Difference between revisions of "Buccaneer S.2"

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(History: Added dev blog, will maybe do proper history later)
(Wrote everything but history, the ordnance list and tables, pros and cons)
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=== Flight performance ===
 
=== 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.'' -->
 
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
+
Despite being the heaviest, longest and biggest jet bomber in the game, the Buccaneer has an impressive cruise speed, manueverability and climb rate even when fully loaded. It should be notted that it is nowhere near on being the fastest plane at its battle rating but can become a fierceful oponent when trying to hunt down, specially if the Buccaneer has the advantage speed. Despite having a max speed of 1,084 km/h, the aircraft is able to reach that speed even when fully loaded flying at level flight. It is able to surpass the max speed at level flight up to 1,112 km/h but any sudden turn will tear apart the wings. Overall agility of the Buccaneer is impressive for a plane of its size capable of doing hard turns with relative ease even with payload.
  
 
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|-
 
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 +
'''When on take-off:'''
 +
 +
The Buccaneer MUST use take-off flaps in order to achieve enough air lift to lift the plane at ~270 km/h and do a safe take-off fully loaded with 16k lb of bombs. Not doing so may be cause of running out of airstrip before taking off and crashing into buildings or enviorment. When taking off from carriers, there is no need to use take-off flaps but it is recommended as it is prompt to lose altitude when leaving the deck.
 +
 +
'''When on landing:'''
 +
 +
Landings should be done below 400 km/h but depending on the situation, map and place where the Buccaneer will land (aircraft carrier or airfield) this may vary. When landing on a carrier, maintain greater speeds than 360 km/h but less than 400 km/h, this is to ensure a safe pull up if the hook is missed. When landing on airfield, maintain greater speeds than 280 km/h but less than 360 km/h, this is to ensure the plane has enough strip to break and slowdown. Thanks to being a massive plane, the momentum is tremendous, meaning it will require longer distances in order to fully land. Use air-break in order to make a faster slowdown.
  
 
=== Survivability and armour ===
 
=== 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.'' -->
 
<!-- ''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.'' -->
The Buccaneer is a large target with no armour. The fuel tanks are all mounted in the upper fuselage (above the bomb bay) and although a relatively small target the engines are exposed (mounted not far back from the air intakes). This means that enemy fire will often damage the fuel tanks, the engines, or both. The Buccaneer can fly ok with damage, but is prone to enter a flat spin if one engine is lost during low speed flight (i.e. when landing).
+
The Buccaneer is a large target with no armour. The fuel tanks are all mounted in the upper fuselage (above the bomb bay) and although a relatively small target the engines are exposed (mounted not far back from the air intakes). This means that enemy fire will often damage the fuel tanks, the engines, or both. The Buccaneer can fly ok with damage, but is prone to enter a flat spin if one engine is lost during low speed flight (i.e. when landing). If the flaps are destroyed, the plane will also lose it's spars (surface controls which make the aircraft roll) as flaps and spars are connected. If the tail is destroyed, the plane will also lose it's elevator as both are connected. The Buccaneer has access to Radar Warning Reciever, meaning the pilot will realize when there is a radar who has a detected the plane (there will be a beeping sound) and a ping will be displayed on display which will activate on the HUD when there is a radar signal and when there is a radar lock there will be a continious alert sound. This is useful when there is an aicraft with radar guided missiles and ground based radar anti air.  
  
 
== Armaments ==
 
== Armaments ==
Line 125: Line 132:
 
* 4 x 500 lb H.E. M.C. Mk.II bombs + 12 x 1,000 lb G.P. Mk.I bombs (14,000 lb total)
 
* 4 x 500 lb H.E. M.C. Mk.II bombs + 12 x 1,000 lb G.P. Mk.I bombs (14,000 lb total)
 
* 2 x AGM-12B Bullpup missiles + 72 x RN rockets
 
* 2 x AGM-12B Bullpup missiles + 72 x RN rockets
 +
 +
''*Note: The Buccaneer is the only plane in game wich features the capability of carrying dumb bombs or rockets, air-to-air missiles and air-to-ground missiles in a single payload''
  
 
== 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).'' -->
''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 Buccaneer is a full Air-to-Ground plane with really limited defensive capabilities agaisnt aircraft. It should never be used to attack enemy aircraft despite having the AIM-9B. This missiles are meant to be used in defense if there is a chance to get behind the enemy who is engaging the aircraft or agaisnt helicopters in combined battles. Using the Buccaneer as a fighter will be cause of death.
 +
 
 +
'''When in air battles:'''
 +
 
 +
The role of the Buccaneer is pretty straight forward when it comes to air battles: base bombing or ground/naval units bombing. It is recommended to utilize the different bomb payloads combined with flares or with the AIM-9B if the pilot wants. It is not recommended to take Bullpups AGM as bombs are more useful in air battles enviorment, including in Enduring Confrontation simulator battles. Rockets are not recommended to be taken as they are inaccurate and useless even with ballistics computer agaisnt lightly armored vehicles.
 +
 
 +
The Buccaneer has a wide variety of bomb payloads for all types of players, for those who want to be fast and engage bases or ground targets as quickly as possible and for those who want to carry the most death as possible. The absurd amount of bomb payloads will fit all types of players and their needs. The only drawback is that the plane is not able to carry AIM-9B and flares at the same time. Flares also take the two most outter pylons of the plane. The recommended payload for a fair trade in speed, firepower and deffensive capabilities is the "104 x Flares + 10 x 1,000 lb G.P. Mk.I bombs" payload. More than enough bombs to take 2 bases in maps which there are only 3 bases and airfield or 1 of the 4 respawning bases like in Ruhr which take double the payload. Only 3 1,000 lb G.P. Mk.I bombs are needed per base when there are 3 bases. When in Ruhr or similar maps, bases take the whole 10 bombs (in reality it takes ~8.5 bombs but due to the drop sequence, it is recommended to drop the whole 10 bombs as you are unable to drop 9 bombs). If the player wants to play a more aggresive full bomb payload, then the "16 x 1,000 lb G.P. Mk.I bombs" payload should be carried. More than enough bombs to destroy the 3 bases in a 3 base map and still have enough payload for the airfield or base and half in maps like Ruhr. In enduring confrontation maps any payload is recommended as EC is more forgiving payload wise as multiple strikes can be done to a base or an airfield.
 +
 
 +
'''When in ground battles:'''
 +
 
 +
Being in arcade, realistic or simulator, the Buccaneer rules the heaviest CAS role in the game having capabilities of doing non stop strikes continiously until it is killed or runs out of ordnance. The role is pretty straight forward but there are multiple engagement techniques which should be taken into consideration in order to make the best strikes.
 +
 
 +
* Grass cutting flight path: this will cause radar cluttering meaning ground based radar anti air will be less accurate as they will not be able to lock-on you
 +
* Lightning strikes: using the CCIP ballistics computer (refer to [[Ballistic Computer]] for further explanation on CCIP), high speed bombing strikes (hence the lighting strike name) will be the main attack path in order to avoid enemy fire and reduce considerably the amount of time enemies will have to engage the aircraft.
 +
* Steep dives: if Bullpups are to be carried, the best engagement for them are steep dives. This is to ensure multiple things: LoS with target has no interference (buildings, mountains, etc), enemy radar SPAA have a hard time tracking and locking on the aircraft (radar weakspot is right above them) and enough room to disengage and fly to safety if damaged or if situation calls such.
  
 
=== Modules ===
 
=== Modules ===

Revision as of 02:14, 22 December 2020

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
buccaneer_s2.png
Buccaneer S.2
Research:190 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

The Buccaneer S.2 is a rank VI British jet attacker with a battle rating of 10.3 (AB) and 9.3 (RB/SB). It was introduced in Update "Hot Tracks".

General info

Flight performance

Despite being the heaviest, longest and biggest jet bomber in the game, the Buccaneer has an impressive cruise speed, manueverability and climb rate even when fully loaded. It should be notted that it is nowhere near on being the fastest plane at its battle rating but can become a fierceful oponent when trying to hunt down, specially if the Buccaneer has the advantage speed. Despite having a max speed of 1,084 km/h, the aircraft is able to reach that speed even when fully loaded flying at level flight. It is able to surpass the max speed at level flight up to 1,112 km/h but any sudden turn will tear apart the wings. Overall agility of the Buccaneer is impressive for a plane of its size capable of doing hard turns with relative ease even with payload.

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 1,090 1,084 15000 32.7 34.3 37.1 30.7 900
Upgraded ___ ___ __._ __._ __._ __._

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1181 416 518 463 370 ~8 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 585 < 600 < 548 N/A

When on take-off:

The Buccaneer MUST use take-off flaps in order to achieve enough air lift to lift the plane at ~270 km/h and do a safe take-off fully loaded with 16k lb of bombs. Not doing so may be cause of running out of airstrip before taking off and crashing into buildings or enviorment. When taking off from carriers, there is no need to use take-off flaps but it is recommended as it is prompt to lose altitude when leaving the deck.

When on landing:

Landings should be done below 400 km/h but depending on the situation, map and place where the Buccaneer will land (aircraft carrier or airfield) this may vary. When landing on a carrier, maintain greater speeds than 360 km/h but less than 400 km/h, this is to ensure a safe pull up if the hook is missed. When landing on airfield, maintain greater speeds than 280 km/h but less than 360 km/h, this is to ensure the plane has enough strip to break and slowdown. Thanks to being a massive plane, the momentum is tremendous, meaning it will require longer distances in order to fully land. Use air-break in order to make a faster slowdown.

Survivability and armour

The Buccaneer is a large target with no armour. The fuel tanks are all mounted in the upper fuselage (above the bomb bay) and although a relatively small target the engines are exposed (mounted not far back from the air intakes). This means that enemy fire will often damage the fuel tanks, the engines, or both. The Buccaneer can fly ok with damage, but is prone to enter a flat spin if one engine is lost during low speed flight (i.e. when landing). If the flaps are destroyed, the plane will also lose it's spars (surface controls which make the aircraft roll) as flaps and spars are connected. If the tail is destroyed, the plane will also lose it's elevator as both are connected. The Buccaneer has access to Radar Warning Reciever, meaning the pilot will realize when there is a radar who has a detected the plane (there will be a beeping sound) and a ping will be displayed on display which will activate on the HUD when there is a radar signal and when there is a radar lock there will be a continious alert sound. This is useful when there is an aicraft with radar guided missiles and ground based radar anti air.

Armaments

Suspended armament

The Buccaneer S.2 can be outfitted with the following ordnance:

  • 24 x 500 lb H.E. M.C. Mk.II bombs (12,000 lb total)
  • 12 x 1,000 lb G.P. Mk.I bombs (12,000 lb total)
  • 16 x RP-3 rockets
  • 4 x AGM-12B Bullpup missiles
  • 2 x AIM-9B Sidewinder missiles
  • 144 x RN rockets
  • 144 x RN rockets + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 72 x RN rockets
  • 104 x Flares + 72 x RN rockets
  • 4 x 1,000 lb G.P. Mk.I bombs + 2 x AIM-9B Sidewinder missiles + 72 x RN rockets (4,000 lb total)
  • 4 x 1,000 lb G.P. Mk.I bombs + 24 x 500 lb H.E. M.C. Mk.II bombs (16,000 lb total)
  • 16 x 1,000 lb G.P. Mk.I bombs (16,000 lb total)
  • 4 x 1,000 lb G.P. Mk.I bombs + 16 x RP-3 rockets (4,000 lb total)
  • 4 x AGM-12B Bullpup missiles + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 12 x 500 lb H.E. M.C. Mk.II bombs (6,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 6 x 1,000 lb G.P. Mk.I bombs (6,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 8 x RP-3 rockets
  • 2 x AIM-9B Sidewinder missiles + 2 x AGM-12B Bullpup missiles
  • 2 x AIM-9B Sidewinder missiles + 4 x 1,000 lb G.P. Mk.I bombs + 12 x 500 lb H.E. M.C. Mk.II bombs (10,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 4 x 1,000 lb G.P. Mk.I bombs + 8 x RP-3 rockets (4,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 4 x 1,000 lb G.P. Mk.I bombs + 2 x AGM-12B Bullpup missiles (4,000 lb total)
  • 104 x Flares + 12 x 500 lb H.E. M.C. Mk.II bombs (6,000 lb total)
  • 104 x Flares + 6 x 1,000 lb G.P. Mk.I bombs (6,000 lb total)
  • 104 x Flares + 8 x RP-3 rockets
  • 104 x Flares + 2 x AGM-12B Bullpup missiles
  • 104 x Flares + 4 x 1,000 lb G.P. Mk.I bombs + 12 x 500 lb H.E. M.C. Mk.II bombs (10,000 lb total)
  • 104 x Flares + 10 x 1,000 lb G.P. Mk.I bombs (10,000 lb total)
  • 104 x Flares + 8 x RP-3 rockets + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 104 x Flares + 2 x AGM-12B Bullpup missiles + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 104 x Flares + 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)
  • 104 x Flares + 8 x RP-3 rockets + 4 x 500 lb H.E. M.C. Mk.II bombs (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 2 x AIM-9B Sidewinder missiles + 8 x RP-3 rockets (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 16 x RP-3 rockets (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 144 x RN rockets (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 2 x AIM-9B Sidewinder missiles + 72 x RN rockets (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 104 x Flares (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 2 x AIM-9B Sidewinder missiles (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 104 x Flares + 2 x AGM-12B Bullpup missiles (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 2 x AGM-12B Bullpup missiles + 2 x AIM-9B Sidewinder missiles (2,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 4 x AGM-12B Bullpup missiles (2,000 lb total)
  • 16 x 500 lb H.E. M.C. Mk.II bombs + 104 x Flares (8,000 lb total)
  • 16 x 500 lb H.E. M.C. Mk.II bombs + 2 x AIM-9B Sidewinder missiles (8,000 lb total)
  • 28 x 500 lb H.E. M.C. Mk.II bombs (14,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 6 x 1,000 lb G.P. Mk.I bombs + 104 x Flares (8,000 lb total)
  • 4 x 500 lb H.E. M.C. Mk.II bombs + 12 x 1,000 lb G.P. Mk.I bombs (14,000 lb total)
  • 2 x AGM-12B Bullpup missiles + 72 x RN rockets

*Note: The Buccaneer is the only plane in game wich features the capability of carrying dumb bombs or rockets, air-to-air missiles and air-to-ground missiles in a single payload

Usage in battles

The Buccaneer is a full Air-to-Ground plane with really limited defensive capabilities agaisnt aircraft. It should never be used to attack enemy aircraft despite having the AIM-9B. This missiles are meant to be used in defense if there is a chance to get behind the enemy who is engaging the aircraft or agaisnt helicopters in combined battles. Using the Buccaneer as a fighter will be cause of death.

When in air battles:

The role of the Buccaneer is pretty straight forward when it comes to air battles: base bombing or ground/naval units bombing. It is recommended to utilize the different bomb payloads combined with flares or with the AIM-9B if the pilot wants. It is not recommended to take Bullpups AGM as bombs are more useful in air battles enviorment, including in Enduring Confrontation simulator battles. Rockets are not recommended to be taken as they are inaccurate and useless even with ballistics computer agaisnt lightly armored vehicles.

The Buccaneer has a wide variety of bomb payloads for all types of players, for those who want to be fast and engage bases or ground targets as quickly as possible and for those who want to carry the most death as possible. The absurd amount of bomb payloads will fit all types of players and their needs. The only drawback is that the plane is not able to carry AIM-9B and flares at the same time. Flares also take the two most outter pylons of the plane. The recommended payload for a fair trade in speed, firepower and deffensive capabilities is the "104 x Flares + 10 x 1,000 lb G.P. Mk.I bombs" payload. More than enough bombs to take 2 bases in maps which there are only 3 bases and airfield or 1 of the 4 respawning bases like in Ruhr which take double the payload. Only 3 1,000 lb G.P. Mk.I bombs are needed per base when there are 3 bases. When in Ruhr or similar maps, bases take the whole 10 bombs (in reality it takes ~8.5 bombs but due to the drop sequence, it is recommended to drop the whole 10 bombs as you are unable to drop 9 bombs). If the player wants to play a more aggresive full bomb payload, then the "16 x 1,000 lb G.P. Mk.I bombs" payload should be carried. More than enough bombs to destroy the 3 bases in a 3 base map and still have enough payload for the airfield or base and half in maps like Ruhr. In enduring confrontation maps any payload is recommended as EC is more forgiving payload wise as multiple strikes can be done to a base or an airfield.

When in ground battles:

Being in arcade, realistic or simulator, the Buccaneer rules the heaviest CAS role in the game having capabilities of doing non stop strikes continiously until it is killed or runs out of ordnance. The role is pretty straight forward but there are multiple engagement techniques which should be taken into consideration in order to make the best strikes.

  • Grass cutting flight path: this will cause radar cluttering meaning ground based radar anti air will be less accurate as they will not be able to lock-on you
  • Lightning strikes: using the CCIP ballistics computer (refer to Ballistic Computer for further explanation on CCIP), high speed bombing strikes (hence the lighting strike name) will be the main attack path in order to avoid enemy fire and reduce considerably the amount of time enemies will have to engage the aircraft.
  • Steep dives: if Bullpups are to be carried, the best engagement for them are steep dives. This is to ensure multiple things: LoS with target has no interference (buildings, mountains, etc), enemy radar SPAA have a hard time tracking and locking on the aircraft (radar weakspot is right above them) and enough room to disengage and fly to safety if damaged or if situation calls such.

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Matra No7 Mk 1 Flares
II New boosters Compressor Airframe Mk.10 1000lb
III Wings repair Engine Mk.12 AIM-9B
IV G-suit Cover AGM-12B Bullpup

Pros and cons

Pros:

  • Massive bomb load of up to 16,000 lb
  • Reasonably fast
  • Very low stall / landing speed thanks to blown flaps
  • Can land on aircraft carriers
  • Has flares
  • Can carry two AIM-9B Sidewinder missiles

Cons:

  • No guns
  • Big target
  • Flares are carried in pods suspended from the outboard pylons. This means you must forgo ordinance to carry them, and cannot carry AIM-9Bs while carrying flares
  • The flare position and deployment pattern (out to the sides) severely limit's their effectiveness

History

Devblog

In the early days of the Cold War, the Soviet construction program of the new Sverdlov-class cruisers caused the British military a great deal of concern. Believing the Sverdlovs would pose a similar threat as the German ‘pocket battleships’ in the previous war, the Admiralty decided to counter this issue not by building new ships of their own, but developing a new strike aircraft instead.

After issuing a set of requirements for a new jet-powered attack aircraft with nuclear strike capabilities, the Admiralty chose Blackburn’s design as the winner of the competition in 1955. A few years later, in 1958, the first prototype of the Blackburn Buccaneer undertook its maiden flight.

The first production version of the Buccaneer, the S.1, entered service with the FAA in the early 1960’s. However, the Buccaneer’s early service career was plagued with issues relating to its underpowered and unreliable turbojet engines. Therefore, Blackburn almost immediately began working on an improved variant by the time the problems became apparent. Outfitting the aircraft with much more powerful and economical turbofan engines, Blackburn introduced the Buccaneer S.2 in the mid ‘60’s, with the first aircraft joining the ranks of the FAA in March 1965.

However, after the British fleet carriers began being decommissioned in the late 1970’s as part of a foreign policy agenda change, the Buccaneer S.2’s were also being phased out of active service along with them. The roughly 80 produced Buccaneer S.2’s largely participated in exercises and training missions under FAA service, but saw more extensive use with the RAF, after being retired by the Navy.

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


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
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 F.3
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)
  JAS39C (Sweden)