D4Y2

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D4Y2
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This page is about the Japanese dive bomber D4Y2. For other versions, see D4Y1 and D4Y3 Ko.

Description

The D4Y2 in a dive
GarageImage D4Y2.jpg


The D4Y2 is a rank II Japanese dive bomber with a battle rating of 2.0 (AB), 2.3 (RB), and 2.7 (SB). It was introduced in Update 1.71 "New E.R.A". The D4Y2 is a very strong ground attack aircraft, and thanks to its high speed and agility, it can make a great fighter. This is your typical Japanese dive bomber, which has excellent ground pounding capabilities, as well as fighter hunting abilities. Since the D4Y2 gets a bomber airspawn, it can outclimb any fighter you want. You can also outspeed and outmaneuver pretty much anything, even Spitfires. However, the D4Y2 carries something special, something that the D4Y1 and D4Y3 Ko cannot carry, fuzed rockets. What some might realize about Japanese planes is their inability to bomber hunt. Fuzed rockets fix this issue, by being a great pick to tackle slow, sturdy, and sluggish bombers. Even if you dont get the rockets exactly on point, the explosion near the bomber could be enough to rip a wing off or damage their controls.

Despite all these advantages, the D4Y2 still has many flaws. It is very fragile, and shouldn't be exposed to 50 caliber Brownings, as they will almost always set you on fire. Even though it has high speed and agility, it bleeds energy so quickly that turnfighting fo prolonged periods is not recommended. You also don't have the greatest turret, as the Type 92 is completely unreliable to down air targets, so it should be used to scare away fighters rather than destroy them. Always try outmaneuvering fighters before you dive away from them.

General info

The D4Y2 in flight

Flight Performance

The D4Y2 behaves much like the D4Y1: fast, agile, and powerful. However, since you don't get a radial engine, your Atsuta engine will overheat very easily on WEP, even with both radiators fully open. WEP should be used when on the deck when ground pounding, or in dogfights. Using WEP while climbing should only be done on cooler maps. It gets a bomber airspawn, which allows the D4Y2 to outclimb all the fighters, but be sure to select the right airspawn, because it gets a carrier spawn by default on pacific maps. The only issue with the performance of this aircraft arises at high altitudes, where it is left without a supercharger.

Characteristics
Stock
Max Speed
(km/h at 5,250 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
555 541 9800 23.8 24.4 7.7 7.7 300
Upgraded
Max Speed
(km/h at 5,250 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
607 580 9800 22.2 23.0 14.6 10.9 300
The D4Y2's cockpit and dash instruments

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flaps
(km/h)
Max Static G
+ -
750 350 480 ~12 ~9
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 350 < 400 < 430 > 200
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
5,000 m 1,300 hp 1,430 hp

Survivability and armour

The D4Y2, like its predecessor the D4Y1, lacks any armour and self-sealing fuel tanks. The fuel tanks are located in the same location (2 in each wing). The gunner is still unprotected.

Armaments

The D4Y2's fuzed rocket payload

Offensive armament

Main article: Type 97 navy (7.7 mm)

The D4Y2 is armed with:

  • 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (400 rpg = 800 total)

Suspended armament

The D4Y2 can be outfitted with the following ordnance:

  • Without load
  • 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)
  • 4 x Type 3 No.1 Mod.28 Mk.1 rockets
  • 1 x 250 kg Navy Type Number 25 Model 2 bomb + 2 x 60 kg Navy Type 97 Number 6 bombs (370 kg total)
  • 1 x 500 kg Number Type 2 50 Model 1 GP(SAP) bomb (500 kg total)
The Type 92 turret firing at a fighter

Defensive armament

Main article: Type 92 navy (7.7 mm)

The D4Y2 is defended by:

  • 1 x 7.7 mm Type 92 navy machine gun, dorsal turret (582 rpg)

Usage in battles

The D4Y2 is a pilot's play, meaning that you can choose whatever role you wish in a D4Y2, since it has bombs, rockets, and a bomber airspawn.

The D4Y2 in flight

Interceptor: The D4Y2 can carry fuzed rockets, meaning they'll explode after a certain distance. Usually Japanese planes are horrible interceptors, they are slow, easily set on fire by turrets, and have poor armament. However, the D4Y2 can carry rockets, turning the tables in the D4Y2's favor. Set a fuze on your rockets to whatever you please, as long as it is between 400 and 800 meters. Use Impact fuze however, when ground pounding. To intercept a bomber, don't rely on your machine guns. Don't tail the bomber either. Instead, dive on it, or engage in a headon if they don't have forward guns. Fire your rockets when you are exactly the distance away from the bomber as your fuze distance is. Remember to lead, as the rockets tend to curve and don't travel as fast as the MGs.

Fighter: The D4Y2 is a great fighter, but has two flaws, armament and energy retention. Speed is your armor, as well as altitude, because you cannot retain any energy in a boom and zoom attack. It isn't a good idea to boom and zoom either, unless the enemy aircraft is a bomber, or a damaged fighter, or any other slow target. Your fights will mostly occur on the ground, where the D4Y2 has good acceleration. You can turn with anything you wish. However, there is one danger with fighting near the ground. If you lose all of your energy when turnfighting (it will happen sometimes), you become the perfect target for a boom and zoom attack. Since you can't dive away from boom and zoomers on the ground, the D4Y2 is a sitting duck. The turret won't do anything either, but trying to dodge the incoming threat is still a good option, but always keep your speed up on the ground.

Attacker: Since the D4Y2 can carry bombs and rockets, we must discuss the attacker role of this aircraft. On new maps like Honolulu, as well as old maps like Iwo Jima, rockets will be a good pick. Rockets easily destroy cargo ships, especially ones on the move. Take the bombs on maps with Light Pillboxes. Use your armament only for AAA, Howitzers, Artillery, and lightly armored trucks. Once all ammunition is spent, or if enemy fighters are sighted, return to the base.

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 Not controllable
1 gear
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm Type 3 No.1 Mod.28 Mk.1 rockets
II Compressor Airframe New 7 mm MGs
III Wings repair Engine Turret 7 mm 9 in (mod30)
IV Engine injection Cover New 7 mm MGs (turret) 13 in (mod35)

The payload option should be a top priority, so getting to tier three modifications is of utmost importance. Rush the new belts and MGs, or the radiator or compressor if you choose to have better performance. Then get the bomb modification. After that, research all engine modifications and then the survivability modifications. Save the turret upgrades for last.

The D4Y2 doing a flyby

Pros and cons

Pros:

  • Bomber airspawn, outclimbs anything and can intercept
  • Airbrakes, can dive if needed
  • Fuzed rocket payload
  • Excellent maneuverability, can out maneuver Spitfires.
  • Fast, can outrun almost anything, save P-38s.
  • Nose mounted armament
  • Its speed forces the enemy to tail behind your gunner, giving you a chance to shoot at the approaching fighter with your turret


Cons:

  • Rockets can only be launched two at a time, giving you only two chances to down a bomber.
  • Poor defensive armament
  • Overheats easily on WEP
  • No supercharger, struggles at high altitudes
  • Extremely fragile, play it like a zero
  • No torpedoes
  • Machine gun armament does not provide enough firepower to down bombers, but it can still work wonders on the many fighters you will face, namely the F2AI-15/16, and Hurricanes
  • Significant delay in bomb drop

History

Nicknamed the the "Judy" by allied pilots, the D4Y2 was feared by both troops on the ground and ships in the sea.

The D4Y2 was a carrier based dive bomber. It sported a 1,400hp "Aichi AE1P Atsuta 32" engine. The D4Y2 would see 7 variants, and was the most widely used version of the D4Y series.

Some variants had very unique roles such as the D4Y2 KAI Suisei Model 22, designed to be launched from a battleship by the means of a catapult.

With a range of 1,400 miles the D4Y2 was perfect for the defense of the Japanese territories. Combined with it's extreme accuracy in a dive it saw great success. However, with allied aircraft upgrading from the F4F Wildcat to the F6F Hellcat, it was no longer fast enough to escape and started seeing massive casualties in missions which just months before would have had little to no casualties. The increased death rates of the pilots and crew saw pilots becoming less and less experienced. Increasing the death rates even further. Slowly the time of the D4Y's was coming to an end.

No D4Y2's survived the war, but their legacy lives on as a feared a ruthless dive bomber and night fighter. Their achievements include the attack on the USS Enterprise and attack on the USS Bunker Hill which was damaged beyond repair at sea and had to return to port in the United States to repair.

Media

https://www.youtube.com/watch?v=nPvtxhDMW-E

https://www.youtube.com/watch?v=dDuMg-QvRfM

https://www.youtube.com/watch?v=5lO_4fvWHwg

See also

Aircraft of comparable role and era[edit | edit source]

External links


Yokosuka Naval Air Technical Arsenal (海軍航空技術廠)
Bombers  D4Y1 · D4Y2 · D4Y3 Ko
  P1Y1 mod. 11
Jet fighters  R2Y2 Kai V1 · R2Y2 Kai V2 · R2Y2 Kai V3
Captured  ␗P1Y1 mod. 11
  While the arsenal was simply known as the Naval Air Technical Arsenal and usually referred to as Kūgi-shō (Kaigun Kōkū Gijutsu-shō).
  The name Yokosuka prevailed however, even though it referred to the Arsenal's location.
See also  Yokosuka Naval Arsenal (Shipyard)

Japan bombers
Navy 
Carrier-based attack bomber 
B5N  B5N2
B6N  B6N1 · B6N2 · B6N2a
B7A  B7A2 · B7A2 (Homare 23)
Carrier-based dive bomber 
D3A  D3A1
D4Y  D4Y1 · D4Y2 · D4Y3 Ko
Shipboard Observation seaplane 
F1M  F1M2
Land-based Attack bomber 
G4M  G4M1
G5N  G5N1
G8N  G8N1
Flying boat 
H6K  H6K4
H8K  H8K2 · H8K3
Land-based Bomber 
P1Y  P1Y1
Army 
Light  Ki-32
  Ki-48-II otsu
Heavy  Ki-21-Ia · Ki-21-I hei
  Ki-49-I · Ki-49-IIa · Ki-49-IIb · Ki-49-IIb/L
  Ki-67-I Ko · Ki-67-I otsu
Other countries  ▅B-17E