Hurricane Mk IIB/Trop

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General Info

The Hurricane Mk IIB/Trop in the Garage.

The Hurricane Mk IIB/Trop is a Rank II British fighter with a battle rating of 2.3 (AB) and 2.0 (RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.29.

The main purpose, usage and tactics recommendations

General play style

The aircraft can fulfill two roles once its suspended armament is unlocked and purchased. It either can take the role of a fighter or take the role of a fighter-bomber or attack aircraft.

As a fighter, its flight characteristics and performance are sufficient for the fighter role within its rank. Although the Hurricane IIB’s speed and more importantly turn time are considerably lower than the Spitfire and its other Hurricane relatives, it can stand its ground. It's forgiving and retains good turning characteristics at low speeds, though has a rather slow roll rate. With its forward centre of gravity, the Mark IIB is inclined to climb at full power. The plane is fairly easy to manoeuvre, and it often out-manoeuvres other planes at its level: even novice Japanese pilots can't quite escape a Hurricane that is under the control of a skilled pilot.

While it is agile against many other planes at its rank, it can easily be outclassed by planes above in an uptier in terms of armament, guns, and agility. Overall, the Hurricane IIB is a rugged multipurpose aircraft and a joy to fly. If you want to know more about the ins and outs of flying the Hurricane, have a look at the historic pilot's notes. A great and forgiving fighter aircraft to fly for beginners and a deadly tool for those who know it well!

Vehicle characteristics

With its twelve .303 Browning machine guns, the Hurricane IIB is well suited for the fighter role as it packs a tremendous punch at this rank. The sheer number of guns compensates adequately for the lack of higher calibre armament. The number of guns come at a price though: with 350 rounds per gun, ammunition can be expended rather quickly in RB and SB. Trigger discipline is key here and will benefit both ammunition conservation and fire accuracy. Nonetheless, the Hurricane is a very stable gun-platform. The fact that it can be equipped with either bombs or rockets allows the plane to play the role of ground attack or attack interceptor without missing a beat. When attacking ground units, the two GP Mk.IV 250lb bombs can quickly destroy targets such as tanks, pillboxes and certain ships. When it is equipped with six RP-3 rockets, it can become a very deadly plane against ground targets, but also bombers, heavy attackers and - with a bit of luck - other fighters.

Hawker Hurricane IIB in action in Warthunder

However, its advantages don't come without its disadvantages, the biggest concern being its rather fragile engine and airframe. Its soft skin and little protection means the Mark IIB can't take too much damage before it takes on critical damage. Once the aircraft is damaged, the plane often loses controllability, making survival far harder, as manoeuvrability is key for the British aircraft.

Furthermore, the Hurricane's heavy weight, due its outdated box-girder structure, results in good vertical energy retention allowing the plane to engage in energy fighting. Boom and Zoom manoeuvres are possible, though the relative low speed of the Hurricane makes this a risky business on longer stretches. Utilise them as a form of fighting in both Realistic and Simulator modes, as unlike in Arcade, regaining energy and speed after a turn fight takes some time, leaving you vulnerable to fighters which didn't join the furball. Keep in mind that the speed of the aircraft is not high and you can be easily caught by swifter enemies. If the player does press for turn-fighting keep your situational awareness up: you can turn on a penny, but once you get hit and get damaged – controllability issues may lead to you being unable to avoid anything.

MEC usage

The plane is very forgiving when using Manual Engine Settings

Prop pitch: this can safely be set to 100% when climbing but when flying level you should reduce it to 90%. This will not only give the engine a bit of a rest and reduce the amount of heat generated but it wil also give you a few km/h in speed.

Radiator: if set to 30-40% you can climb without burning overheating your engine (will get orange but not red) to about 3.5km. After that you should cut back a bit on the throttle and let the engine cool down.

Supercharger: this should be switched at 3.5km (11,482 feet) altitude for optimal performance.

