I-16 Chung 28
|This page is about the fighter I-16 Chung 28. For other versions, see I-16 (Family).|
The I-16 Chung 28 is a rank I Chinese fighter with a battle rating of 1.3 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".
|Characteristics|| Max Speed
(km/h at 2,700 m)
| Max altitude
| Turn time
| Rate of climb
| Take-off run|
|Combat flaps||Take-off flaps||Landing flaps||Air brakes||Arrestor gear|
|Wings (km/h)||Gear (km/h)||Flaps (km/h)||Max Static G|
|Optimal velocities (km/h)|
|< 200||< 240||< 280||> 250|
|Optimal altitude||100% Engine power||WEP Engine power|
|2,926 m||745 hp||856 hp|
Survivability and armour
- No armour
- Self-sealing fuel tanks (1 in front of the pilot)
Modifications and economy
The I-16 Chung 28 is armed with:
- 2 x 7.62 mm PV-1 machine guns, wing-mounted (900 rpg = 1,800 total)
While it is not uncommon to see only two machine guns at this rank, the I-16 Chung 28 still has weak armament compared to other aircraft it faces, many of which have four 7.62 mm (or similar) machine guns, or even 12.7 mms in some cases. That said, the I-16 Chung 28 does have a lot of ammo for its two machine guns, however they are wing-mounted, so you will need to consider convergence.
Usage in battles
This model of I-16 can only be used in turnfighting. Its characteristics appear to be quite conflicting. It is excellent in turning tightly and continuously, yet when maneuvering it easily gets into uncontrollable spins which isn't beginner friendly. Also the rather big nose blocks the visibility a lot, offering very poor over-the-nose visibility which is a disadvantage in a turn fight, because when leading a shot the enemy will always get obstructed by the engine, making you guess the shot. Plus, it has an awful telescope-like gunsight, so when zoomed in the I-16's nimbleness is magnified, making the aim super wobbly. You cannot see anything around which greatly reduces you situational awareness. More ever, there is no trim control available in a sim battle and the I-16 always pitch up and down. Although not a lot, it is still annoying when trying to get a precise aim.
It is recommended to set the convergence within 300m, with vertical convergence on, because the majority of turnfights happen at that range or closer. Also, in a turnfight you must get used to shooting without zooming in, as you really can't see anything with its awkward scope when zoomed it. However when tailing a straight-flying plane that scope doesn't seem that bad.
Sim is different from realistic, so discard the habit of bringing the least fuel. Bring at least 30 minutes of fuel, although it decreases the plane's performance a bit, it prevents constant refueling which saves time for patrolling and fighting.
As your I-16 roars down the runway, you will notice that it shifts severely to the side, and the nose will tip down. If you don't correct it it will eventually strike the ground, causing a failed takeoff. Thus you must put rudder input as opposed to the side it's shifting towards, and apply positive pitch to keep the propeller off the ground. You do not want to use flaps anywhere except takeoff and landing, since they are very weak and will rip at more than 260 km/h, while the average speed during a battle tends to be around 300 km/h. Once one or both flaps are gone it creates an imbalance in the roll axis, making spins more common. It also makes landing harder.
Before engaging a fight, it is better to have an altitude advantage first. When approaching the fight try to figure out which is your teammate and which is the enemy, to avoid going for a second pass, as the energy retention of the I-16 is rather slow. Also pick your target carefully. For easier aiming, you want to go for those unmaneuverble twin engine aircraft like Ju 88 or Ki-45, or bombers if there are any. Given the bad forward visibility of the I-16, these are the best options as they are quite slow and sluggish, and are a bigger target to hit. However getting hits on them tend to do nothing, as your MG has very bad damage. When dealing with fighters, it is way harder to aim. The elevator control of the I-16 is extremely sensitive, giving it good maneuverbility, but at the same time, bad handling. The I-16 will respond in a very fast turn upon moving your stick / mouse by a little bit, which makes tracking nimble planes quite hard. But once you get used to it, try to lure every enemy into a turnfight, as that is where the I-16 shines. It requires lots of bullets to effectively damage even a fighter, so you have to be patient with this aircraft. If you find an enemy at your 6, utilise your great roll rate to do defensive maneuvers like scissors to make them overshoot. Or you can simply do tight turns, most monoplanes won't be able to cut inside your turn and they might disengage. Important note: DO NOT put too much rolling and pitching input at once, as aforementioned the I-16 tend to enter spins easily.
