Difference between revisions of "Typhoon Mk Ia"

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(Improved the grammar, added some lessons learned from personal experiences.)
(Usage in battles)
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<!-- ''Describe the tactics of playing in an aircraft, the features of using vehicles 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 an aircraft, the features of using vehicles 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).'' -->
  
;Arcade Battle
+
;<nowiki>Air Arcade Battles:</nowiki>
  
In regards to air arcade battle, you will want to use Boom & Zoom tactics, as due to the aircraft's high power (for 2.7) and wing loading which allows for high speed passes on lower flying planes.
+
In regards to air arcade battles you will want to use Boom & Zoom tactics, as the aircraft's high power (for 2.7) and wing loading allows for high speed passes on lower flying planes. She has 2,000 WEP horses working for her; use 'em.
  
When encountering fighters, avoid turn-fights at all cost as this aircraft simply doesn't turn well. The best bet is to either outrun them by engaging WEP and diving, forcing them to break off pursuit or utilize engine controls to manoeuvre behind them. When appearing with bombers and other less manoeuvrable aircraft, Boom & Zoom will be the go-to tactic.
+
When encountering fighters, avoid turn-fights most of the time as this aircraft simply doesn't turn well except against the Fw 190 and most American planes with the exceptions being the F4F-3, the F4F-4, and the F6F-5. Do rudder turn in 1v1s and use combat flaps; against Arcade players you'll win the majority of the time, as Arcade people generally don't know the rudder-turn trick.
  
;Realistic Battle
+
The best bet in a bad situation is to either outrun pursuers by engaging WEP and diving, which forces them to break off pursuit, or to just run flat out and hope the magic lead indicator doesn't land them a cockpit shot. Bobbing the plane up and down in the vertical slightly does prevent this.
 +
 
 +
Set gun convergence at or in excess of 400, as 500 seems to work the best for Boom and Zoom. Do note that due to the fact that in Arcade wingrip is a non-element, you can dive down in excess of 3 kilometers to chew up enemy planes going for ground targets, then climb back to altitude with your remaining prey none the wiser.
 +
 
 +
This wiki can't help you if you persist in flying straight into furballs.
 +
 
 +
;<nowiki>Ground Realistic Battles: </nowiki>
  
 
*'''Tank realistic battle: "In fast, target blast, out fast."''' One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.  
 
*'''Tank realistic battle: "In fast, target blast, out fast."''' One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.  
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The biggest advantage to this method is you can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of your brutal acceleration, you can engage a target and then use your superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using your 12 machine guns.  
 
The biggest advantage to this method is you can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of your brutal acceleration, you can engage a target and then use your superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using your 12 machine guns.  
  
*'''Air realistic battle:'''
+
*'''Air Realistic Battles:'''
 +
 
 +
The biggest threat to the Typhoon in a downtier is the He-100 D-1 as it can match you for top airspeed in level flight, however, the Typhoon can accelerate far better<ref><!-- citation needed --></ref>, meaning that you are not without hope.
 +
 
 +
In an uptier or midtier match there are many more threats: the 109, which can shred you with its cannons, has a better climb rate and turn rate, and generally outperforms the Typhoon in all but speed; the Italian pasta planes, which are generally powerful and require situational counters, and the Ki-44-II, which is arguably the most dangerous of them, as its maximum speed nearly equals that of the Typhoon's at a similar altitude, its turning rate is better and its climbing rate exceeds the Typhoon's by at least one meter per second. Beating the Ki-44 requires discipline and good aim; should you find yourself in a turnfight, put on combat flaps (which the Typhoon does have as opposed to the Spitfires) and rudder turn in order to keep up with the lighter Japanese plane. Do note that the Typhoon performs better at high altitudes - in excess of 18,000 feet or 5,500 meters. Do not engage in turn-fights except with Fw 190s and twin-engine planes.
  
The biggest threat to the Typhoon is the He-100 D-1 as it can match you for top airspeed in level flight, however, the Typhoon can accelerate far better, meaning that you are not without hope.  
+
If all else fails, run on the deck: the Typhoon can reach in excess of 550 kph with WEP at 500 feet, 512 kph without, and outspeeds every other plane at 2.7 with no known exception. The Typhoon's WEP is exceptional and lasts far longer before overheat than most other planes in the game at every altitude. Her rate of cooling also sits in the top half of those planes in War Thunder - especially after the Rank II Spitfires got their engine rework.  
  
