Difference between revisions of "Tornado F.3"

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(Source of wing area : https://man.fas.org/dod-101/sys/ac/row/tornado.htm https://en.wikipedia.org/wiki/Panavia_Tornado_ADV 19749kg divided by 26.6=742.44kg/m^2)
(Fixed my changes. Source of wing area : https://man.fas.org/dod-101/sys/ac/row/tornado.htm https://en.wikipedia.org/wiki/Panavia_Tornado_ADV 19749kg divided by 26.6=742.44kg/m^2)
Line 148: Line 148:
  
 
* 2 x 330 gal drop tanks
 
* 2 x 330 gal drop tanks
* 2 x AIM-9L Sidewinder missiles
+
* 2 x [[AIM-9L Sidewinder|AIM-9L]] Sidewinder missiles
* 4 x AIM-9L Sidewinder missiles + 320 x countermeasures
+
* 4 x [[AIM-9L Sidewinder|AIM-9L]] Sidewinder missiles + 320 x countermeasures
* 4 x Skyflash missiles
+
* 4 x [[Skyflash]] missiles
* 4 x Skyflash SuperTEMP missiles
+
* 4 x [[Skyflash SuperTEMP]] missiles
  
 
==== Custom loadout options ====
 
==== Custom loadout options ====
Line 184: Line 184:
 
The Skyflash Super TEMPs are very potent but not on par with the [[AIM-7F Sparrow]]s. They accelerate faster and will outpace the AIM-7F within 4-6 km but refrain from trying to BVR Duel with the rank VIII Phantoms or the F-4J/S. The Skyflash will hang at around the same speed as the AIM-7F at BVR ranges. Due to how long the AIM-7F/M burns it will eventually outpace the Skyflash at longer ranges It goes without saying but The Skyflash is not an effective weapon against the [[R-27ER]] or the [[Matra Super 530D]]. Your prime targets are unsuspecting targets 4-9 km away heading generally towards you.
 
The Skyflash Super TEMPs are very potent but not on par with the [[AIM-7F Sparrow]]s. They accelerate faster and will outpace the AIM-7F within 4-6 km but refrain from trying to BVR Duel with the rank VIII Phantoms or the F-4J/S. The Skyflash will hang at around the same speed as the AIM-7F at BVR ranges. Due to how long the AIM-7F/M burns it will eventually outpace the Skyflash at longer ranges It goes without saying but The Skyflash is not an effective weapon against the [[R-27ER]] or the [[Matra Super 530D]]. Your prime targets are unsuspecting targets 4-9 km away heading generally towards you.
  
Try and avoid "fair" missile jousts considering the atrocious manoeuvrability of the Tornado F.3 makes it near impossible to kinetically dodge SARH missiles. Most of the high-end radar missiles can still guide into you due to CW missiles tracking residual radar returns or just gliding into you since the Tornado F.3 is not manoeuvrable enough to change course quickly to dodge the missile, even if the lock was broken. While most planes can outmanoeuvre a head on SARH missile by manoeuvring (rolling) out of the way, the Tornado cannot. It's even difficult to notch a radar-guided missile within 10 km given the closure speed and nearly orbital turning circle of the tornado. Of course, both are possible in certain circumstances but it isn't a reliable way to survive an competent opponent who has taken their time setting up a good SARH missile. Within 5 km, there isn't much you can do other than spam chaff and hope for the best.
+
Avoid entering and staying in the furball as the you will likely have many missiles shot at you, combined with the Tornado's poor maneuverability means almost certain death. Instead lock up head on targets using ACM mode then fire off a Skyflash at your enemy, if they also launch a missile at you, start to notch their radar as fast as you can while releasing flares and chaff, or fly closely to the ground. (Lower than 30 meters) If the enemy starts to notch your radar, switch the radar mode from PD HDN to standard search as it'll be immune to notching, though it will not work if the enemy is close to the ground. (Ground clutter) Another tactic is to lock up the enemy with radar but fire off an AIM-9L instead, many times this will confuse the enemy into not releasing flares as they will believe that you fired a Skyflash instead of a AIM-9L.
  
 
Don't dogfight. You have no workable advantages against your opponent unless they are already badly crippled with large sections of their wings/tail missing. If you are chased, get a teammate to cover your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn manoeuvre.
 
Don't dogfight. You have no workable advantages against your opponent unless they are already badly crippled with large sections of their wings/tail missing. If you are chased, get a teammate to cover your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn manoeuvre.
  
The tornado F.3 likes to fly predictable, straight paths and makes very predictable manoeuvres. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You can't really make unpredictable manoeuvres and sneak up on people given your overall lack of mobility in any direction other than forward. This makes it hard to employ your AIM-9Ls or your guns, given it is very difficult to stick to an opponent's tail for a good rear aspect shot. Although you will still find the AIM-9L to be a very consistent weapon and a good close range missile.
+
The tornado F.3 likes to fly predictable, straight paths and makes very predictable manoeuvres. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You can't really make unpredictable manoeuvres and sneak up on people given your overall lack of mobility in any direction other than forward. This makes it hard to employ your AIM-9Ls or your guns, given it is very difficult to stick to an opponent's tail for a good rear aspect shot. Although you will still find the AIM-9L to be a very consistent weapon and a good close to mid range missile.
  
At this BR, you can outrange pretty much anyone at your own BR with BVR missiles. Your biggest challenge will be F-4J/S with their AIM-7Fs and PDV radars. You have a fair chance of spotting and locking them first given your superior radar. When BVR fighting with an equal BR opponent, it might be a good idea to deliberately waste a Skyflash with a launch from maximum range just to give the enemy something to think about if they continue to commit to a head on. Once the missile is headed your way there isn't much you can do so the best defense is a good offence in this situation.
+
At this BR, you can outrange pretty much anyone at your own BR with BVR missiles. Your biggest challenge will be F-4J/S with their AIM-7Fs and PDV radars. You have a fair chance of spotting and locking them first given your superior radar. However this doesn't mean you have the advantage as the AIM-7F will out range the Skyflash SuperTEMP. If a missile joust must be started, try to delay the launch of the enemy missile until a close distance (Lower than around 8 km) as in those ranges the Skyflash will out speed the AIM-7F. In the event of an uptier you will almost certainly meet enemy Mig-29s with their R27ER missiles, in this scenario there is simply not much you can do due the R27ER outranging and out speeding the Skyflash.
  
 
Never pull negative Gs in the Tornado F.3. As with many top tier planes the negative G performance of the tornado is poor. Unlike the British [[Phantom FGR.2|Phantoms]] your wings are not sturdy enough to sustain negative Gs even for a few seconds, often snapping as soon as you put your nose down. The Tornado is generally an unstable aircraft and prone to flat spinning as soon as the wing falls off, so don't expect to get back to base once you've lost a wing. Rolling can easily make the Tornado snap its wings. When in a turn, refrain from rolling in a 2G+ turn or else there is a good chance you may loose one or both wings. You may not have the controllability to recover and you may go into an uncontrollable spin depending on how violently you were rolling.
 
Never pull negative Gs in the Tornado F.3. As with many top tier planes the negative G performance of the tornado is poor. Unlike the British [[Phantom FGR.2|Phantoms]] your wings are not sturdy enough to sustain negative Gs even for a few seconds, often snapping as soon as you put your nose down. The Tornado is generally an unstable aircraft and prone to flat spinning as soon as the wing falls off, so don't expect to get back to base once you've lost a wing. Rolling can easily make the Tornado snap its wings. When in a turn, refrain from rolling in a 2G+ turn or else there is a good chance you may loose one or both wings. You may not have the controllability to recover and you may go into an uncontrollable spin depending on how violently you were rolling.
 +
 +
==== List of missile and their carriers ====
 +
 +
* [[AIM-7F Sparrow|AIM-7F]]/[[AIM-7M Sparrow|M]], carried by the following aircrafts. [[F-4J Phantom II|F-4J]], [[F-4S Phantom II|F-4S]], [[F-14A Early]], F-16 (All variants except the [[F-16A|USA block 10]] and [[F-16A Netz (Israel)|NETZ]] version) [[F-4EJ Kai Phantom II|F-4EJ Kai]].
 +
* [[R-27ER]]/[[R-27ER1|ER1]], carried by the Mig-29. (Both variants)
 +
* [[Matra Super 530D]], carried by the [[Mirage 2000C-S5]].
 +
* [[Aspide-1A]], carried by the [[F-104S.ASA]] and [[J-8B|J-8B.]]
 +
* [[AIM-54A Phoenix]], carried by the [[F-14A Early]]
 +
 +
==== How to counter these missiles ====
 +
 +
* [[AIM-7F Sparrow|AIM-7F]]/[[AIM-7M Sparrow|M]]. Your Skyflash SuperTEMP will be faster than these missiles when under 6-8 km, above that distance, the AIM-7F/M will be faster.
 +
* [[R-27ER]]/[[R-27ER1|ER1]]. This missile will outperform the Skyflash SuperTEMP in everyway, the only possible way to kill a Mig-29 in the missile joust is to fire first, or notch/evade the incoming R27ER/ER1
 +
* [[Matra Super 530D]]. At close range, the Skyflash SuperTEMP has better acceleration and will eventually out range the Matra Super 530D.
 +
* [[Aspide-1A]]. The carriers of these missiles either has weak flight performance (F-104S.ASA) or a weak radar (J-8B). The Skyflash SuperTEMP will also outrange the Aspide-1A.
 +
* [[AIM-54A Phoenix]]. These missile has a lot of range, however it's very easy to notice the incoming missile and simply notch it.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 200: Line 216:
 
* Has a lot of countermeasures, including large-calibre ones
 
* Has a lot of countermeasures, including large-calibre ones
 
* Can carry 8 air-to-air missiles at once
 
* Can carry 8 air-to-air missiles at once
** Skyflash SuperTEMPs are effective SARH missiles in a BVR role
+
** [[Skyflash SuperTEMP]]<nowiki/>s are effective SARH missiles in a BVR role
** Potent all-aspect heat-seeking AIM-9L missiles
+
** Potent all-aspect heat-seeking [[AIM-9L Sidewinder|AIM-9L]] missiles
 
* Has radar gunsight
 
* Has radar gunsight
 
* Advanced radar for its BR
 
* Advanced radar for its BR

Revision as of 05:32, 12 May 2023

RANK 5 FRANCE
Somua SM PACK
This page is about the British jet fighter Tornado F.3. For other versions, see Tornado (Family).
tornado_f3.png
GarageImage Tornado F.3.jpg
Tornado F.3
AB RB SB
12.0 12.0 12.0
Research:400 000 Specs-Card-Exp.png
Purchase:1 080 000 Specs-Card-Lion.png
Show in game

Description

The Tornado F.3 is a rank VIII British jet fighter with a battle rating of 12.0 (AB/RB/SB). It was introduced in Update "Sky Guardians".

General info

Flight performance

Max speed
at 11 582 m2 308 km/h
Turn time28 s
Max altitude13 000 m
EngineTurbo-Union RB199-34R Mk.104
Type
Cooling systemAir
Take-off weight0 t
Characteristics Max speed
(km/h at 11,582 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,280 2,269 13000 28.4 28.6 167.3 163.4 800
Upgraded 2,340 2,308 27.6 28.0 216.7 191.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X
Limits Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
Min sweep 972 0 1,166 552 440 ~8 ~3
Max sweep 1,555 - - - ~9 ~3
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 670 < 650 < 700 -

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full internal fuel)
Turbo-Union RB199-34R Mk.104 2 14,659 kg 742 kg/m2
Engine characteristics Mass with internal fuel (no weapons load) Max Gross
Weight
Weight (each) Type 16m fuel 20m fuel 30m fuel 45m fuel 56m fuel
968 kg Afterburning low-bypass turbofan 16,186 kg 16,463 kg 17,365 kg 18,718 kg 19,749 kg 23,512 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 16m fuel 20m fuel 30m fuel 45m fuel 56m fuel MGW
Stationary 3,756 kgf 7,309 kgf 0.90 0.89 0.84 0.78 0.74 0.62
Optimal 4,169 kgf
(1,400 km/h)
8,173 kgf
(1,400 km/h)
1.01 0.99 0.94 0.87 0.83 0.70

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew2 people
Speed of destruction
Structural0 km/h
Gear0 km/h

Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.

Modifications and economy

Repair costBasic → Reference
AB2 495 → 4 091 Sl icon.png
RB7 336 → 12 031 Sl icon.png
SB8 577 → 14 066 Sl icon.png
Total cost of modifications304 000 Rp icon.png
462 000 Sl icon.png
Talisman cost3 100 Ge icon.png
Crew training310 000 Sl icon.png
Experts1 080 000 Sl icon.png
Aces3 400 Ge icon.png
Research Aces1 280 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 320 / 540 % Sl icon.png
250 / 250 / 250 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mods booster.png
New boosters
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
480 Ge icon.png
Mods jet engine.png
Engine
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
710 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mods armor frame.png
Airframe
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
480 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
540 Ge icon.png
Mods armor cover.png
Cover
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
710 Ge icon.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mods ammo.png
bk_27_belt_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mod arrow 1.png
Mods heli false thermal targets.png
Flares/Chaff BOL
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mod arrow 0.png
Mods g suit.png
G-suit
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
480 Ge icon.png
Mods air to air missile.png
AIM-9L
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
480 Ge icon.png
Mod arrow 0.png
Mods night vision device.png
NVD
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
540 Ge icon.png
Mods weapon.png
bk_27_new_gun
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
540 Ge icon.png
Mods air to air midrange missile.png
Skyflash
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
540 Ge icon.png
Mod arrow 0.png
Mods jet engine extinguisher.png
EFS
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
710 Ge icon.png
Mods air to air midrange missile.png
Skyflash SuperTEMP
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
710 Ge icon.png

Armaments

Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs) CCRP (Bombs) Lead indicator
Icon GreenCheckmark.png Icon RedXCross.png Icon RedXCross.png Icon RedXCross.png Icon GreenCheckmark.png

Offensive armament

Main article: Mauser BK27 (27 mm)

The Tornado F.3 is armed with:

  • A choice between two presets:
    • 1 x 27 mm Mauser BK27 cannon, chin-mounted (180 rpg)
    • 1 x 27 mm Mauser BK27 cannon + 32 x large calibre countermeasures

Suspended armament

The Tornado F.3 can be outfitted with the following ordnance presets:

Custom loadout options

1 2 3 4 5
Hardpoints Tornado F.3.png
AIM-9L Sidewinder missiles 1, 2 * 1, 2 *
Skyflash missiles 4
Skyflash SuperTEMP missiles 4
Countermeasures 160 * 160 *
330 gal drop tanks 1 1
* Countermeasures can be carried with Sidewinder missiles on the same hardpoint

Usage in battles

Like other planes at this BR, the Tornado F.3 is outclassed by higher tier aircraft. This is especially problematic given the Tornado F.3 is heavily dependent on its weaponry and avionics to be competitive.

The Skyflash Super TEMPs are very potent but not on par with the AIM-7F Sparrows. They accelerate faster and will outpace the AIM-7F within 4-6 km but refrain from trying to BVR Duel with the rank VIII Phantoms or the F-4J/S. The Skyflash will hang at around the same speed as the AIM-7F at BVR ranges. Due to how long the AIM-7F/M burns it will eventually outpace the Skyflash at longer ranges It goes without saying but The Skyflash is not an effective weapon against the R-27ER or the Matra Super 530D. Your prime targets are unsuspecting targets 4-9 km away heading generally towards you.

Avoid entering and staying in the furball as the you will likely have many missiles shot at you, combined with the Tornado's poor maneuverability means almost certain death. Instead lock up head on targets using ACM mode then fire off a Skyflash at your enemy, if they also launch a missile at you, start to notch their radar as fast as you can while releasing flares and chaff, or fly closely to the ground. (Lower than 30 meters) If the enemy starts to notch your radar, switch the radar mode from PD HDN to standard search as it'll be immune to notching, though it will not work if the enemy is close to the ground. (Ground clutter) Another tactic is to lock up the enemy with radar but fire off an AIM-9L instead, many times this will confuse the enemy into not releasing flares as they will believe that you fired a Skyflash instead of a AIM-9L.