Just like the SB 2M, the I-16 can still fly when it's extremely slow, causing it to bounce up during landing which can lead to a fatal crash. The trick is similar: slow it down more than other aircraft. Make sure you are around 1 km from the start of the runway and is no more than 300m high. When the runway fills up your gunsight, drop speed to around 210 kph and deploy landing flaps. The good thing is, the I-16 will not pitch up drastically upon using its flaps so you don't need to counter the extra lift. Make sure that you extend landing gears early as they move very slow (takes around 15 seconds to deploy). When you are about to touch down you should be flying at around 140 kph. You must control your rate of descent (I-16's gears are fragile) and make sure that you are slightly pitching upwards with the nose obstructing the horizon. This way the I-16 should land gently without having to brake for too long. Once you are sliding on the ground, fully deflect your elevators upwards to counter the momentum that can push the nose into the ground. You must release brakes once every 4 seconds, because if you only release them as the nose dips down, it's too late.
Enemies worth noting:
Those commonly seen planes are equally good at turnfights and will be a hard target to down since they are very small and agile. To deal with them you need to practice leading and deflection shots, plus maneuvers like barrel rolls and scissors. They still need plenty of bullets to get damaged, so these kind of targets are the hardest to kill and requires great skills from the player.
This flying boat is like a low-tier Be-6. Its huge fuselage is very spacious and can absorb lots of bullets and shells. It also has lethal defensive firepower: two 7.7mm in the nose, four forward-facing, two on the top and four at the tail, so attacking from behind, in front or above aren't the best options. If you must attack it, dive under it and suddenly pull up to shoot its defenseless underpart. Aim at the large wings and engines, avoid shooting the fuselage. What will generally happen is that your bullets sprinkle sparks all over it bu they barely do anything.
Manual Engine Control
|Controllable|| Not controllable
Not auto controlled
| Not controllable
Not auto controlled
Not auto controlled
|Combined|| Not controllable
Pros and cons
- Excellent turning ability- with combat flaps deployed it can out-turn He-112, He-100 and even turn fighters like the early Spitfire
- Extreme roll rate allows it to do offensive / defensive scissors easily, which is an advantage over the He-112 / 100 as their roll rate aren't as good
- 2 x PV-1 machine guns have good fire rate, adequate velocity and accuracy, and plenty of ammo (900 RPG) for longer fights
- Suspended armament provides rockets and bombs which, to an extent, allows some ground attack ability
- Is a very short and small plane, offering the enemy a harder target to hit
- Extremely poor level speed, climb rate, dive acceleration and energy retention- will get outran, out-climbed and out-dived easily by Bf 109 E, He-100, and sometimes even struggles to keep up with bombers
- Weak MG is useless against most aircraft like Sunderland and Do 17 Z, or even early Bf 109.
- Engine tends to overheat when diving at more than 500 km/h
- Control surfaces are unresponsive over 450 km/h
- Flaps are very weak and will break over 250 km/h, severely limiting its sharp-turning potential at higher speeds
- No manual trim controls in Simulator which makes it hard to handle
- Although manoeuvrable, it can still get out-turned by biplanes like Ki-10 or He-51
- Hard to fly in SB -- very unstable in pitch, poor over-the-nose visibility and is prone to enter flat spins
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|Polikarpov Design Bureau (Опытное конструкторское бюро Поликарпова)|
|I-15 Fighters||I-15 WR · I-15 M-22 · I-15R · I-15bis · I-153 M-62 · Zhukovsky's I-153-M62 · I-153P|
|I-16 Fighters||I-16 type 5 · I-16 type 10 · I-16 type 18 · I-16 type 24 · I-16 type 27 · I-16 type 28|
|I-180 FIghters||I-180S · I-185 (M-71) · I-185 (M-82)|
|Twin-Engine Fighter||TIS MA|
|Export||␗I-15bis · ␗I-153 M-62 · ␗I-16 type 5 · I-16 type 10 · ␗I-16 type 17 · I-16 Chung 28|
|British||␗Gladiator Mk I|
|Japanese||␗A6M2 · ␗Ki-27 otsu · ␗Ki-43-III ko · ␗Ki-44-II hei · ␗Ki-61-I otsu · Ki-84 ko|
|American||CW-21 · Hawk III · P-66 · ␗P-40E-1 · H-81A-2 · ␗P-43A-1 · ␗P-47D-23 RE · ␗P-47D-28 · ␗P-51D-20 · ␗P-51K|
|Soviet||␗I-15bis · ␗I-153 M-62 · I-16 Chung 28 · ␗I-16 type 5 · I-16 type 10 · ␗I-16 type 17 · ␗La-9|