Difference between revisions of "Ki-84 otsu"

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(Usage in battles)
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[[File:Ki-84 Combat image.jpg|thumb|A Ki-84 ''Otsu'' shredding a Hellcat's wing]]
 
[[File:Ki-84 Combat image.jpg|thumb|A Ki-84 ''Otsu'' shredding a Hellcat's wing]]
 
Unfortunately, the increased firepower comes at the cost of a higher battle rating, especially so in Arcade Battles. While a 0.3 BR increase in Realistic Battles isn't that bad on the surface, it allows you to face vastly superior aircraft such as the [[F8F-1B]], [[Spitfire F Mk 24]] and [[P-51H-5-NA]] that outclass you in almost every way. In arcade, the BR increase is a lot less subtle, a whole 1.3 BR increase to be precise. This increase causes the aircraft to occasionally be up-tiered into 7.0 matches with jet aircraft that will walk all over the poor Ki-84. Fortunately for the ''Hayate'', it retains its advantage of excellent engine power - and by extension, top speed, climb rate and energy retention - and superb manoeuvrability that can turn with nearly every aircraft at the tier. While the ''Ko'' modification of the aircraft was brutal to play efficiently, the ''Otsu'' is a lot more forgiving, but can still wreak havoc in the hands of a skilled pilot.
 
Unfortunately, the increased firepower comes at the cost of a higher battle rating, especially so in Arcade Battles. While a 0.3 BR increase in Realistic Battles isn't that bad on the surface, it allows you to face vastly superior aircraft such as the [[F8F-1B]], [[Spitfire F Mk 24]] and [[P-51H-5-NA]] that outclass you in almost every way. In arcade, the BR increase is a lot less subtle, a whole 1.3 BR increase to be precise. This increase causes the aircraft to occasionally be up-tiered into 7.0 matches with jet aircraft that will walk all over the poor Ki-84. Fortunately for the ''Hayate'', it retains its advantage of excellent engine power - and by extension, top speed, climb rate and energy retention - and superb manoeuvrability that can turn with nearly every aircraft at the tier. While the ''Ko'' modification of the aircraft was brutal to play efficiently, the ''Otsu'' is a lot more forgiving, but can still wreak havoc in the hands of a skilled pilot.
 +
 +
* In simulator, the Ki-84 is overall a decent plane to fly. It enjoys lovely visibility towards the rear, sides, above, and over the nose, giving the pilot great situational awareness. It has nice handling, good climb rate, great speed and acceleration. Armament wise, the guns have enough fire rate to put quite a few projectiles into the target in one pass. However the Ki-84’s disadvantages are the limited damage, poor rudder efficiency at high speeds, the rather slow roll rate, and the compass at the front-right of the gunsight that can obstruct your view. This aircraft can be used in BnZ fighting, turn fighting, intercepting (to some extent) and some ground pounding.
 +
 +
* Before taking off, bring at least 30 minutes of fuel for longer patrol time. Set the convergence to around 250 m since your weapons have low velocity, therefore needing more precise aim at longer range. While your Ki-84 roars down the runway, you will notice that it shifts severely to the left, thus you must put rudder input to the right to taxi straight. As with other Ki series aircraft, only elevator trim is available, so when the stick is at its deadzone, the Ki-84 will roll and yaw to the left side. Therefore you always need to pull the stick a little to the right which can get a bit annoying. Usually, trim for around -1% when cruising around 470 kph, around -5% when diving around 600 kph, and when fighting at around 400 kph no negative trim is needed. When carrying the 2x 250kg bombload, no negative trim is needed as well. Landing characteristics are forgiving: cut throttle to make sure you are not above 350 kph before touchdown. Deploy combat then takeoff flaps to further decelerate in preparation for extending landing gears. Extend at around 260 kph, control your descend rate throughout. Right before touchdown, deploy landing flaps. The gears are quite sturdy. You can break until the plane reaches full stop and not worry about propeller strike.
 +
* For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in Sim happen around or below 3,000 m so the Ki-84 can easily climb up to that altitude. Once at an advantageous height, boom & zoom the enemies. The Ki-84 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. Important note: when fighting above 550 kph, you want to be more precise in the roll and pitch axis, since at this speed the rudder locks up severely, preventing you from making aim adjustments which negatively impacts the lead. You must pretend that your rudder doesn’t exist and fully rely on the ailerons and elevators to lead. A successful pass will not usually cripple the enemy given the projectiles’ lacklustre damage, so multiple attacks are needed to destroy one plane. Aside from BnZ, the Ki-84 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-84 can out-turn and get on most opponents' tail with combat / takeoff flaps deployed, and can sustain its turning ability throughout the fight. The Ki-84’s stable handling allows you to pull some tight maneuvers, so don’t worry too much about flat spins. If you become a prey, try some defensive manoeuvres like barrel rolls or disengage by diving steeply towards a nearby friendly airfield. Note that the Ki-84's roll rate is very average so avoid manoeuvres like scissors.
 +
* When performing the “destroy enemy surveillance aircraft/attackers/bombers” task, it is crucial to constantly evade the turrets. If it is a bomber/attacker with decent defensive firepower or robust protection, then you might want to disengage after some attempts if you don't want to die. Pay special attention to any plane equipped with M2 Browning MG, they can critically damage the Ki-84 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window is enough to cripple a twin-engine aircraft thanks to the 4 cannons, but it can require more passes to destroy one. However sometimes it only takes one bullet to set the target aflame. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.
 +
* For ground pounding, the best loadout is the 2x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-84 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. It is quite easy to drop bombs accurately with a Ki-84 because this aircraft is able to quickly accelerate above 550 kph in a dive, the bombs will travel an almost straight line towards the target, therefore you can aim the gunsight directly at the target and expect the bombs to land very close. After bombs away, immediately pull up. The 4 Ho-5's perform well in killing trucks, AA guns and artilleries as they are quite accurate, but do not waste cannon shells on these targets unless you must. Constantly watch your surrounding, especially your high 6 for any incoming enemies.
  
