Difference between revisions of "F-104C"

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== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part 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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update "Starfighters"]]. Deigned for engine power, the F-104C is one of the fastest planes at 10.0, but it’s terrible manoeuvrability relegates it to the role of support fighter.  
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The F-104C mainly differs from early variants by being able to carry ground munitions. Although it may have seemed strange considering the overall unstable nature of the Starfighter, the Tactical Air Command decided to propose a ground striker version of the Starfighter. Almost 80 F-104Cs were ordered and had its first flight in 1958. More orders were planned until Starfighter production was rejected. Minor changes included an inflight refuelling probe and a better fire control system. The F-104Cs saw service in Vietnam where they were soon replaced by the superior F-4D Phantom. The Starfighter always had a troubled history and the F-104C was no exception despite the various improvements.
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Introduced in [[Update "Starfighters"]], the '''{{Specs|name}}''' is a sleek, fast jet also capable of carrying a decent bomb load and rockets. The main difference between the F-104C and F-104A is the ability to carry ground attack munitions like 750 lb bombs, FFAR Mighty Mouse rockets, and BLU-1 incendiary bombs. The F-104C also retains the ability to carry two AIM-9B Sidewinders and houses the improved M61A1 cannon. The F-104C is a dangerous aircraft at its battle rating but becomes hopelessly outclassed in uptiers due to the lack of flares and improved missiles.
  
 
== General info ==
 
== General info ==
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{{Specs-Avia-Armour}}
 
{{Specs-Avia-Armour}}
 
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
 
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
In terms of armour, there is no armour on the F-104C. Since the F-104C relies on high speed, it wouldn't need armour as that would reduce the speed and manoeuvrability of the plane. The F-104C is a very long plane and it is not very manoeuvrable, making it a large, easy target for enemy guns. As such, the only characteristic that should be relied upon for survivability is the plane's speed. It is very quick, and as such is hard to catch. Of course, it's not quicker than a missile!
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In terms of armour, there is no armour on the F-104C. Since the F-104C relies on high speed, it wouldn't need armour as that would reduce the speed and manoeuvrability of the plane. The F-104C is a very long plane and it is not very manoeuvrable, making it a large, easy target for enemy guns. As such, the only characteristic that should be relied upon for survivability is the plane's speed. It is very quick, and as such is hard to catch.
  
 
* No armour
 
* No armour
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{{Specs-Avia-Suspended}}
 
{{Specs-Avia-Suspended}}
 
<!-- ''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.'' -->
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
{{main|M117 cone 45 (750 lb)|BLU-1 incendiary|AIM-9B Sidewinder|FFAR Mighty Mouse}}
 
  
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
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{| class="wikitable" style="text-align:center" width="100%"
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|-
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! !! width="9%" | 1 !! width="9%" | 2 !! width="9%" | 3 !! width="9%" | 4 !! width="9%" | 5
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| rowspan="6" width="25%" | <div class="ttx-image">[[File:Hardpoints_{{PAGENAME}}.png]]</div>
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|-
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! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs
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| || 1 || 1 || 1 ||
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|-
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! [[BLU-1 incendiary]] bombs
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| || 1 || || 1 ||
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|-
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! [[FFAR Mighty Mouse]] rockets
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| || 19 || || 19 ||
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|-
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! [[AIM-9B Sidewinder]] missiles
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| 1 || ||2|| || 1
 +
|-
 +
|}
 +
 +
{{Navigation-Start|Default weapon presets}}
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{{Navigation-First-Simple-Line}}
  
 
* Without load
 
* Without load
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* 4 x AIM-9B Sidewinder missiles
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* 38 x FFAR Mighty Mouse rockets
 
* 3 x 750 lb M117 cone 45 bombs (2,250 lb total)
 
* 3 x 750 lb M117 cone 45 bombs (2,250 lb total)
* 38 x FFAR Mighty Mouse rockets
 
* 2 x AIM-9B Sidewinder missiles
 
* 2 x AIM-9B Sidewinder missiles + 3 x 750 lb M117 cone 45 bombs (2,250 lb total)
 
 
* 2 x BLU-1 incendiary bombs
 
* 2 x BLU-1 incendiary bombs
* 2 x BLU-1 incendiary bombs + 2 x AIM-9B Sidewinder missiles
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{{Navigation-End}}
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''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).'' -->
  
The F-104 is an interceptor which relies solely on its high speed and acceleration. This great speed comes with a great cost; the F-104 undoubtedly has the worst overall turn rate at high tiers (and perhaps in the whole game as well). Keep that in mind when playing it. It is highly recommended not to dogfight in the F-104 as you aren’t out-turning anything, and even if you have someone energy trapped, it is hard to capitalize on it as the F-104’s maneouvrability is just so poor. If someone gets on your tail, there isn’t much you can do. While the F-104 does have a good roll rate, the turning capability makes it so it cannot effectively perform defensive manoeuvres. Even if you manage to get a tailing enemy to overshoot, the F-104 can’t turn well enough to use the opportunity to attack.  
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The F-104 is an interceptor which relies solely on its extremely high speed and acceleration. This great speed comes with a great cost; the F-104 undoubtedly has the worst overall turn rate at high tiers (and perhaps in the whole game as well). Keep that in mind when playing it. It is highly recommended not to dogfight in the F-104 as you aren't out-turning anything, and even if you have someone energy trapped, it is hard to capitalize on it as the F-104's manoeuvrability is just so poor. Additionally, if someone gets on your tail, there isn't much you can do. While the F-104 does have a good roll rate, the turning capability makes it so it cannot effectively perform defensive manoeuvres. Even if you manage to get a tailing enemy to overshoot, the F-104 can't turn well enough to use the opportunity to attack.
  
