version of the G1 self-propelled gun, produced from January to September 1944. These vehicles had an 88 mm 8,8 cm Pak 43/2 gun with a one-piece barrel. The gun was fixed to the front armor with bolts inside the vehicle. Anti-magnetic Zimmerit paste was applied to the vehicle's vertical surface in its characteristic squares. Also, this variant lacked a snorkel. The plate covering the engine either completely lacked an opening or had an opening which was plugged closed.
+
Following the Falklands War in 1982 the UK deployed a Squadron of FGR.2s to defend the Falkland Islands from any future attack; however this left a gap in the Air defence of the UK Mainland. It was decided to purchase 15 more F-4Js from America to fill this gap. The F4-Js were upgraded to F-4S standard and entered service with the RAF on 19 October 1984 under the designation Phantom F.3 or F-4J(UK)<ref name="BurkePhantom" />. The Phantom remained the UK's primary Air defence aircraft until it was gradually replaced by the Panavia Tornado; the last FG.1s retired on 30 January 1990, the last F.3s retired on 31 January 1991, and the FGR.2 left RAF service on 1 November 1992. The FGR.2 was due to retire earlier however just before retirement it was called back into service to defend RAF Akrotiri, on Cyprus, during the First Gulf War<ref name="BurkePhantom" />.
  
The second variant was the standard G1, which had an 88 mm 8,8 cm Pak 43/3 gun with a composite barrel. This tank destroyer also received a new gun mantlet. Zimmerit was not applied. Heat shields were installed around the exhaust pipe, and the guide wheels had a larger diameter.
+
A total of 48 Phantom FG.1s, 118 Phantom FGR.2s and 15 Phantom F.3s were built<ref name="WikipediaPhantomUK" />.
The third variant was the G2, which was equipped with a new gun mantlet reinforced with bolts. An armored plate taken from the Pz.Kpfw. V Ausf. G Panther tank was installed over the engine. The trenching tool and cleaning rod tube was moved to the rear.
 
  
This tank destroyer was a very effective weapon against all types of Soviet and Allied tanks. It was used on the Western and Eastern fronts until the end of the war.
+
===Further development plans===
 +
Prior to the Phantom's retirement from RAF service there had been a plan to retrofit them with an upgraded version of the Spey engine. A program was started to design the new engines; they would have various improvements, the most notable of which being new turbine blades, reportedly manufactured from a single metal crystal<ref name="ThrustSSC">SSC Programme Ltd 1997</ref>. These blades would increase the operating life of the engines under normal conditions, but also give the option of operating the engines at higher temperatures, and thus higher thrust (although this would come at the expense of reduced engine life). These engines were known as Spey 205s and had a maximum thrust of 25,000 lb (11,340 kgf)<ref name="ThrustSSC" />, compared to 20,515 lb (9,305 kgf) for the regular Spey engines; although it is unclear if they would be used at this thrust rating while in service. With the Phantom retired the Spey 205 programme was cancelled, and no engines were produced under the Spey 205 name; however 12 Spey 202 engines had been upgraded to Spey 205 standard for testing (and are now generally referred to as Spey 205s, or Spey 202 hybrids)<ref name="BourneSSC">Bourne 1997</ref>. It is known that after the programme was cancelled two of the Spey 205 prototypes, along with two standard Spey 202s were obtained by the ThrustSSC programme (the world's fastest car)<ref name="ThrustSSC" />, although reports vary on whether the car was fitted with Spey 202s or 205s when it completed its record-breaking run.
  
For a heavy vehicle, the Jagdpanther had good speed and maneuverability. On the other hand, this self-propelled vehicle inherited a number of disadvantages from the tank it was based on, primarily low mechanical reliability and relatively thin side armor."
+
===Comparison with American Phantoms===
 +
The Rolls-Royce Spey engines gave British Phantoms notably different performance to their American counterparts. At low altitude British Phantoms accelerated faster than standard F-4Js and had a higher top speed; it was estimated that they had a 30% shorter take-off distance and a 20% faster climb to altitude<ref name="WikipediaPhantomUK" />. The Spey turbofan engines were also more fuel efficient than the J-79 turbojets, giving British Phantoms a 10 - 15 % increase in range compared to American aircraft<ref name="GledhillPhantom" />. The main drawback of the British design was that the reshaped fuselage produced more drag than the original design, meaning that at high altitude British Phantoms were slower and performed worse than their American counterparts (British Phantoms topped out at about Mach 1.9 at altitude, while American Phantoms could reach Mach 2.1)<ref name="BurkePhantom" />.
  
 
== Media ==
 
== Media ==
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
+
{{Youtube
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=tank&vehicleClass=tank_destroyer&vehicle=germ_panzerjager_panther Jagdpanther] in Warthunder Live.
+
| url = https://www.youtube.com/watch?v=YTV8OmfpR0Y&t=310s
 +
| caption = War Thunder Phantom FG Mk1 Review So Far - TWM12
 +
}}
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''-->
 
  
* [[Bfw. Jagdpanther]] - Premium version of the Jagdpanther.
+
* [[Phantom FGR.2]] - Royal Air Force variant
  
 
== External links ==
 
== External links ==
 
<!--''Paste links to sources and external resources, such as:''
 
<!--''Paste links to sources and external resources, such as:''
 +
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on tank;''
+
* ''encyclopedia page on the aircraft;''
 
* ''other literature.''-->
 
* ''other literature.''-->
  
* [http://storage.net-fs.com/hosting/3912593/3/index.htm 3D Experience - Jagdpanther interior]
+
* [[Wikipedia:McDonnell_Douglas_Phantom_in_UK_service|[Wikipedia<nowiki>]</nowiki> McDonnell Douglas Phantom in UK service]]
* [[Wikipedia:Jagdpanther|[Wikipedia<nowiki>]</nowiki> Jagdpanther]]
+
* [https://www.thunder-and-lightnings.co.uk/phantom/history.php Thunder And Lightning: McDonnell-Douglas/BAC F-4K/M Phantom 2]
* [https://www.youtube.com/watch?v=uCO0chq-xcw The Shooting Range Episode 186]
+
 
 +
===Citations===
 +
<references />
 +
 
 +
===Bibliography===
 +
 
 +
* Bourne, Nigel. (1997). Development of the Rolls-Royce Military Spey Mk202 Engine. Retrieved from [http://www.thrustssc.com/ ThrustSSC]
 +
* Burke, Damien. (2016). McDonnell-Douglas/BAC F-4K/M Phantom II. Retrieved from [https://www.thunder-and-lightnings.co.uk/phantom/history.php Thunder and Lightnings]
 +
* Gledhill, David. (2017). Phantom in the Cold War: RAF Wildenrath 1977 - 1992. Barnsley: Pen & Sword Aviation.
 +
* Searles, Dick. (n.d.). HMS Eagle Deck Trials 1969. Retrieved from [https://www.phantomf4k.org/video-library/hms-eagle-deck-trials-1969 Phantom F4K - Fleet Air Arm Royal Navy]
 +
* SSC Programme Ltd. (1997). The Story of the Rolls-Royce Spey. Retrieved from [http://thrustssc.com/ ThrustSSC]
 +
* Wikipedia. (n.d.). McDonnell Douglas Phantom in UK service. Retrieved from [https://en.wikipedia.org/wiki/McDonnell_Douglas_Phantom_in_UK_service Wikipedia]
  
{{Germany tank destroyers}}
+
{{AirManufacturer McDonnell}}
 +
{{Britain jet aircraft}}

Revision as of 15:39, 10 August 2020

RANK 4 FRANCE
Somua SM PACK
Phantom FG.1
f-4k.png
Phantom FG.1
Research:350 000 Specs-Card-Exp.png
Purchase:950 000 Specs-Card-Lion.png
Show in game
This page is about the jet fighter Phantom FG.1. For other versions, see F-4 Phantom II (Family).

Description

GarageImage Phantom FG.1.jpg


The Phantom FG.1, otherwise known as the F-4K, is a rank VII British jet fighter with a battle rating of 11.0 (AB), 11.3 (RB), and 10.7 (SB). It was introduced in Update "Starfighters". Like the other British Spey Phantom, the Phantom FGR.2, this Phantom comes with AIM-9Ds, stock RHAW, and two turbofan engines that differentiate it from other Phantoms in the game. This Phantom is the naval variant of the British Phantom FGR.2, and as such has several adaptations for use on the smaller flight decks of British Carriers, including a longer nose wheel, slotted elevators like on the F-4E, larger leading-edge flaps, a tougher undercarriage, Spey 203s with a quicker Afterburner activation time, and a slew of other upgrades that are not modeled in War Thunder, such as a folding nose radome, drooping ailerons to aid in lift, and a different radar to the FGR.2 (AN/AWG-11 as opposed to the AN/AWG-12 in the FGR, and the AN/AWG-10 in the base F-4J model). The FG.1 takes off a good deal faster than the FGR.2 thanks to the more rapid gain of afterburner thrust, higher angle of attack possible due to the extended nose wheel, and the larger flaps.

General info

Flight performance

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Characteristics Max Speed
(km/h at 10,667 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,195 2,158 16000 26.5 26.9 178.0 168.0 850
Upgraded 2,350 2,268 25.5 26.0 244.7 210.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 N/A 625 463 ~11 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 810 < 750 < 700 N/A

Engine performance

Engine Aircraft mass
Engine name Number Empty mass Wing loading (full fuel)
Rolls-Royce Spey 203 2 14,200 kg 408 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 7m fuel 20m fuel 26m fuel
1,860 kg Afterburning low-bypass turbofan 15,807 kg 18,707 kg 20,055 kg 25,400 kg
Maximum engine thrust @ 0 m (RB / SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 7m fuel 20m fuel 26m fuel MTOW
Stationary 5,110 kgf 9,010 kgf 1.14 0.96 0.90 0.71
Optimal 5,110 kgf
(0 km/h)
10,265 kgf
(1,200 km/h)
1.31 1.10 1.03 0.81

Radiator can be manually controlled for increased time with afterburner without the engines overheating

Survivability and armour

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.

Armaments

Suspended armament

The Phantom FG.1 can be outfitted with the following ordnance:

  • 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
  • 8 x 1,000 lb G.P. Mk.I bombs + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (8,000 lb total)
  • 108 x SNEB type 23 rockets + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
  • 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg)
  • 4 x 1,000 lb G.P. Mk.I bombs + 4 x AIM-9D Sidewinder missiles + 1 x 20 mm M61 cannon, belly-mounted (gunpod) (1,200 rpg) (4,000 lb total)
  • 4 x AIM-9D Sidewinder missiles

Usage in battles

An F-4M/FGR.2 (front) and F-4K/FG.1 (back), both in the post-1983 RAF Medium Sea Grey camouflage scheme, flying above a Norwegian Fjord. While outwardly similar, the two Spey Phantoms perform slightly differently.

The F-4K/Phantom FG.1 is the ultimate energy fighter- its advantages over other aircraft are sheer power, roll rate, its unrivalled ability to climb to high altitudes, and its nearly unparalleled speed and thrust-to-weight ratio down low. The twin Rolls-Royce Spey 203 engines produce just over 9,000 kgf thrust when you are stationary- that is to say, on the runway- and over 10,000 kgf when you're travelling at near-supersonic speeds.

Side-climb high- around 8,000-9,000 metres will do- and attack those beneath you. The Phantom's fantastic climb rate, as well as the FG.1's faster acceleration to maximum speed than any other F-4, including the FGR.2, gives it an excellent climb advantage over any and all opposition up to around 5,000 metres (16,500 feet), and with side-climbing can easily manage to get to 10,000 metres (33,000 feet) before anybody else can, save for F-4E's. It must be noted however that the Phantom's high-altitude controllability is not very good, and the aircraft flies like a brick above 7500 metres (24,000 feet).

Unlike other F-4s, British Phantoms have stock RWR in the odd square section mounted on top of the tail. This gives the F-4K an additional advantage in combat, as unlike other phantoms, it can from the outset detect enemy radar impulses and thus at least know the direction of enemy aircraft, as well as the likelihood that they have been detected on an enemy's radar. This RWR can also differentiate between simple radar pings and a radar lock, which is invaluable in deciding whether one needs to start evasive maneuvers to try break the lock or whether it is simply a sign of a distant enemy contact.

The Ferranti AN/AWG-11 Radar can scan up to 370 kilometers away in a 120 degree arc, but generally you should keep the radar scanning in a 120 degree search pattern for targets at 18.5km away from you. The radar also has an Air Combat Mode, or ACM mode, that shortens the radar search to an 11-by-11 degree search pattern with a maximum range of 9.25km. In this mode, it will lock on the first target that it manages to detect and will not stop tracking nor switch to another target until the lock is lost. While unlike other aircraft it does not give you a lead indicator, it is a useful tool for detecting and tracking targets that are not visible due to cloud, distance, or other such factors.

The AIM-9Ds do excellently when launched from 2.3-5.5 kilometers (1.5-2.5 miles) away, but not up close. They are superior to the AIM-9E, with 16 Gees of maximum overload as opposed to 10 Gees, but they are still inferior to the R-60/AA-8 Aphid (30G) and the AIM-9J (20G). However, it is of note that the AIM-9D's seeker head is able to lock on and maintain a lock at much longer distances than either missile. It is possible to kill aircraft from 8-10km away given the right conditions and a bit of luck.

Any British Phantom should not be taken close to the beginning furball. All mentioned facts combined give the image of a long-range missile-hauler with a licence to kill from long range given by Her Majesty Queen Elizabeth II herself. This is indeed the case. British Phantoms perform admirably in a support role in a furball, killing tailsitting MiGs, Mirages and Phantoms, as well as taking out enemy aircraft who go high to try to attack aircraft with an energy advantage, and enemy aircraft extending away from the furball to make another pass.
Phantom FG.1 over El Alamein

This, however, does not mean that the Phantom FG.1 cannot handle itself in a dogfight. The FG.1 is more than capable of engaging aircraft up close (between 0-1.5km away), with a powerful M61 Vulcan. You can easily kill aircraft in a head-on, but that doesn't mean that you should commit and stay there! Always break off if you see enemy tracer, or at the very least when the enemy aircraft is 1km away, lest you would like your own example of the World's Best Distributor of MiG Parts spread all over the sky. When using the Vulcan, one has two options on how to engage, one of which is more risky than the other, and depends on your aircraft being spaded.

  • The first method of engagement is a fairly standard low-risk hit-and-run pass. Approach the enemy, shoot, and break off. There's nothing too special about it, and it relies more on the Phantom's blinding speed to get into the target area, the Vulcan's overwhelming Burst Mass to put at least a few rounds on the target, and then get out of the danger zone as soon as possible lest you become the target of unwanted attention. It requires little in the way of skill and little in the way of performance upgrades, as the FG.1 already has considerable engine power. However, it does not allow for sustained time on target and gives you only a small window of opportunity to make the shot.
    Phantom FG.1 above the North Atlantic.
  • The second method of engagement is much more risky, more rewarding, and requires a fair amount of pilot skill and a fully upgraded plane. In addition, this method is specific to British Phantoms, if not the FG.1 in general, as the FG.1 is the only Phantom which has this type of afterburner performance. Pilots are not recommended to try this in the F-4C, F-4E or F-4EJ. Conversely, this tactic works very effectively against turning non-spey phantoms. This method should not be used above 5000 metres under any circumstances. This method works best while in cloud and with an ACM lock on the enemy. The Phantom has its best roll performance at 700-950km/h (380-515 kts) and can use its takeoff flaps below 700km/h without risking them ripping off. You can use the airbrakes to slow the aircraft to the required speed, and then by tapping the flaps from raised to takeoff position, you can turn a little tighter than usual, and then use your outstanding afterburner performance to rapidly regain speed. You can out-accelerate any phantom in-game below 5000 metres, and even from a slower start you can rapidly close the gap. This maneuver can also be attempted at an angle to the horizontal, although speed can become a much greater concern (both flap rip speed and stall speeds). While this tactic may at first seem illogical- speed, after all, is the lifeblood of jet battles- the fast afterburner acceleration of the Spey Phantom can often ensure that you do not end up stalling. This tactic is, however, highly situational and requires a fair bit of situational awareness and pilot skill to pull off. Phantom neophytes shouldn't attempt this until they have at least spaded it and grown comfortable with it.

The Astute reader may have noticed that the engagement ranges described leave a "dead zone" between 1.5-2.4km away from the aircraft. This is correct. Unless the enemy is low, slow, or simply unaware of their surroundings, they can easily dodge the AIM-9Ds at this range, and they are too far away for a reliable guns kill. Pilots have two options should they come to this impasse. They can either break off the engagement, extend a little to a more comfortable range (hopefully 3km) and fire a missile, or head straight at the enemy, casting all pretenses of subtlety to the wind to go for a guns kill with the Vulcan. The choice is up to the pilot to decide.

Dodging Missiles: The Do's and Don'ts.

A Phantom FG.1 breaking away to the left while a Phantom FGR.2 presses onwards.
The Phantom FG.1 is slightly more maneuverable than the FGR.2 due to aerodynamic modifications to allow it to perform better at speeds. This means it has a slightly easier time dodging missiles. However, the easiest to avoid missiles is to not let the enemy get the opportunity to launch them at all. Keep your tail pointed away from enemy radars and the front of enemies. Utilize oblique angles and the Phantom's blinding speed and unrivalled acceleration to get out of missile lock range, and use head-on passes to avoid IRM locks on targets you wish to get gun kills on, before extending out quickly with full afterburner. Do not stay still for prolonged periods of time without checking behind you for tell-tale white streaks or the missile markers. In addition, don't let MiG-21s get close to you. Fly at an oblique angle to them (but keep your tailplane out of clear sight!) until you reach 2.5km. The R60s, while having a lock range of 3.5km, have an effective range of around 2.5km, making them almost useless at longer ranges (unlike the AIM-9Ds, which are most effective when at long range, and maneuvers when seen from a distance mean smaller course corrections). Matra Magics are harder to evade using distance, but a similar rule applies, where having at least 3-5 kilometers between you and the enemy and travelling at an angle that obscures your engines from enemy aircraft helps massively in avoiding missile launches. Maneuvering and flares should be an absolute last resort. Pre-emptive maneuvering to deprive the enemy of chances to lock is the first and foremost way to avoid getting blown out of the sky.
A Phantom FG.1 of 111 Squadron, or "Treble One", patrolling over the North Atlantic.
If you need to maneuver, though, remember to turn off the afterburner. The Afterburner provides a large beacon-like heat signature that any IRM can track with a modicum of ease. Break either into a missile (if fired from beyond 1.5km) or away from a missile (if fired from below that distance) while popping flares. Press your flare button at least twice to release a sufficient amount to decoy off the enemy missile. If dodging SAMs at low altitude during Ground Battles matches, try to put terrain features such as trees, buildings and cliffs between you and the missile to force the radar to break a lock, and break towards the missile in order to increase the G-force it needs to pull. While you can do this to some extent in Air RB, there aren't often many terrain features to begin with, and missiles are usually IRMs, which means that they don't require the launcher to continuously maintain line-of-sight with the target they launched at. Another method to dodge missiles is a barrel roll while popping flares, executed at the last possible moment, while the missile is below 1km away. This method, while risky, is sometimes the only way you can evade close-range missiles such as the Hunter F.6's SRAAMs, the MiG-21MF and MiG-21SMT's R-60s and the Mirage IIIC's R.550 Magics, as well as helicopter-mounted IRMs such as the 9M39 Igla on Russian helicopters, the AIM-92 Stinger on US helicopters, the British Starstreak, and the Mistral on French, German, and Italian helicopters.

Modules

Tier Flight performance Survivability Weaponry
I Compressor Fuselage repair 1000 LB GP Flares
II New boosters Airframe Offensive 20 mm Matra SNEB
III Wings repair G-suit AIM-9D
IV Engine Cover New 20 mm cannons

Flares should be one of your top priorities, as well as the 1000 LB GP upgrade. These give you a fighting chance against your missile-armed opponents, and the bombs provide a relatively reliable source of RP Rp icon.png as you work towards better equipping the aircraft for dogfights later down the line. Compressor and Engine provide the single largest addition to performance, far more than any of the other upgrades, and should be prioritised. The Airframe and Cover are not priorities, but New Boosters help immensely with taking on trickier opponents. The Offensive 20mm and New 20mm cannon upgrades are not priorities, as the M61 is more accurate than one would think, and with a cyclic fire rate of 6000 rounds per minute, belt composition simply does not matter. In addition to that, the belts themselves are much too expensive, coming at 3.3K-4.9K Silver Lions Sl icon.png.

Pros and cons

Pros:

  • Great top speed; one of the fastest aircraft in the game
  • Decent manoeuvrability for a plane of its size
  • Excellent engine performance at low altitude
  • Great rate of climb, rivaled only by the F-104 Starfighter
  • Adequate selection of secondary ordnance
  • Powerful M61 Vulcan can wreak havoc against enemy aircraft
  • Cheaper repair cost than the other F-4's

Cons:

  • As with most jets, tends to bleed off energy in sustained turns
  • Relatively large target
  • Limited payload options compared to American Phantoms
  • Engines lose their edge higher up compared to US turbojets
  • Control Authority suffers above ~8000 metres

History

Background

From the late 1950s onwards the British Government began looking to replace a number of its early second-generation jet aircraft. The RAF was looking to replace the English Electric Canberra in the long-range interdictor role, and the Hawker Hunter in the close air support role; meanwhile the Royal Navy was looking to replace their de Havilland Sea Vixens in the fleet air defence role[1]. Two aircraft programs were started to produce suitable replacements; the BAC TSR-2 was to be a highly advanced strike and reconnaissance aircraft to replace the Canberra. Meanwhile the Hunter and the Sea Vixen would be replaced by different versions of the P.1154; a Mach 2 capable VTOL aircraft developed from the P.1127 (the predecessor of famous Harrier Jump Jet). The Navy were not entirely happy with the idea of the navalised P.1154, believing that it did not suit their needs; and in 1964 they dropped out of the programme, deciding to purchase the F-4 Phantom from America instead. In the same year a new government was elected and in 1965 cancelled both the TSR-2 and P.1154 programmes on cost grounds, leaving the RAF without its much needed Canberra and Hunter replacements. The Government announced a plan to purchase the F-111K from America to replace the TSR-2 program (the F-111K would also eventually be cancelled on grounds of cost), while the Hunter would be replaced by F-4 Phantoms from America[2].

Development

Both the Royal Navy and RAF were now set to purchase the F-4 Phantom. The RAF could have operated standard F-4 Phantoms (and to some extent would have preferred to)[2], however the aircraft was going to need modifications in order to be able to operate off of the UK's aircraft carriers, which were smaller than the ones Phantoms usually operated from. In a bid to help the British aviation industry (which had been hurt by a number of cancelled programmes), and make the aircraft suitable for use by the Royal Navy it was agreed that all UK Phantoms would be significantly modified, by British companies, from their US counterparts. The most notable change would be the replacement of the American J79 turbojet engines with larger and more powerful Rolls-Royce Spey turbofans; a modified rear fuselage to accommodate the new engines would also be built by BAC, and the aircraft's radar system would be built under license by Ferranti[1].

It was decided that the UK Phantoms would be based off of the F-4J, which was then the primary version in service with the US Navy at the time[1]. As the RAF and Royal Navy had differing requirements it was decided that two variants of the UK Phantom would be designed: the first variant, for the Royal Navy, would be designated F-4K or Phantom FG.1; while the RAF variant would be developed from the navy variant and be designated F-4M or Phantom FGR.2. Work began on modifying the F-4J to meet the Royal Navy's needs; the nose radome had to be made to hinge 180 degreed, to allow the Phantom fit on the smaller deck elevators of British carriers, and a telescopic nose gear was installed to allow the aircraft to sit pitched nose-up on the flight deck (by up to 11°), reducing take-off distance[1]. The new engines were installed at a slight downwards angle to further increase take-off performance and the rear fuselage to be redesigned to both accommodate the new engines and cope with the increased heat they produced; the air intakes also had to be made larger, and additional intake doors added in the fuselage to provide the Speys with the airflow they required[2]. Many other small changes were also made to UK Phantoms. The first F-4K prototype flew on 27 June 1966, with the First F-4M prototype flying on 17 February 1967.

Service

The first F-4Ks were delivered in April 1968 and were designated Phantom FG.1, early the following year they began test flights from HMS Eagle and the USS Saratoga. During the testing the intense heat produced by the downward-angled Spey engines, while the afterburner was engaged, caused the flight deck plating of the USS Saratoga to buckle[2]. On-board HMS Eagle heavy-duty steel plating had to be welded to the flight deck; and be cooled using water from the ship's fire hoses between flights, in order to stop it from melting[3]. When the HMS Ark Royal was upgraded to operate Phantoms it had to have water-cooled blast deflectors and decking installed to prevent the Phantom's engines from damaging the flight deck [2]. HMS Ark Royal had finished its refit in 1970, by which point the refit of HMS Eagle had been cancelled, along with plans to build two additional aircraft carriers. With the Navy now only having one carrier capable of operating Phantoms it was decided to reduce the Navy's Phantom fleet down to 28 aircraft, with the other 20 FG.1s being transferred to the RAF. The remaining Royal Navy Phantoms would serve on the HMS Ark Royal (R09) until her retirement.

The first F-4Ms entered RAF service in May 1969, filling the role of tactical strike aircraft; they were given the designation Phantom FGR.2 (with FGR standing for Fighter/Ground attack/Reconnaissance). The RAF's Phantom FGR.2 was overall very similar to the Navy's FG.1 variant, but had a number of changes; they used a slightly different version of Spey engines (the FG.1 had faster afterburner engagement to aid with aborted landings on aircraft carriers), and naval features like the telescopic nose gear, slotted tail, and cockpit-controlled wing folding were dropped. The FGR.2 also had different avionics, the radar was slightly different and additional functionality such as an inertial navigation / attack system was added, as well as modification needed to allow the FGR.2 to use a gun pod and reconnaissance pod, among other changes[4]. Both the FGR.2 and FG.1 would later be modified with squared off tails, holding a radar warning receiver.

The Phantom FG.1s were withdrawn from Royal Navy service in 1978, with the decommissioning of HMS Ark Royal, and were transferred to the RAF to serve in air defence roles. The Phantom FG.1 was not originally equipped to carry a gun pod while in Royal Navy service, following their transfer to RAF service they were modified in order to carry the SUU-23/A 20 mm gun pod (the same one used by the RAF Phantom FGR.2s). The Phantoms were replaced in Navy service by the Harrier Jump Jet, which was able to operate from the Navy's new Invincible-class aircraft carriers (which were smaller than the HMS Ark Royal).

Following the Falklands War in 1982 the UK deployed a Squadron of FGR.2s to defend the Falkland Islands from any future attack; however this left a gap in the Air defence of the UK Mainland. It was decided to purchase 15 more F-4Js from America to fill this gap. The F4-Js were upgraded to F-4S standard and entered service with the RAF on 19 October 1984 under the designation Phantom F.3 or F-4J(UK)[2]. The Phantom remained the UK's primary Air defence aircraft until it was gradually replaced by the Panavia Tornado; the last FG.1s retired on 30 January 1990, the last F.3s retired on 31 January 1991, and the FGR.2 left RAF service on 1 November 1992. The FGR.2 was due to retire earlier however just before retirement it was called back into service to defend RAF Akrotiri, on Cyprus, during the First Gulf War[2].

A total of 48 Phantom FG.1s, 118 Phantom FGR.2s and 15 Phantom F.3s were built[1].

Further development plans

Prior to the Phantom's retirement from RAF service there had been a plan to retrofit them with an upgraded version of the Spey engine. A program was started to design the new engines; they would have various improvements, the most notable of which being new turbine blades, reportedly manufactured from a single metal crystal[5]. These blades would increase the operating life of the engines under normal conditions, but also give the option of operating the engines at higher temperatures, and thus higher thrust (although this would come at the expense of reduced engine life). These engines were known as Spey 205s and had a maximum thrust of 25,000 lb (11,340 kgf)[5], compared to 20,515 lb (9,305 kgf) for the regular Spey engines; although it is unclear if they would be used at this thrust rating while in service. With the Phantom retired the Spey 205 programme was cancelled, and no engines were produced under the Spey 205 name; however 12 Spey 202 engines had been upgraded to Spey 205 standard for testing (and are now generally referred to as Spey 205s, or Spey 202 hybrids)[6]. It is known that after the programme was cancelled two of the Spey 205 prototypes, along with two standard Spey 202s were obtained by the ThrustSSC programme (the world's fastest car)[5], although reports vary on whether the car was fitted with Spey 202s or 205s when it completed its record-breaking run.

Comparison with American Phantoms

The Rolls-Royce Spey engines gave British Phantoms notably different performance to their American counterparts. At low altitude British Phantoms accelerated faster than standard F-4Js and had a higher top speed; it was estimated that they had a 30% shorter take-off distance and a 20% faster climb to altitude[1]. The Spey turbofan engines were also more fuel efficient than the J-79 turbojets, giving British Phantoms a 10 - 15 % increase in range compared to American aircraft[4]. The main drawback of the British design was that the reshaped fuselage produced more drag than the original design, meaning that at high altitude British Phantoms were slower and performed worse than their American counterparts (British Phantoms topped out at about Mach 1.9 at altitude, while American Phantoms could reach Mach 2.1)[2].

Media

War Thunder Phantom FG Mk1 Review So Far - TWM12

See also

External links

Citations

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Wikipedia: McDonnell Douglas Phantom in UK service
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Burke 2016
  3. Searles n.d.
  4. 4.0 4.1 Gledhill 2017
  5. 5.0 5.1 5.2 SSC Programme Ltd 1997
  6. Bourne 1997

Bibliography

  • Bourne, Nigel. (1997). Development of the Rolls-Royce Military Spey Mk202 Engine. Retrieved from ThrustSSC
  • Burke, Damien. (2016). McDonnell-Douglas/BAC F-4K/M Phantom II. Retrieved from Thunder and Lightnings
  • Gledhill, David. (2017). Phantom in the Cold War: RAF Wildenrath 1977 - 1992. Barnsley: Pen & Sword Aviation.
  • Searles, Dick. (n.d.). HMS Eagle Deck Trials 1969. Retrieved from Phantom F4K - Fleet Air Arm Royal Navy
  • SSC Programme Ltd. (1997). The Story of the Rolls-Royce Spey. Retrieved from ThrustSSC
  • Wikipedia. (n.d.). McDonnell Douglas Phantom in UK service. Retrieved from Wikipedia


McDonnell Aircraft Corporation
Jet Fighters  F2H-2 · F3H-2
  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
  F-15A
Export/Licensed 
Aircraft  ◄F-4F Early · ◄F-4F · Phantom FG.1 · Phantom FGR.2 · F-4J(UK) Phantom II · F-4EJ Phantom II · F-4EJ ADTW · Kurnass · Kurnass 2000
  Baz · F-15J
  ▄AV-8B Plus
Helicopters  AH-6M · Lahatut
  The McDonnell Aircraft Corporation merged with Douglas Aircraft Company in 1967 to form McDonnell Douglas.
See Also  Mitsubishi Heavy Industries

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
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 F.3
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)
  JAS39C (Sweden)