Difference between revisions of "Harrier GR.7"

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You can carry up to 4 AIM-9L missiles that are all-aspect, have an maximum overload of 30 G, and a maximum launch range of 18 km. In realistic terms, that means that if you have an altitude advantage of 1-2 km to someone running away from you you are still able to lock them and fire at a distance of up to 5-6 km and the missile still has a good chance of reaching them. The AIM-9Ls have a decent flare resistance if the enemy still has his afterburner on. However, you should avoid firing them in a frontal aspect as just a few flares will be able to decoy them.
 
You can carry up to 4 AIM-9L missiles that are all-aspect, have an maximum overload of 30 G, and a maximum launch range of 18 km. In realistic terms, that means that if you have an altitude advantage of 1-2 km to someone running away from you you are still able to lock them and fire at a distance of up to 5-6 km and the missile still has a good chance of reaching them. The AIM-9Ls have a decent flare resistance if the enemy still has his afterburner on. However, you should avoid firing them in a frontal aspect as just a few flares will be able to decoy them.
  
You will receive access to 60 countermeasures with the first countermeasure modification and with the second you unlock the option to carry 160 countermeasures on each of the Sidewinder pylons, totalling to 4 X 160 + 60 = 700 countermeasures. It is highly recommend to run them mixed (both flares and chaff). This allows you to use the periodic countermeasures dispense function when you are in situations where your situational awareness will be limited, to prevent a missile kill.
+
You will receive access to 60 countermeasures with the first countermeasure modification and with the second you unlock the option to carry 160 countermeasures on each of the Sidewinder pylons, totalling to 4 X 160 + 60 = 700 countermeasures. It is highly recommend to run them mixed (both flares and chaff). This allows you to use the periodic countermeasures dispense function when you are in situations where your situational awareness will be limited, to prevent a missile from hitting the plane.
  
 
You also receive a RWR, which is a useful tool for roughly finding the location of enemies and warning you when you are locked on radar.
 
You also receive a RWR, which is a useful tool for roughly finding the location of enemies and warning you when you are locked on radar.
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At the beginning of the match you can climb to the side along the same flight path as the rest of your team. Try keeping a speed of above 800 km/h while climbing to maybe 5,000 to 7,000 m altitude. That playstyle would leave you however open to some BVR misses being fired by enemies like the F-14. If you pick up a warning on your RWR and see a semi-active or active radar-guided missile you will want to fly perpendicularly to the source of the enemy radar whilst deploying chaff.
 
At the beginning of the match you can climb to the side along the same flight path as the rest of your team. Try keeping a speed of above 800 km/h while climbing to maybe 5,000 to 7,000 m altitude. That playstyle would leave you however open to some BVR misses being fired by enemies like the F-14. If you pick up a warning on your RWR and see a semi-active or active radar-guided missile you will want to fly perpendicularly to the source of the enemy radar whilst deploying chaff.
  
The general playstyle would be to wait for the proper opportunity. You are not the plane that will carry the match, you are a support aircraft. Almost all matches inevitably turn into a furball fight where enemies and allies will be located in a tight area. You can dive down from above on them and fire your AIM-9Ls on unsuspecting targets. Be careful not to fire your missiles when allies are very close to the enemy, as you can easily kill a teammate by mistake.
+
The general playstyle would be to wait for the proper opportunity. You are not the plane that will carry the match, you are a support aircraft. Almost all matches inevitably turn into a furball fight where enemies and allies will be located in a tight area. You can dive down from above on them and fire your AIM-9Ls on unsuspecting targets. Be careful not to fire your missiles when allies are very close to the enemy, as you can easily hit a teammate by mistake.
  
 
When surrounded by enemies, turn on automatic countermeasure dispenser and focus on the enemies position and who you can target and to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turnfight should be your last resort.
 
