Difference between revisions of "Nimrod Mk II"

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(Description amendment to make more 'information concise' and tasks outlined in WSP.)
(Edits)
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The endurance of the Nimrod Mk II is very good given the high ammunition count, turn, roll and climb rates. Realistic Battles (RB) with the Nimrod are a great first taste of actual RB play with more specialised planes.
 
The endurance of the Nimrod Mk II is very good given the high ammunition count, turn, roll and climb rates. Realistic Battles (RB) with the Nimrod are a great first taste of actual RB play with more specialised planes.
  
Simulator battles (SB) with the Nimrod provide a great chance for players to have their first taste of Simulator Battles. The open cockpit provides beginners with an open and clear view,. learning to use the gun sight provides unique gameplay for beginners.
+
Simulator battles (SB) with the Nimrod provide a great chance for players to have their first taste of Simulator Battles. The open cockpit provides beginners with an open and clear view, and learning to use the gun sight provides unique gameplay for beginners.
  
 
Overall, the Nimrod provides a solid and reliable foundation experience for players who have recently begun the game.
 
Overall, the Nimrod provides a solid and reliable foundation experience for players who have recently begun the game.
Line 26: Line 26:
 
=== Flight performance ===
 
=== Flight performance ===
 
{{Specs-Avia-Flight}}
 
{{Specs-Avia-Flight}}
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->The Nimrod Mk II is a superlatively agile aircraft owing to its Bi-plane design. The Nimrod will handily and readily match most if not all enemy aircraft it encounters in turn fighting. It can be noted that it has a rather steady rate of acceleration with nothing exceptional to note. It can readily climb at a respectable rate to allow it to keep pace and join the fray alongside its teammates without much issue either. All around the Nimrod at it's base level will perform what its pilot asks of it with little issue
+
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 +
The Nimrod Mk II is a extremely agile aircraft owing to its biplane design. The Nimrod will handily and readily match most if not all enemy aircraft it encounters in turn fighting. It can be noted that it has a rather steady rate of acceleration with nothing exceptional to note. It can readily climb at a respectable rate to allow it to keep pace and join the fray alongside its teammates without much issue either. All around, the Nimrod at its base level will perform what its pilot asks of it with little issue
  
It typically tops out at around 255 Km/h during level flight, during a dive this will rise to around 350 Km/h on average with of course further attainable speed with harsher dives. It will still respond to sharp turns even at its diving speed and bleed back to around 255 Km/h retaining most of this speed well during a turnfight if the pilot is careful to not stall by climbing. Should the player push the Nimrod to its upper limits of around 400 Km/h in very steep dives they will find the control surfaces begin to lock up, meaning an immediate turn to engage a threat will be impossible and the Nimrod will sluggishly turn until it bleeds enough energy to regain its agility once more around the 350 Km/h mark.
+
It typically tops out at around 255 km/h during level flight, during a dive this will rise to around 350 km/h on average with of course further attainable speed with harsher dives. It will still respond to sharp turns even at its diving speed and bleed back to around 255 km/h retaining most of this speed well during a turnfight if the pilot is careful to not stall by climbing. Should the player push the Nimrod to its upper limits of around 400 km/h in very steep dives they will find the control surfaces begin to lock up, meaning an immediate turn to engage a threat will be impossible and the Nimrod will sluggishly turn until it bleeds enough energy to regain its agility once more around the 350 km/h mark.
  
The Nimrod can handle as many Gees as it is able to generate at its speed and weight, provided the pilot is trained. Lower level crews may suffer the occassional blackout due to the gees pulled during the harsher maneuvers the Nimrod can pull.
+
The Nimrod can handle as many Gs as it is able to generate at its speed and weight, provided the pilot is trained. Lower level crews may suffer the occasional blackout due to the Gs pulled during the harsher manoeuvres the Nimrod can pull.
  
 
{| class="wikitable" style="text-align:center" width="70%"
 
{| class="wikitable" style="text-align:center" width="70%"
 
! rowspan="2" | Characteristics
 
! rowspan="2" | Characteristics
! colspan="2" | Max Speed<br>(km/h at 4,100 m)
+
! colspan="2" | Max speed<br>(km/h at 4,100 m)
 
! rowspan="2" | Max altitude<br>(metres)
 
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
Line 96: Line 97:
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
{{Specs-Economy}}Being a basic Bi-plane with no secondary armaments the modification path is a simple recommendation of focus on attaining the 'New 7mm MG's' modification. Owing to the relatively low damage caused by 7.7mm Vickers, trigger time on your target will be vital and this upgrade ill extend the amount of time the guns may run before overheating and potentially jamming.
+
{{Specs-Economy}}
  
Further to this is simply enhancing the agility and mobility of the Nimrod MK II.
+
Being a basic biplane with no secondary armaments, the modification path is a simple recommendation of focus on attaining the 'New 7mm MGs' modification. Owing to the relatively low damage caused by the 7.7 mm Vickers, trigger time on your target will be vital and this upgrade will extend the amount of time the guns may run before overheating and potentially jamming.
 +
 
 +
Further to this is simply enhancing the agility and mobility of the Nimrod Mk II.
  
