Difference between revisions of "A6M5 Hei"

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(Manual Engine Controls)
(Major edit, verteran pilot's description)
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== 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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update "Ixwa Strike"]].
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update "Ixwa Strike"]]. As the latest addition to the Zero Family, this plane will come as a nice surprise to many pilots who are looking for a plane with good armament. The A6M5 Hei has five high caliber guns and cannons, which work wonders on enemy fighters. If you are interested in taking this plane into mixed battles, there are  bombs and rockets that will serve you well. This plane also has armor and self sealing fuel tanks, which will be a warm welcome for many players looking for a more sturdy Japanese plane. This zero retains good flight characteristics of its brethren, although it can feel a little sluggish to people used to early zeroes. The turn time is still low enough to keep on par with enemy fighters.
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
{{Specs-Avia-Flight}}
+
This aircraft can feel quite sluggish compared to the other zeros. It cannot turn as well as the other planes in the A6M5 family. The climb rate on this plane is rather poor for its BR. This is due to the extra weight of the self sealing fuel tanks, pilot armor, and additional heavy machine guns. The engine is unchanged on this plane when compared to the other A6M5s. This means the plane won't overheat under combat conditions. The plane's turning ability is hampered by the extra weight, although you will still be able to out-turn everything. These performance losses are the biggest downside of this plane.
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
 
 
 
 
{| class="wikitable" style="text-align:center" width="70%"
 
{| class="wikitable" style="text-align:center" width="70%"
 
! rowspan="2" | Characteristics
 
! rowspan="2" | Characteristics
! colspan="2" | Max Speed<br>(km/h at _,___ m)
+
! colspan="2" | Max Speed<br>(km/h at 6,000m)
 
! rowspan="2" | Max altitude<br>(metres)
 
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
Line 25: Line 22:
 
|-
 
|-
 
! Stock
 
! Stock
| ___ || ___ || rowspan="2" | {{Specs|ceiling}} || __._ || __._ || __._ || __._ || rowspan="2" | ___
+
| 519 || 503 || rowspan="2" | 10900 || 20.9 || 21.6 || 8.1 || 8.1 || rowspan="2" | 300
 
|-
 
|-
 
! Upgraded
 
! Upgraded
| ___ || ___ || __._ || __._ || __._ || __._
+
| 563 || 540 || 19.1 || 20 || 14.7 || 11.1
 
|-
 
|-
 
|}
 
|}
Line 69: Line 66:
  
 
=== Survivability and armour ===
 
=== Survivability and armour ===
{{Specs-Avia-Armour}}
+
This is the only zero with self sealing fuel tanks. The A6M5 hei has three armor components, each with varying thickness:
<!-- ''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.'' -->
+
 
''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.''
+
* 45mm bulletproof glass in front of the pilot, angled at 68'''°'''
 +
* 55mm bulletproof glass behind the pilot, angled at 12'''°'''
 +
* 8mm of steel behind the pilot, angled at 12'''°'''
 +
 
 +
This armor is enough to survive light machine gun fire and light AA fire. However, the A6M5 Hei is still very fragile. In other words, don't rely on this armor, because the guns you will be facing at Battle Rating 4.7 will not be stopped by this armor. The self sealing fuel tanks increase the weight of the plane dramatically, although they allow you to put out wing fires. There is more chance on the A6M5 hei that you'll put out a fuel fire.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 103: Line 104:
  
 
== 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).''
+
===== Realistic Battles =====
 +
In Air Realistic Battles, your primary focus is to engage fighters. <u>Do not</u> bring any payload options for this plane, as it will weigh you down significantly. Select ''400'' meters of gun targeting, use the ''Ground Targets'' rounds for your 13mm guns, and the ''Universal'' or ''Tracer'' rounds for your 20mm cannons. Climb at a 14-15 degree angle and you may want to try a slight side climb on smaller maps. Try climbing and staying with your team. You will be outclassed by many fighters, so play to your strengths. Engage targets that have low energy states, and try to dogfight them. Do not engage in head-ons or high altitude fighting. Try to stay close to your allied aircraft, as the A6M5 hei works well when an enemy is overfocused on an allied plane. Try not to stall out in this plane, as you're weight is increased and the relatively weak engine won't allow you to recover from stalls easily.
 +
 
 +
===== Arcade Battles =====
 +
In Air Arcade Battles, this plane is extremely versatile. It can engage enemy ground units with Rockets, it can bomber intercept, and it can also hunt enemy fighters. In any case, play with caution, as this plane is fragile. Try to turnfight everything, and you will be able to out turn the enemy.
 +
 
 +
===== Mixed Battles (Naval/Ground) =====
 +
In mixed battles, the 250kg bomb is your best option. You can fly extremely low to the ground thanks to the plane's superb maneuverability. You need to make sure that you drop your bomb really close to the target. Set a 1.5 second fuse on the bomb. Once you have expended all ordnance, return to the airfield and rearm.
 +
 
 +
====== Specific Enemies worth noting ======
 +
 
 +
* P-51 - As always, anything with fifty caliber brownings is a threat to the A6M5 hei. These planes will always try to boom and zoom you, unleashing six laser beams that will light you an fire. These planes will usually have an altitude advantage, thanks to its amazing climb rate. To engage these fighters, make sure you have a good speed and room to dodge its attacks. Try to bait the P-51 to lower altitudes or to friendly fighters. A great way to kill a P-51 is when it is low and slow.
 +
* Bf 109 - This plane's superb climb and energy retention allows it to make multiple boom and zoom attacks on you. Dodge these by making evasive loops to throw off the pilot and make them overshoot. Do not try to take head-ons with the Bf 109.
 +
* XP-55 - Arguably the most overpowered American plane in the game, standing alongside the F-89D, the XP-55 outperforms you in every way possible. Play smart when facing these planes, and <u>stick with your team</u>.  
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 122: Line 136:
 
|-
 
|-
 
|}
 
|}
 +
The Zero's manual engine controls are simple to learn. The propeller pitch should be kept at 95% at all times. The radiators both should be kept at 5-15 percent depending if you are on a hot or cold map. The second supercharger gear should be activated at 3500 meters and above.
  
 
=== 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".'' -->
+
'''Pros:'''
''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".''
+
 
 +
* Upgraded Guns - Has the most offensive armament out of any zero. (3x 13mm HMG and 2x 20mm Cannon)
 +
* Additional Payload Options - Has more ordnance to select from. (10x Rockets)
 +
* Maneuverability - Maintains a solid turn rate compared to other fighters of this Battle Rating
 +
* Survivability - Uses additional armor to increase durability, and utilizes self sealing fuel tanks
 +
* Tail hook - Can land on carriers if necessary
 +
* Engine performance - Engine will not overheat, it is easy to cool off
  
'''Pros:'''
 
 
*
 
*
  
 
'''Cons:'''
 
'''Cons:'''
 +
 +
* Payload - Does not contain any upgraded bombs
 +
* Rockets - The rockets do not do much damage, and they can only be fired two at a time
 +
* Repair Cost - Rather high for Realistic Battles
 +
* Flight Performance - Feels sluggish compared to the other zeros
 +
** Acceleration - You'll notice that the acceleration in this aircraft is not the best
 +
** Top Speed - Top speed is already poor for a zero, and compared to other fighters, it is painfully slow
 +
** Energy Retention - Reduced energy retention
 +
** Climb Rate - Rather slow compared to other zeros and fighters at the BR
 +
 
*
 
*
  
 
== 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 1944, the A6M5 Otsu failed to meet the expectations of Japanese military leaders, turning out to be just a half-measure in an attempt of aircraft engineers to modernize the A6M fighter. Furthermore Japan was in a situation where no replacement for the outdated Zero had been found yet, with the aircraft that have been designed as replacements continuously suffered setbacks and engine deficits while the war situation continued to worsen for Japan.
 +
 
 +
Faced with the increasing threat of American high-altitude bombing raids, Japanese engineers had little choice but to further modify the A6M, despite knowing it was vastly inferior to the latest aircraft flown by the Allies. As a result, in September 1944, Mitsubishi rolled out the A6M5 Hei; a modification of the late war ‘Zero’ design, but outfitted with a stronger weapons arsenal, including an expanded range of secondary weapons the aircraft could carry.
 +
 
 +
Tests of the aircraft revealed substantially degraded performance characteristics over previous variants due to weight increases. As fitting the aircraft with a different, more powerful engine, wasn’t possible, the A6M5 Hei was accepted into service nonetheless, despite its worse performance. However, as the A6M5 Hei entered production in the last stages of WWII, its production numbers remained low, chiefly due to the decreasing Japanese industrial capacity in the final months of the war. In total, over 90 units of the A6M5 Hei were produced by Mitsubishi alone by the end of WWII, with no available production data from Nakajima.
  
 
== Media ==
 
== Media ==
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
+
https://www.youtube.com/watch?v=t0mCFusULwc
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
https://www.youtube.com/watch?v=bZfTUDhGMuI
  
 
== See also ==
 
== See also ==
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
Articles Related to the A6M5 Hei:
* ''reference to the series of the aircraft;''
+
 
* ''links to approximate analogues of other nations and research trees.'' -->
+
* ''[[wt:en/news/7072-development-a6m5-hei-the-up-gunned-samurai-en|The Gunned Up Samurai - War Thunder]]''
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
* [[A6M (Family)|The Zero Family]]
* ''reference to the series of the aircraft;''
+
* [[A6M5 otsu]], [[A6M5 Ko]], [[A6M5]] - All three are zeros familiar to us
* ''links to approximate analogues of other nations and research trees.''
 
  
 
== External links ==
 
== External links ==
Line 154: Line 188:
 
* ''other literature.'' -->
 
* ''other literature.'' -->
 
''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;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Japan fighters}}
 
{{Japan fighters}}

Revision as of 19:05, 11 March 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
A6M5 Hei
a6m5hei.png
GarageImage A6M5 Hei.jpg
A6M5 Hei
Research:27 000 Specs-Card-Exp.png
Purchase:185 000 Specs-Card-Lion.png
Show in game

Description

The A6M5 Hei is a rank IV Japanese fighter with a battle rating of 5.0 (AB/RB) and 4.7 (SB). It was introduced in Update "Ixwa Strike". As the latest addition to the Zero Family, this plane will come as a nice surprise to many pilots who are looking for a plane with good armament. The A6M5 Hei has five high caliber guns and cannons, which work wonders on enemy fighters. If you are interested in taking this plane into mixed battles, there are bombs and rockets that will serve you well. This plane also has armor and self sealing fuel tanks, which will be a warm welcome for many players looking for a more sturdy Japanese plane. This zero retains good flight characteristics of its brethren, although it can feel a little sluggish to people used to early zeroes. The turn time is still low enough to keep on par with enemy fighters.

General info

Flight performance

This aircraft can feel quite sluggish compared to the other zeros. It cannot turn as well as the other planes in the A6M5 family. The climb rate on this plane is rather poor for its BR. This is due to the extra weight of the self sealing fuel tanks, pilot armor, and additional heavy machine guns. The engine is unchanged on this plane when compared to the other A6M5s. This means the plane won't overheat under combat conditions. The plane's turning ability is hampered by the extra weight, although you will still be able to out-turn everything. These performance losses are the biggest downside of this plane.

Characteristics Max Speed
(km/h at 6,000m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 519 503 10900 20.9 21.6 8.1 8.1 300
Upgraded 563 540 19.1 20 14.7 11.1

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 + -
0 300 397 368 220 ~14 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 280 < 420 < 410 > 335

Survivability and armour

This is the only zero with self sealing fuel tanks. The A6M5 hei has three armor components, each with varying thickness:

  • 45mm bulletproof glass in front of the pilot, angled at 68°
  • 55mm bulletproof glass behind the pilot, angled at 12°
  • 8mm of steel behind the pilot, angled at 12°

This armor is enough to survive light machine gun fire and light AA fire. However, the A6M5 Hei is still very fragile. In other words, don't rely on this armor, because the guns you will be facing at Battle Rating 4.7 will not be stopped by this armor. The self sealing fuel tanks increase the weight of the plane dramatically, although they allow you to put out wing fires. There is more chance on the A6M5 hei that you'll put out a fuel fire.

Modifications and economy

Repair costBasic → Reference
AB2 470 → 3 144 Sl icon.png
RB5 820 → 7 408 Sl icon.png
SB8 192 → 10 428 Sl icon.png
Total cost of modifications46 800 Rp icon.png
85 200 Sl icon.png
Talisman cost1 500 Ge icon.png
Crew training52 000 Sl icon.png
Experts185 000 Sl icon.png
Aces940 Ge icon.png
Research Aces480 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 210 / 440 % Sl icon.png
166 / 166 / 166 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mods radiator.png
Radiator
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mods compressor.png
Compressor
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mods new engine.png
Engine
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mods metanol.png
Engine injection
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png
Mods armor frame.png
Airframe
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mods armor cover.png
Cover
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png
Mods ammo.png
type3_belt_pack
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
Type 3 No.1 Mod.28 Mk.1 rockets
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mod arrow 0.png
Mods ammo.png
type99mk2_belt_pack
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mod arrow 1.png
Mods pilon rocket.png
Type 3 No.6 Mod.27 Mk.1 rockets
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mod arrow 0.png
Mods weapon.png
type3_new_gun
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mods pilon bomb.png
9 in (mod30)
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mod arrow 0.png
Mods weapon.png
type99mk2_new_gun
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png
Mods pilon bomb.png
12 in (mod30)
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png

Armaments

Offensive armament

Ammunition250 rounds
Fire rate490 shots/min
Ammunition710 rounds
Fire rate798 shots/min

The A6M5 Hei is armed with:

  • 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)
  • 2 x 13.2 mm Type 3 machine guns, wing-mounted (240 rpg = 480 total)
  • 1 x 13.2 mm Type 3 machine gun, nose-mounted (230 rpg)

Suspended armament

List of setups (4)
Setup 12 x 60 kg Navy Type 97 Number 6 ground bomb
Setup 21 x 250 kg Navy Type Number 25 Model 2 bomb
Setup 310 x Type 3 No.1 Mod.28 Mk.1 rockets
Setup 42 x Type 3 No.6 Mod.27 Mk.1 rockets

The A6M5 Hei 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)
  • 10 x Type 3 No.1 Mod.28 Mk.1 rockets
  • 2 x Type 3 No.6 Mod.27 Mk.1 rockets

Usage in battles

Realistic Battles

In Air Realistic Battles, your primary focus is to engage fighters. Do not bring any payload options for this plane, as it will weigh you down significantly. Select 400 meters of gun targeting, use the Ground Targets rounds for your 13mm guns, and the Universal or Tracer rounds for your 20mm cannons. Climb at a 14-15 degree angle and you may want to try a slight side climb on smaller maps. Try climbing and staying with your team. You will be outclassed by many fighters, so play to your strengths. Engage targets that have low energy states, and try to dogfight them. Do not engage in head-ons or high altitude fighting. Try to stay close to your allied aircraft, as the A6M5 hei works well when an enemy is overfocused on an allied plane. Try not to stall out in this plane, as you're weight is increased and the relatively weak engine won't allow you to recover from stalls easily.

Arcade Battles

In Air Arcade Battles, this plane is extremely versatile. It can engage enemy ground units with Rockets, it can bomber intercept, and it can also hunt enemy fighters. In any case, play with caution, as this plane is fragile. Try to turnfight everything, and you will be able to out turn the enemy.

Mixed Battles (Naval/Ground)

In mixed battles, the 250kg bomb is your best option. You can fly extremely low to the ground thanks to the plane's superb maneuverability. You need to make sure that you drop your bomb really close to the target. Set a 1.5 second fuse on the bomb. Once you have expended all ordnance, return to the airfield and rearm.

Specific Enemies worth noting
  • P-51 - As always, anything with fifty caliber brownings is a threat to the A6M5 hei. These planes will always try to boom and zoom you, unleashing six laser beams that will light you an fire. These planes will usually have an altitude advantage, thanks to its amazing climb rate. To engage these fighters, make sure you have a good speed and room to dodge its attacks. Try to bait the P-51 to lower altitudes or to friendly fighters. A great way to kill a P-51 is when it is low and slow.
  • Bf 109 - This plane's superb climb and energy retention allows it to make multiple boom and zoom attacks on you. Dodge these by making evasive loops to throw off the pilot and make them overshoot. Do not try to take head-ons with the Bf 109.
  • XP-55 - Arguably the most overpowered American plane in the game, standing alongside the F-89D, the XP-55 outperforms you in every way possible. Play smart when facing these planes, and stick with your team.

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

The Zero's manual engine controls are simple to learn. The propeller pitch should be kept at 95% at all times. The radiators both should be kept at 5-15 percent depending if you are on a hot or cold map. The second supercharger gear should be activated at 3500 meters and above.

Pros and cons

Pros:

  • Upgraded Guns - Has the most offensive armament out of any zero. (3x 13mm HMG and 2x 20mm Cannon)
  • Additional Payload Options - Has more ordnance to select from. (10x Rockets)
  • Maneuverability - Maintains a solid turn rate compared to other fighters of this Battle Rating
  • Survivability - Uses additional armor to increase durability, and utilizes self sealing fuel tanks
  • Tail hook - Can land on carriers if necessary
  • Engine performance - Engine will not overheat, it is easy to cool off

Cons:

  • Payload - Does not contain any upgraded bombs
  • Rockets - The rockets do not do much damage, and they can only be fired two at a time
  • Repair Cost - Rather high for Realistic Battles
  • Flight Performance - Feels sluggish compared to the other zeros
    • Acceleration - You'll notice that the acceleration in this aircraft is not the best
    • Top Speed - Top speed is already poor for a zero, and compared to other fighters, it is painfully slow
    • Energy Retention - Reduced energy retention
    • Climb Rate - Rather slow compared to other zeros and fighters at the BR

History

In 1944, the A6M5 Otsu failed to meet the expectations of Japanese military leaders, turning out to be just a half-measure in an attempt of aircraft engineers to modernize the A6M fighter. Furthermore Japan was in a situation where no replacement for the outdated Zero had been found yet, with the aircraft that have been designed as replacements continuously suffered setbacks and engine deficits while the war situation continued to worsen for Japan.

Faced with the increasing threat of American high-altitude bombing raids, Japanese engineers had little choice but to further modify the A6M, despite knowing it was vastly inferior to the latest aircraft flown by the Allies. As a result, in September 1944, Mitsubishi rolled out the A6M5 Hei; a modification of the late war ‘Zero’ design, but outfitted with a stronger weapons arsenal, including an expanded range of secondary weapons the aircraft could carry.

Tests of the aircraft revealed substantially degraded performance characteristics over previous variants due to weight increases. As fitting the aircraft with a different, more powerful engine, wasn’t possible, the A6M5 Hei was accepted into service nonetheless, despite its worse performance. However, as the A6M5 Hei entered production in the last stages of WWII, its production numbers remained low, chiefly due to the decreasing Japanese industrial capacity in the final months of the war. In total, over 90 units of the A6M5 Hei were produced by Mitsubishi alone by the end of WWII, with no available production data from Nakajima.

Media

https://www.youtube.com/watch?v=t0mCFusULwc

https://www.youtube.com/watch?v=bZfTUDhGMuI

See also

Articles Related to the A6M5 Hei:

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


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)