When surrounded by enemies, turn on automatic countermeasure dispenser and focus on the enemies position and who you can target and to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turnfight should be your last resort.
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'''TIALD'''
 
'''TIALD'''
 
[[File:Harrier GR.7 TIALD Display.png|thumb|As seen in picture, TIALD shares similarities with the helicopter gunner sights.]]
 
[[File:Harrier GR.7 TIALD Display.png|thumb|As seen in picture, TIALD shares similarities with the helicopter gunner sights.]]
The TIALD (Thermal Imaging Airborne Laser Designator) has access to thermal vision making target acquisition an easy task. While in use, it acts very similar to helicopter gunner sights for modern helicopters, utilizing almost the exact same functions. Range is not displayed in the HUD as seen in helicopters. However, this is not a crucial aspect of accurate bombing as the range is fully dependent on the aircraft's attitude (altitude, speed, angle of attack, etc). If the user is familiar with helicopter HUD, you will be familiar with the indicators to the left of the reticle.
+
The TIALD (Thermal Imaging Airborne Laser Designator) has access to thermal vision making target acquisition an easy task. While in use, it acts very similarly to helicopter gunner sights for modern helicopters, utilizing almost the exact same functions. Range is not displayed in the HUD as seen in helicopters. However, this is not a crucial aspect of accurate bombing as the range is fully dependent on the aircraft's attitude (altitude, speed, angle of attack, etc.). If the user is familiar with helicopter HUD, you will be familiar with the indicators to the left of the reticle.
 
[[File:TIALD info.png|left|thumb|TIALD indicators]]
 
[[File:TIALD info.png|left|thumb|TIALD indicators]]
 
These indicators signal the following: THR (throttle), IAS (indicated air speed), SPD (speed at sea level), ALT (altitude). These indicators will stay fixed to the sight regardless of the loadout. The lower indicators will vary according to the loadout carried at the time, in this case: GBU ([[GBU-24 Paveway III (2,000 lb)]] guided bombs) FLR (amount of flares remaining) and CHFF (amount of chaff remaining). The TIALD has a double functionality, not only working as the laser designator for GBUs but can work as an additional scouting tool for better situational awareness, both for air-to-ground and air-to-air. Functionalities of the TIALD will be explained further below.
 
These indicators signal the following: THR (throttle), IAS (indicated air speed), SPD (speed at sea level), ALT (altitude). These indicators will stay fixed to the sight regardless of the loadout. The lower indicators will vary according to the loadout carried at the time, in this case: GBU ([[GBU-24 Paveway III (2,000 lb)]] guided bombs) FLR (amount of flares remaining) and CHFF (amount of chaff remaining). The TIALD has a double functionality, not only working as the laser designator for GBUs but can work as an additional scouting tool for better situational awareness, both for air-to-ground and air-to-air. Functionalities of the TIALD will be explained further below.
  
Something to keep in mind is that while the TIALD pod can look backwards it cannot look directly downwards, this means that if you have the pod locked to a target and you fly directly over the target the pod can lose its lock on the target when it hits the downwards limit. If you allow this to happen, it is likely the bomb will miss the target before you are able to get the targeting pod pointed at it again. In order to avoid this, you can fly slightly off to the side of your target (rather than passing straight over it) so that the pod can keep pointed at the target by swivelling sideways, rather than straight down like it would have to if you few directly over it.
+
Something to keep in mind is that while the TIALD pod can look backwards it cannot look directly downwards, this means that if you have the pod locked to a target and you fly directly over the target, the pod can lose its lock on the target when it hits the downwards limit. If you allow this to happen, it is likely the bomb will miss the target before you are able to get the targeting pod pointed at it again. In order to avoid this, you can fly slightly off to the side of your target (rather than passing straight over it) so that the pod can keep pointed at the target by swivelling sideways, rather than straight down like it would have to if you few directly over it.
  