If you find yourself in pursuit, be prepared to use the MEC and throttle to keep them in front of you. If they get behind you, lead them into a turn or a dive, using the engine controls to let them whiz past you at top speed, as you cut inside their turn thanks to your lower airspeed. Then, a quick burst of your 12 x 1,000 rpm .303 browning MGs will shred them as a cylindrical cheese grater mounted to the crankshaft of a car at the rev limit. As with most aircraft, dealing with multiple opponents at a time in the Typhoon is an undesirable. With its terrible low speed manoeuvrability you will be obliterated without an opportunity to fight back. Watch out for groups of 109s up high, Yak 1s at low altitude (or any Russian aircraft at low altitude). Against enemy fighters and bombers otherwise, the "Boom & Zoom" tactic is most applicable, as you simply don't have the turning capabilities of dogfighters at 2.7.
+
Against a skilled pilot the A6M2 and A6M3 are non-issues; they simply do not have the speed, climb rate, or toughness to compete. Do be aware that if these planes catch you at low speed and low altitude you're very, very dead. If you are fortunate enough to possess some altitude, pitch down, run, then climb back up until you have the energy to re-engage.
  
 
===Manual Engine Control===
 
===Manual Engine Control===

Revision as of 20:24, 7 January 2020

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
typhoon_mk1a.png
Typhoon Mk Ia
AB RB SB
2.7 3.0 2.7
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game
This page is about the British fighter Typhoon Mk Ia. For other versions, see Typhoon Mk Ib and Typhoon Mk Ib/L.

Description

GarageImage Typhoon Mk Ia.jpg


The Typhoon Mk Ia is a rank II British fighter with a battle rating of 2.7 (AB/SB) and 3.0 (RB). It has been in the game since the start of the Open Beta Test prior to Update 1.29.

The Typhoon Mk Ia is a fast fighter for its rank but has poor turning due to its thick wings; however, it can outturn Fw 190s at its BR with rudder turning or a little bit of luck.

The Typhoon Mk Ia is a great fighter for the rank it is at. The first thing you will notice with the Typhoon Mk Ia is that it is insanely fast for its BR, so diving at a five to ten-degree angle, if you are being attacked or if your attack failed, is a solid choice if you have the altitude. However, if you are playing Arcade battles with this plane the diving tactic may not work since the Arcade battle maps are quite small. This is still worth trying since it is a low tier plane and because of that has a low repair cost.

One other thing worth noting (the major draw to this plane, really) is that the Typhoon Mk Ia has 12 x 0.303 caliber machine guns, which is a heck of a lot of guns and means that it has a large chance to set fires with the high amount of incendiary in the belts; for this reason, it is plausible to switch to tracer, as 100% of the tracer belt contains incendiary. Be warned: the tracer rounds are much less powerful than the regular ones, so keep that in mind.

This fighter is an excellent bomber hunter (remember that fire chance?)

Another plausible idea is to uninstall the New 7.7s modification once you have it, should your aim be crap or you not be used to the guns. This will increase the weapons spread and turn the plane into a flying shotgun, but also increase the chance of gun jamming. To reduce the risk of this, boom and extend with this plane and keep your bursts disciplined, only firing once within 500 meters with a convergence of 400 to make the best use of the rather weak 7.7s.

General info

Flight Performance

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Characteristics
Stock
Max Speed
(km/h at 6,157 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
612 596 10500 21.9 22.5 14.5 14.5 580
Upgraded
Max Speed
(km/h at 6,157 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
656 634 10500 20.1 21.0 20.1 17.1 580

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flaps
(km/h)
Max Static G
+ -
420 ~11 ~5
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 390 < 440 < 480 > 337
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,447 m 1,960 hp 2,077 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
4,981 m 1,650 hp 1,749 hp

Survivability and armour

  • 3 mm Steel - Armored engine plate
  • 1 mm Steel - Fore cockpit plate
  • 12.7 mm Steel - Armor plate behind pilot's seat
  • 42.8 mm Bulletproof glass - Armored windscreen

Armaments

Offensive armament

The Typhoon Mk Ia is armed with:

  • 12 x 7.7 mm Browning .303 machine guns, wing-mounted (500 rpg outer x2 + 460 rpg center x2 + 500 rpg inner x2 = 5,840 total)(Rate of Fire - 12,000rpm combined)

Suspended armament

The Typhoon Mk Ia can be outfitted with the following ordnance:

  • Without load
  • 2 x 250 lb G.P. 250 lb Mk.IV bombs (500 lb total)
  • 2 x 500 lb G.P. 500 lb Mk.IV bombs (1,000 lb total)

Usage in battles

Air Arcade Battles:

In regards to air arcade battles you will want to use Boom & Zoom tactics, as the aircraft's high power (for 2.7) and wing loading allows for high speed passes on lower flying planes. She has 2,000 WEP horses working for her; use 'em.

