Difference between revisions of "A6M5"

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{{Specs-Card|code=a6m5_zero}}
 
{{Specs-Card|code=a6m5_zero}}
{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For other uses, see [[A6M_(Disambiguation)|A6M (Disambiguation)]]''}}
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{{About
 +
| about = Japanese fighter '''{{PAGENAME}}'''
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| usage = other uses
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| link = A6M (Family)
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}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''-->
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<!--''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.''-->
  
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese naval fighter {{Battle-rating|5}}. This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese naval fighter {{Battle-rating}}. This aircraft has been in the game since the start of the Open Beta Test prior to [[Update 1.29]].
  
The A6M5 Reisen (Zero) is a fighter than excels at low to medium speed turning engagements, it is the classic dog-fighter! It possess an excellent horizontal turn time combined with an acceptable roll rate and two 20 mm Type 99 Mk-2 cannons. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force into a dogfight.  
+
The A6M5 Reisen (Zero) is a fighter that excels at low to medium speed turning engagements, it is the classic dog-fighter! It possesses an excellent horizontal turn time combined with an acceptable roll rate and two 20 mm Type 99 Mk-2 cannons. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force into a dogfight.  
  
However with it impressive dog-fighting characteristics comes the Zero's inherent weakness "'''Speed'''"! It is vulnerable to enemy fighters than do not engage it on the Zero terms at low speed and instead chose to stick to high speed passes. This forces the Zero to evade and only leaves a limited window for the Zero to return fire as the opposing fighter just zooms away!  
+
However, with its impressive dog-fighting characteristics come the Zero's inherent weakness "'''Speed'''"! It is vulnerable to enemy fighters that do not engage it on the Zero terms at low speed and instead chose to stick to high-speed passes. This forces the Zero to evade and only leaves a limited window for the Zero to return fire as the opposing fighter just zooms away!  
  
The most notable difference of the A6M5 compared to earlier variants is the modification of the Nakajima Sakae engine's exhaust system to point the exhaust pipes backwards and provide a small, but noticeable increase in thrust. There had been a less noticeable decrease in the wingspan of ~1 metre leading to slightly worse turning performance than early Zero variants, but helps push the speed to 565 kph at 6 km, making it the fastest Zero variant.  
+
The most notable difference of the A6M5 compared to earlier variants is the modification of the Nakajima Sakae engine's exhaust system to point the exhaust pipes backwards and provide a small, but noticeable increase in thrust. There had been a less noticeable decrease in the wingspan of ~1 metre leading to slightly worse turning performance than early Zero variants but helps push the speed to 565 kph at 6 km, making it the fastest Zero variant.  
  
 
== General info ==
 
== 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.''
  
=== Encyclopedia Info ===
 
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.
 
 
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane’s non-folding wings had rounded wingtips, and their span was reduced to 11 meters (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.
 
 
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometers per hour.
 
 
A total of 747 A6M5 model 52s were produced.
 
 
=== Flight Performance ===
 
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
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''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
 
 
* No armour plating
 
* No armour glazing
 
* Critical components located at front of aircraft (fuel, pilot, engine, controls)
 
* More fuel tanks located in wings near fuselage
 
  
 
== Armaments ==
 
== Armaments ==
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=== Suspended armament ===
 
=== Suspended armament ===
 
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
 
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Main article:&nbsp;'''[[:Category:Suspended armaments|Bombs]]'''''
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{{main|Navy Type 97 Number 6 (60 kg)|Navy Type 98 Number 25 (250 kg)}}
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
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The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
  
 
* Without load
 
* Without load
 
* 2 × 60 kg Navy Type 97 Number 6 ground bombs (120 kg total)
 
* 2 × 60 kg Navy Type 97 Number 6 ground bombs (120 kg total)
* 1 × 250 kg Navy Type 98 bomb (250 kg total)
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* 1 × 250 kg Navy Type 98 Number 25 Model 2 bomb (250 kg total)
<!--
 
=== Defensive armament ===
 
''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''
 
-->
 
  
== Usage in the battles ==
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== Usage in battles ==
<!--''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 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).''-->
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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).''-->
The A6M5 is an excellent dog-fighter nearly peerless in a low speed engagement, even the renown Spitfire look clumsy and slow compared to an A6M5. However at its battle rating of 4.3, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in a performance-based energy maneuver with Boom and Zoom fighting styles rather than the classic turning and dog-fighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.  
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The A6M5 is an excellent dog-fighter nearly peerless in a low-speed engagement, even the renown Spitfire look clumsy and slow compared to an A6M5. However, at its battle rating of 4.3, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in a performance-based energy manoeuvre with Boom and Zoom fighting styles rather than the classic turning and dogfighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.  
  
Position is incredibly important to the A6M5. While it can win any dogfight, a low speed Zero distracted by getting it guns on target is very easy target to dispatch. If in a dog-fighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dog-fighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.
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Aircraft position is incredibly important to the A6M5. While it can win any dogfight, a low-speed Zero distracted by getting it guns on target is a very easy target to dispatch. If in a dog-fighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dog-fighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.
  
The can begin with a disadvantage, spawning from carriers on Pacific Naval maps. However, this can help the Zero as it is quite a good low speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 kph (''100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km on 4 km''), this will place the plane in a good position to select targets at similar altitude to the Zero's position. It is important to note that the A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.  
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The can begin with a disadvantage, spawning from carriers on Pacific Naval maps. However, this can help the Zero as it is quite a good low-speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 kph (''100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km on 4 km''), this will place the plane in a good position to select targets at a similar altitude to the Zero's position. It is important to note that the A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.  
  
 
When fighting on the '''offensive''', select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight! Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious!  
 
When fighting on the '''offensive''', select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight! Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious!  
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Be conscious of the Zero's low dive limit of 740 kph so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.  
 
Be conscious of the Zero's low dive limit of 740 kph so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.  
  
When fighting on the '''defensive''', '''speed''' is critical in an engagement because most of enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 kph with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking speed to evade when the enemies begin to attack!  
+
When fighting on the '''defensive''', '''speed''' is critical in engagement because most of the enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 kph with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking the speed to evade when the enemies begin to attack!  
  
A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult maneuvers, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.
+
A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult manoeuvre, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.
  
The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on maneuvers to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but a A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.
+
The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on manoeuvres to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but an A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.
  
 
'''Belt Selection''':<br>
 
'''Belt Selection''':<br>
 
''7.7 mm Type 97''<br>  
 
''7.7 mm Type 97''<br>  
Though not very effective weapons being 7.62 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. ''Stealth'' allows for sneaky attacks while having several incendiary rounds that could start fires. ''Tracer'' can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armor and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.  
+
Though not very effective weapons being 7.62 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. ''Stealth'' allows for sneaky attacks while having several incendiary rounds that could start fires. ''Tracer'' can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armour and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.  
  
 
'''20 mm Type 99 Mk 2'''<br>
 
'''20 mm Type 99 Mk 2'''<br>
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Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.
 
Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.
 +
 
===Manual Engine Control===
 
===Manual Engine Control===
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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! Type  
 
! Type  
 
|-
 
|-
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
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| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not controllable || rowspan="2" | Not controllable
 
|-
 
|-
 
|}
 
|}
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=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Great maneuverability
+
* Great manoeuvrability
 
* Relatively good weaponry  
 
* Relatively good weaponry  
 
* Low stall speed  
 
* Low stall speed  
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* Fairly clear cockpit
 
* Fairly clear cockpit
 
* Bomb options  
 
* Bomb options  
* The Machine Guns, at least, are in accurate proximity, dealing more damage than the spread-out guns of the Spitfire's
+
* The Machine Guns, at least, are inaccurate proximity, dealing more damage than the spread-out guns of the Spitfire's
  
 
'''Cons:'''
 
'''Cons:'''
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== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
+
<!--''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
 
The Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.
 
The Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.
  
===Ingame Description===
+
=== In-game Description ===
 
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.
 
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.
  
 
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane’s non-folding wings had rounded wingtips, and their span was reduced to 11 meters (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.
 
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane’s non-folding wings had rounded wingtips, and their span was reduced to 11 meters (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.
  
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometers per hour.
+
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometres per hour.
  
 
A total of 747 A6M5 model 52s were produced.
 
A total of 747 A6M5 model 52s were produced.
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
 +
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=aircraft&vehicleClass=fighter&vehicle=a6m5_zero A6M5] in Warthunder Live.
  
== Read also ==
+
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
''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;''
 
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
''ETC.''-->
 
 
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5// War Thunder Forum - Aircraft Data Sheets - Mitsubishi A6M5]
 
 
== Sources ==
 
''Paste links to sources and external resources, such as:''
 
  
 +
== External links ==
 +
<!--''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on aircraft encyclopedia;''
+
* ''encyclopedia page on the aircraft;''
* ''other literature.''
+
* ''other literature.''-->
 +
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia<nowiki>]</nowiki> A6M5 Type 0 Model 52]]
 +
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ [Forum<nowiki>]</nowiki> Aircraft Data Sheets - Mitsubishi A6M5]
  
 
{{Japan fighters}}
 
{{Japan fighters}}

Revision as of 15:49, 15 May 2019

Rank 6 USA
F-5C Pack
a6m5_zero.png
A6M5
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese fighter A6M5. For other uses, see A6M (Family).

Description

GarageImage A6M5.jpg


The A6M5 Reisen is a rank III Japanese naval fighter with a battle rating of 4.7 (AB/SB) and 5.0 (RB). This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.

The A6M5 Reisen (Zero) is a fighter that excels at low to medium speed turning engagements, it is the classic dog-fighter! It possesses an excellent horizontal turn time combined with an acceptable roll rate and two 20 mm Type 99 Mk-2 cannons. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force into a dogfight.

However, with its impressive dog-fighting characteristics come the Zero's inherent weakness "Speed"! It is vulnerable to enemy fighters that do not engage it on the Zero terms at low speed and instead chose to stick to high-speed passes. This forces the Zero to evade and only leaves a limited window for the Zero to return fire as the opposing fighter just zooms away!

The most notable difference of the A6M5 compared to earlier variants is the modification of the Nakajima Sakae engine's exhaust system to point the exhaust pipes backwards and provide a small, but noticeable increase in thrust. There had been a less noticeable decrease in the wingspan of ~1 metre leading to slightly worse turning performance than early Zero variants but helps push the speed to 565 kph at 6 km, making it the fastest Zero variant.

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 6,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
541 529 10900 16.8 17.2 9.8 21.1 190
Upgraded
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
 ?  ? 10900  ??.?  ??.?  ??.?  ??.? 190

Details

Features
Combat flap Take-off flap Landing flap Air brakes Arrestor gear
X X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flap
(km/h)
Max Static G
+ -
0 300 420 ~12.6 ~7
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 310 < 420 < 410 > 260
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
2,500 m 1,095 hp 1,213 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
5,000 m 965 hp 1,069 hp

Survivability and armour

Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.

Armaments

Offensive armament

The A6M5 is armed with:

  • 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (100 rpg = 200 total)
  • 2 × 7.7 mm Type 97 machine gun, nose-mounted (700 rpg = 1,400 total)

Suspended armament

The A6M5 can be outfitted with the following ordinance:

  • Without load
  • 2 × 60 kg Navy Type 97 Number 6 ground bombs (120 kg total)
  • 1 × 250 kg Navy Type 98 Number 25 Model 2 bomb (250 kg total)

Usage in battles

The A6M5 is an excellent dog-fighter nearly peerless in a low-speed engagement, even the renown Spitfire look clumsy and slow compared to an A6M5. However, at its battle rating of 4.3, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in a performance-based energy manoeuvre with Boom and Zoom fighting styles rather than the classic turning and dogfighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.

Aircraft position is incredibly important to the A6M5. While it can win any dogfight, a low-speed Zero distracted by getting it guns on target is a very easy target to dispatch. If in a dog-fighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dog-fighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.

The can begin with a disadvantage, spawning from carriers on Pacific Naval maps. However, this can help the Zero as it is quite a good low-speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 kph (100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km on 4 km), this will place the plane in a good position to select targets at a similar altitude to the Zero's position. It is important to note that the A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.

When fighting on the offensive, select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight! Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious!

Be conscious of the Zero's low dive limit of 740 kph so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.

When fighting on the defensive, speed is critical in engagement because most of the enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 kph with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking the speed to evade when the enemies begin to attack!

A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult manoeuvre, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.

The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on manoeuvres to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but an A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.

Belt Selection:
7.7 mm Type 97
Though not very effective weapons being 7.62 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. Stealth allows for sneaky attacks while having several incendiary rounds that could start fires. Tracer can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armour and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.

20 mm Type 99 Mk 2
These are quite effective cannons even if the rate of fire is a little low at ~500 rpm. Stealth belt provides a pattern of three HEF and two AP-I rounds, giving a good rounded HE Frag and AP damage potential with the added bonus of not letting the opponents see the shells as they travel by. Universal belt with a one HEF-T, two HEF, and one AP-I pattern is a decent second choice if a tracer element is needed to aim. Tracer belt with pure HEF-T is rather excellent, but the tracer round has less explosive filler than the pure HEF shell, so overall power is reduced with the ability to guide each shot. Finally, Ground targets belt give a mix of five AP-I, one HEF, and one HEF-T with the AP-I more useful against fighting ground targets, especially when there are ground targets such as light tanks on certain maps.

All enemy fighters will be considerably faster than the Zero, but less able to dogfight so should be approached in the same way.

Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Not controllable Not controllable Not controllable Separate Not controllable Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage Repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs 9 in (mod30)
III Wings Repair Engine Offensive 20 mm
IV Engine Injection Cover New 20 mm Cannons 12 in (mod30)

Pros and cons

Pros:

  • Great manoeuvrability
  • Relatively good weaponry
  • Low stall speed
  • Low wing-loading
  • Fairly clear cockpit
  • Bomb options
  • The Machine Guns, at least, are inaccurate proximity, dealing more damage than the spread-out guns of the Spitfire's

Cons:

  • Easy to catch fire
  • Low speed (both a pro and a con)
  • Low acceleration, dive speed, and climb rate
  • Little ammunition, though better than the Spitfire
  • Only two 7.7 mm Machine Guns to supplant the cannon
  • Cannons relatively spread out

History

The Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.

In-game Description

At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.

However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane’s non-folding wings had rounded wingtips, and their span was reduced to 11 meters (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.

All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometres per hour.

A total of 747 A6M5 model 52s were produced.

Media

Skin and Camouflages for the A6M5 in Warthunder Live.

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


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)