https://wiki.warthunder.com/api.php?action=feedcontributions&user=U2144057&feedformat=atomWar Thunder Wiki - User contributions [en]2024-03-28T18:05:24ZUser contributionsMediaWiki 1.30.0https://wiki.warthunder.com/index.php?title=M1A2_Abrams&diff=73646M1A2 Abrams2020-10-23T01:02:24Z<p>U2144057: /* Mobility */</p>
<hr />
<div>{{Specs-Card|code=us_m1a2_abrams}}<br />
<br />
== Description ==<br />
<!-- ''In the description, the first part should 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 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.'' --><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{Break}}<br />
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 "Shark Attack"]] as the top researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour and a commander's thermal sight.<br />
<br />
== General info ==<br />
=== Survivability and armour ===<br />
<!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --><br />
<br />
[[File:M1A2 armour scheme.png|thumbnail|The M1A2's frontal KE protection vs 3BM42 at 500 metres]]<br />
[[File:M1A2 CE armour scheme.png|thumbnail|The M1A2's frontal CE protection vs MIM-146]]<br />
<br />
The M1A2's armour is a massive improvement in comparison to its predecessor, the [[M1A1 Abrams|M1A1]], and is the first Abrams in the game to be equipped with depleted uranium composite armour, located behind the turret cheeks of the tank. The protection afforded with the use of depleted uranium amounts to roughly over 300 mm RHAe more armour against kinetic energy projectiles whilst retaining the near-impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 780 mm to 680 mm, whilst the chemical energy protection ranges from 1200 mm to 1000 mm. However, the M1A2 has no depleted uranium located in the lower front plate, retaining the same weak spots as the M1A1's hull. The turret ring and breech also are weak spots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.<br />
<br />
=== Mobility ===<br />
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --><br />
<br />
{{tankMobility|abMinHp=2,058|rbMinHp=1,343}}<br />
<br />
The {{PAGENAME}} retains the same 1,519 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However, the tank retains the same 68 km/h top speed and 40 km/h reverse speed and relative to its counterparts the {{PAGENAME}} is still fairly mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the tracks, filters, engine and transmission modifications.<br />
<br />
== Armaments ==<br />
=== Main armament ===<br />
<!-- ''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.'' --><br />
{{main|M256 (120 mm)}}<br />
<br />
The M1A2 is armed with the same 120 mm M256 smoothbore gun as the M1A1 and has access to the same ammunition of APFSDS and HEAT-FS. However, the M1A2 also gets access to a new HEAT-MP-T shell, M830A1. The M829 APFSDS round is still an excellent anti-tank munition, boasting the third highest penetration figures out of any sabot round in the game, at 493 mm of flat penetration at point-blank and decreasing to just 458 mm at 2 kilometres. Its angled performance is also excellent, penetrating 284 mm of armour at 60 degrees point-blank and 264 mm at 2 kilometres. It is sufficient to reliably engage any vehicle in the game frontally. The M830 HEAT-FS shell penetrates a meagre 480 mm of armour. It is not recommended to use this shell after unlocking the M829. The M1A2's new shell, M830A1 is a special type of HEAT-FS round. Instead of using a conventional impact fuse, M830A1 is a sub-calibre HEAT-FS round that has been saboted into a 120 mm casing and fitted with a proximity fuse. This allows it to effectively engage low flying aircraft and helicopters up to a range of 4.5 kilometres. The sub-calibre nature of the round means it travels extremely quickly at 1,400 m/s, making it the fastest HEAT round in the game. However, its effectiveness against armoured vehicles is limited as it penetrates a mere 350 mm of armour.<br />
<br />
The M1A2's gun handles very well, with a very efficient stabiliser that allows accurate fire at any speed and a very fast 40 degrees per second turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, which is comparable to the Leopard 2A5, Leclerc and T-80U, although slower than the Type 90 and Challenger 2.<br />
<br />
{| class="wikitable" style="text-align:center" width="100%"<br />
|-<br />
! colspan="5" | [[M256 (120 mm)|120 mm M256]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)<br />
|-<br />
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer<br />
! Stock !! Upgraded !! Full !! Expert !! Aced<br />
! Stock !! Full !! Expert !! Aced<br />
|-<br />
! ''Arcade''<br />
| rowspan="2" | 42 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 38.08 || 52.71 || 64.00 || 70.80 || 75.29 || rowspan="2" | 7.80 || rowspan="2" | 6.90 || rowspan="2" | 6.36 || rowspan="2" | 6.00<br />
|-<br />
! ''Realistic''<br />
| 23.80 || 28.00 || 34.00 || 37.60 || 40.00<br />
|-<br />
|}<br />
<br />
==== Ammunition ====<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="8" | Penetration statistics<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" | Type of<br>warhead<br />
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''<br />
|-<br />
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m<br />
|-<br />
| M830 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480<br />
|-<br />
| M829 || APFSDS || 491 || 488 || 481 || 473 || 464 || 454<br />
|-<br />
| M830A1 || HEATFS || 350 || 350 || 350 || 350 || 350 || 350<br />
|-<br />
|}<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="10" | Shell details<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" | Type of<br>warhead<br />
! rowspan="2" | Velocity<br>(m/s)<br />
! rowspan="2" | Projectile<br>Mass (kg)<br />
! rowspan="2" | Fuse delay<br>(m)<br />
! rowspan="2" | Fuse sensitivity<br>(mm)<br />
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)<br />
! colspan="3" | Ricochet<br />
|-<br />
! 0% !! 50% !! 100%<br />
|-<br />
| M830 || HEATFS || 1,140 || 13.10 || N/A || 0.1 || 2,360 || 65° || 72° || 77°<br />
|-<br />
| M829 || APFSDS || 1,670 || 4.30 || N/A || N/A || N/A || 78° || 80° || 81°<br />
|-<br />
| M830A1 || HEATFS || 1,410 || 11.40 || N/A || 0.1 || 1,390 || 65° || 72° || 77°<br />
|-<br />
|}<br />
<br />
==== [[Ammo racks]] ====<br />
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! Full<br>ammo<br />
! 1st<br>rack empty<br />
! 2nd<br>rack empty<br />
! 3rd<br>rack empty<br />
! Visual<br>discrepancy<br />
|-<br />
| '''42''' || 37&nbsp;''(+5)'' || 19&nbsp;''(+23)'' || 1&nbsp;''(+41)'' || No<br />
|-<br />
|}<br />
<br />
=== Machine guns ===<br />
<!-- ''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.'' --><br />
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}<br />
<br />
{| class="wikitable" style="text-align:center" width="50%"<br />
|-<br />
! colspan="5" | [[M2HB (12.7 mm)|12.7 mm M2HB]]<br />
|-<br />
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal<br />
|-<br />
| Pintle (Commander) || 1,000 (200) || 577 || -9°/+65° || ±180°<br />
|-<br />
|}<br />
{| class="wikitable" style="text-align:center" width="50%"<br />
|-<br />
! colspan="5" | [[M240 (7.62 mm)|7.62 mm M240]]<br />
|-<br />
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal<br />
|-<br />
| Coaxial || 10,000 (200) || 750 || N/A || N/A<br />
|-<br />
| Pintle (Loader) || 1,400 (200) || 750 || -9°/+65° || -77°/+135°<br />
|-<br />
|}<br />
<!--===Optics and night vision===<br />
The M1A2 is equipped with a thermal imager for the commander, gunner and driver. It has good resolution and provides excellent situational awareness for the vehicle.<br />
{| class="wikitable"<br />
! colspan="7" |{{PAGENAME}} [[Optics]]<br />
|-<br />
! rowspan="3" |Type of optic<br />
! rowspan="3" |Magnification<br />
! colspan="5" |[[Night Vision Devices]]<br />
|-<br />
! colspan="3" |Image Intensifier<br />
! rowspan="2" |Thermal Imager<br />
Resolution<br />
! rowspan="2" |Notes<br />
|-<br />
!Resolution<br />
!Light Mult<br />
!Noise Level<br />
|-<br />
!Gunner's Sight<br />
|X3.0 - X10.0<br />
|Not fitted<br />
|N/A<br />
|N/A<br />
|800 x 600<br />
|<br />
|-<br />
!Commander's View<br />
|X6<br />
|Not fitted<br />
|N/A<br />
|N/A<br />
|800 x 600<br />
|<br />
|-<br />
!Driver's View<br />
|X1<br />
|Not fitted<br />
|N/A<br />
|N/A<br />
|800 x 600<br />
|}<br />
--><br />
<br />
== Usage in battles ==<br />
<!-- ''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).'' --><br />
The M1A2 Abrams excels as an all-around jack of all trades vehicle capable of any role presented to it. It has a great combination of protection, firepower, situational awareness and mobility to allow it to adapt to any task it may face, from close-quarters fighting in urban areas to long-range engagements on large open maps.<br />
<br />
;Urban combat<br />
<br />
The M1A2, with its good mobility and improved protection over the M1A1 can function as an effective brawler in close-quarters urban fighting. The M1A2's reload rate is on par when aced to its counterparts, with the exception of the Challenger 2 and Type 90, making it able to quickly dish out damage and deal with multiple foes. Thusly, the M1A2 has no issue leading the charge into urban areas and being a frontline vehicle in the thick of the action, being able to equally deal damage and take it.<br />
<br />
;Rural combat<br />
<br />
On large open maps, the M1A2 is fully able to exploit its improved turret protection and commander's thermal imaging to give it the upper hand in long-range battles. The mobility of the M1A2 allows it to reach advantageous positions that overlook key areas of the map but its 1st gen. thermal device doesn't allow a fast identification of targets at range and in dense woodland. The commander's thermal imager means the player can keep track of threats all around the vehicle and monitor the battlefield without exposing the turret at all. The M1A2 is best played as an ambush sniper, using its commander's thermal sight to survey from cover, exposing the tank only to engage a target. The turret armour also means the M1A2 should be kept in a hull-down position, making the tank extremely hard to destroy. The M1A2 also retains the ability to effectively take the enemy head-on when the situation calls for it, such as assaulting capture points. The M830A1 shell is also valuable, allowing the M1A2 to become an ad-hoc anti-aircraft vehicle, especially against unwary helicopters that get too close to you or your allies.<br />
<br />
;Notable enemies<br />
<br />
* [[Leopard 2A5]]: This is the main counterpart of the M1A2 and both tanks are evenly matched in nearly all aspects. Thusly the Leopard 2A5 should be a high-priority target to be dealt with carefully. When hull down, the Leopard 2A5 can only be effectively penetrated through the gun mantlet or a lucky shot into the turret ring, so aim for the gun area, which usually results in at least the disablement of the cannon or breech. If the Leopard 2A5 presents its hull, aim for the left side as the lined-up crew members usually result in all of them being knocked out at the same time.<br />
<br />
* [[T-80U]]: The T-80U can be a fearsome enemy if you are unaware of its significant disadvantages and weaknesses. The tank's frontal protection is very strong, though the area around the gun and the driver's hatch are weak spots that should be targeted. The T-80U, like many other T-series vehicles, are prone to being destroyed in one-shot due to the tightly-packed interior that has the turret crew sitting on top of all the ammunition. Furthermore, the T-80U is very vulnerable to any form of angling in the hull as its side protection is very weak in comparison to the frontal armour. A single penetration at all but the most oblique angles usually results in the detonation of the hull-ammo carousel to easily destroy the T-80U.<br />
<br />
* [[Leclerc]]: The Leclerc's good mobility, firepower and protection make it a formidable foe to engage. However the tank's armour scheme is inconsistent and presents three main weak spots frontally; the massive and extremely weak mantlet, the UFP and LFP. These are quite easy to hit and present a good chance of dealing serious damage or knocking out the vehicle entirely.<br />
