Difference between revisions of "Do 217 J-1"

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(Usage in battles)
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{{Specs-Card
 
{{Specs-Card
 
|code=do_217j_1
 
|code=do_217j_1
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
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! Combat !! Take-off !! Landing !! + !! -
 
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 420 || 270 || ~6 || ~4
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| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 381 || 270 || ~6 || ~5
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| < 290 || < 360 || < 360 || > 315
 
| < 290 || < 360 || < 360 || > 315
|-
 
|}
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="3" | Compressor (RB/SB)
 
|-
 
! colspan="3" | Setting 1
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 1,000 m || 2,920 hp || 3,046 hp
 
|-
 
! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 4,500 m || 2,600 hp || 2,712 hp
 
 
|-
 
|-
 
|}
 
|}
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{{Specs-Economy}}
 
{{Specs-Economy}}
  
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II ''Offensive 7 mm'' and ''Turret 13 mm'' outclass the alternatives (except Compressor!)
+
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.
 
 
''Compressor'', ''Engine'', ''Wings repair'' and ''Engine injection'' are the desirable first performance upgrades.
 
  
 
== Armaments ==
 
== Armaments ==
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* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)
 
* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)
* 1 x 13 mm MG 131 machine gun, ventral turret (1,000 rpg)
+
* 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 +
 
This heavy fighter has only limited capabilities, due to low manoeuvrability. Here are some of them:
 
This heavy fighter has only limited capabilities, due to low manoeuvrability. Here are some of them:
  
'''''Head on fighting'''''<br>
+
;Head-on fighting
This tactic is good for one reason: you have an arsenal of guns in the nose. Find alone fighter and engage it head on. If he will try to engage you, go ahead (unless he has hub mounted 37mm cannon, like some Yak versions, for example, don't engage those). But keep in mind that you will need the wrecked enemy aircraft, so you don't damage your aircraft. If the enemy will dodge the attack and try to attack you from behind, then you are pretty much given a free kill. This tactic is very dangerous, but if you have a wingman fighter or two, it shouldn't be a problem.
+
Since the heavy armament is located at the front of the Do 217, it excels at head-on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head-on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37 mm cannons should be avoided (like some Yaks and Ju 87 models). If the enemy does not engage in a head-on, or is not shot down at the first pass, do not chase after, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor manoeuvrability of the Do 217 makes it extremely difficult to win in dogfighting scenarios, although it is not impossible. If the head-on attack is successful, or if the target is left with critical damage, pick another target ~1-2 km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another prey. It is recommended to have a squadmate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.  
  
 
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]
 
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]
  
'''''Ground attack'''''<br>
+
;Ground attack
There are 2 kinds of it. With bombs or without them. The problem is that bombs will make you even less manoeuvrable and you cannot dive bomb, so unless you are really confident, don't use them. Use your guns on softer targets and you will score success. But keep in mind: don't go too low, or you will crash. Manoeuvrability is low.
+
There are 2 ways to do ground attacks, with bombs and without. Using bombs slows down an already lumbering plane, even more so in air AB, to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly-armoured targets, as the 4 sets of 20 mm rounds will rip through them better than many other planes at this BR. Be careful not to fly too close to the ground as the Do 217 has little ability to change direction quickly.
  
'''''Bomber interception'''''<br>
+
In air RB, carrying bombs can sometimes be worth the extra weight, as a last resort if a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.
After seeing how many guns this plane has, you might think that bombers will be easy to destroy. Well, to a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach. Simple math tells you that 4.7 m/s is simply not enough. So, try to engage the low to medium height flying bombers. They are easy prey, but if they are covered by fighters, try to take those out by head-on attacks. Or at least have one wingman with you.
 
  
* In Simulator, the Do-217 J is a good tool for getting used to the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4x 20mm MGFF/M cannons plus 4x 7.92mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bombers. It can also carries 8x 50kg bombs, allowing it to perform some ground-pounding. However, the high weight of the Do-217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of maneuverbility also strictly limits its targets to similarly heavy aircraft. Finally it has extremely restricted views due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings. 
+
The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.
* When taking off, you can use no flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (eg. trees, houses). Upon being airborn immediately retract gear, and retract takeoff flaps when you are above 240 km/h. 
 