 
=== Flying Styles ===
 
=== Flying Styles ===
Line 133: Line 140:
 
==== Defensive Flying ====
 
==== Defensive Flying ====
 
Of course, there are scenarios where the Ki-84's pilot will have to go on the defensive. The aircraft cannot afford to take many hits, so avoiding as many shots as possible is mandatory for your survival. Defensive energy manoeuvres such as the Immelmann, Defensive spiral and the various Yo-Yo's should be your first choice when being attacked. If an enemy is diving on you, try to force an overshoot with your excellent manoeuvrability and engage while the enemy is zoom-climbing.
 
Of course, there are scenarios where the Ki-84's pilot will have to go on the defensive. The aircraft cannot afford to take many hits, so avoiding as many shots as possible is mandatory for your survival. Defensive energy manoeuvres such as the Immelmann, Defensive spiral and the various Yo-Yo's should be your first choice when being attacked. If an enemy is diving on you, try to force an overshoot with your excellent manoeuvrability and engage while the enemy is zoom-climbing.
 +
 +
'''Enemies worth noting:'''
 +
 +
* [[Me 264]]: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage. Looking somewhat similar to a B-17, an Me 264 has huge back-swept wings with 2 engines on each, and a H-tail which differs it from a B-17/B-29.
 +
 +
* Yak-3: this is a capable dogfighter or BnZ fighter that can be a huge threat. Although its firepower is not deadly, it can still critically damage a Ki-84. It is able to fly or dive at similar speeds, and can even engage a turn fight with a Ki-84 that is using takeoff flaps. The Yak-3 has a straight dorsal line housing an inline engine, a bubble canopy with a huge cooling intake sticking out the belly, and its symbolic, triangular wings.
 +
 +
* [[A6M (Family)|A6M]], [[Spitfire (Family)|Spitfire]], etc: If you see these turn fighters on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. A Spitfire also has an uncurved dorsal outline and large, elliptical wings. A Zero has a radial engine that’s usually painted black, rounded wingtips and stabiliser tips followed by a pointy tail
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===

