Difference between pages "Multiplayer mission creation" and "F-86A-5"

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__TOC__
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{{Specs-Card
 +
|code=f-86a-5
 +
|cockpit=380314/1306424
 +
}}
 +
{{About
 +
|about=aircraft '''{{PAGENAME}}'''
 +
|usage=other uses
 +
|link=F-86 (Family)
 +
}}
  
= How to create a basic multiplayer mission =
+
== 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.''-->
  
[[File:Multiplayer Mission Properties.jpg|250px|thumb|right]]
+
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 +
{{break}}
 +
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} American jet fighter {{Battle-rating}}. This fighter has been in the game since the start of the Open Beta Test prior to Update 1.27.
  
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).
+
== General info ==
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
+
=== Flight Performance ===
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
+
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''-->
:3. Set basic settings in the Mission Editor.
+
The {{PAGENAME}} like many of the first line variants of an aircraft promises the world but does not fully live up to the promise, which is accurate for the Sabrejet. Outfitted with the General Electric J47-GE-13 jet engine, the {{PAGENAME}} struggles to climb to attack altitude and overall accelerate to sufficient attack speed. However, once the {{PAGENAME}} is at a good perching altitude, it can use its weight and manoeuvrability to Boom & Zoom other aircraft. This aircraft will not win many speed races against contemporary aircraft, however, with its speed, it can get in and out of a fight in a hurry and set up for another run. While the fighter is very agile when it comes to rolling, attempting to turn the aircraft results in a significant loss of speed. During this time, the wing’s leading edge slats extend and help the fighter make tighter turns, however, sustained turns will bleed all of the fighter’s energy, leaving it flying slow, an easy target for enemy aircraft.  
  
::*Choose the side toolbar '''Mission Settings -> mission'''
+
One place where a slower {{PAGENAME}} actually has an advantage is in the ground bombing role as the the leading edge wing slats will help the maneuverability of the aircraft while lining up a bombing run with either 2,000 lbs of bombs or 16 [[HVAR]] rockets which can be unleashed from a stable weapons platform. When engaging ground targets, the trick is to get in and get out as quick as possible, because when flying low and slow, there is not much room for error and enemy fighters will be on the look out for aircraft on the deck without much room to maneuver. During bombing runs, reserve WEP power as a backup for departing the area. Once any external payload ordinances have been released, the {{PAGENAME}} can resume its role as an interceptor.
::*Choose a name for your mission in '''name''' tab
+
{| class="wikitable" style="text-align:center"
::''Note: You can't use capital letters and there should be no spaces''
 
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab
 
::''Note: You can use space there and for example write down '''[Multiplayer Mission] Test'''''
 
::*Choose a description for your mission in '''locDesc''' tab
 
::*Set a mission type to '''domination''' in '''type''' tab
 
::*Choose a location map in '''level''' tab
 
::*Choose time of a day and weather in '''Weather params''' tab
 
::''Not needed since you can do that in custom battle settings''
 
::*If you want to make it a free for all mode (everyone vs everyone without teams) then go to '''Game type params''' and enable '''gt_ffa''' and '''gt_ffa_deathmatch''' options
 
::*Change the number of tickets in '''scoreLimit''' which you can find in '''Versus params''' tab
 
::''Note: by default it is set to 500''
 
::*Change the number of tickets that are lost after someone dies in '''deathPenaltyMul''' which you can find in '''Versus params''' tab
 
::''Note: by default it is set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies''
 
 
 
==='''Important notes'''===
 
 
 
:*It is not possible to use '''imports''' function in multiplayer missions
 
:*There's a size limit for multiplayer missions and it is set to 512 KB, so if you are planning to add lots of [[Triggers|triggers]] try to optimize them as much as it is possible, using [[Variables|variables]] for that is a really good idea, also don't forget about '''useForTriggerFiltered''' option which makes it possible for actions to select only a few units that meet '''conditions''' (it is the best to use '''squad''' unit which consist of many units in it), this option is available in many actions.
 
:*If you are planning to change properties of selected player units (for example to repair selected units if they enter one of previously added areas) it is a really good idea to create a '''squad''' unit, put there all player units (all t1_player, t2_player units) and call it '''all_players_squad'''.
 
:*It is possible to use [https://wiki.warthunder.com/CSV_files_for_missions CSV files] in multiplayer missions but every player needs to download them before joining to the custom battle with a custom multiplayer mission if they want to see objectives, hints and other messages.
 
:*It is possible to use custom weather settings in multiplayer mission (like '''forceSkiesInitialRandomSeed''') but you need to make sure that mission weather matches custom battle weather type (so for example in both it is set to '''blind''' or '''good''').
 
:*Players are able to spawn in multiplayer missions 30 seconds after the start.
 
:*All triggers in multiplyer mission are starting to work 30 seconds after the start of mission, unless it's '''Event''' is set to '''initMission'''.
 
 
 
:* You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers '''[[Triggers|here]]'''
 
 
 
 
 
== Creating slots for players ==
 
 
 
:[[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]1. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''').
 
:[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
 
 
 
::*Change the '''Name:''' to '''t1_player01'''
 
::*Switch it's '''type''' to '''armada'''
 
::*Find a '''dummy''' unit in '''Class''' tab and select it
 
 
 
:[[File:Copying Units.jpg|250px|thumb|right]]3. Copy '''t1_player01''' unit.
 
::''Note: You will need it to create player slots for the mission, so it is preferable to create 16 of them, the game supports up to 32 players per team''
 
 
 
::*Select the unit
 
::*Press '''W'''
 
::*While holding '''Shift''' select one of the displayed arrows and then drag it until a new unit appears
 
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want in your mission
 
::*Select '''Auto rename'''
 
::*Press '''Ok''', now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''
 
 
 
:[[File:Copying Units 2.jpg|250px|thumb|right]]4. Create the same amount of '''t2_player''' units by copying '''t1_player''' units.
 
 
 
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''
 
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units (set it to 1)
 
::*Press '''Ok'''
 
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''
 
 
 
:5. Go back to the side toolbar '''Mission Settings''' and add these units to make them usable as slots for players in your multiplayer mission.
 
 
 
::*Select '''player_teamA'''
 
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one
 
::*Select '''player_teamB'''
 
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one
 
::''Note: they can't be added as squads (by putting all units in for example t1 and t2 '''squad''' unit) if you do that then the mission will simply not work''
 
 
 
== Creating respawn zones for players ==
 
 
 
=== Setting up a trigger for respawn action ===
 
 
 
:1. Choose the side toolbar '''Triggers / Missions Obj. Navigat'''[[File:Trigger properties icon.jpg|250px|thumb|right|Trigger properties icon]]
 
:2. Press the '''Trigger''' button to create a new trigger
 
:3. Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties.
 
:4. Select your new trigger and change it's '''Name''' to for example '''respawn'''.[[File:Creating Respawn Zones.jpg|250px|thumb|right]]
 
:5. Make sure that '''Enabled''' is switched on.
 
:6. Change the '''Events''' type to initMission.
 
::''Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones''
 
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window
 
::*Select '''Elements''' button on the bottom and press '''periodicEvent'''
 
::''Note: (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')''
 
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''
 
 
 
=== Adding air spawns for aeroplanes and ground spawns for ground units ===
 
 
 
:1. Create areas for respawn action.[[File:Area Creation Icons.jpg|250px|thumb|right|Area creation icons]]
 
::*Press one of area creation icons on the top toolbar
 
::*Press the ground on the map view in the place where you want to put your respawn area
 
:::*press only if you selected the first icon ('''Point''')
 
:::*press and drag (you change it's size by doing that) if you selected other icons ('''Sphere''', '''Cylinder''' or '''Box''')
 
:2. Change properties of your area.
 