Due to this, the best way to play the F-104 is to keep its speed up as much as possible and at all times. You will want to play the F-104 primarily in the support role as either a boom and zoom fighter or a hit and run fighter, picking on slow enemies that are preferably distracted and already engaged in a dogfight with teammates. This also means that the F-104 is extremely team-reliant in most battles, as it does not fare well in any 1v1 scenario.  
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Due to this, the best way to play the F-104 is to keep its speed up as much as possible and at all times. You will want to play the F-104 primarily in the support role as either a boom and zoom fighter or a hit and run fighter, picking on slow enemies that are preferably distracted and already engaged in a dogfight with teammates. This strategy prioritizes that no enemy gets on a slow F-104's tail, because as discussed before, there is little one can do once this happens. This also means that the F-104 is very team-reliant in most battles, as it does not fare well in any 1v1 scenario. As the F-104's poor manoeuvrability is a well-known weakness, if needed this can be used to bait slower enemy fighters for your teammates. By slowing down to near an enemy fighter's speed and turning, you can fool them into thinking they have you in a turn when in reality you can keep the distance from closing using your acceleration.
  
The plane does best at downtiers. As it will be one of the fastest if not the fastest plane, you can prioritize thehigh-threat planes first before handling the slower jets. Fast planes and planes with excellent missiles like the [[MiG-19S (Germany)|MiG-19S]], [[MiG-21F-13]], [[Yak-38]], [[Yak-38M]], A-5C, etc. should be prioritized as main threats.
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At its BR, the F-104C will likely always be the fastest plane on the battlefield. In downtiers, its speed makes it nearly untouchable. However, don't think this means you can carry your team. The F-104's extremely poor manoeuvrability not only means it is highly disadvantaged in a dogfight, but that it also has small nose authority and thus the window to take shots at enemies at higher speeds is small. This means that, when presented with high-angle shots, you may need to turn your aircraft in advance to get the shot.
  
In an uptier, the F-104’s speed becomes less relevant, and the plane itself quickly becomes outclassed. Most other fighters can keep up with it’s speed while also having better missiles. A full uptier is your worst nightmare as most planes do everything better than you. On top of that, your lack of flares means that most potent air-to-air missiles found in an uptier (AIM-9Js, R-60/R-60Ms, Magic 1s) mean an unavoidable death. This means that in uptiers, it will be the same support strategy as discussed before, except you will need to be much more cautious. It will be especially important to keep your speed as high as possible at all times, as you will have to keep your distance from enemies while being cautious and waiting for the right opportunity to strike. Again, slow, distracted enemies will ideally be your targets. Attack when you are sure no one can or will bother to follow you or launch a missile at you.
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In an uptier, the F-104 becomes outclassed. Some other fighters can somewhat keep up with its speed while also being much more manoeuvrable and having better missiles. In uptiers, your lack of flares means that a solid launch of the most manoeuvrable missiles found in an uptier (AIM-9J/G/L, R-60/R-60Ms, Magic 1s) mean a nearly unavoidable death. This means that in uptiers, it will be the same support strategy as discussed before, except you will need to be more cautious. The only thing you have is, again, your speed, which will still be strongly competitive. It will be especially important to keep this speed as high as possible at all times. To avoid missiles, you will want to keep your distance from the more dangerous missile-wielding enemies while being cautious and waiting for the right opportunity to strike. Again, slow and/or distracted enemies will ideally be your targets. Fast planes and planes with excellent missiles like the [[MiG-19S (Germany)|MiG-19S]], [[MiG-21F-13]], [[Yak-38]], [[Yak-38M]], [[A-5C]], etc. should be prioritized as main threats. Attack when you are sure no one can or will bother to follow you or launch a missile at you.
  
The F-104C’s air to air armament is good. For it’s gun, it gets the powerful M61 Vulcan rotary cannon. This is arguably one of the best aircraft guns in the game and sports extremely high rate of fire, high velocity, and high damage. It’s only downside is that it only gets 750 rounds of ammunition; while it may seem like a lot, the cannon’s extreme fire rate sees that it get depleted quicker than one would expect. Since this will be your primary weapon when engaging enemy fighters, you should maintain trigger discipline when using it. As for your missiles, you have two AIM-9B Sidewinder air-to-air missiles. These are the basic starter air-to-air missile and as such aren’t very strong. They don’t turn well and are sensitive to flares. These should be launched only when needed, such as at rangers , at distracted enemies, or to make an enemy drop speed.
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For the F-104C's gun, it gets the powerful M61 Vulcan rotary cannon. This is arguably one of the best aircraft guns in the game and sports an extremely high rate of fire, high velocity, and high damage. Its only downside is that it only gets 750 rounds of ammunition; while it may seem like a lot, the cannon's extreme fire rate sees that it gets depleted quicker than one would expect. Since this will be your primary weapon when engaging enemy fighters, you should maintain trigger discipline when using it. As for your missiles, you have two AIM-9B Sidewinder air-to-air missiles. These are the basic air-to-air missile and as such aren't very strong. They don't turn well and are sensitive to flares. Due to this, they shouldn't be your main weapon, but they are better than nothing, and can sometimes be useful. They should be launched only when needed, such as at long ranges, at distracted enemies, or to make an enemy drop speed.
  
