Difference between revisions of "F-4J(UK) Phantom II"

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(Pros and cons: added some more pros to the page)
(Pros and cons)
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<!-- ''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 F4J (UK) is a great aircraft but will feel out of place to new players. The main attraction to any Phantom is its missiles, however the Skyflash missiles do not complement the F4J(UK)'s gameplay. Being essentially an improved [[AIM-7E-2 Sparrow]], the Skyflash does not have the long range performance of the [[AIM-7F Sparrow]] or [[AIM-7M Sparrow]]. Not to mention you cannot roll out of the way of these high performance SARH missiles, forcing you to dump your lock and go 90° to attempt to force the missiles to overlead the other direction. In terms of raw G performance however, the Skyflash will absolutely pull all 25 Gs to hit a target (especially at short range) if you can maintain a radar lock. As a dogfight missile the sky flash starts pulling as soon as it clears the plane, don't be afraid to fire at a non maneuvering target within 2 kilometers (in a direct head on engagement).
+
The F4J (UK) is a great aircraft but will feel out of place to new players. The main attraction to any Phantom is its missiles, however [[Skyflash]] missiles do not complement the F4J(UK)'s gameplay. Being essentially an improved [[AIM-7E-2 Sparrow]], the Skyflash does not have the long range performance of the [[AIM-7F Sparrow]] or [[AIM-7M Sparrow]]. Not to mention you cannot roll out of the way of these high performance SARH missiles, forcing you to dump your lock and go 90° to attempt to force the missiles to overlead the other direction. In terms of raw G performance however, the Skyflash will absolutely pull all 25 Gs to hit a target (especially at short range) if you can maintain a radar lock. As a dogfight missile the sky flash starts pulling "off the rail", and will start pulling as soon as it clears the plane, don't be afraid to fire at a non maneuvering target just within 2 kilometers (in a direct head on engagement).
  
As with all F-4s, sharp turns will quickly deplete your energy and speed. The F4J(UK) is a heavy plane and will take an unacceptable (in terms of dodging missiles) amount of time to regain its speed in order to dodge another. Limit your time in open air and on the enemy's radar scopes if at all possible. Stay behind a teammate or behind the pack in general.
+
As with all F-4s, sharp turns will quickly deplete your energy and speed. Made worse by the lack of a maneuvering speed, the F-4J(UK) will loose speed in nearly every turn at any speed. The F4J(UK) is a heavy plane and will take an unacceptable (in terms of dodging missiles) amount of time to regain its speed in order to dodge another. Limit your time in open air and on the enemy's radar scopes if at all possible. Stay behind a teammate or behind the pack in general.
 +
 
 +
The [[AIM-9G Sidewinder]] is a good missile but its low G overload becomes a serious issue in dogfights. The aim 9 will take a second to begin tracking and takes even longer to start pulling. 3-4km launch with a positive closure rate will usually your best shot of hitting the target. The 18G is insufficient for anymore than a flat tail chase and the overload is only enough to allow the missile to maintain lock while leading a target.  The Aim-9G will nearly always go for flares as there is nearly no flare resistance. Having a long burn time the Aim-9G does have an exceptional range for an IR missile. The trade off is that will burn nearly all the way to the target and has an exceptionally long boost/sustain phase, making the missile very easy to detect. Overall the Aim-9G is not a dogfight missile and will not fill in all the gaps left by the Skyflash.  
  
 
The [[AN/APG-59]] radar on the F4J(UK) is a very average pulse-Doppler radar. Although you can theoretically get a radar lock on a target that is moving away from you at less that 540 km/h, the SARH missiles will have a difficult time getting a lock even if the radar is locked. Other than that the PD mode performs as you would expect, being especially potent in a head-on engagement.
 
The [[AN/APG-59]] radar on the F4J(UK) is a very average pulse-Doppler radar. Although you can theoretically get a radar lock on a target that is moving away from you at less that 540 km/h, the SARH missiles will have a difficult time getting a lock even if the radar is locked. Other than that the PD mode performs as you would expect, being especially potent in a head-on engagement.
  
If you are using this plane to grind out the UK tech tree, always bring at least 8 x 1,000 lb bombs. You will lose turn performance, however, your playstyle shouldn't change too much. the F4J(UK) already is not competitive with other planes at this BR (in terms of turning performance) so when entering the merge, try and pick out a target you know has poor/no decent radar missiles. Other than that just take a few seconds to hit a base before turning back to reengage.
+
If you are using this plane to grind out the UK tech tree, always bring at least 8 x 1,000 lb bombs. You will lose turn performance, however, your playstyle shouldn't change too much. the F4J(UK) already is not competitive with other planes at this BR (in terms of turning performance) so when entering the merge, try and pick out a target you know has poor/no decent radar missiles. Other than that just take a few seconds to hit a base before turning back to reengage. Don't be afraid to skyflash an enemy who is blocking your path to a base.  
  
 
This combination of radar and missile leaves much to be desired and locks you into a less than optimal playstyle. The usual strategy is to go for head-on attacks to negate your lacklustre manoeuvrability and make the most out of your decent radar and missiles. But keep in mind you are almost always bringing a pistol to a long range sniper range. A competent opponent can easily roll out of the way of your missile and even then still might maintain a radar lock long enough to win the joust. The F4J(UK) doesn't manoeuvre well enough to make a reliable last minute dodge so it is advisable to think ahead two steps when you anticipate a SARH joust. One thing you might want to get used to is pushing your nose down when dodging all aspect IR missiles. As your countermeasure pods fire directly upwards. The F4J(UK) suffers from wing rip problems when pulling negative Gs so you will need to work out a techniques that works for you.
 
This combination of radar and missile leaves much to be desired and locks you into a less than optimal playstyle. The usual strategy is to go for head-on attacks to negate your lacklustre manoeuvrability and make the most out of your decent radar and missiles. But keep in mind you are almost always bringing a pistol to a long range sniper range. A competent opponent can easily roll out of the way of your missile and even then still might maintain a radar lock long enough to win the joust. The F4J(UK) doesn't manoeuvre well enough to make a reliable last minute dodge so it is advisable to think ahead two steps when you anticipate a SARH joust. One thing you might want to get used to is pushing your nose down when dodging all aspect IR missiles. As your countermeasure pods fire directly upwards. The F4J(UK) suffers from wing rip problems when pulling negative Gs so you will need to work out a techniques that works for you.
  
The best way to dodge long-mid range SARH shots and remain in position for the merge is to use hills and terrain features. The Phantom simply lacks the performance to pull multiple 90° turns and still be in a firing position for the merge. This is doubly important with any sort of bombload as you may find yourself struggling to notch within visual range distances (>20 km). If you miss the merge you will find yourself at the centre of a furball, attempting to outmanoeuvre significantly more agile and/or better-performing aircraft with much higher performance. Entering a fight at anything less than Mach 1 leaves you open to getting jumped by dedicated dogfighters without a clear way to escape.
+
The best way to dodge long-mid range SARH shots and remain in position for the merge is to use hills and terrain features. The Phantom simply lacks the performance to pull multiple 90° turns and still be in a firing position for the merge. This is doubly important with any sort of bombload as you may find yourself struggling to notch within visual range distances (>20 km). If you miss the merge you will find yourself at the centre of a furball, attempting to outmanoeuvre significantly more agile and/or better-performing aircraft with much higher performance. Entering a fight at anything less than Mach 1 leaves you open to getting jumped by dedicated dogfighters without a clear way to escape.  
 +
 
 +
Flying at treetop level will disrupt a radar lock by making the radar believe you are slightly lower than where you are (mistakes the ground below as part of the aircraft). This provides a safety from top-down attacks while still allowing you to maintain course for your own down-up SARH shots into open sky. 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Jack of all trades flight performance with no clear weakness  
 
* Jack of all trades flight performance with no clear weakness  
 
** will not lock up at high speed
 
** will not lock up at high speed
*Sturdy airframe
+
*Sturdy airframe: hard to overspeed and hard to rip wings in turns
**hard to  
 
  
 
'''Cons:'''
 
'''Cons:'''
Line 227: Line 230:
 
* Skyflash has short range and can be kinetically dodged
 
* Skyflash has short range and can be kinetically dodged
 
** Skyflash missiles have a tendency to not detonate or lose track at last second
 
** Skyflash missiles have a tendency to not detonate or lose track at last second
* Gunpod hampers turning performance
+
* Gunpod hampers turning performance  
 
* Wings rip easily in negative G manoeuvres
 
* Wings rip easily in negative G manoeuvres
 
* poor nose authority
 
* poor nose authority
 +
* Aim-9Gs are poor dogfight weapons
  
 
== History ==
 
== History ==

Revision as of 09:08, 20 January 2023

This page is about the premium British jet fighter F-4J(UK) Phantom II. For the American version, see F-4J Phantom II. For other versions, see F-4 Phantom II (Family).
F-4J(UK) Phantom II
f-4jk.png
GarageImage F-4J(UK) Phantom II.jpg
StoreImage F-4J(UK) Phantom II 002.jpg
F-4J(UK) Phantom II
Show in game
STORE

Description

The F-4J(UK) Phantom II is a premium gift rank VII British jet fighter with a battle rating of 11.7 (AB) and 12.0 (RB/SB). It was introduced in Update "Apex Predators".