 
'''AGM-65D'''
 
'''AGM-65D'''
  
The AGM-65D air-to-ground missile in conjuction with the TIALD targeting pod can be an effective comboniation for knocking out enemy tanks from far away it is reccomended to also bring a couple of AIM-9L missiles for self defence against enemy fighters. As the AGM-65D utilises thermal imaging for guidence you should have no problem spotting enemy vehicles in day or night battles. To successfully use this weapon in ground battles you will first need to stay well away from the battlefield and begin climbing in order to bring yourself above the view of enemy SPAA radar, once an altitude of 5000 - 6000m is reached begin heading towards the battlefield while mainting a shallow climb, once you have positioned yourself near or over the battlefield you can use your TIALD targeting pod to search for enemy vehicles and watch for friendly scout markers, after acquiring a lock on an enemy position the nose of the aircraft roughly in the direction of the enemy vehicle and then press your fire-air-to-ground missile key once to activate the missile seeker and once more to fire the missile. As the AGM-65D is a fire-and-forget weapon you do not need to maintain lock for the duration of the missiles flight and can immediately begin searching for new targets, it is advised to try to target enemy SPAA first as even though they cannot see you on radar (provided you are still far above them) they can still manually look up and try to find you once they notice any kills you make in the battle log.
+
The AGM-65D air-to-ground missile and, when working in conjunction with the TIALD targeting pod, can be an effective combination for knocking out enemy tanks from far away. It is recommended to also bring a couple of AIM-9L missiles for self-defence against enemy fighters. As the AGM-65D utilises thermal imaging for guidance, you should have no problem spotting enemy vehicles in day or night battles.
 +
 
 +
To successfully use this weapon in ground battles, you will first need to stay well away from the battlefield and begin climbing in order to bring yourself above the view of enemy SPAA radar. Once an altitude of 5,000 - 6,000 m is reached, begin heading towards the battlefield while maintaing a shallow climb. Once you have positioned yourself near or over the battlefield, you can use your TIALD targeting pod to search for enemy vehicles and watch for friendly scout markers. After acquiring a lock on an enemy position, point the nose of the aircraft roughly in the direction of the enemy vehicle and then press your "fire air-to-ground missile" key once to activate the missile seeker and once more to fire the missile. As the AGM-65D is a fire-and-forget weapon, you do not need to maintain lock for the duration of the missiles flight and can immediately begin searching for new targets. It is advised to try to target enemy SPAA first as even though they cannot see you on radar (provided you are still far above them), they can still manually look up and try to find you once they notice the Harrier destroying their friends in the battle log.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 254: Line 256:
 
* TIALD pod (which has far better zoom and resolution than the missile seeker) can be used to lock [[AGM-65D|AGM-65Ds]] onto targets.
 
* TIALD pod (which has far better zoom and resolution than the missile seeker) can be used to lock [[AGM-65D|AGM-65Ds]] onto targets.
 
* It is very hard to rip the wings due to excessive speed or G overload, thanks to the very high G overload limit and the wing rip speed being above what the aircraft can typically achieve
 
* It is very hard to rip the wings due to excessive speed or G overload, thanks to the very high G overload limit and the wing rip speed being above what the aircraft can typically achieve
* CR7V M247 rockets are very effective at killing spaa's from range due to very high speed and explosive mass being much better than SNEB rockets
+
* CR7V M247 rockets are very effective at destroying SPAA's from range due to very high speed and explosive mass being much better than SNEB rockets
  
 
'''Cons:'''
 
'''Cons:'''

Revision as of 06:55, 13 December 2022

RANK 5 FRANCE
Somua SM PACK
This page is about the premium British strike aircraft Harrier GR.7. For other versions, see Harrier (Family).
Harrier GR.7
harrier_gr7.png
GarageImage Harrier GR.7.jpg
Harrier GR.7
Research:400 000 Specs-Card-Exp.png
Purchase:1 080 000 Specs-Card-Lion.png
Show in game

Description

The Harrier GR.7 is a rank VIII British strike aircraft with a battle rating of 13.0 (AB) and 12.3 (RB/SB). It was introduced in Update "Drone Age".

