Difference between pages "PT-20" and "Ki-44-I 34"

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{{Specs-Card|code=us_elco_77ft_pt20}}
+
{{Specs-Card
 +
|code=ki_44_1_ep
 +
|store=9264
 +
}}
 +
{{About
 +
| about = Japanese fighter '''{{PAGENAME}}'''
 +
| usage = other variants
 +
| link = Ki-44 (Family)
 +
}}
  
 
== Description ==
 
== Description ==
<!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''-->
+
<!-- ''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}} American motor torpedo boat {{Battle-rating|1}}. It was introduced in [[Update 1.79 "Project X"]] as part of the fleet closed beta test.
+
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update "Starfighters"]].
  
 
== General info ==
 
== General info ==
=== Survivability and armour ===
+
=== Flight performance ===
<!--Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.
+
<!-- ''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.''
If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.-->
 
 
 
The 77 ft PT-20 has no areas with serious amounts of armour protection. The hull of the vessel consists of 40 mm thick ship wood and the bridge on top is made of 15 mm ship wood. Any projectile that hits ''will'' penetrate and deal damage including fragmentation and splash damage from nearby shells. The crew is 15 people which is about average for the PT-20's BR, although any prolonged engagement will likely end in destruction through the loss of the crew. The PT-20 has a total of 4 compartments, 3 for the hull and one for the bridge. The second section of the hull houses the fuel tanks and the third contains the three engines. Damage to the middle of the ship will often set fires or disable the mobility of the PT-20.
 
  
=== Mobility ===
+
{| class="wikitable" style="text-align:center" width="70%"
<!--Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.-->
+
! rowspan="2" | Characteristics
{| class="wikitable" style="text-align:center"
+
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 +
! rowspan="2" | Max altitude<br>(metres)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(metres/second)
 +
! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
!colspan="3" | Mobility Characteristics
+
! AB !! RB !! AB !! RB !! AB !! RB
 
|-
 
|-
! colspan="3" |Weight (tons)
+
! Stock
 +
| 539 || 523 || rowspan="2" | {{Specs|ceiling}} || 17.3 || 17.8 || 18.6 || 18.6 || rowspan="2" | 190
 
|-
 
|-
| colspan="3" | 33
+
! Upgraded
 +
| 578 || 558 || 15.7 || 16.5 || 25.1 || 21.6
 
|-
 
|-
!colspan="3" | Max Speed (km/h)
+
|}
 +
 
 +
==== Details ====
 +
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
!colspan="1" | Mode
+
! colspan="5" | Features
!Stock
 
!Upgraded
 
 
|-
 
|-
|''Arcade''
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
|78
 
|106
 
 
|-
 
|-
|''Realistic/Simulator''
+
| || ✓ || ✓ || X || X    <!-- ✓ -->
|65
 
|76
 
 
|-
 
|-
 
|}
 
|}
  
The 77 ft PT-20 is a very quick and agile vessel and is able to reach its top speed in under 15 seconds from a stopped position. A 180° turn can be performed in about 10 seconds when started at full speed, and a complete loop can be made in under 20 seconds. Half rudder deflection is achieved in 2 seconds and maximum deflection in around 10 seconds.
+
{| class="wikitable" style="text-align:center" width="50%"
 
+
|-
== Armament ==
+
! colspan="7" | Limits
=== Primary armament ===
 
<!--Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>.
 
 
 
Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.-->
 
 
 
{{main|AN-M2 (12.7 mm)}}
 
 
 
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! colspan="6" | 2x [[AN-M2 (12.7 mm)|12.7 mm AN-M2]] (x2)
+
! rowspan="2" | Wings (km/h)
 +
! rowspan="2" | Gear (km/h)
 +
! colspan="3" | Flaps (km/h)
 +
! colspan="2" | Max Static G
 
|-
 
|-
! colspan = "6" | Turrets
+
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
|| Port Turret || Starboard Turret
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 400 || 400 || 250 || ~12 || ~8
 
|-
 
|-
! scope="row" | Vertical guidance
+
|}
| -5°/+65° || -5°/+65°
+
 
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! scope="row" | Horizontal guidance
+
! colspan="4" | Optimal velocities (km/h)
| ±180° || ±180°
 
 
|-
 
|-
! scope="row" | Ammo capacity
+
! Ailerons !! Rudder !! Elevators !! Radiator
| colspan = "6" | 9,600
 
 
|-
 
|-
! scope="row" | Rounds per turret
+
| < 400 || < 400 || < 450 || > 316
| colspan = "6" | 4,800
 
 
|-
 
|-
 
|}
 
|}
  
Important to note is the fact that the main armament is unable to aim at targets on the water directly ahead due to the turrets being located just behind the bridge. Off to the side of the vessel, it is possible to aim one or both of the turrets and directly astern it is possible to use both.
+
=== 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.'' -->
 +
 