 
== Armaments ==
 
== Armaments ==
Line 111: Line 114:
 
* 2 x 7.7 mm Vickers E machine guns, nose-mounted (600 rpg = 1,200 total)
 
* 2 x 7.7 mm Vickers E machine guns, nose-mounted (600 rpg = 1,200 total)
  
These are the standard Vickers machine guns prevalent in early GB, they are high capacity and very fast firing but owing to their lower calibre they do considerably less damage to an airframe than their contemporaries such as the 12.7mm Breda-SAFAT machine guns found on Italian aircraft. However their high RoF allows them to be more forgiving for newer players, scoring hits and allowing one to get a feel for the lead on these guns comfortably.
+
These are the standard Vickers machine guns prevalent in the early British tree, they are high capacity and very fast-firing but owing to their lower calibre they do considerably less damage to an airframe than their contemporaries such as the 12.7 mm Breda-SAFAT machine guns found on Italian aircraft. However their high RoF allows them to be more forgiving for newer players, scoring hits and allowing one to get a feel for the lead on these guns comfortably.
  
 
Focusing vital spots if possible is essential, head on engagements are not encouraged due to the unfavourable chances of destroying an aircraft that most likely will have superior firepower.
 
Focusing vital spots if possible is essential, head on engagements are not encouraged due to the unfavourable chances of destroying an aircraft that most likely will have superior firepower.
  
The belts available are simply different mixtures of rounds already suitably available on the default belt. However it is advisable to take the 'universal' belt as it removes filler 'Ball' rounds and leaves only a mix of Tracer, AP and IAI rounds.
+
The belts available are simply different mixtures of rounds already suitably available on the default belt. However it is advisable to take the 'universal' belt as it removes filler 'Ball' rounds and leaves only a mix of Tracer, AP, and IAI rounds.
  
 
== 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).'' -->
 
Piloting the Nimrod Mk II will be relatively the same regardless of the game mode (AB, RB or SB.) The Nimrod is a pure fighter craft and is not capable of carrying any strike armaments and its ability to provide CAS is limited to opportune gun runs on vehicles with open tops or no armour whatsoever.
 
Piloting the Nimrod Mk II will be relatively the same regardless of the game mode (AB, RB or SB.) The Nimrod is a pure fighter craft and is not capable of carrying any strike armaments and its ability to provide CAS is limited to opportune gun runs on vehicles with open tops or no armour whatsoever.
  
The Nimrod Mk II is very much a dogfighter, it is sturdy comparatively as Bi-planes go. Able to turn with the best of it's peers and keep them on their toes. Players may find it more suitable to focus on anti-fighter and anti-strike craft gameplay as the Vickers machine guns will struggle to bring down full size bombers when encounters and most likely end up with a destroyed Nimrod at the hands of one of many turrets typically found upon bomber aircraft.
+
The Nimrod Mk II is very much a dogfighter, it is sturdy comparatively as biplanes go, and able to turn with the best of its peers and keep them on their toes. Players may find it more suitable to focus on anti-fighter and anti-strike craft gameplay as the Vickers machine guns will struggle to bring down full size bombers when encountered and one will most likely end up with a destroyed Nimrod at the hands of one of many turrets typically found upon bomber aircraft.
  
 
Positions where the Nimrod has the chance to tail another craft are the most likely to result in a confirmed kill, however with pilot skill the Nimrod can easily reverse a tail on itself with patience. Head-on engagements are discouraged due to the low damage potential of the Vickers machine guns, however confident pilots may succeed readily due to the high RoF and ability to 'pilot snipe'.
 