General info

Flight performance

Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Max speed
at 0 m1 125 km/h
Turn time30 s
Max altitude12 192 m
EngineRolls-Royce Pegasus Mk.105
TypeJet
Cooling systemAir
Take-off weight14 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 1,116 1,110 12192 30.4 30.9 70.8 70.8 550
Upgraded 1,133 1,125 29.6 30.0 111.1 89.7

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 + -
1,137 648 N/A 829 556 ~15 ~5
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.105 1 6,057 kg ___ kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type 14m fuel 20m fuel 30m fuel 45m fuel 49m fuel
1,710 kg Vectored-thrust low-bypass turbofan 7,113 kg 7,467 kg 8,173 kg 9,230 kg 9,577 kg 14,567 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 14m fuel 20m fuel 30m fuel 45m fuel 49m fuel MGW
Stationary 8,490 kgf 9,230 kgf 1.30 1.24 1.13 1.00 0.96 0.63
Optimal 9,198 kgf
(0 km/h)
9,945 kgf
(0 km/h)
1.40 1.33 1.22 1.08 1.04 0.68

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew1 person
Speed of destruction
Structural0 km/h
Gear648 km/h

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

Modifications and economy

Repair costBasic → Reference
AB3 043 → 4 424 Sl icon.png
RB7 951 → 11 560 Sl icon.png
SB10 501 → 15 268 Sl icon.png
Total cost of modifications324 600 Rp icon.png
499 000 Sl icon.png
Talisman cost3 100 Ge icon.png
Crew training310 000 Sl icon.png
Experts1 080 000 Sl icon.png
Aces3 400 Ge icon.png
Research Aces1 280 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 310 / 600 % Sl icon.png
250 / 250 / 250 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mods booster.png
New boosters
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods jet engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mods armor frame.png
Airframe
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mods g suit.png
G-suit
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods armor cover.png
Cover
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png
Mods pilon bomb.png
Mk.N1 540lb
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods ammo.png
aden_25_belt_pack
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods thermal sight.png
TIALD
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
LAU-5003 B/A
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
Mk.10 1000lb
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mods weapon.png
aden_25_new_gun
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mods weapon.png
aden_25_new_gun
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mods laser guided bomb.png
GBU-12
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
Matra SNEB
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
520 Ge icon.png
AGM-65D
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mod arrow 0.png
Mod arrow right 0.png
AGM-65E
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods laser guided bomb.png
Mk.13/18
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-9L
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff BOL
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
AGM-65G
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png
Mods laser guided bomb.png
GBU-24
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png
Mods air to air missile.png
AIM-9M
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
740 Ge icon.png

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

The Harrier GR.7 is armed with:

  • A choice between two presets:
    • Without offensive armament
    • 60 x countermeasures

Suspended armament

The Harrier GR.7 can be outfitted with the following ordnance presets:

  • 2 x 25 mm ADEN 25 cannons (100 rpg = 200 total)
  • 2 x AIM-9L Sidewinder missiles
  • 4 x AIM-9L Sidewinder missiles
  • 4 x AIM-9L Sidewinder missiles + 640 x countermeasures
  • 108 x SNEB type 23 rockets
  • 114 x CRV7 M247 rockets
  • 2 x 540 lb Mk.M2 bombs (1,080 lb total)
  • 5 x 1,000 lb H.E. M.C. Mk.13 bombs (5,000 lb total)
  • 6 x 295 kg GBU-12 Paveway II bombs (1,770 kg total)
  • 4 x 546 kg Mk.13 bombs (2,184 kg total)
  • 2 x 2,000 lb GBU-24 Paveway III bombs (4,000 lb total)
  • 4 x AGM-65D missiles