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 12 192 m2 140 km/h
Turn time26 s
Max altitude16 000 m
Engine2 х General Electric J79-GE-10
TypeJet
Cooling systemAir
Take-off weight24 t

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Characteristics Max speed
(km/h at _,___ m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock ___ ___ 16000 __._ __._ __._ __._ ___
Upgraded ___ ___ __._ __._ __._ __._

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
_ _ _ _ _ _
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 ___ ___ ___ ~__ ~__
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< ___ < ___ < ___ N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
J-79-GE-10 2 _,___ kg ___ kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type _m fuel __m fuel __m fuel
1,750 kg Afterburning axial-flow turbojet _,___ kg _,___ kg _,___ kg _,___ kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (___%/WEP)
Condition 100% WEP _m fuel __m fuel __m fuel MGW
Stationary 5,240 kgf 8,090 kgf _.__ _.__ _.__ _.__
Optimal 5,240 kgf
(0 km/h)
10,340 kgf
(1,400 km/h)
_.__ _.__ _.__ _.__

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew2 people
Speed of destruction
Structural1 458 km/h
Gear463 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 cost
AB1 976 Sl icon.png
RB5 979 Sl icon.png
SB6 411 Sl icon.png
Crew training10 000 Sl icon.png
Experts1 350 000 Sl icon.png
Aces3 000 Ge icon.png
Research Aces2 280 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 100 / 310 / 600 % Sl icon.png
Talisman.png 2 × 238 / 238 / 238 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Mods booster.png
New boosters
Mods aerodinamic wing.png
Wings repair
Mods jet engine.png
Engine
Mods aerodinamic fuse.png
Fuselage repair
Mods g suit.png
G-suit
Mods armor frame.png
Airframe
Mods armor cover.png
Cover
Mods jet engine extinguisher.png
EFS
Mods ammo.png
M60_belt_pack
Mod arrow 1.png
Mods heli false thermal targets.png
Flares/Chaff
Mods pilon bomb.png
Mk.N1 540lb
Mod arrow 0.png
Mods air to air missile.png
AIM-9G
Mod arrow 0.png
Mods weapon.png
M60_new_gun
Mods pilon bomb.png
1000 LB
Mod arrow 0.png
Mods air to air midrange missile.png
AIM-7E
Mod arrow 0.png
Mods pilon block rocket.png
Matra SNEB
Mods air to air midrange missile.png
Skyflash

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 F-4J(UK) Phantom II is armed with:

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

Suspended armament

The F-4J(UK) Phantom II can be outfitted with the following ordnance presets:

  • 1 x 20 mm GAU-4 cannon (1,200 rpg)
  • 4 x AIM-9G Sidewinder missiles
  • 4 x AIM-7E Sparrow missiles
  • 4 x Skyflash missiles
  • 234 x SNEB type 23 rockets
  • 11 x 1,000 lb H.E. M.C. Mk.13 bombs (11,000 lb total)
  • 13 x 540 lb Mk.M2 bombs (7,020 lb total)
  • 1 x 20 mm GAU-4 cannon + 4 x AIM-9G Sidewinder missiles + 4 x AIM-7E Sparrow missiles
  • 1 x 20 mm GAU-4 cannon + 4 x AIM-9G Sidewinder missiles + 4 x Skyflash missiles
  • 1 x 20 mm GAU-4 cannon + 4 x AIM-9G Sidewinder missiles + 4 x AIM-7E Sparrow missiles + 10 x 540 lb Mk.M2 bombs (5,400 lb total)
  • 1 x 20 mm GAU-4 cannon + 4 x AIM-9G Sidewinder missiles + 4 x Skyflash missiles + 8 x 1,000 lb H.E. M.C. Mk.13 bombs (8,000 lb total)
  • 1 x 20 mm GAU-4 cannon + 4 x AIM-9G Sidewinder missiles + 4 x Skyflash missiles + 180 x SNEB type 23 rockets

