Difference between revisions of "Tempest Mk V (Vickers P)"

From War Thunder Wiki
Jump to: navigation, search
m (additional snippet for when the map is very bad for the plane. (rare, but still))
(some details.)
Line 22: Line 22:
 
The plane does not like to turn sideways as much as some attackers, even at low speed. With some effort it is possible to correct flight direction a bit, but this will still affect the shell trajectory.
 
The plane does not like to turn sideways as much as some attackers, even at low speed. With some effort it is possible to correct flight direction a bit, but this will still affect the shell trajectory.
  
In RB WEP will never ever overheat the engine as long as the plane is not damaged and isn't doing a super dive (which is not expected at altitudes of attacker anyway), so unless damage is expected there is no need to go easy on the plane. The plane also has a very impressive climb rate, so it can gain momentary speed boosts by climbing and dropping back down. It is ill-adviced to do extreme manoeuvres when the water is at 130C.
+
In RB WEP will never ever overheat the engine as long as the plane is not damaged and isn't doing a super dive (which is not expected at altitudes of attacker anyway), so unless damage is expected there is no need to go easy on the plane. The plane also has a very impressive climb rate, so it can gain momentary speed boosts by climbing and dropping back down. When there is only 5 minutes of fuel left and almost no ammo left, the engine will finally start going red, but still at a rate that allows to safely WEP all the way to the airfield with minimal attention required. When water is at 130+C the float carburetor seems to becomes more fragile and can spontaneously fail when plane does anything remotely resembling a negative G manoeuver or a pulls down from any stalls.
  
 
Plane can land on the short airfiel by losing speed (by cutting engine down to 30% or even 0, then doing some heavy turns and rolls simultaneously) until it reaches the speed of around 320 km/h, then pulling out landing gear and flaps. After that it can simply go down and land, as the flaps will prevent it from gaining any more speed. The plane should be able to stop before driving out of the airfield by doing a side slide while braking (avoid braking when the back wheel is not on the ground). Plane can lose the back wheel in process if the brake is held for too long while also sliding. If any of the landing flaps were lost, it is better to reduce plane speed to at least 250 km/h and approach the land as low as possible.
 
Plane can land on the short airfiel by losing speed (by cutting engine down to 30% or even 0, then doing some heavy turns and rolls simultaneously) until it reaches the speed of around 320 km/h, then pulling out landing gear and flaps. After that it can simply go down and land, as the flaps will prevent it from gaining any more speed. The plane should be able to stop before driving out of the airfield by doing a side slide while braking (avoid braking when the back wheel is not on the ground). Plane can lose the back wheel in process if the brake is held for too long while also sliding. If any of the landing flaps were lost, it is better to reduce plane speed to at least 250 km/h and approach the land as low as possible.
Line 112: Line 112:
 
The Tempest has rather mediocre damage retention. It can take some damage on the wings, even as far as losing a tip without falling, but this will heavily reduce its speed and control. The tail is often cut off in a head-on with other attackers, but otherwise can survive a fighter pass or two. Any random damage can damage water and oil cooling, putting the engine in danger of overheating when abusing WEP.  
 
The Tempest has rather mediocre damage retention. It can take some damage on the wings, even as far as losing a tip without falling, but this will heavily reduce its speed and control. The tail is often cut off in a head-on with other attackers, but otherwise can survive a fighter pass or two. Any random damage can damage water and oil cooling, putting the engine in danger of overheating when abusing WEP.  
  
The weakest part of the Tempest is the engine - even a single 12.7 mm bullet can easily put it out of comission on a lucky hit, making the plane as good as dead. Fortunately, planes with wing-mounted guns rarely hit it, even in a head-on, but some SPAA might just focus on it or accidentally hit it instead of a pilot.
+
The weakest part of the Tempest is the engine - even a single 12.7 mm bullet can easily put it out of comission on a lucky hit, making the plane as good as dead. Fortunately, planes with wing-mounted guns rarely hit it, even in a head-on, but some SPAA or back gunners might just focus on it or accidentally hit it instead of a pilot.
 +
 
 +
If shot from the back caused fire, the plane can still survive by pulling up and doing the stall with landing flaps. With minimal fuel load, sometimes all fuel leaves the plane before it explodes. This by no means ensures survival, as generally this particular Tempest is used next to the ground, but it still can get some RP from landing or waste more of enemy time by simply refusing to succumb to a fire.  
  