Positions where the Nimrod has the chance to tail another craft are the most likely to result in a confirmed kill, however with pilot skill the Nimrod can easily reverse a tail on itself with patience. Head-on engagements are discouraged due to the low damage potential of the Vickers machine guns, however confident pilots may succeed readily due to the high RoF and ability to 'pilot snipe'.
Line 126: Line 130:
 
Opponents to keep a keen eye out for are:
 
Opponents to keep a keen eye out for are:
  
'''CR.32''': These italian craft can match and even out turn the Nimrod MK II while boasting the aforementioned fearsome twin Breda 12.7mm machine guns. Even a small pass during a turnfight can reduce the Nimrod to a flaming wreckage.
+
'''CR.32''': These Italian craft can match and even out-turn the Nimrod Mk II while boasting the aforementioned fearsome twin Breda 12.7mm machine guns. Even a small pass during a turnfight can reduce the Nimrod to a flaming wreckage.
  
'''Ki-10''': These japanese craft, while sporting the same calibre armament as the Nimrod. Can also readily outturn and harass a Nimrod Mk II.
+
'''Ki-10''': These Japanese craft, while sporting the same calibre armament as the Nimrod. Can also readily outturn and harass a Nimrod Mk II.
  
 
'''I-15''': All I-15 aircraft whether the Russian or Chinese variants are fearsome opponents owing to their excellent agility and slightly superior firepower comparative to the Nimrods own.
 
'''I-15''': All I-15 aircraft whether the Russian or Chinese variants are fearsome opponents owing to their excellent agility and slightly superior firepower comparative to the Nimrods own.

Revision as of 18:14, 24 October 2022

Rank 7 USA
F-5C Pack
This page is about the British naval fighter Nimrod Mk II. For the other version, see Nimrod Mk I.
nimrod_mk2.png
GarageImage Nimrod Mk II.jpg
Nimrod Mk II
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png
Show in game

Description

The Nimrod Mk II is a rank I British naval fighter with a battle rating of 1.0 (AB/RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The Nimrod Mk II is a rank I plane for Britain. It is a biplane with 2 x 7.7 mm Vickers machine guns. The main difference between it and the Mk. I is the slightly swept wing and more powerful engine. Climb rate, turn rate, roll rate, and acrobatic ability are superb, mostly due to the Nimrod being a biplane.

Being a biplane, the Nimrod is very forgiving and thus is very flexible in techniques and tactics. Turn rate provides players with a thrilling beginning in Arcade, and the roll rate and climb rate provides for some interesting acrobatics with the Nimrod. The armament is poor when compared to contemporaries.

The endurance of the Nimrod Mk II is very good given the high ammunition count, turn, roll and climb rates. Realistic Battles (RB) with the Nimrod are a great first taste of actual RB play with more specialised planes.

Simulator battles (SB) with the Nimrod provide a great chance for players to have their first taste of Simulator Battles. The open cockpit provides beginners with an open and clear view, and learning to use the gun sight provides unique gameplay for beginners.

Overall, the Nimrod provides a solid and reliable foundation experience for players who have recently begun the game.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Max speed
at 4 100 m394 km/h
Turn time15 s
Max altitude8 100 m
EngineRolls-Royce Kestrel VFP
TypeInline
Cooling systemWater
Take-off weight2 t

The Nimrod Mk II is a extremely agile aircraft owing to its biplane design. The Nimrod will handily and readily match most if not all enemy aircraft it encounters in turn fighting. It can be noted that it has a rather steady rate of acceleration with nothing exceptional to note. It can readily climb at a respectable rate to allow it to keep pace and join the fray alongside its teammates without much issue either. All around, the Nimrod at its base level will perform what its pilot asks of it with little issue

It typically tops out at around 255 km/h during level flight, during a dive this will rise to around 350 km/h on average with of course further attainable speed with harsher dives. It will still respond to sharp turns even at its diving speed and bleed back to around 255 km/h retaining most of this speed well during a turnfight if the pilot is careful to not stall by climbing. Should the player push the Nimrod to its upper limits of around 400 km/h in very steep dives they will find the control surfaces begin to lock up, meaning an immediate turn to engage a threat will be impossible and the Nimrod will sluggishly turn until it bleeds enough energy to regain its agility once more around the 350 km/h mark.

The Nimrod can handle as many Gs as it is able to generate at its speed and weight, provided the pilot is trained. Lower level crews may suffer the occasional blackout due to the Gs pulled during the harsher manoeuvres the Nimrod can pull.

Characteristics Max speed
(km/h at 4,100 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 377 354 8100 16.6 18.3 7.6 7.6 232
Upgraded 412 394 15.8 16.0 29.5 15.7

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
600 600 N/A N/A N/A ~11 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 260 < 200 < 300 > 200

Survivability and armour

Crew1 person
Speed of destruction
Structural600 km/h
Gear600 km/h

This aircraft is vulnerable, as there is no armour protection for any of the modules. All the modules are focused towards the front of the plane.