When encountering fighters, avoid turn-fights most of the time as this aircraft simply doesn't turn well except against the Fw 190 and most American planes with the exceptions being the F4F-3, the F4F-4, and the F6F-5. Do rudder turn in 1v1s and use combat flaps; against Arcade players you'll win the majority of the time, as Arcade people generally don't know the rudder-turn trick.

The best bet in a bad situation is to either outrun pursuers by engaging WEP and diving, which forces them to break off pursuit, or to just run flat out and hope the magic lead indicator doesn't land them a cockpit shot. Bobbing the plane up and down in the vertical slightly does prevent this.

Set gun convergence at or in excess of 400, as 500 seems to work the best for Boom and Zoom. Do note that due to the fact that in Arcade wingrip is a non-element, you can dive down in excess of 3 kilometers to chew up enemy planes going for ground targets, then climb back to altitude with your remaining prey none the wiser.

This wiki can't help you if you persist in flying straight into furballs.

Ground Realistic Battles:
  • Tank realistic battle: "In fast, target blast, out fast." One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.

It is important to learn how to use MEC (manual engine controls) as they are crucial for getting the most potential out of this aircraft, given the lack of auto propeller pitch control.

Using MEC, (which should ideally be within reach of your keyboard hand if on PC, such as the number keys above the WASD keys) hold down the button for 100% Propeller Pitch and Mixture, while using the mouse wheel to control the throttle. Use it to get a quick takeoff, and then set it to 90-93% throttle (using whichever key is assigned to engine control toggle 1) and cruise to the battlefield. It is recommended to keep an eye on the map by toggling M periodically, to indicate potential targets. By the time you are at the Area of Operations, you should have a target in mind. Fly around the far outskirts of the map, to an angle of approach that you think will be the opposite of where your target is looking. Considering you will likely be going over 250mph, wait until your target is about to be in sight, then toggle engine controls back on, hold the MECs to 100%, dump the throttle, Gear on/Flaps Landing (once below 250mph), Gear Off. doing so will effectively perform a hard braking manoeuvre, slowing you down enough to accurately place your munitions. Make sure to set the timers on the bombs to at least 3-5 seconds, as the bombs going off too early will likely destroy your aircraft with the shock wave.

Once you've dropped your bombs, flaps raised, throttle WEP and run out of there as quickly as possible before the enemy SPAA can react.

The biggest advantage to this method is you can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of your brutal acceleration, you can engage a target and then use your superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using your 12 machine guns.

  • Air Realistic Battles:

The biggest threat to the Typhoon in a downtier is the He-100 D-1 as it can match you for top airspeed in level flight, however, the Typhoon can accelerate far better[1], meaning that you are not without hope.

In an uptier or midtier match there are many more threats: the 109, which can shred you with its cannons, has a better climb rate and turn rate, and generally outperforms the Typhoon in all but speed; the Italian pasta planes, which are generally powerful and require situational counters, and the Ki-44-II, which is arguably the most dangerous of them, as its maximum speed nearly equals that of the Typhoon's at a similar altitude, its turning rate is better and its climbing rate exceeds the Typhoon's by at least one meter per second. Beating the Ki-44 requires discipline and good aim; should you find yourself in a turnfight, put on combat flaps (which the Typhoon does have as opposed to the Spitfires) and rudder turn in order to keep up with the lighter Japanese plane. Do note that the Typhoon performs better at high altitudes - in excess of 18,000 feet or 5,500 meters. Do not engage in turn-fights except with Fw 190s and twin-engine planes.

If all else fails, run on the deck: the Typhoon can reach in excess of 550 kph with WEP at 500 feet, 512 kph without, and outspeeds every other plane at 2.7 with no known exception. The Typhoon's WEP is exceptional and lasts far longer before overheat than most other planes in the game at every altitude. Her rate of cooling also sits in the top half of those planes in War Thunder - especially after the Rank II Spitfires got their engine rework.

Against a skilled pilot the A6M2 and A6M3 are non-issues; they simply do not have the speed, climb rate, or toughness to compete. Do be aware that if these planes catch you at low speed and low altitude you're very, very dead. If you are fortunate enough to possess some altitude, pitch down, run, then climb back up until you have the energy to re-engage.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe HSBC mk.2
III Wings repair Engine New 7 mm MGs HMBC mk.2
IV Engine injection Cover
  • Of the rank I upgrades, only Offensive 7 mm is of noticeable effect to allow for belt choice for the 7.7 mm armaments. The next level's Compressor should be the first choice, with Airframe and the HSBC mk.2 as unattractive choices. Having the option of a last-ditch ground attack with the bombs may save the occasional game though. For rank III: Engine, New 7 mm MGs and Wings repair in that order, just having the ability to perform long, accurate burst fire (against bombers) makes the armament upgrade worthwhile. The last level is Engine Injection. The remaining modules can be chosen for research by personal preference.

