Difference between revisions of "Spitfire F Mk 22"

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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}} British fighter {{Battle-rating}}. It was introduced in [[Update 1.39]].
+
The '''{{Specs|name}}''' was one of the last models of the famous Supermarine Spitfire. The Mk 22 was derived from the previous Mk 21, differing in lowered rear part of the fuselage and bubble canopy. However, this change led to stability problems, which in turn led to not having a fuselage fuel tank installed. The problem was solved in December 1945 when the entire rear fuselage and tail section of the then-developed Supermarine Spiteful was installed. The RAF initially ordered 627, however the end of war decreased the number to 260. Twenty Spitfires were sold to Egypt, eleven to Rhodesia, and ten to Syria.
 +
 
 +
The Spitfire F Mk 22 was introduced in [[Update 1.39]]. The Spitfire F Mk 22 is the pinnacle of piston-powered aircraft, one of the first superprops. The playstyle of Mk 22 is very similar to the previous Griffon-powered Spitfires, with the exception of different armament as the Mk 22 is armed with four 20 mm Hispano cannons. Early jet aircraft that pilots may come across are at a severe disadvantage when encountering the Spitfire, as it can out-turn and also catch the majority of these in a dive.
  
 
== General info ==
 
== General info ==
Line 124: Line 126:
 
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)
 
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)
 
* 6 x RP-3 rockets
 
* 6 x RP-3 rockets
 +
* 2 x Triplex R.P. rockets
  
 
== 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).'' -->
 
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]
 
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]
The Spitfire F Mk 22 an excellent plane in Realistic battles with relatively few weaknesses, so the enemy will have a really hard time shaking the Spitfire off of its tail and only few will succeed.
+
The Spitfire F Mk 22 an excellent plane in realistic battles with relatively few weaknesses, so the enemy will have a really hard time shaking the Spitfire off of its tail and only few will succeed.
  
It is very important to avoid hard turning above 500 km/h IAS, because the plane may lose its wing.
+
The Spitfire F Mk 22 can keep up with most enemies in turnfights, excluding most Japanese fighters and some of the more nimble British fighters. The main task for a pilot is to utilize the great climb rate to gain an altitude advantage on enemy fighters (altitude allows you to control engagements). Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway and Spain. The main form of attack (especially when there are more fighters around the target) is Boom & Zoom. Energy fighting is an option too, if in a 1-vs-1 situation. The Griffon Spitfire is an excellent energy fighter, the Griffon engine provides a tremendous amount of horsepower which can be used to gain speed quickly and climb back at a safe altitude. Remember to maintain speed, altitude advantage, and judge the energy state before engaging an aircraft.
  
The main task for a pilot is to utilize the great climb rate (altitude allows you to control engagements). Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway and Spain. The main form of attack (especially when there are more fighters around the target) is Boom & Zoom. Energy fighting is an option too, if in a 1 vs 1 situation. The Griffon Spitfire is an excellent energy fighter, the namesake Griffon engine provides a tremendous amount of horsepower which can be used instead of energy retention (-> Boom & Zoom). Remember to maintain speed, altitude advantage, and judge the enemies' energy states.
+
When fighting propeller aircraft, you should use your superior engine power and flight characteristics to your advantage. Fighters should be engaged based on their individual strengths and weaknesses. When facing Soviet fighters it is not recommended to duel them below 4,000 m. Maintain altitude and energy and get your guns on target. Do not commit to head-on attacks and do not burn all your energy in a turnfight with a Bf 109 or a Japanese fighter, this Spitfire handles differently to the previous ones in the series.
  