Custom loadout options

1 2 3 4 5 6 7 8 9 10 11
Hardpoints Harrier GR.7.png
25 mm ADEN 25 cannons (100 rpg) 1 1
540 lb Mk.M2 bombs 1 1
1,000 lb H.E. M.C. Mk.13 bombs 1 1 1 1 1
277 kg GBU-12 Paveway II bombs 1* 1* 1* 1* 1* 1
546 kg Mk.13 bombs 1* 1* 1* 1*
2,000 lb GBU-24 Paveway III bombs 1* 1*
CRV7 M247 rockets 19 19 19 19 19 19
SNEB type 23 rockets 18 18 18 18 18 18
AGM-65D missiles 1 1 1 1
AIM-9L Sidewinder missiles 1 1 1 1
Countermeasures 160 160 160 160
TIALD 1*
Maximum permissible wing load: 1,900 kg
Maximum permissible weight imbalance: 1,400 kg
* The TIALD targeting pod must be carried when equipping guided bombs
AIM-9L Sidewinder missiles can be carried in conjunction with countermeasure pods on the same hardpoint

Usage in battles

As fighter:

The Harrier is a subsonic fighter fighting against a mostly supersonic opposition. However, as a weapons platform, it has access to some features that make it able to compete:

You can carry up to 4 AIM-9L missiles that are all-aspect, have an maximum overload of 30 G, and a maximum launch range of 18 km. In realistic terms, that means that if you have an altitude advantage of 1-2 km to someone running away from you you are still able to lock them and fire at a distance of up to 5-6 km and the missile still has a good chance of reaching them. The AIM-9Ls have a decent flare resistance if the enemy still has his afterburner on. However, you should avoid firing them in a frontal aspect as just a few flares will be able to decoy them.

You will receive access to 60 countermeasures with the first countermeasure modification and with the second you unlock the option to carry 160 countermeasures on each of the Sidewinder pylons, totalling to 4 X 160 + 60 = 700 countermeasures. It is highly recommend to run them mixed (both flares and chaff). This allows you to use the periodic countermeasures dispense function when you are in situations where your situational awareness will be limited, to prevent a missile from hitting the plane.

You also receive a RWR, which is a useful tool for roughly finding the location of enemies and warning you when you are locked on radar.

At the beginning of the match you can climb to the side along the same flight path as the rest of your team. Try keeping a speed of above 800 km/h while climbing to maybe 5,000 to 7,000 m altitude. That playstyle would leave you however open to some BVR misses being fired by enemies like the F-14. If you pick up a warning on your RWR and see a semi-active or active radar-guided missile you will want to fly perpendicularly to the source of the enemy radar whilst deploying chaff.

The general playstyle would be to wait for the proper opportunity. You are not the plane that will carry the match, you are a support aircraft. Almost all matches inevitably turn into a furball fight where enemies and allies will be located in a tight area. You can dive down from above on them and fire your AIM-9Ls on unsuspecting targets. Be careful not to fire your missiles when allies are very close to the enemy, as you can easily hit a teammate by mistake.

When surrounded by enemies, turn on automatic countermeasure dispenser and focus on the enemies position and who you can target and to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turnfight should be your last resort.

When in combined battles (ground realistic battles):

The Harrier GR.7 has an excellent selection of air to ground munitions available for use for ground attack which can be configured using the Weapon loadout customization menu.

TIALD

As seen in picture, TIALD shares similarities with the helicopter gunner sights.

The TIALD (Thermal Imaging Airborne Laser Designator) has access to thermal vision making target acquisition an easy task. While in use, it acts very similarly to helicopter gunner sights for modern helicopters, utilizing almost the exact same functions. Range is not displayed in the HUD as seen in helicopters. However, this is not a crucial aspect of accurate bombing as the range is fully dependent on the aircraft's attitude (altitude, speed, angle of attack, etc.). If the user is familiar with helicopter HUD, you will be familiar with the indicators to the left of the reticle.