In the ground attack role, there are many better choices than the F-104C (such as the F-105D or F-4C), though the F-104C isn’t completely helpless when it comes to the task. It can carry either 3x 750lb bombs, 38x FFAR rockets, or 2x Napalm bombs. Since only 38 rockets can be carried (which even in higher quantities aren’t too powerful), it isn’t recommended to take them. Napalm is of little overall use and shouldn’t be taken either. The only acceptable option would be the 3x 750lb bombs. The two wing-mounted bombs drop together first, followed by the single centerline one, giving two bomb drops. Since the F-104C lacks the luxury of a ballistic computer, you must manually calculate the point of impact for the bombs and rockets (the bombs are arguably easier to aim than the rockets). Additionally, the M61 Cannon has decent penetration and can be used to attack lighter targets or the roofs of MBT’s, and the two AIM-9B sidewinders can be taken with any of these for some semblance of multi-role capability. After you drop the bombs, you can either use the cannon for strafing, or you can use the cannon and missiles to engage enemy aircraft (the M61 cannon is great for taking out helicopters).The F-104C’s speed will help it get in and out of the battlefield quickly, and the RWR is a helpful tool to alert you of SPAA and SAMs. Keep the F-104C’s bad manoeuvrability in mind when doing ground attack runs, as it will prove fatal if you don’t pull up in time.  
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In the ground attack role, there are many better choices than the F-104C (such as the F3H-2, F-100D or A-4E), though, unlike the preceding F-104A, the F-104C isn't completely helpless when it comes to the task. It can carry either 3x 750lb bombs, 38x FFAR rockets, or 2x Napalm bombs. Since only 38 rockets can be carried (which even in higher quantities aren't very powerful), it isn't recommended to take them. Napalm can be used to bomb bases in air RB, but in ground RB it has little overall use and shouldn't be taken. This leaves the only acceptable option being the 3x 750lb bombs. These 750lb bombs have an adequate explosion size which is enough to reliably destroy tanks. The two wing-mounted bombs drop together first, followed by the single centerline one, giving two bomb drops. Since the F-104C lacks the luxury of a ballistic computer, you must manually calculate the point of impact for the bombs and rockets. Additionally, the M61 Cannon has decent penetration and can be used to attack lighter targets or the roofs of MBTs, and the two wingtip AIM-9B sidewinders can be taken with any of these for some semblance of multi-role capability. After you drop the bombs, you can either use the cannon for strafing, or you can use the cannon and missiles to engage enemy aircraft (the M61 cannon is great for taking out helicopters).The F-104C's speed will help it get in and out of the battlefield quickly, and the RWR is a helpful tool to alert you of SPAA and SAMs. Keep the F-104C's bad manoeuvrability in mind when doing ground attack runs, as it will prove fatal if you don't pull up in time.
  
 
=== Radars ===
 
=== Radars ===
 
<!--{{main|AN/APS-19}}-->
 
<!--{{main|AN/APS-19}}-->
The F-104C is equipped with an AN/ASG-14 search and tracking radar. The radar is mounted in the nose of the aircraft.
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The F-104C is equipped with an AN/ASG-14 search and track radar mounted in the nose of the aircraft. This is a relatively simple radar. It has one search mode, which scans 45 degrees to each side and continuously scans from 47 degrees below the radar to 90 degrees above the radar. Its tracking mode can only lock targets directly in front of the aircraft, and upon a successful lock only a diagram showing the angle and range to the target aircraft is displayed; no numbers are shown on the diagram and no lock box is shown around the target in third person. Despite these limitations, the radar is still useful for locating enemies at longer ranges or through clouds. However, the radar will alert enemies with radar warning receivers, so if it is not needed or you are attempting to ambush an enemy, it should be turned off.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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'''Pros:'''
 
'''Pros:'''
  
* Great top speed
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* Excellent top speed and acceleration
* Great rate of climb
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* Excellent climb rate
* Good roll rate  
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* Good roll rate
* Decent high-speed manoeuvrability
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* Powerful M61 Vulcan cannon with a very high rate of fire, great ballistics and high damage
* Powerful M61 Vulcan cannon with a very high fire rate, great ballistics and high damage  
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* Availability of ground attack ordnance
* Improved selection of secondary ground attack ordnance over the [[F-104A]]
 
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Very poor overall manoeuvrability and terrible low-speed manoeuvrability
 