<br />
=== Modules ===<br />
{| class="wikitable"<br />
! Tier<br />
! colspan="2" | Mobility<br />
! Protection<br />
! colspan="3" | Firepower<br />
|-<br />
| I<br />
| Tracks<br />
|<br />
| Parts<br />
| Horizontal Drive<br />
|<br />
|<br />
|-<br />
| II<br />
| Suspension<br />
| Brake System<br />
| FPE<br />
| Adjustment of Fire<br />
| M830A1<br />
| Smoke grenade<br />
|-<br />
| III<br />
| Filters<br />
|<br />
| Crew Replenishment<br />
| Elevation Mechanism<br />
| M829<br />
|<br />
|-<br />
| IV<br />
| Transmission<br />
| Engine<br />
| ESS<br />
| Artillery Support<br />
| Laser rangefinder<br />
| NVD<br />
|-<br />
|}<br />
<br />
=== Pros and cons ===<br />
<!-- ''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".'' --><br />
<br />
'''Pros:'''<br />
<br />
* New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game, other than Ariete's CL1343, at short range<br />
* Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation<br />
* Thermal sight for both the commander and gunner<br />
* Good crew survivability like the rest of the Abrams line<br />
<br />
'''Cons:'''<br />
<br />
* Very easy to penetrate, even by low rank 5 tanks, hits on the UFP can auto bounce into the turret, often incapacitating the gunner and commander, as well as detonating the ammo<br />
* The turret ring is a massive weak spot, any tank in the game can penetrate it<br />
* The LFP is huge and has very poor protection<br />
* Has the same weak spots as the preceding Abrams<br />
* The mantlet can be penetrated by almost all shells, will only stop weaker versions of HEATFS<br />
* The Italian CL3143 APFSDS found on the Ariete line of tanks has a good chance of penetrating the turret cheeks if they're hit at a right angle<br />
* Least manoeuvrable Abrams in the game, due to its weight of 61.7 tonnes<br />
* The stock HEATFS shell is very difficult to use at top tier due to every tank you face having more than 600mm of chemical protection or being coated in ERA frontally. Flank shots are the only reliable way to get kills<br />
* APFSDS is a tier III unlock<br />
* Like with most Abrams series tanks, the engine deck is slightly raised, meaning that you will not be able to depress the gun over the rear of the tank.<br />
<br />
== History ==<br />
<!-- ''Describe the history of the creation and combat usage of the vehicle 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).'' --><br />
<br />
In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.<br />
<br />
The new version featured an upgraded fire control system, a new independent commander's panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armor. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.<br />
<br />
The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.<br />
<br />
''- From [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|Devblog]]''<br />
<br />
== Media ==<br />
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --><br />
<br />
;Images<br />
<gallery mode="packed" heights="200px"><br />
File:M1A2 Cobra King II Hangar.png|M1A2, Cobra King II, prepped for combat.<br />
File:M1A2 on Kursk.png|M1A2, Angel of Death, scanning the horizon on Kursk.<br />
File:M1A2 Allied Spirit VIII camouflage.jpg|M1A2 sporting the unlockable Allied Spirit VIII skin.This skin represents US Army units in Europe, 2018.<br />
</gallery><br />
<br />
== See also ==<br />
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the vehicles;''<br />
* ''links to approximate analogues of other nations and research trees.''<br />
<br />
== External links ==<br />
<!-- ''Paste links to sources and external resources, such as:''<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on the tank;''<br />
* ''other literature.'' --><br />
<br />
* [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|[Development] M1A2 Abrams - Higher and Higher]]<br />
<br />
{{USA medium tanks}}</div>U2144057https://wiki.warthunder.com/index.php?title=UH-1B&diff=48638UH-1B2020-04-15T01:09:25Z<p>U2144057: /* Survivability and armour */ Deleted unnecessary quote.</p>
<hr />
<div>{{Specs-Card|code=uh_1b}}<br />
{{About<br />
| about = American utility helicopter '''{{PAGENAME}}'''<br />
| usage = other uses<br />
| link = UH-1 (Family)<br />
}}<br />
<br />
== Description ==<br />
<!--''In the description, the first part needs to 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. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''--><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} American utility helicopter {{Battle-rating}}. This helicopter was introduced in [[Update_1.81_"The_Valkyries"|Update 1.81 "The Valkyries"]].<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
''Describe how the aircraft behaves in the air. Maximum speed, manoeuvrability, speed and allowable loads - these are the most important characteristics of the vehicle.''<br />
<br />
{| class="wikitable" style="text-align:center" width="40%"<br />
|-<br />
! colspan="5" | Characteristics<br />
|-<br />
! rowspan="2" | Condition<br />
! colspan="2" | Max Speed<br>(km/h at ?,?00 m)<br />
! rowspan="2" | Max altitude<br>(meters)<br />
|-<br />
! AB<br />
! RB<br />
|-<br />
| ''Stock'' || ? || ? || rowspan="2" |{{Specs|ceiling}} <br />
|-<br />
| ''Upgraded'' || ? || ? <br />
|-<br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!--''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, how many engines the vehicle has. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''--><br />
Helicopters have a unique role on the battlefield and fitting them with armour is not as easy as it is on a tank or on a jet. The helicopter's setup is such that it must take off and land vertically, hover and fly and as the aircraft gets heavier, bigger and heavier equipment are needed to balance until you are left with a massive helicopter which cannot fly or do its intended mission. The Huey balances this out with a vehicle which can manoeuvre as needed and carry a decent payload whether people or weapon systems.<br />
<br />
The {{PAGENAME}} does not fly with any protective armour or bullet-proof glass, which if installed would decrease the UH-1's ability to complete its mission. As such, the pilot must take this into account and fly the helicopter accordingly. Bull rushing right into the middle of a battlefield usually ends with disastrous results as the without armour, the Huey has nothing but thin metal fuselage coverings to protect the crew and vital equipment. The engine, transmission, main rotor and tail rotors are all exposed to fire from missiles, rockets, cannons and even small calibre machine guns. The pilot must be aware of their surrounds and work to fight from the enemy vehicles blind spots or weak sides, because a burning and crashed helicopter only pads the enemies' score-count. Pick and choose your battles to preserve the helicopter.<br />
<br />
== Armaments ==<br />
=== Offensive armament ===<br />
<!--''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.''--><br />
{{main|M129 (40 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance after unlocking the tier II Weaponry module '''M129''':<br />
<br />
* 1 x M129 40 mm Grenade Launcher (150 RPG)<br />
<br />
The {{PAGENAME}} can be outfitted with the nose turreted M129 Grenade Launcher after researching and purchasing the tier II Weaponry module M129. The M129 is a grenade launcher which can fire 40 mm grenade shells at the rate of 400 rounds per minute with a muzzle velocity of 850 ft/s (260 m/s). An upgrade from the old M75 and redesigned, the torque produced from firing the weapon was eliminated and recoil was greatly reduced. To ensure safe operation of the M129, when the trigger finger releases the firing trigger, the launcher automatically recenters itself and points forward (safe position) before firing can be resumed.<br />
<br />
The ammunition used is a 40 x 53 mm high-velocity grenade, the default in War Thunder is the high explosive anti-tank grenade (HEATGR). Rounds from this launcher are good at peppering lightly armoured vehicles, vehicles with open crew tops and heavier armoured vehicles which may have weak spots to exploit.<br />
<br />
[[File:UH-1B RAAF M134 Minigun.JPG|thumb|350x350px|A view of an '''[[M134 Minigun (7.62 mm)|M134 Minigun]]''' mated with the XM-21 flexible mount of an RAAF [[UH-1B]] Huey.]]<br />
=== Suspended armament ===<br />
<!--''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.''--><br />
{{main|FFAR Mighty Mouse|AGM-22|M134 Minigun (7.62 mm)}}<br />
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:<br />
<br />
* 38 x FFAR Mighty Mouse Rockets (default loadout)<br />
* 72 x FFAR Mighty Mouse Rockets (XM159 modification)<br />
* 6 x AGM-22 missiles (M156 AGM modification)<br />
* 2 x 7.62 mm M134 Minigun (XM-18 modification)<br />
* 2 x 7.62 mm M134 Minigun and 38 x FFAR Mighty Mouse Rockets (XM-21 modification)<br />
<br />
The {{PAGENAME}} is a real workhorse utility helicopter which can pack a punch with several different weapons load-outs and configurations utilising rockets, guns and missiles. Selecting a single type of weapon to fly into battle with or mixing it up will allow the pilot to mix and match as necessary for the upcoming fight. The [[M134 Minigun (7.62 mm)|M134]] with it's almost 6,000 rounds-per-minute fire were an early fixture to helicopters as they can fly low and slow allowing them to pivot on the battlefield as necessary to take out personnel and light armoured vehicles. While initially not doing much damage being rifle calibre bullets, if the enemy does not move to avoid the fire, they will start taking on more and more damage. The M134 is also good for clearing trees and exposing hiding positions of armoured vehicles providing a better shot for harder hitting weapon systems. Note that unlike the fixed forward-facing XM-18 gun pods, the XM-21 mounts for the M134 Miniguns are flexible and can be aimed almost 90° to either side, as well as nearly straight up and straight down, providing a key advantage especially when encountering enemy helicopters.<br />
<br />
[[File:UH-1B_mightymouse.jpg|350px|thumb|right|A side view of an '''{{PAGENAME}}''' with a side mounted [[FFAR Mighty Mouse]] rocket launcher.]]Due to weight and recoil issues of autocannons, helicopters typically have a workaround which allows them to have similar firepower without the drawbacks. The {{PAGENAME}} can be outfitted with the [[FFAR Mighty Mouse]] rockets which just needed to be aimed at the target and fired. The Mighty Mouse rockets, when launched, have fins which flip out to spin-stabilise them and guide them in as straight of a path as possible without any further guidance. While a single rocket can inflict some severe damage including shooting down bomber aircraft, typically one rocket will not be enough. Effectively the rockets work like a cannon with a shotgun pattern, where they pack a punch like a cannon, but have the accuracy of a shotgun and typically requires firing off several at a time to ensure a few will hit the target. The {{PAGENAME}} can be outfitted with two amounts of the rockets, either 38 when stock or mixed with twin M134 Miniguns, or a total of 78 rockets when utilising them on both pylons. With the ability of the helicopter to swoop in and reorient towards a target in a matter of seconds, rockets can be streaking towards their target before the enemy has the chance to either notice or even swing a gun around to counter. Mighty Mouse rockets pack a punch, however, may not have enough ummph to get through some of the thicker skinned vehicles found on the battlefield. <br />
<br />
