Difference between revisions of "Swift F.7"

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<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
{{break}}
+
{{Break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British jet fighter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 +
 +
The {{PAGENAME}} was the last variant in the line of Swift fighters produced by Supermarine Aviation Works. This fighter was one of Britain's fighters to come out of the early 1950s. Post-war England saw new leadership which made the faulty assumption that for the next ten years or so, no new major conflict would happen and therefore defence spending, research and development on new aircraft was reduced to a trickle, mostly experimental prototypes made for research purposes.
 +
 +
The early 1950s saw a change of leadership and Winston Churchill made sweeping changes which amped up research and development churning out Swift fighters as part of that. In the haste to research, develop and produce these fighters, problems crept up in the aircraft which happened so fast, it was difficult to stop the manufacturing process long enough to make the necessary updates, especially problems found during flight trials. These updates when made produced the different Swift variants which lead to the final production of the {{PAGENAME}}. By now a majority of the problems with the aircraft had been ironed out, however, the F.7 never entered active service, instead, the fourteen built acted as training aircraft which taught pilots how to get used to shooting off air-to-air missiles, namely the Fireflash.
 +
[[File:Swift F7 elitefe24 001.jpg|350px|thumb|left|'''{{PAGENAME}}''' showing effective camouflage for the terrain it is flying in.]]
 +
Though never seeing combat during its short career, the {{PAGENAME}} has an opportunity to make a name for itself in War Thunder. Not as fancy or bristling with weapons like a Sabre or a MiG, the {{PAGENAME}} has its place in the sky and can dance with the best, and even shoot them down. Armed with two 30 mm ADEN cannons and two Fireflash air-to-air missiles, while maintaining between 700 and 810 km/h, this fighter can get the best of even superior aircraft it may go against. Its slower speeds may allow for an overshoot of an enemy aircraft which may place it in front of the Swift's gun sights or even for the radar beam riding Fireflash, of which the enemy pilot will have no indication it was launched unless they are diligent about watching behind them. In the right hands, the {{PAGENAME}} and its weapons have the ability to humble enemy pilots and their superior aircraft.
  
 
== General info ==
 
== General info ==
 +
[[File:Swift F7 mcchungusbites 001.png|450px|thumb|right|The sleek '''{{PAGENAME}}''' searching for targets.]]
 
=== 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.'' -->
 +
The {{PAGENAME}} is a good fighter which excels in playing the interceptor role, however like the three bears from Goldilocks' story; this jet has a sweet spot in speed where it does well. Like many jets, this one does not do so well when slow and it becomes an easy target for others to attack. On the other hand, flying too fast causes the controls to lock up, preventing any real manoeuvring at all and, if playing in realistic or simulator battles, ripping off the wing-tips is a very real problem when moving too fast.
  
{| class="wikitable" style="text-align:center"
+
The sweet spot or "just right" speed zone for the {{PAGENAME}} is between 700 km/h and 810 km/h. Here the jet will have sufficient speed to properly manoeuvre. Diving either to shoot down another aircraft or to get away from someone on your tail can be a challenge as doing so can result in the aircraft superseding the 810 km/h threshold (easily going into the mid 900s) and end up a sitting duck unable to maneuver or if close enough to the ground turning into a lawn dart because it could not pull up due to the control surfaces locking up.
|-
+
 
! colspan="8" | Characteristics
+
Speed management is key to survival - the afterburner can aid with increasing the aircraft's speed if slow - and with the afterburner the aircraft has a really good climb rate - it can accelerate significantly even in a steep climb. However, slowing down to keep from going too fast is a major problem because this aircraft does not have an air brake and just reducing the throttle will not help very much. Two options are available to reduce speed in this aircraft and the first is to deploy landing flaps. The landing flaps have been reinforced and should not rip when used to slow the aircraft down and can be deployed and retracted as needed. Another option to help bleed off any unnecessary speed is to lift the nose of the aircraft (pull up or back on the control stick). Placing the fighter into a nose-high attitude will help with decreasing speed to a safe zone when the pilot can resume normal flight.
|-
+
 