Revision as of 07:49, 11 December 2020

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Ki-84 otsu
ki_84_otsu.png
Ki-84 otsu
AB RB SB
6.7 5.7 6.0
Class:
Research:31 000 Specs-Card-Exp.png
Purchase:200 000 Specs-Card-Lion.png
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This page is about the Japanese fighter Ki-84 otsu. For other versions, see Ki-84 (Family).

Description

GarageImage Ki-84 otsu.jpg


The Ki-84 otsu Hayate is a rank IV Japanese fighter with a battle rating of 6.7 (AB), 5.7 (RB), and 6.0 (SB). It was introduced in Update 1.37.

General info

Flight performance

The Ki-84 Otsu is a very stable platform that can easily compete with its contemporaries at the tier. It has an excellent top speed and acceleration for a Japanese aircraft, but is still quite a bit lacking when compared to aircraft like the late 109's, Ta 152, Bearcat, P-51H, and the Griffon Spitfires. However, its most powerful trait is its excellent manoeuvrability. The Ki-84 will be able to outturn anything it faces with the usage of combat flaps that's not a Spitfire or Re.2005 (with the exception of other Japanese fighters like the A6M5). Overall it is an enjoyable aircraft to fly due to its excellent manoeuvrability, competitive top speed and acceleration, and smooth controls, but the pilot must take care at speeds above 630 km/h as the aircraft will stiffen up considerably.

Characteristics Max Speed
(km/h at 6,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
Stock 668 651 13000 20.2 20.8 14.2 421
Upgraded 717 692 19.1 19.4 22.6 17.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
837 270 500 380 280 ~13 ~9
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 400 < 480 < 430 > 324
Compressor Optimal altitude 100% Engine power WEP Engine power
Setting 1 2,000 m 1,875 hp 2,100 hp
Setting 2 5,300 m 1,675 hp 1,876 hp

Survivability and armour

  • 13 mm steel backrest
  • 6 mm steel headrest
  • 70 mm bulletproof windshield, sloped

Armaments

Offensive armament

Main article: Ho-5 (20 mm)

The Ki-84 otsu is armed with:

  • 2 x 20 mm Ho-5 cannons, nose-mounted (150 rpg = 300 total)
  • 2 x 20 mm Ho-5 cannons, wing-mounted (150 rpg = 300 total)

The Ho-5's are very volatile weapons when approached from a beginner's standpoint. Their reasonably high rate of fire combined with lower than average muzzle velocity and poor HE round makes it so that one must be fairly close to deal significant damage. Fortunately, they are quite accurate and do not jam as badly as its competitors such as the Hispano Mk.II/Mk.V and do not perform as badly as the Russian ShVAK. Your belt of choice should be Universal or Tracers, with Tracers dealing the most consistent damage and being easier to aim due to not having to deal with the velocity difference between the HE shell and the Tracer shell.

Suspended armament

The Ki-84 otsu can be outfitted with the following ordnance:

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

Usage in battles

The Otsu modification is the middle child of the Ki-84 family, dropping the 12.7 mm heavy machine guns from the previous model in favour of two additional Ho-5 20 mm cannons, boosting firepower considerably. It retains the same strengths and weaknesses of said previous model. Equipped with a 2,000 HP engine, this aircraft's performance is on par with that of the legendary P-51 Mustang. However, unlike the Mustang, the Ki-84 has solid turning characteristics and excellent climb rate thanks to its lighter weight. This being said, the Ki-84 also has good energy retention, so try to make your opponent bleed energy to have an edge. The Ki-84 was also one of the first mass-produced Japanese aircraft to come equipped with armoured glass, armour plates and self-sealing fuel tanks, but the armour is still lacklustre compared to its Russian and American counterparts. However, as always, not everything is perfect. The aircraft controls stiffen significantly at speeds above 630 km/h, making even slight adjustments to heading impossible. Thus, at higher speeds, its elevator suffers. The Ki-84 also suffers a lot when no modules are researched, making the aircraft almost useless until modifications are unlocked.