* Getting to a target's altitude takes time and patience given the low climb rate or the Do-217. Ambush around friendly ground targets (eg. tank columns, artilleries, convoy, etc) or bomb bases (especailly half-finished bases) so there is a better chance of catching enemy bombers or ground-pounders. The Do-217 cannot really perform BnZ on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. As afromentioned, the Do-217 J's sluggish flight performance does not allow much maneuvers when intercepting, thus you cannot utilise tactics such as deflection shooting as the turns involved bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do-217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 RPG) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4x 20mm cannons are very effecient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do-217 J's turn rate allows it to keep up with most bombers should they maneuver to avoid the Dornier's guns, however against certain bombers (eg. SB2M) the Do-217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading maneuver, allowing you to catch up. If they are out of your view, switch to gunner view to locate them. 
 
  
Here is the attacking the 217 part. If you meet 217 with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very good. If he tries to dive, follow him also. You can achieve higher speeds and still manoeuvre better. Here is the important advice: if 217 tries to engage you head on, fly straight at him, but at 0.90 km before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't manoeuvre well. Then follow him and engage him from behind.
+
;Bomber interception
  
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view:<br>Nose armament and engines]]
+
After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.
'''''Defensive Tactics'''''<br>
 
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.
 
  
'''''Hit and Run'''''<br>
+
In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of manoeuvrability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.
Another tactic you can use is to Hit and Run. This method requires you to plan you're attacking before engaging a target and relies partially on your team. Being a flying brick has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.
+
 
 +
When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.
 +
 
 +
Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform BnZ on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much manoeuvres when intercepting, thus you cannot utilise tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they manoeuvre to avoid the Dornier's guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading manoeuvre, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.
 +
 
 +
If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still manoeuvre better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't manoeuvre well. Then follow him and engage him from behind.
 +
 
 +
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view: Nose armament and engines]]
 +
 
 +
;Defensive Tactics
 +
 
 +
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.
 +
 
 +
In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.
 +
 
 +
;Hit and Run
 +
 
 +
Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.
 +
 
 +
;Landing
 +
 
 +
As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
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<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
=== In-game description ===
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{{break}}
 +
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}
 +
{{Navigation-First-Simple-Line}}
 
Dornier Do 217 J-1 twin-engine night fighter
 
Dornier Do 217 J-1 twin-engine night fighter
  
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The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).
 
The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).
  
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infra-red detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a "night hunter" to strike enemy airfields.
+
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a "night hunter" to strike enemy airfields.
  
 
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.
 
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.
  
 
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.
 
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.
 +
{{Navigation-End}}
  
 
== Media ==
 
== Media ==
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;Skins
 
;Skins
  
*[http://live.warthunder.com/feed/camouflages/?q=%23do217j1 '''Skins''' and '''camouflages''' for the Do 217J-1 from live.warthunder.com.]
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=do_217j_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
* ''reference to the series of the aircraft;''
 +
* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the aircraft;''
+
;Related development
* ''links to approximate analogues of other nations and research trees.''
+
 
 +
* [[Do 217 (Family)]]
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
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<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
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* ''other literature.'' -->
* ''other literature.''-->
 
  
 
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]
 
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]

Latest revision as of 18:51, 13 April 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the German heavy fighter Do 217 J-1. For other variants, see Do 217 (Family).
do_217j_1.png
GarageImage Do 217 J-1.jpg
ArtImage Do 217 J-1.png
Do 217 J-1
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

The Do 217 J-1 is a rank I German twin-engine fighter with a battle rating of 2.0 (AB/RB) and 2.7 (SB). It was introduced in Update 1.29.

