Difference between revisions of "Ki-61-I tei"

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{{Specs-Card
 
|code=ki_61_1a_tei
 
|images={{Specs-Card-Image|}}
 
}}
 
 
{{About
 
{{About
 
| about = Japanese fighter '''{{PAGENAME}}'''
 
| about = Japanese fighter '''{{PAGENAME}}'''
 
| usage = other versions
 
| usage = other versions
 
| link = Ki-61 (Family)
 
| link = Ki-61 (Family)
 +
}}
 +
{{Specs-Card
 +
|code=ki_61_1a_tei
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
}}
 
}}
  
 
== 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]]
 
{{Break}}
 
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update 1.55 "Royal Armour"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update 1.55 "Royal Armour"]].
  
Line 110: Line 108:
 
''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).''
  
'''Simulator'''  
+
'''Simulator'''
  
 
In Sim, the Ki-61 can be used in BnZ fighting, turn fighting, intercepting and some ground pounding. The Ki-61 is overall a pretty friendly plane to fly. It is quite fast, handles nicely at all speeds, has decent visibility especially over the nose, climbs great and has good armament. However its main disadvantage is the weak protection.
 
In Sim, the Ki-61 can be used in BnZ fighting, turn fighting, intercepting and some ground pounding. The Ki-61 is overall a pretty friendly plane to fly. It is quite fast, handles nicely at all speeds, has decent visibility especially over the nose, climbs great and has good armament. However its main disadvantage is the weak protection.
Line 120: Line 118:
 
For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in sim happen below 3,000m so the Ki-61 can easily climb up to that altitude. As mentioned in the description, its climb rate is actually great, don't get misled by the stat card. Once at an advantageous height, boom & zoom the enemies. The Ki-61 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. A successful pass will usually cripple the enemy. Aside from BnZ, the Ki-61 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-61 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. Note that the Ki-61's roll rate is very average so avoid manoeuvres like scissors.
 
For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in sim happen below 3,000m so the Ki-61 can easily climb up to that altitude. As mentioned in the description, its climb rate is actually great, don't get misled by the stat card. Once at an advantageous height, boom & zoom the enemies. The Ki-61 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. A successful pass will usually cripple the enemy. Aside from BnZ, the Ki-61 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-61 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. Note that the Ki-61's roll rate is very average so avoid manoeuvres like scissors.
  
When intercepting planes, it is crucial to know what the target is, because most targets can easily damage you in return. If it is a bomber/attacker with decent defensive firepower or great turret coverage then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, ''any'' gun can critically damage the Ki-61 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything, but the 2x 20 mm & 2x 12.7 mm armament can easily down a bomber with 1-3 passes. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.
+
When intercepting planes, it is crucial to know what the target is, because most targets can easily damage you in return. If it is a bomber/attacker with decent defensive firepower or great turret coverage then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, ''any'' gun can critically damage the Ki-61 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything, but the 2x 20 mm & 2x 12.7 mm armament can easily down a bomber with 1-3 passes. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.
  
 
For ground pounding, the best loadout is the 2 x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-61 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. Dive at a shallow angle to approach the target, try to get as close as possible but avoid crashing into the ground. When the target fills up about 1/3 in the gunsight and the gunsight slices just above the target, drop the bombs and immediately pull up. It is best to set separate keybinds for firing MG and cannons as wasting precious cannon rounds can be fatal. The 2 MGs perform well in killing trucks, AA guns and artilleries as they have plenty of ammo. However, constantly watch your surrounding, especially your high 6 for any incoming enemies.
 
For ground pounding, the best loadout is the 2 x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-61 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. Dive at a shallow angle to approach the target, try to get as close as possible but avoid crashing into the ground. When the target fills up about 1/3 in the gunsight and the gunsight slices just above the target, drop the bombs and immediately pull up. It is best to set separate keybinds for firing MG and cannons as wasting precious cannon rounds can be fatal. The 2 MGs perform well in killing trucks, AA guns and artilleries as they have plenty of ammo. However, constantly watch your surrounding, especially your high 6 for any incoming enemies.
Line 127: Line 125:
  
 
* [[Me 264]]: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage.
 
* [[Me 264]]: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage.
* [[B-17 (Family)|B-17]], [[Ju 88 A-4|Ju 88]], [[IL-2 (Family)|IL-2]], etc: These aircraft have either powerful defensive guns, for example the B-17, or wide gun coverage such as the Ju 88. The most threatening one, the B-17, is fairly easy to distinguish. It has a passenger plane-like fuselage, 4 radial engines extending forwards from the wings and a huge tail fin. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, never engage any of these if you have no altitude advantage.  
+
* [[B-17 (Family)|B-17]], [[Ju 88 A-4|Ju 88]], [[IL-2 (Family)|IL-2]], etc: These aircraft have either powerful defensive guns, for example the B-17, or wide gun coverage such as the Ju 88. The most threatening one, the B-17, is fairly easy to distinguish. It has a passenger plane-like fuselage, 4 radial engines extending forwards from the wings and a huge tail fin. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, never engage any of these if you have no altitude advantage.
* [[A6M (Family)|A6M]], [[Spitfire (Family)|Spitfire]], etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.
+
* [[A6M (Family)|A6M]], [[Spitfire (Family)|Spitfire]], etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 144: Line 142:
 
|-
 
|-
 
| Not controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
 
| Not controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
|-
 
|}
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="2" | Flight performance
 
! Survivability
 
! colspan="3" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
|
 
| Offensive 12 mm
 
|
 
| 7 in (mod20)
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
|
 
| Offensive 20 mm
 
| 10 in (mod24)
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| New 12 mm MGs
 
|
 
| 12 in (mod30)
 
|-
 
| IV
 
|
 
| Engine injection
 
| Cover
 
|
 
| New 20 mm cannons
 
|
 
 
|-
 
|-
 
|}
 
|}

Revision as of 22:52, 30 December 2020

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the Japanese fighter Ki-61-I tei. For other versions, see Ki-61 (Family).
ki_61_1a_tei.png
GarageImage Ki-61-I tei.jpg
Ki-61-I tei
AB RB SB
4.7 4.3 4.0
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

The Ki-61-I tei Hien is a rank III Japanese fighter with a battle rating of 4.7 (AB), 4.3 (RB), and 4.0 (SB). It was introduced in Update 1.55 "Royal Armour".

General info

Flight performance

Max speed
at 5 000 m580 km/h
Turn time21 s
Max altitude10 000 m
EngineKawasaki Ha-40
TypeInline
Cooling systemWater
Take-off weight4 t
Characteristics Max Speed
(km/h at 5,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 559 544 10000 22.0 22.7 9.2 9.2 550
Upgraded 602 580 20.1 21.0 15.3 11.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
0 250 500 500 300 ~9 ~7
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 360 < 350 < 460 > 312

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear250 km/h
  • 13 mm steel plate - located behind the pilot.
  • Self-sealing fuel tanks.

Modifications and economy

Repair costBasic → Reference
AB1 024 → 1 303 Sl icon.png
RB2 276 → 2 897 Sl icon.png
SB3 339 → 4 250 Sl icon.png
Total cost of modifications24 500 Rp icon.png
44 300 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 150 / 310 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
120 Ge icon.png
Mods radiator.png
Radiator
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
120 Ge icon.png
Mods compressor.png
Compressor
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
140 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
1 500 Rp icon.png
Cost:
2 700 Sl icon.png
150 Ge icon.png
Mods new engine.png
Engine
Research:
1 500 Rp icon.png
Cost:
2 700 Sl icon.png
150 Ge icon.png
Mods metanol.png
Engine injection
Research:
2 700 Rp icon.png
Cost:
4 900 Sl icon.png
270 Ge icon.png
Mods armor frame.png
Airframe
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
140 Ge icon.png
Mods armor cover.png
Cover
Research:
2 700 Rp icon.png
Cost:
4 900 Sl icon.png
270 Ge icon.png
Mods ammo.png
safat12_belt_pack
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
120 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
7 in (mod20)
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
120 Ge icon.png
Mod arrow 0.png
Mods ammo.png
ho5_belt_pack
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
140 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
10 in (mod24)
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
140 Ge icon.png
Mod arrow 0.png
Mods weapon.png
ho103_new_gun
Research:
1 500 Rp icon.png
Cost:
2 700 Sl icon.png
150 Ge icon.png
Mods pilon bomb.png
12 in (mod30)
Research:
1 500 Rp icon.png
Cost:
2 700 Sl icon.png
150 Ge icon.png
Mods weapon.png
ho5_new_gun
Research:
2 700 Rp icon.png
Cost:
4 900 Sl icon.png
270 Ge icon.png

Armaments

Offensive armament

Weapon 12 x 20 mm Ho-5 cannon
Ammunition240 rounds
Fire rate948 shots/min
Weapon 22 x 12.7 mm Ho-103 machine gun
Ammunition500 rounds
Fire rate900 shots/min

The Ki-61-I tei is armed with:

  • 2 x 20 mm Ho-5 cannons, nose-mounted (120 rpg = 240 total)
  • 2 x 12.7 mm Ho-103 machine guns, wing-mounted (250 rpg = 500 total)

Suspended armament

List of setups (3)
Setup 12 x 50 kg Army Type 94 GPHE bomb
Setup 22 x 100 kg Army Type 94 GPHE bomb
Setup 32 x 250 kg Army Type 92 GPHE bomb

The Ki-61-I tei can be outfitted with the following ordnance:

  • Without load
  • 2 x 50 kg Army Type 94 GPHE bombs (100 kg total)
  • 2 x 100 kg Army Type 94 GPHE bombs (200 kg total)
  • 2 x 250 kg Army Type 92 GPHE bombs (500 kg total)

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).

Simulator

In Sim, the Ki-61 can be used in BnZ fighting, turn fighting, intercepting and some ground pounding. The Ki-61 is overall a pretty friendly plane to fly. It is quite fast, handles nicely at all speeds, has decent visibility especially over the nose, climbs great and has good armament. However its main disadvantage is the weak protection.

Before taking off, bring at least 30 minutes of fuel for longer patrol time. If you are not using MEC, use around 95% throttle when cruising below 3,000 m since the engine will slowly heat up at full throttle. But full throttle is fine at higher altitudes.

Only elevator trim is available, so when the stick is at its deadzone, the Ki-61 will roll and yaw to the left side. Therefore you always need to pull the stick to the right which can get a bit annoying. Usually, a trim of around -7% is enough. But when carrying the 2x 250kg bombload, no negative trim is needed.

For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in sim happen below 3,000m so the Ki-61 can easily climb up to that altitude. As mentioned in the description, its climb rate is actually great, don't get misled by the stat card. Once at an advantageous height, boom & zoom the enemies. The Ki-61 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. A successful pass will usually cripple the enemy. Aside from BnZ, the Ki-61 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-61 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. Note that the Ki-61's roll rate is very average so avoid manoeuvres like scissors.

When intercepting planes, it is crucial to know what the target is, because most targets can easily damage you in return. If it is a bomber/attacker with decent defensive firepower or great turret coverage then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, any gun can critically damage the Ki-61 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything, but the 2x 20 mm & 2x 12.7 mm armament can easily down a bomber with 1-3 passes. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.

For ground pounding, the best loadout is the 2 x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-61 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. Dive at a shallow angle to approach the target, try to get as close as possible but avoid crashing into the ground. When the target fills up about 1/3 in the gunsight and the gunsight slices just above the target, drop the bombs and immediately pull up. It is best to set separate keybinds for firing MG and cannons as wasting precious cannon rounds can be fatal. The 2 MGs perform well in killing trucks, AA guns and artilleries as they have plenty of ammo. However, constantly watch your surrounding, especially your high 6 for any incoming enemies.

Enemies worth noting:

  • Me 264: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage.
  • B-17, Ju 88, IL-2, etc: These aircraft have either powerful defensive guns, for example the B-17, or wide gun coverage such as the Ju 88. The most threatening one, the B-17, is fairly easy to distinguish. It has a passenger plane-like fuselage, 4 radial engines extending forwards from the wings and a huge tail fin. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, never engage any of these if you have no altitude advantage.
  • A6M, Spitfire, etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.

Manual Engine Control

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

Pros and cons

Pros:

  • Generally performs well in the most common tactics, both BnZ and turn-fighting, allowing flexible gameplay depending on the situation
  • Outstanding climb rate
  • Has decent dive speed, can easily out-dive slower opponents
  • Great firepower thanks to the pair of 20 mm Ho-5 cannons
  • Some armour protection for the pilot means that it will not easily get pilot-sniped by small-calibre/low-penetrating guns from the back
  • Able to equip up to 2 x 250 kg bombs, meaning it is also useful in ground pounding/tank RB
  • Adequate over-the-nose visibility allows easier leading in Simulator

Cons:

  • Average backwards visibility can be lethal in Simulator
  • Locks up at high speeds
  • The guns do not have a lot of ammo compared to earlier models (250 rpg for 12.7 mm and 120 rpg for 20 mm) which requires strict trigger control
  • No frontal armour, can be fatal in a head-on
  • Average roll rate which worsens as speed increases, can easily get out-rolled by Fw 190s and I-16s

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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

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.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Kawasaki Aircraft Industries (川崎航空機工業株式会社)
Biplane Fighters  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Fighters  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-100 · Ki-100-II
Interceptors  Ki-45 ko · Ki-45 otsu · Ki-45 hei · Ki-45 tei
  Ki-96
  Ki-102 otsu
  Ki-108 Kai
Bombers  Ki-32
  Ki-48-II otsu
Captured  ␗Ki-45 hei/tei · ␗Ki-61-I otsu · ▃Ki-61-Ib
See also  Kawasaki Shipyard Co.

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)