Difference between pages "M13/40 (I)" and "Ki-44-I 34"

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(Survivability and armour)
 
(Pros and cons)
 
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{{Specs-Card|code=it_m13_40_serie_1}}
+
{{Specs-Card
 +
|code=ki_44_1_ep
 +
|store=9264
 +
}}
 
{{About
 
{{About
| about = Italian medium tank '''{{Specs|name}}'''
+
| about = Japanese fighter '''{{PAGENAME}}'''
| usage = other uses
+
| usage = other variants
| link = M13/40 (Family)
+
| link = Ki-44 (Family)
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it 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 M13 40 (I).jpg|420px|thumb|left]]
+
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
{{break}}
+
{{Break}}
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{specs|rank}} Italian medium tank {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]]. Its default colour is grey.
+
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update "Starfighters"]].
 
 
The {{PAGENAME}} is typically used as a breakthrough tank or a "blockade runner" due to the fact that it is very resistant to enemy fire especially when angled and can disable or destroy enemy vehicles with only one shot when up close. Beware, however, around the 500 m mark, the cannon ammunition starts to lose its punch and can fail to penetrate effectively.
 
  
 
== General info ==
 
== General info ==
=== Survivability and armour ===
+
=== Flight performance ===
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
+
<!-- ''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 visual template to indicate the most secure and weak zones of the armour.''-->
+
{| class="wikitable" style="text-align:center" width="70%"
 
+
! rowspan="2" | Characteristics
All of your armour, which can realistically be targeted, is flat, so despite quite high frontal armour values the {{PAGENAME}} must always be angled when squaring off with an enemy combatant or risk direct shot penetration of your vehicle. Your side armour value is not as good as the front, but at extreme angles, it becomes more effective.
+
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 
+
! rowspan="2" | Max altitude<br>(metres)
As long as you angle your tank right, you will have 36 to 50 mm of effective armour thickness and use it to block enemy shots. Destroy British tanks and any SPG as soon as possible, as every single one of them can destroy your tank. It is also worth destroying Soviet and certain USA tanks first as well, however, not every one of them can penetrate your armour.
+
! colspan="2" | Turn time<br>(seconds)
 
+
! colspan="2" | Rate of climb<br>(metres/second)
The rear end is also rather long, so enemies could pick this piece off if it is exposed. But it's better to be shot at your engines, than your crew compartment, located in the middle of the tank. Don't give your opponent any time to do that and make them go away before they started firing onto your second tier.
+
! rowspan="2" | Take-off run<br>(metres)
 
+
|-
'''Armor Composition:'''
+
! AB !! RB !! AB !! RB !! AB !! RB
 
+
|-
* Rolled Homogeneous Armor
+
! Stock
* Cast Homogeneous Armor - Interior Mantlet
+
| 539 || 523 || rowspan="2" | {{Specs|ceiling}} || 17.3 || 17.8 || 18.6 || 18.6 || rowspan="2" | 190
* Structural Steel - Fenders, Storage Boxes
 
* Tracks
 
* Structural Steel of Chassis - Suspension
 
 
 
{| class="wikitable"
 
!Armour
 
!Front (Slope angle)
 
!Sides
 
!Rear
 
!Roof
 
 
|-
 
|-
|Hull
+
! Upgraded
|30 mm (12°) ''Upper Plate''
+
| 578 || 558 || 15.7 || 16.5 || 25.1 || 21.6
25 mm (80°) - 30 mm (66°) ''Upper Glacis''
 
 
 
30 mm (Curved) ''Lower Glacis''
 
|30 mm ''Upper Front''
 
25 mm ''Upper''
 
 
 
25 mm ''Lower''
 
|25 mm ''Upper 3 Levels''
 
27 mm ''Lower Level''
 
|15 mm ''Crew Compartment''
 
5 mm - 15 mm ''Engine Compartment''
 
 
|-
 
|-
|Turret
 
|45 mm (13°) ''Turret front''
 
30 mm + 40 mm (Curved)''Gun mantlet''
 
| colspan="2" |25 mm
 
|15 mm
 
 
|}
 
|}
'''Notes:'''
 
 
* Turret Ring Guard - 50 mm
 
* Fenders, Storage Boxes - 4 mm
 
* Tracks - 20 mm
 
* Suspension - 10 mm to 15 mm
 
* Main Gun - 15 mm
 
* Machine Guns - 5 mm
 
 
=== Mobility ===
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
  
{{tankMobility|abMinHp= 201|rbMinHp= 115}}
+
==== Details ====
 
+
{| class="wikitable" style="text-align:center" width="50%"
Mobility of the {{PAGENAME}} is horrible on anything but flat land, but it's okay as long as you don't try to climb steep hills or to cross the entire map fast. Attempting a steep hill flank will just get you stuck and leave you exposed to enemy fire.
 
 
 
== Armaments ==
 
=== Main armament ===
 
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
 
 
 
Ammunition is good enough for flank shots and direct shots at flat armour up to 500 m. Post-penetration effect is enough to destroy most opponents of rank 1 with one or two shots.
 
