Ki-61-I hei Hien

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Ki-61-I hei Hien in the garage.

The Ki-61-I hei Hien is a Rank III Japanese fighter with a battle rating of 4.7 (AB), 5.0 (RB), and 4.0 (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-61's instrument panel.

The "Hei" modification of the Ki-61 still retains the above average maneuverability, common to the Japanese airplane. However, the Hei Hien has some faults - its top speed is only 20 km/h higher that that of the early "Zeroes". Its climb rate is enough for its role, and it retains energy fairly well. While its acceleration holds itself pretty well, Its top speeds are not on par with other aircraft making it similar to the German Bf 109 G-6. Its guns are also a hit and miss - it is equipped with the deadly MG 151 20mm cannons, and it can also equip German belts with minengeshcoß shells. However, the Japanese 12.7s are lower velocity, and a bit on the weak side. The Hien's ammo count is average, albeit not as much as American aircraft. One thing to be noted is that the landing flaps are very effective and will slow you down even if you use WEP. That said, use them when you are trying to make somebody on your six overshoot you.

The Hei Hien's armament is flexible, as it is able to equip multiple kinds of bombs. With accuracy and shot placement, the large ammunition pool can work to your advantage. Equipping the air targets belt for the MG 151 cannons is the best choice for air combat. It features a high degree of minengeschoß shells, specially made German HE shells with thin walls. There is no 20 mm cannon shell in the game with more high explosive than the minengeschoß. As for the 12.7s, Stealth or Air target belts are your best bet. The best choice of bomb loadout is the 250 kg bombs due to the lack of precision needed. A pilot can miss a direct hit on a pillbox and still destroy it.

Tactics

Instead of simply "turning and burning" the Ki-61 is very good at energy fighting, or "boom and zoom". Once at a high altitude the Hien pilot may choose to dive lower to attack an enemy. If the enemy is not destroyed on the first pass, it is recommended to climb sharply and gain altitude. By doing this, the Hien sets itself up for another attack while not being in range of the enemy's guns.

The Hei Hien is best utilized as a multi purpose fighter. Although proficient at energy fighting, the Ki-61 is also generally good at standard maneuvers. It may lose turn fights with some enemy aircraft like the Spitfire Mk Vb/trop, but nonetheless it can still be used in multiple roles. The Hien is your standard "jack of all trades". It's not incredibly good at anything it does but is instead even across the board. This allows the Hien pilot to choose what role he or she wants to play in the battle. One could play the reserved, high flying energy fighter, or the aggressive low flying dogfighter. The Ki-61 allows these choices.

If caught in a sticky situation, the Hien pilot may choose to do several things. Depending on your altitude, executing a rolling scissors or an overshoot may be a valid tactic. try to make the enemy pilot feel pressured to disengage. Depending on the enemy's aircraft, use your speed to your advantage and try to get away. The most sure tactic would be communicating with teammates to ensure your assailant's death. Once tailed, the Hien pilot can "set up" an enemy by nosing up about 70 degrees so the entirety of the enemy plane is shown. At this stage, ideally your teammate is arriving to save the day. In realistic battles, if your team is made up of A6Ms it may also be beneficial to fly to them and start turn fighting.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • Above average maneuverability
  • Good diving capabilities
  • Equipped with German MG 151 cannons, firing minengeshcoß shells
  • Self sealing fuel tanks
  • Relatively good high altitude capabilities (compared to other Japanese tier III planes)
  • High ammunition count
  • Above average energy retention
  • Able to equip bombs

Cons:

  • Little armor
  • Generally slow
  • Wobbles in unexpected turns
  • The aircraft's battle rating is high for its performance
  • Vulnerable to fires

Specifications

Armaments

Offensive armaments

  • 2 x 20 mm MG 151 cannon, wing-mounted (150 rpg = 300 total)

MG151_20

MG151_20

MG151/20

Pros

  • Excellent fire rating for 'IT'
  • Excellent HE damage for 'HE-I (Mine)' = Minengeschoß
  • Decent fragmentation damage & great radius for 'APHE'
  • Decent fragmentation damage for 'FI-T'
  • Great rate of fire

Cons

  • Mediocre shell velocity (except HE-I (Mine))
  • Bad long range (>500m) accuracy



  • 2 x 12.7 mm Ho-103 machine gun, nose-mounted (400 rpg = 800 total)

Ho103

Ho103

Ho-103

Pros

Cons


Payloads

  • Without load
  • 2 x 50 kg Army Type 94 GPHE bombs
  • 2 x 100 kg Army Type 94 GPHE bombs
  • 2 x 250kg Army Type 92 GPHE bombs

Armour

  • 13 mm Steel plate behind pilot

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Kawasaki Ha-40 12-cylinder inline
  • Cooling type: Water
  • Max power: ____ hp (Stock), ____ hp (Upgraded)
  • Takeoff power: ____ hp (Stock), ____ hp (Upgraded)
  • Mass: 590 kg
Name: Kawasaki Ha-40 12-cylinder inline
  • Cooling type: Water
  • Max power: ____ hp (Stock), ____ hp (Upgraded)
  • Takeoff power: ____ hp (Stock), ____ hp (Upgraded)
  • Mass: 590 kg
Name: Kawasaki Ha-40 12-cylinder inline
  • Cooling type: Water
  • Max power: ____ hp (Stock), ____ hp (Upgraded)
  • Takeoff power: ____ hp (Stock), ____ hp (Upgraded)
  • Mass: 590 kg

Stats

Stock
  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 m

Upgraded

  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 m
Stock
  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 m

Upgraded

  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 m
Stock
  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 m

Upgraded

  • Max speed: ___ km/h
    • at height: 6,000 m
  • Max altitude: 10,300 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 380 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
0.28
0.56
0.84
1.12
1.4
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP



Modules and improvements

Unlocking the "Offensive 20mm belts" module should be a Hien pilot's first concern. The stock MG 151 belts aren't very good in a general sense, but the air targets belt is. The "New 12.7mm MGs" and "New 20mm cannons" modules can also be helpful as they allow for longer periods of firing. Unlocking the bomb modules can help on most maps, no matter the game mode. Destroying some extra ground units can't hurt a team's victory chances. After researching the 20mm belts try to unlock the performance modules.

History of creation and combat usage

The Ki-61 was first put into service in with a special training unit, the 23rd Chutai, and entered combat for first time in early 1943, during the New Guinea campaign. The Hiens were sent into a difficult theater where jungles and adverse weather conditions coupled with a lack of spare parts quickly made short work of the Japanese fighters. Nonetheless, the Hien proved to be a worthy adversary and it even outclassed the P-40. Towards the end of the war, Ki-61s were relied upon heavily to defend the Japanese mainland from B-29 attacks. Some pilots used ramming attacks to down the Superfortresses. Soon, entire "special attack squadrons" were formed for the sole purpose of ramming B-29s.

The Ki-61-I hei model utilized imported German Mauser MG 151 20mm cannons, placed in the wings. 800 of these weapons along with ammunition were sent to Japan via submarine in August of 1943.

Ingame description

{description}

Screenshots and fan art

Skins and Camouflages for the Ki-61-I hei Hien at Warthunder Live. Note that the search term #ki61 is a broad search term that covers all variants of the Ki-61 Hien ingame. So be sure to check the descriptions to see if it's applicable to the selected aircraft.

Additional information (links)

References


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ki_61_1a_hei.png

Icon-country-jap.png Ki-61-I hei
Nation Japan
Type Fighter
Fighting style Energy Fighting
Turn Fighting

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~2397 kg
Empty Weight + fuel ~2772 kg
Takeoff Weight ~3270 kg
Wing Area ~20 m²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1030 hp
WEP Duration infinite
top speed ~591.98 kph at 6000 m
Climb Rate ~10.00 m/s
Optimal climb velocity ~260.74 kph
Turn Time ~23.74 s
Wing loading (Empty) ~120.00 kg/m²
Characteristics
Empty Weight ~5284 lb
Empty Weight + fuel ~6111 lb
Takeoff Weight ~7209 lb
Wing Area ~215 ft²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1030 hp
WEP Duration infinite
Top speed ~367.84 mph at 19685 m
Climb Rate 32.81 ft/s
Optimal climb velocity ~162.02 mph
Turn Time 23.74 s
Wing loading (Empty) ~24.58 lb/ft²
Main Weapons
2 x Mg 151/20 150 RPG
2 x Ho-103 400 RPG
Payload Option 1
Nothing Loaded Clean Plane
Payload Option 2
2 x 💣 50 kg Type 94 mod.5 Bomb
Payload Option 3
2 x 💣 100 kg Type 94 mod.10 Bomb
Payload Option 4
2 x 💣 250 kg Type 92 mod.25 Bomb
Limits
Max Speed limit 760 kph
Gear lmit 330 kph
Combat Flaps 340 kph
Max static +G's ~18
Max static -G's ~12
Optimal Velocities
Ailerons <360 kph
Rudder <350 kph
Elevators <460 kph
Radiator >270 kph
Limits
Max Speed limit 472 mph
Gear lmit 205 mph
Combat Flaps 211 mph
Max static +G's ~18
Max static -G's ~12
Optimal Velocities
Ailerons <224 mph
Rudder <217 mph
Elevators <286 mph
Radiator >168 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 not controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
3450 m
11319 ft
100% Enginepower 1100 hp
WEP Enginepower 1232 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)