Difference between revisions of "Tornado F.3"

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(Thought the pros and cons section was too negative, tied to flesh it out a bit more)
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== Usage in battles ==
 
== Usage in battles ==
 
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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).''
 
  
When playing/judging this Tornado remember one thing: This plane is 11.3. This is NOT a top tier, This is NOT a dogfighter, and overall '''THIS PLANE IS NOT A COUNTER TO 12.0'''. Like all other 11.3 planes the Tornado is straight up outclassed by higher tier aircraft. This is especially problematic given the Tornado F.3 is HEAVILY dependent on its weaponry and avionics to be competitive. A higher tier aircraft will just straight up render you useless in the right circumstances.  
+
Like other planes at this BR, the Tornado F.3 is outclassed by higher tier aircraft. This is especially problematic given the Tornado F.3 is heavily dependent on its weaponry and avionics to be competitive.
  
The sky flash Super TEMPs are very potent but still not [[AIM-7F Sparrow]]<nowiki/>s. They Boost faster and will outpace the Aim 7F within 4-6KM but refrain from trying to BVR Duel with the 11.7 phantoms or the F-4J/S. The Sky flash will hang at around the same speed as the Aim-7F at BVR ranges. Due to how long the Aim-7F/M burns it will eventually outpace the Sky flash at longer ranges  It goes without saying but The sky flash is not an effective weapon against the [[R-27ER]] or the [[Matra Super 530D]]. Your prime targets are unsuspecting targets 4-9KM away heading generally towards you.  
+
The Skyflash Super TEMPs are very potent but not on par with the [[AIM-7F Sparrow]]s. They accelerate faster and will outpace the AIM-7F within 4-6 km but refrain from trying to BVR Duel with the rank VIII Phantoms or the F-4J/S. The Skyflash will hang at around the same speed as the AIM-7F at BVR ranges. Due to how long the AIM-7F/M burns it will eventually outpace the Skyflash at longer ranges  It goes without saying but The Skyflash is not an effective weapon against the [[R-27ER]] or the [[Matra Super 530D]]. Your prime targets are unsuspecting targets 4-9 km away heading generally towards you.  
  
Try and avoid "fair" Missile jousts considering the atrocious maneuverability of Tornado F.3 makes it near impossible to kinetically dodge SARH shots. Most of the high end radar missiles can still guide into you due to CW missiles tracking "residue" radar returns or just gliding into you due to the Tornado F.3 not being maneuverable enough to change course quickly to dodge even if the lock was broken. Most planes can outmaneuver a head on SARH shot my maneuvering (rolling) out of the way, the tornado cannot. Its even difficult to notch a radar within 10km given the closure speed and nearly orbital turning circle of the tornado. Of course both are possible in certain circumstances but it isn't a reliable way to survive an competent opponent who has taken their time setting up a good SARH shot. Within 5km there isn't much you can do other than spam chaff and hope for the best.  
+
Try and avoid "fair" missile jousts considering the atrocious manoeuvrability of the Tornado F.3 makes it near impossible to kinetically dodge SARH missiles. Most of the high-end radar missiles can still guide into you due to CW missiles tracking residual radar returns or just gliding into you since the Tornado F.3 is not manoeuvrable enough to change course quickly to dodge the missile, even if the lock was broken. While most planes can outmanoeuvre a head on SARH missile by manoeuvring (rolling) out of the way, the Tornado cannot. It's even difficult to notch a radar-guided missile within 10 km given the closure speed and nearly orbital turning circle of the tornado. Of course, both are possible in certain circumstances but it isn't a reliable way to survive an competent opponent who has taken their time setting up a good SARH missile. Within 5 km, there isn't much you can do other than spam chaff and hope for the best.  
  
Don't dogfight. No caveats, ifs, exepts, or buts just don't. You have no workable advantages against your opponent unless they are already at deaths door with large sections of their wings/tail missing. If being chased get a teammate to scratch your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn maneuver.  
+
Don't dogfight. You have no workable advantages against your opponent unless they are already badly crippled with large sections of their wings/tail missing. If you are chased, get a teammate to cover your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn manoeuvre.  
  