TIALD indicators

These indicators signal the following: THR (throttle), IAS (indicated air speed), SPD (speed at sea level), ALT (altitude). These indicators will stay fixed to the sight regardless of the loadout. The lower indicators will vary according to the loadout carried at the time, in this case: GBU (GBU-24 Paveway III (2,000 lb) guided bombs) FLR (amount of flares remaining) and CHFF (amount of chaff remaining). The TIALD has a double functionality, not only working as the laser designator for GBUs but can work as an additional scouting tool for better situational awareness, both for air-to-ground and air-to-air. Functionalities of the TIALD will be explained further below.

Something to keep in mind is that while the TIALD pod can look backwards it cannot look directly downwards, this means that if you have the pod locked to a target and you fly directly over the target, the pod can lose its lock on the target when it hits the downwards limit. If you allow this to happen, it is likely the bomb will miss the target before you are able to get the targeting pod pointed at it again. In order to avoid this, you can fly slightly off to the side of your target (rather than passing straight over it) so that the pod can keep pointed at the target by swivelling sideways, rather than straight down like it would have to if you few directly over it.

AGM-65D

The AGM-65D air-to-ground missile and, when working in conjunction with the TIALD targeting pod, can be an effective combination for knocking out enemy tanks from far away. It is recommended to also bring a couple of AIM-9L missiles for self-defence against enemy fighters. As the AGM-65D utilises thermal imaging for guidance, you should have no problem spotting enemy vehicles in day or night battles.

To successfully use this weapon in ground battles, you will first need to stay well away from the battlefield and begin climbing in order to bring yourself above the view of enemy SPAA radar. Once an altitude of 5,000 - 6,000 m is reached, begin heading towards the battlefield while maintaing a shallow climb. Once you have positioned yourself near or over the battlefield, you can use your TIALD targeting pod to search for enemy vehicles and watch for friendly scout markers. After acquiring a lock on an enemy position, point the nose of the aircraft roughly in the direction of the enemy vehicle and then press your "fire air-to-ground missile" key once to activate the missile seeker and once more to fire the missile. As the AGM-65D is a fire-and-forget weapon, you do not need to maintain lock for the duration of the missiles flight and can immediately begin searching for new targets. It is advised to try to target enemy SPAA first as even though they cannot see you on radar (provided you are still far above them), they can still manually look up and try to find you once they notice the Harrier destroying their friends in the battle log.

Pros and cons

Pros:

  • It has a very large count of countermeasures (700 if all four BOL rails are equipped)
  • Even if only two BOL rails are equipped the amount of countermeasures is still very impressive at 380
  • Can carry up to four very effective AIM-9L Sidewinder missiles
  • Dedicated missile pylons ensure you can always carry at least two AIM-9Ls without sacrificing any ground attack ordnance
  • Has built in target tracker and FLIR even without targeting pod
  • Has pilot night vision
  • ADEN 25 cannons have very high rate of fire and velocity
  • Access to a very diverse range of ground attack ordnance including 610 lb, 1,200 lb and 2,000 lb laser guided bombs and AGM-65D Mavericks
  • Can carry six laser guided bombs at the same time
  • TIALD pod (which has far better zoom and resolution than the missile seeker) can be used to lock AGM-65Ds onto targets.
  • It is very hard to rip the wings due to excessive speed or G overload, thanks to the very high G overload limit and the wing rip speed being above what the aircraft can typically achieve
  • CR7V M247 rockets are very effective at destroying SPAA's from range due to very high speed and explosive mass being much better than SNEB rockets

Cons:

  • The exceptional rate of fire and low ammo count of the gun pods gives you very limited trigger time before running out of ammo
  • 25 mm belts have no tracer rounds, making it hard to learn the unique ballistics of the ADEN cannon
  • No radar
  • Subsonic
  • Engine overheats if used at 100% or WEP - about 90-95% throttle is the most you can use for extended periods of time (depending on map temperature)
  • Limited WEP time
  • Lower top speed than first generation Harriers

History

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

Media

Skins
Videos

See also

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