Hawker Hunter Mark 3

Hawker Hunter Mark 3

Hawker Hunter Mark 3

The Hunter F.Mark 3 was the designation given to the first Hunter prototype, WB188, when it was modified for an attempt on the World Speed Record in 1953. In order to increase the speed of the aircraft it was given a new Rolls Royce Avon R.A.7R engine with re-heat, capable of providing 7,130lb of thrust normally or 9,600lb with reheat lit. The aircraft was also give an new pointy nose and a Perspex fairing that smoothed out the angle between the normal windscreen and the nose. Finally, the aircraft was painted bright red.

The Absolute Speed Record of 715.75mph had been set by Lt. Colonel William F. Barnes on 16 July 1953, flying a North American F-86D Sabre. On 7 September 1953 Squadron Leader Neville Duke, Hawker's chief test pilot, set a new record of 727.6mph over a 3km course. Two weeks later, on 19 September, he also claimed the 100km closed circuit record, with a speed of 709.2mph.

The new record was very short-lived. A short time later Supermarine took a Swift to Libya, where they took advantage of the higher ambient air temperature to set a new record of 735.70mph (this would be even short-lived and was broken on the very same day by an American aircraft!)


F.1 WT585 / F of 43 Squadron, RAF Leuchars, 1954 author
Early F.1 configuration
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides

F.2 WN948 / R of 257 Squadron, RAF Wattisham, 1955 author
Early F.2 configuration
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides

F.5 WP190 / K of 1 Squadron, RAF Nicosia, 1956 (Operation Musketeer) author
Standard F.5 configuration, 100 gal drop tanks
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides Desert Sand and Black recognition stripes
Unlike other profiles on this site this one is based on secondary sources and may not be accurate - very few photos are available of Suez-era Hunters

F.4 XF990 / K of 3 Squadron, RAF Geilenkirchen, 1957 author
Standard F.4 configuration
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides

F.1 WT694 / Y of the Day Fighter Leader Squadron, Central Fighter Establishment, RAF West Raynham, 1957 author (inspired by an original profile by Rick Kent)
Standard F.1 configuration
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides and Red spine/tail

F.6 XF432 / E of 208 Squadron, RAF Tangmere, 1958 author
Standard F.6 configuration (dogtooth leading edge, larger jetpipe), 4 x 100 gal drop tanks
Early RAF scheme of Dark Sea Grey and Dark Green with High Speed Silver undersides serials, unusually, are white

F.6 XG225 / M of 92 Squadron (Blue Diamonds), RAF Middleton St. George, 1961 author
Standard F.6 configuration, 100 gal drop tanks
Standard Blue Diamonds scheme of Royal Blue with White flashes and wingtips

T.12 XE531 of the Royal Aircraft Establishment, Farnborough, 1964 author
One-off aircraft for RAE incorporating nose bulge to make room for downward-facing FX.126 camera also fitted with basic Head-Up Display and director for work related to TSR2 HUD, later used for fly-by-wire trials unlike most UK T-birds, fitted with the larger engine 230 gal drop tanks
RAE scheme of Emerald Green with White spine, tanks and nose stripe

T.7 N-305 of Koninklijke Luchtmacht (Royal Netherlands Air Force), Leeuwarden, 1967 author
Standard Dutch T.7 configuration 100 gal drop tanks
Final KLu trainer scheme of overall Aluminium with Dayglo patches

F.51 E-418 of Eskadrille 724, Flyvevåbnet (Royal Danish Air Force), Værløse, 1970 author
Standard Danish F.51 configuration (similar to F.4, modified tail bumper) 100 gal drop tanks
Later RDAF scheme of overall Dark Green which weathered very quickly!

FR.10 WW593 / H of 14 Squadron, RAF Gutersloh, 1972 author
Standard FR.10 configuration (recce nose, brake parachute fairing over jetpipe)
Later RAF scheme of Dark Sea Grey and Dark Green with Light Aircraft Grey undersides

T.7 XL621 / 81 of 4 FTS, RAF Valley, 1973 author
Standard T.7 configuration 100 gal drop tanks
Unusual scheme of white over mostly standard RAF camo, with red drop tanks. Note dayglo 'kill' marking on rudder!