NOTE: Your Sky flash (stock) missiles take 1.8 seconds to begin tracking once launched. This is not a bug, this is a feature of the IRL performance of the 3000 series Pre-TEMP sky flash missiles being mounted on an aircraft they weren't designed for. The [[Skyflash SuperTEMP]] and [[Skyflash]] (DF) only take .7 seconds to begin tracking.  
+
Your stock Skyflash missiles take 1.8 seconds to begin tracking once launched. The [[Skyflash SuperTEMP]] only take 0.7 seconds to begin tracking.  
  
Your Aim 9Ls are considerably less useful than you might think. The tornado F.3 likes to fly predictable, straight paths and makes very predictable maneuvers. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You cant really make unpredictable maneuvers and sneak up on people given your overall lack of mobility in any direction other than forward.  
+
he tornado F.3 likes to fly predictable, straight paths and makes very predictable manoeuvres. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You can't really make unpredictable manoeuvres and sneak up on people given your overall lack of mobility in any direction other than forward.  
  
As an 11.3 you can out BVR pretty much anyone at your own BR. Your biggest challenge will be F-4J/S with their AIm-7Fs and PDV radars. Then again you have a fair chance of spotting and locking them first given your superior radar. When BVR fighting with an equal BR opponent it might be a good idea to deliberately waste a Sky flash with a max range launch just to give the enemy something to think about if they continue to take the head on. Once the missile is headed your way there isn't much you can do so the best defense is a good offence in this situation.  
+
At this BR, you can outrange pretty much anyone at your own BR with BVR missiles. Your biggest challenge will be F-4J/S with their AIM-7Fs and PDV radars. You have a fair chance of spotting and locking them first given your superior radar. When BVR fighting with an equal BR opponent, it might be a good idea to deliberately waste a Skyflash with a max range launch just to give the enemy something to think about if they continue to take the head on. Once the missile is headed your way there isn't much you can do so the best defense is a good offence in this situation.  
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 +
'''Pros:'''
  
* Has a lot of Counter-Measures
+
* Has a lot of countermeasures, including large-calibre ones
** has a backup of 32 large caliber countermeasures
+
* Can carry 8 air-to-air missiles at once
* can carry 8 good missiles at once
 
* Decent top speed on the deck
 
** can outrun phantoms on the deck
 
 
* Has radar gunsight
 
* Has radar gunsight
** 27mm is accurate and has good velocity
+
* Advanced radar for its BR
* one of the best radars at 11.3
 
 
** Includes TWS that indicates direction of enemy
 
** Includes TWS that indicates direction of enemy
 
** PD has IFF  
 
** PD has IFF  
** No blind spot like on the [[AN/APG-59]]
+
* All-aspect heat-seeking secondary missiles
* All aspect heat seeker secondary missiles
+
* Can carry drop tanks to extend range
* Can carry up to 59 mins of fuel internally
 
** Up to 24 mins of fuel in 2 drop tanks
 
 
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Worst turning performance at short of the F-104
+
* Poor turning performance
* Nearly ZERO advantages in a dogfight
+
* Loses energy quickly in a turn
* Decent top speed isn't enough
+
* Lackluster acceleration
* Wings tend to fall off
+
* Stock Skyflash missiles take an extra second to start tracking compared to Sky flash (DF)
* Likes to fall out of the sky when flying at low altitudes
+
* Skyflash Super TEMP is not a competitive BVR missile
* Stock Sky flash missiles are take an extra second to start tracking compared to Sky flash (DF)
 
* Sky flash Super TEMP is not a competitive BVR missile
 
 
* Cannot kinetically dodge SARH missiles
 
* Cannot kinetically dodge SARH missiles
 
* Short ACM range
 
* Short ACM range
* Loses energy quickly in a turn
+
* The 27 mm cannon has a low rate of fire, low ammunition count, and mediocre damage
** Lackluster acceleration
 