When fighting propeller aircraft, you should use your superior engine power and flight characteristics to your advantage. Heavy fighters, strike aircraft and light bombers should be a walk in the park, you hold every advantage. Fighters and Heavy Bombers require more strategy. Fighters should be engaged based on their individual strengths and weaknesses. You hold most of the advantages though, so it should not be too much of a problem. Maintain altitude and energy and get your guns on target. Do not commit to head-on attacks and do not burn all your energy in a turn-fight with a Bf-109 or a Japanese fighter, this Spitfire handles differently to the previous ones in the series. Heavy bombers are best left to heavy fighters like the [[F-82E]] twin-mustang or the de Havilland Hornet due to their more potent, nose-mounted armament configurations. If you must engage a bomber, you should engage from directly below or above, or the front in a head-on. Closing in from behind or the sides, you are exposing yourself to a barrage of powerful heavy machineguns and autocannons which will shred your flimsy airframe. Most bombers only have a single defensive armament in the nose and above and below are typically gunner dead-zones or entirely unarmed. A two engine bomber requires both to remain aloft, take one out and it will surely die. 4 engine bombers only need 2 or 3, so aiming for the engines are ill advised (though still better than nothing). For these, you should aim to take out the pilot or destroy the wing-tips to cause the bomber to fall into a flat-spin. Alternatively, you can take out the tail controls to doom a bomber to a slow and painful death (this however requires a rearward engagement which is most dangerous). Jet fighters are strong, though not infallible. Most jets you will fight are German, Japanese, American or Soviet. German and Japanese jets tend to have horrific performance at altitudes exceeding 4500 metres. You can bait them up and energy trap them. Once they have lost their speed they are incredibly vulnerable due to atrocious acceleration, which you can exploit and quickly gain on them. Soviet jets also suffer at above about 5000 metres. They also have very little ammunition and low speeds. American jets are the biggest issue. Your best bet is to bait them into turn-fighting or losing their energy, where they are most vulnerable.
+
=== Specific enemies worth noting ===
  
=== Specific enemies worth noting ===
+
* Heavy bombers: they are best left to heavy fighters like the [[F-82E]] twin-mustang or the de Havilland Hornet due to their more potent, nose-mounted armament. If you must engage a bomber, you should engage from directly below or above, or in a head-on. Closing in from behind or the sides, you are exposing yourself to a barrage of heavy machineguns and autocannons which will shred your flimsy airframe. Most bombers only have a single defensive armament in the nose and above and below are typically gunner dead-zones or entirely unarmed. A two-engine bomber requires both to remain aloft, take one out and it will surely die. 4-engine bombers only need 2 or 3, so aiming for the engines is ill-advised. For these, you should take out the pilot or destroy the wing-tips to cause the bomber to fall into a flat spin. Alternatively, you can take out the tail controls to disable a bomber (this however requires a rearward engagement which is most dangerous).
<!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)-->
+
 
Griffon Spitfire can keep up with most enemies in turn fights, excluding most Japanese fighters, other British fighters and several Bf 109s, all of which are more agile. Try to maintain a speed of between 400-500 km/h IAS; this is where the plane maintains great agility, turning below this velocity against planes such as the [[Bf 109 G-14]] is really not recommended. When fighting Soviet fighters it is NOT recommended to duel them between 1-4 km altitude.
+
* Jet fighters: they are strong, though not infallible. German and Japanese jets tend to have horrific performance at altitudes exceeding 4,500 m. You can bait them up and energy trap them. Once they have lost their speed they are incredibly vulnerable due to their atrocious acceleration, which you can exploit and quickly gain on them. Soviet jets also suffer above about 5,000 m. They also have very little ammunition and low speeds. American jets are the biggest issue: your best bet is to bait them into turnfighting or losing their energy, where they are most vulnerable.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 162: Line 165:
 
'''Pros:'''
 
'''Pros:'''
  
* 4 x cannons with a high rate of fire
+
* 4 cannons with a high rate of fire
* Excellent climb rate
+
* Good climb rate
 
* Quite agile at medium and higher speeds
 
* Quite agile at medium and higher speeds
* Very responsive elevator(starts to lock at speeds above 600 km/h IAS)
+
* Very responsive elevator (starts to lock at speeds above 600 km/h IAS)
 
* Greatly improved high-speed handling relative to previous spitfires
 
* Greatly improved high-speed handling relative to previous spitfires
 
* Wing rip speed is noticeably higher than previous spitfires
 
* Wing rip speed is noticeably higher than previous spitfires
* Brutal acceleration when using WEP
+
* Very good acceleration when using WEP
 
* Good performance at higher altitudes
 
* Good performance at higher altitudes
* Excellent roll rate
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* From time to time, pitted against jets which can be tricky to outmanoeuvre
+
* From time to time, pitted against jets which can be tricky to avoid or outmanoeuvre
 
* Poor agility at lower speeds and significant drag/mass ratio at high speeds limits optimal combat speed range
 
* Poor agility at lower speeds and significant drag/mass ratio at high speeds limits optimal combat speed range
 