Don't dogfight. You have no workable advantages against your opponent unless they are already badly crippled with large sections of their wings/tail missing. If you are chased, get a teammate to cover your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn manoeuvre.

The tornado F.3 likes to fly predictable, straight paths and makes very predictable manoeuvres. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You can't really make unpredictable manoeuvres and sneak up on people given your overall lack of mobility in any direction other than forward. This makes it hard to employ your AIM-9Ls or your guns, given it is very difficult to stick to an opponent's tail for a good rear aspect shot. Although you will still find the AIM-9L to be a very consistent weapon and a good close to mid range missile.

At this BR, you can outrange pretty much anyone at your own BR with BVR missiles. Your biggest challenge will be F-4J/S with their AIM-7Fs and PDV radars. You have a fair chance of spotting and locking them first given your superior radar. However this doesn't mean you have the advantage as the AIM-7F will out range the Skyflash SuperTEMP. If a missile joust must be started, try to delay the launch of the enemy missile until a close distance (Lower than around 8 km) as in those ranges the Skyflash will out speed the AIM-7F. In the event of an uptier you will almost certainly meet enemy Mig-29s with their R27ER missiles, in this scenario there is simply not much you can do due the R27ER outranging and out speeding the Skyflash.

Never pull negative Gs in the Tornado F.3. As with many top tier planes the negative G performance of the tornado is poor. Unlike the British Phantoms your wings are not sturdy enough to sustain negative Gs even for a few seconds, often snapping as soon as you put your nose down. The Tornado is generally an unstable aircraft and prone to flat spinning as soon as the wing falls off, so don't expect to get back to base once you've lost a wing. Rolling can easily make the Tornado snap its wings. When in a turn, refrain from rolling in a 2G+ turn or else there is a good chance you may loose one or both wings. You may not have the controllability to recover and you may go into an uncontrollable spin depending on how violently you were rolling.

List of missile and their carriers

How to counter these missiles

  • AIM-7F/M. Your Skyflash SuperTEMP will be faster than these missiles when under 6-8 km, above that distance, the AIM-7F/M will be faster.
  • R-27ER/ER1. This missile will outperform the Skyflash SuperTEMP in everyway, the only possible way to kill a Mig-29 in the missile joust is to fire first, or notch/evade the incoming R27ER/ER1
  • Matra Super 530D. At close range, the Skyflash SuperTEMP has better acceleration and will eventually out range the Matra Super 530D.
  • Aspide-1A. The carriers of these missiles either has weak flight performance (F-104S.ASA) or a weak radar (J-8B). The Skyflash SuperTEMP will also outrange the Aspide-1A.
  • AIM-54A Phoenix. These missile has a lot of range, however it's very easy to notice the incoming missile and simply notch it.

Pros and cons

Pros:

  • Has a lot of countermeasures, including large-calibre ones
  • Can carry 8 air-to-air missiles at once
  • Has radar gunsight
  • Advanced radar for its BR
    • Includes TWS that indicates direction of enemy
    • PD has IFF
  • Can carry drop tanks to extend range
  • Has reverse thrust to reduce landing distance

Cons:

  • Poor turning performance
  • Lacklustre acceleration
  • Other BVR missiles have a longer range in an uptier
  • Very difficult to kinetically dodge SARH missiles due to aforementioned poor turn rate
  • Short ACM range
  • The 27 mm cannon has a low rate of fire, low ammunition count, and mediocre damage
  • Absence of drogue chute requires a long distance to land

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins


Videos

See also

Related development

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Panavia Aircraft GmbH
Strike Aircraft  Tornado (Family)
Germany  ◄Tornado IDS WTD61 · ◄Tornado IDS ASSTA1 · ◄Tornado IDS MFG
UK  Tornado GR.1 · Tornado F.3 · Tornado F.3 Late
Italy  Tornado ADV · ▄Tornado IDS · ▄Tornado IDS (1995)

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