General info

Flight performance

Max speed
at 5 500 m469 km/h
Turn time33 s
Max altitude8 000 m
Engine2 х BMW 801 ML
TypeRadial
Cooling systemAir
Take-off weight17 t
Characteristics Max Speed
(km/h at 5,500 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 450 434 8000 34.4 36.1 4.2 4.0 750
Upgraded 486 469 31.7 33.0 8.0 5.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
0 350 N/A 381 270 ~6 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 290 < 360 < 360 > 315

Survivability and armour

Crew4 people
Speed of destruction
Structural0 km/h
Gear350 km/h
  • 8.5 mm Steel - Fore-cockpit plate
  • 8.5 mm Steel - Pilot's seat
  • 50 mm Bulletproof Glass
  • 8.5 mm Steel - Dorsal gunner's plate
  • 5 mm Steel - Belly gunner's plate
  • 8.5 mm Steel - Belly gunner's upper plate
  • 5 mm Steel - Rear boom plate
  • 5 mm Steel - Aft plate

Modifications and economy

Repair costBasic → Reference
AB165 → 212 Sl icon.png
RB352 → 452 Sl icon.png
SB516 → 663 Sl icon.png
Total cost of modifications4 450 Rp icon.png
2 680 Sl icon.png
Talisman cost300 Ge icon.png
Crew training600 Sl icon.png
Experts2 100 Sl icon.png
Aces45 Ge icon.png
Research Aces110 000 Rp icon.png
Reward for battleAB / RB / SB
10 / 30 / 60 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
300 Rp icon.png
Cost:
180 Sl icon.png
65 Ge icon.png
Mods radiator.png
Radiator
Research:
300 Rp icon.png
Cost:
180 Sl icon.png
65 Ge icon.png
Mods compressor.png
Compressor
Research:
250 Rp icon.png
Cost:
150 Sl icon.png
55 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
80 Ge icon.png
Mods new engine.png
Engine
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
80 Ge icon.png
Mods metanol.png
Engine injection
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
75 Ge icon.png
Mods armor frame.png
Airframe
Research:
250 Rp icon.png
Cost:
150 Sl icon.png
55 Ge icon.png
Mods armor cover.png
Cover
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
75 Ge icon.png
Mods ammo.png
mg_belt_pack
Research:
300 Rp icon.png
Cost:
180 Sl icon.png
65 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mg17_new_gun
Research:
250 Rp icon.png
Cost:
150 Sl icon.png
55 Ge icon.png
Mods ammo.png
mg131_turret_belt_pack
Research:
250 Rp icon.png
Cost:
150 Sl icon.png
55 Ge icon.png
Mod arrow 1.png
Mods ammo.png
mgff_belt_pack
Research:
370 Rp icon.png
Cost:
220 Sl icon.png
80 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mgffm_new_gun
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
75 Ge icon.png
Mods turret gun.png
mg131_turret_new_gun
Research:
360 Rp icon.png
Cost:
220 Sl icon.png
75 Ge icon.png

New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.

Armaments

Offensive armament

Ammunition800 rounds
Fire rate520 shots/min
Ammunition2 800 rounds
Fire rate1 200 shots/min

The Do 217 J-1 is armed with:

  • 4 x 20 mm MG FF/M cannons, chin-mounted (200 rpg = 800 total)
  • 4 x 7.92 mm MG 17 machine guns, nose-mounted (700 rpg = 2,800 total)

Suspended armament

List of setups (1)
Setup 18 x 50 kg SC50JA bomb
Main article: SC50JA (50 kg)

The Do 217 J-1 can be outfitted with the following ordnance:

  • Without load
  • 8 x 50 kg SC50JA bombs (400 kg total)

Defensive armament

2 х Turret13 mm MG 131 machine gun
Ammunition500 rounds
Fire rate900 shots/min
Main article: MG 131 (13 mm)

The Do 217 J-1 is defended by:

  • 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)
  • 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)

Usage in battles

This heavy fighter has only limited capabilities, due to low manoeuvrability. Here are some of them:

Head-on fighting

Since the heavy armament is located at the front of the Do 217, it excels at head-on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head-on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37 mm cannons should be avoided (like some Yaks and Ju 87 models). If the enemy does not engage in a head-on, or is not shot down at the first pass, do not chase after, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor manoeuvrability of the Do 217 makes it extremely difficult to win in dogfighting scenarios, although it is not impossible. If the head-on attack is successful, or if the target is left with critical damage, pick another target ~1-2 km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another prey. It is recommended to have a squadmate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.