* Easily set on fire due to the location of the fuel tanks
 
* Easily set on fire due to the location of the fuel tanks
 
* Landing gear rips very easily during take-off and landing travelling in excess of 260 km/h
 
* Landing gear rips very easily during take-off and landing travelling in excess of 260 km/h
 
* Landing flaps also break off at roughly the same speed as the gear
 
* Landing flaps also break off at roughly the same speed as the gear
* Somewhat sluggish without utilizing WEP
+
* Can struggle to keep up with enemy airplanes without frequently utilizing WEP
  
 
== 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}}
 
The Supermarine Spitfire Mk.22 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. When the first Rolls Royce Griffon equipped Spitfires were tested it was obvious that a stronger airframe would be needed to harness the full power of the new engine. Added to this was the requirement for a much stiffer wing; the result of these findings was the Spitfire Mk.21. The Mk.21 was also fitted with larger ailerons and the same 2050 hp Griffon 65 engine which was fitted to the Mk.XIV and Mk.XVIII. By this point in the aircraft's life, the Spitfire was so different from RJ Mitchell's original concept that the notion of renaming the new aircraft the 'Victor' was considered.
 
The Supermarine Spitfire Mk.22 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. When the first Rolls Royce Griffon equipped Spitfires were tested it was obvious that a stronger airframe would be needed to harness the full power of the new engine. Added to this was the requirement for a much stiffer wing; the result of these findings was the Spitfire Mk.21. The Mk.21 was also fitted with larger ailerons and the same 2050 hp Griffon 65 engine which was fitted to the Mk.XIV and Mk.XVIII. By this point in the aircraft's life, the Spitfire was so different from RJ Mitchell's original concept that the notion of renaming the new aircraft the 'Victor' was considered.
  
Line 190: Line 194:
  
 
The Mk.22 differed from the Mk.21 only in having a teardrop bubble canopy – a change which had not required a new mark number in previous Spitfires – and a different electrical system. The Mk.22, as with the Mk.21, was armed with four 20mm Hispano cannons. The Mk.22 was more prolific and more successful than the Mk.21, with some 280 aircraft being manufactured. It was used to equip No.73 Squadron and twelve squadrons of the Royal Auxiliary Air Force. In 1955 the Spitfire Mk.22 was declared obsolete by the RAF and many were exported to South Rhodesia, Syria and Egypt.
 
The Mk.22 differed from the Mk.21 only in having a teardrop bubble canopy – a change which had not required a new mark number in previous Spitfires – and a different electrical system. The Mk.22, as with the Mk.21, was armed with four 20mm Hispano cannons. The Mk.22 was more prolific and more successful than the Mk.21, with some 280 aircraft being manufactured. It was used to equip No.73 Squadron and twelve squadrons of the Royal Auxiliary Air Force. In 1955 the Spitfire Mk.22 was declared obsolete by the RAF and many were exported to South Rhodesia, Syria and Egypt.
 +
{{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.'' -->
{{Youtube-gallery|MNacjyimuCQ|'''The Shooting Range #95''' - ''Metal Beasts'' section at 05:10 discusses the Spitfire F Mk 22.|YrotBJk-VYk|'''The Shooting Range #124''' - ''War Machines'' section at 00:28 discusses the Griffons.}}
 
  
== See also ==
+
;Skins
Other Griffin Engine Spitfires
 
  
* [[Spitfire F Mk XIVe]]
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=spitfire_f22 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
* [[Spitfire F Mk XVIIIe]]
 
* [[Spitfire F Mk 24]]
 
  
British Aircraft of comparable capabilities
+
;Videos
 +
{{Youtube-gallery|MNacjyimuCQ|'''The Shooting Range #95''' - ''Metal Beasts'' section at 05:10 discusses the Spitfire F Mk 22.|YrotBJk-VYk|'''The Shooting Range #124''' - ''War Machines'' section at 00:28 discusses the Griffons.}}
  
* [[Tempest Mk II]]
+
== See also ==
* [[Spitfire LF Mk IX]]
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
* [[Meteor F Mk 3]]
 
 
 
Other Aircraft of comparable role, capabilities, rank, battle rating and era
 
  
* [[P-51H-5-NA]] (USA)
+
* ''reference to the series of the aircraft;''
* [[F2G-1]](USA)
+
* ''links to approximate analogues of other nations and research trees.''
* [[F8F-1B]] (USA)
 
* [[Ta 152 H-1]] / [[Ta 152 C-3]] (Germany)
 
