Spitfire Mk IIa

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Spitfire Mk IIa in the Garage.

The Spitfire Mk IIa is a Rank II British fighter with a battle rating of 2.7 (AB/RB) and 3.0 (SB). It was introduced in Update 1.35.

The main purpose, usage and tactics recommendations

General play style

Vehicle characteristics

For those who don't historically know much about the Spitfire, in 1941 in the Battle of Britain, the Spitfire flew to intercept enemy fighters because of its speed and agility- the Hurricanes were sent to destroy Heinkel Bombers. This same logic can be applied to War Thunder Realistic Battles- the Spitfire should first climb, using its excellent rate-of-climb, then intercept high patrolling fighters, if possible, bringing them lower. The Spitfire is fast, with a top speed around 600km/h, although in a straight line, it normally reaches around 460km/h. Do not head-on in the Spitfire- it can destroy your engine and your gun convergence won't save you- avoid head-ons and go for turnfights. A sensible opponent will try to energy fight you- to avoid destruction, climb quickly away from them, then dart back into their trajectory arc, normally underneath them; you can do that, since you have a good lift rate- eventually, either the opponent will miss and overshoot, allowing you to destroy them, or will dive, which you can follow, but be careful- the Spitfire will wing rip at around 500km/h or less, so don't pull hard or your wings will fly away...

The Spitfire has a relatively good ammo count- the 4-digit ammo can be deceiving, since there are 8 guns on the aircraft, making only around 400 rpg- you can use this to ground attack light or unarmoured targets, usually with stealth or omni-purpose belts, but this job should be left to dedicated gun-platforms, like the Hurricane and Hellcat

Tactics

When in a fight with an enemy plane, which is not Japanese, proceed to entice them into a TnB (Turn and Burn) fight, wait until they get close enough and then turn into them, forcing a turning fight,

It is faster than Japanese planes, so if attacked by one, either use a Rolling Scissors technique or just fly away and if in a good position, Boom and Zoom it.

Specific enemies worth noting

Counter-tactics

Those who are used to fighting the Spitfire Mk Ia will have an unpleasant surprise when they try to attack a Spitfire Mk IIa. The Spitfire Mk IIa rolls well like the first Spitfire does at speeds under 250 kph, or about 180-190 mph, but it out rolls the first Spitfire by far at speeds up to 450 kph. This makes this aircraft a deadly energy fighter, a threat further confirmed by its climb rate, one of the best in its rank. To fight this plane, try to use stall fighting tactics to get this aircraft to stall and then drop down from above them. You can also attack when you have plenty of speed, such as a shallow Boom and Zoom or a helicopter attack from underneath. In other words, when engaging this plane in a fight, don't ever try to make your presence known unless you have a dominant energy advantage. This means that you should not ever try to dogfight this plane because the Spitfire Mk IIa can turn the situation to its advantage, after which the other pilot is dead unless the pilot of the Spitfire has a very bad aim.

Pros and cons

Pros:

  • Eight 7.7 mm machine guns provide great anti-fighter power.
  • Great turn rate.
  • Good roll rate at low speed.
  • Better-than-average top speed.
  • Great rate of climb.
  • Better engine power than Mk Ia.
  • Decent amount of armour, a front 38 mm glass and rear 4-7 mm steel plates.

Cons:

  • Machine guns only effective if target is hit in continuous bursts.
  • Machine gun armament lacks the long range hitting power of cannons.
  • Ammo can run out quickly in prolonged, uncontrolled bursts.
  • Quick kills against large bombers without a pilot snipe is difficult, prolonged engagements exposes the Spitfire to the defensive gunners.
  • Machine guns cannot penetrate heavily amoured targets.
  • Bad high altitude performance.
  • Roll rate stiffens dramatically at ~350 km/h.
  • Pulling negative G's (Realistic/simulator only) can cause the carburetor(engine) to fail.

Specifications

Armaments

  • 8 x 7.7 mm Browning machine gun, wing-mounted (350 rpg = 2800 total)

Armour

  • 38 mm Bulletproof glass in cockpit front.
  • 4 mm Steel plate in pilot's seat.
  • 6-7 mm Steel plate behind the pilot.

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Rolls-Royce Merlin-XII 12-cylinder inline
  • Cooling type: Water
  • Max power: 921 hp (Stock), 1148 hp (Upgraded)
  • Takeoff power: 1074 hp (Stock), 1301 hp (Upgraded)
  • Mass: 625 kg
Name: Rolls-Royce Merlin-XII 12-cylinder inline
  • Cooling type: Water
  • Max power: 911 hp (Stock), 1020 hp (Upgraded)
  • Takeoff power: 1064 hp (Stock), 1173 hp (Upgraded)
  • Mass: 625 kg
Name: Rolls-Royce Merlin-XII 12-cylinder inline
  • Cooling type: Water
  • Max power: 911 hp (Stock), 1020 hp (Upgraded)
  • Takeoff power: 1064 hp (Stock), 1173 hp (Upgraded)
  • Mass: 625 kg

Stat card

Stock
  • Max speed: 545 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 16.1 s
  • Rate of Climb: 14.0 m/s
  • Takeoff run: 300 m

Upgraded

  • Max speed: 599 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 14.8 s
  • Rate of Climb: 27.3 m/s
  • Takeoff run: 300 m
Stock
  • Max speed: 535 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 16.5 s
  • Rate of Climb: 16.0 m/s
  • Takeoff run: 300 m

Upgraded

  • Max speed: 571 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 15.1 s
  • Rate of Climb: 19.4 m/s
  • Takeoff run: 300 m
Stock
  • Max speed: 535 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 16.5 s
  • Rate of Climb: 16.0 m/s
  • Takeoff run: 300 m

Upgraded

  • Max speed: 571 km/h
    • at height: 4,572 m
  • Max altitude: 10,000 m
  • Turn Time: 15.1 s
  • Rate of Climb: 19.4 m/s
  • Takeoff run: 300 m

Performances

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

History of creation and combat usage

Ingame description

@var:description

Screenshots and fan art

Skins and camouflages for the Spitfire Mk.IIa from live.warthunder.com.

Additional information (links)

References


Horsepower graphSidebar

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spitfiremkiia.png

Icon-country-gbr.png Spitfire Mk IIa
Nation Britain
Design Family Supermarine Spitfire
Type Fighter
Interceptor
Fighting style Boom & Zoom

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~2375 kg
Empty Weight + fuel ~2664 kg
Takeoff Weight ~3400 kg
Wing Area ~22 m²
# Flap Positions 1
Number of Engines 1
Air Brakes no
Arrestor Gear no
Statistics
Power per Engine 1020 hp
WEP Duration infinite
top speed ~571.32 kph at 4572 m
Climb Rate ~19.40 m/s
Optimal climb velocity ~242.64 kph
Turn Time ~15.10 s
Wing loading (Empty) ~106.00 kg/m²
Characteristics
Empty Weight ~5236 lb
Empty Weight + fuel ~5873 lb
Takeoff Weight ~7496 lb
Wing Area ~242 ft²
# Flap Positions 1
Number of Engines 1
Air Brakes no
Arrestor Gear no
Statistics
Power per Engine 1020 hp
WEP Duration infinite
Top speed ~355.00 mph at 15000 m
Climb Rate 63.65 ft/s
Optimal climb velocity ~150.77 mph
Turn Time 15.10 s
Wing loading (Empty) ~21.71 lb/ft²
Main Weapons
8 x 7.7 mm Browning 350 RPG
Limits
Max Speed limit 760 kph
Gear lmit 270 kph
Combat Flaps 290 kph
Max static +G's ~14
Max static -G's ~8
Optimal Velocities
Ailerons <321 kph
Rudder <400 kph
Elevators <465 kph
Radiator >250 kph
Limits
Max Speed limit 472 mph
Gear lmit 168 mph
Combat Flaps 180 mph
Max static +G's ~14
Max static -G's ~8
Optimal Velocities
Ailerons <199 mph
Rudder <249 mph
Elevators <289 mph
Radiator >155 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
4490 m
14731 ft
100% Enginepower 1140 hp
WEP Enginepower 1311 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)