 
* 44.45 mm Bulletproof glass - Armoured windscreen
 
* 44.45 mm Bulletproof glass - Armoured windscreen
Line 135: Line 137:
 
Against planes, AP works better when used to snap enemy wings (sometimes fails, as it's not HE-I, but the damage is hard to ignore), hit engines (generally instantly fatal for any plane) or the bomber's bomb cargo (if they had contact fuse installed, the bomber instantly explodes).
 
Against planes, AP works better when used to snap enemy wings (sometimes fails, as it's not HE-I, but the damage is hard to ignore), hit engines (generally instantly fatal for any plane) or the bomber's bomb cargo (if they had contact fuse installed, the bomber instantly explodes).
  
The cannons are easier to aim in cockpit perspective when the target doesn't move too much, as the guns are aimed straight at the sight dot. Engine and plane drag affect the shell spread and direction, but at 800 and 600 m gun convergence the shells fly very predictably. For example, in a head-on with 800 m convergence and WEP on the shells will fly slightly below the dot at ranges above 800 m and at ranges below 800 m they will go to the dot sides.
+
The cannons are easier to aim in cockpit perspective when the target doesn't move too much, as the guns are aimed straight at the sight dot. Engine and plane drag affect the shell spread and direction, therefore the guns are never absolutely accurate as long as the thrust is above 70%, but at 800 and 600 m gun convergence the shells fly very predictably. For example, in a head-on with 800 m convergence and WEP on the shells will fly slightly below the dot at ranges above 800 m and at ranges below 800 m they will go to the dot sides.
  
 
== Usage in battles ==
 
== Usage in battles ==
Line 145: Line 147:
 
If enemy plane is confronting you, cannons can also be used in a head-on to destroy almost any enemy plane in a single hit (with at least 3 or 4 attempts before most enemies will actually start dealing fatal damage to you), but you should keep long range gun convergence and practice aim for this a lot, as some enemies will immediately break out of a head-on after seeing 47 mm shells flying just past their face, which is a very bad outcome for you.
 
If enemy plane is confronting you, cannons can also be used in a head-on to destroy almost any enemy plane in a single hit (with at least 3 or 4 attempts before most enemies will actually start dealing fatal damage to you), but you should keep long range gun convergence and practice aim for this a lot, as some enemies will immediately break out of a head-on after seeing 47 mm shells flying just past their face, which is a very bad outcome for you.
  
The Tempest can easily take out any light, medium, and most heavy tanks when the attack is made from the correct angle. In Ground RB, you can hit light tanks from any angle, some medium tanks from side or rear and you want to take the heavies from the rear. In Air RB, most tanks explode in a single hit, but American medium tanks require side shots or engine fire to be taken out. Light pillboxes are also easily destroyed with about 6 shells, which can be done in a single pass. In addition, 76 rounds may not sound like a lot, but it will be more than enough to clean out most, if not all, tanks, assuming pilot does not miss all the time.
+
The Tempest can easily take out any light, medium, and most heavy tanks when the attack is made from the correct angle. In Ground RB, you can hit light tanks from any angle, some medium tanks from side or rear and you want to take the heavies from the rear. In Air RB, most tanks explode in a single hit, but American medium tanks require side shots or engine fire to be taken out. Light pillboxes are also easily destroyed with about 6 shells (4 shells if they hit exactly at the bright roof portion), which can be done in a single pass. In addition, 76 rounds may not sound like a lot, but it will be more than enough to clean out most, if not all, tanks, assuming pilot does not miss all the time.
  
 
The best defence of the Tempest Vickers P is its speed. In Air RB Tempest gets attacker spawn and can rush enemy ground targets under WEP. The only planes that can bother it in the beginning of a match are other attackers, which can be destroyed with a single hit in a head-on. Enemy fighters generally fail to arrive on the scene until Tempest did 2-3 attack runs and already left due to being low on ammo or simply noticing incoming enemies.
 
The best defence of the Tempest Vickers P is its speed. In Air RB Tempest gets attacker spawn and can rush enemy ground targets under WEP. The only planes that can bother it in the beginning of a match are other attackers, which can be destroyed with a single hit in a head-on. Enemy fighters generally fail to arrive on the scene until Tempest did 2-3 attack runs and already left due to being low on ammo or simply noticing incoming enemies.
  
When giving chase, many of the enemies Tempest will face will not be able to outmatch its level flight speed and will be forced to take shots at 1 km distance. However, stay alert for enemy planes and make sure that the horizontal distance is never below 2 km, because if they come out of a dive, they will be able to catch up to you. If you spot an enemy plane in the distance, start running to friendly aircraft before the enemy gets too close or set up for a head-on.  
+
When giving chase, many of the enemies Tempest will face will not be able to outmatch its level flight speed and will be forced to take shots at 1 km distance. However, stay alert for enemy planes and make sure that the horizontal distance is never below 2 km, because it will be already too late for a head-on attempt and if they come out of a dive they will be able to catch up to you. If you spot an enemy plane in the distance, start running to friendly aircraft before the enemy gets too close or set up for a head-on.  
  
 
In a dive, the Tempest can easily reach speeds of close to 800 km/h. In level flight, you will slowly reach about 620 km/h using WEP, and 590 km/h without it (note that these speeds are at sea level). The Tempest will lose a lot of energy in turns, so try to make smooth manoeuvres. Finally, your water and oil will start to overheat after prolonged use of WEP, so getting in combat after "going orange" if your teammates decided to ditch you would be really bad. Going to 100% power first will cool your plane down again, so you can at least take a hit before accidentally melting the engine.
 
In a dive, the Tempest can easily reach speeds of close to 800 km/h. In level flight, you will slowly reach about 620 km/h using WEP, and 590 km/h without it (note that these speeds are at sea level). The Tempest will lose a lot of energy in turns, so try to make smooth manoeuvres. Finally, your water and oil will start to overheat after prolonged use of WEP, so getting in combat after "going orange" if your teammates decided to ditch you would be really bad. Going to 100% power first will cool your plane down again, so you can at least take a hit before accidentally melting the engine.
  
 
In air RB, if the map has no tanks or they are very difficult to destroy, Tempest still can hunt attackers (players or NPC planes) or even go out of its way to hunt bombers that are climbing high. Bombers and attackers are very similar to tanks in a way that they don't move too much, but they can shoot back and will destroy your engine if not taken seriously and attacked from as far away as possible.
 
In air RB, if the map has no tanks or they are very difficult to destroy, Tempest still can hunt attackers (players or NPC planes) or even go out of its way to hunt bombers that are climbing high. Bombers and attackers are very similar to tanks in a way that they don't move too much, but they can shoot back and will destroy your engine if not taken seriously and attacked from as far away as possible.
 +
 +
'''Specific enemies worth noting:'''
 +
 +
[[I-185 (M-82)]], [[La-5]] : almost all players that use these and similar planes will refuse head-ons. They simply know that they have nothing to lose for not playing your game.
 +
 +
[[XP-50]], [[Wyvern S4]] : These premium planes can move around the map as fast as the Tempest. While Wyverns generally mind their own business and rush to bomb bases, the XP-50 is almost guaranteed to dive on you.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 181: Line 189:
 
* Reasonable manoeuvrability at high speeds
 
* Reasonable manoeuvrability at high speeds
 
* Big ammo supply
 
* Big ammo supply
 +
** On a small map, can take out 60% of enemy victory points in one reload, can end a game all by itself, if left alone for long enough
 +
** Technically, a 4 man squad of these planes can end an Air RB battle on medium maps by destroying all the ground targets before fighters can do anything at all
 
* In hands of a skilled player, this plane can be used as a good fighter
 
* In hands of a skilled player, this plane can be used as a good fighter
* Technically, a 4 man squad of these planes can end an Air RB battle on small maps by destroying all the ground targets before fighters can do anything
 
  
 
'''Cons:'''
 
'''Cons:'''
Line 191: Line 200:
 
* Has only AP round
 
* Has only AP round
 
* Can't destroy medium pillbox
 
* Can't destroy medium pillbox
* Hard to aim, Low rate of fire, the cannons are far from the centre of the plane
+
* Hard to aim, low rate of fire, the cannons are far from the centre of the plane
 
* Not recommended to use on maps with mostly ships and pillboxes
 
* Not recommended to use on maps with mostly ships and pillboxes
  

Revision as of 20:15, 3 March 2023

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the British strike aircraft Tempest Mk V (Vickers P). For other versions, see Tempest (Family).
Tempest Mk V (Vickers P)
tempest_mkv_vikkers.png
GarageImage Tempest Mk V (Vickers P).jpg
Tempest Mk V (Vickers P)
AB RB SB
3.3 3.7 4.0
Research:11 000 Specs-Card-Exp.png
Purchase:22 000 Specs-Card-Lion.png
Show in game

Description

The Tempest Mk V (Vickers P) is a rank II British strike aircraft with a battle rating of 3.3 (AB), 3.7 (RB), and 4.0 (SB). It was introduced in Update 1.37. It is a dive fighter refitted to be a tank hunter. Since it's not as well suited for fighting planes, it is designated as attacker instead, with all the priveleges of attacker, such as air spawn. It is also placed much lower in BR than it's fighter equivalent, due to only having anti-tank ammunition and semi-automatic cannons, so the plane currently allows to research through rank V planes while effectively playing against ranks II-III.

General info

Flight performance

Max speed
at 4 572 m671 km/h
Turn time22 s
Max altitude10 000 m
EngineNapier Sabre 2
TypeInline
Cooling systemWater
Take-off weight6 t

The Tempest retains its high maximum speed in a straight line and even at its worst will still keep ~516 km/h average speed at ground level. This is generally enough to keep distance from old interceptors and fighters by using WEP and escape towards teammates, even if they dive, as long as the pilot pays attention and leaves before the fight actually starts.

The plane does not like to turn sideways as much as some attackers, even at low speed. With some effort it is possible to correct flight direction a bit, but this will still affect the shell trajectory.

In RB WEP will never ever overheat the engine as long as the plane is not damaged and isn't doing a super dive (which is not expected at altitudes of attacker anyway), so unless damage is expected there is no need to go easy on the plane. The plane also has a very impressive climb rate, so it can gain momentary speed boosts by climbing and dropping back down. When there is only 5 minutes of fuel left and almost no ammo left, the engine will finally start going red, but still at a rate that allows to safely WEP all the way to the airfield with minimal attention required. When water is at 130+C the float carburetor seems to becomes more fragile and can spontaneously fail when plane does anything remotely resembling a negative G manoeuver or a pulls down from any stalls.

Plane can land on the short airfiel by losing speed (by cutting engine down to 30% or even 0, then doing some heavy turns and rolls simultaneously) until it reaches the speed of around 320 km/h, then pulling out landing gear and flaps. After that it can simply go down and land, as the flaps will prevent it from gaining any more speed. The plane should be able to stop before driving out of the airfield by doing a side slide while braking (avoid braking when the back wheel is not on the ground). Plane can lose the back wheel in process if the brake is held for too long while also sliding. If any of the landing flaps were lost, it is better to reduce plane speed to at least 250 km/h and approach the land as low as possible.

The flaps will take damage if used at above ~340 km/h. The combat flaps will reduce average speed but will help the plane pull up at a faster rate, so they can be used when setting up for a second attack dive on the same convoy, or as a last resort when doing a low energy fight.

As per default for the British planes, pilot should never try to do negative G manoeuvres or the engine will immediately choke.

Characteristics Max Speed
(km/h at 4,572 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 621 604 10000 23.9 24.6 14.4 14.4 460
Upgraded 752 671 21.1 22.0 29.5 20.4

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 + -
880 361 412 389 269 ~14 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 440 < 430 < 530 > 337
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,447 m 2,085 hp 2,585 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
4,981 m 1,735 hp 2,151 hp

Survivability and armour

Crew1 person
Speed of destruction
Structural880 km/h
Gear361 km/h

The Tempest has rather mediocre damage retention. It can take some damage on the wings, even as far as losing a tip without falling, but this will heavily reduce its speed and control. The tail is often cut off in a head-on with other attackers, but otherwise can survive a fighter pass or two. Any random damage can damage water and oil cooling, putting the engine in danger of overheating when abusing WEP.

The weakest part of the Tempest is the engine - even a single 12.7 mm bullet can easily put it out of comission on a lucky hit, making the plane as good as dead. Fortunately, planes with wing-mounted guns rarely hit it, even in a head-on, but some SPAA or back gunners might just focus on it or accidentally hit it instead of a pilot.

If shot from the back caused fire, the plane can still survive by pulling up and doing the stall with landing flaps. With minimal fuel load, sometimes all fuel leaves the plane before it explodes. This by no means ensures survival, as generally this particular Tempest is used next to the ground, but it still can get some RP from landing or waste more of enemy time by simply refusing to succumb to a fire.

  • 44.45 mm Bulletproof glass - Armoured windscreen
  • 16.9 mm Steel - Armour plate in pilot's seat

Modifications and economy

Repair costBasic → Reference
AB582 → 765 Sl icon.png
RB901 → 1 184 Sl icon.png
SB2 008 → 2 640 Sl icon.png
Total cost of modifications10 360 Rp icon.png
13 600 Sl icon.png
Talisman cost750 Ge icon.png
Crew training6 300 Sl icon.png
Experts22 000 Sl icon.png
Aces250 Ge icon.png
Research Aces220 000 Rp icon.png
Reward for battleAB / RB / SB
40 / 80 / 160 % Sl icon.png
124 / 124 / 124 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
1 000 Rp icon.png
Cost:
1 300 Sl icon.png
115 Ge icon.png
Mods radiator.png
Radiator
Research:
1 000 Rp icon.png
Cost:
1 300 Sl icon.png
115 Ge icon.png
Mods compressor.png
Compressor
Research:
1 200 Rp icon.png
Cost:
1 600 Sl icon.png
140 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
1 300 Rp icon.png
Cost:
1 700 Sl icon.png
150 Ge icon.png
Mods new engine.png
Engine
Research:
1 300 Rp icon.png
Cost:
1 700 Sl icon.png
150 Ge icon.png
Mods oil.png
150 octane fuel
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
95 Ge icon.png
Mods metanol.png
Engine injection
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
95 Ge icon.png
Mods armor frame.png
Airframe
Research:
1 200 Rp icon.png
Cost:
1 600 Sl icon.png
140 Ge icon.png
Mods armor cover.png
Cover
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
95 Ge icon.png
Mods weapon.png
vickersS_new_gun
Research:
840 Rp icon.png
Cost:
1 100 Sl icon.png
95 Ge icon.png

Armaments

Offensive armament

Weapon 12 x 47 mm Vickers P cannon
Ammunition72 rounds
Fire rate72 shots/min
Main article: Vickers P (47 mm)

The Tempest Mk V (Vickers P) is armed with:

  • 2 x 47 mm Vickers P cannons, wing-mounted (36 rpg = 72 total)

The 47 mm on this plane can only be armed with armour piercing rounds. These rounds do not explode and tend to penetrate targets all the way through, if they hit well. It may not destroy some tanks outright, but it will definitely take out half of the crew or set them on fire on a good hit. Ammunition often struggles to penetrate American medium tanks.

Against planes, AP works better when used to snap enemy wings (sometimes fails, as it's not HE-I, but the damage is hard to ignore), hit engines (generally instantly fatal for any plane) or the bomber's bomb cargo (if they had contact fuse installed, the bomber instantly explodes).

The cannons are easier to aim in cockpit perspective when the target doesn't move too much, as the guns are aimed straight at the sight dot. Engine and plane drag affect the shell spread and direction, therefore the guns are never absolutely accurate as long as the thrust is above 70%, but at 800 and 600 m gun convergence the shells fly very predictably. For example, in a head-on with 800 m convergence and WEP on the shells will fly slightly below the dot at ranges above 800 m and at ranges below 800 m they will go to the dot sides.

Usage in battles

This plane with its 2 x 47 mm cannons on each side with only armour piercing ammo (by default) with no other armament is clearly made for the ground attack role. It's definitely not a turn fighter, as the plane is not designed to manoeuvre well, and the price of missing a high calibre shot is way too high, but once fully modified the plane has the ability to be the most unstoppable force in its role.

The Tempest Vickers Mk V equipped with the Vickers 47 mm cannons is an absolute tank buster and in Air RB mode can destroy most of the NPC tanks in one hit or deal heavy damage to player tanks in Ground RB when used correctly. Engaging enemy planes is not recommended and preferrably should only be done when they are distracted, to make sure that you can keep your speed high, so that you can disengage by running away.

If enemy plane is confronting you, cannons can also be used in a head-on to destroy almost any enemy plane in a single hit (with at least 3 or 4 attempts before most enemies will actually start dealing fatal damage to you), but you should keep long range gun convergence and practice aim for this a lot, as some enemies will immediately break out of a head-on after seeing 47 mm shells flying just past their face, which is a very bad outcome for you.

The Tempest can easily take out any light, medium, and most heavy tanks when the attack is made from the correct angle. In Ground RB, you can hit light tanks from any angle, some medium tanks from side or rear and you want to take the heavies from the rear. In Air RB, most tanks explode in a single hit, but American medium tanks require side shots or engine fire to be taken out. Light pillboxes are also easily destroyed with about 6 shells (4 shells if they hit exactly at the bright roof portion), which can be done in a single pass. In addition, 76 rounds may not sound like a lot, but it will be more than enough to clean out most, if not all, tanks, assuming pilot does not miss all the time.

The best defence of the Tempest Vickers P is its speed. In Air RB Tempest gets attacker spawn and can rush enemy ground targets under WEP. The only planes that can bother it in the beginning of a match are other attackers, which can be destroyed with a single hit in a head-on. Enemy fighters generally fail to arrive on the scene until Tempest did 2-3 attack runs and already left due to being low on ammo or simply noticing incoming enemies.

When giving chase, many of the enemies Tempest will face will not be able to outmatch its level flight speed and will be forced to take shots at 1 km distance. However, stay alert for enemy planes and make sure that the horizontal distance is never below 2 km, because it will be already too late for a head-on attempt and if they come out of a dive they will be able to catch up to you. If you spot an enemy plane in the distance, start running to friendly aircraft before the enemy gets too close or set up for a head-on.

In a dive, the Tempest can easily reach speeds of close to 800 km/h. In level flight, you will slowly reach about 620 km/h using WEP, and 590 km/h without it (note that these speeds are at sea level). The Tempest will lose a lot of energy in turns, so try to make smooth manoeuvres. Finally, your water and oil will start to overheat after prolonged use of WEP, so getting in combat after "going orange" if your teammates decided to ditch you would be really bad. Going to 100% power first will cool your plane down again, so you can at least take a hit before accidentally melting the engine.

In air RB, if the map has no tanks or they are very difficult to destroy, Tempest still can hunt attackers (players or NPC planes) or even go out of its way to hunt bombers that are climbing high. Bombers and attackers are very similar to tanks in a way that they don't move too much, but they can shoot back and will destroy your engine if not taken seriously and attacked from as far away as possible.

Specific enemies worth noting:

I-185 (M-82), La-5 : almost all players that use these and similar planes will refuse head-ons. They simply know that they have nothing to lose for not playing your game.

XP-50, Wyvern S4 : These premium planes can move around the map as fast as the Tempest. While Wyverns generally mind their own business and rush to bomb bases, the XP-50 is almost guaranteed to dive on you.

Manual Engine Control

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

Pros and cons

Pros:

  • 2 x 47 mm guns are great at destroying armoured targets
  • Very high level speed
  • Reasonable manoeuvrability at high speeds
  • Big ammo supply
    • On a small map, can take out 60% of enemy victory points in one reload, can end a game all by itself, if left alone for long enough
    • Technically, a 4 man squad of these planes can end an Air RB battle on medium maps by destroying all the ground targets before fighters can do anything at all
  • In hands of a skilled player, this plane can be used as a good fighter

Cons:

  • Only real defence against other aircraft is its speed
  • No bombs or rockets
  • Lose a lot of speed in turn fighting
  • Has only AP round
  • Can't destroy medium pillbox
  • Hard to aim, low rate of fire, the cannons are far from the centre of the plane
  • Not recommended to use on maps with mostly ships and pillboxes

History

The Tempest Vickers P was a concept plane designed due to the lacking ability of the 40 mm armed Hurricane IID in destroying Tiger 1 tanks in North Africa, The air staff put out an issue in 1942 for a 47 mm airborne anti-tank gun which would fire a 4 lb 9oz (2.07kg) solid AP shot at 2,650 fps (808 m/s) with a rate of fire no less than 60 rounds a minute.

Vickers was contracted to make the rounds, case piece was 326 mm long, the rim diameter at 59.7 mm with the body diameter at 52.3 mm, the shot was typical of most other British rounds of the time, solid AP shot with no HE filler, overall with the shot fitted the round was 474 mm long.

The gun itself was in contest by three firms of the time, Vickers, Rolls-Royce and the war office design department, the project was known as the "class P gun" as such the competing designs were known as PV (Vickers) PR (Rolls-Royce) PC (for the Chief superintendent of armament design in the war office).

Complete information about the three projects does not appear to have survived. The PR gun was designed with two different barrel lengths, a 70-calibre barrel (with which the muzzle velocity was calculated to be 2,675 fps or 815 m/s) which was about 4.3 m long overall, and a 52-calibre version. The gun was belt-fed and used a long-recoil design; the weapon recoiled 66 cm on firing, generating a peak recoil of just over 2,000 kg. The PC gun weighed 250-270 kg and recoiled only 30 cm, thereby generating a stronger peak recoil of 3,560 kg. This was magazine fed with two alternative designs; a 30-round flat box lying across the gun's body, and a 34-36 round drum wrapped around the rear of the gun. Overall length was 4.5-4.7 m respectively. No information is recorded about the PV gun.

The PV and PC guns were made but were not ready for firing until close to the end of the war. The PR gun was cancelled before completion during the war when Rolls-Royce was directed to cease work on guns. None of the Class P guns proceeded beyond the prototype stage. However a Tempest V was fitted with two of the Vickers guns in under-wing pods just after the war, but no records have been found concerning this installation.


Archive of the in-game description

The Hawker Tempest Mk.V equipped with Vickers P guns was an experimental ground attack and strike aircraft developed for the RAF. The concept involved taking the new Tempest Mk.V and adding the 47 mm P gun in a long pod beneath each wing. The Vickers P gun was itself a development of the earlier 40 mm Vickers S gun which had been used successfully by the Hawker Hurricane Mk IID. However, the introduction of the Panzer VI Tiger tank into the North African theatre highlighted the limitations of the Vickers S gun, resulting in the need for a new, more potent anti-tank weapon. Three designs competed against each other, all in 47 mm: Rolls-Royce, Vickers and the War Office Design Department. Rolls-Royce were directed to concentrate their efforts elsewhere leaving only two competing designs, neither of which was ready before the end of the Second World War. Very little information has survived regarding either design, although at least one photograph has been found showing the Vickers P gun fitted in a long pod beneath each wing of a Hawker Tempest V. What little test data has been discovered shows that the P gun had a muzzle energy well in excess of both the British 2 and 3 pounder guns and would have been a formidable weapon.


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

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • 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 strike aircraft
Blackburn  Firebrand TF Mk IV · Firecrest
Bristol  Beaufighter Mk I (40-mm) · Beaufighter Mk VIc · Beaufighter Mk X · Beaufighter Mk 21
CAC  ▄Wirraway
Fairey  Firefly F Mk I · Firefly FR Mk V
de Havilland  Mosquito FB Mk VI · Mosquito FB Mk XVIII
Hawker  Hurricane Mk IV · Tempest Mk V (Vickers P)
Westland  Wyvern S4