Not without a heavy-hitter, the {{PAGENAME}} can dish out damage with unguided rockets; however, to tackle some of the armoured goliaths rolling around on the battlefield, it needs something bigger! To meet this need, six [[AGM-22]] manual to command line of sight (MCLOS) wire-guided anti-tank missiles are installed. Knowing the location of an enemy tank allows the helicopter pilot to take evasive action while setting up to fire off a missile. Using structures and terrain as a shield, the helicopter pilot can fire off a missile and then guide it to the target without being a target itself. It is vital to fire, hit and then move as a sitting helicopter makes for an easy target and while guiding a missile to the destination, the pilot can get tunnel vision and not realise inbound threats to their position.<br />
<br />
==Usage in battles==<br />
''Describe the tactics of playing in the helicopter, 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 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).''<br />
<br />
===Modules===<br />
{| class="wikitable"<br />
|+[[Modifications#Helicopters|Modifications]] Matrix<br />
! colspan="1" | Tier<br />
! colspan="2" | Flight performance<br />
! colspan="1" | Survivability<br />
! colspan="3" | Weaponry<br />
|-<br />
| I<br />
| Compressor<br />
| <br />
| Flak jacket<br />
| [[M134 Minigun (7.62 mm)|Gun pod XM-18]]<br />
| [[FFAR Mighty Mouse|XM159]]<br />
| <br />
|-<br />
| II<br />
| <br />
| <br />
| Helicopter frame<br />
| <br />
| [[AGM-22|M156 AGM]]<br />
| [[M129 (40 mm)|M129]]<br />
|-<br />
| III<br />
| Engine<br />
| Replacing helicopter blades<br />
| [[Night Vision Devices|NVD]]<br />
| New 7 mm MGs<br />
| <br />
| <br />
|-<br />
| IV<br />
| <br />
| <br />
| Cover<br />
| Gun pod XM-21<br />
| <br />
| New 40 mm cannons<br />
|-<br />
|}<br />
<br />
===Pros and cons===<br />
<!--''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 - they have a substitution in the form of softer "inadequate", "effective".''--><br />
<br />
'''Pros:'''<br />
<br />
* Varied weapon options allowing for customisation to pilot's preference<br />
* Good visibility from the cockpit<br />
<br />
'''Cons:'''<br />
<br />
* Exposed tail rotor blades, can come into contact with objects and break<br />
* Not built for speed<br />
<br />
== History ==<br />
<!--''Describe the history of the creation and combat usage of the helicopter 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.''--><br />
The United States Army identified in 1952 a need for a new general utility helicopter which could also serve as medical evacuation (MEDEVAC) and instrument training helicopter too. The current inventory of helicopters had several flaws which the Army wanted to overcome including being too large, underpowered or extremely complex to maintain. The Army wanted a workhorse that was easy to maintain and have a fairly small profile. Twenty companies participated in the bidding process and in 1955, Bell Helicopter was selected to build three copies of the Model 204 for evaluation, and this version was designated XH-40 (Experimental Helicopter-40).<br />
<br />
The XH-40 was built with the Lycoming YT52-L-1 (LTC1B-1) turbo engine helicopter, the first non-piston helicopter tested by the military and first flew in 1956. Even before the prototype had flown, the Army put in an order for six YH-40 service test aircraft in which they could field test to determine how it would work under military unit operations. Proving successful, Bell was awarded a contract to build another 100 helicopters which were designated HU-1A (Helicopter Utility-1A) and hence was officially named "Iroquois". Iroquois ended up being a mouthful for people to say, so a nickname developed from the HU-1 designation which ended up being pronounced as "Huey" and stuck. In September 1962, the Department of Defense changed up the aircraft identification system to streamline between all of the different aircraft and their variations and changed the HU-1 to UH-1 (Utility Helicopter-1). Even with the change, the official Army name and the new DOD designation was rarely used as Huey was so well recognised as the name, that is what was to most people.<br />
<br />
Unfortunately, with all of the positive feedback received for the YH-40, service tests performed by the Army found the T53-L-1A engine was found to be underpowered and could not perform to the level that was needed. Bell proposed to swap the T53-L-1A engine with the T53-L-5 engine, upping the shaft horsepower from 770 to 960 (570 kW to 720 kW) and extended the cabin to accommodate more people, up to 7 passengers or four stretchers and a medical attendant. The first production of the new helicopter UH-1B was delivered for service in 1961.<br />
<br />
Several aerodynamic deficiencies of an armed UH-1B was explicitly identified not having enough engine power to lift the necessary weapons systems. The UH-1C was developed to overcome these problems by upgrading the helicopter with the T53-L-11 engine which had 1,100 shaft horsepower or 820 kW. The UH-1B helicopters which were in the service of the Army at the time were also upgraded with the new engine. Several adjustments were made to the UH-1C which included a new rotor-system, however, like many things which are upgraded, domino effect also requires other components and modules also to be updated. A larger diameter rotor was installed to counter blade stall during dives which required the tail boom to be extended and larger synchronized elevators to be added. While operating in military operations, it was determined necessary to add a redundant hydraulic control system to allow for continued operation in the event of a failure in one system. Larger fuel tanks allowed for further range with the total useful load capacity topping out at 4,673 lbs (2,120 kg). Mid-1966 saw the line production of the fully upgraded UH-1C helicopter.<br />
<br />
Huey model 204 helicopters were a huge success and were put to use in several different capacities. However, the Army wanted another version which facilitated the carrying of more troops which spawned the Model 205. Bell adjusted by extending the HU-1B’s fuselage by a total of 41 in (104 cm), boxed in the transmission and was able to add four more seats, two on each side of the transmission box facing out the side doors. With the side doors being easily removable, options to fly without doors made for quick loading and unloading of the helicopter which could now accommodate 15 persons, including the crew and could now hold six stretchers and a medic. First flown in 1961, the 205 took on many of the same upgrades as the UH-1C including the T53-L-11 which enabled usage of multiple types of fuel. Prototypes of this helicopter were designated YUH-1D, and the final assembly line aircraft was called the UH-1D. <br />
<br />
This helicopter while still under evaluation the Army sent it to Vietnam in 1962 where it began operations. Initially only required as a general utility, MEDEVAC, and an instrument trainer, this helicopters role also expanded to include but not limited to air assault, cargo transport, search and rescue, electronic warfare and eventually ground attack. <br />
<br />
During the Vietnam War, the UH-1 earned several other nicknames other than "Huey" which quickly identified to troops what role the helicopter had been outfitted for. Gunship versions of the UH-1s were identified as "Frogs" or "Hogs" if they carried rockets while if they just carried guns, they were identified as "Cobras". Troop transport versions were called "Slicks" due to weapon pods being absent on the external pylons while they did retain their door gunners. Later in the war from 1967 to 1968, the gunship Huey’s were replaced by the new [[AH-1G|AH-1]] attack helicopters.<br />
<br />
== Media ==<br />
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--><br />
{{Youtube-gallery|6QZAY1EtkFU|'''The Shooting Range #110''' - ''Pages of History'' section at 01:01 discusses the UH-1 Huey.}}<br />
<br />
== See also ==<br />
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the aircraft;''<br />
* ''links to approximate analogues of other nations and research trees.''<br />
<br />
== External links ==<br />
''Paste links to sources and external resources, such as:''<br />
<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on helicopter;''<br />
* ''other literature.''<br />
<br />
{{AirManufacturer Bell}}<br />
{{USA helicopters}}<br />
<references /></div>U2144057https://wiki.warthunder.com/index.php?title=FJ-4B&diff=48267FJ-4B2020-04-09T21:16:35Z<p>U2144057: /* Description */ Removed stupid comment about the AIM-9 effect on the targeted player.</p>
<hr />
<div>{{Specs-Card<br />
|code=fj_4b<br />
|cockpit=380034/1304930<br />
}}<br />
{{About<br />
| about = jet fighter '''{{PAGENAME}}'''<br />
| other<br />
| usage-1 = the premium version<br />
| link-1 = FJ-4B VMF-232<br />
| usage-2 = other versions<br />
| link-2 = F-86 (Family)<br />
}}<br />
<br />
== Description ==<br />
<!-- ''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.'' --><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. This aircraft was introduced in [[Update 1.79 "Project X"]].<br />
<br />
In the early 1950s, the US Navy realized during the Korean War that their straight-wing fighters were vastly inferior to the swept-wing [[MiG-15 (Family)|MiG-15s]] they flew against. Though the F7U and F9F fighters were under development, they were not ready for deployment requiring the Navy to look elsewhere for a usable swept-wing fighter. They looked to the Air Force’s [[F-86 (Family)|F-86]] Sabre as a stop-gap measure. Modifications were needed to make it aircraft carrier ready to include a stronger nose-wheel strut, all-moving flying tail without dihedral, outer wing panels folded upward and the windscreen was modified to aid the pilot’s visibility on approach for landing on the carrier. This version of the aircraft was designated as the FJ-2 Fury (completely different aircraft from the original North American FJ-1). Even with modifications, the aircraft was unfit for carrier duty and was passed onto the US Marines for land-based duty.<br />
<br />
The FJ-3 underwent development to rectify issues the FJ-2 had. Now outfitted with a more powerful engine, wing shape changed to provide more maneuverability and eliminated the leading edge slats and were reinforced to allow for four external pylons to allow for external fuel tanks, 500 or 1,000 lb bombs. The fuselage was enlarged to allow for more airflow to reach the engine and the fighter was outfitted with AIM-9 Sidewinder air-to-air missiles.<br />
<br />
The FJ-4 was a more aggressive approach compared to the FJ-3 with a much thinner wing and skin which was milled from solid alloy plates allowing for more strength, durability and aerodynamics. As the FJ-4 was built to be an all-weather interceptor, it required a considerable amount of fuel for operations and ultimately contained 50% more fuel than the FJ-3. To help conserve fuel, most of the protective armour was removed and the total ammunition count was reduced. Since weight was removed, an additional fuel tank was fitted within the fuselage, causing the “razorback” look to the rear deck of the aircraft just aft of the cockpit. Also, due to the stronger wing of this fighter, a total of six underwing stations were available allowing for more ordnance to be carried. <br />
<br />
The {{PAGENAME}} found in War Thunder is a solid multi-role aircraft which can fight air-to-air combat, ground-pound or both. The fighter features four 20 mm autocannons and then can outfit several different ordnance to its underwing stores. Bomb load-outs range from using 250, 500, 1,000 or 2,000 lb bombs effectively targeting from vehicles and pillboxes all the way up to bases. FFAR Mighty Mouse rockets make short work of ground targets, but also can be deadly against any of the bomber aircraft it may intercept. The {{PAGENAME}} can also sport either two or four AIM-9B Sidewinder missiles, increasing its effectiveness in air-to-air combat.<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--><br />
The FJ-4B's flight performance is a bit sluggish. Due to the weight of the air frame, it has poor acceleration compared to other aircraft at 9.0. The FJ-4B is not a very fast aircraft, at most you will see 880 kph at sea level. It is not recommended to climb vertically in this aircraft, what is recommended is to build up speed at sea level then zoom climb up to your desired altitude.<br />
