Yak-15P

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Yak-15P in the garage.

The Yak-15P is a Rank V Soviet jet fighter with a battle rating of 6.0 (AB), 6.3 (RB), and 6.7 (SB). It was introduced in Update 1.31.

The main purpose, usage and tactics recommendations

General play style

Vehicle characteristics

The Yak-15 features a streamline and easy to use instrument panel.

The Yak-15 is arguably one of the most underestimated planes in the game. Although its stat card reveals what would be considered "sub-par" performance and armament, the Yak-15 is both a unique and deadly fighter. Unlike its propeller-driven counterparts, this first generation jet aircraft wields the ability to hold on to energy in a straight line, whereas prop aircraft will slowly lose speed. This coupled with its good rate of turn allows the Yak-15 to defend itself against both propeller and jet powered aircraft, which is what it will normally face in all game modes.

The Yak-15P's major faults include a low top speed, poor acceleration, little armor protection, and small ammunition pool which collectively make this aircraft harder to use than even other first generation jet aircraft such as the He 162 A-2, the Meteor F. Mk.3, and the P-80A-5. Although it is driven by a jet engine, it is important to recognize the faults and oddities within this aircraft series as they are not representative of the traditional "jet fighter" at all. The Yak-15 is most easily viewed as a late-war Yak-3 powered by a jet engine and with a different armament.

Tactics

In realistic battles, climbing with this aircraft at the start of a match is not always the best course of action, considering how poor the Yak-15's rate of climb is. Instead of the traditional and slow angled climb, the Yak-15 is best used in a "zoom climb" where once enough energy has been built up at a low altitude the Yak-15 pilot will pitch up, thus gaining a lot of altitude quickly. This way, if attacked during the first few minutes of the match, the Yak-15 still wields some energy whereas had the Yak-15 been slowly climbing, it would have had to face another aircraft's guns. In order to shake an enemy, especially a prop driven enemy, dive low to the ground to ensure your assailant's speed only decreases. This is called a "speed trap" and can either be followed by a "hammerhead" attack or a continuation of the escape. This tactic of utilizing the Yak-15's ability to hold on to energy in a straight line is negated when facing other jet aircraft who wield the same ability. This is where the Yak-15's dogfighting abilities come into play. Because it is so similar to the Yak-3, the Yak-15 retains some of its maneuverability characteristics, namely its turn time. This facet often proves an indispensable one as other first generation jets will not be able to maintain a tight enough turn circle.

However, the Yak-15P is severely hampered in its damage output due to its reliance on a single 23 mm NS-23K cannon, with 60 shells total. It is possible to expend this pool in seconds. The Yak-15P shares this downfall with aircraft like the Ki-200, and the Me-163. Firing in small, accurate bursts negates this and is the most efficient way of destroying enemies. The 23 mm shells these cannons fire are extremely deadly when they hit and often rip enemies apart.

To use the guns most effectively, be close to your target. The reason for this is twofold: First, the limited ammo means you want your shots to count. Being close to your target will give your cannons the highest chance of hitting. The second reason is because of the ballistics of the 23 mm shells - their muzzle velocity is not very high, meaning you have to lead your targets by quite a bit. If you are closer to your target, you won't have to lead them by quite as much, although still more than most other cannons.

With some practice, it is possible to consistently get about 2 fighter kills with one load of ammunition in realistic battles. Using the Air Targets belt is the most effective. However, attacking bombers is best left to other planes with more firepower, since the Yak-15 does not have the firepower or ammunition to reliably kill heavy bombers without sustaining heavy damage. Heavy fighters such as the F7F-1 may also take longer to destroy than other fighters.

In arcade battles, the Yak-15 is capable of breaking up a "furball" due to its impressive turn time. This coupled with its hard-hitting cannon makes any Yak-15 pilot an indispensable asset to any arcade team.

Specific enemies worth noting

Usaflag.pngUSA Germanflag.pngGermany Ussrflag.pngUSSR Britainflag.pngBritain Japanflag.pngJapan

Counter-tactics

Pros and cons

Pros:

  • Excellent turn time for a jet fighter
  • Good armament (when the shells hit)
  • Very good roll rate
  • Fairly responsive at higher speeds

Cons:

  • Slow for a jet fighter
  • Low ammunition count
  • Poor rate of climb
  • Poor acceleration
  • Lack of armor protection
  • Inability to carry a payload

Specifications

Armaments

  • 1 x 23 mm NS-23K cannon, nose-mounted (60 rpg)

Armour

  • 8.5 mm Steel plate in pilot's seat.

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Klimov RD-10 jet
  • Takeoff thrust: 863 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 900 kg
Name: Klimov RD-10 jet
  • Takeoff thrust: ____ kgf (Stock), ____ kgf (Upgraded)
  • Mass: 900 kg
Name: Klimov RD-10 jet
  • Takeoff thrust: ____ kgf (Stock), ____ kgf (Upgraded)
  • Mass: 900 kg

Stats

Stock
  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m

Upgraded

  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m
Stock
  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m

Upgraded

  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m
Stock
  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m

Upgraded

  • Max speed: ___ km/h
    • at height: 4,000 m
  • Max altitude: 13,250 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 366 m

Performance

200
270
340
420
490
560
630
700
770
840
910
0
1.2
2.4
3.6
4.8
6
7.2
8.4
9.6
10.8
12
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

Obtaining the "23 mm belts" modification is the best choice as it allows for more flexibility in armament. Next, try to obtain the "compressor" and "engine" upgrades as they both increase engine thrust which is essential in escaping from a dogfight turned sour. Finally, obtain the rest of the performance upgrades as they will all collectively increase top speed, turn time, and rate of climb.

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the ___ from live.warthunder.com.

Additional information (links)

References


SidebarThrust

Yakovlev Fighters

   Yak 1   
   Yak 3   
   Yak 7   
  Yak Jets  


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yak-15.png

Icon-country-sov.png Yak-15P
Nation USSR
Design Family Yakovlev
Type Jet Fighter
Fighting style Boom & Zoom
Jet Combat

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~2010 kg
Empty Weight + fuel ~2598 kg
Takeoff Weight ~2742 kg
Wing Area ~15 m²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Thrust per Engine 910 kN
WEP Duration infinite
top speed ~540.00 kph at 4000 m
Climb Rate ~23.00 m/s
Optimal climb velocity ~470.16 kph
Turn Time ~22.35 s
Wing loading (Empty) ~136.00 kg/m²
Characteristics
Empty Weight ~4431 lb
Empty Weight + fuel ~5728 lb
Takeoff Weight ~6045 lb
Wing Area ~160 ft²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Thrust per Engine 910 kN
WEP Duration infinite
Top speed ~335.54 mph at 13123 m
Climb Rate 75.46 ft/s
Optimal climb velocity ~292.14 mph
Turn Time 22.35 s
Wing loading (Empty) ~27.85 lb/ft²
Main Weapons
1 x 23 mm NS-23K 60 RPG
Limits
Max Speed limit 750 kph
Gear lmit 450 kph
Combat Flaps 520 kph
Max static +G's ~26
Max static -G's ~20
Optimal Velocities
Ailerons <380 kph
Rudder <420 kph
Elevators <500 kph
Radiator >250 kph
Limits
Max Speed limit 466 mph
Gear lmit 280 mph
Combat Flaps 323 mph
Max static +G's ~26
Max static -G's ~20
Optimal Velocities
Ailerons <236 mph
Rudder <261 mph
Elevators <311 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)