Do 217 showing fuselage and wing structure.
Ground attack

There are 2 ways to do ground attacks, with bombs and without. Using bombs slows down an already lumbering plane, even more so in air AB, to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly-armoured targets, as the 4 sets of 20 mm rounds will rip through them better than many other planes at this BR. Be careful not to fly too close to the ground as the Do 217 has little ability to change direction quickly.

In air RB, carrying bombs can sometimes be worth the extra weight, as a last resort if a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.

The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.

Bomber interception

After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.

In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of manoeuvrability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.

When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.

Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform BnZ on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much manoeuvres when intercepting, thus you cannot utilise tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they manoeuvre to avoid the Dornier's guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading manoeuvre, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.

If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still manoeuvre better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't manoeuvre well. Then follow him and engage him from behind.

Front view: Nose armament and engines
Defensive Tactics

Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.

In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.

Hit and Run

Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.

Landing

As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Not controllable Controllable
Not auto controlled
Not controllable
Not auto controlled
Controllable
Not auto controlled
Combined Not controllable
2 gears
Not controllable

Pros and cons

Pros:

  • 2 x rear gunners, which is sometimes really handy
  • 4 x MG FF/M cannons and 4 x machine guns in the nose, good for bigger targets
  • Ability to mount bombs
  • Faster than most of its bomber opposition

Cons:

  • Very poor rate of climb, difficult to get to bombers' altitude
  • Poor stability in turns, sometimes leading to stalling at low speeds
  • Large target
  • Exposed cockpit
  • Slower than most of its fighter opposition
  • Very poor energy retention in turns (thus a poor dogfighting aircraft)

History


Archive of the in-game description

Dornier Do 217 J-1 twin-engine night fighter

The Do 217J night fighter was based on the Do 217E bomber. It differed from the bomber in that its crew was reduced to three people and its fixed firepower was strengthened. The first prototype, the Do 217J V1, was converted from the Do 217 E-1 and underwent tests in late 1941. They started to deliver the Do 217 J-1 to the Luftwaffe's fighting troops in the spring of 1942.

Just like the Do 217 E-2, this plane was equipped with two BMW 801 ML fourteen-cylinder, air-cooled engines with a takeoff power of 1,580 hp.

The plane's offensive armament consisted of four 20 mm Oerlikon MG FF/M cannons (drum-fed, with 200 rounds each) and four 7.92 mm Rheinmetall-Borsig MG 17 machine guns (with 700 rounds each) located in the forward fuselage.

The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).

Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a "night hunter" to strike enemy airfields.

The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.

In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.


Media

Skins

See also

Related development

External links


Dornier Aircraft Corporation (Dornier Flugzeugwerke)
Fighters  Do 17 Z-7
  Do 217 J-1 · Do 217 J-2 · Do 217 N-1 · Do 217 N-2
  Do 335 A-0 · Do 335 A-1 · Do 335 B-2
Bombers  Do 17 E-1 · Do 17 Z-2
  Do 217 E-2 · Do 217 E-4 · Do 217 K-1 · Do 217 M-1
Jet Aircraft  Alpha Jet A**
Helicopters  ◄UH-1D*
  *Licensed
  **Jointly manufactured with Dassault Aviation

Germany twin-engine fighters
Messerschmitt  Bf 109 Z-1
  Me 410 A-1/U2 · Me 410 B-1/U2
Dornier  Do 17 Z-7 · Do 217 J-1 · Do 217 J-2 · Do 217 N-1 · Do 217 N-2
Focke-Wulf  Ta 154 A-1
Junkers  Ju 88 C-6 · Ju 388 J