Difference between revisions of "Sea Harrier FRS.1"

From War Thunder Wiki
Jump to: navigation, search
(Details)
(Pros and cons)
 
(8 intermediate revisions by 6 users not shown)
Line 16: Line 16:
 
The '''{{Specs|name}}''' was a specialised version of the Hawker-Siddeley Harrier, designed for naval operations. It joined the Royal Navy of the United Kingdom in 1978 and gained fame for its role in the Falklands War in 1982, where it defended the fleet from enemy aircraft attacks with great success. Despite being vastly outnumbered, the Sea Harriers shot down 21 Argentinean planes without losing any of their own, a remarkable accomplishment that demonstrated the superiority of the aircraft. In a subsequent upgrade, the Sea Harrier FRS.1 was equipped with a 2x2 Aim-9L configuration, further enhancing its air combat capabilities.
 
The '''{{Specs|name}}''' was a specialised version of the Hawker-Siddeley Harrier, designed for naval operations. It joined the Royal Navy of the United Kingdom in 1978 and gained fame for its role in the Falklands War in 1982, where it defended the fleet from enemy aircraft attacks with great success. Despite being vastly outnumbered, the Sea Harriers shot down 21 Argentinean planes without losing any of their own, a remarkable accomplishment that demonstrated the superiority of the aircraft. In a subsequent upgrade, the Sea Harrier FRS.1 was equipped with a 2x2 Aim-9L configuration, further enhancing its air combat capabilities.
  
The {{Specs|name}} was introduced in [[Update "Apex Predators"]]. The Sea Harrier is available as an option for rank VII through unlock as a squadron vehicle. It can present experienced pilots familiar with the GR.1/3 with a further improvement in the form of deadly AIM-9L Sidewinder missiles and a unique position as the only model of Harrier in-game with a search radar. Ultimately, the Sea Harrier builds on the strengths of the Harrier GR.3 with improved air-to-air combat capability. However this comes at a cost of being heavier and slightly more sluggish than its contemporaries. All in all, the Sea Harrier can be a powerful opponent in the hands of a veteran pilot and provides an almost preparatory experience for the [[Harrier GR.7]].
+
The {{Specs|name}} was introduced in [[Update "Apex Predators"]]. The Sea Harrier is available as an option for rank VII through unlock as a squadron vehicle. It can present experienced pilots familiar with the GR.1/3 with a further improvement in the form of deadly AIM-9L Sidewinder missiles and a unique position since it is one of the few Harrier versions in game equipped with a radar. Ultimately, the Sea Harrier builds on the strengths of the Harrier GR.3 with improved air-to-air combat capability. However this comes at a cost of being heavier and slightly more sluggish than its contemporaries. All in all, the Sea Harrier can be a powerful opponent in the hands of a veteran pilot and provides an almost preparatory experience for the [[Harrier GR.7]].
  
 
== General info ==
 
== General info ==
Line 49: Line 49:
 
! colspan="6" | Features
 
! colspan="6" | Features
 
|-
 
|-
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue (drag) chute
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute
 
|-
 
|-
 
| X || ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
 
| X || ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
Line 223: Line 223:
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
  
Use the Sea Harrier's quick takeoff and climb to ascend high above the normal altitude for battle, somewhere around 5-8 km depending on the map and approaching enemies. Due to the lacklustre turn capabilities and muzzle velocity of the cannons, it's not recommended to engage in dogfights. Instead, use your AIM-9Ls to your advantage and target enemies already engaged or simply oblivious to your presence above them. When done correctly and carefully, this can quietly get you 2-3 kills in a single flyout.
+
Although the Pegasus engine can always ensure the >1.0 P/W ratio of Sea Harrier FRS.1, due to the heavy airframe and the engine, Sea Harrier can still be described as a "flying brick" and nowhere close to what it's named after - harriers. But planning for sudden strikes from high-altitude will make its life much easier, the overall payload is still sufficient for CAS before players researched more dedicated and competent attackers in British tech tree.
  
Your cannons are also effective at destroying ground targets which can provide extra RP and SL once your missiles are expended. The Sea Harrier may also carry unguided rockets or bombs for additional ground pounding at the further expense of performance. However, it's important to note that you are at a disadvantage at lower altitude since you cannot climb as fast as other jets at the BR, and it's hard to shake off and outrun an opponent once they're on your tail. MiG-21s, F-5s, and J35s will easily outmanoeuvre you, and A-10s, Su-25s and Su-22s, while slower, can still outturn you and easily put you in their sights.
+
==== Air - Bricks Fly When Thrust is Enough ====
 +
One major advantage of Harrier family is their oddly high P/W ratio for jets due to the need to vertical take-off (to compensate for its weight), players can jump into the skies much faster than their supersonic counterparts thanks to the Pegasus engine; this is also the most crucial point of flying Harriers as launching sudden strikes on unaware enemies is the most common way to earn clean victories against enemy jets. As mentioned, due to the unpleasing maneuverability that can be referred as a brick and lacks of radar-homing missiles, heading straight for the battlefield is never a good idea even for players opting for ground-attacking payloads for bases. The Pegasus engine heats up very quickly from idle temperature at 420°C to overheating at 710°C within 15 seconds, the limited WEP also hinders its flying capability as abusing it at climbing phase also means there will not be any spare thrust for an escape in battlefield, therefore putting the throttle at around 80% is more than enough to maintain positive climb at acceptable overheating rate. When players hit the altitude at around 5-8 km (depending on the terrain and setting of map; seaside maps and plateau maps can have up to 3000 m AMSL differences) and no enemy interceptors with SARH missiles hunting players down, the Sea Harrier now becomes the overwatcher of team; be sure to pick careless enemy players, especially when using AIM-9G at grinding stages - always put enemies within 3 km radius to utilize its overload and thrust, be sure to turn off the radar for maximum concealment. When having AIM-9L as its A-A armament, it gives much more flexibility to the jet and enables attacks against enemies from any aspects, turning it into a somewhat competent interceptor.
 +
 
 +
But players will have to remember the brick-like flight performance, due to the heavy and easily overheating engine, any dogfight will eventually turn down on Harriers and enemy fighters have an edge on players, especially at low altitude when players need the extra thrust to get back to altitude or exiting the battlefield; it will be a good idea to consider for letting enemy jets overshoot players, this tactic applies to other Harriers as well - when enemy eventually overshoots, the 30 mm ADEN autocannon will make sure enemy jets shatter in the sky. Utilizing the thrust-vectoring nozzles is also a viable but risky move, while it can vastly decrease its turn radius, a jet slowing down to propeller-like speed will become easy prey for other enemy jets even with their guns; therefore avoid dogfight at all cost unless in dire situation - even subsonic attackers can out-turn Sea Harrier.
 +
 
 +
==== Ground - An Early Alternative ====
 +
When players have the need for an attacker with slightly better A-A payload while leaving some payload for enemy ground targets, FRS.1 is still a viable alternative thanks to its AIM-9L once researched, and the advanced RWR can warn players on enemy radar sources with all-aspect warnings to tell where the source from. Due to lacking any guided A2G weaponry, low-altitude flyovers against enemy targets can be said as the safest approach without concerning SAMs as they would likely lack the reaction time to engage players after bombing runs. If players opt for top-down assaults whatsoever, always consider for leaving enough altitude to disengage as FRS.1 needs rather high AoA to recover. In most cases, the 1000 lbs bombs are your best friend since the RP rocket pod is more of aesthetic purpose than hitting armored vehicles, it doesn't have sufficient explosives to take out open-top vehicles or SPAAs so always fire in multiple salvos to ensure a destruction.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 232: Line 238:
 
'''Pros:'''
 
'''Pros:'''
  
* Retains the great climb rate and thrust of earlier Harrier's
+
* Retains the great climb rate and thrust of earlier Harriers
 
* Addition of a search radar that can be used to slave the AAM's the Harrier can bring for off-angle shots
 
* Addition of a search radar that can be used to slave the AAM's the Harrier can bring for off-angle shots
 
* 4 powerful AIM-9L all-aspect missiles
 
* 4 powerful AIM-9L all-aspect missiles
 +
* Modern RWR with ability to detect track, launch and TWS modes
  
 
'''Cons:'''
 
'''Cons:'''
Line 245: Line 252:
 
== History ==
 
== 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: <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).'' -->
 