* [[Yak-15P]] (USSR)
 
* [[Ki-84 hei]] (Japan)
 
* [[G.56]] (Italy)
 
* [[F8F-1B (France)]]
 
* [[J21RA]] (Sweden)
 
* [[A21RB]] (Sweden)
 
  
 
== External links ==
 
== External links ==
 
<!-- ''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.'' -->
  

Latest revision as of 21:41, 6 November 2024

RANK 5 FRANCE
Somua SM PACK
This page is about the British fighter Spitfire F Mk 22. For other versions, see Spitfire (Family).
spitfire_f22.png
GarageImage Spitfire F Mk 22.jpg
Spitfire F Mk 22
AB RB SB
5.7 6.7 6.0
Class:
Research:54 000 Specs-Card-Exp.png
Purchase:185 000 Specs-Card-Lion.png
Show in game

Description

The Spitfire F Mk 22 was one of the last models of the famous Supermarine Spitfire. The Mk 22 was derived from the previous Mk 21, differing in lowered rear part of the fuselage and bubble canopy. However, this change led to stability problems, which in turn led to not having a fuselage fuel tank installed. The problem was solved in December 1945 when the entire rear fuselage and tail section of the then-developed Supermarine Spiteful was installed. The RAF initially ordered 627, however the end of war decreased the number to 260. Twenty Spitfires were sold to Egypt, eleven to Rhodesia, and ten to Syria.

The Spitfire F Mk 22 was introduced in Update 1.39. The Spitfire F Mk 22 is the pinnacle of piston-powered aircraft, one of the first superprops. The playstyle of Mk 22 is very similar to the previous Griffon-powered Spitfires, with the exception of different armament as the Mk 22 is armed with four 20 mm Hispano cannons. Early jet aircraft that pilots may come across are at a severe disadvantage when encountering the Spitfire, as it can out-turn and also catch the majority of these in a dive.

General info

Flight performance

Max speed
at 7 924 m740 km/h
Turn time18 s
Max altitude11 800 m
EngineRolls-Royce Griffon-61
TypeInline
Cooling systemWater
Take-off weight6 t
Characteristics Max Speed
(km/h at 8,232 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 706 685 11800 19.4 20.2 18.5 18.5 420
Upgraded 788 740 17.3 18.2 31.5 23.7

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
875 260 N/A N/A 260 ~11 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 482 < 400 < 400 > 500

Survivability and armour

Crew1 person
Speed of destruction
Structural875 km/h
Gear260 km/h
  • 42.8 mm Bulletproof glass - Armoured windscreen
  • 4 mm Steel - Armoured pilot seat
  • 4 mm Steel - Armour plate behind the pilot seat
  • 7 mm Steel - Armour plate behind the pilot seat
  • 3 mm Steel - Armoured boxes around the wing ammunition (each wing)
  • 12.7 mm Steel - Armoured plate between fuel tanks.
  • 6 mm Steel - Armoured plate in front of the liquid cooling system.

Modifications and economy

Repair costBasic → Reference
AB2 561 → 3 216 Sl icon.png
RB6 592 → 8 279 Sl icon.png
SB9 156 → 11 499 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 / 240 / 460 % 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 pilon bomb.png
SMBC mk.2
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mod arrow right 0.png
Mods pilon bomb.png
SMBC mk.3
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
190 Ge icon.png
Mods pilon bomb.png
SMBC mk.2
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mod arrow right 0.png
Mods pilon bomb.png
MBC mk.3
Research:
2 600 Rp icon.png
Cost:
4 700 Sl icon.png
210 Ge icon.png
Mods ammo.png
hispano_belt_pack
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
HRC mk.8
Research:
2 900 Rp icon.png
Cost:
5 300 Sl icon.png
230 Ge icon.png
Mod arrow 0.png
Mods gun camora mod.png
Mk.II year 1943
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png
Mods pilon rocket.png
Triplex R.P.
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
300 Ge icon.png

Suggested research order:

  1. Fuselage Repair
  2. Radiator
  3. Compressor
  4. Airframe
  5. Offensive 20 mm
  6. Engine
  7. Wings Repair
  8. Fuel Injection
  9. Cover (many of the upgrades are crucial to boosting the aircraft's speed and climb rate)

Armaments

Offensive armament

Main article: Hispano Mk.II (20 mm)

The Spitfire F Mk 22 is armed with:

  • 4 x 20 mm Hispano Mk.II cannons, wing-mounted (150 rpg outer + 175 rpg inner = 650 total)

Suspended armament

The Spitfire F Mk 22 can be outfitted with the following ordnance:

  • Without load
  • 2 x 250 lb G.P. Mk.IV bombs (500 lb total)
  • 3 x 250 lb G.P. Mk.IV bombs (750 lb total)
  • 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)
  • 1 x 500 lb G.P. Mk.IV bomb + 2 x 250 lb G.P. Mk.IV bombs (1,000 lb total)
  • 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)
  • 6 x RP-3 rockets
  • 2 x Triplex R.P. rockets

Usage in battles

The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.

The Spitfire F Mk 22 an excellent plane in realistic battles with relatively few weaknesses, so the enemy will have a really hard time shaking the Spitfire off of its tail and only few will succeed.

The Spitfire F Mk 22 can keep up with most enemies in turnfights, excluding most Japanese fighters and some of the more nimble British fighters. The main task for a pilot is to utilize the great climb rate to gain an altitude advantage on enemy fighters (altitude allows you to control engagements). Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway and Spain. The main form of attack (especially when there are more fighters around the target) is Boom & Zoom. Energy fighting is an option too, if in a 1-vs-1 situation. The Griffon Spitfire is an excellent energy fighter, the Griffon engine provides a tremendous amount of horsepower which can be used to gain speed quickly and climb back at a safe altitude. Remember to maintain speed, altitude advantage, and judge the energy state before engaging an aircraft.

When fighting propeller aircraft, you should use your superior engine power and flight characteristics to your advantage. Fighters should be engaged based on their individual strengths and weaknesses. When facing Soviet fighters it is not recommended to duel them below 4,000 m. Maintain altitude and energy and get your guns on target. Do not commit to head-on attacks and do not burn all your energy in a turnfight with a Bf 109 or a Japanese fighter, this Spitfire handles differently to the previous ones in the series.

Specific enemies worth noting

  • Heavy bombers: they are best left to heavy fighters like the F-82E twin-mustang or the de Havilland Hornet due to their more potent, nose-mounted armament. If you must engage a bomber, you should engage from directly below or above, or in a head-on. Closing in from behind or the sides, you are exposing yourself to a barrage of heavy machineguns and autocannons which will shred your flimsy airframe. Most bombers only have a single defensive armament in the nose and above and below are typically gunner dead-zones or entirely unarmed. A two-engine bomber requires both to remain aloft, take one out and it will surely die. 4-engine bombers only need 2 or 3, so aiming for the engines is ill-advised. For these, you should take out the pilot or destroy the wing-tips to cause the bomber to fall into a flat spin. Alternatively, you can take out the tail controls to disable a bomber (this however requires a rearward engagement which is most dangerous).
  • Jet fighters: they are strong, though not infallible. German and Japanese jets tend to have horrific performance at altitudes exceeding 4,500 m. You can bait them up and energy trap them. Once they have lost their speed they are incredibly vulnerable due to their atrocious acceleration, which you can exploit and quickly gain on them. Soviet jets also suffer above about 5,000 m. They also have very little ammunition and low speeds. American jets are the biggest issue: your best bet is to bait them into turnfighting or losing their energy, where they are most vulnerable.

Manual Engine Control

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

Pros and cons

Pros:

  • 4 cannons with a high rate of fire
  • Good climb rate
  • Quite agile at medium and higher speeds
  • Very responsive elevator (starts to lock at speeds above 600 km/h IAS)
  • Greatly improved high-speed handling relative to previous spitfires
  • Wing rip speed is noticeably higher than previous spitfires
  • Very good acceleration when using WEP
  • Good performance at higher altitudes

Cons:

  • From time to time, pitted against jets which can be tricky to avoid or outmanoeuvre
  • Poor agility at lower speeds and significant drag/mass ratio at high speeds limits optimal combat speed range
  • Easily set on fire due to the location of the fuel tanks
  • Landing gear rips very easily during take-off and landing travelling in excess of 260 km/h
  • Landing flaps also break off at roughly the same speed as the gear
  • Can struggle to keep up with enemy airplanes without frequently utilizing WEP

History


Archive of the in-game description

The Supermarine Spitfire Mk.22 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. When the first Rolls Royce Griffon equipped Spitfires were tested it was obvious that a stronger airframe would be needed to harness the full power of the new engine. Added to this was the requirement for a much stiffer wing; the result of these findings was the Spitfire Mk.21. The Mk.21 was also fitted with larger ailerons and the same 2050 hp Griffon 65 engine which was fitted to the Mk.XIV and Mk.XVIII. By this point in the aircraft's life, the Spitfire was so different from RJ Mitchell's original concept that the notion of renaming the new aircraft the 'Victor' was considered.