 
 
Upgraded ammo does not have increased performance against flat armour, however against angled armour it does increase your chances to penetrate turrets along with angled armour and damage something like French tanks at longer range.
 
 
 
Overall, almost nothing can deflect your shots at 100-200 m range.
 
 
 
{{main|47/32 mod.35 (47 mm)}}
 
 
 
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! colspan="6" | [[47/32 mod.35 (47 mm)|47 mm 47/32 mod.35]]
+
! colspan="5" | Features
 
|-
 
|-
! colspan="3" rowspan="1" style="width:5em" |Capacity
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
 
|-
 
|-
| colspan="3" | 104 || -15°/+25° || ±180° || N/A
+
| || || ✓ || X || X    <!-- ✓ -->
 
|-
 
|-
! colspan="6" | Turret rotation speed (°/s)
+
|}
|-
+
 
! style="width:4em" |Mode
+
{| class="wikitable" style="text-align:center" width="50%"
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 13.33 || 18.45 || 22.40 || 24.77 || 26.35
 
 
|-
 
|-
| ''Realistic'' || 8.33 || 9.80 || 11.90 || 13.16 || 14.00
+
! colspan="7" | Limits
 
|-
 
|-
! colspan="4" | Reloading rate (seconds)
+
! rowspan="2" | Wings (km/h)
 +
! rowspan="2" | Gear (km/h)
 +
! colspan="3" | Flaps (km/h)
 +
! colspan="2" | Max Static G
 
|-
 
|-
! colspan="1" style="width:4em" |Stock
+
! Combat !! Take-off !! Landing !! + !! -
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| 6.5 || __.__ || __.__ || __.__
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 400 || 400 || 250 || ~12 || ~8
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
+
{| class="wikitable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! colspan="4" | Optimal velocities (km/h)
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
 
|-
 
|-
! 10m
+
! Ailerons !! Rudder !! Elevators !! Radiator
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
 
|-
 
|-
| Granata Perforante mod.35 || APHE || 54 || 52 || 40 || 30 || 22 || 16
+
| < 400 || < 400 || < 450 || > 316
 
|-
 
|-
| Granata Perforante mod.39 || APBC || 53 || 52 || 45 || 39 || 33 || 28
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! 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%
 
! 50%
 
! 100%
 
|-
 
| Granata Perforante mod.35 || APHE || 630 || 1.5 || 1.2 || 15 || 30 || ° || 47° || 60° || 65°
 
|-
 
| Granata Perforante mod.39 || APBC || 630 || 1.4 || 1.2 || 15 || 30 || ° || 48° || 63° || 71°
 
|-
 
 
|}
 
|}
  
===== [[Ammo racks|Ammo racks]] =====
+
=== Survivability and armour ===
{| class="wikitable sortable" style="text-align:center"
+
<!-- ''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.'' -->
|-
+
 
! class="wikitable unsortable" |Full<br /> ammo
+
* No armour
! class="wikitable unsortable" |1st<br />  rack empty
+
* Non-self-sealing fuel tanks (1 in each wing root, and one behind the oil cooling system)
! class="wikitable unsortable" |2nd<br />  rack empty
+
 
! class="wikitable unsortable" |3rd<br />  rack empty
+
== Armaments ==
! class="wikitable unsortable" |4th<br />  rack empty
+
=== Offensive armament ===
! class="wikitable unsortable" |5th<br />  rack empty
+
<!-- ''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.'' -->
! class="wikitable unsortable" |6th<br />  rack empty
+
{{main|Ho-103 (12.7 mm)|Type 89 (7.7 mm)}}
! class="wikitable unsortable" |Visual<br /> discrepancy
+
 
|-
+
The '''''{{PAGENAME}}''''' is armed with:
|| '''104''' || XX&nbsp;''(X+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || style="text-align:left" | No
+
 
|-
+
* 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)
  
Turret empty: 57&nbsp;''(47)''
+
== 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).''
  
=== Machine guns ===
+
* 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.
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
+
* 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.
{{main|Breda Mod. 38 (8 mm)}}
+
* 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 ===
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="7" | [[Breda Mod. 38 (8 mm)|8 mm Breda Mod. 38]]
+
! colspan="7" | MEC elements
|-
 
! colspan="7" | ''Coaxial mount''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,524 (24) || 600 || N/A || N/A
 
 
|-
 
|-
! colspan="7" | ''Pintle mount''
+
! rowspan="2" | Mixer
 +
! rowspan="2" | Pitch
 +
! colspan="3" | Radiator
 +
! rowspan="2" | Supercharger
 +
! rowspan="2" | Turbocharger
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
! Oil !! Water !! Type
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
 
|-
 
|-
| colspan="4" | 1,524 (24) || 600 || __° || __°
+
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
 
|-
 
|-
 
|}
 
|}
 
== Usage in battles ==
 
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
Try to push through enemy fire, while being angled at least 30° to your enemy. Destroy anyone who dares to fire at you, specifically targeting SPGs and those who forgot to angle their armour. Upgrade your ammunition for a better damage profile.
 
