Difference between revisions of "Buccaneer S.1"

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== 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).'' -->
In Realistic Battles, the Buccaneer's focus is bombing as it has zero air-to-air capability. Be careful on take-off with a full load, use most of the runway and get up to a good 350 km/h IAS before retracting gear and flaps. The aircraft can get up to its top-speed in level flight fully-loaded eventually, howeve,r doing this will often lead to bad results. The best tactic is to gently side climb, get to around 550 km/h IAS and then climb at around 12 degrees keeping IAS above 500 km/h until reaching a position to strike from. Keep a careful eye on the positions of enemies and try and stay a healthy distance from them. Line up with the ground targets Drop into a shallow dive which will quickly increase speeds to ~1000 km/h. Once empty, it's often possible to fly straight back to the airfield and reload. On a return trip, if the friendly team has an advantage, fly straight back towards your target otherwise repeat the above manoeuvres.  
+
In Realistic Battles, the Buccaneer's focus is bombing as it has zero air-to-air capability. Be careful on take-off with a full load, use most of the runway and get up to a good 350 km/h IAS before retracting gear and flaps. The aircraft can get up to its top-speed in level flight fully-loaded eventually. However, doing this will often lead to bad results. The best tactic is to gently side climb, get to around 550 km/h IAS and then climb at around 12 degrees keeping IAS above 500 km/h until reaching a position to strike from. Keep a careful eye on the positions of enemies and try and stay a healthy distance from them. Line up with the ground targets Drop into a shallow dive which will quickly increase speeds to ~1000 km/h. Once empty, it's often possible to fly straight back to the airfield and reload. On a return trip, if the friendly team has an advantage, fly straight back towards your target otherwise repeat the above manoeuvres.  
  
 
Since almost all friendly bombers are going to reach targets first, it's a good idea to guess which targets are still going to be up as to which side to climb on. When picking targets (assuming the use of the loadout with a total of eight 1,000lb bombs), the wing mounted bombs (1000 lb L.D H.E. M.C. Mk.1) are more powerful and will do roughly 25% damage to a base each and drop in pairs whereas the 4 bombs in the bomb bay (1000 lb H.E. M.C. Mk.13) do roughly 20% damage to a base and drop individually. Speed and positioning are the only defence, generally speaking, if you need to get past an enemy plane, it's not a bad idea to go head-to-head and force them to turn hard to get back onto you, this will often drain enough of their speed that you are out of range by the time they come back around. It's also possible to force enemies past in an emergency by making use of air breaks. Otherwise use friendly aircraft to keep fast enemies off you.
 
Since almost all friendly bombers are going to reach targets first, it's a good idea to guess which targets are still going to be up as to which side to climb on. When picking targets (assuming the use of the loadout with a total of eight 1,000lb bombs), the wing mounted bombs (1000 lb L.D H.E. M.C. Mk.1) are more powerful and will do roughly 25% damage to a base each and drop in pairs whereas the 4 bombs in the bomb bay (1000 lb H.E. M.C. Mk.13) do roughly 20% damage to a base and drop individually. Speed and positioning are the only defence, generally speaking, if you need to get past an enemy plane, it's not a bad idea to go head-to-head and force them to turn hard to get back onto you, this will often drain enough of their speed that you are out of range by the time they come back around. It's also possible to force enemies past in an emergency by making use of air breaks. Otherwise use friendly aircraft to keep fast enemies off you.

Revision as of 03:55, 5 June 2023

This page is about the gift British strike aircraft Buccaneer S.1. For the regular version, see Buccaneer S.2.
Buccaneer S.1
buccaneer_s1.png
GarageImage Buccaneer S.1.jpg
Buccaneer S.1
Show in game
MARKET

Description

The Buccaneer S.1 is a gift rank VI British strike aircraft with a battle rating of 9.7 (AB), 8.7 (RB), and 9.0 (SB). It was introduced during Update "Red Skies" as a reward for the 2021 Summer Landing event.

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
Max speed
at 0 m1 105 km/h
Turn time32 s
Max altitude12 000 m
Engine2 х de Havilland Gyron Junior DGJ.2 (Mk.101)
TypeJet
Cooling systemAir
Take-off weight26 t
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 1,094 1,087 12000 34.0 34.7 33.6 31.2 900
Upgraded 1,115 1,105 30.2 32.0 51.2 42.0

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 + -
1181 416 518 463 370 ~9 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 585 < 600 < 548 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
de Havilland Gyron Junior DGJ.2 (Mk.101) 2 12,406 kg 382 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 15m fuel 20m fuel 30m fuel 45m fuel 53m fuel
1,451 kg Axial-flow turbojet 14,071 kg 14,490 kg 15,532 kg 17,094 kg 17,955 kg 25,950 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (100%)
Condition 100% WEP 15m fuel 20m fuel 30m fuel 45m fuel 53m fuel MTOW
Stationary 3,190 kgf N/A 0.45 0.44 0.41 0.37 0.36 0.25
Optimal 3,254 kgf
(1,000 km/h)
N/A 0.46 0.45 0.42 0.38 0.36 0.25

Survivability and armour

Crew2 people
Speed of destruction
Structural1 181 km/h
Gear416 km/h

The Buccaneer S.1 is a large target and does not feature any armour plates or bulletproof glass. All of the aircraft's fuel tanks are mounted down the centre of the aircraft in the upper fuselage (above the bomb bay). The engines are fairly small compared to those on other aircraft but are exposed to enemy fire (they are mounted right at the front near the air intakes).