 +
* No armour
 +
* Non-self-sealing fuel tanks (1 in each wing root, and one behind the oil cooling system)
 +
 
 +
== Armaments ==
 +
=== 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.'' -->
 +
{{main|Ho-103 (12.7 mm)|Type 89 (7.7 mm)}}
 +
 
 +
The '''''{{PAGENAME}}''''' is armed with:
 +
 
 +
* 2 x 12.7 mm Ho-103 machine guns, wing-mounted (250 rpg = 500 total)
 +
* 2 x 7.7 mm Type 89 machine guns, nose-mounted (500 rpg = 1,000 total)
 +
 
 +
== 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).''
 +
 
 +
* In simulator, the Ki-44 is a decent fighter that can do traditional dogfights, some bomber-hunting and some ground pounding. It has great all-round visibility, especially to the sides and the rear thanks to its clear teardrop canopy. However there are lots of thick frames at the front which can get very annoying and obstruct the target in a chase, delaying the pilot's reaction. The glass on the canopy's sides also tend to create dizzying reflections when the sun is near, reducing the visibility a lot. The over-the-nose visibility is average. The wing position (in front of the canopy) means that you cannot see anything at your low 11, 12, 1, 2 'o clock so you have to fly past the target area and look towards 3, 4, 5, 7, 8, 9 'o clock where there is nothing to obstruct your view.
 +
* The handling is good in general. During a take off the Ki-44 feels nose-heavy without any flaps deployed therefore after retracting the gears and flaps you need to pitch up a bit until the plane picks up some speed. Only elevator trim is available, so when the stick is at its deadzone, the Ki-44 will roll and yaw to the left side. Therefore you always need to pull the stick to the right which can get a bit annoying. It has excellent climb rate of around 14m/s at 400 kph, with 100% throttle and no MEC. This means that it can get to an ideal altitude of around 3000m very quickly. In a dive it easily accelerates to around 550 kph while still having responsive controls, however it does not retain the speed well after leveling out. Note that its engine will overheat unbelievably fast. With WEP it heats up to >243° within 15 seconds. Thus you must utilise the WEP only when you have to, for example in a zoom climb or a high yoyo. The good news is, the engine can cool down quick enough for another 15-second WEP.
 +
* While being more of a BnZ fighter, the Ki-44 also performs excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-44 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. 
 +
* The Ki-44 has a lovely low stall-speed of around 160 kph and is also very controllable when getting out of a stall. However the handling gets very sluggish when slower than 200 kph so make sure that there is no one behind you.
 +
* When intercepting planes, it is crucial to know what the target is. If it is a bomber/attacker with decent defensive firepower, great turret coverage, or robust protection, then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, any gun can critically damage the Ki-44 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage aim for their wings and engines, as the fuselage usually soaks up lots of bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything... and it usually is, unfortunately. The slow velocity, light projectiles and low one-second burst mass usually guarantee no critical damage. However sometimes it only takes one bullet to set the target aflame, if you are lucky.
 +
* B-25, Ju 88, IL-2, etc: These aircraft have either powerful defensive guns, for example the B-25, or wide gun coverage such as the Ju 88. The most threatening one, the B-25, is fairly easy to distinguish. It has a short and wide fuselage, twin radial engine hanging under the wings and a H-tail. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, never engage any of these if you have no altitude advantage. Pin them on the map and leave them to teammates with more powerful firepower.
 +
* A6M, Spitfire, etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-44 still remains responsive handling at 600 km/h, but its speed retention is poor, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.
 +
* F4U, F6F, P-47, etc: these planes are a huge threat to the Ki-44 as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also sey you aflame easily. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average. Anyways, start a turnfight whenever you see these stubby planes.
  
===== Ammunition =====
+
=== Manual Engine Control ===
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{| class="wikitable" style="text-align:center"
! colspan="8" | Penetration Statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
 
|-
 
|-
| M20 || API-T || 31 || 30 || 25 || 21 || 17 || 14
+
! colspan="7" | MEC elements
 
|-
 
|-
| M2 || AP || 33 || 32 || 27 || 23 || 19 || 16
+
! rowspan="2" | Mixer
|-
+
! rowspan="2" | Pitch
| M1 || I || 2 || 2 || 1.5 || 1 || 0.5 || 0
+
! colspan="3" | Radiator
|-
+
! rowspan="2" | Supercharger
|}
+
! rowspan="2" | Turbocharger
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell Details
 
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! Oil !! Water !! Type
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
 
|-
 
|-
! 0%
+
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
! 50%
 
! 100%
 
 
|-
 
|-
| M20 || API-T || 887 || 0.0403 || N/A || N/A || N/A || _._° || __° || __° || __°
 
|-
 
| M2 || AP || 856 || 0.046 || N/A || N/A || N/A || _._° || __° || __° || __°
 
|-
 
| M1 || I || 944 || 0.041 || 0.02 || 0.3 || 1.2 || _._° || __° || __° || __°
 
|-
 
 
|}
 
|}
  
{|class="wikitable"
+
=== Modules ===
! colspan = "6" | Ammunition Belts
+
{| class="wikitable"
 +
! Tier
 +
! colspan="2" | Flight performance
 +
! Survivability
 +
! Weaponry
 
|-
 
|-
! '''Belts''' || '''Shell Composition'''
+
| I
 +
| Fuselage repair
 +
| Radiator
 +
|
 +
| Offensive 7 mm
 
|-
 
|-
|align="left"|''Universal'' ||align="left"| API-T / AP / I / AP
+
| II
 +
|
 +
| Compressor
 +
| Airframe
 +
| New 7 mm MGs
 
|-
 
|-
|align="left"|''.50 AP'' ||align="left"| API-T / AP / AP / AP
+
| III
|-
+
| Wings repair
|align="left"|''.50 APIT'' ||align="left"| API-T / API-T / API-T / I
+
| Engine
|-
+
|
|}
+
| Offensive 12 mm
The recommend belt to use is the APIT belt. It suffers from a slight penetration penalty compare to AP but gain the ability to set fires.
 
 
 
=== Torpedo armament ===
 
<!--Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.
 
 
 
If there is no torpedo armament, remove this section.-->
 
 
 
{{main|Mk.8-3 C/D (533 mm)}}
 
 
 
{| class="wikitable" style="text-align:center"
 
! colspan = "9" | [[Mk.8-3 C/D (533 mm)|533 mm Mk.8-3 C/D torpedo]]
 
 
|-
 
|-
! # on ship !! Mass (kg) !! Maximum speed <br> in water (km/h) !! Travel distance (km) !! Depth stroke (m) !! Arming<br>distance (m) !! Explosive type !! Explosive mass (kg of TNT equivalent)
+
| IV
 +
|
 +
| Engine injection
 +
| Cover
 +
| New 12 mm MGs
 
|-
 
|-
| 4 || 1379 || 54 || 3.65 || 1.0 || 50 || Torpex || 435
+
! colspan="5" | This is a premium vehicle: all modifications are unlocked on purchase
 
|-
 
|-
 
|}
 
|}
 
== Usage in battles ==
 
<!--''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''-->
 
This boat is difficult to play. The optimal position to maximize your survivability is to have your bow pointing directly at your enemy however that also means you have no guns to fire at them. The optimal position for your guns is to have your rear point at the enemy but it exposes 3 of the 4 sections of the boat(particularly when driving forward at a high speed).
 
 
It is recommend you engage enemies by driving directly at them, releasing your torpedoes, then do a 180 and either use your machine guns to fight or smokes to run away.
 
 
Other players that prefer to play less aggressively just play the boat constantly in reverse so they can always have guns to fire 'forwards'. Another variant of this playstyle is camping behind an island with all four guns pointed at a high traffic area.
 
 
Some players attempt to play the boat as an AA gun but it lacks the vertical elevation to engage planes directly above it and the survivability to take on strafing fighters.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize 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 - they have a substitution in the form of softer "inadequate", "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".'' -->
 +
''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:'''
  
* .50 calibre machine guns can effectively deal with just about any opponent it faces.
+
* Incredibly fast, leaves virtually any plane it faces in the dust at any altitude
* The 21-inch torpedoes can instantly obliterate an enemy ship, given they hit their mark.
+
* Climb rate is better than most equivalent aircraft, at more than 25 m/s spaded
* Decent top speed and acceleration
+
* Excellent acceleration
 +
* Superior agility against other aircraft like F4U
 +
* Extremely low stall speed
 +
* Has an excellent roll rate and decent turn time (utilise combat flaps for tighter manoeuvring)
 +
* Adequate armament for the rank
 +
* Good cockpit visibility in simulator
  
