Difference between revisions of "F11F-1"

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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).''
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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).''-->
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 +
'''SB EC'''
 +
 
 +
In simulator battles when used in EC6 bracket the plane is a very capable fighter. It is the most capable at hit and run tactics and high speed vertical manoeuvres, but the player should be careful when performing them, some of the jets in this bracket are equipped with missiles which in most cases are not able to hit a turning target but once the plane gets slow or stops turning they will easily destroy it.
 +
It is the best to take off from some airfield close to the edge of the map with 45 minutes of fuel (since turning with anyone will end up badly for the plane and huge fuel consumption that can be a problem), reach at least 800 km/h IAS in level flight and start climbing to between 2000 and 4000 meters ALT. Flying at this altitude is very important, by doing that the plane will have lots of space for manoeuvres, make the most use of its the best level speed performance and does not make it so easy to shot down unlike at lower altitude when you can not really get by away diving and any zoom climbing attempt can end up badly because of planes that can carry missiles.
 +
 
 +
At a very high speed the plane does not suffer from compressibility issues and it can easily get a proper lead on its target thanks to the amazing forward cockpit visibility and its gunsight which reticle is projected on armored frontal glass. It is a gyro gunsight so there is an additional circle that can help with leading your shots and it is connected to the rangefinder radar which can also be used to check the distance to the target and launch the missile from the proper distance which is around 2km, depending on how fast is the enemy.
 +
Since the best missile that the enemies can use is the AIM-9B or the Russian and Chinese equivalents (there are two exceptions, but that does not matter so much) the best way to avoid them is to just pull 5-6G for a few seconds at very high speed. Reducing the engine power against this kind of missile is optional, as long as the plane keeps turning it will no be able to hit it anyway.
 +
 
 +
Against the MiG-15 and 17 and other similar jets without missiles the best tactics is just to either boom and zoom them, or in the defensive situation to start running in a straight line, get some distance between two planes, then use the superior climb rate to get above it and proceed to boom and zooming the enemy.
 +
Any dogfighting will end up very badly, its very bad turning energy retention when the plane starts flying at high angle of attack and poor turn rate will lead to losing the fight in a few seconds.
 +
 
 +
When fighting the Shenyang F-5 or MiG-17AS or any other planes with missiles it is best to not allow them to get behind the Tiger (cockpit visibility in this plane is excellent so that should not be hard). While they can be avoided it is still risky and can lead to the plane slowing down and becoming an easy target for higher manoeuvrable fighters with only exception being the Yak-38, its manoeuvrability is even worse, so it can be outturned in any situation, it also carries the R-60 missiles which have much higher tracking ability and can pull much more G.
 +
One of tactics can be making the enemy waste all his missiles by baiting them into launching the missile by running away and turning at 5-6G, then avoiding them. For example both MiG-17 variants are able to carry only two of them. Once they run out of missiles, deal with them like with any other jet fighter.
  
 
=== Pros and cons ===
 
=== Pros and cons ===

Revision as of 14:20, 1 March 2021

F11F-1
f11f_1_late.png
GarageImage F11F-1.jpg
360://https://wiki.warthunder.com/images/d/d8/Cockpit_f11f_1_late.jpg
F11F-1
Show in game
MARKET

Description

The F11F-1 Tiger is a gift rank VI American jet fighter with a battle rating of 9.0 (AB/RB/SB). It was introduced during Update "Starfighters" as a reward for the 2020 Operation S.U.M.M.E.R. event.

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
Max speed
at 0 m1 213 km/h
Turn time35 s
Max altitude15 240 m
EngineAllison J65-W-18
TypeJet
Cooling systemAir
Take-off weight11 t

The F11F-1 Tiger is a supersonic carrier based jet fighter, it is equipped with the Allison J65-W-18 engine. The plane is able to reach Mach 1 speed in level speed making it one of the fastest planes at its battle rating, but getting it past that speed will require it to start diving. Because of the very high structural speed limit it basically can dive with an afterburner at any angle and the player will only have to worry about very high speed (past mach 1) compression. The acceleration is decent for this type of plane, while other United States supersonic jet fighters like a F-100 or F3H are better at this aspect, the other planes that it will meet at similar battle rating will struggle to keep up with it, for example the MiG-17AS, Shenyang F-5 or the German CL-13B Mk.6 and it will happen especially when the Tiger is flying with 20 or less minutes of fuel. The F11F is very good at climbing, its climb rate is up to ~65 m/s at sea level when the plane is fully loaded with no additional armament under its wings and increases to 75 m/s with 20 minutes of fuel. While the engine in this plane does not tend to overheat the player should still be cautious about flying at full power, with afterburner its fuel consumption is enormous, with full fuel tanks it can use it for about 20 minutes at low altitude and 6 minutes with 20 minutes of fuel.