The Air Fighting Development Unit at RAF Boscombe Down began to test the Mk.21 in late 1944, but were deeply unhappy with the new Spitfire and recommended that no further attempts were made to progress the basic Spitfire design. Chief amongst the AFDU's complaints was directional instability: Supermarine attempted to solve this problem by modifying the control surfaces. It was only with the introduction of a new, enlarged tailfin and tail plane which finally solved the instability problems.

The Mk.22 differed from the Mk.21 only in having a teardrop bubble canopy – a change which had not required a new mark number in previous Spitfires – and a different electrical system. The Mk.22, as with the Mk.21, was armed with four 20mm Hispano cannons. The Mk.22 was more prolific and more successful than the Mk.21, with some 280 aircraft being manufactured. It was used to equip No.73 Squadron and twelve squadrons of the Royal Auxiliary Air Force. In 1955 the Spitfire Mk.22 was declared obsolete by the RAF and many were exported to South Rhodesia, Syria and Egypt.


Media

Skins
Videos

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


Supermarine
Spitfires 
Merlin engine  Spitfire Mk Ia · Spitfire Mk IIa · Spitfire Mk.IIa Venture I · Spitfire Mk IIb
  Spitfire Mk Vb · Spitfire Mk Vb/trop · Spitfire Mk Vc · Spitfire Mk Vc/trop
  Spitfire F Mk IX · Spitfire F Mk IXc · Spitfire F Mk XVI
  Spitfire LF Mk IX · Plagis' Spitfire LF Mk IXc
Griffon engine  Spitfire F Mk XIVc · Spitfire F Mk XIVe · Prendergast's Spitfire FR Mk XIVe · Spitfire F Mk XVIIIe · Spitfire F Mk 22 · Spitfire F Mk 24
Export  ▄Spitfire Mk Vb/trop · ▃Spitfire LF Mk IXc · ▂Spitfire Mk IXc · Spitfire Mk IXc · Spitfire Mk.IX (CW) · Weizman's Spitfire LF Mk.IXe · ▄Spitfire FR Mk XIVe
Seafires  Seafire LF Mk.III · Seafire F Mk XVII · Seafire FR 47
Export  ▄Seafire LF Mk.III
Jet fighters  Attacker FB 1 · Attacker FB.2 · Scimitar F Mk.1 · Swift F.1 · Swift F.7
Hydroplanes  Walrus Mk.I

Britain fighters
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Gladiator  Gladiator Mk II · Tuck's Gladiator Mk II · Gladiator Mk IIF · Gladiator Mk IIS
Sea Gladiator  Sea Gladiator Mk I
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Hurricane Mk IIB/Trop
Sea Hurricane  Sea Hurricane Mk IB · Sea Hurricane Mk IC
Martin-Baker  MB.5
Spitfire (early-Merlin)  Spitfire Mk Ia · Spitfire Mk IIa · Spitfire Mk.IIa Venture I · Spitfire Mk IIb · Spitfire Mk Vb/trop · Spitfire Mk Vb · Spitfire Mk Vc/trop · Spitfire Mk Vc
Spitfire (late-Merlin)  Spitfire F Mk IX · Spitfire LF Mk IX · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XVI
Spitfire (Griffon)  Spitfire F Mk XIVc · Spitfire F Mk XIVe · Prendergast's Spitfire FR Mk XIVe · Spitfire F Mk XVIIIe · Spitfire F Mk 22 · Spitfire F Mk 24
Seafire  Seafire LF Mk.III · Seafire F Mk XVII · Seafire FR 47
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk II · Tempest Mk V
Sea Fury  Sea Fury FB 11
Twin-engine fighters  Hornet Mk.I · Hornet Mk.III · Whirlwind Mk I · Whirlwind P.9
  Foreign:
Australia  ▄Boomerang Mk I · ▄Boomerang Mk II
France  ▄D.520 · ▄D.521
USA  ▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA