Difference between revisions of "Harrier GR.7"
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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).'' --> | ||
− | + | 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 and 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 has a good chance of still 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, totaling to 4 X 160 + 60 = 700 countermeasures I would highly recommend running them mixed (both flares and chaff). This allows you to use the period countermeasures dispense function when you are in situations where your situation awareness will be limited to prevent a missile kill. | ||
+ | |||
+ | You also receive a RWR which is a useful tool for locating the rough 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 800kph in the climb to maybe 5000-7000m 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. | ||
+ | |||
+ | General play style would be the one of waiting for the proper opportunity. You are not the carry of the match, you are a support. Almost all matches inevitably turn into a furball fight where enemies and allies with be located in a tight area. You can dive down from above on them and fire your AIM9Ls on unsuspecting targets. | ||
+ | |||
+ | When it the thick of the enemies turn on automatic countermeasure dispenser and focus on the enemies position and who you can target or to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turn fight should be your last resort. | ||
=== Pros and cons === | === Pros and cons === |
Revision as of 13:30, 20 September 2022
This page is about the premium British strike aircraft Harrier GR.7. For other versions, see Harrier (Family). |
Contents
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
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 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 | ___ | ___ | __._ | __._ | __._ | __._ |
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 | ~__ | ~__ |
Optimal velocities (km/h) | |||
---|---|---|---|
Ailerons | Rudder | Elevators | Radiator |
< ___ | < ___ | < ___ | 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 | 9,198 kgf | 9,945 kgf | 1.40 | 1.33 | 1.22 | 1.08 | 1.04 | 0.68 |
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
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
Armaments
Ballistic Computer | |||
---|---|---|---|
CCIP (Guns) | CCIP (Rockets) | CCIP (Bombs) | CCRP (Bombs) |
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 500 lb H.E. M.C. Mk.II bombs (1,000 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 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 mm ADEN 25 cannons (100 rpg) | 1 | 1 | ||||||||||
500 lb H.E. M.C. Mk.II bombs | 1 | 1 | ||||||||||
1,000 lb H.E. M.C. Mk.13 bombs | 1 | 1 | 1 | 1 | 1 | |||||||
295 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 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
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 and 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 has a good chance of still 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, totaling to 4 X 160 + 60 = 700 countermeasures I would highly recommend running them mixed (both flares and chaff). This allows you to use the period countermeasures dispense function when you are in situations where your situation awareness will be limited to prevent a missile kill.
You also receive a RWR which is a useful tool for locating the rough 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 800kph in the climb to maybe 5000-7000m 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.
General play style would be the one of waiting for the proper opportunity. You are not the carry of the match, you are a support. Almost all matches inevitably turn into a furball fight where enemies and allies with be located in a tight area. You can dive down from above on them and fire your AIM9Ls on unsuspecting targets.
When it the thick of the enemies turn on automatic countermeasure dispenser and focus on the enemies position and who you can target or to where you can disengage. Try to avoid turning with enemies as even with the VTOL controls you will probably be outmatched. A turn fight should be your last resort.
Pros and cons
Pros:
- It has more countermeasures than any other aircraft in the game, at 700 if all four BOL rails are equipped (the A-10 has 480, with all others having less than 300)
- 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 500 lb, 1,000 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.
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
- Stock belts have no tracer rounds making it hard to learn the unique ballistics of the ADEN 25.
- No radar
- TIALD targeting pod cannot be carried alongside gun pods
- 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
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
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 |