! colspan="8" | ''Stock''
+
{| class="wikitable" style="text-align:center" width="70%"
|-
+
! rowspan="2" | Characteristics
 
! colspan="2" | Max Speed<br>(km/h at 3,048 m)
 
! colspan="2" | Max Speed<br>(km/h at 3,048 m)
! rowspan="2" | Max altitude<br>(meters)
+
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" | Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
 
! AB !! RB !! AB !! RB !! AB !! RB
 
! AB !! RB !! AB !! RB !! AB !! RB
 
|-
 
|-
| 980 || 977 || {{Specs|ceiling}} || 26.5 || 27.0 || 15.5 || 11 || 850
+
! Stock
|-
+
| 980 || 977 || rowspan="2" | {{Specs|ceiling}} || 26.5 || 26.9 || 14.8 || 10.1 || rowspan="2" | 850
! colspan="8" | ''Upgraded''
 
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 3,048 m)
+
! Upgraded
! rowspan="2" | Max altitude<br>(meters)
+
| ___ || 985 || __._ || 25.0 || __._ || 28.0
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
|-
 
! AB !! RB !! AB !! RB !! AB !! RB
 
|-
 
| ??? || 985 || {{Specs|ceiling}} || ??.? || 25.0 || ??.? || 28 || 850
 
 
|-
 
|-
 
|}
 
|}
  
 
==== Details ====
 
==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Features
+
! colspan="6" | Features
 
|-
 
|-
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute
 
|-
 
|-
| X || ✓ || ✓ || X || X    <!-- ✓ -->
+
| X || ✓ || ✓ || X || X || X    <!-- ✓ -->
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flaps<br>(km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! + !! -
+
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 1,060 || ~9 || ~5
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 1,060 || 465 || ~9 || ~5
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
+
! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
 
| < 850 || < 600 || < 600 || N/A
 
| < 850 || < 600 || < 600 || N/A
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|}
 
|}
  
 +
==== Engine performance ====
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
! colspan="3" | Engine
 +
! colspan="4" | Aircraft mass
 +
|-
 +
! colspan="2" | Engine name || Number
 +
! colspan="2" | Empty mass || colspan="2" | Wing loading (full fuel)
 
|-
 
|-
! colspan="3" | Setting 1
+
| colspan="2" | Rolls-Royce Avon Mk.116 || 1
 +
| colspan="2" | 6,540 kg || colspan="2" | 273 kg/m<sup>2</sup>
 
|-
 
|-
! Optimal altitude
+
! colspan="3" | Engine characteristics
! 100% Engine power
+
! colspan="3" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight
! WEP Engine power
 
 
|-
 
|-
| 0 m || 3,190 kgf || 3,828 kgf
+
! Weight (each) || colspan="2" | Type
 +
! 8m fuel || 20m fuel || 28m fuel
 +
|-
 +
| 1,000 kg || colspan="2" | Afterburning axial-flow turbojet
 +
| 7,096 kg || 7,916 kg || 8,463 kg || 9,530 kg
 +
|-
 +
! colspan="3" | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed & altitude.}}
 +
! colspan="4" | Thrust to weight ratio @ 0 m (WEP)
 +
|-
 +
! Condition || 100% || WEP
 +
! 8m fuel || 20m fuel || 28m fuel || MTOW
 +
|-
 +
| ''Stationary'' || 3,126 kgf || 4,501 kgf
 +
| 0.63 || 0.57 || 0.53 || 0.47
 +
|-
 +
| ''Optimal'' || 3,126 kgf<br />(0 km/h) || 4,501 kgf<br />(0 km/h)
 +
| 0.63 || 0.57 || 0.53 || 0.47
 
|-
 
|-
 
|}
 
|}
  
 
=== 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.'' -->
 +
 
 +
;Armour
 +
 
 +
* 12.7 mm steel plate behind pilot's seat
 +
* 50 mm bulletproof glass in canopy windscreen
 +
 
 +
The simple armour setup on this fighter affords protection to the pilot, via the front windscreen having 50 mm bulletproof glass to help protect against head-on attacks. Behind the pilot's seat is a 12.7 mm steel plate which is in place to provide protection for the pilot if their aircraft is shot from behind. The fuel tanks and the engine should take most of the brunt of an attack from behind, but in the event, something gets through the steel plate is meant to be the last line of protection.
  
 
== Armaments ==
 
== Armaments ==
 +
[[File:Swift F7 elitefe24 002.jpg |450px|thumb|right|]]
 
=== Offensive armament ===
 
=== Offensive armament ===
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
Line 109: Line 135:
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
* 2 x 30 mm ADEN cannons, nose-mounted at right side (135 + 185 = 320 total)
+
* 2 x 30 mm ADEN cannons, belly-mounted at right side (135 + 185 = 320 total)
  
This aircraft has been outfitted with two 30 mm ADEN autocannons. Though they are mounted on the fuselage resulting in not having to configure for convergence the pilot will need to account for both autocannons being mounted on the right side of the aircraft fuselage near the right air intake. Pilots which are used to having balanced machine guns or autocannons (equal amounts on both left and right side) will need to slightly adjust their aim to ensure the bullets don’t miss just to the side of where they would normally aim. The ADEN cannons when they do hit their mark usually result in a critical hit or a destroyed aircraft with wings flying in one direction and tail sections going in another.  
+
This aircraft has been outfitted with two 30 mm ADEN autocannons. Though they are mounted on the fuselage resulting in not having to configure for convergence the pilot will need to account for both autocannons being mounted on the right side of the aircraft fuselage near the right air intake. Pilots which are used to having balanced machine guns or autocannons (equal amounts on both left and right side) will need to slightly adjust their aim to ensure the bullets don't miss just to the side of where they would normally aim. The ADEN cannons when they do hit their mark usually result in a critical hit or a destroyed aircraft with wings flying in one direction and tail sections going in another.
  
=== Suspended armaments ===
+
=== Suspended armament ===
 +
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
{{main|Fireflash}}
 
{{main|Fireflash}}
  
The '''''{{PAGENAME}}''' can be outfitted with the following ordnance:
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
2 x Fireflash air-to-air missiles
+
* Without load
 +
* 2 x Fireflash missiles
  
The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom’s Royal Air Force. Built by Fairey Aviation, the same company who built the [[Swordfish Mk I|Swordfish]], this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft.  
+
The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom's Royal Air Force. Built by Fairey Aviation, the same company who built the [[Swordfish Mk I|Swordfish]], this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft.
  
 
This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.
 
This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.
 +
 +
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}
  
 
== 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).'' -->
 +
[[File:Swift F7 elitefe24 003.jpg|450px|thumb|right|]]
 +
The Swift F.7 is played similar to the [[Hunter F.1|Hunter]] as more of a Boom and Zoom aircraft. The aircraft has a sweet spot for its manoeuvrability around 800-900 km/h. Above those speeds, doing a hard turn can result in a ripped wing. It is generally advised to keep some altitude with the aircraft. The missiles are SACLOS-guided and can be useful in headons. But for the drag that you get with the missiles it might not be worth it carrying them in the first place. The vehicle has an afterburner which results in a very good acceleration.
  
 
=== Modules ===
 
=== Modules ===
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! colspan="2" | Flight performance
 
! colspan="2" | Flight performance
 
! Survivability
 
! Survivability
! Weaponry
+
! colspan="2" | Weaponry
 
|-
 
|-
 
| I
 
| I
Line 139: Line 171:
 
|
 
|
 
| Offensive 30 mm
 
| Offensive 30 mm
 +
|
 
|-
 
|-
 
| II
 
| II
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| Airframe
 
| Airframe
 
|
 
|
 +
| Fireflash
 
|-
 
|-
 
| III
 
| III
Line 151: Line 185:
 
|
 
|
 
| New 30 mm cannons
 
| New 30 mm cannons
 +
|
 
|-
 
|-
 
| IV
 
| IV
Line 156: Line 191:
 
|
 
|
 
| Cover
 
| Cover
 +
|
 
|
 
|
 
|-
 
|-
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=== 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".''
+
<!-- ''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:'''
 
'''Pros:'''
 +
 
* Excellent climb rate with afterburner
 
* Excellent climb rate with afterburner
 
* Access to excellent Fireflash short-range beam guided missiles
 
* Access to excellent Fireflash short-range beam guided missiles
Line 171: Line 208:
  
 
'''Cons:'''
 
'''Cons:'''
 +
 
* No dedicated air brake, must use landing flaps or pull up to bleed speed
 
* No dedicated air brake, must use landing flaps or pull up to bleed speed
* Severe control surface locking above 820 kph
+
* Severe control surface locking above 820 km/h
* Wingtips will break around 800 kph in realistic or simulator battles
+
* Wingtips will break around 800 km/h when turning high G in realistic or simulator battles
 
* Both autocannons are on right side of the aircraft fuselage, requires slight adjustment when aiming
 
* Both autocannons are on right side of the aircraft fuselage, requires slight adjustment when aiming
 
* Slower than many contemporary fighters
 
* Slower than many contemporary fighters
 +
* Terrible performance at high speed
  
 
== History ==
 
== History ==
Line 194: Line 233:
  
 
== Media ==
 
== Media ==
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Images
 +
<div><ul>
 +
<li style="display: inline-block;"> [[File:Swift F7 WTWallpaper 001.jpg|thumb|none|250px|]] </li>
 +
<li style="display: inline-block;"> [[File:Swift F7 WTWallpaper 002.jpg|thumb|none|250px|]] </li>
 +
</ul></div>
 +
 
 
;Videos
 
;Videos
{{Youtube-gallery|PoLoEYfa4ec|'''Quick Look - Supermarine Swift F7''' - ''WhooptieDo''|kLUvhT1l14w|'''Is The Supermarine Swift F.7 Worth your time?''' - ''DEFYN''|9AxBBRIYdEE|'''SWIFT F1/F7 Montage - War Thunder''' - ''Professional Thunder''|bBeNjjWfoyQ|'''The Fireflashes Are The Most Fun You'll Have With Missiles''' - ''Spit_flyer''}}
+
{{Youtube-gallery|PoLoEYfa4ec|'''Quick Look - Supermarine Swift F7''' - ''WhooptieDo''|kLUvhT1l14w|'''Is The Supermarine Swift F.7 Worth your time?''' - ''DEFYN''|9AxBBRIYdEE|'''SWIFT F1/F7 Montage - War Thunder''' - ''Professional Thunder''|bBeNjjWfoyQ|'''The Fireflashes Are The Most Fun You'll Have With Missiles''' - ''Spit_flyer''|3-vKO2Chypc|'''The BEST Fireflash Kills You'll Ever Watch|Swift F.7''' - ''CaSama''}}
  
 
== See also ==
 
== See also ==
Line 204: Line 250:
  
 
;Related development
 
;Related development
 +
 
* Supermarine [[Swift F.1]]
 
* Supermarine [[Swift F.1]]
 
* Supermarine [[Attacker FB 1|Attacker]]
 
* Supermarine [[Attacker FB 1|Attacker]]
  
 
;Aircraft of comparable role, configuration and era
 
;Aircraft of comparable role, configuration and era
 +
 
* North American [[F-86 (Family)| F-86]] Sabre
 
* North American [[F-86 (Family)| F-86]] Sabre
 
* Dassault [[M.D.450B Ouragan]]
 
* Dassault [[M.D.450B Ouragan]]
Line 224: Line 272:
 
* [[wt:en/news/6342-development-supermarine-swift-banking-on-success-en|[Development<nowiki>]</nowiki> Supermarine Swift: Banking on Success]]
 
* [[wt:en/news/6342-development-supermarine-swift-banking-on-success-en|[Development<nowiki>]</nowiki> Supermarine Swift: Banking on Success]]
  
 +
{{AirManufacturer Supermarine}}
 
{{Britain jet aircraft}}
 
{{Britain jet aircraft}}

Revision as of 20:15, 12 September 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
swift_f7.png
Swift F.7
AB RB SB
8.7 8.7 8.7
Research:120 000 Specs-Card-Exp.png
Purchase:340 000 Specs-Card-Lion.png
Show in game
This page is about the British jet fighter Swift F.7. For the other version, see Swift F.1.

Description

GarageImage Swift F.7.jpg


The Swift F.7 is a rank V British jet fighter with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

The Swift F.7 was the last variant in the line of Swift fighters produced by Supermarine Aviation Works. This fighter was one of Britain's fighters to come out of the early 1950s. Post-war England saw new leadership which made the faulty assumption that for the next ten years or so, no new major conflict would happen and therefore defence spending, research and development on new aircraft was reduced to a trickle, mostly experimental prototypes made for research purposes.

The early 1950s saw a change of leadership and Winston Churchill made sweeping changes which amped up research and development churning out Swift fighters as part of that. In the haste to research, develop and produce these fighters, problems crept up in the aircraft which happened so fast, it was difficult to stop the manufacturing process long enough to make the necessary updates, especially problems found during flight trials. These updates when made produced the different Swift variants which lead to the final production of the Swift F.7. By now a majority of the problems with the aircraft had been ironed out, however, the F.7 never entered active service, instead, the fourteen built acted as training aircraft which taught pilots how to get used to shooting off air-to-air missiles, namely the Fireflash.

Swift F.7 showing effective camouflage for the terrain it is flying in.

Though never seeing combat during its short career, the Swift F.7 has an opportunity to make a name for itself in War Thunder. Not as fancy or bristling with weapons like a Sabre or a MiG, the Swift F.7 has its place in the sky and can dance with the best, and even shoot them down. Armed with two 30 mm ADEN cannons and two Fireflash air-to-air missiles, while maintaining between 700 and 810 km/h, this fighter can get the best of even superior aircraft it may go against. Its slower speeds may allow for an overshoot of an enemy aircraft which may place it in front of the Swift's gun sights or even for the radar beam riding Fireflash, of which the enemy pilot will have no indication it was launched unless they are diligent about watching behind them. In the right hands, the Swift F.7 and its weapons have the ability to humble enemy pilots and their superior aircraft.

General info

The sleek Swift F.7 searching for targets.

Flight performance

The Swift F.7 is a good fighter which excels in playing the interceptor role, however like the three bears from Goldilocks' story; this jet has a sweet spot in speed where it does well. Like many jets, this one does not do so well when slow and it becomes an easy target for others to attack. On the other hand, flying too fast causes the controls to lock up, preventing any real manoeuvring at all and, if playing in realistic or simulator battles, ripping off the wing-tips is a very real problem when moving too fast.

The sweet spot or "just right" speed zone for the Swift F.7 is between 700 km/h and 810 km/h. Here the jet will have sufficient speed to properly manoeuvre. Diving either to shoot down another aircraft or to get away from someone on your tail can be a challenge as doing so can result in the aircraft superseding the 810 km/h threshold (easily going into the mid 900s) and end up a sitting duck unable to maneuver or if close enough to the ground turning into a lawn dart because it could not pull up due to the control surfaces locking up.

Speed management is key to survival - the afterburner can aid with increasing the aircraft's speed if slow - and with the afterburner the aircraft has a really good climb rate - it can accelerate significantly even in a steep climb. However, slowing down to keep from going too fast is a major problem because this aircraft does not have an air brake and just reducing the throttle will not help very much. Two options are available to reduce speed in this aircraft and the first is to deploy landing flaps. The landing flaps have been reinforced and should not rip when used to slow the aircraft down and can be deployed and retracted as needed. Another option to help bleed off any unnecessary speed is to lift the nose of the aircraft (pull up or back on the control stick). Placing the fighter into a nose-high attitude will help with decreasing speed to a safe zone when the pilot can resume normal flight.

Characteristics Max Speed
(km/h at 3,048 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 980 977 12192 26.5 26.9 14.8 10.1 850
Upgraded ___ 985 __._ 25.0 __._ 28.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
0 435 N/A 1,060 465 ~9 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 850 < 600 < 600 N/A

Engine performance

Engine Aircraft mass
Engine name Number Empty mass Wing loading (full fuel)
Rolls-Royce Avon Mk.116 1 6,540 kg 273 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 8m fuel 20m fuel 28m fuel
1,000 kg Afterburning axial-flow turbojet 7,096 kg 7,916 kg 8,463 kg 9,530 kg
Maximum engine thrust @ 0 m (RB / SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 8m fuel 20m fuel 28m fuel MTOW
Stationary 3,126 kgf 4,501 kgf 0.63 0.57 0.53 0.47
Optimal 3,126 kgf
(0 km/h)
4,501 kgf
(0 km/h)
0.63 0.57 0.53 0.47

Survivability and armour

Armour
  • 12.7 mm steel plate behind pilot's seat
  • 50 mm bulletproof glass in canopy windscreen

The simple armour setup on this fighter affords protection to the pilot, via the front windscreen having 50 mm bulletproof glass to help protect against head-on attacks. Behind the pilot's seat is a 12.7 mm steel plate which is in place to provide protection for the pilot if their aircraft is shot from behind. The fuel tanks and the engine should take most of the brunt of an attack from behind, but in the event, something gets through the steel plate is meant to be the last line of protection.

Armaments

Swift F7 elitefe24 002.jpg

Offensive armament

Main article: ADEN (30 mm)

The Swift F.7 is armed with:

  • 2 x 30 mm ADEN cannons, belly-mounted at right side (135 + 185 = 320 total)

This aircraft has been outfitted with two 30 mm ADEN autocannons. Though they are mounted on the fuselage resulting in not having to configure for convergence the pilot will need to account for both autocannons being mounted on the right side of the aircraft fuselage near the right air intake. Pilots which are used to having balanced machine guns or autocannons (equal amounts on both left and right side) will need to slightly adjust their aim to ensure the bullets don't miss just to the side of where they would normally aim. The ADEN cannons when they do hit their mark usually result in a critical hit or a destroyed aircraft with wings flying in one direction and tail sections going in another.

Suspended armament

Main article: Fireflash

The Swift F.7 can be outfitted with the following ordnance:

  • Without load
  • 2 x Fireflash missiles

The Fireflash missile was the first air-to-air guided missile put into service with the United Kingdom's Royal Air Force. Built by Fairey Aviation, the same company who built the Swordfish, this missile utilised radar beam riding guidance to get the missile onto a target. The odd-looking missile consists of a central dart attached to two boosters. The boosters spin-stabilize the missile in flight and propel the missile to speeds upwards of Mach 2. 1.5 seconds after launch, with fuel spent, the boosters separate and the missile would coast the rest of the way to the target, still receiving guidance from the controlling aircraft.

This missile has an effective range of about 4 km (2.4 mi) before it no longer has the kinetic energy to continue. This missile is best used in short-range encounters such as head-on attacks where the enemy fighter is closing the distance rather than flying away. This missile can be used during tail chases as long as you maintain close distance and can keep the radar on the enemy long enough for the missile to acquire its target. The Fireflash is a finicky missile which requires practice and patience, though not as simple to use as other missiles found in-game, it can be a surprise to enemy fighters they are not expecting resulting in them having to go back and watching replays in unbelief to see what took them out. Having only two of these missiles to rely on will require the pilot to exercise restraint and not launch one if the chances of a hit are marginal and instead maybe turn to the 30 mm cannons instead in that instance.

Msg-info.png Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.

Usage in battles

Swift F7 elitefe24 003.jpg

The Swift F.7 is played similar to the Hunter as more of a Boom and Zoom aircraft. The aircraft has a sweet spot for its manoeuvrability around 800-900 km/h. Above those speeds, doing a hard turn can result in a ripped wing. It is generally advised to keep some altitude with the aircraft. The missiles are SACLOS-guided and can be useful in headons. But for the drag that you get with the missiles it might not be worth it carrying them in the first place. The vehicle has an afterburner which results in a very good acceleration.

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Offensive 30 mm
II New boosters Compressor Airframe Fireflash
III Wings repair Engine New 30 mm cannons
IV G-suit Cover

Pros and cons

Pros:

  • Excellent climb rate with afterburner
  • Access to excellent Fireflash short-range beam guided missiles
  • Fireflash missiles work against tanks in ground attack scenarios
  • Two powerful 30 mm ADEN autocannons
  • Can use slower speed to advantage forcing overshoots (allowing for autocannon or missile attack)

Cons:

  • No dedicated air brake, must use landing flaps or pull up to bleed speed
  • Severe control surface locking above 820 km/h
  • Wingtips will break around 800 km/h when turning high G in realistic or simulator battles
  • Both autocannons are on right side of the aircraft fuselage, requires slight adjustment when aiming
  • Slower than many contemporary fighters
  • Terrible performance at high speed

History

In the years following the end of WW2, Great Britain focused their efforts on rebuilding their nation from the devastation caused by the war as the British government didn't consider a new war possible in the following ten years. Under these circumstances, developing new military technology wasn't considered a priority in most cases.

As a result, Great Britain found itself lagging behind in military aviation at the start of the 1950s by the outbreak of the Korean War. This prompted the RAF to hastily look for a new fighter aircraft to put into service, even if it meant taking into consideration an interim design.

One of the designs that sparked the RAF's interest was a new swept-wing aircraft developed by the Supermarine company - the Type 510. Being in essence just a modified Supermarine Attacker, development of this design continued, eventually maturing into the Type 541.

Soon, the Type 541 received the highest development priority and was hastily rushed through testing and into production as the Supermarine Swift. In fact, production was so rushed that it began before necessary design changes could even be applied from the results of the test flights conducted with the Type 541 prototypes.

Nonetheless, the Supermarine Swift F.1 entered service with the RAF in February 1954, followed shortly afterwards by the F.2 variant. However, many of the aircraft's teething problems weren't resolved as a result of being rushed into production. This resulted in a number of accidents happening early on involving the Swift , leading to the aircraft being grounded for a time.

Newer modifications were developed, which addressed most of the known issues. However, it was a case of too little too late for the Swift, as it quickly became replaced by the Hawker Hunter. In the end, just under 200 Supermarine Swifts were produced out of the close to 500 planned aircraft. The Swift was phased out of active service relatively quickly after its introduction, with the last fighter models being withdrawn by the RAF in the mid to late 1950s.

- From Devblog

Media

Images
  • Swift F7 WTWallpaper 001.jpg
  • Swift F7 WTWallpaper 002.jpg
Videos

See also

Related development
Aircraft of comparable role, configuration and era

External links


Supermarine
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Jet fighters  Attacker FB 1 · Attacker FB.2 · Scimitar F Mk.1 · Swift F.1 · Swift F.7
Hydroplanes  Walrus Mk.I

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
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  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
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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)