::*Change '''Name:''' to '''t1_spawnarea_01'''
 
::*Make at least 10 areas that are named '''t1_spawnarea_01''', '''t1_spawnarea_02''', '''t1_spawnarea_03''' etc.
 
::*copy all created '''t1_spawnarea''' areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc (you need them for both teams)
 
::''Note: If those spawns are meant to be for airplanes then place them in the air''
 
::''if for tanks then place them on the ground''
 
::''if for ships then place them on the sea level''
 
:3. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:4. Add respawn areas to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships)
 
:5. Copy existing '''missionMarkAsRespawnPoint''' action to make respawn zones for the second team.
 
::*Below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab
 
::*Press '''Paste ...''' tab, a new window should appear
 
::*Select '''missionMarkAsRespawnPoint''' action there and press ok
 
::*Now you should see two the same actions in the '''Elements:''' window, select the second one
 
::*Change all '''target''' areas to those that are meant to be for the second team (B / T2)
 
::*Switch the '''team''' tab to '''B'''
 
::''Note: You can speed up changing '''target'''s by creating an '''area_squad''' unit and then putting all '''t2_spawnarea''' areas there, then selecting this squad in the '''missionMarkAsRespawnPoint''' action properties''
 
 
 
'''Notes:'''
 
:* If you have any problems with the direction of spawn zones (for example when you rotated the area but it still spawns you in the same direction) then enable '''isStrictSpawn''' and '''resetStrictSpawnIndex''' options in '''missionMarkAsRespawnPoint''' action.
 
 
 
=== Adding airfield spawn for airplanes ===
 
 
 
:1. Create an airfield unit.
 
::* Select '''Create unit''' icon on the top toolbar [[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]
 
::* Select created unit
 
::* Open it's properties (by for example pressing '''P''')[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]
 
::* Change it's '''Name:''' to '''airfield_01'''
 
::* Change it's '''type''' to objectGroups[[File:Airfield Properties.jpg|250px|thumb|right]]
 
::* Select one of available airfields in '''Class''' tab
 
::''Note: all names of airfields start with '''dynaf_'''''
 
::* Change it's '''army''' to 1
 
::''Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'''
 
:2. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:3. Add the airfield to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add '''airfield_01''' to the tab next to '''target'''
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Select '''isAirfield'''
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Select '''Object''' and set it to '''airfield_01'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)
 
 
 
'''Notes:'''
 
:* If you are planning to create an airfield spawn zone by using '''addAirfield''' action (which allows to add spawn zones manually) and you decide to set the '''Event''' of that trigger to '''initMission''' then remember to always put '''missionMarkAsRespawnPoint''' after these '''addAirfield''' action, not before them and if you want to put '''missionMarkAsRespawnPoint''' in other trigger then make sure to disable it and then add a '''triggerEnable''' action pointing at that trigger from the trigger with '''addAirfield''' action, otherwise there might be issues with spawn zones and there's a chance that you won't be able to spawn your plane.
 
 
 
== Creating capture zones ==
 
 
 
:1. Create a new area and call it '''capture_zone_01'''.
 
:2. Create a new trigger.
 
:3. Add a new action called '''missionMarkAsCaptureZone'''.
 
::*Assign your new area to '''target''' (you should be able select '''capture_zone_01''')
 
::*Set to '''which''' army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
 
::*Set '''canCaptureOnGround''' if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
 
::*Set '''canCaptureInAir''' if you want it to be able to capture it while being in the air (enabled by default)
 
::*Set '''canCapturebyGM''' if you want to make it capturable by ground units
 
::*Set '''onlyPlayersCanCapture''' if you want it to be capturable only by players
 
::*Set '''CaptureNoPenalty''' if you want to disable ticket drain when it is captured by one of teams
 
::*Add '''tags''' to select which unit types are allowed to capture this zone
 
::''Note: you can adjust how fast it drains tickets in '''missionSetProperties''' action, there are two '''ctaCaptureZone''' options which control that''
 
 
 
== Saving the mission ==
 
 
 
:1. On the most top bar select '''Mission Editor'''
 
:2. Press '''Save mission (Ctrl+M)'''
 
:3. Select where you want to save the mission and set its name, remember to save it as '''.blk''' file
 
 
 
That's all, now all you need to do is to upload your mission somewhere or on [http://live.warthunder.com/feed/ live.warthunder.com] site, but don't forget to add a proper image and description for your mission. You will find more details [[How to launch a custom mission in the game|here]].
 
 
 
:''Note: any hosting service will do as long as the link ends with '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it is a live.warthunder.com link'' 
 
 
 
= Options and functions available in multiplayer missions =
 
 
 
== Versus mode parameters ==
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
 
|-
 
|-
| scoreLimit
+
! colspan="8" | Characteristics
| Total amount of tickets in MP mission (by default it is set to 500)
 
 
|-
 
|-
| timeLimit
+
! colspan="8" | ''Stock''
| Time limit in MP mission (by default it is set to 30 minutes)
 
 
|-
 
|-
| deathPenaltyMul
+
! colspan="2" | Max Speed<br>(km/h at 0 m - sea level)
| Sets the multiplier of removed tickets after someone dies (by default it is set to 1.0 = 100 tickets per death)
+
! rowspan="2" | Max altitude<br>(meters)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(meters/second)
 +
! rowspan="2" |Take-off run<br>(meters)
 
|-
 
|-
| postfix
+
! AB
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds a gamemode name before the mission name<div class="mw-collapsible-content">
+
! RB
''Note: There's a missionNamePostfix condition which lets you check the mission postfix''
+
! AB
</div><div>
+
! RB
 +
! AB
 +
! RB
 
|-
 
|-
| ctaCaptureZoneEqualPenaltyMult
+
| 1,081 || 1,071 || 14,000 || 25.4 || 25.9 || 30.8 || ??.? || 700
| Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
 
 
|-
 
|-
| ctaCaptureZoneDiffPenaltyExp
+
! colspan="8" | ''Upgraded''
| When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
 
 
|-
 
|-
| useAlternativeMapCoord
+
! colspan="2" | Max Speed<br>(km/h at 0 m - sea level)
| If checked will use alternative map coordinates
+
! rowspan="2" |Max altitude (meters)
 +
! colspan="2" | Turn time (seconds)
 +
! colspan="2" | Rate of climb<br>(meters/second)
 +
! rowspan="2" |Take-off run (meters)
 
|-
 
|-
| useKillStreaks
+
! AB
| Unknown
+
! RB
 +
! AB
 +
! RB
 +
! AB
 +
! RB
 
|-
 
|-
| allowedKillStreaks
+
| 1,105 || 1,093 || 14,000 || 22.7 || 24.0 || 46.2 || 38.1 || 700
| Unknown
+
|}
|-
 
| nameKillStreaks:t=""
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file<div class="mw-collapsible-content">
 
'''Available killstreak presets:'''
 
  
* killStreaksAircraftOrHelicopter
+
====Details====
* killStreaks_survival_event_aircraftOrHelicopter
+
{| class="wikitable" style="text-align:center"
</div><div>
 
 
|-
 
|-
| randomSpawnTeams
+
! colspan="5" | Features
| Unknown
 
 
|-
 
|-
| remapAiTankModels
+
! Combat flap
| Unknown
+
! Take-off flap
 +
! Landing flap
 +
! Air brakes
 +
! Arrestor gear
 
|-
 
|-
| isBotsAllowed
+
| || ✓ || ✓ || ✓ || X    <!-- ✓ -->
| Disables or enables bots
 
 
|-
 
|-
| battleAreaColorPreset
+
|}
| Select the color type of the battle area
 
|-
 
| ingnoreInvulnerableTimer
 
| Disable or enable a spawn protection (making the player not able to be damaged)
 
|-
 
| allowedUnitTypes
 
| Select which unit types are allowed in your mission
 
|-
 
| useCustomSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Enable or disable custom artillery type for use in tanks and ships<div class="mw-collapsible-content">
 
''Note: You can also enable or disable it by using '''missionCustomArtillery''' action''
 
</div><div>
 
|-
 
| customSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets the custom artillery type<div class="mw-collapsible-content">
 
'''Available custom artillery types:'''
 
  
* structures/streakartillery_203mm_r100m
+
{| class="wikitable" style="text-align:center"
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r200m
 
* structures/ussr_152mm_d1
 
* structures/ussr_122mm_m30_smoke
 
* structures/ussr_152mm_ml20
 
* structures/ussr_152mm_ml20_large
 
* structures/ussr_203mm_b4
 
* structures/ussr_quest_large_art
 
* structures/germ_3x280mm_sk_c34
 
</div><div>
 
 
|-
 
|-
| missionType
+
! colspan="5" | Limits
| Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
 
 
|-
 
|-
| maxRespawns
+
! rowspan="2" | Wing-break speed<br>(km/h)
| Set the number of available respawns
+
! rowspan="2" | Gear limit<br>(km/h)
 +
! rowspan="2" | Combat flap<br> (km/h)
 +
! colspan="2" | Max Static G
 
|-
 
|-
| allowEmptyTeams
+
! +
| Lets you play alone in multiplayer missions
+
! -
 
|-
 
|-
| missionCostMul
+
| 1,118 || 350 || 620 || ~13 || ~8
| Unknown
 
 
|-
 
|-
| respawnTimeMultiplier
+
|}
| Sets a multiplier of how long it will take to respawn (respawn counter)
+
 
|-
+
{| class="wikitable" style="text-align:center"
| useSpawnScore
 
| Enables Spawn Points system (for more details check '''Enabling Spawn Points system''' category)
 
|-
 
| country_allies
 
| Set a country for the first team
 
 
|-
 
|-
| country_axis
+
! colspan="4" | Optimal velocities
| Set a country for the second team
 
 
|-
 
|-
| mission
+
! Ailerons<br>(km/h)
| Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
+
! Rudder<br>(km/h)
 +
! Elevators<br>(km/h)
 +
! Radiator<br>(km/h)
 
|-
 
|-
| groundKillWpBudget
+
| < 850 || < 600 || < 680 || > 250
| <div class="mw-collapsible mw-collapsed" style="width:100%">Unknown<div class="mw-collapsible-content">
 
* max_players: Unknown
 
* max_total_budget: Unknown
 
* min_total_budget: Unknown
 
* min_total_budget_multiplier: Unknown
 
* supposed_personal_part_of_total_budget_for_one_player:Unknown
 
* min_mul_for_personal_price: Unknown
 
</div><div>
 
 
|-
 
|-
 
|}
 
|}
  
== Game type parameters ==
+
{| class="wikitable" style="text-align:center"
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
|-
 
| gt_mp_tickets
 
| Enables or disables tickets functionality (can be used in SP missions)
 
|-
 
| gt_mp_capture
 
| Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
 
 
|-
 
|-
| gt_mp_solo
+
! colspan="3" | Compressor (RB/SB)
| Unknown
 
 
|-
 
|-
| gt_cooperative
+
! colspan="3" | Setting 1
| Parameter used for creating cooperative missions
 
 
|-
 
|-
| gt_reload_explosives
+
! Optimal altitude
| Unknown
+
! 100% Engine power
 +
! WEP Engine power
 
|-
 
|-
| gt_ffa
+
| 0 m || 2250 kgf || No WEP
| If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
 
 
|-
 
|-
| gt_race
+
<!--! colspan="3" | Setting 2
| If enabled, will change the mission into a race mode (it is the best to use it with '''beginRaceMode''' action)
 
 
|-
 
|-
| gt_football
+
! Optimal altitude
| If enabled, will change the mission into a football mode (to make it work you need to use options from the '''football params''' tab and copy these two lines under the '''mission{''' block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
+
! 100% Engine power
 +
! WEP Engine power
 
|-
 
|-
| gt_last_man_standing
+
| ?,??? m || ?,??? hp || ?,??? hp
| If enabled, will change the mission into a battle royale mode (to make it work you need to use '''missionSetBattleRoyaleArea''' action)
 
 
|-
 
|-
| gt_mp_score
+
! colspan="3" | Setting 3
| Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar
 
 
|-
 
|-
| gt_versus
+
! Optimal altitude
| Disables or enables it's multiplayer functionality
+
! 100% Engine power
 +
! WEP Engine power
 
|-
 
|-
 +
| ?,??? m || ?,??? hp || ?,??? hp
 +
|- -->
 
|}
 
|}
  
== Enabling Spawn Points system ==
+
=== 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.''-->
 +
 
 +
* 38 mm Bulletproof glass - Front Windshield
 +
* 6.35 mm Steel - Nose armour x 2
 +
* 20 mm Steel - Pilot's headrest
 +
* 12.7 mm Steel - Back of pilot's seat
  
Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
+
== Armaments ==
[[File:Screenshot of a Spawn Points system.jpg|250px|thumb|right]]
+
=== Offensive armament ===
 +
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
 +
{{main|Browning M3 (12.7 mm)}}
  
:1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
+
The '''''{{PAGENAME}}''''' is armed with:
:2. If you haven't saved the mission yet then do it now
 
:3. Open the blk mission file in Notepad
 
:4. Scroll down to the '''mission{''' block
 
:5. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 
  
customSpawnScore{
+
* 6 x 12.7 mm Browning M3 machine guns, nose-mounted (300 rpg = 1,800 total)
  base_respawn_points_coef:i=250
 
  br_diff_mul_Air:r=0.0
 
  br_diff_mul_Tank:r=0.0
 
  max_br_diff:r=0.0
 
  spawn_pow:r=0.0
 
  spawnCostMulForFighterWithBombs:r=0.0
 
  // If you want to add multipliers for specific vehicles units or types then add them here and remove '''"//"'''
 
}
 
  
:6. Save the file, reload the mission in the Mission Editor
+
=== Suspended armament ===
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
+
<!--''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|AN-M65A1 Fin M129 (1,000 lb)|HVAR}}
  
 +
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
  
 +
* Without payload
 +
* 16 x 127 mm HVAR rockets
 +
* 2 x 1,000 lb AN-M65A1 Fin M129 bombs (2,000 lb total)
  
: Explanation of what Spawn Points system lines do:
+
== Usage in battles ==
:''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
+
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles 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:ArtworkImage_F86mig.jpg|thumb|300px|right|The view of an F-86 Sabre from the cockpit of a [[MiG-15]]]]
 +
The F-86A-5 should be played as a strict Boom & Zoom plane due to the fact that simple turns make it bleed a lot of speed. Gain some speed after takeoff (750 - 800 kph or 466 - 497 mph) then zoom up to 3,000 m/9,843 ft then turn to the centre after you're done zoom side-climbing. Next, you pick your targets. Dive, engage, zoom up smoothly (to not lose a lot of speed) then rinse and repeat. If there are multiple enemies above you, don't engage and keep flying straight. If there is one enemy above you in the vicinity, you can engage, but don't pull up hard or you will lose a lot of speed in the process! Do it smoothly. If you are generally low on speed and you can escape from enemies, keep flying straight until you're fast, zoom up then loop around and keep flying straight at the altitude you went up to then resume the strict Boom & Zoom procedure.
  