 
'''Cons:'''
 
'''Cons:'''
  
* .50 cal turrets cannot face forward
+
* Engine feels like a plasma reactor, you will overheat within a minute and a half with WEP, using 100% doesn't cool it down quickly enough
* The arrangement of the torpedoes requires firing from an angle against an enemy.
+
* Very fragile with next to no protection. Will get shredded / set on fire easily, especially by any plane with M2 Brownings (eg F6F)
* Wooden ship with no armor
+
* Has Instructor issues. Rudder and ailerons are very unstable if the plane is banked or at low speed
 +
* Flaps cause the nose to pitch down hard if used below 150-200 km/h in a steep climb
 +
 
 +
*
  
 
== History ==
 
== History ==
<!--Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.-->
+
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
+
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
The 77 ft PT-20 was a follow-on to the first serial production PT boats in the United States, the Elco 70 ft PT-10 series. The PT-20 series was longer and heavier than their predecessors which caused a reduction in speed, although they were given additional torpedo tubes in an effort to increase the firepower. The change to 21 inch (53.3 cm) torpedo tubes up from 18 inch (45.7 cm) was a large addition to weight, and the earlier 70 ft PT boats could not carry the desired amount of torpedo tubes. In late 1941 and early 1942 a total of around 50 of these 77 ft Elco PT boats were produced and these would form the basis for the other widely produced versions such as the Elco 80 ft PT-103.
 
  
 
== 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.'' -->
{{Youtube-gallery|LPFzWLprS_A|'''The Shooting Range #8''' - ''Pages of History'' section at 03:12 discusses Bulkeley's Devil Boats.}}
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
 
== See also ==
 
== See also ==
<!--Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
* ''reference to the series of the aircraft;''
 +
* ''links to approximate analogues of other nations and research trees.'' -->
 +
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
* ''reference to the series of the ship;''
+
* ''reference to the series of the aircraft;''
* ''links to approximate analogues of other nations and research trees.-->
+
* ''links to approximate analogues of other nations and research trees.''
* {{Specs-Link|us_elco_80ft_pt_boat}}: Elco's successor to the 77 ft PT-20 series, and one of the most widely produced versions of the PT boats in World War II
 
  
 
== External links ==
 
== External links ==
 +
<!-- ''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''encyclopedia page on the aircraft;''
 +
* ''other literature.'' -->
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
  
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on ship;''
+
* ''encyclopedia page on the aircraft;''
 
* ''other literature.''
 
* ''other literature.''
  
{{USA boats}}
+
{{AirManufacturer Nakajima}}
 +
{{Japan fighters}}
 +
{{Japan premium aircraft}}

Revision as of 02:42, 15 August 2020

Ki-44-I 34
ki_44_1_ep.png
Ki-44-I 34
AB RB SB
2.7 2.7 2.3
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This page is about the Japanese fighter Ki-44-I 34. For other variants, see Ki-44 (Family).

Description

GarageImage Ki-44-I 34.jpg


The Ki-44-I 34 Shoki is a premium rank II Japanese fighter with a battle rating of 2.7 (AB/RB) and 2.3 (SB). It was introduced in Update "Starfighters".

General info

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.

Characteristics Max Speed
(km/h at 6,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 539 523 9800 17.3 17.8 18.6 18.6 190
Upgraded 578 558 15.7 16.5 25.1 21.6

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
850 250 400 400 250 ~12 ~8
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 400 < 400 < 450 > 316

Survivability and armour

  • No armour
  • Non-self-sealing fuel tanks (1 in each wing root, and one behind the oil cooling system)

Armaments

Offensive armament

The Ki-44-I 34 is armed with:

  • 2 x 12.7 mm Ho-103 machine guns, wing-mounted (250 rpg = 500 total)
  • 2 x 7.7 mm Type 89 machine guns, nose-mounted (500 rpg = 1,000 total)

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).

