Yak-1B

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Yak-1B in the garage.

The Yak-1B is a Rank II Soviet fighter with a battle rating of 3.3 (AB/SB) and 3.0 (RB)). 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 standard armament for most Yakovlev aircraft: One machine gun and one ShVak cannon; with 200 and 120 rounds each, nothing out of the ordinary. Good against aircraft, but against anything bigger the burstmass is lacking for quick takedowns.

The improved Yak-1 features, like most midwar watercooled fighters, a 1140 hp engine. It remains subpar to the German equivalent. However, at the time this plane was fielded most enemy vehicles were of heavier weight, further increasing the Yak series excellent maneuverability. Unfortunately, ingame the aircraft is tiered with earlier vehicles, this shifts the performance spectrum of the Yak-1B torwards engine power.

Tactics

Information for Arcade Battles,

The Yak-1B is simply an upgraded Yak-1... the main features being much improved cockpit visibility (useful if you like to fly "in-cockpit"), slightly better durability, and a slightly more resilient engine that, unfortunately, still overheats quickly. However, the beauty of the Yakovlev line of fighters lies in two things:

  • Their biggest problem is engine overheating, but this is easily fixed by simply flying between 80%-90% throttle.
  • The Yak's performance is not hindered in the slightest by flying at this engine power.

Due to the above two facts, in AB: just fly at 90% power. The Yaks can dogfight just fine at 90%, and will rarely overheat. Even though in Arcade battles all planes get WEP, the WEP on this plane adds almost nothing to it's performance while rapidly overheating the engine, thus using WEP is almost completely unnecessary... if you need more power, go up from 90% to 100% throttle. Remember to go back down to 90% once you can.

Wait for the dogfight to start, then fly in behind a distracted enemy. Shoot in bursts unless tailing a bomber, in which case you will not last very long against their rear gunners unless you are extremely accurate with the cannon. If your engine begins to overheat, start flying back to your airfield. Otherwise, your engine will give out after the temperature gage turns red.

To sum up, this is simply a better version of the Yak-1, with similar tactics and strategy. Just remember that Soviet fighters in general count heavily on it's pilot's accuracy... having, in this case, only one worthwhile gun!
Information for Realistic Battles,

Take off at 100% throttle, then go to 90% after getting above the trees. Upon reaching around 500m, go to 80-85% throttle. Stay low at all costs! If you climb above 1000 m, four things will happen:

1) You will have run your engine out trying to climb, so your engine has less time before it overheats than usual. (You also don't climb as fast as most other planes...there are better Soviet aircraft for climbing, such as the MiG-3 and the La-5).

2) You will be highly visible.

3) You will have reduced maneuverability.

4) You will easily rip your wings upon trying to dive (The Yak's wings, being made of wood, disappear at about 600kph).

If you stay below 1000m, then you will have more advantages than the enemy, such as:

1) Better camouflage... harder to spot.

2) There is almost no chance of ripping wings.

3) You are already at optimal altitude and speed for maneuvering.

4) Enemies easily overshoot you, or rip wings attempting to dive on you.

5) You can trick enemies into flying into the ground (just make sure you don't do so yourself!).

Right before entering a dogfight, bring your throttle to 90%... in Realistic Battles this is enough to fight at below 1000m (some experienced Yak pilots dogfight at 80% sometimes!). Immediately after fighting, bring the throttle back down to 80% (if you don't already have it there). Only in extreme cases use 100% power... it is rarely needed and overheats the engine quickly.

Firing at ground targets is highly advised against, as you already have limited ammo to fight other planes with. Remember that you do not reload in mid-air in RB, so conserve your ammo and close the distance with the enemy before firing, and then fire in short bursts. The great thing about the Yak's guns is that they are centerline mounted. This means that you do not have to worry about convergence points... just lead the target and snipe. The drawback is that you cannot spray the target with a hail of bullets like most players tend to do. This plane, and all the Yaks afterwards, are all about accuracy and skill... with an agile plane and that hard-hitting cannon (that all non-Soviet pilots complain about) to compensate for the lack of ammo. The MG is almost a joke, and is useful only when your cannon has run out (you use the MG as protection on the way back to the airfield).

When landing, slow to BELOW 300kph before lowering your landing gear! Many Yak pilots have ripped their fragile landing gear when coming in too fast. The last thing all Yak pilots should know in Realistic Battles, is to never climb higher than 3000m (at or below 1000m is preferred). The Yak line of fighters was not built to fight at the higher altitudes, and the game is filled with much more capable aircraft in this respect. If you like B&Z or you prefer to climb high, but don't want to use US or German planes, then use the MiG line or the LaGG/La line of fighters, as they have much better engines. The Yak is a dog-fighter.
In formation for Simulator Battles,

Take off at 100% throttle, then go to 90% after getting above the trees. Upon reaching around 500m, go to 80-85% throttle. Stay low at all costs! If you climb above 1000m, four things will happen:

1) You will have run your engine out trying to climb, so your engine has less time before it overheats than usual. (You also don't climb as fast as most other planes...there are better Soviet aircraft for climbing, such as the MiG-3 and the La-5).

2) You will be highly visible.

3) You will have reduced maneuverability.

4) You will easily rip your wings upon trying to dive (The Yak's wings, being made of wood, disappear at about 600kph).

If you stay below 1000m, then you will have more advantages than the enemy, such as:

1) Better camouflage... harder to spot.

2) There is almost no chance of ripping wings.

3) You are already at optimal altitude and speed for maneuvering.

4) Enemies easily overshoot you, or rip wings attempting to dive on you.

5) You can trick enemies into flying into the ground (just make sure you don't do so yourself!).

Right before entering a dogfight, bring your throttle to 90%... in Realistic Battles this is enough to fight at below 1000m (some experienced Yak pilots dogfight at 80% sometimes!). Immediately after fighting, bring the throttle back down to 80% (if you don't already have it there). Only in extreme cases use 100% power... it is rarely needed and overheats the engine quickly.

Firing at ground targets is highly advised against, as you already have limited ammo to fight other planes with. Remember that you do not reload in mid-air in RB, so conserve your ammo and close the distance with the enemy before firing, and then fire in short bursts. The great thing about the Yak's guns is that they are centerline mounted. This means that you do not have to worry about convergence points... just lead the target and snipe. The drawback is that you cannot spray the target with a hail of bullets like most players tend to do. This plane, and all the Yaks afterwards, are all about accuracy and skill... with an agile plane and that hard-hitting cannon (that all non-Soviet pilots complain about) to compensate for the lack of ammo. The MG is almost a joke, and is useful only when your cannon has run out (you use the MG as protection on the way back to the airfield).

When landing, slow to below 300 kph before lowering your landing gear! Many Yak pilots have ripped their fragile landing gear when coming in too fast. The last thing all Yak pilots should know in Realistic Battles, is to never climb higher than 3000m (at or below 1000m is preferred). The Yak line of fighters was not built to fight at the higher altitudes, and the game is filled with much more capable aircraft in this respect. If you like B&Z or you prefer to climb high, but don't want to use US or German planes, then use the MiG line or the LaGG/La line of fighters, as they have much better engines. The Yak is a dog-fighter.

The main points to remember are engine control, and fire discipline.
Tips from the Aces
  • A Yak pilot can nullify all but the last "Cons" below by staying below 2000m, and keeping the throttle at 90% for AB, and 85% for RB/SB.
  • If the situation allows, using in-cockpit view can often help with accuracy due to no parallax effect... meaning (hopefully) less of your precious shots wasted.
  • Flaps help with hard turns, but against most opponents they aren't needed too much. Use flaps wisely, since flying at ~90% means a tiny bit less engine power to get back to speed after slowing down due to using flaps. However, don't hesitate to use flaps if the fight depends on it... it is easier to regain speed than to pay for a new plane!
  • Everything learned from the Yak-1B applies to all of the later Yaks... mastering this plane will repay itself in gold later.

Specific enemies worth noting

  • A6M2 Zeroes: They will out turn you, so try to attack in a shallow dive rather than a turnfight. Energy fighting is also okay because the Zero has a very bad energy retention and very bad high speed control and handling.
  • P-47Ds: They are much faster than you and are excellent at boom and zoom, so avoid them if possible. If you are caught in a fight, try to energy fight them or turnfight them.
  • Other Yakovlevs: They are slightly slower, so either keep them occupied with maneuvers such as the scissors and barrel rolls or Energy fight them.
  • Spitfires: They are significantly slower but has a turn radius that could embarrass a Zero, and their Hispano cannons are significantly more deadly than you ShVAK cannon. Try to energy fight them as that can overcome your worse maneuverability. Boom and Zoom is also an option in AB, but never try to turnfight a Spitfire.

Counter-tactics

Pros and cons

Pros:

  • Good speed.
  • Good structural strength.
  • Hard hitting and accurate 20 mm ShVAK cannon.
  • Good rate of climb at low alt.

Cons:

  • No WEP in RB/SB.
  • Water and Oil overheats quickly.
  • Low dive speed limit.
  • Poor performance above 5000m altitude.
  • Low ammo count makes this plane reliant on accuracy.

Specifications

Armaments

Offensive armaments

  • 1 x 20 mm ShVAK cannon, nose-mounted (120 rpg)
  • 1 x 12.7 mm Berezin UB machine gun, nose-mounted (200 rpg)

Payloads

  • Without load
  • 2 x 50 kg FAB-50 (forged) bombs

Armour

  • 64 Bulletproof glass in cockpit front and rear.
  • 8 mm Steel plate behind the pilot.