Much like the Buccaneer S.2 the Buccaneer S.1 uses drooping ailerons (the ailerons deflect downwards with the flaps) to produce additional lift. While offering improved flight performance this has a fairly major drawback in terms of survivability in some situations. As the ailerons are considered parts of the flaps if you exceed your flaps' rip speed then the ailerons will likely be ripped off as well, this can easily lead to loss of control in the immediate aftermath of losing your flaps and make the aircraft very hard to control afterwards.

Modifications and economy

Repair costBasic → Reference
AB2 791 → 3 996 Sl icon.png
RB8 149 → 11 669 Sl icon.png
SB9 420 → 13 489 Sl icon.png
Total cost of modifications144 000 Rp icon.png
229 000 Sl icon.png
Talisman cost2 400 Ge icon.png
Crew training130 000 Sl icon.png
Experts450 000 Sl icon.png
Aces2 200 Ge icon.png
Research Aces890 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 330 / 600 % Sl icon.png
214 / 214 / 214 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
500 Ge icon.png
Mods jet compressor.png
Compressor
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
280 Ge icon.png
Mods booster.png
New boosters
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
280 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods jet engine.png
Engine
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods g suit.png
G-suit
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods armor frame.png
Airframe
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
280 Ge icon.png
Mods jet engine extinguisher.png
EFS(a)
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods armor cover.png
Cover
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods pilon block rocket.png
Matra №7 Mk 1
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
500 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
Mk.10 1000lb
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
280 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
Mk.12
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png
Mods agm missile.png
AGM-12B Bullpup
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
430 Ge icon.png

Armaments

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

Suspended armament

The Buccaneer S.1 can be outfitted with the following ordnance presets:

  • 4 x 1,000 lb L.D H.E. M.C. Mk.1 bombs (4,000 lb total)
  • 144 x RP rockets
  • 16 x RP-3 rockets
  • 4 x AGM-12B Bullpup missiles
  • 4 x 1,000 lb H.E. M.C. Mk.13 bombs (4,000 lb total)

Custom loadout options

1 2 3 4 5
Hardpoints Buccaneer S.2.png
1,000 lb H.E. M.C. Mk.13 bombs 4
1,000 lb L.D H.E. M.C. Mk.1 bombs 1 1 1 1
RP rockets 36 36 36 36
RP-3 rockets 4 4 4 4
AGM-12B Bullpup missiles 1 1 1 1

Usage in battles

In Realistic Battles, the Buccaneer's focus is bombing as it has zero air-to-air capability. Be careful on take-off with a full load, use most of the runway and get up to a good 350 km/h IAS before retracting gear and flaps. The aircraft can get up to its top-speed in level flight fully-loaded eventually. However, doing this will often lead to bad results. The best tactic is to gently side climb, get to around 550 km/h IAS and then climb at around 12 degrees keeping IAS above 500 km/h until reaching a position to strike from. Keep a careful eye on the positions of enemies and try and stay a healthy distance from them. Line up with the ground targets Drop into a shallow dive which will quickly increase speeds to ~1000 km/h. Once empty, it's often possible to fly straight back to the airfield and reload. On a return trip, if the friendly team has an advantage, fly straight back towards your target otherwise repeat the above manoeuvres.

Since almost all friendly bombers are going to reach targets first, it's a good idea to guess which targets are still going to be up as to which side to climb on. When picking targets (assuming the use of the loadout with a total of eight 1,000lb bombs), the wing mounted bombs (1000 lb L.D H.E. M.C. Mk.1) are more powerful and will do roughly 25% damage to a base each and drop in pairs whereas the 4 bombs in the bomb bay (1000 lb H.E. M.C. Mk.13) do roughly 20% damage to a base and drop individually. Speed and positioning are the only defence, generally speaking, if you need to get past an enemy plane, it's not a bad idea to go head-to-head and force them to turn hard to get back onto you, this will often drain enough of their speed that you are out of range by the time they come back around. It's also possible to force enemies past in an emergency by making use of air breaks. Otherwise use friendly aircraft to keep fast enemies off you.

Pros and cons

Pros:

  • Has a maximum payload of 8,000 lb
  • Has a Ballistic Computer with both CCIP and CCRP
  • CCIP works in level flight unlike on most other aircraft equipped with it
  • Has a Head-Up Display in the cockpit which provides flight information and weapon aiming functionality
  • Wings are harder to rip than on the Buccaneer S.2
  • Bullpup AGM weaponry is excellent for ground targets
  • Has a Radar Warning Receiver (RWR)
  • Has the ability to land on and take off from aircraft carriers

Cons:

  • Has no guns or air-to-air missiles; relies on speed and teammates for survival
  • A large and overall defenceless aircraft; likely to be targeted by enemy aircraft
  • Has no countermeasures; only means of defence is terrain masking and smart manoeuvring
  • Ailerons can be ripped off alongside flaps if you fly too fast

History

Devblog

The Blackburn Buccaneer was developed in the early stages of the Cold War as a response to new cruisers being built by the Soviet Union at the time. After the first prototype conducted its maiden flight in the late 1950's, it didn't take long for the first production version - the Buccaneer S.1 - to enter service with the Fleet Air Arm in the early 1960's.

In service, the Buccaneer S.1 replaced the outdated Supermarine Scimitar in the naval attack role and served throughout the 1960's. In the early 1970's however, several accidents occurred caused by the Buccaneer S.1's troublesome engines. Following this, all Buccaneer S.1s were grounded and decommissioned, ending their service prematurely. However, the much more reliable Buccaneer S.2 replaced the older variant in service and continued its service for many more years.

Media

Skins
Images

See also

External links


Blackburn Aircraft Ltd.
Fighters  Firebrand TF Mk IV · Firecrest
Strike aircraft  Buccaneer S.1 · Buccaneer S.2 · Buccaneer S.2B

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