Custom loadout options

1 2 3 4 5 6 7 8 9 10 11
Hardpoints F-4C Phantom II.png
20 mm GAU-4 cannons (1,200 rpg) 1
540 lb Mk.M2 bombs 2 3 3 3 2
1,000 lb H.E. M.C. Mk.13 bombs 2 2 3 2 2
SNEB type 23 rockets 36 54 54 54 36
AIM-7E Sparrow missiles 1 1 1 1
AIM-9G Sidewinder missiles 2 2
Skyflash missiles 1 1 1 1
Maximum permissible weight imbalance: 1,500 kg

Usage in battles

The F4J (UK) is a great aircraft but will feel out of place to new players. The main attraction to any Phantom is its missiles, however Skyflash missiles do not complement the F4J(UK)'s gameplay. Being essentially an improved AIM-7E-2 Sparrow, the Skyflash does not have the long range performance of the AIM-7F Sparrow or AIM-7M Sparrow. Not to mention you cannot roll out of the way of these high performance SARH missiles, forcing you to dump your lock and go 90° to attempt to force the missiles to overlead the other direction. In terms of raw G performance however, the Skyflash will absolutely pull all 25 Gs to hit a target (especially at short range) if you can maintain a radar lock. As a dogfight missile the sky flash starts pulling "off the rail", and will start pulling as soon as it clears the plane, don't be afraid to fire at a non maneuvering target just within 2 kilometers (in a direct head on engagement).

As with all F-4s, sharp turns will quickly deplete your energy and speed. Made worse by the lack of a maneuvering speed, the F-4J(UK) will loose speed in nearly every turn at any speed. The F4J(UK) is a heavy plane and will take an unacceptable (in terms of dodging missiles) amount of time to regain its speed in order to dodge another. Limit your time in open air and on the enemy's radar scopes if at all possible. Stay behind a teammate or behind the pack in general.

The AIM-9G Sidewinder is a good missile but its low G overload becomes a serious issue in dogfights. The aim 9 will take a second to begin tracking and takes even longer to start pulling. 3-4km launch with a positive closure rate will usually your best shot of hitting the target. The 18G is insufficient for anymore than a flat tail chase and the overload is only enough to allow the missile to maintain lock while leading a target. The Aim-9G will nearly always go for flares as there is nearly no flare resistance. Having a long burn time the Aim-9G does have an exceptional range for an IR missile. The trade off is that will burn nearly all the way to the target and has an exceptionally long boost/sustain phase, making the missile very easy to detect. Overall the Aim-9G is not a dogfight missile and will not fill in all the gaps left by the Skyflash.

The AN/APG-59 radar on the F4J(UK) is a very average pulse-Doppler radar. Although you can theoretically get a radar lock on a target that is moving away from you at less that 540 km/h, the SARH missiles will have a difficult time getting a lock even if the radar is locked. Other than that the PD mode performs as you would expect, being especially potent in a head-on engagement.

If you are using this plane to grind out the UK tech tree, always bring at least 8 x 1,000 lb bombs. You will lose turn performance, however, your playstyle shouldn't change too much. the F4J(UK) already is not competitive with other planes at this BR (in terms of turning performance) so when entering the merge, try and pick out a target you know has poor/no decent radar missiles. Other than that just take a few seconds to hit a base before turning back to reengage. Don't be afraid to skyflash an enemy who is blocking your path to a base.

This combination of radar and missile leaves much to be desired and locks you into a less than optimal playstyle. The usual strategy is to go for head-on attacks to negate your lacklustre manoeuvrability and make the most out of your decent radar and missiles. But keep in mind you are almost always bringing a pistol to a long range sniper range. A competent opponent can easily roll out of the way of your missile and even then still might maintain a radar lock long enough to win the joust. The F4J(UK) doesn't manoeuvre well enough to make a reliable last minute dodge so it is advisable to think ahead two steps when you anticipate a SARH joust. One thing you might want to get used to is pushing your nose down when dodging all aspect IR missiles. As your countermeasure pods fire directly upwards. The F4J(UK) suffers from wing rip problems when pulling negative Gs so you will need to work out a techniques that works for you.

The best way to dodge long-mid range SARH shots and remain in position for the merge is to use hills and terrain features. The Phantom simply lacks the performance to pull multiple 90° turns and still be in a firing position for the merge. This is doubly important with any sort of bombload as you may find yourself struggling to notch within visual range distances (>20 km). If you miss the merge you will find yourself at the centre of a furball, attempting to outmanoeuvre significantly more agile and/or better-performing aircraft with much higher performance. Entering a fight at anything less than Mach 1 leaves you open to getting jumped by dedicated dogfighters without a clear way to escape.

Flying at treetop level will disrupt a radar lock by making the radar believe you are slightly lower than where you are (mistakes the ground below as part of the aircraft). This provides a safety from top-down attacks while still allowing you to maintain course for your own down-up SARH shots into open sky.

Pros and cons

Pros:

  • Effective Skyflash missiles
  • Can take 8 missiles without sacrificing bomb load
  • Pulse doppler radar
  • Heavy and effective bomb load
  • Jack of all trades flight performance with no clear weakness
    • will not lock up at high speed
  • Sturdy airframe: hard to overspeed and hard to rip wings in turns

Cons:

  • Doesn't turn well
  • Skyflash has short range and can be kinetically dodged
    • Skyflash missiles have a tendency to not detonate or lose track at last second
  • Gunpod hampers turning performance
  • Wings rip easily in negative G manoeuvres
  • poor nose authority
  • Aim-9Gs are poor dogfight weapons

History

In 1984, following the deployment of a squadron of Phantoms to the Falkland Islands, the UK government decided that the gap this left in the UK air defences needed to be filled. They therefore sought to purchase another squadron of Phantoms, but as the ones already in RAF service were a special production batch it would not be possible to have the new ones be identical. It was decided that 15 Phantoms would be obtained from ex-USN F-4Js that were in storage. The F-4J was chosen as it was the closest to the current RAF Phantoms.

Following an extensive refurbishment at NAS North Island, where the Phantoms were brought to nearly F-4S standard (lacking leading-edge slats and a Helmet Gun Sight) the planes were delivered to the UK.

The major difference between the F-4J(UK) and the other UK operated Phantoms was the different engines, with the F-4J(UK) retaining the General Electric J79-10B turbojet, instead of the Rolls-Royce Spey turbofan. Upon initial delivery, the Skyflash AAM and SUU-23A gun pod were not compatible, however this was quickly rectified. Despite modifications to allow them to integrate with the other Phantoms, the F-4J(UK)s retained the vast bulk of their American equipment, even requiring the crews to use American helmets.

Although the new Phantoms were technically designated F.3, they were generally referred to as the F-4J(UK) to avoid confusion with the in service Tornado F.3.

Assigned to 74 Squadron at RAF Wattisham, they stood up in October 1984, 2 months after their first flight. Remaining in service through the transition to Tornado and the F-4M Squadrons being replaced with Tornados, the F-4J(UK) was retired in January 1991.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

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;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

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


McDonnell Aircraft Corporation
Jet Fighters  F2H-2 · F3H-2
  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
  F-15A · F-15C MSIP II · F-15E
Strike Aircraft  AV-8B Plus · AV-8B (NA)
Helicopters  AH-6M
Export/Licensed 
Aircraft  ◄F-4F Early · ◄F-4F · ◄F-4F KWS LV · Phantom FG.1 · Phantom FGR.2 · F-4J(UK) Phantom II · F-4EJ Phantom II · F-4EJ ADTW · Kurnass · Kurnass 2000
  F-15J · F-15J(M) · Baz · Baz Meshupar · F-15I Ra’am
  ▄AV-8B Plus
Helicopters  Lahatut
  The McDonnell Aircraft Corporation merged with Douglas Aircraft Company in 1967 to form McDonnell Douglas Corporation. Later it was merged with The Boeing Company in 1997.
See Also  Mitsubishi Heavy Industries

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

Britain premium aircraft
Fighters  Tuck's Gladiator Mk II · ▄Boomerang Mk I · ▄Boomerang Mk II · ▄D.520
  ▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA
  Hurricane Mk.I/L FAA M · Spitfire Mk.IIa Venture I · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XIVc · Prendergast's Spitfire FR Mk XIVe
  Typhoon Mk Ib · MB.5
Twin-engine fighters  Hornet Mk.I · Whirlwind P.9
Jet fighters  Attacker FB.2 · Hunter FGA.9 · Lightning F.53 · Meteor F Mk.8 Reaper · Sea Vixen F.A.W. Mk.2 · F-4J(UK) Phantom II · ▄MiG-21 Bison
Strike aircraft  ▄Wirraway · Beaufighter Mk I (40-mm) · Wyvern S4
  Harrier GR.1 · Strikemaster Mk.88
Bombers  ▄Avenger Mk II · ▄Boston Mk I · ▄Catalina Mk IIIa · ▄DB-7 · ▄Havoc Mk I · ▄Hudson Mk V · Swordfish Mk II