This aircraft should be played as it appears: a lightweight Japanese version of the Mustang, retaining good engine performance, decent climb-rate, high diving performance and relatively lacklustre armament, although fairly improved from the previous model.

A Ki-84 Otsu shredding a Hellcat's wing

Unfortunately, the increased firepower comes at the cost of a higher battle rating, especially so in Arcade Battles. While a 0.3 BR increase in Realistic Battles isn't that bad on the surface, it allows you to face vastly superior aircraft such as the F8F-1B, Spitfire F Mk 24 and P-51H-5-NA that outclass you in almost every way. In arcade, the BR increase is a lot less subtle, a whole 1.3 BR increase to be precise. This increase causes the aircraft to occasionally be up-tiered into 7.0 matches with jet aircraft that will walk all over the poor Ki-84. Fortunately for the Hayate, it retains its advantage of excellent engine power - and by extension, top speed, climb rate and energy retention - and superb manoeuvrability that can turn with nearly every aircraft at the tier. While the Ko modification of the aircraft was brutal to play efficiently, the Otsu is a lot more forgiving, but can still wreak havoc in the hands of a skilled pilot.

  • In simulator, the Ki-84 is overall a decent plane to fly. It enjoys lovely visibility towards the rear, sides, above, and over the nose, giving the pilot great situational awareness. It has nice handling, good climb rate, great speed and acceleration. Armament wise, the guns have enough fire rate to put quite a few projectiles into the target in one pass. However the Ki-84’s disadvantages are the limited damage, poor rudder efficiency at high speeds, the rather slow roll rate, and the compass at the front-right of the gunsight that can obstruct your view. This aircraft can be used in BnZ fighting, turn fighting, intercepting (to some extent) and some ground pounding.
  • Before taking off, bring at least 30 minutes of fuel for longer patrol time. Set the convergence to around 250 m since your weapons have low velocity, therefore needing more precise aim at longer range. While your Ki-84 roars down the runway, you will notice that it shifts severely to the left, thus you must put rudder input to the right to taxi straight. As with other Ki series aircraft, only elevator trim is available, so when the stick is at its deadzone, the Ki-84 will roll and yaw to the left side. Therefore you always need to pull the stick a little to the right which can get a bit annoying. Usually, trim for around -1% when cruising around 470 kph, around -5% when diving around 600 kph, and when fighting at around 400 kph no negative trim is needed. When carrying the 2x 250kg bombload, no negative trim is needed as well. Landing characteristics are forgiving: cut throttle to make sure you are not above 350 kph before touchdown. Deploy combat then takeoff flaps to further decelerate in preparation for extending landing gears. Extend at around 260 kph, control your descend rate throughout. Right before touchdown, deploy landing flaps. The gears are quite sturdy. You can break until the plane reaches full stop and not worry about propeller strike.
  • For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in Sim happen around or below 3,000 m so the Ki-84 can easily climb up to that altitude. Once at an advantageous height, boom & zoom the enemies. The Ki-84 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. Important note: when fighting above 550 kph, you want to be more precise in the roll and pitch axis, since at this speed the rudder locks up severely, preventing you from making aim adjustments which negatively impacts the lead. You must pretend that your rudder doesn’t exist and fully rely on the ailerons and elevators to lead. A successful pass will not usually cripple the enemy given the projectiles’ lacklustre damage, so multiple attacks are needed to destroy one plane. Aside from BnZ, the Ki-84 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-84 can out-turn and get on most opponents' tail with combat / takeoff flaps deployed, and can sustain its turning ability throughout the fight. The Ki-84’s stable handling allows you to pull some tight maneuvers, so don’t worry too much about flat spins. If you become a prey, try some defensive manoeuvres like barrel rolls or disengage by diving steeply towards a nearby friendly airfield. Note that the Ki-84's roll rate is very average so avoid manoeuvres like scissors.
  • When performing the “destroy enemy surveillance aircraft/attackers/bombers” task, it is crucial to constantly evade the turrets. If it is a bomber/attacker with decent defensive firepower or robust protection, then you might want to disengage after some attempts if you don't want to die. Pay special attention to any plane equipped with M2 Browning MG, they can critically damage the Ki-84 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window is enough to cripple a twin-engine aircraft thanks to the 4 cannons, but it can require more passes to destroy one. However sometimes it only takes one bullet to set the target aflame. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.
  • For ground pounding, the best loadout is the 2x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-84 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. It is quite easy to drop bombs accurately with a Ki-84 because this aircraft is able to quickly accelerate above 550 kph in a dive, the bombs will travel an almost straight line towards the target, therefore you can aim the gunsight directly at the target and expect the bombs to land very close. After bombs away, immediately pull up. The 4 Ho-5's perform well in killing trucks, AA guns and artilleries as they are quite accurate, but do not waste cannon shells on these targets unless you must. Constantly watch your surrounding, especially your high 6 for any incoming enemies.