FGA.9 XF511 / S of 229 OCU, RAF Chivenor, 1974 author
Standard FGA.9 configuration 230 gal drop tanks
Later RAF scheme of Dark Sea Grey and Dark Green with Light Aircraft Grey undersides and toned down national markings

T.8M XL580 of 899 NAS, RNAS Yeovilton, 1982 author
Converted T.8 configuration (no guns, Sea Harrier Blue Parrot radar, arrestor hook), 100 gal drop tanks, AIM-9 Sidewinder acquisition round
Standard FAA scheme of Extra Dark Sea Grey and White

PR.11 WT723 of Fleet Requirements & Air Direction Unit (FRADU), RNAS Yeovilton, 1984 author
De-armed PR.11 configuration (no guns), arrestor hook, 100 gal drop tanks
Standard FAA scheme of Extra Dark Sea Grey and White

F.56 BA312 of 20 Squadron/Thunderbolts formation team, Indian Air Force, mid 1980s author
Standard F.56 configuration, 100 gal drop tanks
Early team scheme of Oxford Blue with White flashes later scheme added white marks to Sabrinas and drop tanks and
replaced the OCU logo on the nose with a smaller white circle with '20' inside it.
Serials not painted on many team aircraft, but this one is believed to be BA312 (correction welcome if I'm wrong!)

GA.11 WT744 of Fleet Requirements & Air Direction Unit (FRADU), RNAS Yeovilton, 1994 author
Standard GA.11 configuration (no guns, arrestor hook, Harley light nose), 100 gal drop tanks
Final FAA scheme of overall Extra Dark Sea Grey

F.58 J-4086 of the Patrouille Suisse, Emmen, Switzerland, 1994 author
As at retirement (later F.58 configuration with upgraded cockpit, RWR, chaff/flare dispensers and other improvements)
Standard RAF-based Swiss scheme of Dark Sea Grey and Dark Green over High Speed Silver with large area of underside coloured Red/White in national/team colours

FGA.71A J-727 of Grupo de Aviacion No. 8, Fuerza Aerea de Chile, Cerro Moreno, Chile, 1995 author
Final 'Águila' configuration (upgraded cockpit, RWR and other improvements), 230 + 100 gal drop tanks
Final RAF-based Chilean low vis scheme of Dark Sea Grey and Dark Green over Light Aircraft Grey with minimal national markings and black codes

FGA.70A L280 of 2 Squadron, Al Quwwat al-Jawwiya al-Lubnania (Lebanese Air Force), Rayak, 2008 author
Standard FGA.70A configuration 100 gal drop tanks
Standard RAF-based scheme of Dark Sea Grey and Dark Green over Light Aircraft Grey

T.7A WV318 of Delta Jets, Kemble, 2009 author
More or less standard T.7A configuration plus arrestor hook and civilian mods including GPS
111 Squadron Black Arrows scheme of overall gloss Black

Site contents copyright © 2021
Damien Burke/Handmade by Machine Ltd.
This page last updated on Thursday 18th March 2021


General info

Flight performance

The Hawker Hunter is a transonic jet fighter, powered by the Rolls-Royce Avon Mk.113 engine. It is able to reach 1,109 km/h at sea level and 1,013 km/h at 9,000 m, very similar to the F-86F series. It can reach 1.0 Mach in dive and be able to recover from it. Its thrust to weight ratio is 0.50 with fuel tanks and 0.57 with 5 minutes of fuel, making the level acceleration very good. The climb rate is also good, 55 m/s at sea level, but in order to achieve it the Hunter needs to keep 920 km/h TAS, it is better in comparison to other jets without an afterburner like a F-86F or MiG-17. The engine might start overheating after 10 minutes of flying at 100%, which can be mitigated by setting RPM to 7550 or lower.

Despite having low wing loading compared to other jets it is not particularly manoeuvrable and has a high stall speed, due to the low amount of lift generated by its wings. While its high speed turn rate is decent and the plane can pull up to

12 G, once the plane decreases its speed to around 700 km/h it begins to struggle and it only gets worse the slower it flies. Outturning any Sabre or MiG-15 is not possible and the plane will have a hard time even against planes like the F11F-1. The elevator starts to lock up above 0.85 Mach, below that speed it should be able to pull at least 11G. Its roll rate is decent and just good enough to make flying it comfortable,

50°/s at 300 km/h, making it better than the MiG-15bis or MiG-17, but worse than all American Sabres. The flaps can slightly improve the turning performance, however they can only be used below 600 km/h IAS, where it struggles to turn. The airbrake provides as much drag as in similar planes like the Sabre, but has one issue, it is located under the plane, so it cannot be deployed when the landing gear is extended. This can make landing quite tricky since its wheel brakes are also weak and landing speed is high: around 300 km/h IAS with flaps.

The Hunter is a very nice to fly plane in both Realistic and Simulator battles, aiming is easy since it is very stable. A slight pitch trimming might be required to stop its nose from dropping, up to 3%. Reaching the maximum angle of attack will not make it start spinning immediately, that can happen only after a few seconds pulling it all the way to yourself, but it also can be easily recovered from that state.


On Aug. 22, 2017 a Hawker Hunter aircraft operated by ATAC (Airborne Tactical Advantage Company) defense contractor crashed about 100 miles off the coast of San Diego while it was “providing support to the Composite Training Unit Exercise for the Theodore Roosevelt Carrier Strike Group,” the Third Fleet said in statement.

As reported by Fox 5, the pilot was able to eject and was recovered by a helicopter attached to Helicopter Sea Combat Squadron SIX (HSC-6), aboard the aircraft carrier USS Theodore Roosevelt (CVN 71).

The pilot was then taken to Navy Medical Center San Diego for a full medical assessment.

Noteworthy Composite Training Unit Exercise (COMPTUEX) tests a carrier strike group’s mission-readiness and certifies that strike group for deployment. Generally during COMPUTEX “contracted aircraft” are tasked to play the role of the enemy.

Even though the cause of the accident is not yet known, Rich Martindell a former Hawker Hunter pilot, told NBC 7 that “There’s a number of different things that can go wrong. You have mechanical or internal failure of the engine itself that causes the engine to quit operating. You can have a loss of fuel to the engine. You can have a loss of oil to lube the engine that causes it to seize and fail. There are all types of reasons that could cause an engine to fail, and that’s part of what accident investigations will look into.”

The Hawker Hunter took off from Naval Base Ventura County.

Originally designed as an air superiority fighter in the 1950’s, the Hunter went on to become the most successful post-war British Military aircraft with almost 2000 being produced. Of these, about one third were later rebuilt by the manufacturer to zero time standard, the last leaving the Dunsfold factory in 1976. Aided by its high power to weight ratio, inherent strength and adaptability, the design evolved from the pure fighter in to a superlative ground attack aircraft, the pinnacle of the design being the Swiss MK58 Hunters. This version was continuously updated to accommodate the latest weapons systems prior to being prematurely retired in the mid 1990’s as a direct result of the end of the Cold War.


Visitor Comments

2 people have commented on this page. This is comment section 1 of 1.

Dave Cook from Yeovil

Posted at 3:09pm on Thursday, January 28th, 2021

Hi just come across an article on this aircraft in the March 78 copy of aircraft illustrated (pg141).
Whilst at Aberporth it was refurbished by a Grubber (wafu) to it's original 50s finish and incidentally it was he who furnished the cockpit
Clearly at some point after someone decided to repaint it in its present scheme. obs to continue its life

Richard from Mablethorpe

Posted at 2:58pm on Saturday, November 7th, 2009

Nice to see WT680 in good condition, I have passed it's location a few times on my trips into Norfolk and it's great to see it is being looked after.
Keep up the good work.


Hawker Hunter Mark 3 - History

* Mark III Pistols rollmarked with 22/45 Mark III Hunter pistols beginning in 2009.

The above chart shows the approximate first serial number shipped for the indicated year. This number should be used as a point of reference only. It is not necessarily the very first serial number shipped, but it can be used to determine the approximate year your Ruger firearm was shipped.

Ruger does not necessarily produce firearms in serial number order. There are occasions when blocks of serial numbers have been manufactured out of sequence, sometimes years later. Also, within a model family the same serial number prefix may be used to produce a variety of different models, all in the same block of serial numbers. And in some cases, firearms may be stored for a length of time before they are shipped.

For details on your specific serial number you may contact our Service Department: 336-949-5200

For serial numbers manufactured prior to our electronic records, or for an official letter confirming the details on your firearm please download and mail in the Request for Letter of Authenticity form.


Hawker Hunter Mark 3 - History

Sydney Camm

Sydney Camm was born in Windsor in 1893 and was responsible for such engineering achievements as the Hawker Hurricane and Hawker Hunter. Camm was infamous for his &lsquoone-track mind and did not suffer fools gladly&rsquo. As Hawker Siddeley Chief Designer during the 1950&rsquos, he assembled the finest group of aviation engineers in the UK.

His vision and determination led the team to solve so many different problems, never even contemplated in previous aircraft design.

Ralph Hooper

The youngster of the team, having been born in January 1927, Ralph Hooper was the Chief Designer of the project. He led the team during a period when a large proportion of traditional aircraft ventures were either being cancelled or abandoned.

However, the privately-funded design of the Hawker Harrier emerged in 1958, and subsequently drew the production of a General Operational Requirement (GOR) for a vertical take-off aircraft, and the issue of a full specification in 1959.

Stanley Hooker

50-year-old Stanley Hooker from Bristol-Siddeley, was responsible for the power of the P1127 / Kestrel FGA, and along with aero-engine designer Gordon Lewis.

When the Hawker P.1127 prototype (XP831) made its first tethered &lsquohovering flight&rsquo on October 21st 1960, it started a revolution in British military aviation technology that is yet to be matched.

Hawker P.1127

'Hawker aeroplanes are always beautiful, nothing wrong with that . but we are not going to bother with all that - Vertical first time!'

Hawker P1127 first tethered flight 1960

Hawker Kestrel

The first Kestrel FGA1 in colours of the Tripartite Evaluation Squadron

Hawker Harrier

Four Harrier GR1s of the then newly-formed 20 Squadron fly in immaculate formation

British Aerospace Harrier II / McDonnell Douglas AV8-B

McDonnell Douglas AV-8B

British Aerospace Sea Harrier

Sea Harrier FRS Mk2 RN XZ497

The end of an era

The Final Flypast at RAF Cottesmore

Elite Marks [ edit | edit source ]

Example of a bill (this one is for the Gil Snapper.)

Elite Marks are more dangerous than regular Marks of comparable rank. The bills for Elite Marks can given by Montblanc after Vaan joins Clan Centurio (by visiting the clan HQ in northern Rabanastre after the Rogue Tomato hunt). Even though Montblanc tells the player about the Elite Mark, in most cases he only acts as a mediator, so the player still has to talk to the actual petitioner to accept the hunt. Thus Montblanc's function is the same as that of a petition board.

Elite Marks usually have several high attributes and special skills. For example, the Rocktoise can double its current level multiple times during battle and the Trickster, an oversized pure-white chocobo, turns invisible (though the player can still see its outlines when close enough) making the characters unable to target it until it turns visible again. Some, such as Gilgamesh, Shadowseer, and Yiazmat, even feature a "boss" HP bar.


The Sims 3 [ edit | edit source ]

Criminal is one of the basic career tracks in The Sims 3. Sims can be employed from the newspaper, computer, or abandoned warehouse. Sims work at a syndicate named "The Organization," as stated in the descriptions. It has two branches, which are Thief and Evil. Evil branch requires the Sims to build a good relationship with their boss while also building up a bit of Logic skill, and the Thief branch requires Sims to build relationships with their accomplices and has even more Athletic skill requirements than the Evil branch. Occasionally, Sims in the higher levels of this career in both the Thief or Evil branches will sometimes "stash" a decorative item while at work, which then can be placed around the home permanently or sold for extra money.

Sims who join the Thief branch will immediately gain the ability to "Sneak", and once the Sim reaches level 10 of the Thief branch, they will receive The Golden Fox statue which will grant the Master Thief an "I am the Greatest" moodlet for several hours. Sims who reach level 10 of the Evil branch will receive a red aura of evil. Sims with the Good, Friendly, and Family-Oriented traits and Sims in Law Enforcement will boo in disapproval, and the Emperor of Evil's lifetime relationship with them will decrease due to the aura's effect. Cowards, Losers, Neurotic, and Over-Emotional Sims will run away from the aura, but Evil, Mean Spirited, and Insane Sims as well as other Sims who work in the Criminal career without any of the "good" traits will cheer for the Emperor and will be granted a boosted relationship with the Sim.

  • Business as Usual
  • Work Hard - Increases performance faster but adds stress
  • Take It Easy - Increases fun but lowers performance
  • Meet Accomplices - Meets new coworkers
  • Conspire with Accomplices - Builds relationship with coworkers
  • Grovel to Leader - Builds relationship with the boss
  • Practice Illicit Activities - Increases Athletic skill
  • Sleep in Hideout - Increases energy need
  • Do a Side Job - Earns extra cash

Additionally, there's a slight chance that the Sim will be arrested while at work. Being arrested will cause Sims to miss work and lose their work performance. Sims with the Lucky trait or Sims higher up in the levels of the criminal career will be less likely to be arrested. While in jail, Sims can do the following things:

  • Doing time
  • Work Out - Increases Athletic skill
  • Hang with Inmates - Builds relationship with coworkers
  • Play with Dominoes - Increases fun need

Promotion Levels [ edit | edit source ]

Criminal Career Levels
1) Decoy
Can you keep a secret? The local crime syndicate is looking for a few good people to join the ranks. Specifically, somebody is needed who is in good physical condition, can get along with the rest of the gang, and has no problem doing things that some might label as "criminal." There's room at the top for world class thieves and the truly diabolical! §17/hour No Bonus
S M T W T F S Pension: §30
Suburb
10:00 - 16:00
Bridgeport
13:00 - 18:30
Performance Factors
Mood
Athletic 0-3
2) Cutpurse
The score gets a little bigger for the Cutpurse, but so do the risks. You'll need to start working out to improve your chances of getting away if seen at the scene. After all, it's never quite as easy as taking candy from a baby. §24/hour Bonus: §204
S M T W T F S Pension: §40
Suburb
10:00 - 16:00
Bridgeport
13:00 - 18:30
Performance Factors
Mood
Athletic 1-4
3) Thug
Every crime organization needs some muscle to lay down the rules and protect The Organization's. investments. The best Thugs are intimidating and muscular – the strong arm of The Organization. Don't let nobody stand in your way. §32/hour Bonus: §288
S M T W T F S Pension: §50
Suburb
21:00 - 03:00
Bridgeport
23:00 - 04:30
Performance Factors
Mood
Athletic 2-6
4) Getaway Driver
Innocent bystanders, spike strips, and rush-hour traffic are no trouble for you as a professional Getaway Driver. Keep your speeds high and your turns tight to keep the heat off your tail, and ensure members of The Organization get in, and get out, quick! §40/hour Bonus: §384
S M T W T F S Pension: §60
Suburb
21:00 - 03:00
Bridgeport
23:00 - 04:30
Performance Factors
Mood Athletic 3-7
Accomplices
5) Bagman / Bagwoman
The Bagman (or Bagwoman) is an integral part of the heist, which means bigger payout and more risk. Your accomplices need to be able to trust you now that you're on the ground floor. Hold the bag tightly – never, ever, let go! §52/hour Bonus: §480
S M T W T F S Pension: §80
Suburb
21:00 - 03:00
Bridgeport
23:00 - 04:30
Performance Factors
Mood Athletic 4-8
Accomplices
6) Con Artist
Whether it's a sleight of hand, a "great investment opportunity", or falsified papers, the Con Artist has everything the customers need. or think they need. Few can truly turn crime into an artistic expression. You either got it, or you don't. §63/hour Bonus: §624
S M T W T F S Pension: §90
Suburb
21:00 - 03:00
Bridgeport
23:00 - 04:30
Performance Factors
Mood Athletic 5-9
Accomplices

After being promoted from Con Artist, Sims will be able to choose one of the two career paths, Evil or Thief branch.

Evil Branch [ edit | edit source ]

Criminal Career Levels - Evil Branch
7) Henchman
Don't let the uniform fool you – being a Henchman is serious business. Get close to The Leader and learn all that he has to offer. Carry out the evil machinations of those above you, and never question anything. §109/hour Bonus: §756
S M T W T F S Pension: §160
Suburb
21:00 - 03:00
Bridgeport
00:00 - 05:30
Performance Factors
Mood Athletic 5-9
Boss
8) Evil Sidekick
Sidekickhood comes with many perks, most notably being one step closer to The Leader and working under a true mastermind – the Super Villain. Take note, wreak havoc as you see fit, and serve The Organization as best you can. §142/hour Bonus: §1,308
S M T W T F S Pension: §170
Suburb
21:00 - 03:00
Bridgeport
00:00 - 05:30
Performance Factors
Mood Athletic 6-10
Logic 0-4 Boss
Perk: Random chance of stealing cheap-priced decorative items while working.
9) Super Villain
Pure evil flows through your Super Villainous dark veins! Innocents fear the very mention of your name, be it in made-for-TV horror movies, or on the evening news. Nobody is closer to The Leader than you, nor is anybody as powerful. §240/hour Bonus: §1,704
S M T W T F S Pension: §230
Suburb
21:00 - 02:00
Bridgeport
00:00 - 05:00
Performance Factors
Mood Athletic 7-10
Logic 3-6 Boss
Perk: Limousine replaces taxi as default vehicle. Random chance of stealing medium-priced decorative items while working.
10) Emperor of Evil
Without peer, (Sim Name) is in charge.

What needed to be done was done. Leaders fall and others step in to take their place, as is inevitable. Within The Organization you are known only as The Leader. Outside these walls. the Emperor of Evil. The Leader of the Free World may think justice will prevail, but that time has passed! A new age has dawned!

Thief Branch [ edit | edit source ]

Criminal Career Levels - Thief Branch
7) Safecracker
Tick. Tock. Click! You must have the hands of a surgeon and the ears of a jackal to successfully manipulate the intricate mechanisms of a safe. And when all else fails, load it up with dynamite! Tick. Tock. Tick. BOOM!
You now also have access to the Sneak interaction.
§96/hour Bonus: §756
S M T W T F S Pension: §120
Suburb
21:00 - 02:00
Bridgeport
01:00 - 06:00
Performance Factors
Mood Athletic 6-9
Accomplices
Perk: Grants the Burglar hidden trait which enables access to the "Sneak" movement interaction.
8) Bank Robber
The time for big pay-outs and leading the heist is upon you. Bank Robbers need to pick the bank, scope the joint, plan the timing, then get in and out before the coppers are on to the team. §122/hour Bonus: §1,152
S M T W T F S Pension: §120
Suburb
21:00 - 02:00
Bridgeport
01:00 - 06:00
Performance Factors
Mood Athletic 7-10
Accomplices
Perk: Free piece of art upon promotion. Random chance of stealing cheap decorative items while working.
9) Cat Burglar
The take from dozens of bank robberies do not compare to a single Cat Burglar operation. You'll solo the biggest heists from now on. There shouldn't be any security system too impenetrable, lasers too numerous, or guard dogs too alert. Get in, get out, get rich. §225/hour Bonus: §1,464
S M T W T F S Pension: §180
Suburb
21:00 - 01:00
Bridgeport
00:00 - 04:00
Performance Factors
Mood Athletic 8-10
Accomplices
Perk: Free piece of art upon promotion. Limousine replaces taxi as default vehicle. Random chance of stealing medium-priced decorative items while working.
10) Master Thief
Without peer, (Sim Name) is in charge.

The Organization has profited greatly from your efforts. Every major crime fighting organization files you on their most wanted list, but you've left no trace behind. There is no job that cannot be done on this planet. or any other. The Master Thief leaves a permanent mark on The Organization that is followed by a long, long line of zeros.

Glitches [ edit | edit source ]

  • There is a bug in Sunset Valley that makes Sims unable to enter the Outstanding Citizen Warehouse Corp. as an International Super Spy or even as a criminal to go to work. This can be fixed by deleting everything on the lot (including the building), and placing a new Outstanding Citizen Warehouse Corp. building on the lot.
  • The arrested Sim can either get out of jail or stop going to jail en route when his bladder is low. The Sim in question will walk out of the jail or leave the police car and wet himself, but he won't have to back in. [confirmation needed]
  • The arrested Sim can also get out of jail if someone calls him before he enters. The call will override the go to jail action and even if the Sim rejects the call, he won't go to jail.
  • There is a glitch on the level 3 Thug rank after promotion, in which a PC Sim is required to go to work on Wednesday at 9pm on the 2nd week and thereafter even though they are not scheduled to work on that day. The PC Sim will not get a notice to go to work until work has started. The player can also go down in performance and get demoted if they do not go to work on that day. In addition, the player will not go up in performance if they do go to work. The player can get out of going to work that day unnecessarily by calling and taking 1 day of unpaid leave after promotion.
  • At times, if the NPC boss is not at work or comes late to work, the PC Sim will not get an increase in performance until the NPC boss comes to work. The PC sims will be stuck on the "Going to Work" status until the NPC boss arrives. To make matters worse, the PC Sim will not go up in performance and can still go down in performance if they leave work early. Certain events will not transpire nor will rewards be received until the NPC boss comes to work.
  • Another glitch is from level 4 Getaway Driver upwards when a Sim goes to work (starts at 9pm), but increase of job performance does not start and the working status stays as "Going to Work" until 12 midnight. Leaving work and going back does not make any difference.

Gallery [ edit | edit source ]


History

Early Combat History

Atlas Destroyer is a Mark-3 Jaeger, launched in 2017. Ώ] After an unspecified period of service, Atlas was retired from active combat and reassigned as a training Jaeger. It underwent a refit at the Brisbane Shatterdome where was stripped of its weaponry. ΐ]

As a training Jaeger, its was used to acclimate cadets to the systems of a Jaeger over a period of six months. Its operations were overseen by Loa [note 1] , the Jaeger's onboard artificial intelligence. Α] Atlas Destroyer was stationed at Shadow Basin, located on the outskirts of Meridian City.

Pacific Rim: The Black

Operation Blackout

Following the Uprising War, the Pan Pacific Defense Corps execute Operation Blackout. All personnel and civilians evacuate, and steps are taken to "bury" all operational bases to protect vital data and weaponry created for the PPDC.

Atlas Destroyer is among the sensitive material considered expendable, and is abandoned inside Shadow Basin which is buried. However, the base remains largely intact, Atlas Destroyer's hangar undamaged. Α]

Rediscovery

Five years after Operation Blackout, Hayley Travis happens upon the buried base after falling through a sinkhole. Atlas Destroyer activates as soon as she enters the Conn-Pod, rebooting its A.I.. Loa. After her brother enters the base, Loa tries to open the base's bay doors, drawing the attention of Copperhead, a roaming Category IV Kaiju.

Atlas Destroyer is activated as Copperhead proceeds to kill the survivors situated around Shadow Basin. Taylor and Hayley establish a neural handshake just as Copperhead breaches the hangar from above. Atlas Destroyer is thrown out of the base and over the cliff. Taylor, assuming the Jeager is armed, attempts fire all of Atlas Destroyer's missiles only to be told that the Mark-3 was a training apparatus only.

With no weaponry defense, Atlas Destroyer is forced toward the edge of a cliff by Copperhead's relentless attacks. Loa instructs Taylor and Hayley to drop flat on their bellies to avoid Copperhead's lunge. The Jaeger drops to the ground as Copperhead lunges for it, and pitches itself over the cliff behind the Jaeger. With Shadow Basin destroyed, the Travis siblings decide to search for their parents using Atlas Destroyer. Α]

Captured by Bogan

After its power cell is exhausted, Atlas Destroyer shuts down. Taylor and Hayley enter Meridian City in search of a replacement and find one in the PPDC Recruitment Center powering a tank holding a little boy. Though they rescue the boy, the power cell is damaged. Β] Spotting a pair of PPDC trucks in the distance, Taylor and Hayley follow them and inadvertently draw their attention. Taken to the group's camp (called Bogan), Taylor gives away that they're looking for a power cell. Bogan's leader, Shane, interrogates Taylor using the Drift and discovers the whereabouts of Atlas Destroyer. Γ]

Returning to Meridian City, Joel Wyrick, a former J-Tech officer working for Shane, replaces the depleted power cell. He's ordered to find a Drift compatible co-pilot in order to relocate Atlas Destroyer. When his endeavor fails, Shane allows Taylor to pilot with his right hand, Mei, in order to leave the city before the approaching Copperhead can catch up. Mei and Taylor choose to fight Copperhead in the hopes of killing it, but the Kaiju overpowers them, tearing the right arm from the Jaeger. Atlas Destroyer leads Copperhead through a minefield, and barely escapes. ΐ]

Joel works to repair the Jaeger while suffering the effects of a multiple Drifts, and is given the end of the day to fix Atlas Destroyer before Shane kills him. Mei sneaks Taylor back into Bogan to steal Atlas Destroyer back. Joel devises a plan help Taylor pilot Atlas Destroyer on his own while Mei goes to retrieve his sister and the Kaiju Boy from Shane. After retrieving his sister, the boy, and Mei, Taylor collapses. Hayley and Mei pilot Atlas Destroyer, destroying Bogan's vehicles to ensure they're not followed. Δ]

