Difference between revisions of "Sea Hawk FGA.6"
(→Suspended armament: Updated armaments after June 10th patch)
m (removed rp-3 ap mk.1 ordnance under modules (june 10th patch))
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|Offensive 20 mm
|Offensive 20 mm
Revision as of 19:03, 17 June 2019
8 x RP-3 rocketsSetup 5
10 x AP Mk II rocketsSetup 6
30 x AP Mk II rocketsSetup 7
8 x RP-3 rocketsSetup 8
|This page is about the British jet fighter Sea Hawk FGA.6. For German premium version, see Sea Hawk Mk.100.|
The Sea Hawk FGA.6 is a Rank V British jet fighter with a battle rating of 8.0 (AB/RB) and 7.3 (SB). It was introduced in Update 1.87 "Locked On".
| Max Speed
(km/h at 0 m - sea level)
| Max altitude
| Turn time
| Rate of climb
| Max Speed
(km/h at 0 m - sea level)
|Max altitude (meters)||Turn time (seconds)|| Rate of climb
|Take-off run (meters)|
|Combat flap||Take-off flap||Landing flap||Air brakes||Arrestor gear|
| Wing-break speed
| Gear limit
| Combat flap
|Max Static G|
|< 461||< 600||< 550||> N/A|
Survivability and armour
- 64 mm bulletproof glass - Armoured windscreen
- All fuel tanks and engine in the middle of the fuselage
The Sea Hawk FGA.6 is armed with:
- 4 x 20 mm Hispano Mk.V, chin-mounted (150 rpg = 600 total)
The Sea Hawk FGA.6 can be outfitted with the following ordinance"
- Without Load
- 2 х 500 lb G.P. Mk.IV bomb (1,000 lb total)
- 4 х 500 lb G.P. Mk.IV bomb (2,000 lb total)
- 2 х M.C. 1,000 lb Mk.I bomb (2,000 lb total)
- 30 x AP Mk II rockets
- 16 х RP-3 rockets
- 2 х 500 lb G.P. Mk.IV bomb + 10 х AP Mk II rockets
- 2 х 500 lb G.P. Mk.IV bomb + 30 х AP Mk II rockets
- 2 х 500 lb G.P. Mk.IV bomb + 16 х RP-3 rockets
Usage in battles
In air realistic battles, you have a good top speed with okay acceleration and a decent climb rate (particularly when fully upgraded). After takeoff, build speed to about 500 kph then enter a 10 degree climb (a 10 degree climb straight off the runway can also work in some situations). You can either continue climbing to high altitude (~5 km) to engage high flying bombers /fighters and gain an altitude advantage; or you can choose to level off at 3-4 km and focus on building speed to engage enemy fighters and bombers at lower altitudes (aircraft such as Ar 234 C-3s and IL-28s will often fly low to get to bases / ground targets quickly) depending on your preferred play-style.
When engaging enemy aircraft, use your good speed and excellent energy retention to your advantage; do not bleed speed to keep on a slower enemy's tail; swoop in fire off a burst of rounds and then break contact and come around for another pass. The Sea Hawk has good manoeuvrability for a jet aircraft (although it is not in the same league as the Vampire and Ho 229), and your energy retention does make limited turning engagements with less manoeuvrable targets a valid option in some situation, although you will bleed too much speed to justify prolonged turn fights. You can safely deploys flaps at any speed below 850 kph and they can significantly increase turning ability, however they create a lot of drag (you will not hold 600 kph in level flight with them deployed) so should be used sparingly. A good tactic is to deploy the flaps as you enter or are in mid-turn to help kick the plane around and then undeploy them as soon as possible afterwards. Do not get complacent with the flaps, although you can use them at most speeds. The Sea Hawk can exceed 900 kph so you may be in for a nasty surprise if you deploy them a full speed.
It is also worth remembering that the Sea Hawk is a naval aircraft, unlocking the ability to use aircraft carriers for takeoff and landing. A carrier spawn can sometimes be desirable, be it for putting you further away / closer to the enemy (more climbing time or quicker action), or giving you the chance to attack from an area of the map the enemy team are not expecting. Likewise if you need to rearm and suspect the enemy are waiting for you at the airfield, you can always divert to a carrier.
If you are looking to play in air battles, then go for all flight performance upgrades first (or 20 mm belts if you can't stand the stock belts). For ground battles, consider mixing in some suspended armament options as well. It is worth noting that by itself the 25 lb A.P. Mark I option is useless as all load-outs using the rockets also equip bombs, so it cannot be used until the two 500 LB GP load-out is researched (by contrast the bombs can be equipped without researching the rockets).
|I||Fuselage Repair||Offensive 20 mm|
|II||Compressor||Airframe||2 500 LB GP||25 lb A.P. Mark II|
|III||Wings Repair||Engine||New 20 mm Cannons||4 500 LB GP||60 lb S.A.P. Mark I|
|IV||G-Suit||Cover||1000 LB GP|
Pros and cons
- Extremely high flap breakage speed (850 km/h for takeoff, 796 km/h for landing)
- Good selection of suspended armament options
- Favorable matchmaking in Air Realistic battles with the only up-tier threats being the (F9Fs and G.91 pre-serie)
- Reasonably quick
- Good manoeuvrability (not as good as Vampire though)
- Very good energy retention
- Decent at climbing
- High maximum G loading, hard to rip the wings off
- No combat flaps
- Does not get air to air missiles, unlike the equivalent Sea Hawk Mk.100
- Slow acceleration
- Although takeoff flaps can be used at near any speed and can offer a decent manoeuvrability boost, you bleed speed quickly when they are deployed
- Flaps also double as air brakes, if flaps are deployed you need to wait for them to fully retract before you can use air brakes
Already by the end of WW2, Hawker began working on their first jet-propelled aircraft as the new jet propulsion technology became available. As a basis for their new aircraft, they took the Hawker Fury and began adapting it to house a turbojet engine. The project received the designation P.1035.
As work went on, the attention the project garnered initially from the Air Ministry and the Admiralty was rather low and eventually dropped completely, forcing Hawker to continue development of the aircraft under a private venture. During the development process, the initial design of the aircraft underwent significant changes and the resulting version was designated as P.1040.
However, as Hawker’s aircraft offered a good range, the Navy ordered three prototypes to be built in May 1946 and subsequently put through evaluation. Testing and tweaking of the design continued throughout the late 1940s until the first production orders for the aircraft, dubbed Sea Hawk, were received in November 1949.
The first Sea Hawks entered service with the FAA in 1953, with the remaining over 500 machines entering service by the mid-1950s. The Sea Hawk’s service life is primarily marked by their extensive use during the Suez Crisis in the late 1950s, where they successfully proved themselves.
As one of the last modifications of the type, the Sea Hawk FGA.6 was developed to incorporate changes from the previous FB.3 and FGA.4 ground attack variants and combine them with the new Rolls-Royce Nene Mk.103 engine which provided a greater power output.
In the early 1960s, the British Navy almost completely abandoned the use of Sea Hawk and a handful of other vehicles being used in a limited number of secondary roles until the end of the decade. However, the aircraft was still in service by some countries like West Germany, the Netherlands and India. In fact, India continued to operate Sea Hawks well into the 1980s!
- From Devblog
Excellent additions to the article would be video guides, screenshots from the game, and photos.
- Sea Hawk Mk.100 (premium version in German tree)
|Britain jet aircraft|
|English Electric||Canberra B Mk 2 · Canberra B (I) Mk 6|
|Gloster||Meteor F Mk 3 · Sea Meteor F Mk 3 · Meteor F Mk 4 type G.41F · Meteor F Mk 4 type G.41G · Meteor F Mk 8 G.41K · Meteor F Mk.8 Reaper|
|Javelin F.(A.W.) Mk.9|
|de Havilland||Vampire FB 5 · Venom FB.4 · Sea Venom FAW 20|
|Hawker||Sea Hawk FGA.6 · Hunter F.1 · Hunter F.6 · Hunter FGA.9|
|Supermarine||Attacker FB 1 · Swift F.1 · Swift F.7|
|Foreign||Phantom FGR.2 (USA)|