* Very poor overall manoeuvrability and terrible low-speed manoeuvrability
* Bleeds energy quickly in sustained turn fights
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* The cannon's high rate of fire forces the player to have some trigger discipline
* Only 750 rounds of cannon ammo; with such a high rate of fire, trigger discipline is a must
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* AIM-9B missiles can be easily dodged
* Air-to-air missiles are weak compared to analogues of the rank
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* Lacks countermeasures
* Lacks flare/chaff countermeasures
 
* Hard to use plane's advantages in an uptier against top-rank vehicles
 
  
 
== 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).'' -->
The brainchild of famed Lockheed engineer Clarence "Kelly" Johnson, after having spoken to USAF pilots about their experience in the Korean Air War, the F-104 Starfighter was innovative in both its design and speed. Developed from the start as a daytime air-superiority fighter with speed in mind, the Starfighter began life at Lockheed's famous "Skunk Works" facility in 1952 to combat the Soviet's new age of supersonic jet fighters. The aircraft would incorporate the smallest airframe, combined with the most technologically advanced turbojet at the time, to create the base of what would become the F-104.
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The brainchild of famed Lockheed engineer Clarence "Kelly" Johnson, after having spoken to USAF pilots about their experience in the Korean Air War, the F-104 Starfighter was innovative in both its design and speed. Developed from the start as a daytime air-superiority fighter with speed in mind, the Starfighter began life at Lockheed's famous "Skunk Works" facility in 1952 to combat the Soviets' new age of supersonic jet fighters. The aircraft would incorporate the smallest airframe, combined with the most technologically advanced turbojet at the time, to create the base of what would become the F-104.
  
 
In 1953, the USAF showed interest in the project, and proposed an open contest with Lockheed and multiple other firms for a supersonic interceptor, based wholly on performance. Lockheed evidently won the contest and approval for two prototypes to be produced and, in February of 1954, took flight for the first time. Although it was slated to be fitted with the General Electric J79 turbofan, due to shortages of the engines the prototypes were mated to a license-built variant of the British Armstrong Siddeley Sapphire engine, called the Wright XJ65-W-6, until the initial power-plant was available. The aircraft however was not without its problems, resulting in a four-year long developmental period for the aircraft. By the end of it, 17 pre-production YF-104As had been built, tested, and used to iron out any problems that would be noticeable on the final F-104. In 1958, the F-104 would finally be available for deliveries featuring some differences from the initial prototypes in the form of a longer fuselage as well as the fitting of General Electric J79GE-3 engines putting out a whopping 14,800 lbs of thrust.
 
In 1953, the USAF showed interest in the project, and proposed an open contest with Lockheed and multiple other firms for a supersonic interceptor, based wholly on performance. Lockheed evidently won the contest and approval for two prototypes to be produced and, in February of 1954, took flight for the first time. Although it was slated to be fitted with the General Electric J79 turbofan, due to shortages of the engines the prototypes were mated to a license-built variant of the British Armstrong Siddeley Sapphire engine, called the Wright XJ65-W-6, until the initial power-plant was available. The aircraft however was not without its problems, resulting in a four-year long developmental period for the aircraft. By the end of it, 17 pre-production YF-104As had been built, tested, and used to iron out any problems that would be noticeable on the final F-104. In 1958, the F-104 would finally be available for deliveries featuring some differences from the initial prototypes in the form of a longer fuselage as well as the fitting of General Electric J79GE-3 engines putting out a whopping 14,800 lbs of thrust.
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Soon after entering production, the F-104 quickly also became a highly popular aircraft on the export market. West Germany was, alongside the United States, the primary operator of the Starfighter, owning over 900 F-104s in its air force  at the peak of its service career. However, 13 other nations also employed the F-104 such as Canada, Italy, Japan, Spain, and many more.
 
Soon after entering production, the F-104 quickly also became a highly popular aircraft on the export market. West Germany was, alongside the United States, the primary operator of the Starfighter, owning over 900 F-104s in its air force  at the peak of its service career. However, 13 other nations also employed the F-104 such as Canada, Italy, Japan, Spain, and many more.
  
The F-104 saw most of its combat service with the USAF, most notably taking part in the Vietnam War. Furthermore, the F-104 also saw combat during the Indo-Pakistani Wars in the mid '60's - early '70's while flying under Pakistani colors.
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The F-104 saw most of its combat service with the USAF, most notably taking part in the Vietnam War. Furthermore, the F-104 also saw combat during the Indo-Pakistani Wars in the mid '60s - early '70s while flying under Pakistani colors.
  
 
In the end, over 2,500 Starfighters would be built, with most being gradually decommissioned by the end of the Cold War. Italy was the last to decommission its F-104s in the early 2000s.
 
In the end, over 2,500 Starfighters would be built, with most being gradually decommissioned by the end of the Cold War. Italy was the last to decommission its F-104s in the early 2000s.
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== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
[[File:F104C in the hanger .png|thumb|none|F-104C in the hangar.]]
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;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=f-104c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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 +
;Images
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<gallery mode="packed-hover" heights="200">
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File:F104C in the hangar.png|<small>F-104C in the hangar</small>
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</gallery>
  
 
== See also ==
 
== See also ==
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* ''reference to the series of the aircraft;''
 
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the aircraft;''
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;Related development
* ''links to approximate analogues of other nations and research trees.''
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* [[F-104 (Family)]]
  
 
== External links ==
 
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
* Military Factory - Lockheed F-104 Starfighter: [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=113 website]
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* [https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=113 <nowiki>[Military Factory]</nowiki> Lockheed F-104 Starfighter]
 
* [http://www.alternatewars.com/SAC/F-104C_Starfighter_SAC_-_8_December_1958.pdf Standard Aircraft Characteristics of the F-104C]
 
* [http://www.alternatewars.com/SAC/F-104C_Starfighter_SAC_-_8_December_1958.pdf Standard Aircraft Characteristics of the F-104C]
  
 
{{AirManufacturer Lockheed}}
 
{{AirManufacturer Lockheed}}
 
{{USA jet aircraft}}
 
{{USA jet aircraft}}

Latest revision as of 11:58, 19 October 2024

RANK 5 FRANCE
Somua SM PACK
This page is about the American jet fighter F-104C. For other versions, see F-104 (Family).
F-104C
f-104c.png
GarageImage F-104C.jpg
F-104C
AB RB SB
9.7 9.3 9.7
Research:94 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

The F-104C mainly differs from early variants by being able to carry ground munitions. Although it may have seemed strange considering the overall unstable nature of the Starfighter, the Tactical Air Command decided to propose a ground striker version of the Starfighter. Almost 80 F-104Cs were ordered and had its first flight in 1958. More orders were planned until Starfighter production was rejected. Minor changes included an inflight refuelling probe and a better fire control system. The F-104Cs saw service in Vietnam where they were soon replaced by the superior F-4D Phantom. The Starfighter always had a troubled history and the F-104C was no exception despite the various improvements.

Introduced in Update "Starfighters", the F-104C Starfighter is a sleek, fast jet also capable of carrying a decent bomb load and rockets. The main difference between the F-104C and F-104A is the ability to carry ground attack munitions like 750 lb bombs, FFAR Mighty Mouse rockets, and BLU-1 incendiary bombs. The F-104C also retains the ability to carry two AIM-9B Sidewinders and houses the improved M61A1 cannon. The F-104C is a dangerous aircraft at its battle rating but becomes hopelessly outclassed in uptiers due to the lack of flares and improved missiles.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Drogue parachute
Reduces braking distance when landing on any runway
Max speed
at 10 668 m2 142 km/h
Turn time34 s
Max altitude17 678 m
EngineGeneral Electric J79-GE-7a
Type
Cooling systemAir
Take-off weight24 t
Characteristics Max Speed
(km/h at 10,668 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,097 2,070 17678 34.5 34.9 203.3 194.7 1,200
Upgraded 2,188 2,142 33.6 34.0 269.3 235.0

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 + -
1,527 546 N/A 827 444 ~13 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 720 < 950 < 800 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
General Electric J79-GE-7a 1 6,235 kg 514 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 10m fuel 20m fuel 30m fuel 35m fuel
1,540 kg Afterburning axial-flow turbojet 7,027 kg 7,740 kg 8,493 kg 8,874 kg 24,000 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 10m fuel 20m fuel 30m fuel 35m fuel MTOW
Stationary 4,171 kgf 6,540 kgf 0.93 0.84 0.77 0.74 0.27
Optimal 4,171 kgf
(0 km/h)
8,544 kgf
(1,200 km/h)
1.22 1.10 1.01 0.96 0.36

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear546 km/h

In terms of armour, there is no armour on the F-104C. Since the F-104C relies on high speed, it wouldn't need armour as that would reduce the speed and manoeuvrability of the plane. The F-104C is a very long plane and it is not very manoeuvrable, making it a large, easy target for enemy guns. As such, the only characteristic that should be relied upon for survivability is the plane's speed. It is very quick, and as such is hard to catch.

  • No armour
  • Self-sealing fuel tanks

Modifications and economy

Repair costBasic → Reference
AB3 138 → 4 160 Sl icon.png
RB10 323 → 13 688 Sl icon.png
SB10 098 → 13 389 Sl icon.png
Total cost of modifications167 000 Rp icon.png
261 000 Sl icon.png
Talisman cost2 600 Ge icon.png
Crew training150 000 Sl icon.png
Experts520 000 Sl icon.png
Aces2 400 Ge icon.png
Research Aces950 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 380 / 600 % Sl icon.png
220 / 220 / 220 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods jet compressor.png
Compressor
Research:
9 500 Rp icon.png
Cost:
15 000 Sl icon.png
300 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods jet engine.png
Engine
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods g suit.png
G-suit
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
570 Ge icon.png
Mods armor frame.png
Airframe
Research:
9 500 Rp icon.png
Cost:
15 000 Sl icon.png
300 Ge icon.png
Mods armor cover.png
Cover
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
570 Ge icon.png
Mods ammo.png
M60_belt_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mod arrow 1.png
Mods napalm fire bomb.png
BLU-1
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods pilon bomb.png
M117
Research:
9 500 Rp icon.png
Cost:
15 000 Sl icon.png
300 Ge icon.png
Mod arrow 1.png
Mods air to air missile.png
AIM-9B
Research:
9 500 Rp icon.png
Cost:
15 000 Sl icon.png
300 Ge icon.png
Mods weapon.png
M60_new_gun
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods pilon block rocket.png
LAU-3/A
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
570 Ge icon.png

Armaments

Offensive armament

Main article: M61A1 (20 mm)

The F-104C is armed with:

  • 1 x 20 mm M61A1 cannon, chin-mounted (750 rpg)

Suspended armament

The F-104C can be outfitted with the following ordnance:

1 2 3 4 5
Hardpoints F-104C.png
750 lb M117 cone 45 bombs 1 1 1
BLU-1 incendiary bombs 1 1
FFAR Mighty Mouse rockets 19 19
AIM-9B Sidewinder missiles 1 2 1
Default weapon presets
  • Without load
  • 4 x AIM-9B Sidewinder missiles
  • 38 x FFAR Mighty Mouse rockets
  • 3 x 750 lb M117 cone 45 bombs (2,250 lb total)
  • 2 x BLU-1 incendiary bombs

Usage in battles

The F-104 is an interceptor which relies solely on its extremely high speed and acceleration. This great speed comes with a great cost; the F-104 undoubtedly has the worst overall turn rate at high tiers (and perhaps in the whole game as well). Keep that in mind when playing it. It is highly recommended not to dogfight in the F-104 as you aren't out-turning anything, and even if you have someone energy trapped, it is hard to capitalize on it as the F-104's manoeuvrability is just so poor. Additionally, if someone gets on your tail, there isn't much you can do. While the F-104 does have a good roll rate, the turning capability makes it so it cannot effectively perform defensive manoeuvres. Even if you manage to get a tailing enemy to overshoot, the F-104 can't turn well enough to use the opportunity to attack.

Due to this, the best way to play the F-104 is to keep its speed up as much as possible and at all times. You will want to play the F-104 primarily in the support role as either a boom and zoom fighter or a hit and run fighter, picking on slow enemies that are preferably distracted and already engaged in a dogfight with teammates. This strategy prioritizes that no enemy gets on a slow F-104's tail, because as discussed before, there is little one can do once this happens. This also means that the F-104 is very team-reliant in most battles, as it does not fare well in any 1v1 scenario. As the F-104's poor manoeuvrability is a well-known weakness, if needed this can be used to bait slower enemy fighters for your teammates. By slowing down to near an enemy fighter's speed and turning, you can fool them into thinking they have you in a turn when in reality you can keep the distance from closing using your acceleration.

At its BR, the F-104C will likely always be the fastest plane on the battlefield. In downtiers, its speed makes it nearly untouchable. However, don't think this means you can carry your team. The F-104's extremely poor manoeuvrability not only means it is highly disadvantaged in a dogfight, but that it also has small nose authority and thus the window to take shots at enemies at higher speeds is small. This means that, when presented with high-angle shots, you may need to turn your aircraft in advance to get the shot.

In an uptier, the F-104 becomes outclassed. Some other fighters can somewhat keep up with its speed while also being much more manoeuvrable and having better missiles. In uptiers, your lack of flares means that a solid launch of the most manoeuvrable missiles found in an uptier (AIM-9J/G/L, R-60/R-60Ms, Magic 1s) mean a nearly unavoidable death. This means that in uptiers, it will be the same support strategy as discussed before, except you will need to be more cautious. The only thing you have is, again, your speed, which will still be strongly competitive. It will be especially important to keep this speed as high as possible at all times. To avoid missiles, you will want to keep your distance from the more dangerous missile-wielding enemies while being cautious and waiting for the right opportunity to strike. Again, slow and/or distracted enemies will ideally be your targets. Fast planes and planes with excellent missiles like the MiG-19S, MiG-21F-13, Yak-38, Yak-38M, A-5C, etc. should be prioritized as main threats. Attack when you are sure no one can or will bother to follow you or launch a missile at you.

For the F-104C's gun, it gets the powerful M61 Vulcan rotary cannon. This is arguably one of the best aircraft guns in the game and sports an extremely high rate of fire, high velocity, and high damage. Its only downside is that it only gets 750 rounds of ammunition; while it may seem like a lot, the cannon's extreme fire rate sees that it gets depleted quicker than one would expect. Since this will be your primary weapon when engaging enemy fighters, you should maintain trigger discipline when using it. As for your missiles, you have two AIM-9B Sidewinder air-to-air missiles. These are the basic air-to-air missile and as such aren't very strong. They don't turn well and are sensitive to flares. Due to this, they shouldn't be your main weapon, but they are better than nothing, and can sometimes be useful. They should be launched only when needed, such as at long ranges, at distracted enemies, or to make an enemy drop speed.

In the ground attack role, there are many better choices than the F-104C (such as the F3H-2, F-100D or A-4E), though, unlike the preceding F-104A, the F-104C isn't completely helpless when it comes to the task. It can carry either 3x 750lb bombs, 38x FFAR rockets, or 2x Napalm bombs. Since only 38 rockets can be carried (which even in higher quantities aren't very powerful), it isn't recommended to take them. Napalm can be used to bomb bases in air RB, but in ground RB it has little overall use and shouldn't be taken. This leaves the only acceptable option being the 3x 750lb bombs. These 750lb bombs have an adequate explosion size which is enough to reliably destroy tanks. The two wing-mounted bombs drop together first, followed by the single centerline one, giving two bomb drops. Since the F-104C lacks the luxury of a ballistic computer, you must manually calculate the point of impact for the bombs and rockets. Additionally, the M61 Cannon has decent penetration and can be used to attack lighter targets or the roofs of MBTs, and the two wingtip AIM-9B sidewinders can be taken with any of these for some semblance of multi-role capability. After you drop the bombs, you can either use the cannon for strafing, or you can use the cannon and missiles to engage enemy aircraft (the M61 cannon is great for taking out helicopters).The F-104C's speed will help it get in and out of the battlefield quickly, and the RWR is a helpful tool to alert you of SPAA and SAMs. Keep the F-104C's bad manoeuvrability in mind when doing ground attack runs, as it will prove fatal if you don't pull up in time.

Radars

The F-104C is equipped with an AN/ASG-14 search and track radar mounted in the nose of the aircraft. This is a relatively simple radar. It has one search mode, which scans 45 degrees to each side and continuously scans from 47 degrees below the radar to 90 degrees above the radar. Its tracking mode can only lock targets directly in front of the aircraft, and upon a successful lock only a diagram showing the angle and range to the target aircraft is displayed; no numbers are shown on the diagram and no lock box is shown around the target in third person. Despite these limitations, the radar is still useful for locating enemies at longer ranges or through clouds. However, the radar will alert enemies with radar warning receivers, so if it is not needed or you are attempting to ambush an enemy, it should be turned off.

AN/ASG-14 - Target Detection Radar
Maximum
Detection
Range
Guaranteed
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
37,000 m 15,000 m ±45° ±45°
AN/ASG-14 - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
18,500 m 150 m ±10° ±10°

Pros and cons

Pros:

  • Excellent top speed and acceleration
  • Excellent climb rate
  • Good roll rate
  • Powerful M61 Vulcan cannon with a very high rate of fire, great ballistics and high damage
  • Availability of ground attack ordnance

Cons:

  • Very poor overall manoeuvrability and terrible low-speed manoeuvrability
  • The cannon's high rate of fire forces the player to have some trigger discipline
  • AIM-9B missiles can be easily dodged
  • Lacks countermeasures

History

The brainchild of famed Lockheed engineer Clarence "Kelly" Johnson, after having spoken to USAF pilots about their experience in the Korean Air War, the F-104 Starfighter was innovative in both its design and speed. Developed from the start as a daytime air-superiority fighter with speed in mind, the Starfighter began life at Lockheed's famous "Skunk Works" facility in 1952 to combat the Soviets' new age of supersonic jet fighters. The aircraft would incorporate the smallest airframe, combined with the most technologically advanced turbojet at the time, to create the base of what would become the F-104.

In 1953, the USAF showed interest in the project, and proposed an open contest with Lockheed and multiple other firms for a supersonic interceptor, based wholly on performance. Lockheed evidently won the contest and approval for two prototypes to be produced and, in February of 1954, took flight for the first time. Although it was slated to be fitted with the General Electric J79 turbofan, due to shortages of the engines the prototypes were mated to a license-built variant of the British Armstrong Siddeley Sapphire engine, called the Wright XJ65-W-6, until the initial power-plant was available. The aircraft however was not without its problems, resulting in a four-year long developmental period for the aircraft. By the end of it, 17 pre-production YF-104As had been built, tested, and used to iron out any problems that would be noticeable on the final F-104. In 1958, the F-104 would finally be available for deliveries featuring some differences from the initial prototypes in the form of a longer fuselage as well as the fitting of General Electric J79GE-3 engines putting out a whopping 14,800 lbs of thrust.

From the start the F-104A smashed records, taking the record as the first operational fighter in service to succeed Mach 2, as well as going on to take the records for both altitude and speed in both the F-104A and F-104C variants respectively. On May 7th, 1958, Maj. Howard C. Johnson, in his F-104A, set a new world altitude record at 91,243 feet, and 11 days later another aircraft set a new speed record at 1,403.19 mph. The altitude record was later bested by another variant of the aircraft, the F-104C, at a whopping altitude of 103,389 feet. In the 1950s, the aircraft had come to be exactly what the public had expected a fighter of this magnitude to look like. With a long, pencil shaped fuselage with short, sharp edged wings it encompassed the era of space flight and Sci-Fi with its design. The wings were one of the most unique parts of the aircraft, as well as its long fuselage taken up mostly by its large engine and fuel storage, and were only 4 inches and its thickest. Sweeping was only utilized on the leading edge, and a slight anhedral was in place to combat "Dutch Roll", a phenomenon where the aircraft rocks side-to-side uncontrollably. The wings, while helping with supersonic flight, were harmful to ground crews, and special equipment had to be issued to service these areas.