The manoeuvrability depends a lot on its speed, when the plane is flying at 500 km/h IAS or below it gets really bad, every subsonic fighter will be able to outturn the F11F, but gets better once it reaches 700 km/h and above. It does not lock up even when close to Mach 1 speeds and it can easily lose a wing after pulling too much G, mainly because of low allowed G limits. The Tiger basically is very bad at low and medium speed dogfighting and capable only of hit and run tactics and others that rely on very high speed performance. Its roll rate is as good as in the F-86 series, it can reach up to ~250 degrees per second at its optimal speed, that can make it very hard for the enemy to land some hits on it and make it easier to force the enemy to overshot. The airbrake on this plane is effective only above a certain speed and gets not so effective during landing and makes the plane very hard to slow down in a straight line flight, especially because it can not be used when the landing gear is extended. Using its flaps will also not really help that much in that situation and since it can be deployed in one position, the one for landing, its usefulness in combat situations is questionable.

In simulator battles it can fly at much higher angles than with the enabled instructor, making it more capable at high angle attacks and snapshots, but it can also lead to breaking a wing because of that when the speed is too high. The other downside of doing that is even further decreased turning energy retention which is already quite mediocre at low and medium speed.

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 1,198 1,193 15240 36.1 37.0 59.9 55.4 950
Upgraded 1,230 1,213 34.4 35.0 90.1 74.0

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 + -
1458 447 N/A N/A 500 ~9 ~3
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 650 < 540 < 620 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic Mass Wing loading (full fuel)
Allison J65-W-18 1 6,627 kg 415 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 14m fuel 20m fuel 30m fuel 45m fuel 48m fuel
1,320 kg Afterburning axial-flow turbojet 7,507 kg 7,884 kg 8,512 kg 9,455 kg 9,643 kg 10,500 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 48m fuel MTOW
Stationary 3,077 kgf 4,770 kgf 0.64 0.61 0.56 0.50 0.49 0.45
Optimal 3,077
(0 km/h)
4,938 kgf
(1,200 km/h)
0.66 0.63 0.58 0.52 0.51 0.47

Survivability and armour

Crew1 person
Speed of destruction
Structural1 458 km/h
Gear447 km/h
  • 38 mm bulletproof glass
  • 12.7 mm Steel plate on pilot's seat
  • 12.7 mm Steel plate in front of pilot

Modifications and economy

Repair costBasic → Reference
AB3 760 → 5 079 Sl icon.png
RB16 000 → 21 615 Sl icon.png
SB30 000 → 40 529 Sl icon.png
Total cost of modifications297 000 Rp icon.png
863 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training290 000 Sl icon.png
Experts1 020 000 Sl icon.png
Aces2 800 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 250 / 380 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
20 000 Rp icon.png
Cost:
58 000 Sl icon.png
450 Ge icon.png
Mods booster.png
New boosters
Research:
13 000 Rp icon.png
Cost:
38 000 Sl icon.png
290 Ge icon.png
Mods jet compressor.png
Compressor
Research:
13 000 Rp icon.png
Cost:
38 000 Sl icon.png
290 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
19 000 Rp icon.png
Cost:
55 000 Sl icon.png
430 Ge icon.png
Mods jet engine.png
Engine
Research:
19 000 Rp icon.png
Cost:
55 000 Sl icon.png
430 Ge icon.png
Mods g suit.png
G-suit
Research:
32 000 Rp icon.png
Cost:
93 000 Sl icon.png
720 Ge icon.png
Mods armor frame.png
Airframe
Research:
13 000 Rp icon.png
Cost:
38 000 Sl icon.png
290 Ge icon.png
Mods armor cover.png
Cover
Research:
32 000 Rp icon.png
Cost:
93 000 Sl icon.png
720 Ge icon.png
Mods ammo.png
mk_12_mod3_belt_pack
Research:
20 000 Rp icon.png
Cost:
58 000 Sl icon.png
450 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
AERO 6A
Research:
20 000 Rp icon.png
Cost:
58 000 Sl icon.png
450 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk82
Research:
13 000 Rp icon.png
Cost:
38 000 Sl icon.png
290 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
AERO 7D
Research:
13 000 Rp icon.png
Cost:
38 000 Sl icon.png
290 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mk_12_mod3_new_gun
Research:
19 000 Rp icon.png
Cost:
55 000 Sl icon.png
430 Ge icon.png
Mods air to air missile.png
AIM-9B
Research:
19 000 Rp icon.png
Cost:
55 000 Sl icon.png
430 Ge icon.png
Mods pilon bomb.png
Mk83
Research:
32 000 Rp icon.png
Cost:
93 000 Sl icon.png
720 Ge icon.png

Armaments

Offensive armament

Weapon 14 x 20 mm Browning-Colt Mk12 Mod 0 cannon
Ammunition500 rounds
Fire rate996 shots/min

The F11F-1 is armed with:

  • 4 x 20 mm Browning-Colt Mk12 Mod 0 cannons, -mounted (125 rpg = 500 total)

Suspended armament

Number of setups10
List of setups
Setup 14 x 500 lb LDGP Mk 82 bomb
Setup 22 x 1000 lb LDGP Mk 83 bomb
Setup 328 x FFAR Mighty Mouse rockets
Setup 438 x FFAR Mighty Mouse rockets
Setup 552 x FFAR Mighty Mouse rockets
Setup 64 x AIM-9B Sidewinder air-to-air missiles
Setup 72 x AIM-9B Sidewinder air-to-air missiles
2 x 500 lb LDGP Mk 82 bomb
Setup 82 x AIM-9B Sidewinder air-to-air missiles
2 x 1000 lb LDGP Mk 83 bomb
Setup 92 x AIM-9B Sidewinder air-to-air missiles
14 x FFAR Mighty Mouse rockets
Setup 102 x AIM-9B Sidewinder air-to-air missiles
38 x FFAR Mighty Mouse rockets

The F11F-1 can be outfitted with the following ordnance:

  • Without load
  • 4 x 500 lb LDGP Mk 82 bombs (2,000 lb total)
  • 2 x 1,000 lb LDGP Mk 83 bombs (2,000 lb total)
  • 28 x FFAR Mighty Mouse rockets
  • 38 x FFAR Mighty Mouse rockets
  • 52 x FFAR Mighty Mouse rockets
  • 4 x AIM-9B Sidewinder missiles
  • 2 x AIM-9B Sidewinder missiles + 2 x 500 lb LDGP Mk 82 bombs (1,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 2 x 1,000 lb LDGP Mk 83 bombs (2,000 lb total)
  • 2 x AIM-9B Sidewinder missiles + 14 x FFAR Mighty Mouse rockets
  • 2 x AIM-9B Sidewinder missiles + 38 x FFAR Mighty Mouse rockets

Usage in battles

SB EC

In simulator battles when used in EC6 bracket the plane is a very capable fighter. It is the most capable at hit and run tactics and high speed vertical manoeuvres, but the player should be careful when performing them, some of the jets in this bracket are equipped with missiles which in most cases are not able to hit a turning target but once the plane gets slow or stops turning they will easily destroy it. It is the best to take off from some airfield close to the edge of the map with 45 minutes of fuel (since turning with anyone will end up badly for the plane and huge fuel consumption that can be a problem), reach at least 800 km/h IAS in level flight and start climbing to between 2000 and 4000 meters ALT. Flying at this altitude is very important, by doing that the plane will have lots of space for manoeuvres, make the most use of its the best level speed performance and does not make it so easy to shot down unlike at lower altitude when you can not really get by away diving and any zoom climbing attempt can end up badly because of planes that can carry missiles.

At a very high speed the plane does not suffer from compressibility issues and it can easily get a proper lead on its target thanks to the amazing forward cockpit visibility and its gunsight which reticle is projected on armored frontal glass. It is a gyro gunsight so there is an additional circle that can help with leading your shots and it is connected to the rangefinder radar which can also be used to check the distance to the target and launch the missile from the proper distance which is around 2km, depending on how fast is the enemy. Since the best missile that the enemies can use is the AIM-9B or the Russian and Chinese equivalents (there are two exceptions, but that does not matter so much) the best way to avoid them is to just pull 5-6G for a few seconds at very high speed. Reducing the engine power against this kind of missile is optional, as long as the plane keeps turning it will no be able to hit it anyway.

Against the MiG-15 and 17 and other similar jets without missiles the best tactics is just to either boom and zoom them, or in the defensive situation to start running in a straight line, get some distance between two planes, then use the superior climb rate to get above it and proceed to boom and zooming the enemy. Any dogfighting will end up very badly, its very bad turning energy retention when the plane starts flying at high angle of attack and poor turn rate will lead to losing the fight in a few seconds.

When fighting the Shenyang F-5 or MiG-17AS or any other planes with missiles it is best to not allow them to get behind the Tiger (cockpit visibility in this plane is excellent so that should not be hard). While they can be avoided it is still risky and can lead to the plane slowing down and becoming an easy target for higher manoeuvrable fighters with only exception being the Yak-38, its manoeuvrability is even worse, so it can be outturned in any situation, it also carries the R-60 missiles which have much higher tracking ability and can pull much more G. One of tactics can be making the enemy waste all his missiles by baiting them into launching the missile by running away and turning at 5-6G, then avoiding them. For example both MiG-17 variants are able to carry only two of them. Once they run out of missiles, deal with them like with any other jet fighter.

Pros and cons

Pros:

  • Great top speed for its BR
  • Has access to 4 AIM-9B sidewinder missiles
  • Decent suspended payload options
  • Decent armament

Cons:

  • No takeoff/combat flaps, only landing flaps
  • Bad turn time
  • Loses a lot of speed in turns
  • Needs a lot of runway to land
  • Can rip wings at high speeds
  • Weak structural integrity
  • Easily set on fire

History

The F11F Tiger was a carrier-based fighter aircraft used by the US Navy between 1955 and 1968. The aircraft was originally designed as an advanced derivative of the F9F Panther, but soon became a completely new design. The aircraft has the distinction of being the second supersonic navy aircraft, after the F4D Skyray. F11F aircraft served in operational units between 1957 and 1961, while trainer variants served into the early 1970s. The aircraft also enjoyed a long service life with the Blue Angels demonstration team, which used the aircraft from 1957 to 1968 when it was superseded by the McDonnell Douglas F-4 Phantom II.

Design and Development

An F11F-1 Tiger on board of USS Ranger.

The F11F Tiger had its origins in an advanced variant of the F9F Panther, by incorporating new technological advances to allow for higher speeds. However, the design had changed so much by 1953 that the aircraft no longer bore any resemblance to its older cousin, despite having an initial designation of F9F-9. The aircraft had full-length leading-edge slats and rear flaps on the swept wing, and utilized a pair of spoilers for roll control. The aircraft also had an all-moving tail to improve turning ability at higher speeds. It was fitted with the Wright J65 turbojet, a license-built version of the Armstrong-Siddeley Sapphire.

The US Navy had considerable interest in such a fighter, and thus, two prototypes were ordered. The aircraft almost went supersonic on the first flight, despite having a non-afterburning engine due to delays with the readiness of the J65. The second prototype was fitted with the afterburning J65, and became the second supersonic US Navy aircraft after the F4D Skyray. Carrier trials were started in 1956, when an F11F-1 Tiger landed on the deck of the USS Forrestal.

Operational Service

The F11F-1 Tiger entered service in early 1957, operating from Essex-class and Forrestal-class carriers. However, it was retired in 1961 after just four years of service, as the aircraft's performance was inferior to the F8U Crusader. A total of 199 F11F-1 Tigers were built, while the remaining 231 aircraft on order were cancelled. The F11F-1 Tiger also enjoyed a longer service life with the Blue Angels, which started using them from 1957. They would fly with the demonstration team until 1968, when they were replaced by the F-4 Phantom II.

The F11F-1 Tiger also had the unfortunate distinction of being the first jet aircraft to shoot itself down. In 1956, during a test-firing of the aircraft's cannons, test pilot Tom Attridge fired the aircraft's cannons in a dive, only to run into the bullets as the F11F's trajectory passed the rounds. The aircraft was damaged, forcing him to crash-land; he survived. Following the end of operational service, several F11F-1 aircraft were used as advanced trainers to prepare pilots for flying supersonic aircraft; these trainers went on to serve into the 1970s, when they were retired and replaced with the T-38 Talon.

Media

Videos

See also

External links


Grumman Aircraft Engineering Corporation
Fighters  F3F-2 · Galer's F3F-2 · F4F-3 · F4F-4 · F6F-5 · F6F-5N · F7F-1 · F7F-3 · F8F-1 · F8F-1B · XF5F · XP-50
Jet Fighters  F9F-2 · F9F-5 · F9F-8 · F11F-1
Bombers  TBF-1C
Export  Martlet Mk IV · ▄F6F-5 · ▄F6F-5N · ▄F8F-1B · ▄Avenger Mk II · ▄Hellcat Mk II

USA jet aircraft
AV-8  AV-8A · AV-8C
F-4  F-4C Phantom II · F-4E Phantom II
F-80  F-80A-5 · F-80C-10
F-84  F-84B-26 · F-84F · F-84G-21-RE
F-86  F-86A-5 · F-86F-25 · F-86F-2 · F-86F-35
F-89  F-89B · F-89D
F-104  F-104A · F-104C
F9F  F9F-2 · F9F-5 · F9F-8
FJ-4  FJ-4B · FJ-4B VMF-232
Other  P-59A · F2H-2 · F3D-1 · F3H-2 · F8U-2 · F11F-1 · F-100D
A-4  A-4B · A-4E Early
A-7  A-7D
B-57  B-57A · B-57B