Tactics

The twelve machine guns can be very deadly against planes at this rank, spewing what comes to be a massive wall of lead toward enemy pilots, as long as the pilot gets into a fairly close range of their target (100m - 250m is optimal) and firing at gun convergence. However, the twelve guns can burn through ammo fairly quickly, which can lead to constant reload in Arcade Battles and ammunition depletion in Realistic and Simulator Battles if the pilot doesn't manage his fire.

The Hurricane IIB is unique at its rank due to its ability to use either two 250lb GP bombs, or six HRC rockets. This allows the pilot the choice between playing ground attack roles against heavy targets such as ships, pillboxes, and tanks, or in the spirit of the attacker role, intercepting larger planes such as heavy fighters or bombers and quickly putting them out of the fight. However, both weapons have a fairly long reload time (in AB).

When utilising the rockets in Arcade, the pilot must be able to carefully predict with great precision their enemy's movement. Leading their shots long enough to have the rocket make contact with any part of the plane; along with resisting the urge to spam all six at once only to miss or not be able to go after other planes. One rocket is sufficient against fighters and other small aircraft, but some bombers and larger planes can take up to two rockets directly and not be immediately put down. For RB & SB rocket armament is not advised for air to air fights. They slow the already sluggish Hurricane down even more. Against bombers, the main target of rockets in AB, crippling one engine will either result in devastating fires, or will cause the plane to eventually crash on it's long trip back to base. However, in ground-attack duties they still excel and once fired, a great fighter aircraft with great dodge ability remains to fight on.

A No 402 Squadron RCAF Hurricane Mk IIb 'Hurribomber' being re-armed at Manston, 6 November 1941.

The Hawker Hurricane Mark IIB can be used in two roles with relative ease: as a fighter-bomber and a fighter.

Battle of Imphal - A Hurricane II of No. 42 Squadron RAF diving to attack a bridge near a small Burmese settlement. The bombs of the previous aircraft can be seen exploding on the target.

In the ground-attack fighter-bomber role, the aircraft packs a punch with both its primary and pylon armament. It can attack soft targets with its .303 Browning guns, though tougher, armoured targets cannot be destroyed with it primary armament. The rockets and bombs allow the player to crack these targets as well with relative ease. Experience will allow the player to deploy these weapons with accuracy and to great effect. As with the use of the primary armament to engage air targets, the use of ammo should be kept in mind when engaging ground targets as well. It’s very easy to deplete the available rounds on a bothersome artillery emplacement only to find a bogey on your tail with no rounds left to engage.

As a fighter, the Hurricane stands its ground, though it is somewhat limited by its armament. It is not as nimble as its Hurricane relatives or the Spitfires. The latter has a turn time of 15 seconds when fully upgraded, whereas the Mark IIB only manages a turn time of 23.7 seconds. This is something to keep in mind when fighting more manoeuvrable adversaries. The above mentioned limited amount of ammunition should also be considered when engaging as a fighter. The 350 rounds per gun can be spent in quick succession, so pay attention to the usage. Furthermore, the killing power of the guns is highest when engaging targets ‘’only’’ in the gun convergence zone. Combining the two means that holding fire until finding a target at a suitable lead angle within the gun convergence zone results in more accurate, more deadly and more conservative fire. Not combining the two means unnecessarily spending limited ammunition, losing accuracy and lacking lethal power.

Specific enemies worth noting

Allied ground crew disassembling a wrecked German He 111 aircraft near Daba and Fuka, Egypt, circa 1942; note wrecked Bf 109 fighter and Hurricane Mk II fighter in background

Fighters

  • Bf 109s & Fw 190s: Although the latter are not commonly encountered at its BR, both the 109 and the 190 pose a large threat due to the tremendous firepower and boom-and-zoom characteristics. Whilst German pilots that allow themselves to lured into turn-fighting can be quickly destroyed, the boom-and-zoom tactics are harder to counter. The Hurricane packs a punch, but is easily defeated by cannon power in a head-on engagement. It’s more advisable to evade a head-on attack and try to engage after a quick turn. The Mark IIB pilot should avoid boom and zoom attacks and try to lure the opponent into a turn to follow or a complete turn fight in order to get a gun solution on the target. The Hurricane IIB isn’t fast enough nor has the high-altitude performance its German opponents have, so don’t think about winning such a race in the long run.
  • BF-110: Again, the most dangerous scenarios include head-on and boom-and-zoom attacks. The BF-110 packs one of the biggest punches at its tier, so be prepared to aggressively evade its guns. It is rather slow in turning and is a big target though, so if you do get a lead angle within convergence range, the BF-110 can be taken out quite easily.
  • Chaika’s & Ishak’s: In general, the Russians have the advantage here. Being more manoeuvrable and having heavier firepower available, the I-153 and I-16 can be a tough nut to crack. Avoid turn fights with these aircraft. You have the advantage of speed, but only marginally so. Avoid getting too close, unless you are leading the target. Do not engage multiple Russian bogeys when lacking support by other teammates.
  • American fighters: Although you wouldn’t guess it at first, the US fighter aircraft at this tier are faster turners than the Hurricane Mk IIB. These opponents also often surpass your aircraft's capabilities in terms of maximum speed and firepower. Turn fighting is key here, but avoid prolonged dogfights with your nimbler American opponents, as they will out turn you in the end.
  • Bombers: For all bomber targets you may encounter the tactics are bound by two main considerations: lack of ammunition and vulnerability of the Hurricane IIB. Engaging targets with speed advantage and firing within the convergence zone allows you to really do damage. The Mark IIB is a great bomber hunter, though in the hands of a novice pilot this will likely mean many return trips to base to reload those guns. Get accurate and await a powerful shooting solution.

Counter-tactics

Pros and cons

Pros:

  • Multi role: fighter and fighter-bomber roles can be fulfilled.
  • Quite manoeuvrable: suitable for turn fighting.
  • Decent vertical energy retention: suitable for limited B&Z tactics.
  • "Heavy" armament: 12x .303 Browning machine guns

Cons:

  • Fragile: engine and frame (fabric coated tube frame) are prone to damage
  • High rate of fire: high ammo consumption if not cautious.
  • Not a true fighter: not as manoeuvrable as its siblings and the Spitfire.
  • Additional armament is limited: reload time is slow in AB.
  • Convergence is key: additional guns are mounted further out on wing, resulting in a high convergence and beyond or below the target - the distance may result in a lot of missed shots.
  • Due to the Hurricane having a carburetor, inverted maneuvers will cause the engine to fail due to fuel starvation.

Specifications

Armaments

Offensive armaments

  • 12 x 7.7 mm Browning machine guns, wing-mounted (350 rpg = 4,200 total)

Payloads

bombs

bombs

Bombs

Nation Mass (nominal) Name Caliber Drag   Damage  
  Rating  
  Radius     Pen     Damage  
  Rating  
  Radius     Pen  
Bomb properties High explosive Fragmentation
Nation-de.png
Germany
1,000 kg SC 1000L2 450 33 360.4 30m 250mm 94.4 150m 15mm
250 kg SC 250Ja 285 16.9 6.3 10m 100mm 111 80m 12mm
50 kg SC 50Ja 152 4.3 0 3m 35mm 51.3 40m 10mm
500 kg SC 500K 392 23.7 100 25m 160mm 100 120m 15mm
10 kg SD 10C 152 0.8 0.3 5m 8mm 0 15m 5mm
10 kg SD 10a 152 0.8 0.5 5m 10mm 0 15m 5mm
Nation-jp.png
Japan
250 kg mod.25 mk 2 285 16.9 6.3 10m 100mm 111 80m 12mm
500 kg mod. 50 mk 2 392 23.7 100 25m 160mm 100 120m 15mm
800 kg mod. 80 mk 1 450 49.6 640.9 40m 250mm 94.4 150m 15mm
250 kg Type 92 mod. 25 285 16.9 6.3 10m 100mm 111 80m 12mm
500 kg Type 92 mod. 50 392 23.7 100 25m 160mm 100 120m 15mm
100 kg Type 94 mod. 10 267 9.3 0.9 6m 75mm 102.3 45m 12mm
50 kg Army Type 94 mod. 5 152 4.3 0 3m 35mm 51.3 40m 10mm
60 kg Type 97 mod. 6 152 4.3 0 3m 35mm 51.3 40m 10mm
250 kg Type 98 mod.25 285 16.9 6.3 10m 100mm 111 80m 12mm
800kg Type 99 mod. 25 450 49.6 640.9 40m 250mm 94.4 150m 15mm
800 kg Navy Type 99 No. 80 mod. 1 450 49.6 640.9 40m 250mm 94.4 150m 15mm
Nation-su.png
USSR
100 kg FAB-100 267 9.3 0.9 6m 75mm 102.3 45m 12mm
1,000 kg FAB-1000 450 33 360.4 30m 250mm 94.4 150m 15mm
250 kg FAB-250M-43 285 16.9 6.3 10m 100mm 111 80m 12mm
50 kg FAB-50 152 4.3 0 3m 35mm 51.3 40m 10mm
500 kg FAB-500 392 23.7 100 25m 160mm 100 120m 15mm
1,500 kg FAB-1500M-46 450 33 2452.7 70m 450mm 94.4 150m 15mm
3,000 kg FAB-3000M-46 450 33 8493.2 100m 500mm 94.4 150m 15mm
Nation-gb.png
Britain
453 kg 1000 lb GP 392 37 100 25m 160mm 100 120m 15mm
453 kg 1000 lb GP mk 1 392 37 100 25m 160mm 100 120m 15mm
453 kg 1000 lb MC mk 1 392 37 100 25m 160mm 100 120m 15mm
113.4 kg 250 lb 267 0 5.4 13m 78mm 100.6 48m 12mm
113.4 kg 250 lb 43 267 0 5.4 13m 78mm 100.6 48m 12mm
113.4 kg 250 lb late 267 0 5.4 13m 78mm 100.6 48m 12mm
226.8 kg 500 lb 285 16.9 15.7 16m 100mm 111 80m 12mm
226.8 kg 500 lb 43 285 16.9 15.7 16m 100mm 111 80m 12mm
1,815 kg mk 2 Cookie 450 100 4955.1 80m 400mm 87.6 200m 15mm
Nation-us.png
USA
453.6 kg 1000lb AN-M65 cone 392 37 100 25m 160mm 100 120m 15mm
453.6 kg 1000 lb AN-M65A1 392 37 100 25m 160mm 100 120m 15mm
45.4 kg 100 lb AN-M30A1 152 4.3 1 8m 50mm 51.3 40m 10mm
907.2 kg 2000 lb AN-M66A2 450 49.6 640.9 40m 250mm 94.4 150m 15mm
113.4 kg 250 lb AN-M57 267 9.3 4.1 12m 75mm 102.3 45m 12mm
226.8 kg 500 lb AN-M64A1 285 16.9 15.7 16m 100mm 111 80m 12mm
Nation-fr.png
France
kg 100 kg No. 1 m mm m mm
kg 200 kg No. 1 m mm m mm
kg 500 kg No. 2 m mm m mm