The Boneyard

Atlas Destroyer is nearly swallowed by the opening of a Breach following the disappearance of Kaiju Boy. Taylor and Hayley are barely to return to the Conn-Pod to escape the maw the portal. Following the last known position of the boy, Atlas Destroyer is lead into a boneyard full of fallen Kaiju and Jaegers from the Uprising War. Moving toward an active Breach, Atlas Destroyer attacks Acidquill as it emerges, but is easily bested by the Kaiju. Ε]

Atlas Destroyer is saved at the last minute by Apex, a roaming Kaiju-Jaeger Hybrid previously encountered in Meridian City. Taylor and Hayley assume the worse when Apex approaches Kaiju Boy, and try to retaliate. Apex overpowers Atlas Destroyer, prepared to destroy the Jaeger. His attack is halted by the Kaiju Boy, who keeps its fist at bay in show a superhuman strength. Apex bonds with the boy through the Drift, and chooses to spare Atlas Destroyer. Before leaving, Apex gifts the siblings the arm of the Mark-4 Jaeger, Chaos Nemesis. Ε]

Clayton City

Picking up on a distress signal in Clayton City, the Travis siblings enter the city, and leave Atlas Destroyer at the Clayton City Café at the request of Mei. Ζ] They discover the abandoned Hunter Vertigo, and Atlas Destroyer is attacked by Copperhead who happens upon the Jaeger.

When Hayley is injured by Copperhead, Taylor and Mei fight the Category IV Kaiju alongside the boy, a Human-Kaiju Hybrid. Atlas Destroyer uses its Saber Chain to pierce Copperhead's chest, and cleave its paw from its arm. With the help of Hunter Vertigo's nuclear missile, Atlas Destroyer is able to kill Copperhead.


Hawker Hunter Mark 3 - History

This will give you an idea of what it will look like on the top. (Fuzz I think I really do mean top this time rather than back and sides!)

I've been pleasantly surprised by two things 1) how well the silk painted (still more of the silk section to paint) 2)how well the masking worked. Very little bleed. What is not so cool is the hand painting itself. Carefully applied top layer should get it to a passable standard.

Now to get the second wing the same.

Images

Very cool scheme! Sealing the tape is worthwhile. Never used nail varnish though ��

Airbrushes are finicky, petulant, high-maintenance little beasts that produce great results when they want to. I confess to just opting for the simplicity of a brush for some of the Bolly's markings. The blue on you Hunter will look fine once you get a couple of coats on it.

Clear nail varnish, the metrosexual modeller's sealant of choice!

Well, if I were to use nail polish on my models, the XX chromosome person who lives with me wouldn't be able to complain about the smell!

Well, if I were to use nail polish on my models, the XX chromosome person who lives with me wouldn't be able to complain about the smell!

I hadn't thought of clear nail polish, but clear dope, lacquer, varnish, etc has been used for 'ages' to seal tape edges. Also a light coat of the base color on the tape edges will work as well.

Am posting this with a degree of embarassment - my blodgy painting - a second coat should help even it up. I took the masking off to check that it was coming out OK and that I had pattern right on the wing. Will mask it off with fresh masking for second coat.

The cockpit is just sat on the hatch roughly, and the hatch needs its lumpy paintwork sorting out - this was partly due to the tissue I'd covered it with, which then tore when I had the cockpit taped down checking the fit and fairing the spine in. - I will re do the painting here after sanding it back.

The plus side of things is that the pilot figure from real model pilots turned up. He is an excellent model and the ejector seat looks very good too. All nicely painted too - what a treat. The only thing I had to do, due to the semi-scaleness and so on of the cockpit was detach the pilot from the seat, take some off the bottom of the seat (didn't want to cut the top) and then it just about fits and looks just the job.

I have been spending a bit of time looking at the plane and not doing anything, just to work out how to take the fus 'thunderbolts' along it. Artistic licence is going to be needed to get it to fit, but it's all looking very doable. I noticed there was quite a bit of variation on the full-size ones.

I'm kicking myself slightly where I painted blue over the wings where I will want a different colour for the roundels. On the fus the thunderbolts will be interupted by circular disks both on the nose and aft of the wing. so I best try and get that right.

Take care everyone.
Vicky
ps- waiting for the raspberry ripple half of the build to show us - how to really paint a plane - no pressure Shane.


Watch the video: Hawker Hunter Swiss Air Force