<br />
{| class="wikitable" style="text-align:center"<br />
! rowspan="2" | Characteristics<br />
! colspan="2" | Max Speed<br>(km/h at 152 m)<br />
! rowspan="2" | Max altitude<br>(metres)<br />
! colspan="2" | Turn time<br>(seconds)<br />
! colspan="2" | Rate of climb<br>(metres/second)<br />
! rowspan="2" | Take-off run<br>(metres)<br />
|-<br />
! AB !! RB !! AB !! RB !! AB !! RB<br />
|-<br />
! Stock<br />
| 1,058 || 1,029 || rowspan="2" | {{Specs|ceiling}} || 32.5 || 33.2 || 28.1 || 26.4 || rowspan="2" | 750<br />
|-<br />
! Upgraded<br />
| 1,107 || 1,090 || 30.2 || 31.0 || 42.8 || 35.0<br />
|-<br />
|}<br />
<br />
====Details====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | Features<br />
|-<br />
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute<br />
|-<br />
| ✓ || ✓ || ✓ || ✓ || ✓ || X <!-- ✓ --><br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | Limits<br />
|-<br />
! rowspan="2" | Wings (km/h)<br />
! rowspan="2" | Gear (km/h)<br />
! colspan="3" | Flaps (km/h)<br />
! colspan="2" | Max Static G<br />
|-<br />
! Combat !! Take-off !! Landing !! + !! -<br />
|-<br />
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620 || 435 || ~10 || ~4.5<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="4" | Optimal velocities (km/h)<br />
|-<br />
! Ailerons !! Rudder !! Elevators !! Radiator<br />
|-<br />
| < 750 || < 690 || < 680 || N/A<br />
|-<br />
|}<br />
<br />
==== Engine performance ====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Engine<br />
! colspan="6" | Aircraft mass<br />
|-<br />
! colspan="2" | Engine name || Number<br />
! colspan="3" | Empty mass || colspan="3" | Wing loading (full fuel)<br />
|-<br />
| colspan="2" | Wright J65-W-16A || 1<br />
| colspan="3" | 6,695 kg || colspan="3" | 296 kg/m<sup>2</sup><br />
|-<br />
! colspan="3" | Engine characteristics<br />
! colspan="5" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight<br />
|-<br />
! Weight (each) || colspan="2" | Type<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel<br />
|-<br />
| 1,270 kg || colspan="2" | Axial-flow turbojet<br />
| 7,486 kg || 7,745 kg || 8,263 kg || 9,041 kg || 9,300 kg || 12,700 kg<br />
|-<br />
! 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.}}<br />
! colspan="6" | Thrust to weight ratio @ 0 m (100%)<br />
|-<br />
! Condition || 100% || WEP<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel || MTOW<br />
|-<br />
| ''Stationary'' || 3,478 kgf || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
| ''Optimal'' || 3,478 kgf<br />(0 km/h) || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!-- Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems. --><br />
<br />
* 60 mm Bulletproof glass in front of the pilot.<br />
* 12.7 mm Steel plate behind the pilot.<br />
<br />
The {{PAGENAME}} fighter has minimal armour to save weight, which allowed for more fuel tanks to be installed. The armour on the aircraft is limited to a 12.7 mm steel plate behind the pilot’s seat and a 60 mm bulletproof glass in the windscreen of the aircraft. This armour protection at best will help the pilot survive a pilot snipe, however, it will not do anything to protect the fuel tanks and jet engine which are all vulnerable to gun, rocket and missile fire.<br />
<br />
== Armaments ==<br />
=== Offensive armament ===<br />
<!-- ''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.'' --><br />
{{main|Browning-Colt Mk12 Mod 3 (20 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' is armed with:<br />
<br />
* 4 х 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (144 rpg = 576 total)<br />
<br />
Like many of the contemporary fighters of the time, the {{PAGENAME}} was considered a ''gunslinger'' fighter. Fighter aircraft were flying much faster than aircraft a few years earlier and needed to have more manoeuvrability than ever before, one way to do this was to remove the guns from the wings and mount them in the fuselage. For the F4-J, wing-mounted guns would not work due to the fuel tanks already outfitted there. All four 20 mm Browning-Colt Mk12 cannons were mounted in the nose of the aircraft around the air intake for the engine. The benefits for mounting them here are huge, not only does it keep the centre of gravity tight, but it also relieves the pilot of having to set any convergence for them. <br />
<br />
For the pilot in the heat of battle, the less they have to remember and do allows them to focus more on the situation at hand and shooting down enemy aircraft (or evade if you are being shot at). Without having to calculate convergence, the pilot is free to fire from effectively 0 m - +800 m and know the rounds will fly true. This allows the {{PAGENAME}} pilot to pummel enemy aircraft within a few hundred meters or attempt to take pilot-sniping shots at longer ranges. The clustering of the four cannons allows for some serious damage to be inflicted especially if it connects with critical components such as an engine, oil/water cooler, pilot, control surfaces or even a wing. Due to the nature of this aircraft and the reduced ammunition load, the pilot must make every shot count or else they will be frequently waiting for a reload or heading back to base to reload.<br />
<br />
=== Suspended armament ===<br />
<!-- ''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.'' --><br />
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}<br />
{{main|FFAR Mighty Mouse|AIM-9B}}<br />
<br />
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:<br />
<br />
* 6 х 250 lb LDGP Mk 81 bombs (1,500 lb total)<br />
* 6 х 500 lb LDGP Mk 82 bombs (3,000 lb total)<br />
* 2 х 1000 lb LDGP Mk 83 bombs (2,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs (4,000 lb total)<br />
* 2 х 2000 lb LDGP Mk 84 bombs (4,000 lb total)<br />
* 114 х FFAR Mighty Mouse rockets<br />
* 4 х AIM-9B Sidewinder air-to-air missiles<br />
* 76 х FFAR Mighty Mouse rockets + 2 х AIM-9B Sidewinder air-to-air missiles<br />
* 4 х 250 lb LDGP Mk 81 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (1,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (2,000 lb total)<br />
* 2 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (3,000 lb total)<br />
<br />
== Usage in battles ==<br />
<!--''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).''--><br />
<br />
In battle, you are a support aircraft or a ground attack aircraft. When being a support aircraft, your job is to bait the enemy into getting low and slow, which makes it easier for your allies to come and clean up the enemy. Since you don't retain energy very well and you have poor acceleration, try to always manoeuvre with the enemy and if possible, shoot down enemy aircraft. When using it as a ground attack aircraft you have many options. The recommended loadout is either is 114 FFAR Mighty Mouse Rockets, or the 76 FFAR Mighty Mouse Rockets and two AIM-9B sidewinders. It is recommended that you attack primary ground targets like pillboxes and artillery positions. It is not recommended to carry bombs on this aircraft as you do not have the bomb load to take out an enemy base. Try to fly as low as possible to avoid being detected by the enemy. If attacked by enemy aircraft, turn into your opponent as this will not give them a firing solution. In Ground RB, you are one of the most heavily armed ground attackers for its tier, although in this game mode enemy tanks will require more than one rocket in order to be knocked out.<br />
<br />
The {{PAGENAME}} is an all-weather fighter/interceptor which includes multi-role capabilities also deeming it a fighter-bomber. While initially built for the Navy, this fighter saw most of its action with the US Marines and thus needed to be a multi-role aircraft which could combat both air and ground targets in support of US Marine operations. <br />
<br />
;Ground attack<br />
<br />
The {{PAGENAME}} has a wide variety of options for ground attack operations, especially in War Thunder. Stock aircraft are limited in the munitions they can carry, however as the pilot progresses, heavier ordnance becomes available. For this aircraft, there are choices between 250, 500, 1,000 and 2,000 lb bombs. The choice of bombs to be used depends on the map being played and the targets available on that map. For maps with many smaller targets such as light/medium tanks, trucks and anti-aircraft batteries, it is best to use the 250 lb bombs from lower altitudes, whereas when you begin to encounter targets with heavier armour they will require the larger bombs. When base attacking, it is best to utilise the 1,000 and 2,000 lb bombs. <br />
<br />
Rockets, while listed as “Folding-Fin Aerial Rockets” can be effectively used against ground targets, predominantly clusters of vehicles or aircraft landing on runways to repair or during domination matches. Since the rockets are unguided, the pilot will typically need to fire off a salvo (+5) of rockets to chance at least one hits the target, however, due to the situation, it would not be improper to fire off 10 or more to ensure a hit. With 114 FFAR rockets, the {{PAGENAME}} will have plenty to spare, don’t hesitate to use them as the pilot going down in flames with almost a full load of rockets is probably kicking themselves for not using more. <br />
<br />
;Air interceptor<br />
<br />
The {{PAGENAME}} was initially built as an interceptor and has the tools to do just that. In combination with the four autocannons, there are options to equip the FFAR rockets which can effectively be used against larger and slower aircraft such as bombers. Mighty Mouse rockets while small and unguided (aim, fire and forget) may seem to be a less effective choice, never underestimate them in large groups. When going against bombers, FFAR rockets can be highly effective, especially since they only need to explode close to the target and still can cause damage. Since the {{PAGENAME}} can carry 114 of these rockets, they are more effective when fired in large groups or salvos. This reasoning is due to the unguided nature of the rockets, it may be easy for a target aircraft to avoid one or two, however, if 10 or more are fired, chances are the evading aircraft may actually manoeuvre into the flight path of one of the rockets.<br />
<br />
For direct air-to-air combat, the {{PAGENAME}} has the option to outfit the coveted AIM-9B Sidewinder missiles. These missiles were the missiles of choice for pilots in the Vietnam War as they had a higher rate of success compared to the Sparrow and other missiles used. While not a 100% guarantee to destroy an enemy aircraft after fired, they will usually cause the pilot immediately take evasive manoeuvres which at times may include energy haemorrhaging turns which may set up the aircraft an easy target for the FJ-4’s autocannons.<br />
<br />
;Multi-role fighter/bomber/interceptor<br />
<br />
In regards to some maps, it is not always clear what the targets will be or if the match will end up fighter or bomber heavy. For this, there are several suspended armament load-outs which will cater to both bombing and aerial attack to include rockets/missiles, bombs/missiles and lots of bombs and missiles. Since the 20 mm autocannons are part of the offensive armament package, all loadout versions will include these weapons.<br />
<br />
<!--===Manual Engine Control===<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | MEC elements<br />
|-<br />
! rowspan="2" | Mixer<br />
! rowspan="2" | Pitch<br />
! colspan="3" | Radiator<br />
! rowspan="2" | Supercharger<br />
! rowspan="2" | Turbocharger<br />
|-<br />
! Oil<br />
! Water<br />
! Type<br />
|-<br />
| ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ???<br />
|-<br />
|}--><br />
<br />
===Modules===<br />
{| class="wikitable"<br />
! colspan="1" | Tier<br />
! colspan="2" | Flight performance<br />
! colspan="1" | Survivability<br />
! colspan="3" | Weaponry<br />
|-<br />
| I<br />
| Fuselage Repair<br />