  • No armour protection
  • Self-sealing fuel tanks

Modifications and economy

Repair costBasic → Reference
AB97 → 121 Sl icon.png
RB149 → 186 Sl icon.png
SB90 → 112 Sl icon.png
Total cost of modifications2 960 Rp icon.png
885 Sl icon.png
Talisman cost190 Ge icon.png
Crew training200 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces96 000 Rp icon.png
Reward for battleAB / RB / SB
10 / 20 / 80 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
40 Ge icon.png
Mods radiator.png
Radiator
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
40 Ge icon.png
Mods compressor.png
Compressor
Research:
220 Rp icon.png
Cost:
65 Sl icon.png
45 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
370 Rp icon.png
Cost:
110 Sl icon.png
70 Ge icon.png
Mods new engine.png
Engine
Research:
370 Rp icon.png
Cost:
110 Sl icon.png
70 Ge icon.png
Mods metanol.png
Engine injection
Research:
480 Rp icon.png
Cost:
145 Sl icon.png
95 Ge icon.png
Mods armor frame.png
Airframe
Research:
220 Rp icon.png
Cost:
65 Sl icon.png
45 Ge icon.png
Mods armor cover.png
Cover
Research:
480 Rp icon.png
Cost:
145 Sl icon.png
95 Ge icon.png
Mods ammo.png
type89_belt_pack
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
40 Ge icon.png
Mod arrow 0.png
Mods weapon.png
type97_new_gun
Research:
220 Rp icon.png
Cost:
65 Sl icon.png
45 Ge icon.png

Being a basic biplane with no secondary armaments, the modification path is a simple recommendation of focus on attaining the 'New 7mm MGs' modification. Owing to the relatively low damage caused by the 7.7 mm Vickers, trigger time on your target will be vital and this upgrade will extend the amount of time the guns may run before overheating and potentially jamming.

Further to this is simply enhancing the agility and mobility of the Nimrod Mk II.

Armaments

Offensive armament

Ammunition1 200 rounds
Fire rate900 shots/min
Main article: Vickers E (7.7 mm)

The Nimrod Mk II is armed with:

  • 2 x 7.7 mm Vickers E machine guns, nose-mounted (600 rpg = 1,200 total)

These are the standard Vickers machine guns prevalent in the early British tree, they are high capacity and very fast-firing but owing to their lower calibre they do considerably less damage to an airframe than their contemporaries such as the 12.7 mm Breda-SAFAT machine guns found on Italian aircraft. However their high RoF allows them to be more forgiving for newer players, scoring hits and allowing one to get a feel for the lead on these guns comfortably.

Focusing vital spots if possible is essential, head on engagements are not encouraged due to the unfavourable chances of destroying an aircraft that most likely will have superior firepower.

The belts available are simply different mixtures of rounds already suitably available on the default belt. However it is advisable to take the 'universal' belt as it removes filler 'Ball' rounds and leaves only a mix of Tracer, AP, and IAI rounds.

Usage in battles

Piloting the Nimrod Mk II will be relatively the same regardless of the game mode (AB, RB or SB.) The Nimrod is a pure fighter craft and is not capable of carrying any strike armaments and its ability to provide CAS is limited to opportune gun runs on vehicles with open tops or no armour whatsoever.

The Nimrod Mk II is very much a dogfighter, it is sturdy comparatively as biplanes go, and able to turn with the best of its peers and keep them on their toes. Players may find it more suitable to focus on anti-fighter and anti-strike craft gameplay as the Vickers machine guns will struggle to bring down full size bombers when encountered and one will most likely end up with a destroyed Nimrod at the hands of one of many turrets typically found upon bomber aircraft.

Positions where the Nimrod has the chance to tail another craft are the most likely to result in a confirmed kill, however with pilot skill the Nimrod can easily reverse a tail on itself with patience. Head-on engagements are discouraged due to the low damage potential of the Vickers machine guns, however confident pilots may succeed readily due to the high RoF and ability to 'pilot snipe'.

Opponents to keep a keen eye out for are:

CR.32: These Italian craft can match and even out-turn the Nimrod Mk II while boasting the aforementioned fearsome twin Breda 12.7mm machine guns. Even a small pass during a turnfight can reduce the Nimrod to a flaming wreckage.

Ki-10: These Japanese craft, while sporting the same calibre armament as the Nimrod. Can also readily outturn and harass a Nimrod Mk II.

I-15: All I-15 aircraft whether the Russian or Chinese variants are fearsome opponents owing to their excellent agility and slightly superior firepower comparative to the Nimrods own.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Not controllable
Not auto controlled
Not controllable
Not auto controlled
Controllable
Not auto controlled
Combined Not controllable
1 gear
Not controllable

Pros and cons

Pros:

  • Fantastic turn rate
  • Good climb rate
  • Great roll rate
  • Good endurance

Cons:

  • Low speed
  • Low service ceiling
  • Extremely weak armament
  • Weak durability

History

In-game description

The Hawker Nimrod was a carrier-borne, biplane fighter which entered service with Britain's Fleet Air Arm in 1931. By 1934, full-scale production of Nimrod Mk I fighters was replaced by that of Mk II fighters. All Nimrod Mk IIs were fitted with an arrestor hook for carrier operations, their wings were modified with a slight sweep back and tail surfaces were slightly larger than those of the Nimrod Mk I. The powerplant was also improved in the Mk II; a 608 hp Rolls-Royce Kestrel V liquid cooled, in-line engine replaced the earlier 590 hp engine. Only 30 Nimrod Mk IIs were build for service in the Fleet Air Arm, although many of the Mk Is were updated to Mk II standard.

Hawker Aircraft Ltd failed to receive significant export orders for the Nimrod; only four machines were sent abroad, including one supplied to Japan, one to Portugal, and two to Denmark. The Danish fighters were known as the Nimrodderne.

In 1933, the Fleet Air Arm's units were reorganized. Independent flights were combined into Squadrons, which were numbered from 800 up. Hawker Nimrod fighters were in service with No. 800 (HMS Courageous), 801 (HMS Furious) and 802 (HMS Glorious) Squadrons, with two flights of nine Nimrods in each. The command structure again saw change following the 1937 Inskip Report, when naval aviation was handed back from the Royal Air Force to the Royal Navy, and Britain's Nimrods became the property of the Admiralty.

The Hawker Nimrod fighter was replaced in first-line units by the Gloster Sea Gladiator and the Blackburn Skua before the start of World War II. Nimrods continued to be operated as training and liaison aircraft until July 1941, by which time they had long been considered obsolete and were taken out of service. The Danish Nimroddernes were used until the German invasion in April 1940, but did not see combat against the Luftwaffe.

Media

Skins

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.


Hawker Aircraft Limited
Biplane fighters 
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Scout plane  Osprey Mk IV
Piston fighters 
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Sea Hurricane Mk IB · Sea Hurricane Mk IC · Hurricane Mk IIB/Trop · Hurricane Mk IV
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk V · Tempest Mk V (Vickers P) · Tempest Mk II
Fury  Sea Fury FB 11
Jet fighters 
Hunter  Hunter F.1 · Hunter F.6 · Hunter FGA.9
Sea Hawk  Sea Hawk FGA.6
Harrier  Harrier GR.1 · Harrier GR.3
Export  ▄Hurricane Mk I/L · ▂Hurricane Mk IIB · ▄Sea Fury FB 51
  ▄Sea Hawk Mk.50 · ◄Sea Hawk Mk.100 · ◘Hunter F.6 · ◌Hunter F.58 · J34 · AV-8A · AV-8C
Captured  ▀Tempest Mk V
See Also  Fokker

Britain fighters
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Gladiator  Gladiator Mk II · Tuck's Gladiator Mk II · Gladiator Mk IIF · Gladiator Mk IIS
Sea Gladiator  Sea Gladiator Mk I
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Hurricane Mk IIB/Trop
Sea Hurricane  Sea Hurricane Mk IB · Sea Hurricane Mk IC
Martin-Baker  MB.5
Spitfire (early-Merlin)  Spitfire Mk Ia · Spitfire Mk IIa · Spitfire Mk.IIa Venture I · Spitfire Mk IIb · Spitfire Mk Vb/trop · Spitfire Mk Vb · Spitfire Mk Vc/trop · Spitfire Mk Vc
Spitfire (late-Merlin)  Spitfire F Mk IX · Spitfire LF Mk IX · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XVI
Spitfire (Griffon)  Spitfire F Mk XIVc · Spitfire F Mk XIVe · Prendergast's Spitfire FR Mk XIVe · Spitfire F Mk XVIIIe · Spitfire F Mk 22 · Spitfire F Mk 24
Seafire  Seafire LF Mk.III · Seafire F Mk XVII · Seafire FR 47
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk II · Tempest Mk V
Sea Fury  Sea Fury FB 11
Twin-engine fighters  Hornet Mk.I · Hornet Mk.III · Whirlwind Mk I · Whirlwind P.9
  Foreign:
Australia  ▄Boomerang Mk I · ▄Boomerang Mk II
France  ▄D.520 · ▄D.521
USA  ▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA