Ki-49-I Donryu

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Arcade Realistic Simulator

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General info

Ki-49-I Donryu in the Garage.

The Ki-49-I Donryu is a Rank II Japanese medium bomber with a battle rating of 3.3 (AB), 3.0 (RB), and 3.7 (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

Tactics

The Ki-49's role is a low-altitude medium bomber capable of destroying ground targets such as pillboxes and tanks. Although hindered by a low total bomb capacity, this aircraft is renowned for its impressive maneuverability. This being said, it is very easy for the Ki-49 to hover above an area and drop all of its payload rather quickly. Heavy bombers such as the G8N1 Renzan have a harder time due to their sheer size and slow rate of turn. Make sure to select either of the 4x 250 kg bomb load outs if attacking targets like tanks, pillboxes, or smaller ships.

If attacked by fighters, it is important to remember and recognize the Ki-49's turning capabilities. It is actually possible to win lateral turn fights against fighters with this aircraft. Try not to act like a "sitting duck" because the Ki-49 features little armor protection and has limited defensive capabilities as far as weapons go. With only 7.7mm machine guns, this aircraft is not suited for air to air combat against fighters. The best belt to use is the armored targets belt. If you can't shake someone off your tail aim for the pilot or the engine - your only hope of destroying the enemy plane. Pulling hard maneuvers will throw the enemy off and allow you to set up for more defensive fire.

This aircraft has the ability to hold up to 1000 kg of bombs in several different variations. 12x 50 kg bombs, 2 versions of 4x 250 kg bombs, 1x 500 kg bomb, and 2 versions of 1x 800 kg bomb. Use the 12x 50 kg bombs to attack light tanks and light pillboxes. They are not viable against bigger targets, since direct hits are needed to destroy. This load out is particularly useful on maps like Zhengzhou where there is an abundance on non-moving targets (light pillboxes). Use either of the 4x 250 kg bomb versions to destroy heavier targets such as medium tanks, pillboxes, destroyers, and cargo ships. Although different in real life, both kinds of 250 kg and 800 kg bomb seem to do the exact same thing. It is purely up to choice which variation to use. It is not recommended to use the 500 kg bomb simply because one can opt for the 800 kg bomb with only a slight performance decrease. In any case, use either of these bombs to destroy targets like carriers or minibases.

In arcade battles, this aircraft is particularly proficient at bombing bases, especially with a maxed reload crew skill. Since the Ki-49 can virtually turn on a dime, instead of having to line up longer bombing runs like heavy bombers this aircraft can "hover" over the base or airfield and attempt dive attacks. The 800 kg bomb is particularly useful here because you only have to drop one bomb instead of spamming multiple. It's also possible to use this same tactic against pillboxes or tanks. With fighter cover, a good reload time skill and good aim it's possible to destroy dozens of ground units.

Although unconventional, this aircraft is a fantastic weapon if you want to bait the enemy. Ideally, you would want to attract a higher flying enemy down to you and to get into a turn fight. This way, depending on the enemy aircraft you can out maneuver and distract him while teammates fly down to finish him off.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • Variety of payload options.
  • Multiple gunners for protection in almost all directions.
  • Armor protection around pilots and gunners.
  • Highly manoeuverable and decent climb rate for a medium bomber.
  • Self-sealing fuel tanks.
  • Very good in taking out individual ground targets.
  • Internal payload creates no drag.
  • Has a tendency of being ignored due to low payload capacity.
  • Less prone to damage unlike the G4M.
  • Two pilots.

Cons:

  • Very poor choice for bombing bases especially in AB.
  • The wing is a entire fuel tank, therefore any hits to the wing can cause fuel tank fires.
  • Maximum payload is only 1000 kg.
  • Defensive armament is relatively poor.
  • Unlike the G4M, 20mm is mounted upwards, therefore it cannot fire at targets at level directly behind the plane.
  • Is outclassed by bombers from other nations within it's BR in nearly every aspect except maneuverability.
  • Weak engine horsepower.

Specifications

Armaments

Defensive armaments

  • 1 x 20 mm Ho-1 cannon, dorsal turret (150 rpg)
  • 1 x 7.7 mm Type 89 machine gun, nose turret (483 rpg)
  • 1 x 7.7 mm Type 89 machine gun, 2 x beam turret (483 rpg = 966 total)
  • 1 x 7.7 mm Type 89 machine gun, ventral turret (483 rpg)
  • 1 x 7.7 mm Type 89 machine gun, tail turret (828 rpg)

Payloads

  • 12 x 50 kg Army Type 94 GPHE bombs
  • 4 x 250 kg Army Type 92 GPHE bombs
  • 1 x 500 kg Army Type 92 GPHE bomb

Armour

  • 68 mm Bulletproof glass in front of pilot.
  • 12.5 mm Steel plate in front of pilot.
  • 16.5 mm Steel plate behind the pilots.
  • 12.5 mm Steel plate behind the dorsal gunner.
  • 12.5 mm Steel plates surrounding the dorsal gunner.
  • 12.5 mm Steel plates in front of the tail gunner.

Engine & Mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Nakajima Ha-41 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1026 hp (Stock), 1201 hp (Upgraded)
  • Takeoff power: 1107 hp (Stock), 1282 hp (Upgraded)
  • Mass: 630 kg
Name: Nakajima Ha-41 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1016 hp (Stock), 1105 hp (Upgraded)
  • Takeoff power: 1096 hp (Stock), 1186 hp (Upgraded)
  • Mass: 630 kg
Name: Nakajima Ha-41 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1016 hp (Stock), 1105 hp (Upgraded)
  • Takeoff power: 1096 hp (Stock), 1186 hp (Upgraded)
  • Mass: 630 kg

Stats

Stock
  • Max speed: 446 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 30.2 s
  • Rate of Climb: 9.1 m/s
  • Takeoff run: 677 m

Upgraded

  • Max speed: 486 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 27.8 s
  • Rate of Climb: 17.1 m/s
  • Takeoff run: 677 m
Stock
  • Max speed: 435 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 30.6 s
  • Rate of Climb: 10.3 m/s
  • Takeoff run: 677 m

Upgraded

  • Max speed: 466 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 29.0 s
  • Rate of Climb: 12.5 m/s
  • Takeoff run: 677 m
Stock
  • Max speed: 435 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 30.6 s
  • Rate of Climb: 10.3 m/s
  • Takeoff run: 677 m

Upgraded

  • Max speed: 466 km/h
    • at height: 5,000 m
  • Max altitude: 9,000 m
  • Turn Time: 29.0 s
  • Rate of Climb: 12.5 m/s
  • Takeoff run: 677 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
0.54
1.08
1.62
2.16
2.7
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP



Modules and improvements

Being a bomber, speed is not necessarily an important attribute, however payload and armament is. Upgrading the bombs allows for more target flexibility and damage potential while turret upgrades will help survivability. the turret belts and the "new turrets" upgrades are useful. The "new turrets" upgrade will allow you to fire the turrets for longer periods of time and having access to multiple ammunition belts is also helpful. The engine upgrades are also useful in that they will help you reach your target faster and will control engine temperature. Having all of the weapons upgrades will help drastically in unlocking the other modules on this aircraft.

The best way of grinding with this aircraft is to play cautiously and to use communication. As with any bomber, if you're caught alone or off guard you are as good as dead. Although not a sure tactic, having a fighter escort will boost RP gains drastically. This goes for both arcade and realistic battles. Generally, try to destroy as many targets as possible without wasting bombs. If done in a speedy fashion it is possible to drop multiple payloads in RB. The same goes for simulator battles. In arcade battles, having a high reload speed and a fighter escort will allow for constant bombardment. If done correctly, flying the Ki-49 in all modes will net you large amounts of RP.

History of creation and combat usage

The Ki-49 first saw service in China. After the outbreak of the Pacific War it flew in New Guinea Australia. The Ki-49 was also used in the defense of the Philippines. The first unit to receive Ki-49 Donryu was the 61st Sentai in China. Unknown amount of Ki-49s were involved in the Battle of Okinawa in 1945.


- 95th Sentai, Papua New Guinea 1943
- 61st Sentai, French Indochina 1944
- 7th Sentai, 2nd Chutai 1944-45
- 24th Sentai, 2nd Chutai Philippines 1944-45
- 62st Sentai 3rd Chutai Burma 1944

Screenshots and fan art

Skins and Camouflages for the Ki-49-1 Donryu at Warthunder Live. Note that the search term #ki49 is a broad search term that covers all of the Ki-49 Donryu bombers. So be sure to check the descriptions to see if the selected skin is applicable to the selected aircraft.

Additional information (links)

References


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ki-49_1.png

Icon-country-jap.png Ki-49-I Donryu
Nation Japan
Type Medium bombers
Fighting style Ground Attack
Bombing

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~6344 kg
Empty Weight + fuel ~8792 kg
Takeoff Weight ~10675 kg
Wing Area ~69 m²
# Flap Positions 3
Number of Engines 2
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1105 hp
WEP Duration infinite
top speed ~411.00 kph at 5000 m
Climb Rate ~12.47 m/s
Optimal climb velocity ~220.51 kph
Turn Time ~24.64 s
Wing loading (Empty) ~92.00 kg/m²
Characteristics
Empty Weight ~13986 lb
Empty Weight + fuel ~19383 lb
Takeoff Weight ~23534 lb
Wing Area ~743 ft²
# Flap Positions 3
Number of Engines 2
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1105 hp
WEP Duration infinite
Top speed ~255.39 mph at 16404 m
Climb Rate 40.91 ft/s
Optimal climb velocity ~137.02 mph
Turn Time 24.64 s
Wing loading (Empty) ~18.84 lb/ft²
Main Weapons
1 x Ho-1 150 RPG
4 x Type 89 483 RPG
1 x Type 89 828 RPG
Payload Option 1
12 x 💣 50 kg Type 94 mod.5 Bomb
Payload Option 2
4 x 💣 250 kg Type 92 GPHE Bomb
Payload Option 3
1 x 💣 500 kg Type 92 GPHE Bomb
Limits
Max Speed limit 630 kph
Gear lmit 300 kph
Combat Flaps 450 kph
Max static +G's ~2
Max static -G's ~2
Optimal Velocities
Ailerons <360 kph
Rudder <360 kph
Elevators <403 kph
Radiator >180 kph
Limits
Max Speed limit 391 mph
Gear lmit 186 mph
Combat Flaps 280 mph
Max static +G's ~2
Max static -G's ~2
Optimal Velocities
Ailerons <224 mph
Rudder <224 mph
Elevators <250 mph
Radiator >112 mph
Manual Control
Mixer is 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 not controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
4100 m
13451 ft
100% Enginepower 2490 hp
WEP Enginepower 2669 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)