Flying Styles

The Ki-84 Otsu is an aircraft that can tailor to any form of dogfighting its pilot can dream of. Its high top speed, decent acceleration, excellent manoeuvrability, great climb rate, and superb energy retention create a very stable platform when used properly, and a skilled Ki-84 pilot can single-handedly dictate the flow of the battle.

Basic Combat

The excellent energy retention combined with fantastic manoeuvrability allow the Ki-84 to be a very solid energy fighter that can easily compete with the 109's and the various Italian fighters at its tier. Ideally you should make use of the Vertical spiral or Zoom manoeuvre to bleed your prey's energy then pounce while they're recovering. Do take care to avoid roll-intensive manoeuvres such as scissors or lag rolls, as the Ki-84 has a mediocre roll rate that only gets worse with speed as a result of its severe compression.

Of course due to being a Japanese fighter, the naturally excellent raw manoeuvrability of the Hayate allows it to be a more than capable classic dogfighter who specializes in Turn-N-Burn tactics that can easily get on a bandit's tail. However it is noteworthy than the aircraft can struggle to regain its energy once it has bled it by turn-fighting, so avoid flat turns and go for climbing and diving turns instead so as to quickly regain its advantages.

Defensive Flying

Of course, there are scenarios where the Ki-84's pilot will have to go on the defensive. The aircraft cannot afford to take many hits, so avoiding as many shots as possible is mandatory for your survival. Defensive energy manoeuvres such as the Immelmann, Defensive spiral and the various Yo-Yo's should be your first choice when being attacked. If an enemy is diving on you, try to force an overshoot with your excellent manoeuvrability and engage while the enemy is zoom-climbing.

Enemies worth noting:

  • Me 264: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage. Looking somewhat similar to a B-17, an Me 264 has huge back-swept wings with 2 engines on each, and a H-tail which differs it from a B-17/B-29.
  • Yak-3: this is a capable dogfighter or BnZ fighter that can be a huge threat. Although its firepower is not deadly, it can still critically damage a Ki-84. It is able to fly or dive at similar speeds, and can even engage a turn fight with a Ki-84 that is using takeoff flaps. The Yak-3 has a straight dorsal line housing an inline engine, a bubble canopy with a huge cooling intake sticking out the belly, and its symbolic, triangular wings.
  • A6MSpitfire, etc: If you see these turn fighters on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. A Spitfire also has an uncurved dorsal outline and large, elliptical wings. A Zero has a radial engine that’s usually painted black, rounded wingtips and stabiliser tips followed by a pointy tail

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator 9 in (mod23)
II Compressor Airframe Offensive 20 mm
III Wings repair Engine 12 in (mod27)
IV Engine injection Cover New 20 mm cannons

Performance should be your main focus when upgrading the aircraft, as it can be very difficult to compete with others when stock.

