Ki-200 Shusui

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General Info

The Ki-200 in the garage.

The Ki-200 Shusui is a Rank V Japanese jet fighter with a battle rating of 8.0 (AB/RB/SB). It was 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

Vehicle characteristics

The Ki-200's instrument panel.

The Ki-200 sits at a 8.0 battle rating in realistic battles. As a rocket, you are the fastest accelerating plane in this bracket. Some of the most common enemies you will face are MiG-17s, MiG-15s(bises), CL-13s, La-15s, Me 163s, Yak-30s as well as bombers such as the Tu-4, the Tu-14 and the IL-28. For the most part, you have incredible advantages over anything you will face. The main downfall of the Ki-200 is that it only has 5 minutes of fuel. Because of this, fights cannot last long periods of time and you must always be aware of the closest airfield location.

Another, issue of the Ki-200 is that the wings are very fragile. Any sort of high speed, turn will result in your plane being brutally decapitated. It is not fun to have that, is it? Don't worry, avoiding this is easy.

Tactics

People often don't know what to do with the Ki-200 at the start of a match. For one, on every single map you join, you will get an air start. You can choose to climb, which is time consuming and uses fuel, or you can, race full-throttle towards the enemy. By doing this, you can often catch unknowing enemy aircraft climbing.

Once again, DO NOT try to turn fight at speeds exceeding 450 MPH/720KPH. If you want to turn or maneuver, throttle down and jiggle your rudder so the plane slows down. By doing this, you can almost certainly avoid ripping your wings.

Dogfighting
Some of the aircraft you will face while flying the Ki-200 are the top tier jets such as the MiG-17 and the MiG-15/MiG-15bis. As a rocket, you have almost unprecedented advantage over all of these aircraft. The Ki-200, has an astounding climb rate rivaling that of the MiG-15. Due to this, you can choose when and where you want to engage enemy aircraft. Having this is the most important advantage one can have whilst flying the Ki-200. Once you lose this ability, you are able to be destroyed. An example of this would be when you are almost out of fuel and/or ammunition and are forced to land. Another huge advantage you have over jet and prop aircraft is your ability to turn. The Ki-200 can virtually turn on a dime, allowing you to even out turn propeller aircraft. However if you try to turn at high speeds your plane will break.

The main points:

  • Watch your fuel.
  • Watch your speeds when turning/diving.
  • Have situational awareness.
  • Decide the terms of attack.

The Ki-200's armament consists of 2 Type-5 30mm cannons. The Ki-200 only has 120 rounds of ammunition so it is essential you hit your target accurately. For this, It is not recommend attempting deflection shots. It is simply too easy for you to get up close, with an enemy and kill it with usually less than 20 rounds. That being said, learning how to lead for long range shots is unnecessary while flying the Ki-200. However, you may come upon situations; in which you are following an enemy jet and can't close distance. In those situations, it is very helpful to know how to deliver 30mm shells at a longer distance. Usually, it is not difficult, to hit those shots but it can become aggravating due to the cannons jerking left and right from recoil. It is advisable against long, arduous engagements (E.G. following an F-80 and not being able to close the distance) because you waste too much fuel and risk not being able to return to an airfield even if you destroy the plane.

Maneuvering and Landing
To fully master the Ki-200 it is; important to learn how to maneuver and land effectively. It is strongly advise, against vertical maneuvers in the Ki-200. Even if you are at speeds under 450 MPH/720 KPH; it becomes very easy to rip your wings in vertical dives. That being said, do not try to quickly nose up after any sort of vertical maneuver. Come back to your old buddy the horizontal turn. You may think because the Ki-200 is the Tier 5 aircraft: it must be bad at turning, but that is simply not the case. The Ki-200 is a blend between a Zero, a MiG 15, and a Sabre. It turns like nothing, has an incredible climb rate, and can reach very high top speeds. In order to land with the Ki-200, you must come into the runway on a slow approach. The Ki-200 has gear and landing flaps, but I would only recommend using the gear to lose air speed coming into the landing. If you hit the runway too hard with the gear down, the plane goes into an up and down motion sort of like there are imaginary hills on the runway. Belly landings are much more efficient not only because you avoid the derp, but because the aircraft will slow down incredibly quickly. In general, land it like a prop plane but without landing gear. It is possible to land on aircraft carriers although it requires some skill. You have to come in extremely slow and without gear. Essentially, you want to hit the deck with as little speed as possible so you stop. It is recommended to try to land, at speeds no less than 130 MPH/210 KPH.

Bomber Hunting
Do not go after bombers while flying the Ki-200 because when flying the Japanese at late tier 4 or early tier 5 you often have a mixture of Ki-200 (the dogfighters) R2Y2 (the bomber killers) and various props which are hybrids. Due to the lack of ammo in the Ki-200 I would not recommend going after bombers unless they are the only plane left on the enemy team. You simply waste too much ammo for too little a reward. The R2Y2 is much more suited for bomber killing as it has 4x 30mm cannons with plenty of ammunition. However, if you do decide to engage a bomber it is advised to attack from above and behind where you can get easy shots on the bomber's wing roots and fuselage. You may also come straight down and aim for the wings. Once again, be careful pulling up from the dive. Some common bombers you may face are the Tu-4, SO.4050, Tu-14 and IL-28. Although mostly defenseless they are extremely fast. It would recommend attacking them head on if they are at their top speed. Otherwise, they are very hard to catch even with the Ki-200.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • High top speed.
  • Fast turning.
  • Extremely, good acceleration.
  • Good climb rate.
  • Good glide characteristics.

Cons:

  • Low ammunition count
  • Largely unreliable guns.
  • Low fuel, capacity.
  • Fuel runs out very fast, since it uses a rocket engine.
  • Weak wings, susceptible to snaps.

Specifications

Armaments

  • 2 x 30 mm Type 5 cannon, wing-mounted (60 rpg = 120 total)

Armour

  • 70 mm Bulletproof glass in front of pilot.
  • 13 mm Steel plate behind the pilot.

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Toko Ro.2 rocket
  • Takeoff thrust: ____ kgf (Stock), ____ kgf (Upgraded)
  • Mass: 500 kg
Name: Toko Ro.2 rocket
  • Takeoff thrust: 1500 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 500 kg
Name: Toko Ro.2 rocket
  • Takeoff thrust: 1500 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 500 kg

Stats

Stock
  • Max speed: 983 km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: 17.2 s
  • Rate of Climb: 39.3 m/s
  • Takeoff run: 357 m

Upgraded

  • Max speed: ___ km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 357 m
Stock
  • Max speed: 973 km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: 17.4 s
  • Rate of Climb: 36.9 m/s
  • Takeoff run: 357 m

Upgraded

  • Max speed: ___ km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 357 m
Stock
  • Max speed: 973 km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: 17.4 s
  • Rate of Climb: 36.9 m/s
  • Takeoff run: 357 m

Upgraded

  • Max speed: ___ km/h
    • at height: 10,000 m
  • Max altitude: 14,900 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 357 m

Performance

Horsepower graph

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





0
1.1
2.2
3.3
4.4
5.5
6.6
7.7
8.8
9.9
11
0
0.48
0.96
1.44
1.92
2.4
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP

Supercharger Stage #2: 100%

Supercharger Stage #2: WEP

Supercharger Stage #3: 100%

Supercharger Stage #3: WEP



Thrust graph
170
320
480
630
780
940
1090
1240
1390
1550
1700
0
1.5
3
4.5
6
7.5
9
10.5
12
13.5
15
0
1.2
2.4
3.6
4.8
6
7.2
8.4
9.6
10.8
12
Speed in 100kph
Altitude in 1000km

Modules and improvements

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the Ki-200 from live.warthunder.com.

Additional information (links)

References


Horsepower graphSidebarThrust

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j8m1.png

Icon-country-jap.png Ki-200 Shusui
Nation Japan
Type Interceptor
Fighting style Boom & Zoom
Jet Combat

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~1900 kg
Empty Weight + fuel ~3610 kg
Takeoff Weight ~4297 kg
Wing Area ~17 m²
# Flap Positions 2
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Thrust per Engine 1700 kN
WEP Duration infinite
top speed ~1055.67 kph at 10000 m
Climb Rate ~47.42 m/s
Optimal climb velocity ~508.23 kph
Turn Time ~19.28 s
Wing loading (Empty) ~109.00 kg/m²
Characteristics
Empty Weight ~4189 lb
Empty Weight + fuel ~7959 lb
Takeoff Weight ~9473 lb
Wing Area ~187 ft²
# Flap Positions 2
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Thrust per Engine 1700 kN
WEP Duration infinite
Top speed ~655.97 mph at 32808 m
Climb Rate 155.57 ft/s
Optimal climb velocity ~315.80 mph
Turn Time 19.28 s
Wing loading (Empty) ~22.32 lb/ft²
Main Weapons
2 x 30 mm Type 5 60 RPG
Limits
Max Speed limit 1040 kph
Gear lmit 550 kph
Combat Flaps 620 kph
Max static +G's ~25
Max static -G's ~12
Optimal Velocities
Ailerons <790 kph
Rudder <600 kph
Elevators <690 kph
Radiator >250 kph
Limits
Max Speed limit 646 mph
Gear lmit 342 mph
Combat Flaps 385 mph
Max static +G's ~25
Max static -G's ~12
Optimal Velocities
Ailerons <491 mph
Rudder <373 mph
Elevators <429 mph
Radiator >155 mph
Manual Control
Mixer is not controllable
Pitch is not controllable
no automatic pitch
Radiator (water) is not controllable
Radiator (oil) is not controllable
Oil and water uses combined radiator control
Supercharger is not controllable
Turbocharger is not controllable
* 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)