 
Alternatively, take a slightly flanking direction near to your team and use your strong characteristics to intercept any fast-moving vehicles while moving along with your team. After finishing the cleanup, flank main battle and destroy defenceless opponents.
 
 
It's not worth fighting heavily armoured vehicles alone while being angled without upgraded ammo. At a range of 500 m, you will probably only penetrate each other's turret and it's more up to luck than anything. One possibility if fighting from this range, your shell can potentially incapacitate turret crew, disabling the tank and allowing a team member with heavier firepower to finish the target off without the threat of being fired upon.
 
 
Tanks equipped with autocannons can destroy you from the rear and sides, however, they often go for engines first. Keep an eye out for them.
 
  
 
=== Modules ===
 
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
!Tier
+
! Tier
! colspan="2" |Mobility
+
! colspan="2" | Flight performance
!Protection
+
! Survivability
! colspan="2" |Firepower
+
! Weaponry
 
|-
 
|-
|I
+
| I
|Tracks
+
| Fuselage repair
 +
| Radiator
 
|
 
|
|Parts
+
| Offensive 7 mm
|Horizontal Drive
+
|-
 +
| II
 
|
 
|
 +
| Compressor
 +
| Airframe
 +
| New 7 mm MGs
 
|-
 
|-
|II
+
| III
|Suspension
+
| Wings repair
|Brake System
+
| Engine
|FPE
+
|
|Adjustment of Fire
+
| Offensive 12 mm
|Granata Peforante mod.39
 
 
|-
 
|-
|III
+
| IV
|Filters
 
|
 
|Crew Replenishment
 
|Elevation Mechanism
 
 
|
 
|
 +
| Engine injection
 +
| Cover
 +
| New 12 mm MGs
 +
|-
 +
! colspan="5" | This is a premium vehicle: all modifications are unlocked on purchase
 
|-
 
|-
|IV
 
|Transmission
 
|Engine
 
|
 
|Artillery Support
 
|
 
 
|}
 
|}
  
 
=== 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 a 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:'''
  
* When angled, can take shots from most 1<sup>st</sup> rank tanks without consequences
+
* Incredibly fast, leaves virtually any plane it faces in the dust at any altitude
* Can destroy tanks fast, if penetration is possible
+
* Climb rate is better than most equivalent aircraft, at more than 25 m/s spaded
* Very thick mantlet - about 40+30 mm overall, but be aware that at long range shells drop at an angle, and at places its protection becomes less than 30 mm
+
* Excellent acceleration
* Excellent gun depression
+
* 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:'''
  
* Engages in eternal shootouts with something with the same armour level as itself
+
* 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
* Slow and unable to climb well
+
* Very fragile with next to no protection. Will get shredded / set on fire easily, especially by any plane with M2 Brownings (eg F6F)
* While being slow, you are also forced to always drive at an angle as not to allow someone to set up for a direct shot
+
* Has Instructor issues. Rudder and ailerons are very unstable if the plane is banked or at low speed
* Slower reload compared to other reserve tanks.
+
* 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 ground vehicle 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.''-->
+
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''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).''
Intended to replace the unsatisfactory M11/39, the M13/40 retained its main mechanical features, but with a more powerful gun in a fully rotating turret. The M13 was slow, unreliable, and suffered from the tank commander doubling as the gunner. Similar to early Russian and French tanks, it did not receive radios as standard equipment until 1942. Nevertheless, it became the standard Italian medium tank from 1941 on, and is the best known Italian tank of the war. In War Thunder, the M13/40 (I) represents those made earlier in the production run, with manual turret traverse instead of hydraulic traverse gear. Reportedly Italian crews would remove the hydraulic traverse, which was cumbersome; the (I) model has extra ammo storage to reflect that.
 
 
 
It first saw service with the 3rd Medium Tank Battalion (Battaglione Carri M) in Libya's Sollum-Halfaya region. It later equipped 132nd "Ariete (Ram)" Armoured Division (Divisione Corazzata) in North Africa. From January to April of 1941, it also saw action in Yugoslavia and Greece with the 131st Centauro (Centaur) and 133rd Littorio armoured divisions. For a short time after the first rush of British victories in North Africa in early 1941, there were enough captured M13s to equip a British armoured unit, 6th Royal Tank Regiment, in Libya. These were all lost in turn to Rommel's offensive in March of that year. In late August of 1941, Italian medium tank platoons increased their number from four to five.
 
 
 
When Italy surrendered in September 1943, 22 M13s were captured by Germany, who handed them over to the Italian fascist forces. It is uncertain how many in total were produced, as many were converted to M14/41s: estimates range from 710 to 1,049.
 
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
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== See also ==
 
== See also ==
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* ''reference to the series of the aircraft;''
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''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 vehicles;''
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* ''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.''
  
 
== External links ==
 
== External links ==
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* ''topic on the official game forum;''
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{{Italy medium tanks}}
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{{AirManufacturer Nakajima}}
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{{Japan fighters}}
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{{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
Purchase:850 Specs-Card-Eagle.png
Show in game
STORE
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