Pros and cons

Pros:

  • Excellent manoeuvrability, among the best in its rank
  • Competitive speed and acceleration
  • Reasonably powerful armament with a decent amount of ammo
  • One of the most underestimated aircraft at the rank
  • Above-average climbing rate
  • Very forgiving and enjoyable to fly
  • Solid roll rate at medium and low speeds

Cons:

  • Weak airframe that is prone to fires
  • Severe compression beyond 630 km/h
  • Ho-5 cannons have a tendency to spark
  • Can face jets in an up-tier

History

The design of the Ki-84 traces back to late 1942 when Nakajima accepted an order by the IJAAF to create an improved aircraft to replace the Ki-43 Hayabusa that was just entering service, with the requirement asking for a fast, nimble, simple but universal aircraft so that the Japanese could ease the stress on their factories. Nakajima used several elements from their previous designs - The Ki-44 Shoki and the Ki-43 Hayabusa - and took pilot complaints from said aircraft and worked on addressing them with the new aircraft, specifically the poor speed, climb rate, acceleration and weak airframe of the Ki-43 and the weak armament and flying difficulty of the Ki-44.

The Ki-43's performance issues was remedied by increasing the overall parameters of the aircraft and introducing the legendary Homare 18-cylinder radial engine that Nakajima themselves designed. The Homare proved to take a toll on the airframe so the tail was lengthened and the wooden 3-bladed propeller was replaced by a 4-bladed constant speed metal propeller to help deal with the torque and power the engine provided. However, this propeller was frustrating to work with as the 12.7 mm Ho-103's proved to be quite difficult to synchronize. Two Ho-5 20 mm cannons were mounted in the wings to remedy the weak armaments of the Ki-44 and Ki-43, and the small size of the cannon allowed them to be mounted in the nose later on in its life.

The new aircraft first took flight in 1943 and proved to be better than almost any aircraft in service with the Japanese at the time, reaching nearly 500 mph/800 kmh in a dive and 387 mph at tree-top level, and was quickly approved for service under the designation "Ki-84 Hayate". However, the increasing deterioration of the Japanese economy and depletion of resources resulted in many defects, with the engine providing less power than intended and the landing gear being susceptible to breaking on landing due to the lack of steel to properly maintain them. Japan was also having manpower problems that resulted in a lack of skilled pilots that could bring out the best in the aircraft.

Regardless of these problems, the Ki-84 proved to be an excellent aircraft that gained the respect of both its pilots and enemies, with USA stating that it was likely the best aircraft Japan had made and Japanese pilots found it relatively easy to fly, maintain and control.

Media

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

See also

External links


Nakajima Aircraft Company (中島飛行機株式会社 )
Fighters  Ki-27 otsu · Ki-27 otsu Tachiarai
  Ki-43-I · Ki-43-II · Ki-43-III otsu
  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
  Ki-84 ko · Ki-84 otsu · Ki-84 hei
  Ki-87
Hydroplanes  A6M2-N*
Interceptors  J1N1 · J5N1
Bombers  B5N2
  B6N1 Model 11 · B6N2 Model 12 · B6N2a Model 12Ko
  G5N1 · G8N1
  Ki-49-I · Ki-49-IIa · Ki-49-IIb · Ki-49-IIb/L
Recon  E8N2
Jet Fighters  Kikka
Captured  ␗Ki-27 otsu · ▃Ki-43-II · ␗Ki-43-III ko · ␗Ki-44-II hei · ␗Ki-84 ko
  *Refit of the Mitsubishi A6M2 mod. 11
See also  Fuji Heavy Industries (1957-2017)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)