:{| class="wikitable" style="width: 90%;"
+
The F-86A-5 is not an air superiority fighter, it's more of a support plane despite being a Sabre. Tactics explained in "General playstyle".
|+
+
 
! style="width: 20%;" |Option
+
All top rank jets are a threat. All of them have better performance overall especially in acceleration, climb rate and energy retention.
! style="width: 70%;" |Description
+
 
|-
+
For those who may have a {{PAGENAME}} on their tail, if you're in an emergency (a situation where nothing that was explained works), resort to defensive flying. The defensive flying capabilities of the A-5 Sabre are very high and extremely good due to its roll rate. Most of the time, top rank jet pilots will Boom & Zoom you which can be a problem for you, however, if they decide to stick around and dogfight you, you will have the advantage.
| base_respawn_points_coef
+
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets a default Spawn Points amount, for example if you set it to '''1''' then you will need '''1 SP''' to spawn in vehicles<div class="mw-collapsible-content">
+
===Modules===
''Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need '''700 SP''' in game to spawn in it''
+
{| class="wikitable"
</div><div>
+
! colspan="1" | Tier
|-
+
! colspan="2" | Flight performance
| br_diff_mul_Air
+
! colspan="1" | Survivability
| Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
+
! colspan="2" | Weaponry
|-
 
| br_diff_mul_Tank
 
| Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
 
|-
 
| max_br_diff
 
| Increases a difference of Spawn Points between units with different Battle Rating
 
 
|-
 
|-
| spawn_pow
+
| I
| Increases Spawn Points requirements after every death
+
| Fuselage Repair
 +
| Compressor
 +
|
 +
| Offensive 12 mm
 +
|  
 
|-
 
|-
| spawnCostMulForFighterWithBombs
+
| II
| Sets a multiplier of Spawn Points for airplanes with loaded bombs or other weapons
+
| New Boosters
 +
|
 +
| Airframe
 +
|
 +
| FRC mk.2
 
|-
 
|-
| spawnCostMulForHelicopterWithATGM
+
| III
| Sets a multiplier of Spawn Points for helicopters with loaded ATGMs
+
| Wings Repair
 +
| Engine
 +
|
 +
| New 12 mm MGs
 +
|  
 
|-
 
|-
| maxRespawnPointsMul
+
| IV
| Unknown
+
| G-Suit
 +
|
 +
| Cover
 +
|
 +
| FLBC mk.1
 
|-
 
|-
 
|}
 
|}
: You can also set a multiplier for every single vehicle or group of them (sorting by their type)
 
  
 +
=== Pros and cons ===
 +
<!--''Summarize 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:'''
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Available Spawn Point names for specific unit types:'''<div class="mw-collapsible-content">
+
* Very fast roll rate
  exp_fighter:r=0.0
+
* Leading-edge slats which improve low-speed manoeuvrability
  exp_bomber:r=0.0
+
* Nose mounted weaponry
  exp_assault:r=0.0
+
* Good zooming ability
 
+
* Good diving ability
  exp_tank:r=0.0
+
* Best turning Sabre
  exp_heavy_tank:r=0.0
+
* 12.7 mm M3 Browning .50 calibre guns are very effective weapons
  exp_tank_destroyer:r=0.0
 
  exp_SPAA:r=0.0
 
 
 
  exp_ship:r=0.0
 
  exp_torpedo_boat:r=0.0
 
  exp_gun_boat:r=0.0
 
  exp_torpedo_gun_boat:r=0.0
 
  exp_submarine_chaser:r=0.0
 
  exp_naval_ferry_barge:r=0.0
 
  exp_cruiser:r=0.0
 
  exp_destroyer:r=0.0
 
</div></div>
 
  
 +
'''Cons:'''
  
 +
* Poor sustained climb rate
 +
* Slow acceleration for a top rank jet
 +
* Loses a lot of speed in turns
 +
* Slow compared to its enemies
 +
* Very hard to get guns on target in horizontal due to weak rudder control
  
: To add a multiplier for a specific vehicle you need to add it's name and then add ''':r=0.0''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
+
== History ==
:: Example:
+
<!--''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 big, 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></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
:: '''bf-109g-14:r=1.5'''
+
[[File:F86-MiG15_guncamera_Korea.gif|thumb|right|A view from the gun camera on an F-86 Sabre capturing the downing of a MiG-15 over the skies of Korea (''Click image to view .gif footage'')]]
 +
The F-86 is considered one of the best fighter jets of the Korean War. It is the most-produced Western fighter, with almost 10,000 aircraft produced by the US, Australia, Canada (as the re-engined CL-13), Italy, and Japan.
  
 +
The F-86 was developed by North American Aviation, the creator of the venerable P-51 Mustang. The XP-86 prototype was created to meet the USAF requirement for a high-altitude escort fighter. It was derived from the Navy's FJ-1 Fury, a transitional fighter jet that borrowed the wings, tail surfaces and canopy from the P-51D. The XP-86 was under threat of cancellation because the XP-80 and XP-84 had similar performance characteristics and were farther ahead in development. However, North American designers made a radical change to the design and replaced the straight wing with a swept wing, which was shown by seized German research to greatly reduce drag and increase performance at high speed. The resulting performance boost was so significant that the swept-wing prototype of the XP-86 was supposedly able to break the sound barrier in a dive a few days before Chuck Yeager made his official attempt.
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
+
The F-86A-5 is the first operational variant of the F-86. It is powered by the General Electric J47 engine and includes slats on the leading edge of the wing derived from the Messerschmitt Me 262 to increase low-speed performance. It is armed with six M3 .50 (12.7 mm) electrically boosted machine guns firing at 1,200 rounds per minute. It can carry eight 5" rockets, 2,000 lb of bombs, or a pair of external fuel tanks that can be jettisoned in-flight to increase performance in combat. While most of the F-86As had a Mark 18 manual ranging-computing gun sight, the last 24 F-86A-5-NAs were equipped with the A-1CM gun sight, which used radar to automatically compute a target's range. This later became standard on the F-86E.
customSpawnScore{
 
  base_respawn_points_coef:i=1
 
  br_diff_mul_Air:r=0
 
  br_diff_mul_Tank:r=0
 
  max_br_diff:r=0
 
  spawn_pow:r=0
 
  us_m4a3e8_76w_sherman:r=700
 
  us_m4a3e2_76w_sherman_jumbo:r=1100
 
  p-47d:r=1100
 
  p-47d-28:r=1100
 
  p-51d-5:r=1100
 
  p-51d-10:r=1100
 
  p-51d-20:r=1100
 
  p-38l:r=1100
 
  a-20g:r=1100
 
  germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 
  germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 
  germ_pzkpfw_VI_ausf_e_tiger:r=1600
 
  germ_pzkpfw_V_ausf_g_panther:r=1200
 
  germ_panzerjager_nashorn:r=700
 
  germ_panzerjager_panther:r=1400
 
  germ_panzerbefelhswagen_jagdpanther:r=1400
 
  fw-190a-8:r=1100
 
  bf-109g-6:r=1100
 
  bf-109g-10:r=1100
 
  bf-109g-14:r=1100
 
}
 
</div></div>
 
  
== Limiting amount and type of units available for respawn ==
+
=== In-game description ===
  
This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
+
"An all-metal monoplane jet fighter with swept wings.
  