* Useless in Ground battle
 
** No bombs or rocket for air to ground work
 
** gun is useless against tanks
 
* Cannon has low fire rate, low ammunition count, and mediocre damage
 
* Stock grind can be very unpleasant 
 
 
 
*
 
  
 
== History ==
 
== History ==

Revision as of 09:47, 12 March 2023

Rank 7 USA
F-5C Pack
This page is about the British jet fighter Tornado F.3. For other versions, see Tornado (Family).
tornado_f3.png
GarageImage Tornado F.3.jpg
Tornado F.3
AB RB SB
12.0 12.0 12.0
Research:400 000 Specs-Card-Exp.png
Purchase:1 080 000 Specs-Card-Lion.png
Show in game

Description

The Tornado F.3 is a rank VIII British jet fighter with a battle rating of 12.0 (AB/RB/SB). It was introduced in Update "Sky Guardians".

General info

Flight performance

Max speed
at 11 582 m2 308 km/h
Turn time28 s
Max altitude13 000 m
EngineTurbo-Union RB199-34R Mk.104
Type
Cooling systemAir
Take-off weight0 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 ___ ___ 13000 __._ __._ __._ __._ ___
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 + -
0 0 ___ ___ ___ ~__ ~__
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< ___ < ___ < ___ > ___

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
_____ _ _,___ kg ___ kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type _m fuel __m fuel __m fuel
___ kg ___ _,___ 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 ___ kgf ___ kgf _.__ _.__ _.__ _.__
Optimal ___ kgf
(_ km/h)
___ kgf
(_ 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
Structural0 km/h
Gear0 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
AB2 712 → 4 097 Sl icon.png
RB7 974 → 12 048 Sl icon.png
SB9 323 → 14 087 Sl icon.png
Total cost of modifications306 000 Rp icon.png
466 000 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
100 / 320 / 540 % Sl icon.png
250 / 250 / 250 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
320 Ge icon.png
Mods booster.png
New boosters
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
450 Ge icon.png
Mods jet engine.png
Engine
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
670 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
320 Ge icon.png
Mods armor frame.png
Airframe
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
450 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
690 Ge icon.png
Mods armor cover.png
Cover
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
670 Ge icon.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
320 Ge icon.png
Mods ammo.png
bk_27_belt_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
320 Ge icon.png
Mod arrow 1.png
Mods heli false thermal targets.png
Flares/Chaff BOL
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
320 Ge icon.png
Mod arrow 0.png
Mods g suit.png
G-suit
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
450 Ge icon.png
Mods air to air missile.png
AIM-9L
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
450 Ge icon.png
Mod arrow 0.png
Mods weapon.png
bk_27_new_gun
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
690 Ge icon.png
Mods air to air midrange missile.png
Skyflash
Research:
26 000 Rp icon.png
Cost:
40 000 Sl icon.png
690 Ge icon.png
Mod arrow 0.png
Mods jet engine extinguisher.png
EFS
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
670 Ge icon.png
Mods air to air midrange missile.png
Skyflash SuperTEMP
Research:
25 000 Rp icon.png
Cost:
38 000 Sl icon.png
670 Ge icon.png

Armaments

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

Offensive armament

Main article: Mauser BK27 (27 mm)

The Tornado F.3 is armed with:

  • A choice between two presets:
    • 1 x 27 mm Mauser BK27 cannon, chin-mounted (180 rpg)
    • 1 x 27 mm Mauser BK27 cannon + 32 x large calibre countermeasures

Suspended armament

The Tornado F.3 can be outfitted with the following ordnance presets:

  • 2 x 330 gal drop tanks
  • 2 x AIM-9L Sidewinder missiles
  • 4 x AIM-9L Sidewinder missiles + 320 x countermeasures
  • 4 x Skyflash missiles
  • 4 x Skyflash SuperTEMP missiles

Custom loadout options

1 2 3 4 5
Hardpoints Tornado F.3.png
AIM-9L Sidewinder missiles 1, 2 * 1, 2 *
Skyflash missiles 4
Skyflash SuperTEMP missiles 4
Countermeasures 160 * 160 *
330 gal drop tanks 1 1
* Countermeasures can be carried with Sidewinder missiles on the same hardpoint

Usage in battles

Like other planes at this BR, the Tornado F.3 is outclassed by higher tier aircraft. This is especially problematic given the Tornado F.3 is heavily dependent on its weaponry and avionics to be competitive.