| Compressor<br />
|<br />
| Offensive 20 mm<br />
| FSBC mk.5<br />
|<br />
|-<br />
| II<br />
| New Boosters<br />
|<br />
| Airframe<br />
|<br />
| SBC mk.I<br />
| AERO 7D<br />
|-<br />
| III<br />
| Wings Repair<br />
| Engine<br />
|<br />
| New 20 mm Cannons<br />
| MBC mk.I<br />
|<br />
|-<br />
| IV<br />
| G-Suit<br />
|<br />
| Cover<br />
|<br />
| LBC mk.I<br />
| AIM-9B<br />
|-<br />
|}<br />
<br />
=== Pros and cons ===<br />
<!-- 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". --><br />
<br />
'''Pros:'''<br />
<br />
* Equipped with a tailhook, allowing for carrier landings if necessary.<br />
* High top speed (can reach up to 1,100 kph).<br />
* Very effective air brakes.<br />
* Capable of carrying a vast array of the ordinance including 2 x 2,000 lb bombs and up to 114 Mighty Mouse unguided rockets.<br />
* Can equip air-to-air missiles.<br />
<br />
'''Cons:'''<br />
<br />
* While effective at destroying ground targets in Air modes, the Hydras are essentially useless against anything but light tanks and SPAA, at 9.0 or higher BR ground modes.<br />
* Low acceleration allowing it to be easily caught by other 9.0 BR aircraft.<br />
* The 20mm Colt Mk.12 cannons function about the same as the 20 AN/M3s found on other naval aircraft found at it's tier.<br />
* Quite sluggish, especially when carrying ordinance.<br />
<br />
== History ==<br />
<!-- ''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).'' --><br />
The FJ-4 was the fourth modification of the Fury - the naval version of the F-86 Sabre, serving primarily with the USMC. Being initially conceived as an all-weather interceptor, the FJ-4 Fury had to incorporate several design changes compared to the previous fighter version in order to fulfill this new role. The most notable change was the increase in range and the installation of new, thinner wings with an increased surface area. To achieve the range increase, the aircraft underwent several structural changes which reduced its weight and allowed for additional fuel tanks to be installed. Additionally, a more powerful Wright J65-W-16A engine, producing 7,700 lbf of thrust, was installed on the production versions. Following successful test flights, production of the FJ-4 commenced in 1955 with first units entering service with the Navy in 1956. Over 150 FJ-4 Fury interceptors were built.<br />
<br />
Wishing to increase the strike capabilities of the new FJ-4, engineers of the North American company went back to the drawing board and once more applied several changes to the design, creating the FJ-4B. The FJ-4B version most notably featured a strengthened wing, offering an increased payload by adding two additional hardpoints to each wing, bringing the total up from two to six. Furthermore, the aircraft received air brakes under the aft of the fuselage, making dive bombing and landing easier. Of the original order for 221 FJ-4 Fury interceptors, the last 71 were modified into the FJ-4B fighter-bomber version. An additional order for 151 FJ-4B Furies followed in April 1956, bringing the total of produced FJ-4Bs up to 222. Both the interceptor and fighter-bomber version of the FJ-4 served with the Navy and USMC until the early 1960s, before being phased out of active service and moved to the Naval Air Reserve. The FJ-4 was the last modification of the Fury and among the last mass-produced variants of the Sabre lineage.<br />
<br />
''- From [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en Devblog]''<br />
<br />
== Media ==<br />
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''--><br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:GarageImage FJ-4B.jpg|thumb|none|250px|FJ-4B as seen here in the hangar with the standard stock camoflauge.]] </li><br />
<li style="display: inline-block;"> [[File:GarageImage FJ-4B VMF-232.jpg|thumb|none|250px|Event FJ-4B sporting the camouflage of the VMF-232 "Red Devils" Squadron.]] </li><br />
</ul></div><br />
<br />
== See also ==<br />
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the aircraft;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
<br />
;Related development<br />
<br />
* Canadair [[F-86 (Family)|Sabre]] (those Sabres manufactured with the designator "CL")<br />
* North American [[F-86 (Family)|F-86A/F]]<br />
* North American [[F-86K (France)|F-86D]] Sabre<br />
* North American [[F-100D|F-100]] Super Sabre<br />
* North American [[FJ-4B|FJ-4]] Fury<br />
<br />
;Aircraft of comparable role, configuration and era<br />
<br />
* Dassault [[Super Mystere B2|Super Mystère]]<br />
* Grumman [[F9F-8|F-9]] Cougar<br />
* Hawker [[Hunter F.1|Hunter]]<br />
* Lavochkin [[La-15]]<br />
* Mikoyan-Gurevich [[MiG-15]]<br />
* Mikoyan-Gurevich [[MiG-17]]<br />
* Saab [[J29D|J29]] Tunnan<br />
<br />
== External links ==<br />
<!-- ''Paste links to sources and external resources, such as:''<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on the aircraft;''<br />
* ''other literature.'' --><br />
<br />
* [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en [Devblog<nowiki>]</nowiki> FJ-4B Fury: Last of its Kind]<br />
<br />
{{AirManufacturer NAA}}<br />
{{USA jet aircraft}}</div>U2144057https://wiki.warthunder.com/index.php?title=FJ-4B&diff=48257FJ-4B2020-04-09T19:31:59Z<p>U2144057: /* Pros and cons */ Minor corrections.</p>
<hr />
<div>{{Specs-Card<br />
|code=fj_4b<br />
|cockpit=380034/1304930<br />
}}<br />
{{About<br />
| about = jet fighter '''{{PAGENAME}}'''<br />
| other<br />
| usage-1 = the premium version<br />
| link-1 = FJ-4B VMF-232<br />
| usage-2 = other versions<br />
| link-2 = F-86 (Family)<br />
}}<br />
<br />
== Description ==<br />
<!-- ''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.'' --><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. This aircraft was introduced in [[Update 1.79 "Project X"]].<br />
<br />
In the early 1950s, the US Navy realized during the Korean War that their straight-wing fighters were vastly inferior to the swept-wing [[MiG-15 (Family)|MiG 15s]] they flew against. Though the F7U and F9F fighters were under development, they were not ready for deployment requiring the Navy to look elsewhere for a usable swept-wing fighter. They looked to the Air Force’s [[F-86 (Family)|F-86]] Sabre as a stop-gap measure. Modifications were needed to make it aircraft carrier ready to include a stronger nose-wheel strut, all-moving flying tail without dihedral, outer wing panels folded upward and the windscreen was modified to aid the pilot’s visibility on approach for landing on the carrier. This version of the aircraft was designated as the FJ-2 Fury (completely different aircraft from the original North American FJ-1). Even with modifications, the aircraft was unfit for carrier duty and was passed onto the US Marines for land-based duty.<br />
<br />
The FJ-3 underwent development to rectify issues the FJ-2 had. Now outfitted with a more powerful engine, wing shape changed to provide more maneuverability and eliminated the leading edge slats and were reinforced to allow for four external pylons to allow for external fuel tanks, 500 or 1,000 lb bombs. The fuselage was enlarged to allow for more airflow to reach the engine and the fighter was outfitted with AIM-9 Sidewinder air-to-air missiles.<br />
<br />
The FJ-4 was a more aggressive approach compared to the FJ-3 with a much thinner wing and skin which was milled from solid alloy plates allowing for more strength, durability and aerodynamics. As the FJ-4 was built to be an all-weather interceptor, it required a considerable amount of fuel for operations and ultimately contained 50% more fuel than the FJ-3. To help conserve fuel, most of the protective armour was removed and the total ammunition count was reduced. Since weight was removed, an additional fuel tank was fitted within the fuselage, causing the “razorback” look to the rear deck of the aircraft just aft of the cockpit. Also, due to the stronger wing of this fighter, a total of six underwing stations were available allowing for more ordnance to be carried. <br />
<br />
The {{PAGENAME}} found in War Thunder is a solid multi-role aircraft which can fight air-to-air combat, ground-pound or both. The fighter features four 20 mm autocannons and then can outfit several different ordnance to its underwing stores. Bomb load-outs range from using 250, 500, 1,000 or 2,000 lb bombs effectively targeting from vehicles and pillboxes all the way up to bases. FFAR Mighty Mouse rockets make short work of ground targets, but also can be deadly against any of the bomber aircraft it may intercept. The {{PAGENAME}} can also sport either two or four AIM-9B Sidewinder missiles, which any smart pilot on the receiving end will immediately begin evasive manoeuvres when one of these are inbound because, at that point, nothing else matters!<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--><br />
The FJ-4B's flight performance is a bit sluggish. Due to the weight of the air frame, it has poor acceleration compared to other aircraft at 9.0. The FJ-4B is not a very fast aircraft, at most you will see 880 kph at sea level. It is not recommended to climb vertically in this aircraft, what is recommended is to build up speed at sea level then zoom climb up to your desired altitude.<br />
<br />
{| class="wikitable" style="text-align:center"<br />
! rowspan="2" | Characteristics<br />
! colspan="2" | Max Speed<br>(km/h at 152 m)<br />
! rowspan="2" | Max altitude<br>(metres)<br />
! colspan="2" | Turn time<br>(seconds)<br />
! colspan="2" | Rate of climb<br>(metres/second)<br />
! rowspan="2" | Take-off run<br>(metres)<br />
|-<br />
! AB !! RB !! AB !! RB !! AB !! RB<br />
|-<br />
! Stock<br />
| 1,058 || 1,029 || rowspan="2" | {{Specs|ceiling}} || 32.5 || 33.2 || 28.1 || 26.4 || rowspan="2" | 750<br />
|-<br />
! Upgraded<br />
| 1,107 || 1,090 || 30.2 || 31.0 || 42.8 || 35.0<br />
|-<br />
|}<br />
<br />
====Details====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | Features<br />
|-<br />
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute<br />
|-<br />
| ✓ || ✓ || ✓ || ✓ || ✓ || X <!-- ✓ --><br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | Limits<br />
|-<br />
! rowspan="2" | Wings (km/h)<br />
! rowspan="2" | Gear (km/h)<br />
! colspan="3" | Flaps (km/h)<br />
! colspan="2" | Max Static G<br />
|-<br />
! Combat !! Take-off !! Landing !! + !! -<br />
|-<br />
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620 || 435 || ~10 || ~4.5<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="4" | Optimal velocities (km/h)<br />
|-<br />
! Ailerons !! Rudder !! Elevators !! Radiator<br />
|-<br />
| < 750 || < 690 || < 680 || N/A<br />
|-<br />
|}<br />
<br />
==== Engine performance ====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Engine<br />
! colspan="6" | Aircraft mass<br />
|-<br />
! colspan="2" | Engine name || Number<br />
! colspan="3" | Empty mass || colspan="3" | Wing loading (full fuel)<br />
|-<br />
| colspan="2" | Wright J65-W-16A || 1<br />
| colspan="3" | 6,695 kg || colspan="3" | 296 kg/m<sup>2</sup><br />
|-<br />
! colspan="3" | Engine characteristics<br />
! colspan="5" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight<br />
|-<br />
! Weight (each) || colspan="2" | Type<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel<br />
|-<br />
| 1,270 kg || colspan="2" | Axial-flow turbojet<br />
| 7,486 kg || 7,745 kg || 8,263 kg || 9,041 kg || 9,300 kg || 12,700 kg<br />
|-<br />
! 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.}}<br />
! colspan="6" | Thrust to weight ratio @ 0 m (100%)<br />
|-<br />
! Condition || 100% || WEP<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel || MTOW<br />
|-<br />
| ''Stationary'' || 3,478 kgf || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
| ''Optimal'' || 3,478 kgf<br />(0 km/h) || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!-- Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems. --><br />
<br />
* 60 mm Bulletproof glass in front of the pilot.<br />
* 12.7 mm Steel plate behind the pilot.<br />
<br />
The {{PAGENAME}} fighter has minimal armour to save weight, which allowed for more fuel tanks to be installed. The armour on the aircraft is limited to a 12.7 mm steel plate behind the pilot’s seat and a 60 mm bulletproof glass in the windscreen of the aircraft. This armour protection at best will help the pilot survive a pilot snipe, however, it will not do anything to protect the fuel tanks and jet engine which are all vulnerable to gun, rocket and missile fire.<br />
<br />
== Armaments ==<br />
=== Offensive armament ===<br />
<!-- ''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.'' --><br />
{{main|Browning-Colt Mk12 Mod 3 (20 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' is armed with:<br />
<br />
* 4 х 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (144 rpg = 576 total)<br />
<br />
Like many of the contemporary fighters of the time, the {{PAGENAME}} was considered a ''gunslinger'' fighter. Fighter aircraft were flying much faster than aircraft a few years earlier and needed to have more manoeuvrability than ever before, one way to do this was to remove the guns from the wings and mount them in the fuselage. For the F4-J, wing-mounted guns would not work due to the fuel tanks already outfitted there. All four 20 mm Browning-Colt Mk12 cannons were mounted in the nose of the aircraft around the air intake for the engine. The benefits for mounting them here are huge, not only does it keep the centre of gravity tight, but it also relieves the pilot of having to set any convergence for them. <br />
<br />
For the pilot in the heat of battle, the less they have to remember and do allows them to focus more on the situation at hand and shooting down enemy aircraft (or evade if you are being shot at). Without having to calculate convergence, the pilot is free to fire from effectively 0 m - +800 m and know the rounds will fly true. This allows the {{PAGENAME}} pilot to pummel enemy aircraft within a few hundred meters or attempt to take pilot-sniping shots at longer ranges. The clustering of the four cannons allows for some serious damage to be inflicted especially if it connects with critical components such as an engine, oil/water cooler, pilot, control surfaces or even a wing. Due to the nature of this aircraft and the reduced ammunition load, the pilot must make every shot count or else they will be frequently waiting for a reload or heading back to base to reload.<br />
<br />
=== Suspended armament ===<br />
<!-- ''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.'' --><br />
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}<br />
{{main|FFAR Mighty Mouse|AIM-9B}}<br />
<br />
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:<br />
<br />
* 6 х 250 lb LDGP Mk 81 bombs (1,500 lb total)<br />
* 6 х 500 lb LDGP Mk 82 bombs (3,000 lb total)<br />
* 2 х 1000 lb LDGP Mk 83 bombs (2,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs (4,000 lb total)<br />
* 2 х 2000 lb LDGP Mk 84 bombs (4,000 lb total)<br />
* 114 х FFAR Mighty Mouse rockets<br />
* 4 х AIM-9B Sidewinder air-to-air missiles<br />
* 76 х FFAR Mighty Mouse rockets + 2 х AIM-9B Sidewinder air-to-air missiles<br />
* 4 х 250 lb LDGP Mk 81 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (1,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (2,000 lb total)<br />
* 2 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (3,000 lb total)<br />
<br />
== Usage in battles ==<br />
<!--''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).''--><br />
<br />
In battle, you are a support aircraft or a ground attack aircraft. When being a support aircraft, your job is to bait the enemy into getting low and slow, which makes it easier for your allies to come and clean up the enemy. Since you don't retain energy very well and you have poor acceleration, try to always manoeuvre with the enemy and if possible, shoot down enemy aircraft. When using it as a ground attack aircraft you have many options. The recommended loadout is either is 114 FFAR Mighty Mouse Rockets, or the 76 FFAR Mighty Mouse Rockets and two AIM-9B sidewinders. It is recommended that you attack primary ground targets like pillboxes and artillery positions. It is not recommended to carry bombs on this aircraft as you do not have the bomb load to take out an enemy base. Try to fly as low as possible to avoid being detected by the enemy. If attacked by enemy aircraft, turn into your opponent as this will not give them a firing solution. In Ground RB, you are one of the most heavily armed ground attackers for its tier, although in this game mode enemy tanks will require more than one rocket in order to be knocked out.<br />
<br />
The {{PAGENAME}} is an all-weather fighter/interceptor which includes multi-role capabilities also deeming it a fighter-bomber. While initially built for the Navy, this fighter saw most of its action with the US Marines and thus needed to be a multi-role aircraft which could combat both air and ground targets in support of US Marine operations. <br />
<br />
;Ground attack<br />
<br />
The {{PAGENAME}} has a wide variety of options for ground attack operations, especially in War Thunder. Stock aircraft are limited in the munitions they can carry, however as the pilot progresses, heavier ordnance becomes available. For this aircraft, there are choices between 250, 500, 1,000 and 2,000 lb bombs. The choice of bombs to be used depends on the map being played and the targets available on that map. For maps with many smaller targets such as light/medium tanks, trucks and anti-aircraft batteries, it is best to use the 250 lb bombs from lower altitudes, whereas when you begin to encounter targets with heavier armour they will require the larger bombs. When base attacking, it is best to utilise the 1,000 and 2,000 lb bombs. <br />
<br />
Rockets, while listed as “Folding-Fin Aerial Rockets” can be effectively used against ground targets, predominantly clusters of vehicles or aircraft landing on runways to repair or during domination matches. Since the rockets are unguided, the pilot will typically need to fire off a salvo (+5) of rockets to chance at least one hits the target, however, due to the situation, it would not be improper to fire off 10 or more to ensure a hit. With 114 FFAR rockets, the {{PAGENAME}} will have plenty to spare, don’t hesitate to use them as the pilot going down in flames with almost a full load of rockets is probably kicking themselves for not using more. <br />
<br />
;Air interceptor<br />
<br />
The {{PAGENAME}} was initially built as an interceptor and has the tools to do just that. In combination with the four autocannons, there are options to equip the FFAR rockets which can effectively be used against larger and slower aircraft such as bombers. Mighty Mouse rockets while small and unguided (aim, fire and forget) may seem to be a less effective choice, never underestimate them in large groups. When going against bombers, FFAR rockets can be highly effective, especially since they only need to explode close to the target and still can cause damage. Since the {{PAGENAME}} can carry 114 of these rockets, they are more effective when fired in large groups or salvos. This reasoning is due to the unguided nature of the rockets, it may be easy for a target aircraft to avoid one or two, however, if 10 or more are fired, chances are the evading aircraft may actually manoeuvre into the flight path of one of the rockets.<br />
<br />
For direct air-to-air combat, the {{PAGENAME}} has the option to outfit the coveted AIM-9B Sidewinder missiles. These missiles were the missiles of choice for pilots in the Vietnam War as they had a higher rate of success compared to the Sparrow and other missiles used. While not a 100% guarantee to destroy an enemy aircraft after fired, they will usually cause the pilot immediately take evasive manoeuvres which at times may include energy haemorrhaging turns which may set up the aircraft an easy target for the FJ-4’s autocannons.<br />
<br />
;Multi-role fighter/bomber/interceptor<br />
<br />
In regards to some maps, it is not always clear what the targets will be or if the match will end up fighter or bomber heavy. For this, there are several suspended armament load-outs which will cater to both bombing and aerial attack to include rockets/missiles, bombs/missiles and lots of bombs and missiles. Since the 20 mm autocannons are part of the offensive armament package, all loadout versions will include these weapons.<br />
<br />
<!--===Manual Engine Control===<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | MEC elements<br />
|-<br />
! rowspan="2" | Mixer<br />
! rowspan="2" | Pitch<br />
! colspan="3" | Radiator<br />
! rowspan="2" | Supercharger<br />
! rowspan="2" | Turbocharger<br />
|-<br />
! Oil<br />
! Water<br />
! Type<br />
|-<br />
| ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ???<br />
|-<br />
|}--><br />
<br />
===Modules===<br />
{| class="wikitable"<br />
! colspan="1" | Tier<br />
! colspan="2" | Flight performance<br />
! colspan="1" | Survivability<br />
! colspan="3" | Weaponry<br />
|-<br />
| I<br />
| Fuselage Repair<br />
| Compressor<br />
|<br />
| Offensive 20 mm<br />
| FSBC mk.5<br />
|<br />
|-<br />
| II<br />
| New Boosters<br />
|<br />
| Airframe<br />
|<br />
| SBC mk.I<br />
| AERO 7D<br />
|-<br />
| III<br />
| Wings Repair<br />
| Engine<br />
|<br />
| New 20 mm Cannons<br />
| MBC mk.I<br />
|<br />
|-<br />
| IV<br />
| G-Suit<br />
|<br />
| Cover<br />
|<br />
| LBC mk.I<br />
| AIM-9B<br />
|-<br />
|}<br />
<br />
=== Pros and cons ===<br />
<!-- 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". --><br />
<br />
'''Pros:'''<br />
<br />
* Equipped with a tailhook, allowing for carrier landings if necessary.<br />
* High top speed (can reach up to 1,100 kph).<br />
* Very effective air brakes.<br />
* Capable of carrying a vast array of the ordinance including 2 x 2,000 lb bombs and up to 114 Mighty Mouse unguided rockets.<br />
* Can equip air-to-air missiles.<br />
<br />
'''Cons:'''<br />
<br />
* While effective at destroying ground targets in Air modes, the Hydras are essentially useless against anything but light tanks and SPAA, at 9.0 or higher BR ground modes.<br />
* Low acceleration allowing it to be easily caught by other 9.0 BR aircraft.<br />
* The 20mm Colt Mk.12 cannons function about the same as the 20 AN/M3s found on other naval aircraft found at it's tier.<br />
* Quite sluggish, especially when carrying ordinance.<br />
<br />
== History ==<br />
<!-- ''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).'' --><br />
The FJ-4 was the fourth modification of the Fury - the naval version of the F-86 Sabre, serving primarily with the USMC. Being initially conceived as an all-weather interceptor, the FJ-4 Fury had to incorporate several design changes compared to the previous fighter version in order to fulfill this new role. The most notable change was the increase in range and the installation of new, thinner wings with an increased surface area. To achieve the range increase, the aircraft underwent several structural changes which reduced its weight and allowed for additional fuel tanks to be installed. Additionally, a more powerful Wright J65-W-16A engine, producing 7,700 lbf of thrust, was installed on the production versions. Following successful test flights, production of the FJ-4 commenced in 1955 with first units entering service with the Navy in 1956. Over 150 FJ-4 Fury interceptors were built.<br />
<br />
Wishing to increase the strike capabilities of the new FJ-4, engineers of the North American company went back to the drawing board and once more applied several changes to the design, creating the FJ-4B. The FJ-4B version most notably featured a strengthened wing, offering an increased payload by adding two additional hardpoints to each wing, bringing the total up from two to six. Furthermore, the aircraft received air brakes under the aft of the fuselage, making dive bombing and landing easier. Of the original order for 221 FJ-4 Fury interceptors, the last 71 were modified into the FJ-4B fighter-bomber version. An additional order for 151 FJ-4B Furies followed in April 1956, bringing the total of produced FJ-4Bs up to 222. Both the interceptor and fighter-bomber version of the FJ-4 served with the Navy and USMC until the early 1960s, before being phased out of active service and moved to the Naval Air Reserve. The FJ-4 was the last modification of the Fury and among the last mass-produced variants of the Sabre lineage.<br />
<br />
''- From [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en Devblog]''<br />
<br />
== Media ==<br />
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''--><br />
<div><ul> <br />
<li style="display: inline-block;"> [[File:GarageImage FJ-4B.jpg|thumb|none|250px|FJ-4B as seen here in the hangar with the standard stock camoflauge.]] </li><br />
<li style="display: inline-block;"> [[File:GarageImage FJ-4B VMF-232.jpg|thumb|none|250px|Event FJ-4B sporting the camouflage of the VMF-232 "Red Devils" Squadron.]] </li><br />
</ul></div><br />
<br />
== See also ==<br />
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the aircraft;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
<br />
;Related development<br />
<br />
* Canadair [[F-86 (Family)|Sabre]] (those Sabres manufactured with the designator "CL")<br />
* North American [[F-86 (Family)|F-86A/F]]<br />
* North American [[F-86K (France)|F-86D]] Sabre<br />
* North American [[F-100D|F-100]] Super Sabre<br />
* North American [[FJ-4B|FJ-4]] Fury<br />
<br />
;Aircraft of comparable role, configuration and era<br />
<br />
* Dassault [[Super Mystere B2|Super Mystère]]<br />
* Grumman [[F9F-8|F-9]] Cougar<br />
* Hawker [[Hunter F.1|Hunter]]<br />
* Lavochkin [[La-15]]<br />
* Mikoyan-Gurevich [[MiG-15]]<br />
* Mikoyan-Gurevich [[MiG-17]]<br />
* Saab [[J29D|J29]] Tunnan<br />
<br />
== External links ==<br />
<!-- ''Paste links to sources and external resources, such as:''<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on the aircraft;''<br />
* ''other literature.'' --><br />
<br />
* [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en [Devblog<nowiki>]</nowiki> FJ-4B Fury: Last of its Kind]<br />
<br />
{{AirManufacturer NAA}}<br />
{{USA jet aircraft}}</div>U2144057https://wiki.warthunder.com/index.php?title=FJ-4B&diff=48256FJ-4B2020-04-09T18:37:00Z<p>U2144057: /* History */ Orthographic corrections.</p>
<hr />
<div>{{Specs-Card<br />
|code=fj_4b<br />
|cockpit=380034/1304930<br />
}}<br />
{{About<br />
| about = jet fighter '''{{PAGENAME}}'''<br />
| other<br />
| usage-1 = the premium version<br />
| link-1 = FJ-4B VMF-232<br />
| usage-2 = other versions<br />
| link-2 = F-86 (Family)<br />
}}<br />
<br />
== Description ==<br />
<!-- ''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.'' --><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. This aircraft was introduced in [[Update 1.79 "Project X"]].<br />
<br />
In the early 1950s, the US Navy realized during the Korean War that their straight-wing fighters were vastly inferior to the swept-wing [[MiG-15 (Family)|MiG 15s]] they flew against. Though the F7U and F9F fighters were under development, they were not ready for deployment requiring the Navy to look elsewhere for a usable swept-wing fighter. They looked to the Air Force’s [[F-86 (Family)|F-86]] Sabre as a stop-gap measure. Modifications were needed to make it aircraft carrier ready to include a stronger nose-wheel strut, all-moving flying tail without dihedral, outer wing panels folded upward and the windscreen was modified to aid the pilot’s visibility on approach for landing on the carrier. This version of the aircraft was designated as the FJ-2 Fury (completely different aircraft from the original North American FJ-1). Even with modifications, the aircraft was unfit for carrier duty and was passed onto the US Marines for land-based duty.<br />
<br />
The FJ-3 underwent development to rectify issues the FJ-2 had. Now outfitted with a more powerful engine, wing shape changed to provide more maneuverability and eliminated the leading edge slats and were reinforced to allow for four external pylons to allow for external fuel tanks, 500 or 1,000 lb bombs. The fuselage was enlarged to allow for more airflow to reach the engine and the fighter was outfitted with AIM-9 Sidewinder air-to-air missiles.<br />
<br />
The FJ-4 was a more aggressive approach compared to the FJ-3 with a much thinner wing and skin which was milled from solid alloy plates allowing for more strength, durability and aerodynamics. As the FJ-4 was built to be an all-weather interceptor, it required a considerable amount of fuel for operations and ultimately contained 50% more fuel than the FJ-3. To help conserve fuel, most of the protective armour was removed and the total ammunition count was reduced. Since weight was removed, an additional fuel tank was fitted within the fuselage, causing the “razorback” look to the rear deck of the aircraft just aft of the cockpit. Also, due to the stronger wing of this fighter, a total of six underwing stations were available allowing for more ordnance to be carried. <br />
<br />
The {{PAGENAME}} found in War Thunder is a solid multi-role aircraft which can fight air-to-air combat, ground-pound or both. The fighter features four 20 mm autocannons and then can outfit several different ordnance to its underwing stores. Bomb load-outs range from using 250, 500, 1,000 or 2,000 lb bombs effectively targeting from vehicles and pillboxes all the way up to bases. FFAR Mighty Mouse rockets make short work of ground targets, but also can be deadly against any of the bomber aircraft it may intercept. The {{PAGENAME}} can also sport either two or four AIM-9B Sidewinder missiles, which any smart pilot on the receiving end will immediately begin evasive manoeuvres when one of these are inbound because, at that point, nothing else matters!<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--><br />
The FJ-4B's flight performance is a bit sluggish. Due to the weight of the air frame, it has poor acceleration compared to other aircraft at 9.0. The FJ-4B is not a very fast aircraft, at most you will see 880 kph at sea level. It is not recommended to climb vertically in this aircraft, what is recommended is to build up speed at sea level then zoom climb up to your desired altitude.<br />
<br />
{| class="wikitable" style="text-align:center"<br />
! rowspan="2" | Characteristics<br />
! colspan="2" | Max Speed<br>(km/h at 152 m)<br />
! rowspan="2" | Max altitude<br>(metres)<br />
! colspan="2" | Turn time<br>(seconds)<br />
! colspan="2" | Rate of climb<br>(metres/second)<br />
! rowspan="2" | Take-off run<br>(metres)<br />
|-<br />
! AB !! RB !! AB !! RB !! AB !! RB<br />
|-<br />
! Stock<br />
| 1,058 || 1,029 || rowspan="2" | {{Specs|ceiling}} || 32.5 || 33.2 || 28.1 || 26.4 || rowspan="2" | 750<br />
|-<br />
! Upgraded<br />
| 1,107 || 1,090 || 30.2 || 31.0 || 42.8 || 35.0<br />
|-<br />
|}<br />
<br />
====Details====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | Features<br />
|-<br />
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute<br />
|-<br />
| ✓ || ✓ || ✓ || ✓ || ✓ || X <!-- ✓ --><br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | Limits<br />
|-<br />
! rowspan="2" | Wings (km/h)<br />
! rowspan="2" | Gear (km/h)<br />
! colspan="3" | Flaps (km/h)<br />
! colspan="2" | Max Static G<br />
|-<br />
! Combat !! Take-off !! Landing !! + !! -<br />
|-<br />
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || 620 || 435 || ~10 || ~4.5<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="4" | Optimal velocities (km/h)<br />
|-<br />
! Ailerons !! Rudder !! Elevators !! Radiator<br />
|-<br />
| < 750 || < 690 || < 680 || N/A<br />
|-<br />
|}<br />
<br />
==== Engine performance ====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Engine<br />
! colspan="6" | Aircraft mass<br />
|-<br />
! colspan="2" | Engine name || Number<br />
! colspan="3" | Empty mass || colspan="3" | Wing loading (full fuel)<br />
|-<br />
| colspan="2" | Wright J65-W-16A || 1<br />
| colspan="3" | 6,695 kg || colspan="3" | 296 kg/m<sup>2</sup><br />
|-<br />
! colspan="3" | Engine characteristics<br />
! colspan="5" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight<br />
|-<br />
! Weight (each) || colspan="2" | Type<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel<br />
|-<br />
| 1,270 kg || colspan="2" | Axial-flow turbojet<br />
| 7,486 kg || 7,745 kg || 8,263 kg || 9,041 kg || 9,300 kg || 12,700 kg<br />
|-<br />
! 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.}}<br />
! colspan="6" | Thrust to weight ratio @ 0 m (100%)<br />
|-<br />
! Condition || 100% || WEP<br />
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 50m fuel || MTOW<br />
|-<br />
| ''Stationary'' || 3,478 kgf || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
| ''Optimal'' || 3,478 kgf<br />(0 km/h) || N/A<br />
| 0.46 || 0.45 || 0.42 || 0.38 || 0.37 || 0.27<br />
|-<br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!-- Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems. --><br />
<br />
* 60 mm Bulletproof glass in front of the pilot.<br />
* 12.7 mm Steel plate behind the pilot.<br />
<br />
The {{PAGENAME}} fighter has minimal armour to save weight, which allowed for more fuel tanks to be installed. The armour on the aircraft is limited to a 12.7 mm steel plate behind the pilot’s seat and a 60 mm bulletproof glass in the windscreen of the aircraft. This armour protection at best will help the pilot survive a pilot snipe, however, it will not do anything to protect the fuel tanks and jet engine which are all vulnerable to gun, rocket and missile fire.<br />
<br />
== Armaments ==<br />
=== Offensive armament ===<br />
<!-- ''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.'' --><br />
{{main|Browning-Colt Mk12 Mod 3 (20 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' is armed with:<br />
<br />
* 4 х 20 mm Browning-Colt Mk12 Mod 3 cannons, nose-mounted (144 rpg = 576 total)<br />
<br />
Like many of the contemporary fighters of the time, the {{PAGENAME}} was considered a ''gunslinger'' fighter. Fighter aircraft were flying much faster than aircraft a few years earlier and needed to have more manoeuvrability than ever before, one way to do this was to remove the guns from the wings and mount them in the fuselage. For the F4-J, wing-mounted guns would not work due to the fuel tanks already outfitted there. All four 20 mm Browning-Colt Mk12 cannons were mounted in the nose of the aircraft around the air intake for the engine. The benefits for mounting them here are huge, not only does it keep the centre of gravity tight, but it also relieves the pilot of having to set any convergence for them. <br />
<br />
For the pilot in the heat of battle, the less they have to remember and do allows them to focus more on the situation at hand and shooting down enemy aircraft (or evade if you are being shot at). Without having to calculate convergence, the pilot is free to fire from effectively 0 m - +800 m and know the rounds will fly true. This allows the {{PAGENAME}} pilot to pummel enemy aircraft within a few hundred meters or attempt to take pilot-sniping shots at longer ranges. The clustering of the four cannons allows for some serious damage to be inflicted especially if it connects with critical components such as an engine, oil/water cooler, pilot, control surfaces or even a wing. Due to the nature of this aircraft and the reduced ammunition load, the pilot must make every shot count or else they will be frequently waiting for a reload or heading back to base to reload.<br />
<br />
=== Suspended armament ===<br />
<!-- ''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.'' --><br />
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}<br />
{{main|FFAR Mighty Mouse|AIM-9B}}<br />
<br />
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:<br />
<br />
* 6 х 250 lb LDGP Mk 81 bombs (1,500 lb total)<br />
* 6 х 500 lb LDGP Mk 82 bombs (3,000 lb total)<br />
* 2 х 1000 lb LDGP Mk 83 bombs (2,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs (4,000 lb total)<br />
* 2 х 2000 lb LDGP Mk 84 bombs (4,000 lb total)<br />
* 114 х FFAR Mighty Mouse rockets<br />
* 4 х AIM-9B Sidewinder air-to-air missiles<br />
* 76 х FFAR Mighty Mouse rockets + 2 х AIM-9B Sidewinder air-to-air missiles<br />
* 4 х 250 lb LDGP Mk 81 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (1,000 lb total)<br />
* 4 х 500 lb LDGP Mk 82 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (2,000 lb total)<br />
* 2 х 500 lb LDGP Mk 82 bombs + 2 х 1000 lb LDGP Mk 83 bombs + 2 х AIM-9B Sidewinder air-to-air missiles (3,000 lb total)<br />
<br />
== Usage in battles ==<br />
<!--''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).''--><br />
<br />
In battle, you are a support aircraft or a ground attack aircraft. When being a support aircraft, your job is to bait the enemy into getting low and slow, which makes it easier for your allies to come and clean up the enemy. Since you don't retain energy very well and you have poor acceleration, try to always manoeuvre with the enemy and if possible, shoot down enemy aircraft. When using it as a ground attack aircraft you have many options. The recommended loadout is either is 114 FFAR Mighty Mouse Rockets, or the 76 FFAR Mighty Mouse Rockets and two AIM-9B sidewinders. It is recommended that you attack primary ground targets like pillboxes and artillery positions. It is not recommended to carry bombs on this aircraft as you do not have the bomb load to take out an enemy base. Try to fly as low as possible to avoid being detected by the enemy. If attacked by enemy aircraft, turn into your opponent as this will not give them a firing solution. In Ground RB, you are one of the most heavily armed ground attackers for its tier, although in this game mode enemy tanks will require more than one rocket in order to be knocked out.<br />
<br />
The {{PAGENAME}} is an all-weather fighter/interceptor which includes multi-role capabilities also deeming it a fighter-bomber. While initially built for the Navy, this fighter saw most of its action with the US Marines and thus needed to be a multi-role aircraft which could combat both air and ground targets in support of US Marine operations. <br />
<br />
;Ground attack<br />
<br />
The {{PAGENAME}} has a wide variety of options for ground attack operations, especially in War Thunder. Stock aircraft are limited in the munitions they can carry, however as the pilot progresses, heavier ordnance becomes available. For this aircraft, there are choices between 250, 500, 1,000 and 2,000 lb bombs. The choice of bombs to be used depends on the map being played and the targets available on that map. For maps with many smaller targets such as light/medium tanks, trucks and anti-aircraft batteries, it is best to use the 250 lb bombs from lower altitudes, whereas when you begin to encounter targets with heavier armour they will require the larger bombs. When base attacking, it is best to utilise the 1,000 and 2,000 lb bombs. <br />
<br />
Rockets, while listed as “Folding-Fin Aerial Rockets” can be effectively used against ground targets, predominantly clusters of vehicles or aircraft landing on runways to repair or during domination matches. Since the rockets are unguided, the pilot will typically need to fire off a salvo (+5) of rockets to chance at least one hits the target, however, due to the situation, it would not be improper to fire off 10 or more to ensure a hit. With 114 FFAR rockets, the {{PAGENAME}} will have plenty to spare, don’t hesitate to use them as the pilot going down in flames with almost a full load of rockets is probably kicking themselves for not using more. <br />
<br />
;Air interceptor<br />
<br />
The {{PAGENAME}} was initially built as an interceptor and has the tools to do just that. In combination with the four autocannons, there are options to equip the FFAR rockets which can effectively be used against larger and slower aircraft such as bombers. Mighty Mouse rockets while small and unguided (aim, fire and forget) may seem to be a less effective choice, never underestimate them in large groups. When going against bombers, FFAR rockets can be highly effective, especially since they only need to explode close to the target and still can cause damage. Since the {{PAGENAME}} can carry 114 of these rockets, they are more effective when fired in large groups or salvos. This reasoning is due to the unguided nature of the rockets, it may be easy for a target aircraft to avoid one or two, however, if 10 or more are fired, chances are the evading aircraft may actually manoeuvre into the flight path of one of the rockets.<br />
<br />
For direct air-to-air combat, the {{PAGENAME}} has the option to outfit the coveted AIM-9B Sidewinder missiles. These missiles were the missiles of choice for pilots in the Vietnam War as they had a higher rate of success compared to the Sparrow and other missiles used. While not a 100% guarantee to destroy an enemy aircraft after fired, they will usually cause the pilot immediately take evasive manoeuvres which at times may include energy haemorrhaging turns which may set up the aircraft an easy target for the FJ-4’s autocannons.<br />
<br />
;Multi-role fighter/bomber/interceptor<br />
<br />
In regards to some maps, it is not always clear what the targets will be or if the match will end up fighter or bomber heavy. For this, there are several suspended armament load-outs which will cater to both bombing and aerial attack to include rockets/missiles, bombs/missiles and lots of bombs and missiles. Since the 20 mm autocannons are part of the offensive armament package, all loadout versions will include these weapons.<br />
<br />
<!--===Manual Engine Control===<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | MEC elements<br />
|-<br />
! rowspan="2" | Mixer<br />
! rowspan="2" | Pitch<br />
! colspan="3" | Radiator<br />
! rowspan="2" | Supercharger<br />
! rowspan="2" | Turbocharger<br />
|-<br />
! Oil<br />
! Water<br />
! Type<br />
|-<br />
| ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ??? || rowspan="2" | ???<br />
|-<br />
|}--><br />
<br />
===Modules===<br />
{| class="wikitable"<br />
! colspan="1" | Tier<br />
! colspan="2" | Flight performance<br />
! colspan="1" | Survivability<br />
! colspan="3" | Weaponry<br />
|-<br />
| I<br />
| Fuselage Repair<br />
| Compressor<br />
|<br />
| Offensive 20 mm<br />
| FSBC mk.5<br />
|<br />
|-<br />
| II<br />
| New Boosters<br />
|<br />
| Airframe<br />
|<br />
| SBC mk.I<br />
| AERO 7D<br />
|-<br />
| III<br />
| Wings Repair<br />
| Engine<br />
|<br />
| New 20 mm Cannons<br />
| MBC mk.I<br />
|<br />
|-<br />
| IV<br />
| G-Suit<br />
|<br />
| Cover<br />
|<br />
| LBC mk.I<br />
| AIM-9B<br />
|-<br />
|}<br />
<br />
=== Pros and cons ===<br />
<!-- 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". --><br />
<br />
'''Pros:'''<br />
<br />
* Has a tailhook, can land on carriers if necessary<br />
* High top speed (Can reach up to 1,100 kph)<br />
* Very effective air brakes<br />
* Capable of carrying a vast array of the ordinance; 2 x 2,000 lb bombs and up to 114 Mighty Mouse unguided rockets<br />
* Has air-to-air missiles<br />
<br />
'''Cons:'''<br />
<br />
* While effective at taking out ground targets in Air modes, the Hydras are essentially useless against anything but light tanks and SPAA, at 9.0 or higher ground modes.<br />
* While it has a fast top speed, its acceleration is lacking and can be easily caught by other 9.0 aircraft (barring the Tu-4).<br />
* The 20mm Colt Mk.12 cannons function about the same as the 20 AN/M3s found on other naval aircraft found at it's tier.<br />
* Quite sluggish, especially when carrying ordinance.<br />
<br />
== History ==<br />
<!-- ''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).'' --><br />
The FJ-4 was the fourth modification of the Fury - the naval version of the F-86 Sabre, serving primarily with the USMC. Being initially conceived as an all-weather interceptor, the FJ-4 Fury had to incorporate several design changes compared to the previous fighter version in order to fulfill this new role. The most notable change was the increase in range and the installation of new, thinner wings with an increased surface area. To achieve the range increase, the aircraft underwent several structural changes which reduced its weight and allowed for additional fuel tanks to be installed. Additionally, a more powerful Wright J65-W-16A engine, producing 7,700 lbf of thrust, was installed on the production versions. Following successful test flights, production of the FJ-4 commenced in 1955 with first units entering service with the Navy in 1956. Over 150 FJ-4 Fury interceptors were built.<br />
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Wishing to increase the strike capabilities of the new FJ-4, engineers of the North American company went back to the drawing board and once more applied several changes to the design, creating the FJ-4B. The FJ-4B version most notably featured a strengthened wing, offering an increased payload by adding two additional hardpoints to each wing, bringing the total up from two to six. Furthermore, the aircraft received air brakes under the aft of the fuselage, making dive bombing and landing easier. Of the original order for 221 FJ-4 Fury interceptors, the last 71 were modified into the FJ-4B fighter-bomber version. An additional order for 151 FJ-4B Furies followed in April 1956, bringing the total of produced FJ-4Bs up to 222. Both the interceptor and fighter-bomber version of the FJ-4 served with the Navy and USMC until the early 1960s, before being phased out of active service and moved to the Naval Air Reserve. The FJ-4 was the last modification of the Fury and among the last mass-produced variants of the Sabre lineage.<br />
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''- From [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en Devblog]''<br />
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== Media ==<br />
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<li style="display: inline-block;"> [[File:GarageImage FJ-4B.jpg|thumb|none|250px|FJ-4B as seen here in the hangar with the standard stock camoflauge.]] </li><br />
<li style="display: inline-block;"> [[File:GarageImage FJ-4B VMF-232.jpg|thumb|none|250px|Event FJ-4B sporting the camouflage of the VMF-232 "Red Devils" Squadron.]] </li><br />
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== See also ==<br />
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
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* ''reference to the series of the aircraft;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
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;Related development<br />
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* Canadair [[F-86 (Family)|Sabre]] (those Sabres manufactured with the designator "CL")<br />
* North American [[F-86 (Family)|F-86A/F]]<br />
* North American [[F-86K (France)|F-86D]] Sabre<br />
* North American [[F-100D|F-100]] Super Sabre<br />
* North American [[FJ-4B|FJ-4]] Fury<br />
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;Aircraft of comparable role, configuration and era<br />
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* Dassault [[Super Mystere B2|Super Mystère]]<br />
* Grumman [[F9F-8|F-9]] Cougar<br />
* Hawker [[Hunter F.1|Hunter]]<br />
* Lavochkin [[La-15]]<br />
* Mikoyan-Gurevich [[MiG-15]]<br />
* Mikoyan-Gurevich [[MiG-17]]<br />
* Saab [[J29D|J29]] Tunnan<br />
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== External links ==<br />
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* ''topic on the official game forum;''<br />
* ''encyclopedia page on the aircraft;''<br />
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* [https://warthunder.com/en/news/5555-development-fj-4b-fury-last-of-its-kind-en [Devblog<nowiki>]</nowiki> FJ-4B Fury: Last of its Kind]<br />
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{{AirManufacturer NAA}}<br />
{{USA jet aircraft}}</div>U2144057