To make this script work:
+
The development of the Sabre began in the autumn of 1944 as a modification of the NA-134 shipboard fighter. In November 1944, North-American presented its plan for a daytime fighter to the United States Army Air Forces (USAAF): the NA-140 model, based on the NA-134 and later given the designation of XP-86. It was decided in the design process that the XP-86 would feature the more promising swept wings instead of straight ones. The prototype Sabre XP-86, built with swept wings, first flew on October 1, 1947.
  
:1. If you haven't saved the mission yet then do it now
+
The first production model of the Sabre was the Р-86А (manufacturer number NA-151). In June 1948, the aircraft was given the new designation of F-86A. It was fitted with a General Electric J47-GE-1 (-3, -7) turbojet engine producing 2,360 kg of thrust.
:2. Open the blk mission file in Notepad
 
:3. Scroll down to the '''mission{''' block
 
:4. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right [[File:Screenshot of a Shared Pool script.jpg|250px|thumb|right]]
 
  
customRules{
+
The aircraft's armament consisted of six 12.7mm Browning M3.5 machine guns with 1,800 total rounds of ammunition. The distinctive features of the production model were a curved windscreen and flaps over the machine gun firing ports, which could be closed by means of an electric motor. The first production Р-86А-1 took off on 20 May 1948. Most of the F-86А-1s were used to perform various tests and were not delivered to the front.
  name:t="sharedPool"{
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5 // 5 spawns per player
 
    spawnLimit:i=100 // 100 spawns for team
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=100
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
  }
 
  }
 
}
 
  
:5. Save the file, reload the mission in the Mission Editor
+
The F-86A-5 (NA-151) was the first real combat Sabre with a J47-GE-7 engine. It was produced for the first time on February 23, 1949. This model had a new windscreen, and the closeable flaps of the machine gun firing ports were removed to simplify maintenance. The cockpit canopy could be jettisoned if necessary. Two 780-liter fuel tanks could be mounted on the underwing pylons. Instead of fuel tanks, the aircraft could carry a combat load, which usually consisted of two 100-lb (45-kg), 500-lb (227-kg) or 1,000-lb (454-kg) bombs, two 375-kg tanks filled with napalm, or two 220-kg bomb clusters. Guide rails could also be mounted to hold eight unguided 5-inch HVAR rockets under each wing.
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
  
: Explanation of what Shared Pool script lines do:
+
A contract to deliver the next batch of the F-86As was signed in May 1948. These aircraft were still designated as F-86A-5s but they were named NA-161s at the plant, as they had a number of differences from previous series. In particular, they were equipped with a J47-GE-13 engine. Deliveries of this batch began in October 1949 and were finished in December of the following year.
:{| class="wikitable" style="width: 90%;"
+
 
|+
+
The last 24 F-86A-5s had a new A-1CM sight coupled with an AN/APG-30 radar ranging unit. The planes originally equipped with the А-1СМ were designated as F-86A-6s, and those retrofitted on site were designated as F-86A-7s.
! style="width: 20%;" |Option
 
! style="width: 70%;" |Description
 
|-
 
| teamA
 
| Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
 
|-
 
| teamB
 
| Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
 
|-
 
| spawnLimit
 
| Sets a maximum amount of respawn for team
 
|-
 
| playerMaxSpawns
 
| Sets a maximum amount of respawns per player
 
|-
 
| limitedUnits
 
| You put there all vehicles types or specific ones and add ''':i=''' with a number, it will set a spawn amount limit for that specific unit
 
|-
 
| unlimitedUnits
 
| You can set if you want to make amount of specific units unlimited
 
|-
 
|}
 
: To set amount of respawns for a specific vehicle you need to add it's name and then add ''':i=1''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
: Example:
 
::''bf-109g-14:i=1''
 
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
+
The first USAAF military unit that received the F-86A was the 94th FS (Fighter Squadron) of the 1st FW (Fighter Wing). The pilots in the unit nicknamed the new fighter the Sabre.
customRules{
 
  name:t="sharedPool"
 
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    us_m4a1_76w_sherman:i=10
 
    us_m4a2_76w_sherman:i=18
 
    us_m4a3e2_sherman_jumbo:i=12
 
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
 
    us_m4a3e2_76w_sherman_jumbo:i=6
 
    us_m4a3e8_76w_sherman:i=10
 
    us_m18_hellcat:i=8
 
    us_m36:i=10
 
    us_halftrack_m15:i=8
 
    us_halftrack_m16:i=8
 
    p-47d:i=4
 
    p-47d-28:i=4
 
    p-51d-5:i=4
 
    p-51d-10:i=4
 
    p-51d-20:i=4
 
    p-38l:i=4
 
    a-20g:i=4
 
    }
 
    unlimitedUnits{
 
    us_m4a2_sherman:b=yes
 
    us_m24_chaffee:b=yes
 
    us_m10:b=yes
 
    }
 
  }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
 
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
 
    germ_pzkpfw_VI_ausf_e_tiger:i=3
 
    germ_pzkpfw_V_ausf_a_panther:i=8
 
    germ_pzkpfw_V_ausf_g_panther:i=10
 
    germ_panzerjager_nashorn:i=8
 
    germ_panzerjager_panther:i=4
 
    germ_panzerbefelhswagen_jagdpanther:i=4
 
    germ_flakpanzer_IV_Wirbelwind:i=8
 
    germ_pz_IV_L70:i=10
 
    fw-190a-8:i=4
 
    bf-109g-6:i=3
 
    bf-109g-10:i=3
 
    bf-109g-14:i=3
 
    }
 
    unlimitedUnits{
 
    germ_pzkpfw_IV_ausf_H:b=yes
 
    germ_pzkpfw_IV_ausf_J:b=yes
 
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
 
    germ_stug_III_ausf_G:b=yes
 
    }
 
  }
 
  }
 
}
 
</div></div>
 
  
== Enabling custom difficulty ==
+
The F-86A fighters took part in the Korean War, making their first combat flight on December 17, 1950. Compared to its main opponent, the Mikoyan-Gurevich MiG-15 fighter, the Sabre's flight characteristics were somewhat better at low altitude, but it was inferior to the MiG in its rate of climbing, service ceiling, speed at high altitude, and armament. However, the Sabre's main advantage was its sight, equipped with a radar ranging unit that enabled more accurately aimed fire when maneuvering at high speeds.
  
Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it is called '''Difficulty'''. The only difference between it and the mission version is that you can add and customize more options in the mission file.
+
The total number of the F-86A aircraft constructed was 554, and they served only with the USAF and the Air National Guard (ANG)."
  
To make this script work:
+
=== Notable pilots ===
  
:1. If you haven't saved the mission yet then do it now
+
<div><ul>
:2. Open the blk mission file in Notepad
+
<li style="display: inline-block;"> [[File:Ray_S_Wetmore_portrait.jpg|thumb|none|200px|link=User:U64962917#Wetmore,_Ray_S.|United States ace pilot [[User:U64962917#Wetmore,_Ray_S.|Ray S. Wetmore]], fatally crashed while flying an '''F-86''' which malfunctioned on final approach into Otis Air Force Base in Massachussetts in 1951.]] </li><!--
:3. Scroll down to the '''mission{''' block
+
<li style="display: inline-block;"> [[File:X.jpg|thumb|none|250px|"Image Description"]] </li>
:4. Check if you have this line there '''difficulty:t=''', if no then add this '''difficulty:t="custom"''', if yes then replace everything after ''':t="''' with '''"custom"'''
+
<li style="display: inline-block;"> [[File:X.jpg|thumb|none|250px|"Image Description"]] </li>
:5. Make sure that '''openDiffLevels''' is disabled (unchecked) in '''Mission Settings -> mission -> Common params''' (or just add it manually by pasting this line '''openDiffLevels:b=no''')
+
<li style="display: inline-block;"> [[File:X.jpg|thumb|none|250px|"Image Description"]] </li>-->
:6. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
+
</ul></div>
[[File:Custom difficulty settings in the Mission Editor.jpg|250px|thumb|right]]
 
''Important note: All values after ''':i=''' can be set to 0, 1 or 2, all values after ''':b=''' can be set to '''no''' or '''yes'''''
 
  
netDifficultyBlk{
+
== Media ==
    baseDifficulty:i=1
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
    engineControl:i=1
 
    respDifficulty:i=1
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=1
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=1
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=1
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=1
 
    boostersFuel:i=1
 
    ctaCaptureMul:i=1
 
    damageModel:i=1
 
    hudTankRangefinder:i=1
 
    hudSendSquareTimeInterval:i=45
 
    hudSendSquareNumPlayers:i=3
 
    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
  
 +
== See also ==
 +
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
Explanation of what all these lines do:
+
* ''reference to the series of the aircraft;''
 +
* ''links to approximate analogues of other nations and research trees.''-->
 +
;Related development
 +
* Canadair [[F-86 (Family)|Sabre]] (those Sabres manufactured with the designator "CL")
 +
* North American [[F-86K (France)|F-86D]] Sabre
 +
* North American [[F-100D|F-100]] Super Sabre
 +
* North American [[FJ-4B|FJ-4]] Fury
  
{| class="wikitable" style="width: 100%;"
+
;Aircraft of comparable role, configuration and era
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
|-
 
| baseDifficulty
 
| Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| engineControl
 
| Engine Control
 
|-
 
| respDifficulty
 
| Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard)
 
|-
 
| realGunnery
 
| Realistic Gunnery
 
|-
 
| realDamageModels
 
| realDamageModels (Allows you to toggle between realistic and simplified damage models)
 
|-
 
| stallsAndSpins
 
| Stalls
 
|-
 
| redOuts
 
| Redouts / Blackouts
 
|-
 
| mortalPilots
 
| Mortal pilots
 
|-
 
| manualTrimming
 
| Manual trimming
 
|-
 
| torqueAndGyro
 
| Torque effect
 
|-
 
| limitedBombsMissiles
 
| Limited bombs and missiles
 
|-
 
| noArcadeBoost
 
| Disable arcade boost
 
|-
 
| limitViews
 
| Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view)
 
|-
 
| flutter
 
| Flutter effect
 
|-
 
| hudAimPrediction
 
| [HUD] aim prediction (Enable/disable aim prediction)
 
|-
 
| hudShowSpeedVector
 
| [HUD] speed vector (Enable/disable speed vector)
 
|-
 
| hudMarkers
 
| [HUD] units names and distances (Enable/disable displaying of unit names and distances to them)
 
|-
 
| hudMarkerArrows
 
| [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets)
 
|-
 
| hudAircraftMarkersMaxDist
 
| Markers rendering distance
 
|-
 
| hudIndicators
 
| [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen)
 
|-
 
| hudShowTankDistance
 
| [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks)
 
|-
 
| hudMapAircraftMarkers
 
| [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map)
 
|-
 
| hudMapGroundMarkers
 
| [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map)
 
|-
 
| hudTankMapAircraftMarkers
 
| [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks)
 
|-
 
| hudTankMapGroundMarkers
 
| [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks)
 
|-
 
| hudMarkersBlink
 
| [HUD] mission target blink
 
|-
 
| hudRadar
 
| [HUD] radar (Enable/disable radar)
 
|-
 
| hudDamageModel
 
| [HUD] damaged model indicators (Enable/disable damage model indicator)
 
|-
 
| hudDamageIndicator
 
| [HUD] damage indicators (Enable/disable damage indicator)
 
|-
 
| hudTankDamageLog
 
| Unknown
 
|-
 
| hudLargeAwardMessages
 
| [HUD] large award messages (Enable/disable large award messages)
 
|-
 
| hudWarnings
 
| [HUD] onscreen warnings (Enable/disable onscreen warnings)
 
|-
 
| hudOutline
 
| Unknown
 
|-
 
| noRespawns
 
| Respawns (Enable/disable respawns of players)
 
|-
 
| aircraftHelpers
 
| Aircraft helpers (Helps to control the plane by adapting the speed in different situations)
 
|-
 
| collectiveDetection
 
| [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.)
 
|-
 
| distDetection
 
| Changes the distance of spotting units (0 - near, 1 - normal, 2 - far)
 
|-
 
| allowControlHelpers
 
| Allow control helpers
 
|-
 
| forceInstructor
 
| Force virtual instructor
 
|-
 
| playerTurretDeviation
 
| Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizontally at the same time (speed)
 
|-
 
| boostersFuel
 
| Unknown
 
|-
 
| ctaCaptureMul
 
| Changes the time required to capture zones (1, 2, 3, at this moment it is the same for every mode)
 
|-
 
| damageModel
 
| Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| hudTankRangefinder
 
| Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in '''2''')
 
|-
 
| hudSendSquareTimeInterval
 
| Unknown
 
|-
 
| hudSendSquareNumPlayers
 
| Unknown
 
|-
 
| hudSendSquareTimeFromStart
 
| Unknown
 
|-
 
| noviceDM
 
| Enable/disable simplified damage model which makes other units easier to destroy
 
|-
 
| crewHealingOnlyOnCaptureZone
 
| Makes it possible to heal unconscious crew members on capture zones
 
|-
 
| showBombSight
 
| Enable/disable the bomb sight marker on the ground
 
|-
 
| showRadarGunSight
 
| Unknown
 
|-
 
| checkTreesForIndicators
 
| Unknown
 
|-
 
| visibleNotTraceableIndicators
 
| Unknown
 
|-
 
| showShipBulletTimer
 
| Enable/disable ship cannons impact time on target
 
|-
 
| drawShipBulletFallIndicator
 
| Enable/disable ship cannons drop path when close to the impact area
 
|-
 
| enableLeaveKills
 
| Enable/disable giving the kill to the nearest player after bailing out
 
|-
 
| airToAirMissileDetection
 
| Enable/disable message on the screen when someone fires an AAM at you
 
|-
 
| nightVisionInTPS
 
| Enable/disable night or thermal vision in third person view
 
|-
 
| aircraftFriendlyFireForBanOnly
 
| Disables friendly fire
 
|-
 
|}
 
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here are settings used in AB, RB and SB gamemodes:'''<div class="mw-collapsible-content">
+
* Dassault [[Super Mystere B2|Super Mystère]]
 +
* Grumman [[F9F-8|F-9]] Cougar
 +
* Hawker [[Hunter F.1|Hunter]]
 +
* Lavochkin [[La-15]]
 +
* Mikoyan-Gurevich [[MiG-15]]
 +
* Mikoyan-Gurevich [[MiG-17]]
 +
* Saab [[J29D|J29]] Tunnan
  
'''Arcade Battles'''
+
== External links ==
netDifficultyBlk{
+
<!--''Paste links to sources and external resources, such as:''
    baseDifficulty:i=0
+
* ''topic on the official game forum;''
    engineControl:i=0
+
* ''encyclopedia page on the aircraft;''
    respDifficulty:i=0
+
* ''other literature.''-->
    realGunnery:i=0
 
    realDamageModels:b=no
 
    stallsAndSpins:b=no
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=no
 
    noArcadeBoost:i=0
 
    limitViews:i=0
 
    flutter:b=no
 
    hudAimPrediction:b=yes
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=yes
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=2
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=0
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=yes
 
    noRespawns:b=no
 
    aircraftHelpers:b=yes
 
    collectiveDetection:b=yes
 
    distDetection:i=2
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=0
 
    boostersFuel:i=0
 
    ctaCaptureMul:i=0
 
    damageModel:i=0
 
    hudTankRangefinder:i=0
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=no
 
    showBombSight:b=yes
 
    showRadarGunSight:b=yes
 
    visibleNotTraceableIndicators:b=yes
 
    checkTreesForIndicators:b=no
 
    drawShipBulletFallIndicator:b=yes
 
    showShipBulletTimer:b=yes
 
    aircraftFriendlyFireForBanOnly:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
  
 +
https://en.wikipedia.org/wiki/North_American_F-86_Sabre<nowiki/>
  
'''Realistic Battles'''
+
== References ==
netDifficultyBlk{
 
    baseDifficulty:i=1
 
    engineControl:i=1
 
    respDifficulty:i=1
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=1
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=1
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=1
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=1
 
    boostersFuel:i=1
 
    ctaCaptureMul:i=1
 
    damageModel:i=1
 
    hudTankRangefinder:i=1
 
    hudSendSquareTimeInterval:i=45
 
    hudSendSquareNumPlayers:i=3
 
    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
 
'''Simulator Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=2
 
    engineControl:i=2
 
    respDifficulty:i=2
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=yes
 
    torqueAndGyro:b=yes
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=2
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=3
 
    hudMarkerArrows:b=no
 
    hudAircraftMarkersMaxDist:i=4
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=1
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=1
 
    hudTankMapGroundMarkers:i=0
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=no
 
    hudDamageModel:i=2
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=no
 
    hudWarnings:b=no
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=0
 
    allowControlHelpers:i=3
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=2
 
    boostersFuel:i=2
 
    ctaCaptureMul:i=2
 
    damageModel:i=2
 
    hudTankRangefinder:i=2
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=no
 
    nightVisionInTPS:b=no
 
}
 
</div></div>
 
  
[[Category:War Thunder CDK]]
+
{{USA jet aircrafts}}
[[Category:Custom_missions]]
 

Revision as of 17:17, 19 November 2019

f-86a-5.png
F-86A-5
AB RB SB
7.7 8.3 8.7
Research:105 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png
Show in game
This page is about the aircraft F-86A-5. For other uses, see F-86 (Family).

Description

GarageImage F-86A-5.jpg


The F-86A-5 Sabre is a Rank V American jet fighter with a battle rating of 7.7 (AB), 8.3 (RB), and 8.7 (SB). This fighter has been in the game since the start of the Open Beta Test prior to Update 1.27.

General info

Flight Performance

The F-86A-5 like many of the first line variants of an aircraft promises the world but does not fully live up to the promise, which is accurate for the Sabrejet. Outfitted with the General Electric J47-GE-13 jet engine, the F-86A-5 struggles to climb to attack altitude and overall accelerate to sufficient attack speed. However, once the F-86A-5 is at a good perching altitude, it can use its weight and manoeuvrability to Boom & Zoom other aircraft. This aircraft will not win many speed races against contemporary aircraft, however, with its speed, it can get in and out of a fight in a hurry and set up for another run. While the fighter is very agile when it comes to rolling, attempting to turn the aircraft results in a significant loss of speed. During this time, the wing’s leading edge slats extend and help the fighter make tighter turns, however, sustained turns will bleed all of the fighter’s energy, leaving it flying slow, an easy target for enemy aircraft.

One place where a slower F-86A-5 actually has an advantage is in the ground bombing role as the the leading edge wing slats will help the maneuverability of the aircraft while lining up a bombing run with either 2,000 lbs of bombs or 16 HVAR rockets which can be unleashed from a stable weapons platform. When engaging ground targets, the trick is to get in and get out as quick as possible, because when flying low and slow, there is not much room for error and enemy fighters will be on the look out for aircraft on the deck without much room to maneuver. During bombing runs, reserve WEP power as a backup for departing the area. Once any external payload ordinances have been released, the F-86A-5 can resume its role as an interceptor.

Characteristics
Stock
Max Speed
(km/h at 0 m - sea level)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
1,081 1,071 14,000 25.4 25.9 30.8  ??.? 700
Upgraded
Max Speed
(km/h at 0 m - sea level)
Max altitude (meters) Turn time (seconds) Rate of climb
(meters/second)
Take-off run (meters)
AB RB AB RB AB RB
1,105 1,093 14,000 22.7 24.0 46.2 38.1 700

Details

Features
Combat flap Take-off flap Landing flap Air brakes Arrestor gear
X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flap
(km/h)
Max Static G
+ -
1,118 350 620 ~13 ~8
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 850 < 600 < 680 > 250
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
0 m 2250 kgf No WEP

Survivability and armour

  • 38 mm Bulletproof glass - Front Windshield
  • 6.35 mm Steel - Nose armour x 2
  • 20 mm Steel - Pilot's headrest
  • 12.7 mm Steel - Back of pilot's seat

Armaments

Offensive armament

Main article: Browning M3 (12.7 mm)

The F-86A-5 is armed with:

  • 6 x 12.7 mm Browning M3 machine guns, nose-mounted (300 rpg = 1,800 total)

Suspended armament

The F-86A-5 can be outfitted with the following ordinance:

  • Without payload
  • 16 x 127 mm HVAR rockets
  • 2 x 1,000 lb AN-M65A1 Fin M129 bombs (2,000 lb total)

Usage in battles

The view of an F-86 Sabre from the cockpit of a MiG-15

The F-86A-5 should be played as a strict Boom & Zoom plane due to the fact that simple turns make it bleed a lot of speed. Gain some speed after takeoff (750 - 800 kph or 466 - 497 mph) then zoom up to 3,000 m/9,843 ft then turn to the centre after you're done zoom side-climbing. Next, you pick your targets. Dive, engage, zoom up smoothly (to not lose a lot of speed) then rinse and repeat. If there are multiple enemies above you, don't engage and keep flying straight. If there is one enemy above you in the vicinity, you can engage, but don't pull up hard or you will lose a lot of speed in the process! Do it smoothly. If you are generally low on speed and you can escape from enemies, keep flying straight until you're fast, zoom up then loop around and keep flying straight at the altitude you went up to then resume the strict Boom & Zoom procedure.

The F-86A-5 is not an air superiority fighter, it's more of a support plane despite being a Sabre. Tactics explained in "General playstyle".

All top rank jets are a threat. All of them have better performance overall especially in acceleration, climb rate and energy retention.

For those who may have a F-86A-5 on their tail, if you're in an emergency (a situation where nothing that was explained works), resort to defensive flying. The defensive flying capabilities of the A-5 Sabre are very high and extremely good due to its roll rate. Most of the time, top rank jet pilots will Boom & Zoom you which can be a problem for you, however, if they decide to stick around and dogfight you, you will have the advantage.

Modules

Tier Flight performance Survivability Weaponry
I Fuselage Repair Compressor Offensive 12 mm
II New Boosters Airframe FRC mk.2
III Wings Repair Engine New 12 mm MGs
IV G-Suit Cover FLBC mk.1

Pros and cons

Pros:

  • Very fast roll rate
  • Leading-edge slats which improve low-speed manoeuvrability
  • Nose mounted weaponry
  • Good zooming ability
  • Good diving ability
  • Best turning Sabre
  • 12.7 mm M3 Browning .50 calibre guns are very effective weapons

Cons:

  • Poor sustained climb rate
  • Slow acceleration for a top rank jet
  • Loses a lot of speed in turns
  • Slow compared to its enemies
  • Very hard to get guns on target in horizontal due to weak rudder control

History

A view from the gun camera on an F-86 Sabre capturing the downing of a MiG-15 over the skies of Korea (Click image to view .gif footage)

The F-86 is considered one of the best fighter jets of the Korean War. It is the most-produced Western fighter, with almost 10,000 aircraft produced by the US, Australia, Canada (as the re-engined CL-13), Italy, and Japan.

The F-86 was developed by North American Aviation, the creator of the venerable P-51 Mustang. The XP-86 prototype was created to meet the USAF requirement for a high-altitude escort fighter. It was derived from the Navy's FJ-1 Fury, a transitional fighter jet that borrowed the wings, tail surfaces and canopy from the P-51D. The XP-86 was under threat of cancellation because the XP-80 and XP-84 had similar performance characteristics and were farther ahead in development. However, North American designers made a radical change to the design and replaced the straight wing with a swept wing, which was shown by seized German research to greatly reduce drag and increase performance at high speed. The resulting performance boost was so significant that the swept-wing prototype of the XP-86 was supposedly able to break the sound barrier in a dive a few days before Chuck Yeager made his official attempt.

The F-86A-5 is the first operational variant of the F-86. It is powered by the General Electric J47 engine and includes slats on the leading edge of the wing derived from the Messerschmitt Me 262 to increase low-speed performance. It is armed with six M3 .50 (12.7 mm) electrically boosted machine guns firing at 1,200 rounds per minute. It can carry eight 5" rockets, 2,000 lb of bombs, or a pair of external fuel tanks that can be jettisoned in-flight to increase performance in combat. While most of the F-86As had a Mark 18 manual ranging-computing gun sight, the last 24 F-86A-5-NAs were equipped with the A-1CM gun sight, which used radar to automatically compute a target's range. This later became standard on the F-86E.

In-game description

"An all-metal monoplane jet fighter with swept wings.

The development of the Sabre began in the autumn of 1944 as a modification of the NA-134 shipboard fighter. In November 1944, North-American presented its plan for a daytime fighter to the United States Army Air Forces (USAAF): the NA-140 model, based on the NA-134 and later given the designation of XP-86. It was decided in the design process that the XP-86 would feature the more promising swept wings instead of straight ones. The prototype Sabre XP-86, built with swept wings, first flew on October 1, 1947.

The first production model of the Sabre was the Р-86А (manufacturer number NA-151). In June 1948, the aircraft was given the new designation of F-86A. It was fitted with a General Electric J47-GE-1 (-3, -7) turbojet engine producing 2,360 kg of thrust.

The aircraft's armament consisted of six 12.7mm Browning M3.5 machine guns with 1,800 total rounds of ammunition. The distinctive features of the production model were a curved windscreen and flaps over the machine gun firing ports, which could be closed by means of an electric motor. The first production Р-86А-1 took off on 20 May 1948. Most of the F-86А-1s were used to perform various tests and were not delivered to the front.

The F-86A-5 (NA-151) was the first real combat Sabre with a J47-GE-7 engine. It was produced for the first time on February 23, 1949. This model had a new windscreen, and the closeable flaps of the machine gun firing ports were removed to simplify maintenance. The cockpit canopy could be jettisoned if necessary. Two 780-liter fuel tanks could be mounted on the underwing pylons. Instead of fuel tanks, the aircraft could carry a combat load, which usually consisted of two 100-lb (45-kg), 500-lb (227-kg) or 1,000-lb (454-kg) bombs, two 375-kg tanks filled with napalm, or two 220-kg bomb clusters. Guide rails could also be mounted to hold eight unguided 5-inch HVAR rockets under each wing.

A contract to deliver the next batch of the F-86As was signed in May 1948. These aircraft were still designated as F-86A-5s but they were named NA-161s at the plant, as they had a number of differences from previous series. In particular, they were equipped with a J47-GE-13 engine. Deliveries of this batch began in October 1949 and were finished in December of the following year.

The last 24 F-86A-5s had a new A-1CM sight coupled with an AN/APG-30 radar ranging unit. The planes originally equipped with the А-1СМ were designated as F-86A-6s, and those retrofitted on site were designated as F-86A-7s.

The first USAAF military unit that received the F-86A was the 94th FS (Fighter Squadron) of the 1st FW (Fighter Wing). The pilots in the unit nicknamed the new fighter the Sabre.

The F-86A fighters took part in the Korean War, making their first combat flight on December 17, 1950. Compared to its main opponent, the Mikoyan-Gurevich MiG-15 fighter, the Sabre's flight characteristics were somewhat better at low altitude, but it was inferior to the MiG in its rate of climbing, service ceiling, speed at high altitude, and armament. However, the Sabre's main advantage was its sight, equipped with a radar ranging unit that enabled more accurately aimed fire when maneuvering at high speeds.

The total number of the F-86A aircraft constructed was 554, and they served only with the USAF and the Air National Guard (ANG)."

Notable pilots

  • United States ace pilot Ray S. Wetmore, fatally crashed while flying an F-86 which malfunctioned on final approach into Otis Air Force Base in Massachussetts in 1951.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Related development
  • Canadair Sabre (those Sabres manufactured with the designator "CL")
  • North American F-86D Sabre
  • North American F-100 Super Sabre
  • North American FJ-4 Fury
Aircraft of comparable role, configuration and era

External links

https://en.wikipedia.org/wiki/North_American_F-86_Sabre

References

USA jet aircraft
  Fighters
F-4  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
F-5  F-5A · F-5C · F-5E · F-20A
F-8  F8U-2 · F-8E
F-80  F-80A-5 · F-80C-10
F-84  F-84B-26 · F-84F · F-84G-21-RE
F-86  F-86A-5 · F-86F-25 · F-86F-2 · F-86F-35
F-89  F-89B · F-89D
F-100  F-100D
F-104  F-104A · F-104C
F-14  F-14A Early · F-14B
F-15  F-15A
F-16  F-16A · F-16A ADF · F-16C
F9F  F9F-2 · F9F-5 · F9F-8
Other  P-59A · F2H-2 · F3D-1 · F3H-2 · F4D-1 · F11F-1
  Strike Aircraft
FJ-4  FJ-4B · FJ-4B VMF-232
A-4  A-4B · A-4E Early
A-6  A-6E TRAM
A-7  A-7D · A-7E · A-7K
AV-8  AV-8A · AV-8C
A-10  A-10A · A-10A Late
B-57  B-57A · B-57B
F-105  F-105D
F-111  F-111A