The Skyflash Super TEMPs are very potent but not on par with the AIM-7F Sparrows. They accelerate faster and will outpace the AIM-7F within 4-6 km but refrain from trying to BVR Duel with the rank VIII Phantoms or the F-4J/S. The Skyflash will hang at around the same speed as the AIM-7F at BVR ranges. Due to how long the AIM-7F/M burns it will eventually outpace the Skyflash at longer ranges It goes without saying but The Skyflash is not an effective weapon against the R-27ER or the Matra Super 530D. Your prime targets are unsuspecting targets 4-9 km away heading generally towards you.

Try and avoid "fair" missile jousts considering the atrocious manoeuvrability of the Tornado F.3 makes it near impossible to kinetically dodge SARH missiles. Most of the high-end radar missiles can still guide into you due to CW missiles tracking residual radar returns or just gliding into you since the Tornado F.3 is not manoeuvrable enough to change course quickly to dodge the missile, even if the lock was broken. While most planes can outmanoeuvre a head on SARH missile by manoeuvring (rolling) out of the way, the Tornado cannot. It's even difficult to notch a radar-guided missile within 10 km given the closure speed and nearly orbital turning circle of the tornado. Of course, both are possible in certain circumstances but it isn't a reliable way to survive an competent opponent who has taken their time setting up a good SARH missile. Within 5 km, there isn't much you can do other than spam chaff and hope for the best.

Don't dogfight. You have no workable advantages against your opponent unless they are already badly crippled with large sections of their wings/tail missing. If you are chased, get a teammate to cover your back or run back to the airfield. Try and fly in a straight line given your speed bleed in any sort of turn manoeuvre.

Your stock Skyflash missiles take 1.8 seconds to begin tracking once launched. The Skyflash SuperTEMP only take 0.7 seconds to begin tracking.

he tornado F.3 likes to fly predictable, straight paths and makes very predictable manoeuvres. Any enemy with an ounce of situational awareness will easily be able to keep tabs on you with no effort whatsoever. You can't really make unpredictable manoeuvres and sneak up on people given your overall lack of mobility in any direction other than forward.

At this BR, you can outrange pretty much anyone at your own BR with BVR missiles. Your biggest challenge will be F-4J/S with their AIM-7Fs and PDV radars. You have a fair chance of spotting and locking them first given your superior radar. When BVR fighting with an equal BR opponent, it might be a good idea to deliberately waste a Skyflash with a max range launch just to give the enemy something to think about if they continue to take the head on. Once the missile is headed your way there isn't much you can do so the best defense is a good offence in this situation.

Pros and cons

Pros:

  • Has a lot of countermeasures, including large-calibre ones
  • Can carry 8 air-to-air missiles at once
  • Has radar gunsight
  • Advanced radar for its BR
    • Includes TWS that indicates direction of enemy
    • PD has IFF
  • All-aspect heat-seeking secondary missiles
  • Can carry drop tanks to extend range

Cons:

  • Poor turning performance
  • Loses energy quickly in a turn
  • Lackluster acceleration
  • Stock Skyflash missiles take an extra second to start tracking compared to Sky flash (DF)
  • Skyflash Super TEMP is not a competitive BVR missile
  • Cannot kinetically dodge SARH missiles
  • Short ACM range
  • The 27 mm cannon has a low rate of fire, low ammunition count, and mediocre damage

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

Paste links to sources and external resources, such as:

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


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