While having a history of accidents and high pilot attrition, the aircraft was fitted with an ejection seat. Due to the great speed of the aircraft at Mach 2, it was believed that the seat wouldn't have enough time to clear the tail section in an ejection scenario. Therefore, a downward firing ejection seat known as the Stanley C-1 was fitted into early models of the F-104. While a good idea, and in theory could work, the C-1 was also believed harmful in the case of a low-altitude ejection of the aircraft. After a failed introduction of the Stanley C-2 ejection seat, the problem was finally solved by the introduction of the Martin-Baker ejection system, particularly in foreign-operator's Starfighters. Roughly 153 F-104As were produced, with 26 more being F-104B two-seat variants. The F-104A spend a short time in USAF service before being send to Air National Guard (ANG) units, which some others being sent to foreign operators which had some success in their service. In September of 1958 the USAF would get the F-104C, a dedicated fighter-bomber variant designed for the USAF's Tactical Air Command's 479th Tactical Fighter Squadron. The F-104C featured improvements over the F-104A in the form of a better fire-control system as well as hardpoints on the centerline on the belly and under the wings. The aircraft also introduced the ability to refuel mid-flight via a probe running along the right side of the aircraft, extending the reach of the aircraft somewhat. However, like most of the A models ended up, the C models were quickly transferred to Air National Guard (ANG) units both of which served until around 1975 in their service. The first combat of the F-104 however wouldn't be seen until the Vietnam War, and while not having any kills to count was successful in keeping MiGs back and from intercepting friendly aircraft. The aircraft had a short service life in this theatre, only serving in 1965, and again from 1967-1969 until the introduction of the more-capable F-4 Phantom II by which it was replaced.

Devblog

The development history of the F-104 Starfighter begins in 1951, when Lockheed's lead engineer visited US pilots in Korea. The feedback given to Johnson was clear - US planes were too large and complex and would often find themselves inferior to the much smaller and simpler Soviet MiG-15. On his return to the United States, Johnson assembled a team of engineers and started developing an aircraft that would address the concerns of the pilots.

The result of this undertaking was the F-104 Starfighter, whose first prototype, designated XF-104, first took to the skies on the 4th March 1954. Although both prototypes were lost during testing, the results delivered by the prototypes were promising enough for the USAF to accept the aircraft into service in November 1955.

Soon after entering production, the F-104 quickly also became a highly popular aircraft on the export market. West Germany was, alongside the United States, the primary operator of the Starfighter, owning over 900 F-104s in its air force at the peak of its service career. However, 13 other nations also employed the F-104 such as Canada, Italy, Japan, Spain, and many more.

The F-104 saw most of its combat service with the USAF, most notably taking part in the Vietnam War. Furthermore, the F-104 also saw combat during the Indo-Pakistani Wars in the mid '60s - early '70s while flying under Pakistani colors.

In the end, over 2,500 Starfighters would be built, with most being gradually decommissioned by the end of the Cold War. Italy was the last to decommission its F-104s in the early 2000s.

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See also

Related development

External links


Lockheed Corporation
Fighters  XP-38G · P-38E · P-38G-1 · P-38J-15 · Bong's P-38J-15 · P-38K · P-38L-5-LO · YP-38
Bombers  B-34 · PV-2D
Jet Fighters  F-80A-5 · F-80C-10
  F-104A · F-104C
Strike Aircraft  F-117
Export / License  A-29 · ▄Hudson Mk V
  ␗P-38L-1
  ␗F-104A · ▀F-104G · ␗F-104G · ▄F-104G · ▅F-104J · ▄F-104S
  The Lockheed Corporation merged with Martin Marietta Corporation in 1995 to form Lockheed Martin Corporation.
See Also  SABCA · Mitsubishi Heavy Industries · Fiat Aviation

USA jet aircraft
  Fighters
F9F  F9F-2 · F9F-5 · F9F-8
F-80  F-80A-5 · F-80C-10
F-84  F-84B-26 · F-84F · F-84G-21-RE
F-86  F-86A-5 · F-86F-25 · F-86F-2 · F-86F-35
F-89  F-89B · F-89D
F-100  F-100D
F-104  F-104A · F-104C
F-4  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
F-5  F-5A · F-5C · F-5E · F-20A
F-8  F8U-2 · F-8E
F-14  F-14A Early · ▄F-14A IRIAF · F-14B
F-15  F-15A · F-15C MSIP II · F-15E
F-16  F-16A · F-16A ADF · F-16C
Other  P-59A · F2H-2 · F3D-1 · F3H-2 · F4D-1 · F11F-1
  Strike Aircraft
FJ-4  FJ-4B · FJ-4B VMF-232
A-4  A-4B · A-4E Early
A-7  A-7D · A-7E · A-7K
AV-8  AV-8A · AV-8C · AV-8B Plus · AV-8B (NA)
A-10  A-10A · A-10A Late · A-10C
F-111  F-111A · F-111F
Other  A-6E TRAM · F-105D · F-117
  Bombers
B-57  B-57A · B-57B