Difference between revisions of "A6M5 Ko"

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{{Specs-Card
 
|code = a6m5ko
 
|store = 3296
 
}}
 
 
{{About
 
{{About
 
| about = Japanese gift fighter '''{{PAGENAME}}'''
 
| about = Japanese gift fighter '''{{PAGENAME}}'''
| usage = other uses
+
| usage = other versions
 
| link = A6M (Family)
 
| link = A6M (Family)
 +
}}
 +
{{Specs-Card
 +
|code=a6m5ko
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''A6M5 mod. 52 Kō''', designated as the '''Type 0 Carrier-based Fighter Model 52A ({{Annotation|零式艦上戦闘機五二型甲|Rei Shiki Kanjō Sentōki, Go Ni Gata Kō}})''', is the first minor modification of the [[A6M5]]. The Model 52A (Kō) switches out the drum-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 3 (20 mm)]] for the belt-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 4 (20 mm)]], increasing the total ammo count to 250 rather than 200.
{{break}}
+
 
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
+
It has been in the game since the start of the Open Beta Test prior to Update 1.27. With all the modifications done to the A6M5 over the other [[A6M]], performance improved but faces stronger enemy aircraft which proportionally perform even better. While still unrivalled in manoeuvre dogfights capable of dodging, weaving, and out-turning the pursuer into getting on their six, staying on the six of an aircraft will be harder to maintain due to the higher top speeds all other aircraft will have over the A6M5. The {{PAGENAME}} comes with slightly more 20 mm ammo giving it more chances to attack more often. As the last main-production [[A6M]], the A6M5s in War Thunder also come with a late-war modification which allows them to be converted into {{Annotation|"bakusen"|Fighter-Bombers}}, mounting a 250 kg bomb in place of the centreline drop tank.
 +
 
 +
It was removed from the store at the end of the [[wt:en/news/8336-shop-summer-sale-in-the-gaijin-store-en|2023 Summer sale]] but was made available temporarily for purchase in-game with Golden Eagles ({{GE}}) for the [[wt:en/news/8727-special-national-foundation-day-in-japan-rare-vehicles-temporarily-on-sale-en|2024 "National Foundation Day in Japan"]] mini-event.
 +
 
 +
;Nicknames
 +
 
 +
* IJN Pilot nickname: ''Reisen'' (零戦) / ''Zerosen'' (ゼロ戦) <small>(Abbreviation of 0 - {{Annotation|戦|Fight(er aircraft)}})</small>.
 +
* Allied reporting name: ''Zeke / Zero''.
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
+
{{Specs-Avia-Flight}}
 +
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 +
 
 +
As with the other A6M5 variants, the A6M5 Ko features an improved exhaust system that gives the plane more thrust and acceleration. While this does not help the Zero to catch up with any enemy fighters, it helps to retain the plane's energy rather well which will certainly be a great asset in a dogfight.
  
{| class="wikitable" style="text-align:center"
+
Although this variant of Zero has a good climb rate, the Zero's limited top speed and frail airframe makes it ill-suited for bomber hunting and boom-and-zoom tactics. The weak airframe also worsens the Zero's manoeuvrability when the plane reaches a speed of 600 km/h in a dive.
|-
+
{| class="wikitable" style="text-align:center" width="70%"
! colspan="8" | Characteristics
+
! rowspan="2" | Characteristics
|-
 
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
! rowspan="2" | Max altitude<br>(meters)
+
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" | Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
! AB
+
! AB !! RB !! AB !! RB !! AB !! RB
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 521 || 503 || {{Specs|ceiling}} || 16.6 || 17.2 || 13.4 || 13.4 || 190
+
! Stock
 +
| 521 || 503 || rowspan="2" | {{Specs|ceiling}} || 16.6 || 17.2 || 13.4 || 13.4 || rowspan="2" | 190
 
|-
 
|-
! colspan="8" | ''Upgraded''
+
! Upgraded
|-
+
| 563 || 540 || 15.8 || 16.0 || 21.4 || 16.9
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| 563 || 540 || {{Specs|ceiling}} || 15.8 || 16.0 || 21.4 || 16.9 || 190
 
 
|-
 
|-
 
|}
 
|}
  
 
==== Details ====
 
==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flaps
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flaps
 
! Landing flaps
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
 
| ✓ || ✓ || ✓ || X || ✓    <!-- ✓ -->
 
| ✓ || ✓ || ✓ || X || ✓    <!-- ✓ -->
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|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flaps<br>(km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! +
+
! Combat !! Take-off !! Landing !! + !! -
! -
 
 
|-
 
|-
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 420 || ~14 || ~6
+
| 740 <!-- {{Specs|destruction|body}} --> || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
+
! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
 
| < 280 || < 420 || < 410 || > 336
 
| < 280 || < 420 || < 410 || > 336
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|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
=== Survivability and armour ===
|-
+
{{Specs-Avia-Armour}}
! colspan="3" | Compressor (RB/SB)
+
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
|-
+
 
! colspan="3" | Setting 1
+
* No armour protection
|-
+
* Non-self-sealing fuel tanks
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 2,500 m || 1,095 hp || 1,226 hp
 
|-
 
! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 5,000 m || 965 hp || 1,081 hp
 
|-
 
|}
 
  
=== Survivability and armour ===
+
=== Modifications and economy ===
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
+
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
 +
{{Specs-Avia-Offensive}}
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
{{main|Type 99 Model 2 navy (20 mm)|Type 97 navy (7.7 mm)}}
+
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
* 2 x 20 mm Type 99 Model 2 navy cannons, wing-mounted (125 rpg = 250 total)
+
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)
 
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)
 
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)
  
 
=== Suspended armament ===
 
=== Suspended armament ===
 +
{{Specs-Avia-Suspended}}
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}
 
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}
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== Usage in battles ==
 
== Usage in battles ==
''Describe the tactics of playing in an 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).'' -->
 
 
'''RB (Realistic Battles) Usage:'''
 
 
 
* Taking off from the runway, This plane has an extremely short take off length and can take off from carriers without the use of flaps. If you wish to take off 0.10 seconds quicker, you can manually control your engine set the Propeller Pitch to 100%, Fuel mixture to 120%, and radiator to 0%. This is not recommended settings for general flying as you will over heat, and the extreme fuel mixture will cause issues with altitudes above roughly 3,000 feet (1,000 meters) and the closed radiator will cause overheating under constant use.
 
 
 
* In RB this plane is fairly dominate for it's BR. It's climb rate is comparable to a considerable amount of planes including the German 109's, Russian LA's, and American Mustangs. With the British Spitfires generally being the only plane that will be out climbing you. When climbing, 17 degrees is a generally decent climbing angle for all Japanese planes until 10,000 feet (3,000 meters) at that point pitch down to 10 degrees climb rate, as it is best to keep your speed up in the A6M5 since you are not as quick as other planes at this altitude and have a tendency to stall easily at high altitude (due to your low speed). You can climb from the runway till your desired altitude using WEP and your plane should not overheat unless your map is specifically large or you are side climbing.
 
 
 
* At high elevation 15,000 feet (4,500 meters) the plane suffers, with the engine having to use WEP (War Emergency Power) to keep speed with many aircraft it has a tendency to overheat easily without manually opening the Radiator cowlings at high altitude due to the decreased amount of going through the radiator. At high elevations the plane suffers from low air pressure on the wings making its turning radius less than Spitfires and 109's. This being said, most pilots are not aware of high elevation fighting and will shy away from turn fighting you at high elevations. Being aggressive can force them lower where your plane will shine. But be careful as an experienced pilot will know you are not in your optimal zone and can force you to stall in a dog fight.
 
 
 
* In a dive the plane gets compression lock which is extremely noticeable above 400mph (630kph) IAS (indicated air speed). Compression lock means the air speed over the control surfaces equals a force greater than which you can apply, meaning you have reduced input and response over the aircraft. At 450+ mph (725kph) IAS you run the risk of ripping your wings in a high G turn. At 480 mph (775 kph) you now run the risk of ripping your wings.
 
 
 
* Due to the light weight of the plane and high torque of the engine (Sakae 21) the plane does not have equal roll rate even in RB. the roll rate to your left should be slightly better than to the right, though not entirely noticeable. This is due to the propeller spinning to the right naturally forcing your plane to the left.
 
 
 
'''General tactics that work in the A6M5 KO:'''
 
 
 
* The A6M5 KO favors a pilot that is patient but aggressive. At high elevation you should be extremely cautious as your plane will be sluggish and non-responsive. The goal of the pilot is to avoid being the first into a battle, and supporting Friendly aircraft if they are being attacked. By simply engaging in a dog fight you can either push or lure the enemies to a lower altitude. Be patient as your fight will not start once combat begins, you will be on the defensive until the battle drops below roughly 6,000 feet (1,800 meters). Below that altitude your plane is a menace to anyone who has lost their energy.
 
 
 
* Germans, Americans, and Russian pilots will have a tendency to want to "head-on" you. (where two pilots fly towards eachother guns firing). Avoid this at all cost in the A6M5, your 50 caliber machineguns located in your nose have low damage threshold and your cannons on the wings while extremely good, will have a spread that will only connect at a specific distance, where as their guns will be more likely to connect for longer. A "Split S" or "Immelmann" can be used preemptively to position yourself on the enemies tail if you are new to tactics. A more advanced Pilot will use a High or Low Yo-Yo. The "High Yo-Yo" being nice to chase a target that is not at a high velocity and the "Low Yo-Yo" being used against a target with high velocity to allow you to fire some rounds as he over shoots.
 
  
* When pursuing a target you will be slower than nearly every fighter (unless they are damaged) to counter this your pursuit should always be leading, never lagging (meaning you are aiming your plane ahead of theirs, not on them or behind). This pursuit will compliment your high rate of turn allowing you to more easily catch fleeing targets.
+
The Zero is outclassed by everything it faces in terms of speed. The only thing left to hang on to is its famous manoeuvrability. More than ever, the key is to exploit its nimbleness to force the enemy to make mistakes. Every single aircraft in this battle rating is faster - the [[P-47N-15]] is both faster in a straight line and in a dive - meaning the slow {{PAGENAME}} will have limited opportunities to engage. It is not common to see enemies turn fight with a Zero, but most will break away and attempt to flee. As such, the {{PAGENAME}}'s best bet is to try and end the fight quickly with good shot placement and lead so that the A6M5 Ko can dis-engage before its target flees. During the downtime if the enemy plane continues fleeing or was shot down, start re-climbing to prepare for engaging new targets that approaches the {{PAGENAME}}.
  
* In a simple turning circle fight, I strongly recommend against the use flaps unless absolutely necessary. As your turning circle will be smaller than any aircraft excluding a highly advanced Spitfire Pilot (in that case use flaps). The reason for this is that your maneuverability is directly tied to a very specific range of speed of roughly 200mph (320kph). Without flaps your turning speed under constant full elevator usage will vary between 170-180mph (270-290 kph) with combat flaps it will vary between 145-160 (233-260kph). The decreased speed leaves you more vulnerable and less maneuverable if another enemy decides to engage you while in the turn fight.
+
The Zero's infamous reputation for catching fire after being shot by any incendiary rounds continue - the lack of armour is detrimental to the Zero meaning if it gets hit, it's likely going to be fatal. This means the pilot needs to do their best to dodge all shots coming the {{PAGENAME}}'s way by utilizing the Zero's incredible manoeuvrability. Remember to turn into the enemy to spoil their aim. With good shot placement, the {{PAGENAME}}'s weaponry can dispatch foes as they pass by due to the amazing turn time on the Zero. Then, it's a simple matter of getting onto their six and taking small, accurate bursts at the opponent. The {{PAGENAME}} can also frustrate its enemies by constantly evading all of their attempts to force head-ons, or the A6M5 Ko can dive down on unsuspecting pilots as the Zero still has quite a good climb rate compared to other aircraft of its battle rating.
  
* The A6M5 has an extremely fast recovery from a stall. If you have an option to stall both yourself and the enemy with a maneuver it is highly recommended as you will recover first allowing you to get on their 6' o'clock.
+
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.
  
* When firing your guns, it is recommended to fire your machine guns for ranging till you get a hit then fire your Cannons until you get used to the range. Distances 1,000 feet (300 meters) or less will have your cannons landings generally at the same place and time as your machine-guns. Distances further, this method is not recommended as the lower velocity of the cannons is noticeable and the shots will not land on target.
+
* You can bring the minimum amount of fuel (29 minutes) as even this Zero has the new 20 mm guns with 125 rounds each and you won't need to restock ammo as often, it is not a huge increase and returning to the airfield to resupply will still be a common occurrence. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.
 +
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.
  
* The goal of every A6M5 pilot should be to drag the enemy to as low of an altitude as possible, and forcing them into a turn fight bleeding their energy.
+
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.
 +
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.
  
* If an enemy is running away from you, climb at a 10 degree angle denying them their energy advantage. You cannot catch them, but you can keep at their altitude if they decide to run preventing more Boom and Zoom.
+
'''Enemies worth noting:'''
  
'''TLDR:'''
+
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.
  
You turn faster at low altitudes and will recover lost speed faster than other aircraft.
+
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.
  
Fights that are head-on or high elevation are discouraged.
+
* Late Spitfires: their turn time will come close to the A6M5. They are fast, and can boom and zoom. To avoid them, don't panic when they are spotted trying to boom and zoom. Counter by pretending that they have not been noticed, lulling them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them. The Spitfires have a streamlined nose with the iconic large, elliptical wings.
 +
* P-51: their machine guns can do severe damage to the A6M5. However, a common tendency of novice P-51 pilots is to get into a manoeuvring fight with the A6M5. Simply dodge their attacks, do a loop to get on their tail, and take shots at the opportune moments. Even better, when beating them in a turn fight, their aircraft's top profile are fully exposed, allowing for a larger surface area to be shot up and even the cockpit to hit the pilot inside.
 +
* Yak 3/9: their 20 mm cannons are devastating if they hit. Do not try to head on them, just dodge the attacks by looping around the bullets, get on their tail, and shoot them before they get away!
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
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! rowspan="2" | Turbocharger
 
! rowspan="2" | Turbocharger
 
|-
 
|-
! Oil
+
! Oil !! Water !! Type
! Water
 
! Type
 
|-
 
| Controllable || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Separate || rowspan="2" | Controllable<br>2 gears || rowspan="2" | Not controllable
 
|-
 
|}
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! colspan="1" | Tier
 
! colspan="2" | Flight performance
 
! colspan="1" | Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
|
 
| Offensive 7 mm
 
|
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
| New 7 mm MGs
 
| 9 in (mod30)
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| Offensive 20 mm
 
|
 
 
|-
 
|-
| IV
+
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Controllable<br>2 gears || Not controllable
|
 
| Engine injection
 
| Cover
 
| New 20 mm cannons
 
| 12 in (mod30)
 
 
|-
 
|-
 
|}
 
|}
 
As a premium aircraft, the '''{{PAGENAME}}''' comes with all modules unlocked.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
*
+
* Top-of-the-line agility across the board
 +
** Turning radius is very tight; can easily out-turn most if not all aircraft it faces in a sustained turning engagement
 +
** Easy to handle, as the aircraft is very responsive in all axes
 +
* Short takeoff/landing distance; can land on aircraft carriers if the map has them with the arresting hook
 +
* Fairly destructive 20 mm cannon armament
  
 
'''Cons:'''
 
'''Cons:'''
  
*
+
* Highly vulnerable to Boom & Zoom tactics with very limited counterplay options
 +
** High agility results in excessive speed bleed when manoeuvring, leaving you low on energy compared to your opponent
 +
** Plane is highly dependent on the enemy engaging it on its own terms (turnfighting), and if denied this wil struggle to accomplish much in a match
 +
* Very poor protection - lacks self-sealing fuel tanks or any sort of armour
 +
* Low burst mass for the BR; 7.7 mm machine guns are no longer adequately punchy
 +
* Fairly limited ammunition count
 +
* Noticeably slower top speed than contemporaries
 +
* Poor dive tolerance; wings rip at only 700 km/h
 +
** Control stiffening at high speeds can limit agility, can lead to fatal dives
  
 
== History ==
 
== History ==
''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 ===
+
{{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}}
 
Mitsubishi Type 0 Model 52 "Kou" (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter
 
Mitsubishi Type 0 Model 52 "Kou" (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter
  
Line 272: Line 200:
 
The next stage in upgrading the Zero was the Model 52 "Kou" (A6M5a Model 52a). This improvement significantly reinforced the plane's armament by replacing the wing-mounted Type 99-2 Model 3 drum-fed cannons (with 100 rounds each) with Type 99-2 Model 4 belt-fed cannons (with 125 rounds). This added 25 rounds per cannon and slightly improved the plane's rate of fire. Now the fighter's armament consisted of two synchronous 7.7 mm Type 97 machine guns with 500 rounds each plus two wing-mounted 20 mm Type 99-2 Model 4 cannons with 125 rounds each.
 
The next stage in upgrading the Zero was the Model 52 "Kou" (A6M5a Model 52a). This improvement significantly reinforced the plane's armament by replacing the wing-mounted Type 99-2 Model 3 drum-fed cannons (with 100 rounds each) with Type 99-2 Model 4 belt-fed cannons (with 125 rounds). This added 25 rounds per cannon and slightly improved the plane's rate of fire. Now the fighter's armament consisted of two synchronous 7.7 mm Type 97 machine guns with 500 rounds each plus two wing-mounted 20 mm Type 99-2 Model 4 cannons with 125 rounds each.
  
The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 kb) under the fuselage.
+
The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 lb) under the fuselage.
  
 
In addition, the A6M5a's wing structure was reinforced yet again, which resulted in a maximum allowable diving speed of 740 km/h. However, this was still inferior to the diving speed of the American F4U fighter.
 
In addition, the A6M5a's wing structure was reinforced yet again, which resulted in a maximum allowable diving speed of 740 km/h. However, this was still inferior to the diving speed of the American F4U fighter.
  
 
Mass production of the A6M5a variant began in March 1944. Mitsubishi Heavy Industries manufactured 391 machines. An additional unknown quantity of this variant was built by Nakajima Aircraft.
 
Mass production of the A6M5a variant began in March 1944. Mitsubishi Heavy Industries manufactured 391 machines. An additional unknown quantity of this variant was built by Nakajima Aircraft.
 +
{{Navigation-End}}
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=aircraft&vehicleClass=fighter&vehicle=a6m5ko A6M5 Ko] in War Thunder Live.
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m5ko Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Videos
 +
{{Youtube-gallery|V_5hzA-h2eI|'''In Allied Skies - A6M5 Ko''' - ''Napalmratte''|YADf8ptP77A|'''Premium Review: A6M5 Ko [Turn & Burn Baby]''' - ''Jengar''}}
  
 
== 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;''
 
* ''reference to the series of the aircraft;''
* ''links to approximate analogues of other nations and research trees.''-->
+
* ''links to approximate analogues of other nations and research trees.'' -->
 
 
;Related development
 
 
 
* Nakajima [[A6M2-N]]
 
* Nakajima [[A6M3]]
 
  
 
;Aircraft of comparable role, configuration and era
 
;Aircraft of comparable role, configuration and era
  
* Brewster [[F2A (Family)|F2A]] Buffalo
+
* Reggiane [[Re.2001 (Family)|Re.2001]]
* Curtiss-Wright [[CW-21]]
+
* Supermarine [[Spitfire (Family)|Spitfire]]
* Fiat [[G.50 (Family)|G.50]]
 
* Grumman [[F4F (Family)|F4F]] Wildcat
 
* Grumman [[F6F (Family)|F6F]] Hellcat
 
* [[IAR-81C|IAR-81]]
 
* Macchi [[C.200 (Family)|C.200]]
 
* Nakajima [[Ki-43 (Family)|Ki-43]] Oscar
 
* Supermarine [[Spitfire (Family)|Seafire]]
 
 
* Hawker [[Hurricane (Family)|Sea Hurricane]]
 
* Hawker [[Hurricane (Family)|Sea Hurricane]]
  
Line 308: Line 231:
 
<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''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;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia<nowiki>]</nowiki> A6M5 Type 0 Model 52]]
+
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia] A6M5 Type 0 Model 52]]
 +
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ Official data sheet - more details about the performance]
  
 
{{AirManufacturer Mitsubishi}}
 
{{AirManufacturer Mitsubishi}}
 
{{Japan fighters}}
 
{{Japan fighters}}
 
{{Japan premium aircraft}}
 
{{Japan premium aircraft}}

Latest revision as of 09:39, 16 November 2024

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the Japanese gift fighter A6M5 Ko. For other versions, see A6M (Family).
A6M5 Ko
a6m5ko.png
GarageImage A6M5 Ko.jpg
ArtImage A6M5 Ko.png
A6M5 Ko
Show in game

Description

The A6M5 mod. 52 Kō, designated as the Type 0 Carrier-based Fighter Model 52A (零式艦上戦闘機五二型甲), is the first minor modification of the A6M5. The Model 52A (Kō) switches out the drum-fed Type 99 mod.2 mark 3 (20 mm) for the belt-fed Type 99 mod.2 mark 4 (20 mm), increasing the total ammo count to 250 rather than 200.

It has been in the game since the start of the Open Beta Test prior to Update 1.27. With all the modifications done to the A6M5 over the other A6M, performance improved but faces stronger enemy aircraft which proportionally perform even better. While still unrivalled in manoeuvre dogfights capable of dodging, weaving, and out-turning the pursuer into getting on their six, staying on the six of an aircraft will be harder to maintain due to the higher top speeds all other aircraft will have over the A6M5. The A6M5 Ko comes with slightly more 20 mm ammo giving it more chances to attack more often. As the last main-production A6M, the A6M5s in War Thunder also come with a late-war modification which allows them to be converted into "bakusen", mounting a 250 kg bomb in place of the centreline drop tank.

It was removed from the store at the end of the 2023 Summer sale but was made available temporarily for purchase in-game with Golden Eagles (Ge icon.png) for the 2024 "National Foundation Day in Japan" mini-event.

Nicknames
  • IJN Pilot nickname: Reisen (零戦) / Zerosen (ゼロ戦) (Abbreviation of 0 - ).
  • Allied reporting name: Zeke / Zero.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Max speed
at 6 000 m540 km/h
Turn time16 s
Max altitude10 900 m
EngineNakajima Sakae 21
TypeRadial
Cooling systemAir
Take-off weight3 t

As with the other A6M5 variants, the A6M5 Ko features an improved exhaust system that gives the plane more thrust and acceleration. While this does not help the Zero to catch up with any enemy fighters, it helps to retain the plane's energy rather well which will certainly be a great asset in a dogfight.

Although this variant of Zero has a good climb rate, the Zero's limited top speed and frail airframe makes it ill-suited for bomber hunting and boom-and-zoom tactics. The weak airframe also worsens the Zero's manoeuvrability when the plane reaches a speed of 600 km/h in a dive.

Characteristics Max Speed
(km/h at 6,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 521 503 10900 16.6 17.2 13.4 13.4 190
Upgraded 563 540 15.8 16.0 21.4 16.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
740 300 397 368 220 ~14 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 280 < 420 < 410 > 336

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear300 km/h
  • No armour protection
  • Non-self-sealing fuel tanks

Modifications and economy

Repair cost
AB1 536 Sl icon.png
RB4 645 Sl icon.png
SB5 039 Sl icon.png
Crew training10 000 Sl icon.png
Experts290 000 Sl icon.png
Aces940 Ge icon.png
Research Aces960 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 90 / 220 / 450 % Sl icon.png
Talisman.png 2 × 166 / 166 / 166 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Mods radiator.png
Radiator
Mods compressor.png
Compressor
Mods aerodinamic wing.png
Wings repair
Mods new engine.png
Engine
Mods metanol.png
Engine injection
Mods armor frame.png
Airframe
Mods armor cover.png
Cover
Mods ammo.png
type89_belt_pack
Mod arrow 0.png
Mods weapon.png
type97_new_gun
Mods pilon bomb.png
9 in (mod30)
Mod arrow 1.png
Mods ammo.png
type99mk2_belt_pack
Mod arrow 0.png
Mods weapon.png
type99mk2_new_gun
Mods pilon bomb.png
12 in (mod30)

Armaments

Offensive armament

Ammunition250 rounds
Fire rate490 shots/min
Ammunition1 400 rounds
Fire rate900 shots/min

The A6M5 Ko is armed with:

  • 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)
  • 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)

Suspended armament

List of setups (2)
Setup 12 x 60 kg Navy Type 97 Number 6 ground bomb
Setup 21 x 250 kg Navy Type Number 25 Model 2 bomb

The A6M5 Ko can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
  • 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)

Usage in battles

The Zero is outclassed by everything it faces in terms of speed. The only thing left to hang on to is its famous manoeuvrability. More than ever, the key is to exploit its nimbleness to force the enemy to make mistakes. Every single aircraft in this battle rating is faster - the P-47N-15 is both faster in a straight line and in a dive - meaning the slow A6M5 Ko will have limited opportunities to engage. It is not common to see enemies turn fight with a Zero, but most will break away and attempt to flee. As such, the A6M5 Ko's best bet is to try and end the fight quickly with good shot placement and lead so that the A6M5 Ko can dis-engage before its target flees. During the downtime if the enemy plane continues fleeing or was shot down, start re-climbing to prepare for engaging new targets that approaches the A6M5 Ko.

The Zero's infamous reputation for catching fire after being shot by any incendiary rounds continue - the lack of armour is detrimental to the Zero meaning if it gets hit, it's likely going to be fatal. This means the pilot needs to do their best to dodge all shots coming the A6M5 Ko's way by utilizing the Zero's incredible manoeuvrability. Remember to turn into the enemy to spoil their aim. With good shot placement, the A6M5 Ko's weaponry can dispatch foes as they pass by due to the amazing turn time on the Zero. Then, it's a simple matter of getting onto their six and taking small, accurate bursts at the opponent. The A6M5 Ko can also frustrate its enemies by constantly evading all of their attempts to force head-ons, or the A6M5 Ko can dive down on unsuspecting pilots as the Zero still has quite a good climb rate compared to other aircraft of its battle rating.

  • In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.
  • You can bring the minimum amount of fuel (29 minutes) as even this Zero has the new 20 mm guns with 125 rounds each and you won't need to restock ammo as often, it is not a huge increase and returning to the airfield to resupply will still be a common occurrence. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.
  • For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.
  • For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.
  • Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.

Enemies worth noting:

  • P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.
  • F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.
  • Late Spitfires: their turn time will come close to the A6M5. They are fast, and can boom and zoom. To avoid them, don't panic when they are spotted trying to boom and zoom. Counter by pretending that they have not been noticed, lulling them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them. The Spitfires have a streamlined nose with the iconic large, elliptical wings.
  • P-51: their machine guns can do severe damage to the A6M5. However, a common tendency of novice P-51 pilots is to get into a manoeuvring fight with the A6M5. Simply dodge their attacks, do a loop to get on their tail, and take shots at the opportune moments. Even better, when beating them in a turn fight, their aircraft's top profile are fully exposed, allowing for a larger surface area to be shot up and even the cockpit to hit the pilot inside.
  • Yak 3/9: their 20 mm cannons are devastating if they hit. Do not try to head on them, just dodge the attacks by looping around the bullets, get on their tail, and shoot them before they get away!

Manual Engine Control

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

Pros and cons

Pros:

  • Top-of-the-line agility across the board
    • Turning radius is very tight; can easily out-turn most if not all aircraft it faces in a sustained turning engagement
    • Easy to handle, as the aircraft is very responsive in all axes
  • Short takeoff/landing distance; can land on aircraft carriers if the map has them with the arresting hook
  • Fairly destructive 20 mm cannon armament

Cons:

  • Highly vulnerable to Boom & Zoom tactics with very limited counterplay options
    • High agility results in excessive speed bleed when manoeuvring, leaving you low on energy compared to your opponent
    • Plane is highly dependent on the enemy engaging it on its own terms (turnfighting), and if denied this wil struggle to accomplish much in a match
  • Very poor protection - lacks self-sealing fuel tanks or any sort of armour
  • Low burst mass for the BR; 7.7 mm machine guns are no longer adequately punchy
  • Fairly limited ammunition count
  • Noticeably slower top speed than contemporaries
  • Poor dive tolerance; wings rip at only 700 km/h
    • Control stiffening at high speeds can limit agility, can lead to fatal dives

History


Archive of the in-game description

Mitsubishi Type 0 Model 52 "Kou" (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter

In the middle of 1942, the Allies in the Pacific Ocean Theatre took the offensive, while the Japanese were more and more often on the defensive. In 1943, new types of high-speed fighters entered service with the USAAF and the USNAF, and they outperformed the Zeros in many respects. Low survivability, the main disadvantage of the Japanese aircraft, was made clear in the fierce air duels between the planes. The fighter's flight characteristics also required some improvement, and Mitsubishi Heavy Industries designers began to upgrade the A6M again in August 1943.

The Zero received a smaller-area wing (with a span of only 11 m) with rounded tips. The wing folding mechanism was removed. To increase the plane's allowable diving speed, its wing surface skin was reinforced.

Since more powerful engines were not yet available, the designers had to make the most of a Nakajima Sakae 21 engine. Every pair of cylinders was given an individual exhaust pipe instead of a common heavy exhaust manifold. This added exhaust gas thrust to the propeller thrust, which resulted in a higher aircraft speed. The fuselage skin had to be reinforced with steel sheets in the area of the pipes, since the hot exhaust gases quickly burned through thin duralumin.

The new version of the aircraft was designated Model 52 (A6M5 Model 52). The plane became slightly heavier, but its maximum speed at a height of 6,000 m reached 565 km/h. This was the speed limit for the Zero, since all further modifications made to the machine only increased its weight and, consequently, reduced its maximum speed.

The next stage in upgrading the Zero was the Model 52 "Kou" (A6M5a Model 52a). This improvement significantly reinforced the plane's armament by replacing the wing-mounted Type 99-2 Model 3 drum-fed cannons (with 100 rounds each) with Type 99-2 Model 4 belt-fed cannons (with 125 rounds). This added 25 rounds per cannon and slightly improved the plane's rate of fire. Now the fighter's armament consisted of two synchronous 7.7 mm Type 97 machine guns with 500 rounds each plus two wing-mounted 20 mm Type 99-2 Model 4 cannons with 125 rounds each.

The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 lb) under the fuselage.

In addition, the A6M5a's wing structure was reinforced yet again, which resulted in a maximum allowable diving speed of 740 km/h. However, this was still inferior to the diving speed of the American F4U fighter.

Mass production of the A6M5a variant began in March 1944. Mitsubishi Heavy Industries manufactured 391 machines. An additional unknown quantity of this variant was built by Nakajima Aircraft.


Media

Skins
Videos

See also

Aircraft of comparable role, configuration and era

External links


Mitsubishi Company (三菱商会)
Fighters  A5M4 · Hagiri's A5M4
  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
  A7M1 (NK9H) · A7M2
  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
Hydroplanes  F1M2
Interceptors  Ki-83 · Ki-109
Bombers  G4M1
  Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu
Jet Fighters  Ki-200
Captured  ▃A6M2 · ␗A6M2
See also  Mitsubishi Heavy Industries, Ltd. (Post-War)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Strike aircraft  ▄AV-8S
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E