Rockets

Rockets

Aircraft Rockets

Nation Mass Name Velocity Caliber Drag   Damage  
  Rating  
  Radius     Pen     Damage  
  Rating  
  Radius     Pen  
Rocket properties High explosive Fragmentation
Nation-de.png
Germany
110.9 kg BR 20 350 m/s 210 100 210.8 5 m 75 mm 100 50 m 10 mm
3.85 kg R4M Orkan 525 m/s 55 0 0.6 1 m 12 mm 5.2 25 m 8 mm
2.78 kg RZ 65 Föhn 260 m/s 73 17.5 0 0.9 m 10 mm 13.1 15 m 8 mm
Nation-jp.png
Japan
60 kg 60 kg 340 m/s 82 21.1 99.9 6 m 60 mm 0 15 m 8 mm
Nation-su.png
USSR
41.9 kg RS-132 350 m/s 132 14 27.9 3 m 75 mm 43.3 25 m 10 mm
7.84 kg RS-82 340 m/s 82 0 0.6 1 m 23 mm 16.9 12 m 8 mm
Nation-gb.png
Britain
64 kg HVAR 420 m/s 127 14 29.3 3.5 m 75 mm 98.6 17 m 12 mm
43 kg RP-3 350 m/s 76 10.5 35.8 3.5m 75 mm 56.7 15 m 5 mm
Nation-us.png
USA
583 kg 11.75 in Tiny Tim 300 m/s 298 17.5 1,289.2 13 m 120 mm 183.4 45 m 12 mm
64 kg 5 in HVAR 420 m/s 127 14 29.3 3.5 m 75 mm 98.6 17 m 12 mm
17 kg M8 Bazooka 250 m/s 114 3.5 6 1 m 29 mm 16.8 25 m 7 mm

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Rolls-Royce Merlin-XX 12-cylinder inline
  • Cooling type: Water
  • Max power: 952 hp (Stock), 1300 hp (Upgraded)
  • Takeoff power: 1238 hp (Stock), 1586 hp (Upgraded)
  • Mass: 658 kg
Name: Rolls-Royce Merlin-XX 12-cylinder inline
  • Cooling type: Water
  • Max power: 940 hp (Stock), 1100 hp (Upgraded)
  • Takeoff power: 1226 hp (Stock), 1386 hp (Upgraded)
  • Mass: 658 kg
Name: Rolls-Royce Merlin-XX 12-cylinder inline
  • Cooling type: Water
  • Max power: 940 hp (Stock), 1100 hp (Upgraded)
  • Takeoff power: 1226 hp (Stock), 1386 hp (Upgraded)
  • Mass: 658 kg

Stat card

Stock
  • Max speed: 466 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 24.9 s
  • Rate of Climb: 6.9 m/s
  • Takeoff run: 360 m

Upgraded

  • Max speed: 521 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 22.7 s
  • Rate of Climb: 22.7 m/s
  • Takeoff run: 360 m
Stock
  • Max speed: 454 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 25.3 s
  • Rate of Climb: 9.1 m/s
  • Takeoff run: 360 m

Upgraded

  • Max speed: 494 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 23.7 s
  • Rate of Climb: 13.3 m/s
  • Takeoff run: 360 m
Stock
  • Max speed: 454 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 25.3 s
  • Rate of Climb: 9.1 m/s
  • Takeoff run: 360 m

Upgraded

  • Max speed: 494 km/h
    • at height: 5,500 m
  • Max altitude: 11,500 m
  • Turn Time: 23.7 s
  • Rate of Climb: 13.3 m/s
  • Takeoff run: 360 m

Performance

Warning this is still in the test phase and is probably incorrect. Take information with a grain of salt (data taken from 1.55)




0
1
2
3
4
5
6
7
8
9
10
0
0.3
0.6
0.9
1.2
1.5
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP

Supercharger Stage #2: 100%

Supercharger Stage #2: WEP



Modules and improvements

Flight Performance
These Modifications better the latter of its flight capabilities.

  • Fuselage Repair: -0,00071 to fuselage drag coefficient | -0.00032 to zero lift stabilizer drag coefficient | +2,2 km/h to max speed | +20 ft/min to climb rate
  • Radiator: -0,00129 to fuselage drag coefficient | -5% cooling time for arcade WEP | +4,3 km/h to max speed | +33 ft/min to climb rate
  • Compressor: +63,9 hp to engine power | +4,3 km/h to max speed | +319 ft/min to climb rate
  • Wings Repair: +0.086 to wingspan wise drag coefficient | -0.00152 to zero lift stabilizer drag coefficient | +7,9 km/h to max speed | +82 ft/min to climb rate
  • Engine: +87,9 hp to engine power | +7,2 km/h to max speed | +438 ft/min to climb rate
  • Engine Injection: +220,5 hp to engine power | +22,3 km/h to max speed | +2140 ft/min to climb rate | -0,3 s to turn time

Survivability
These modifications strengthen the aircraft, coinciding to having your aircraft take more damage.

  • Airframe: +10% to overall structural strenght | -69,9 kg to empty mass | +191 ft/min to climb rate | -0,1 s to turn time
  • Cover: +5% to overall structural strenght | -83,9 kg to empty mass | -0,00019 to fuselage drag coefficient | -0,00018 to zero lift wing drag coefficient | +1,4 km/h to max speed | +238 ft/min to climb rate | -0,2 s to turn time

Weaponry
These modifications allow to customize your weaponry of your aircraft.

  • Offensive 7 mm: allows you to choose between ammo types for the .303 Brownings.
  • New 7 mm MGs: -4 ft to weapon spread at 500 m distance | +32% to mean time between failures.
  • HSBC Mk.2: allows installation of 250 lb bombs.
  • HRC Mk. 8: allows installation of RP-3 rockets.

History of creation and combat usage

The plain one. The dumpy one. The unsexy sister of the glamorous Spitfire, its partner in the Battle of Britain. The plane that took, according to some sources, roughly 60 percent of the accounted kills during that air campaign in World War II. The plane in which the only Victoria Cross for Fighter Command was won by Ft Lt. James Nicolson. The plane in which a foreigner, the Czech Sgt. Josef František gained the third most victories of all pilots during the Battle of Britain: he gained 17 victories. The history of the Hurricane is not only interesting as it tells us something about the plane, it is equally important as it tells us about the desperate struggle in which it took part.

Hawker Hurricane IIB of No.402 Squadron, RCAF

The Hurricane thus has a long, but rather overshadowed history during the first years of the War. It served in all the theatres of World War II. In many variants, the workhorse fighter continued to serve until the end of the War - although its large-scale and frontline use effectively ended by 1943. It was a front line fighter, night fighter, intruder, fighter-bomber, naval fighter, reconnaissance aircraft and also had various non-combat roles.

Although a highly successful and popular fighter, by 1940 the Hurricane Mk I was already showing itself to be inferior to enemy fighters such as the Messerschmitt 109. Experience from the Battle of Britain had also proved that the Hurricane’s rifle-calibre 0.303 machine guns were inferior to larger calibre weapons being operated by enemy aircraft.

The Hurricane II was the result of further development of the earlier Mark I versions. Powered by an improved and supercharged twelve-cylinder Merlin XX engine, the Mark II entered service at the end of the summer of 1940 -at the height of the Battle of Britain. It was further modified by adding the ‘universal wing’ to allow the use of under wing stores such as bombs and rockets. Later the plane would be known as the Mark IIA Series 1. Hawker experimented with various armament configurations, leading to the Hurricane Mk. IIA Series 2 having either twelve .303 (7.7 mm) Browning Mk II machine guns, or four 20 mm Hispano Mk II cannons. Whilst the problem of rifle calibre bullets still existed with the .303 Brownings, the Hurricane’s weight of fire had at least been increased as an interim measure whilst more powerful weapons were being refined.

Hawker Hurricane Mk IIB Trop of No.274 Squadron, RAF
Hawker Hurricane Mk IIB Trop in Warthunder

This configuration and the new Merlin XX engine made the production of the ageing Hurricanes worthwhile, as Spitfire production continued to increase. The series 2 with 12 Brownings would later become designated as the Mark IIB in 1941. 56 Squadron were the first RAF squadron to be equipped with the new Hurricane Mk IIB in February 1941, and by the summer of the same year, 20 squadrons were operating the new Hurricane.

The series 2 with four Hispano cannons would become the Mark IIC. A tropical version of the Mark II was developed for service in the North African theatre of operations alongside naval versions designated Sea Hurricane and cannon armed versions, such as the Mark IID and Mark IV. The latter showed that as the war progressed, the fighter role was abandoned in favour of a more suitable attack role.

Whilst the Hurricane was no longer effectively employed in its original role as a fighter by the end of 1942, it would go on to serve in many other capacities until it was finally retired from the RAF in January 1947.

Ingame description

@var:description

Screenshots and fan art

Skins and camouflages for the Hurricane Mk.II from live.warthunder

Additional information (links)

As a leading source of historical research, it is definitely worth having a look at the sources of the Imperial War Museum. For comprehensive reference material, the always accurate Osprey Publishing literature is a wealth of information. See the following publications: Hurricane Aces 1939–40, Hurricane Aces 1941–45, Soviet Hurricane Aces of World War 2, Hawker Hurricane Mk I–V. There are still flying examples of the Hurricane Mark II around the world, one of which is housed at the The Fighter Collection at IWM Duxford.

References


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hurricanemkii.png

Icon-country-gbr.png Hurricane Mk IIB/Trop
Nation Britain
Type Fighter
Fighting style Boom & Zoom
Turn Fighting

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~2872 kg
Empty Weight + fuel ~3189 kg
Takeoff Weight ~3355 kg
Wing Area ~24 m²
# Flap Positions 3
Number of Engines 1
Air Brakes no
Arrestor Gear no
Statistics
Power per Engine 1100 hp
WEP Duration infinite
top speed ~437.34 kph at 5500 m
Climb Rate ~13.25 m/s
Optimal climb velocity ~222.39 kph
Turn Time ~23.48 s
Wing loading (Empty) ~120.00 kg/m²
Characteristics
Empty Weight ~6332 lb
Empty Weight + fuel ~7031 lb
Takeoff Weight ~7397 lb
Wing Area ~258 ft²
# Flap Positions 3
Number of Engines 1
Air Brakes no
Arrestor Gear no
Statistics
Power per Engine 1100 hp
WEP Duration infinite
Top speed ~271.75 mph at 18045 m
Climb Rate 43.48 ft/s
Optimal climb velocity ~138.19 mph
Turn Time 23.48 s
Wing loading (Empty) ~24.58 lb/ft²
Main Weapons
12 x Browning 350 RPG
Payload Option 1
Without load Clean Plane
Payload Option 2
2 x 💣 250 lbs Bomb
Payload Option 3
6 x 🚀 76mm, 37kg RP-3 rocket
Limits
Max Speed limit 660 kph
Gear lmit 240 kph
Combat Flaps 520 kph
Max static +G's ~11
Max static -G's ~11
Optimal Velocities
Ailerons <340 kph
Rudder <380 kph
Elevators <380 kph
Radiator >240 kph
Limits
Max Speed limit 410 mph
Gear lmit 149 mph
Combat Flaps 323 mph
Max static +G's ~11
Max static -G's ~11
Optimal Velocities
Ailerons <211 mph
Rudder <236 mph
Elevators <236 mph
Radiator >149 mph
Manual Control
Mixer is not controllable
Pitch is controllable
no automatic pitch
Radiator (water) is controllable
Radiator (oil) is not controllable
Oil and water uses combined radiator control
Supercharger is controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
2970 m
9744 ft
100% Enginepower 1160 hp
WEP Enginepower 1462 hp
Compressor settings 2
Optimal Altitude
5200 m
17060 ft
100% Enginepower 1170 hp
WEP Enginepower 1474 hp
* Warning this is still in the test phase and can be incorrect. Take information with a grain of salt (data from 1.57 initial release)