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
+
The Hawker Siddeley Harrier "Jump-Jet" has been a successful attack aircraft for multiple users, most notably the RAF themselves as the quick-response aircrafts against possible Warsaw-Pact assaults in case of the destruction of NATO airbases as the Harrier could utilize its V/STOL capability to mobilize and attack enemy targets before the reinforcements arrived. After its commission in 1969, the Royal Navy's Fleet Air Arm also need the Harrier as they opted for a ski-jump style flight deck instead of conventional designs with catapult; the resulting jet was the Sea Harrier FRS.1 for the need to intercept Soviet AShM guidance aircrafts, 24 jets were ordered to the then-Hawker Siddeley, but the first prototype jet arrived in April 1978 after the Aircraft and Shipbuilding Industries Act 1977 and built by the merged British Aerospace, only to be declared operational by FAA in 1981. The jet achieved 20 recorded victories over Argentine aircrafts with no losses during the Falkland War and were saw action in the Bosnian War.
 +
 
 +
These jets would be upgraded to F(A).2 standard with Blue Vixen PD radar and the capability of launch AIM-120 in 1988; the Sea Harrier retired from FAA in 2006 and was replaced by more advanced Sea Harrier II, while Indian Navy acquired some of these jets and used until 2016.
  
 
== Media ==
 
== Media ==
Line 255: Line 264:
  
 
== See also ==
 
== See also ==
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
Hawker Siddeley Harrier
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
 
 
;[[Harrier (Family)|Other Harriers:]]
 
  
 
* [[Harrier GR.1]]
 
* [[Harrier GR.1]]
 
* [[Harrier GR.3]]
 
* [[Harrier GR.3]]
 +
* [[AV-8A]]
 +
* [[AV-8C]]
 +
 +
British Aerospace (BAe) Sea Harrier and Sea Harrier II
 +
 +
* [[Sea Harrier FRS.1 (e)]]
 
* [[Harrier GR.7]]
 
* [[Harrier GR.7]]
  

Latest revision as of 02:25, 10 July 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the squadron British strike aircraft Sea Harrier FRS.1. For the regular version, see Sea Harrier FRS.1 (e). For other versions, see Harrier (Family).
Sea Harrier FRS.1
harrier_frs1.png
GarageImage Sea Harrier FRS.1.jpg
Sea Harrier FRS.1
Research:520 000 Specs-Card-Activity.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

The Sea Harrier FRS.1 was a specialised version of the Hawker-Siddeley Harrier, designed for naval operations. It joined the Royal Navy of the United Kingdom in 1978 and gained fame for its role in the Falklands War in 1982, where it defended the fleet from enemy aircraft attacks with great success. Despite being vastly outnumbered, the Sea Harriers shot down 21 Argentinean planes without losing any of their own, a remarkable accomplishment that demonstrated the superiority of the aircraft. In a subsequent upgrade, the Sea Harrier FRS.1 was equipped with a 2x2 Aim-9L configuration, further enhancing its air combat capabilities.

The Sea Harrier FRS.1 was introduced in Update "Apex Predators". The Sea Harrier is available as an option for rank VII through unlock as a squadron vehicle. It can present experienced pilots familiar with the GR.1/3 with a further improvement in the form of deadly AIM-9L Sidewinder missiles and a unique position since it is one of the few Harrier versions in game equipped with a radar. Ultimately, the Sea Harrier builds on the strengths of the Harrier GR.3 with improved air-to-air combat capability. However this comes at a cost of being heavier and slightly more sluggish than its contemporaries. All in all, the Sea Harrier can be a powerful opponent in the hands of a veteran pilot and provides an almost preparatory experience for the Harrier GR.7.

General info

Flight performance

Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Max speed
at 0 m1 159 km/h
Turn time32 s
Max altitude12 192 m
EngineRolls-Royce Pegasus Mk.104
TypeJet
Cooling systemAir
Take-off weight13 t

The Sea Harrier possesses a flight performance very similar to the aircraft it is derived from, the Harrier GR.3, possessing the same Pegasus 103 engine. It is worth noting however that the Sea Harrier carries additional weight in the form of the radar equipment within its nose and an altered aerodynamic profile to accommodate this.

Comparatively, the Sea Harrier turns more sluggishly than contemporary Harriers, but it still maintains the exceptional thrust and climb rate prevalent among its kind, able to climb up to lofty heights where it can maximise the range potential of its all-aspect AIM-9L Sidewinder missiles. It comes with the same thrust vectoring of other Harriers allowing the aircraft to pull tighter turns and make split second adjustments at the cost of speed and energy.

Characteristics Max speed
(km/h at 0 m - sea level)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 1,150 1,144 12192 32.5 34.0 70.2 68.5 550
Upgraded 1,168 1,159 31.5 32.0 105.2 87.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1191 648 N/A 829 556 ~14 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 648 < 950 < 790 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Rolls-Royce Pegasus Mk.104 1 6,258 kg 462 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type 9m fuel 20m fuel 30m fuel 33m fuel
1,650 kg Vectored-thrust low-bypass turbofan 6,959 kg 7,661 kg 8,363 kg 8,593 kg 11,409 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 9m fuel 20m fuel 30m fuel 33m fuel MGW
Stationary 9,150 kgf 9,709 kgf 1.40 1.27 1.16 1.13 0.85
Optimal 9,150 kgf
(0 km/h)
9,709 kgf
(0 km/h)
1.40 1.27 1.16 1.13 0.85

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew1 person
Speed of destruction
Structural1 191 km/h
Gear648 km/h

The Sea Harrier FRS.1 possesses no armour. All of its internal modules are arrayed in close proximity within the fuselage centred around the engine.

The Sea Harrier is not a sturdy aircraft and can be destroyed fairly easily owing to its compact assembly. However, if the damage taken is not enough to outright down the Harrier such as damage to flaps or wings, the Harrier can in an emergency leverage its thrust vectoring to compensate for lift lost from wing damage and limp back to the airfield for repair at the cost of being exceptionally vulnerable to enemy aircraft on the way.

Modifications and economy

Repair costBasic → Reference
AB3 288 → 4 816 Sl icon.png
RB8 225 → 12 049 Sl icon.png
SB9 865 → 14 452 Sl icon.png
Total cost of modifications227 000 Rp icon.png
353 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 800 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
80 / 300 / 600 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods booster.png
New boosters
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
390 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods jet engine.png
Engine
Research:
25 000 Rp icon.png
Cost:
39 000 Sl icon.png
740 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods g suit.png
G-suit
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
390 Ge icon.png
Mods armor frame.png
Airframe
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
390 Ge icon.png
Mods armor cover.png
Cover
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
25 000 Rp icon.png
Cost:
39 000 Sl icon.png
740 Ge icon.png
Mods ammo.png
aden_belt_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mod arrow 1.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods pilon bomb.png
1000 LB
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
390 Ge icon.png
Mod arrow 1.png
Mods weapon.png
aden_new_gun
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods air to air missile.png
AIM-9L
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods pilon block rocket.png
Matra №7 Mk 1
Research:
25 000 Rp icon.png
Cost:
39 000 Sl icon.png
740 Ge icon.png

As with most aircraft at the tier the Sea Harrier competes at, it is advisable to prioritise unlocking the Flare/Chaff upgrade to greatly increase survivability of the Harrier against very commonly encountered IR missiles. After which, pursuing the unlock of the Sea Harrier's own AIM-9L Sidewinder capability is highly recommended as this will encompass most of the jet's offensive capability when dealing with other aircraft.

A further advantageous unlock would be to acquire the 1,000 lb bombs which can be grabbed while prioritising the unlock of the AIM-9L's: these will allow unlocking further upgrades and RP by bombing bases before turning to engage enemy aircraft. Once sufficient weapons and countermeasures are unlocked then it is recommended to focus entirely on flight performance upgrades to make the most of the superb climbing and thrust of the Pegasus engine.

Recommended path:

Flares/Chaff -> 1000 LB bombs -> New Boosters -> AIM-9L -> Wings Repair -> Engine -> Compressor -> Cover -> Airframe -> Fuselage Repair -> G-suit > EFS -> Offensive 30 mm belts -> New 30 mm cannons -> Matra No7 Mk 1 rockets

Armaments

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

Offensive armament

Main article: ADEN Mk.4 (30 mm)

The Sea Harrier FRS.1 is armed with:

  • A choice between two presets:
    • 2 x 30 mm ADEN Mk.4 cannons, belly-mounted (130 rpg = 260 total)
    • 2 x 30 mm ADEN Mk.4 cannons + 60 x countermeasures

The 30 mm ADEN cannons are identical to those found on the GR.1/3 and the AV-8A/C found in the USA tech tree. These are very hard-hitting guns that can bring down an enemy aircraft with even glancing blows. However on the Harrier family they are often located low on the belly in an awkward spot, possess low muzzle velocity, and often very limited ammunition. They can however be used to great effect on larger aircraft such as A-10s or Su-25s when a quick and snappy burst needs to do fatal damage.

Suspended armament

The Sea Harrier FRS.1 can be outfitted with the following ordnance:

1 2 3 4 5
Hardpoints Harrier GR.3.png
1,000 lb H.E. M.C. Mk.13 bombs 1, 2 1 1, 2
1,000 lb H.E. M.C. Mk.13 No.117 bombs 1, 2 1 1, 2
RP rockets 36 36
AIM-9G Sidewinder missiles 1 1
AIM-9L Sidewinder missiles 1, 2 1, 2
Default weapon presets
  • Without load
  • 2 x AIM-9G Sidewinder missiles
  • 2 x AIM-9L Sidewinder missiles
  • 4 x AIM-9L Sidewinder missiles
  • 72 x RP rockets
  • 3 x 1,000 lb H.E. M.C. Mk.13 bombs (3,000 lb total)
  • 3 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (3,000 lb total)
  • 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)
  • 4 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (4,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)
  • 2 x AIM-9G Sidewinder missiles + 72 x RP rockets
  • 4 x AIM-9L Sidewinder missiles + 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)
  • 4 x AIM-9L Sidewinder missiles + 72 x RP rockets

AIM-9G Sidewinder missile:

The AIM-9G is a potent missile but may begin to feel a little lacklustre at the BR the Sea Harrier operates at. The stock missile option for the Sea Harrier and only able to hold 2 of them on wing-mounted pylons. 9Gs are rear-aspect only but come with a very large seeker cage, 18G of maximum overload and the option for radar-slaving which the Sea Harrier is uniquely able to capitalise on amongst its brethren Harriers. When employing these with the Harrier in particular, it is advisable to deploy them from an altitude advantage on unaware enemies.

AIM-9L Sidewinder missile:

The AIM-9L is a further upgrade of the Sidewinder missile. It retains the radar-slaving capability of the 9G but with a much smaller seeker cage. However instead the 9L now enables the Sidewinder to have all-aspect functionality and up to 30G of maximum overload. This greatly enhances the killing and lock-acquiring capability of the missile with the added benefit of some flare-resistance which will be noticeable especially when firing from a rear-aspect on an aircraft with an afterburner. A potent missile which can be used more widely than the 9G with particular regards to the Sea Harrier, but again is very strong capitalising on the climb rate of the sea Harrier to be deployed almost in a 'sniping' way.

1000 LB Mk.13 bomb:

A common bomb found on British aircraft, the Mk.13 can be employed with the onboard CCIP to be accurately delivered and the Harrier can carry a maximum of 5 alongside its AAM loadout of choice. A full payload of these bombs can destroy a single base in Air battles and are sufficient to destroy enemy armoured vehicles in ground battles with a TNT explosive equivalent of 296.48 kg per bomb.

RP rocket:

The Harrier can carry up to 72 RP rockets, these rockets are simple and can be aimed using the onboard CCIP. Each rocket is equivalent to 691.2 g of TNT and will require multiple hits to damage light vehicles to the point of destruction. However with only 10 mm of penetration these rockets will see little to no effect on MBTs or more thoroughly armoured vehicles.

Usage in battles

Although the Pegasus engine can always ensure the >1.0 P/W ratio of Sea Harrier FRS.1, due to the heavy airframe and the engine, Sea Harrier can still be described as a "flying brick" and nowhere close to what it's named after - harriers. But planning for sudden strikes from high-altitude will make its life much easier, the overall payload is still sufficient for CAS before players researched more dedicated and competent attackers in British tech tree.

Air - Bricks Fly When Thrust is Enough

One major advantage of Harrier family is their oddly high P/W ratio for jets due to the need to vertical take-off (to compensate for its weight), players can jump into the skies much faster than their supersonic counterparts thanks to the Pegasus engine; this is also the most crucial point of flying Harriers as launching sudden strikes on unaware enemies is the most common way to earn clean victories against enemy jets. As mentioned, due to the unpleasing maneuverability that can be referred as a brick and lacks of radar-homing missiles, heading straight for the battlefield is never a good idea even for players opting for ground-attacking payloads for bases. The Pegasus engine heats up very quickly from idle temperature at 420°C to overheating at 710°C within 15 seconds, the limited WEP also hinders its flying capability as abusing it at climbing phase also means there will not be any spare thrust for an escape in battlefield, therefore putting the throttle at around 80% is more than enough to maintain positive climb at acceptable overheating rate. When players hit the altitude at around 5-8 km (depending on the terrain and setting of map; seaside maps and plateau maps can have up to 3000 m AMSL differences) and no enemy interceptors with SARH missiles hunting players down, the Sea Harrier now becomes the overwatcher of team; be sure to pick careless enemy players, especially when using AIM-9G at grinding stages - always put enemies within 3 km radius to utilize its overload and thrust, be sure to turn off the radar for maximum concealment. When having AIM-9L as its A-A armament, it gives much more flexibility to the jet and enables attacks against enemies from any aspects, turning it into a somewhat competent interceptor.

But players will have to remember the brick-like flight performance, due to the heavy and easily overheating engine, any dogfight will eventually turn down on Harriers and enemy fighters have an edge on players, especially at low altitude when players need the extra thrust to get back to altitude or exiting the battlefield; it will be a good idea to consider for letting enemy jets overshoot players, this tactic applies to other Harriers as well - when enemy eventually overshoots, the 30 mm ADEN autocannon will make sure enemy jets shatter in the sky. Utilizing the thrust-vectoring nozzles is also a viable but risky move, while it can vastly decrease its turn radius, a jet slowing down to propeller-like speed will become easy prey for other enemy jets even with their guns; therefore avoid dogfight at all cost unless in dire situation - even subsonic attackers can out-turn Sea Harrier.

Ground - An Early Alternative

When players have the need for an attacker with slightly better A-A payload while leaving some payload for enemy ground targets, FRS.1 is still a viable alternative thanks to its AIM-9L once researched, and the advanced RWR can warn players on enemy radar sources with all-aspect warnings to tell where the source from. Due to lacking any guided A2G weaponry, low-altitude flyovers against enemy targets can be said as the safest approach without concerning SAMs as they would likely lack the reaction time to engage players after bombing runs. If players opt for top-down assaults whatsoever, always consider for leaving enough altitude to disengage as FRS.1 needs rather high AoA to recover. In most cases, the 1000 lbs bombs are your best friend since the RP rocket pod is more of aesthetic purpose than hitting armored vehicles, it doesn't have sufficient explosives to take out open-top vehicles or SPAAs so always fire in multiple salvos to ensure a destruction.

Pros and cons

Pros:

  • Retains the great climb rate and thrust of earlier Harriers
  • Addition of a search radar that can be used to slave the AAM's the Harrier can bring for off-angle shots
  • 4 powerful AIM-9L all-aspect missiles
  • Modern RWR with ability to detect track, launch and TWS modes

Cons:

  • Subsonic in a bracket mostly populated with supersonic aircraft
  • Sluggish in its turn radius
  • Engines will overheat if run for too long at 100% throttle, management is required
  • Limited WEP

History

The Hawker Siddeley Harrier "Jump-Jet" has been a successful attack aircraft for multiple users, most notably the RAF themselves as the quick-response aircrafts against possible Warsaw-Pact assaults in case of the destruction of NATO airbases as the Harrier could utilize its V/STOL capability to mobilize and attack enemy targets before the reinforcements arrived. After its commission in 1969, the Royal Navy's Fleet Air Arm also need the Harrier as they opted for a ski-jump style flight deck instead of conventional designs with catapult; the resulting jet was the Sea Harrier FRS.1 for the need to intercept Soviet AShM guidance aircrafts, 24 jets were ordered to the then-Hawker Siddeley, but the first prototype jet arrived in April 1978 after the Aircraft and Shipbuilding Industries Act 1977 and built by the merged British Aerospace, only to be declared operational by FAA in 1981. The jet achieved 20 recorded victories over Argentine aircrafts with no losses during the Falkland War and were saw action in the Bosnian War.

These jets would be upgraded to F(A).2 standard with Blue Vixen PD radar and the capability of launch AIM-120 in 1988; the Sea Harrier retired from FAA in 2006 and was replaced by more advanced Sea Harrier II, while Indian Navy acquired some of these jets and used until 2016.

Media

Skins

See also

Hawker Siddeley Harrier

British Aerospace (BAe) Sea Harrier and Sea Harrier II

External links


British Aerospace plc
Strike Aircraft  Harrier GR.7 · Sea Harrier FRS.1 (e) · Sea Harrier FRS.1 · Sea Harrier FA 2
See also  British Aircraft Corporation · Hawker Aircraft Limited

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

Squadron aircraft
USA  A-4E Early · F-117
Germany  Me 262 A-1a/U1 · ◌Hunter F.58
USSR  Su-22M3
Britain  Firecrest · Sea Harrier FRS.1
Japan  ▄F-5E FCU
China  JF-17