Panavia Tornado (UK versions) - Technical data and discussion

could operate with a limited time WEP like the how the water-injection on the harrier works

But didn’t they at least visualise the difference between 110% and full WEP in the hud last patch? It shows clearly 2 stages so I could see that being a step towards combat reheat. It would be a cool mechanic for jets that have it anyway. Wishful thinking tho I get it…

Yeah, multistage afterburners have always been modelled and now the UI is setup to show that, but this is a different setting to the normal AB stages.

Pretty sure the Mig 21Bis has its 30sec afterburner setting as its standard setting in game

Used to, that was fixed long ago.

“2nd burner” in Mig21 yielded over 9.5t of static thrust. In game it’s regular AB.

Less drag and more excess power.

The Mirage can reach 1500kph on the deck when clean.

Finally hit 3k

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sips tea*

sorry for off topic

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And here I thought I was crazy for hitting 2k in some vehicles, 3K is nearly asylum level

how do you even get to survive all that time into a match?
in the tornado, almost 100% of the time, if i have someone behind me im dead, and its very easy to have someone behind, it only need like for someone to look at me and say “oh, super easy prey”.
also how you kill so many people? Like everyone is high altitude in your match? every 11.3 match im in is a 12.3, and also, everyone is hugging the ground :/.
Any tips for a tornado newbie? :3

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Bugger off to the far left or far right, perferably the side you team is heading towards, nose in roughly when the base bomb rushers start appearing, should put you to the flanks of the furball right as it starts to get hectic. Throttle up and zip through as fast as you can nailing stragglers or distracted players with your skyflashes. Extend then turn in for another pass or hunt down the surviving bomb rushers. In the later stages of the game I like to climb and put the stellar rader to work an picking off the last of the enemy team if it gets that far.
That’s how I play the F.3 at least

and you don’t get someone that follow you and easily outspeed and kill you the moment you get in the middle of the fur ball or at least near that?
I will try to be more to the side and less in the center of the action, but boy I have skill issues xD

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The trick is to come in at weird angles, most of the time they won’t be in a postion to chase. Always the chance though, so hope to the heavens that you have a decent teammate or two to cover your back

I will try to have some more strange and unusual angle of attack against them, but going off the ground is almost certain death xD.
I also need to be faster in the radar usage, ACM is not that good but all the other sets require too much time and manoeuvres with the keyboard to make them really viable in AIR RB. (for sim you can manage the radar). What do you use? Big ACM square or column?

both, I tend to rotate between 60x10, 15x5, and the boresight radar modes. Don’t be afraid of the TWS either. You can pretty seamlessly switch lock targets that way without loosing overall scanning ability

my issue with the TWS is that when you are close at the furbbal, even with the least distance setting, you lock onto friends and foes randomly, while you’re passing mach1 to shoot something it gets really concitated to also sequentatly shoot a skyflash that can connect and work, since enemy has to be facing you and coming towards you. :V

Go very wide, prioritise targets like MIG-29 F-16/15 etc etc, do not attempt any rate fighting unless dealing with 3rd Gen aircraft and having 20 minute or less fuel. Use TWS to soft lock targets until you’re in a decent range.

Gunjob SuperTEMP firing guide, all head on targets;

Sea level - fire at maximum 8km
Medium level (2-3km) - fire at maximum 10-15km
High level (+5km) fire at maximum 37km better results from 25-30km

With all but shots at targets within 5km I would add in some manual loft at around 10-15 degrees.

Rear aspect targets,

Sea level - 3-4km ( depending on current target manoeuvres, if they’re heading into a notch throw a sidewinder and escape into reattack. )
Medium level - 4-5km ( same restrictions with manoeuvring targets )
High Level - 4-6km ( less restrictive on target manoeuvring targets )

For the most part unless in a down tier to 10.3 avoid coming to high off the ground as you need multipathing for survival.

Largely it comes down to target selection, radar handling and energy management sprinkled with abit of luck.

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thanks, having the chance to lock enemies from behind is super rare, so I usually use AIM9L for those, but I will try to lock them and use skyflashes too.
When you say loft, you mean putting the nose higher than the target?

That lines up pretty well with the AIM-7E’s envelope. (1 km = ~3200ft; 5000ft = ~1.5km, 1 NMi = ~1.8km, 2NMi = ~3.6km)