  • In simulator, the Ki-44 is a decent fighter that can do traditional dogfights, some bomber-hunting and some ground pounding. It has great all-round visibility, especially to the sides and the rear thanks to its clear teardrop canopy. However there are lots of thick frames at the front which can get very annoying and obstruct the target in a chase, delaying the pilot's reaction. The glass on the canopy's sides also tend to create dizzying reflections when the sun is near, reducing the visibility a lot. The over-the-nose visibility is average. The wing position (in front of the canopy) means that you cannot see anything at your low 11, 12, 1, 2 'o clock so you have to fly past the target area and look towards 3, 4, 5, 7, 8, 9 'o clock where there is nothing to obstruct your view.
  • The handling is good in general. During a take off the Ki-44 feels nose-heavy without any flaps deployed therefore after retracting the gears and flaps you need to pitch up a bit until the plane picks up some speed. Only elevator trim is available, so when the stick is at its deadzone, the Ki-44 will roll and yaw to the left side. Therefore you always need to pull the stick to the right which can get a bit annoying. It has excellent climb rate of around 14m/s at 400 kph, with 100% throttle and no MEC. This means that it can get to an ideal altitude of around 3000m very quickly. In a dive it easily accelerates to around 550 kph while still having responsive controls, however it does not retain the speed well after leveling out. Note that its engine will overheat unbelievably fast. With WEP it heats up to >243° within 15 seconds. Thus you must utilise the WEP only when you have to, for example in a zoom climb or a high yoyo. The good news is, the engine can cool down quick enough for another 15-second WEP.
  • While being more of a BnZ fighter, the Ki-44 also performs excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-44 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. 
  • The Ki-44 has a lovely low stall-speed of around 160 kph and is also very controllable when getting out of a stall. However the handling gets very sluggish when slower than 200 kph so make sure that there is no one behind you.
  • When intercepting planes, it is crucial to know what the target is. If it is a bomber/attacker with decent defensive firepower, great turret coverage, or robust protection, then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, any gun can critically damage the Ki-44 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage aim for their wings and engines, as the fuselage usually soaks up lots of bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything... and it usually is, unfortunately. The slow velocity, light projectiles and low one-second burst mass usually guarantee no critical damage. However sometimes it only takes one bullet to set the target aflame, if you are lucky.
  • B-25, Ju 88, IL-2, etc: These aircraft have either powerful defensive guns, for example the B-25, or wide gun coverage such as the Ju 88. The most threatening one, the B-25, is fairly easy to distinguish. It has a short and wide fuselage, twin radial engine hanging under the wings and a H-tail. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, never engage any of these if you have no altitude advantage. Pin them on the map and leave them to teammates with more powerful firepower.
  • A6M, Spitfire, etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-44 still remains responsive handling at 600 km/h, but its speed retention is poor, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.
  • F4U, F6F, P-47, etc: these planes are a huge threat to the Ki-44 as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also sey you aflame easily. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average. Anyways, start a turnfight whenever you see these stubby planes.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Controllable
Not auto controlled
Controllable
Not auto controlled
Separate Not controllable
1 gear
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs
III Wings repair Engine Offensive 12 mm
IV Engine injection Cover New 12 mm MGs
This is a premium vehicle: all modifications are unlocked on purchase

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".

Pros:

  • Incredibly fast, leaves virtually any plane it faces in the dust at any altitude
  • Climb rate is better than most equivalent aircraft, at more than 25 m/s spaded
  • Excellent acceleration
  • Superior agility against other aircraft like F4U
  • Extremely low stall speed
  • Has an excellent roll rate and decent turn time (utilise combat flaps for tighter manoeuvring)
  • Adequate armament for the rank
  • Good cockpit visibility in simulator

Cons:

  • Engine feels like a plasma reactor, you will overheat within a minute and a half with WEP, using 100% doesn't cool it down quickly enough
  • Very fragile with next to no protection. Will get shredded / set on fire easily, especially by any plane with M2 Brownings (eg F6F)
  • Has Instructor issues. Rudder and ailerons are very unstable if the plane is banked or at low speed
  • Flaps cause the nose to pitch down hard if used below 150-200 km/h in a steep climb

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Nakajima Aircraft Company (中島飛行機株式会社 )
Fighters  Ki-27 otsu · Ki-27 otsu Tachiarai
  Ki-43-I · Ki-43-II · Ki-43-III otsu
  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
  Ki-84 ko · Ki-84 otsu · Ki-84 hei
  Ki-87
Hydroplanes  A6M2-N*
Interceptors  J1N1 · J5N1
Bombers  B5N2
  B6N1 Model 11 · B6N2 Model 12 · B6N2a Model 12Ko
  G5N1 · G8N1
  Ki-49-I · Ki-49-IIa · Ki-49-IIb · Ki-49-IIb/L
Recon  E8N2
Jet Fighters  Kikka
Captured  ␗Ki-27 otsu · ▃Ki-43-II · ␗Ki-43-III ko · ␗Ki-44-II hei · ␗Ki-84 ko
  *Refit of the Mitsubishi A6M2 mod. 11
See also  Fuji Heavy Industries (1957-2017)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E