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Klimov VK-105PF 12-cylinder inline
  • Cooling type: Water
  • Takeoff power: 1153 hp (Stock), ____ hp (Upgraded)
  • Mass: 600 kg
Name: Klimov VK-105PF 12-cylinder inline
  • Cooling type: Water
  • Takeoff power: 1142 hp (Stock), ____ hp (Upgraded)
  • Mass: 600 kg
Name: Klimov VK-105PF 12-cylinder inline
  • Cooling type: Water
  • Takeoff power: 1142 hp (Stock), ____ hp (Upgraded)
  • Mass: 600 kg

Stat card

Stock
  • Max speed: 575 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 19.3 s
  • Rate of Climb: 13.6 m/s
  • Takeoff run: 368 m

Upgraded

  • Max speed: 608 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 18.0 s
  • Rate of Climb: 18.6 m/s
  • Takeoff run: 368 m
Stock
  • Max speed: 559 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 19.8 s
  • Rate of Climb: 13.4 m/s
  • Takeoff run: 368 m

Upgraded

  • Max speed: 592 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 18.5 s
  • Rate of Climb: 16 m/s
  • Takeoff run: 368 m
Stock
  • Max speed: 559 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 19.8 s
  • Rate of Climb: 13.4 m/s
  • Takeoff run: 368 m

Upgraded

  • Max speed: 592 km/h
    • at height: 4,000 m
  • Max altitude: 10,500 m
  • Turn Time: 18.5 s
  • Rate of Climb: 16 m/s
  • Takeoff run: 368 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
0.26
0.52
0.78
1.04
1.3
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP

Supercharger Stage #2: 100%

Supercharger Stage #2: WEP



Modules and improvements

With the Yak line of fighters, Always research the engine and performance modules first! This will help to lower the overheating of the engine. Afterwards, the aircraft can be grinded either way, according to pilot preference. The Survivability modules are recommended next, as they improve the Yak-1b's maneuverability and survivability even more. The Armament modules improve only by adding ammo belts, but also allows the usage of bombs.

History of creation and combat usage

Ingame description

@var:description

Screenshots and fan art

Skins and camouflages for the Yak-1B from live.warthunder.com.

Additional information (links)

[Wikipedia] Yakovlev Yak-1

References


Horsepower graphSidebar

Yakovlev Fighters

   Yak 1   
  • Yak-1B
   Yak 3   
   Yak 7   
  Yak Jets  


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Arcade ☑ Realistic ☐
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Simulator ☐

Arcade ☐ Realistic ☐
Simulator ☑

yak-1b.png

Icon-country-sov.png Yak-1B
Nation USSR
Design Family Yakovlev
Type Fighter
Fighting style Boom & Zoom

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~2350 kg
Empty Weight + fuel ~2758 kg
Takeoff Weight ~3100 kg
Wing Area ~17 m²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1210 hp
WEP Duration infinite
top speed ~591.84 kph at 4000 m
Climb Rate ~16.00 m/s
Optimal climb velocity ~311.03 kph
Turn Time ~18.50 s
Wing loading (Empty) ~137.00 kg/m²
Characteristics
Empty Weight ~5181 lb
Empty Weight + fuel ~6080 lb
Takeoff Weight ~6834 lb
Wing Area ~185 ft²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1210 hp
WEP Duration infinite
Top speed ~367.75 mph at 13123 m
Climb Rate 52.49 ft/s
Optimal climb velocity ~193.26 mph
Turn Time 18.50 s
Wing loading (Empty) ~28.06 lb/ft²
Main Weapons
1 x ShVAK 120 rpg
1 x Berezin UB 200 rpg
Payload Option 1
Without load Clean Plane
Payload Option 2
2 x 💣 50 kg FAB-50 Bomb
Limits
Max Speed limit 683 kph
Gear lmit 320 kph
Combat Flaps 410 kph
Max static +G's ~20
Max static -G's ~14
Optimal Velocities
Ailerons <380 kph
Rudder <420 kph
Elevators <490 kph
Radiator >270 kph
Limits
Max Speed limit 424 mph
Gear lmit 199 mph
Combat Flaps 255 mph
Max static +G's ~20
Max static -G's ~14
Optimal Velocities
Ailerons <236 mph
Rudder <261 mph
Elevators <304 mph
Radiator >168 mph
Manual Control
Mixer is controllable
Pitch is controllable
no automatic pitch
Radiator (water) is controllable
Radiator (oil) is controllable
Oil and water uses different radiator control
Supercharger is controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
700 m
2297 ft
100% Enginepower 1260 hp
Compressor settings 2
Optimal Altitude
2900 m
9514 ft
100% Enginepower 1175 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)