Pros and cons

Pros:

  • Great speed, especially in a dive
  • A lot of guns
  • Powerful engine
  • Can carry bombs
  • Average climb rate, similar climb rate to the Bf 109 E-3
  • A great fighter in AB, a great fighter-bomber in RB and SB. The Typhoon is a versatile aircraft

Cons:

  • Slow roll rate
  • 7mm machine guns will not do much against anything with armour
  • Volatile
  • Poor turn fighter, especially at low speed

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 big, 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 === Encyclopedia Info ===, also if applicable).

In-game description

The Hawker Typhoon was a single-seat, all-metal monoplane fighter, first designed as a high-speed interceptor.

Even before the new Hurricane fighter was launched into full-scale production, the engineers of Hawker Aircraft Ltd.'s design office, headed by Sir Sydney Camm, embarked on the development of а next-generation interceptor for the RAF. It was proposed that the new aircraft would be equipped with a new engine whose power would surpass that of the Rolls-Royce Merlin.

Hawker Aircraft received a contract to develop two prototypes: one had a Rolls-Royce Vulture liquid-cooled engine (an Х-block); the second had a Napier Sabre engine (an Н-block). Both engines had 24 cylinders and provided about 2,000 hp.

The first prototype was named the Hawker Tornado and featured a ventral radiator in the same position that the Hurricane did. The second prototype, named the Typhoon, was equipped with a distinctive chin-mounted radiator in the forward fuselage.

Since the development of the Rolls-Royce Vulture engine progressed more quickly, the Hawker Tornado was the first to be test flown in October 1939. The first Hawker Typhoon (P5212) prototype made its maiden flight in February 1940.

After delays caused by the Battle of Britain, the full-scale production of Typhoon Mk IA, with a 2,100 hp Napier Sabre Mk.IIA engine and a de Havilland Hydromatic three-bladed propeller, was launched. Work on the Hawker Tornado was ceased due to serious problems with the Rolls-Royce Vulture engine after the first production aircraft was built.

Subsequent to the results found during flight trials, the tail fin of the Typhoon Mk.IA was enlarged to improve longitudinal stability and the aircraft obtained its distinctive rudder with a straight rear edge. The starboard door and the folding part of the canopy were used to enter the fighter's cockpit; in an emergency both doors and the folding part of the canopy could be jettisoned.

The armament provided for the aircraft consisted of wing-mounted machine guns in the ""A"" type wing (Mk.IA) and cannons in the ""B"" type wing (Mk.IB). The first 110 fighters built were of the Typhoon Mk.IA version, with 12 wing-mounted 0.303 inch Colt-Browning Mk.II machine guns, because of the shortage of belt-feed mechanisms for the Hispano Mk.II cannons.

The early service life of the Typhoon was less than impressive. With a relatively poor rate of climb and sluggish performance at high altitudes, it was not able to maintain pace with the latest enemy fighters in its planned role as an interceptor. Furthermore, the first RAF squadrons to use the Typhoon found, like the test pilots who had helped to develop the Typhoon, that an alarming number of accidents, sometimes fatal, were attributed to the new fighter. Hawker was able to ascertain that the cause of many accidents was metal fatigue resulting in several cases of the entire tail section detaching in flight. However, even after this issue was resolved, high speed buffeting and an unreliable engine caused the early Typhoons to be less than popular with their crews.

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.


Hawker Aircraft Limited
Biplane fighters 
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Scout plane  Osprey Mk IV
Piston fighters 
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Sea Hurricane Mk IB · Sea Hurricane Mk IC · Hurricane Mk IIB/Trop · Hurricane Mk IV
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk V · Tempest Mk V (Vickers P) · Tempest Mk II
Fury  Sea Fury FB 11
Jet fighters 
Hunter  Hunter F.1 · Hunter F.6 · Hunter FGA.9
Sea Hawk  Sea Hawk FGA.6
Harrier  Harrier GR.1 · Harrier GR.3
Export  ▄Hurricane Mk I/L · ▂Hurricane Mk IIB · ◘Sea Fury FB 51
  ◘Sea Hawk Mk.50 · ◄Sea Hawk Mk.100 · ◘Hunter F.6 · ◌Hunter F.58 · J34 · AV-8A · AV-8C · ▄AV-8S
Captured  ▀Tempest Mk V
See Also  Fokker

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