Difference between revisions of "F4U-1A"

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(Modules: edited notes about bombs. also added gear speed to the limits area. It was blank earlier for some reason... so I erased it and added the quoted value from Pros & Cons.)
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{{About
 
{{About
|about=aircraft '''{{PAGENAME}}'''
+
| about = American fighter '''{{PAGENAME}}'''
|usage=other uses
+
| usage = other versions
|link=F4U (Family)
+
| link = F4U (Family)
 
}}
 
}}
  
 
== 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 a 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.''-->
+
<!-- ''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}}
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American naval fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
  
{{break}}
+
This is the first plane you will be able to use in the legendary Corsair line, and it will give you a good taste of what's to come. Sporting a very distinctive silhouette due to its inverted gull wings, it's never hard to pick a Corsair out of a crowd. However, the inverted gull wings are a double-edged sword, as it enables the Corsair to turn well at high speeds and have a good roll rate, but makes it turn mediocrely at low speeds. While not as powerful as its later siblings, the Pratt & Whitney R-2800-8W 18-cylinder radial can still propel the Corsair to a respectable 646 km/h at around 6,800 meters. The Corsair also has a weak airframe that is very susceptible to incendiary rounds, so make sure to use your roll rate and good high-speed performance in order to survive.
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American naval fighter {{Battle-rating}}. This fighter has been in the game since the start of the Open Beta Test prior to Update 1.27.
 
 
 
This is the first plane you will be able to use in the legendary Corsair line, and it will give you a good taste of what's to come. Sporting a very distinctive silhouette due to its inverted gull wings, it's never hard to pick a Corsair out of a crowd. However, the inverted gull wings are a double-edged sword, as it enables the Corsair to turn well at high speeds and have a good roll rate, but makes it turn mediocrely at low speeds. While not as powerful as its later siblings, the Pratt & Whitney R-2800-8W 18-cylinder radial can still propel the Corsair to a respectable 646 kph at around 6,800 meters. The Corsair also has a weak airframe that is very susceptible to incendiary rounds, so make sure to use your roll rate and good high-speed performance in order to survive.
 
  
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Flight performance ===
<!--''Describe how the aircraft behaves in the air. Maximum speed, manoeuvrability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
+
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 
The Corsair should be used as a medium-to-high altitude Boom & Zoomer, as flying at these altitudes is where the R-2800-8W radial makes the most power. It is very important to keep your speed up, as the Corsair haemorrhages energy at lower speeds.
 
The Corsair should be used as a medium-to-high altitude Boom & Zoomer, as flying at these altitudes is where the R-2800-8W radial makes the most power. It is very important to keep your speed up, as the Corsair haemorrhages energy at lower speeds.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
|-
+
! rowspan="2" | Characteristics
! colspan="8" | Characteristics
 
|-
 
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 6,888 m)
 
! colspan="2" | Max Speed<br>(km/h at 6,888 m)
 
! rowspan="2" | Max altitude<br>(meters)
 
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! colspan="2" | Rate of climb<br>(meters/second)
! rowspan="2" |Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(meters)
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| 585 || 564 || {{Specs|ceiling}} || 25.4 || 25.9 || 8.8 || 8.8 || 251
 
|-
 
! colspan="8" | ''Upgraded''
 
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,888 m)
+
! AB !! RB !! AB !! RB !! AB !! RB
! rowspan="2" |Max altitude (meters)
 
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
! Stock
! RB
+
| 587 || 564 || rowspan="2" | {{Specs|ceiling}} || 25.1 || 25.9 || colspan="2" | 8.8 || rowspan="2" | 251
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 646 || 615 || {{Specs|ceiling}} || 22.6 || 24.0 || 20.1 || 12.3 || 251
+
! Upgraded
 +
| 646 || 615 || 23.0 || 24.0 || 16.8 || 12.3
 
|-
 
|-
 
|}
 
|}
  
====Details====
+
==== Details ====
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flap
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
| ✓ || ✓ || ✓ || X || ✓   <!-- ✓ -->
+
| ✓ || ✓ || ✓ || X || ✓     <!-- ✓ -->
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flap<br> (km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! +
+
! Combat !! Take-off !! Landing !! + !! -
! -
 
 
|-
 
|-
| {{Specs|разрушение|конструкции}} ||730||440|| ~12 || ~4
+
| 885 <!--{{Specs|destruction|constructions}}--> || 730 <!--{{Specs|destruction|chassis}}--> || 470 || 278 || 245 || ~10 || ~3
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
+
! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
| < 420 || < 450 || < 500 || > 270
+
| < 450 || < 450 || < 500 || > 450
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
! Compressor
|-
 
! colspan="3" | Setting 1
 
|-
 
 
! Optimal altitude
 
! Optimal altitude
 
! 100% Engine power
 
! 100% Engine power
 
! WEP Engine power
 
! WEP Engine power
 
|-
 
|-
| 610 m || 2,000 hp || 2,250 hp  
+
! Setting 1
 +
| 300 m || 2,000 hp || 2,270 hp
 
|-
 
|-
! colspan="3" | Setting 2
+
! Setting 2
 +
| 4,785 m || 1,800 hp || 2,096 hp
 
|-
 
|-
! Optimal altitude
+
! Setting 3
! 100% Engine power
+
| 6,400 m || 1,650 hp || 1,921 hp
! WEP Engine power
 
|-
 
| 4,876 m || 1,800 hp || 2,025 hp
 
|-
 
! colspan="3" | Setting 3
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 6,401 m || 1,690 hp || 1,901 hp  
 
 
|-
 
|-
 
|}
 
|}
  
 
=== 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. -->
+
<!-- ''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.'' -->
 
 
 
* 3 mm steel - above the front fuel tank
 
* 3 mm steel - above the front fuel tank
 
* 8 mm steel - behind pilot's body
 
* 8 mm steel - behind pilot's body
 
* 12.7 mm steel - behind pilot's head
 
* 12.7 mm steel - behind pilot's head
* 38 mm bulletproof glass - armoured windscreen  
+
* 38 mm bulletproof glass - armoured windscreen
 
 
When fighting an F4U-1 in the air, any smart Corsair pilot will use their high speed and good high altitude performance to Boom & Zoom you, and will use their solid roll rate to avoid shots if they miss their first pass. However, you can force them to overshoot by using various defensive manoeuvres and challenge for a shot on target due to the weak airframe of the Corsair.
 
  
 
== Armaments ==
 
== Armaments ==
 
=== Offensive armament ===
 
=== Offensive armament ===
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
+
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
{{main|Browning M2 (12.7 mm)}}
+
{{main|M2 Browning (12.7 mm)}}
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
 +
* 6 x 12.7 mm M2 Browning machine guns, wing-mounted (391 rpg = 2,350 total)
  
* 6 x 12.7 mm M2 Browning machine gun, wing-mounted (400 + 400 + 375 rpg each wing = 2,350 total)
+
The F4U-1A is the first aircraft in the US Tech Tree armed with M2 Brownings that possess Armour-Piercing Incendiary rounds. These potent rounds are able to set fire to enemy aircraft as well as causing fatal pilot snipes and engine damage. However, they are '''not''' explosive rounds, and rely on luck & good aim on the part of the pilot to cause damage to critical modules and cause enough damage to result in a kill.
 
 
The F4U-1A is the first aircraft in the US Tech Tree armed with M2 Brownings that possess Armour-Piercing Incendiary rounds. These potent rounds are able to set fire to enemy aircraft as well as causing fatal pilot snipes and engine crits. However, they are '''not''' explosive rounds, and rely on luck & good aim on the part of the pilot to cause damage to critical modules and cause enough damage to result in a kill.  
 
  
 
=== 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.'' -->
 
{{main|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)}}
 
{{main|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)}}
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
+
* Without load
* 1 x 500 lb AN-M64A1 bomb
+
* 1 x 500 lb AN-M64A1 bomb (500 lb total)
* 1 x 1000 lb AN-M65A1 bomb
+
* 1 x 1,000 lb AN-M65A1 bomb (1,000 lb total)
  
 
== Usage in battles ==
 
== 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). -->
+
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft 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).'' -->
 
When flying an F4U, you should use Boom-n-Zoom tactics. This means that you should climb immediately and then dive on lower flying aircraft, then use your speed and momentum from the dive to climb. The Corsair does turn well but loses energy and speed rapidly, so avoid turn fights or flat manoeuvres. However, this aircraft only has '''eight minutes''' of WEP time, so pilots should limit its use. W.E.P. stands for "War Emergency Power", and thus, it should be used accordingly- WEP should be used sparingly, only when needing an extra boost of power while in a fight or while running away.
 
When flying an F4U, you should use Boom-n-Zoom tactics. This means that you should climb immediately and then dive on lower flying aircraft, then use your speed and momentum from the dive to climb. The Corsair does turn well but loses energy and speed rapidly, so avoid turn fights or flat manoeuvres. However, this aircraft only has '''eight minutes''' of WEP time, so pilots should limit its use. W.E.P. stands for "War Emergency Power", and thus, it should be used accordingly- WEP should be used sparingly, only when needing an extra boost of power while in a fight or while running away.
  
If, while flying a Corsair, a plane with a decent pilot gets to your tail you probably won't be able to outmanoeuvre it, but this goes both ways. If you encounter an F4U that is at low altitude or wasting its energy turn fighting, work your way behind it for a reasonably easy target to shoot down. These planes also seem to be highly flammable, so watch out for incendiaries or ... load up with API rounds yourself and go hunting.
+
If, while flying a Corsair, a plane with a decent pilot gets on your tail you probably won't be able to outmanoeuvre it, but this goes both ways. If you encounter an F4U that is at low altitude or wasting its energy turn fighting, work your way behind it for a reasonably easy target to shoot down. These planes also seem to be highly flammable, so watch out for incendiaries or ... load up with API rounds yourself and go hunting.
  
One of the planes that should concern any Corsair pilot are [[Bf 109 (Family)|Bf 109s]]. They are very dangerous foes to anyone who fights by their rules. You will commonly encounter [[Bf 109 E-1|E-1s]], [[Bf 109 E-3|E-3s]], [[Bf 109 E-4|E-4s]]/[[Bf 109 E-7/U2|E--7s]] and [[Bf 109 F-1|F-1s]], but you will occasionally come across the rare [[Bf 109 F-2|F-2]] when being up-tiered. The E-series aircraft aren't as demanding to fight as you can outspeed them by a large margin, and in some cases out-dive, but the E-4 variant can still shred you apart easily with their twin MG FF/M cannons, which possess the potent Minengeschoß round. However, the F-variants are very powerful foes. The first in the Friedrich line climbs better, turns better, and is fast enough to keep up with you, while still sporting a single MG FF/M mounted in the nose. The F-2 sports a 15mm MG151 cannon that, while containing less filler in its explosive rounds, can still deal enough damage to kill you. Seek teammate's support if one tries to force an engagement on you. If you absolutely have to, then you can attempt to out-turn the Bf 109, or try to force an overshoot, pulling the throttle back, and using your gears as airbrakes. However, while bleeding speed might induce an overshoot, novice pilots should not attempt this tactic, as this means slowing the plane down to very slow speeds, rendering you an easy target.  
+
One of the planes that should concern any Corsair pilot are [[Bf 109 (Family)|Bf 109s]]. They are very dangerous foes to anyone who fights by their rules. You will commonly encounter [[Bf 109 E-1|E-1s]], [[Bf 109 E-3|E-3s]], [[Bf 109 E-4|E-4s]]/[[Bf 109 E-7/U2|E-7s]] and [[Bf 109 F-1|F-1s]], but you will occasionally come across the rare [[Bf 109 F-2|F-2]] when being up-tiered. The E-series aircraft aren't as demanding to fight as you can outspeed them by a large margin, and in some cases out-dive, but the E-4 variant can still shred you apart easily with their twin MG FF/M cannons, which possess the potent Minengeschoß round. However, the F-variants are very powerful foes. The first in the Friedrich line climbs better, turns better, and is fast enough to keep up with you, while still sporting a single MG FF/M mounted in the nose. The F-2 sports a 15mm MG151 cannon that, while containing less filler in its explosive rounds, can still deal enough damage to kill you. Seek teammate's support if one tries to force an engagement on you. If you absolutely have to, then you can attempt to out-turn the Bf 109, or try to force an overshoot, pulling the throttle back, and using your gears as airbrakes. However, while bleeding speed might induce an overshoot, novice pilots should not attempt this tactic, as this means slowing the plane down to very slow speeds, rendering you an easy target.
  
 
You may also see Fw-190s when you are uptiered. These aircraft dive faster than you, accelerate faster in a dive, travel nearly as fast as you do, as well as possessing the ability to make lightning-quick changes of direction due to its superb roll-rate. If you see one of these aircraft, the best tactic is to either try and force a head-on and break as soon as possible, or attempt to lure it towards team-mates. Fighting one of these planes without proper knowledge of its strengths and weaknesses in a fight is utter lunacy, and will result in your death.
 
You may also see Fw-190s when you are uptiered. These aircraft dive faster than you, accelerate faster in a dive, travel nearly as fast as you do, as well as possessing the ability to make lightning-quick changes of direction due to its superb roll-rate. If you see one of these aircraft, the best tactic is to either try and force a head-on and break as soon as possible, or attempt to lure it towards team-mates. Fighting one of these planes without proper knowledge of its strengths and weaknesses in a fight is utter lunacy, and will result in your death.
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==== Counter-tactics ====
 
==== Counter-tactics ====
The F4U-1A, like many other American aircraft, is a sitting duck when travelling at low speeds, while excelling at high speeds, usually above 300km/h. In addition, they are not the most agile of aircraft. In addition, the F4U-1A possesses the R-2800 radial engine, which has superb thrust and power at altitudes beginning at 3000 metres and going up to around 6500 metres. However, it also excels at lower altitudes. In addition, due to possessing 6 M2 Browning .50 caliber machine guns with M8 API ammunition, it excels in head-ons against enemies. One of the things that you should '''never''' do against a Corsair is engage in a head-on. This is simply asking to suffer a fiery, explosive deconstruction at the hands of the 6 powerful guns of the Corsair. Unless the odds are stacked '''completely''' in your favour due to a complete disparity in armament that is in your favour (e.g. possessing 6 MG 151/20 cannons), this is very risky, and even if they are, entering a head-on will usually result in critical damage to your wings, engine, or even a pilot-snipe. Head-ons should therefore be avoided at all costs.
+
When fighting an F4U-1 in the air, any smart Corsair pilot will use their high speed and good high altitude performance to Boom & Zoom you, and will use their solid roll rate to avoid shots if they miss their first pass. However, you can force them to overshoot by using various defensive manoeuvres and challenge for a shot on target due to the weak airframe of the Corsair.
 +
 
 +
The F4U-1A, like many other American aircraft, is a sitting duck when travelling at low speeds, while excelling at high speeds, usually above 300 km/h. In addition, they are not the most agile of aircraft. In addition, the F4U-1A possesses the R-2800 radial engine, which has superb thrust and power at altitudes beginning at 3000 metres and going up to around 6500 metres. However, it also excels at lower altitudes. In addition, due to possessing 6 x M2 Browning .50 calibre machine guns with M8 API ammunition, it excels in head-ons against enemies. One of the things that you should '''never''' do against a Corsair is engage in a head-on. This is simply asking to suffer a fiery, explosive deconstruction at the hands of the 6 powerful guns of the Corsair. Unless the odds are stacked '''completely''' in your favour due to a complete disparity in armament that is in your favour (e.g. possessing 6 MG 151/20 cannons), this is very risky, and even if they are, entering a head-on will usually result in critical damage to your wings, engine, or even a pilot-snipe. Head-ons should therefore be avoided at all costs.
  
 
The primary tactics of someone who aims to counter this aircraft should be tactics that will bleed energy from the F4U-1A, making it slow, low, or a combination of both. This can be accomplished in many ways, but the two main methods are:
 
The primary tactics of someone who aims to counter this aircraft should be tactics that will bleed energy from the F4U-1A, making it slow, low, or a combination of both. This can be accomplished in many ways, but the two main methods are:
  
 
# Turning: In an aircraft that turns better, should you be able to bait the F4U-1A into turning with you, you can gradually eat away at its speed while out-turning it in order to acquire a killshot. However, smart pilots will usually break off the turn and start climbing. Should this happen, you can either try to follow it in the climb (Spitfires and zeroes should be able to do this) or stay low to bait the F4U-1A down again and repeat the process.
 
# Turning: In an aircraft that turns better, should you be able to bait the F4U-1A into turning with you, you can gradually eat away at its speed while out-turning it in order to acquire a killshot. However, smart pilots will usually break off the turn and start climbing. Should this happen, you can either try to follow it in the climb (Spitfires and zeroes should be able to do this) or stay low to bait the F4U-1A down again and repeat the process.
# Energy-Fighting: in planes such as the Bf-109F-1, which are not as nimble as the corsair, turning against the corsair is not a viable option. In planes such as this, one should try to cause a stall by using maneuvers that cause the corsair to lose energy faster than you. One method of doing this by simply being above it, and to the front quarter. Pretend to engage in a head-on pass with it. Corsair pilots will usually engage you in a head-on and attempt to follow through to get the kill. Once you're around 2.5 km/1.5 miles away from the corsair, gradually begin making the dive shallower by aiming above the corsair (if you're using mouse-aim) or by pulling up on the elevator slightly. gradually intensify it, until once you're 1km away from the Corsair, it is aiming upwards at you at a steep angle. Once this happens, break into a chandelle (An immelmann turn done while banking the plane slightly), using the energy you built up in the dive, and dive back down onto the Corsair. The enemy pilot, should he have continued to try to track you through the entire process, should have lost energy and entered a low-energy state. This means that he/she is a sitting duck. Bring your guns to bear, and kill them.
+
# Energy-Fighting: in planes such as the Bf-109F-1, which are not as nimble as the corsair, turning against the corsair is not a viable option. In planes such as this, one should try to cause a stall by using manoeuvres that cause the corsair to lose energy faster than you. One method of doing this by simply being above it, and to the front quarter. Pretend to engage in a head-on pass with it. Corsair pilots will usually engage you in a head-on and attempt to follow through to get the kill. Once you're around 2.5 km/1.5 miles away from the corsair, gradually begin making the dive shallower by aiming above the corsair (if you're using mouse-aim) or by pulling up on the elevator slightly. gradually intensify it, until once you're 1km away from the Corsair, it is aiming upwards at you at a steep angle. Once this happens, break into a chandelle (An immelmann turn done while banking the plane slightly), using the energy you built up in the dive, and dive back down onto the Corsair. The enemy pilot, should he have continued to try to track you through the entire process, should have lost energy and entered a low-energy state. This means that he/she is a sitting duck. Bring your guns to bear, and kill them.
  
===Manual Engine Control===
+
=== Manual Engine Control ===
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! colspan="7" | MEC elements
 
! colspan="7" | MEC elements
 
|-
 
|-
! rowspan="2" |Mixer
+
! rowspan="2" | Mixer
! rowspan="2" |Pitch
+
! rowspan="2" | Pitch
! colspan="3" |Radiator
+
! colspan="3" | Radiator
! rowspan="2" |Supercharger
+
! rowspan="2" | Supercharger
! rowspan="2" |Turbocharger
+
! rowspan="2" | Turbocharger
 
|-
 
|-
! Oil
+
! Oil !! Water !! Type
! Water
 
! Type  
 
 
|-
 
|-
| Controllable || rowspan="2" | Controllable || rowspan="2" | Not controllable || rowspan="2" | Controllable || rowspan="2" |Combined|| rowspan="2" | Controllable || rowspan="2" | Not controllable
+
| Not controllable || Controllable<br>Auto control available || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Controllable<br>3 gears || Not controllable
 
|-
 
|-
 
|}
 
|}
  
===Modules===
+
=== Modules ===
In the first tier of unlocks, there is nothing of interest in the performance department, other than radiator, which will allow you to use WEP for longer while in combat, as well as providing a '''slight''' boost to speed and climb rate due to the streamlining effect it provides. ''Offensive 12.7 mm'' should be researched first to get rid of the lacking stock ammo.
 
 
 
Starting from tier 2, all performance unlocks become necessary and useful. As a fighter, the Corsair does rarely utilises bombs, which justifies researching them last.
 
 
 
Payloads unlocked by modules are:
 
 
 
* BMBC mk.1: One 500 lb AN-M64A1 bomb
 
* BLBC mk.1: One 1,000 lb AN-M65A1 bomb
 
 
 
While having these might be useful for Ground RB, its actual utility in Air RB combat is quite limited, since it can only drop '''one''' bomb, rather than two, meaning that it only has one chance when dropping ordnance on ground targets. Novice pilots may find it difficult when trying to kill pillboxes and the like.
 
 
{| class="wikitable"
 
{| class="wikitable"
! colspan="1" | Tier
+
! Tier
 
! colspan="2" | Flight performance
 
! colspan="2" | Flight performance
! colspan="1" | Survivability
+
! Survivability
 
! colspan="2" | Weaponry
 
! colspan="2" | Weaponry
 
|-
 
|-
 
| I
 
| I
| Fuselage Repair
+
| Fuselage repair
 
| Radiator
 
| Radiator
|  
+
|
|Offensive 12 mm
+
| Offensive 12 mm
 +
|
 
|-
 
|-
 
| II
 
| II
|  
+
|
 
| Compressor
 
| Compressor
 
| Airframe
 
| Airframe
|  
+
|
 
| BMBC mk.1
 
| BMBC mk.1
 
|-
 
|-
 
| III
 
| III
| Wings Repair
+
| Wings repair
 
| Engine
 
| Engine
|  
+
|
 
| New 12 mm MGs
 
| New 12 mm MGs
 +
|
 
|-
 
|-
 
| IV
 
| IV
|  
+
|
| Engine Injection
+
| Engine injection
 
| Cover
 
| Cover
|  
+
|
 
| BLBC mk.1
 
| BLBC mk.1
 
|-
 
|-
 
|}
 
|}
 +
 +
In the first tier of unlocks, there is nothing of interest in the performance department, other than radiator, which will allow you to use WEP for longer while in combat, as well as providing a '''slight''' boost to speed and climb rate due to the streamlining effect it provides. ''Offensive 12.7 mm'' should be researched first to get rid of the lacking stock ammo.
 +
 +
Starting from tier 2, all performance unlocks become necessary and useful. As a fighter, the Corsair does rarely utilises bombs, which justifies researching them last.
 +
 +
Payloads unlocked by modules are:
 +
 +
* BMBC mk.1: One 500 lb AN-M64A1 bomb
 +
* BLBC mk.1: One 1,000 lb AN-M65A1 bomb
 +
 +
While having these might be useful for Ground RB, its actual utility in Air RB combat is quite limited, since it can only drop '''one''' bomb, rather than two, meaning that it only has one chance when dropping ordnance on ground targets. Novice pilots may find it difficult when trying to kill pillboxes and the like.
  
 
=== 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. Try not to 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".''-->
+
<!-- ''Summarise 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 top speed for its rank
 
* Great top speed for its rank
 
* Good high-speed manoeuvrability
 
* Good high-speed manoeuvrability
Line 263: Line 218:
 
* Great diving characteristics
 
* Great diving characteristics
 
* Good speed, acceleration and energy retention
 
* Good speed, acceleration and energy retention
* Gears can withstand 730 kph, useful as a makeshift airbrake
+
* Gears can withstand 730 km/h, useful as a makeshift airbrake
 
* Relatively lethal armament against planes
 
* Relatively lethal armament against planes
  
 
'''Cons:'''
 
'''Cons:'''
 
 
* Turn time isn't very good; try to avoid turning fights
 
* Turn time isn't very good; try to avoid turning fights
 
* View to the rear is somewhat obstructed; be wary of this in SB
 
* View to the rear is somewhat obstructed; be wary of this in SB
 
* Very vulnerable to incendiary rounds
 
* Very vulnerable to incendiary rounds
* Inverted gull wings are easy to knock off  
+
* Inverted gull wings are easy to knock off
 
* Big target, easy to hit
 
* Big target, easy to hit
 
* Climb rate is a huge downgrade from the F4F-3 and F4F-4 when stock
 
* Climb rate is a huge downgrade from the F4F-3 and F4F-4 when stock
Line 277: Line 231:
  
 
== 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 "/ 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.''-->
+
<!-- ''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 long, 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></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
The F4U Corsair was designed by Chance Vought as a response to a request by the U.S. Navy Bureau of Aeronautics in February 1938 for twin and single-engined fighters. The single-engined fighters would need to reach the maximum obtainable speed, have a stall speed of no more than 70 mph and a range of 1,000 miles. The fighter also had to carry 4 guns, or 3 with increased ammo capacity and had to be able to carry bombs.
 
The F4U Corsair was designed by Chance Vought as a response to a request by the U.S. Navy Bureau of Aeronautics in February 1938 for twin and single-engined fighters. The single-engined fighters would need to reach the maximum obtainable speed, have a stall speed of no more than 70 mph and a range of 1,000 miles. The fighter also had to carry 4 guns, or 3 with increased ammo capacity and had to be able to carry bombs.
  
Line 283: Line 237:
  
 
=== In-game description ===
 
=== In-game description ===
"The single-engine Chance Vought F4U Corsair was designed in 1938 for a U.S. Navy single-seater carrier-based fighter competition. The prototype showed excellent performance characteristics but was in need of substantial improvement. Even after the completion and launch of the F4U-1, a number of problems were discovered which prevented the aircraft from being used as a carrier-based fighter, and the Navy was forced to use the first F4U-1s for Marine Corps ground-based operations.
+
The single-engine Chance Vought F4U Corsair was designed in 1938 for a U.S. Navy single-seater carrier-based fighter competition. The prototype showed excellent performance characteristics but was in need of substantial improvement. Even after the completion and launch of the F4U-1, a number of problems were discovered which prevented the aircraft from being used as a carrier-based fighter, and the Navy was forced to use the first F4U-1s for Marine Corps ground-based operations.
  
 
In the middle of 1943, the F4U-1A variant made its debut. To improve visibility, which was especially important when landing on an aircraft carrier, the cockpit canopy was modified to a convex shape, and the pilot’s chair was raised 17.8 cm. Dive speed problems were solved with a stall strip just outboard of the gun ports on the starboard wing’s leading edge.
 
In the middle of 1943, the F4U-1A variant made its debut. To improve visibility, which was especially important when landing on an aircraft carrier, the cockpit canopy was modified to a convex shape, and the pilot’s chair was raised 17.8 cm. Dive speed problems were solved with a stall strip just outboard of the gun ports on the starboard wing’s leading edge.
  
The plane’s armament consisted of six 12.7 mm guns, three in each wing.  
+
The plane’s armament consisted of six 12.7 mm guns, three in each wing.
  
The F4U-1A was produced not only at the Chance Vought factory, where the aircraft was designed but also at the Brewster and Goodyear factories (with the designations F3A-1A and FG-1A, respectively). The latter model differed in that its wings were not folding.
+
The F4U-1A was produced not only at the Chance Vought factory, where the aircraft was designed, but also at the Brewster and Goodyear factories (with the designations F3A-1A and FG-1A, respectively). The latter model differed in that its wings were not folding.
  
The Chance Vought factory produced a total of 2126 F4U-1As."
+
The Chance Vought factory produced a total of 2126 F4U-1As.
  
 
== 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.'' -->
 
<div><ul>
 
<div><ul>
 
<li style="display: inline-block;"> [[File:F4U-1A Rework Model.jpg|thumb|none|350px|Reworked model of the '''{{PAGENAME}}'''.]] </li><!--
 
<li style="display: inline-block;"> [[File:F4U-1A Rework Model.jpg|thumb|none|350px|Reworked model of the '''{{PAGENAME}}'''.]] </li><!--
Line 304: Line 258:
 
== See 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.''
Line 310: Line 263:
 
== External links ==
 
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on aircraft;''
+
* ''encyclopedia page on the aircraft;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{AirManufacturer Vought}}
 
{{AirManufacturer Vought}}
 
{{USA fighters}}
 
{{USA fighters}}

Revision as of 16:11, 10 January 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
f4u-1a.png
F4U-1A
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This page is about the American fighter F4U-1A. For other versions, see F4U (Family).

Description

GarageImage F4U-1A.jpg


The F4U-1A Corsair is a rank II American naval fighter with a battle rating of 2.7 (AB/RB) and 3.3 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

This is the first plane you will be able to use in the legendary Corsair line, and it will give you a good taste of what's to come. Sporting a very distinctive silhouette due to its inverted gull wings, it's never hard to pick a Corsair out of a crowd. However, the inverted gull wings are a double-edged sword, as it enables the Corsair to turn well at high speeds and have a good roll rate, but makes it turn mediocrely at low speeds. While not as powerful as its later siblings, the Pratt & Whitney R-2800-8W 18-cylinder radial can still propel the Corsair to a respectable 646 km/h at around 6,800 meters. The Corsair also has a weak airframe that is very susceptible to incendiary rounds, so make sure to use your roll rate and good high-speed performance in order to survive.

General info

Flight performance

The Corsair should be used as a medium-to-high altitude Boom & Zoomer, as flying at these altitudes is where the R-2800-8W radial makes the most power. It is very important to keep your speed up, as the Corsair haemorrhages energy at lower speeds.

Characteristics Max Speed
(km/h at 6,888 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
Stock 587 564 11247 25.1 25.9 8.8 251
Upgraded 646 615 23.0 24.0 16.8 12.3

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
885 730 470 278 245 ~10 ~3
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 450 < 450 < 500 > 450
Compressor Optimal altitude 100% Engine power WEP Engine power
Setting 1 300 m 2,000 hp 2,270 hp
Setting 2 4,785 m 1,800 hp 2,096 hp
Setting 3 6,400 m 1,650 hp 1,921 hp

Survivability and armour

  • 3 mm steel - above the front fuel tank
  • 8 mm steel - behind pilot's body
  • 12.7 mm steel - behind pilot's head
  • 38 mm bulletproof glass - armoured windscreen

Armaments

Offensive armament

Main article: M2 Browning (12.7 mm)

The F4U-1A is armed with:

  • 6 x 12.7 mm M2 Browning machine guns, wing-mounted (391 rpg = 2,350 total)

The F4U-1A is the first aircraft in the US Tech Tree armed with M2 Brownings that possess Armour-Piercing Incendiary rounds. These potent rounds are able to set fire to enemy aircraft as well as causing fatal pilot snipes and engine damage. However, they are not explosive rounds, and rely on luck & good aim on the part of the pilot to cause damage to critical modules and cause enough damage to result in a kill.

Suspended armament

The F4U-1A can be outfitted with the following ordnance:

  • Without load
  • 1 x 500 lb AN-M64A1 bomb (500 lb total)
  • 1 x 1,000 lb AN-M65A1 bomb (1,000 lb total)

Usage in battles

When flying an F4U, you should use Boom-n-Zoom tactics. This means that you should climb immediately and then dive on lower flying aircraft, then use your speed and momentum from the dive to climb. The Corsair does turn well but loses energy and speed rapidly, so avoid turn fights or flat manoeuvres. However, this aircraft only has eight minutes of WEP time, so pilots should limit its use. W.E.P. stands for "War Emergency Power", and thus, it should be used accordingly- WEP should be used sparingly, only when needing an extra boost of power while in a fight or while running away.

If, while flying a Corsair, a plane with a decent pilot gets on your tail you probably won't be able to outmanoeuvre it, but this goes both ways. If you encounter an F4U that is at low altitude or wasting its energy turn fighting, work your way behind it for a reasonably easy target to shoot down. These planes also seem to be highly flammable, so watch out for incendiaries or ... load up with API rounds yourself and go hunting.

One of the planes that should concern any Corsair pilot are Bf 109s. They are very dangerous foes to anyone who fights by their rules. You will commonly encounter E-1s, E-3s, E-4s/E-7s and F-1s, but you will occasionally come across the rare F-2 when being up-tiered. The E-series aircraft aren't as demanding to fight as you can outspeed them by a large margin, and in some cases out-dive, but the E-4 variant can still shred you apart easily with their twin MG FF/M cannons, which possess the potent Minengeschoß round. However, the F-variants are very powerful foes. The first in the Friedrich line climbs better, turns better, and is fast enough to keep up with you, while still sporting a single MG FF/M mounted in the nose. The F-2 sports a 15mm MG151 cannon that, while containing less filler in its explosive rounds, can still deal enough damage to kill you. Seek teammate's support if one tries to force an engagement on you. If you absolutely have to, then you can attempt to out-turn the Bf 109, or try to force an overshoot, pulling the throttle back, and using your gears as airbrakes. However, while bleeding speed might induce an overshoot, novice pilots should not attempt this tactic, as this means slowing the plane down to very slow speeds, rendering you an easy target.

You may also see Fw-190s when you are uptiered. These aircraft dive faster than you, accelerate faster in a dive, travel nearly as fast as you do, as well as possessing the ability to make lightning-quick changes of direction due to its superb roll-rate. If you see one of these aircraft, the best tactic is to either try and force a head-on and break as soon as possible, or attempt to lure it towards team-mates. Fighting one of these planes without proper knowledge of its strengths and weaknesses in a fight is utter lunacy, and will result in your death.

This plane is a very successful ground attacker when utilizing the ground belt ammunition against light pillboxes, un-armoured targets and some tanks. It is important to remember that this planes biggest asset is its energy retention, don't hang around near the ground or you will become a slow, heavy and easy target. However, ground-attack should never be your first priority in this aircraft, since it is a fighter, and while it does possess a bombload, this consists of only one bomb, limiting its effectiveness,.

Counter-tactics

When fighting an F4U-1 in the air, any smart Corsair pilot will use their high speed and good high altitude performance to Boom & Zoom you, and will use their solid roll rate to avoid shots if they miss their first pass. However, you can force them to overshoot by using various defensive manoeuvres and challenge for a shot on target due to the weak airframe of the Corsair.

The F4U-1A, like many other American aircraft, is a sitting duck when travelling at low speeds, while excelling at high speeds, usually above 300 km/h. In addition, they are not the most agile of aircraft. In addition, the F4U-1A possesses the R-2800 radial engine, which has superb thrust and power at altitudes beginning at 3000 metres and going up to around 6500 metres. However, it also excels at lower altitudes. In addition, due to possessing 6 x M2 Browning .50 calibre machine guns with M8 API ammunition, it excels in head-ons against enemies. One of the things that you should never do against a Corsair is engage in a head-on. This is simply asking to suffer a fiery, explosive deconstruction at the hands of the 6 powerful guns of the Corsair. Unless the odds are stacked completely in your favour due to a complete disparity in armament that is in your favour (e.g. possessing 6 MG 151/20 cannons), this is very risky, and even if they are, entering a head-on will usually result in critical damage to your wings, engine, or even a pilot-snipe. Head-ons should therefore be avoided at all costs.

The primary tactics of someone who aims to counter this aircraft should be tactics that will bleed energy from the F4U-1A, making it slow, low, or a combination of both. This can be accomplished in many ways, but the two main methods are:

  1. Turning: In an aircraft that turns better, should you be able to bait the F4U-1A into turning with you, you can gradually eat away at its speed while out-turning it in order to acquire a killshot. However, smart pilots will usually break off the turn and start climbing. Should this happen, you can either try to follow it in the climb (Spitfires and zeroes should be able to do this) or stay low to bait the F4U-1A down again and repeat the process.
  2. Energy-Fighting: in planes such as the Bf-109F-1, which are not as nimble as the corsair, turning against the corsair is not a viable option. In planes such as this, one should try to cause a stall by using manoeuvres that cause the corsair to lose energy faster than you. One method of doing this by simply being above it, and to the front quarter. Pretend to engage in a head-on pass with it. Corsair pilots will usually engage you in a head-on and attempt to follow through to get the kill. Once you're around 2.5 km/1.5 miles away from the corsair, gradually begin making the dive shallower by aiming above the corsair (if you're using mouse-aim) or by pulling up on the elevator slightly. gradually intensify it, until once you're 1km away from the Corsair, it is aiming upwards at you at a steep angle. Once this happens, break into a chandelle (An immelmann turn done while banking the plane slightly), using the energy you built up in the dive, and dive back down onto the Corsair. The enemy pilot, should he have continued to try to track you through the entire process, should have lost energy and entered a low-energy state. This means that he/she is a sitting duck. Bring your guns to bear, and kill them.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 12 mm
II Compressor Airframe BMBC mk.1
III Wings repair Engine New 12 mm MGs
IV Engine injection Cover BLBC mk.1

In the first tier of unlocks, there is nothing of interest in the performance department, other than radiator, which will allow you to use WEP for longer while in combat, as well as providing a slight boost to speed and climb rate due to the streamlining effect it provides. Offensive 12.7 mm should be researched first to get rid of the lacking stock ammo.

Starting from tier 2, all performance unlocks become necessary and useful. As a fighter, the Corsair does rarely utilises bombs, which justifies researching them last.

Payloads unlocked by modules are:

  • BMBC mk.1: One 500 lb AN-M64A1 bomb
  • BLBC mk.1: One 1,000 lb AN-M65A1 bomb

While having these might be useful for Ground RB, its actual utility in Air RB combat is quite limited, since it can only drop one bomb, rather than two, meaning that it only has one chance when dropping ordnance on ground targets. Novice pilots may find it difficult when trying to kill pillboxes and the like.

Pros and cons

Pros:

  • Great top speed for its rank
  • Good high-speed manoeuvrability
  • Powerful armament with high ammo count
  • Can mount bombs for use against ground targets
  • Decently strong; can take a few hits
  • Great diving characteristics
  • Good speed, acceleration and energy retention
  • Gears can withstand 730 km/h, useful as a makeshift airbrake
  • Relatively lethal armament against planes

Cons:

  • Turn time isn't very good; try to avoid turning fights
  • View to the rear is somewhat obstructed; be wary of this in SB
  • Very vulnerable to incendiary rounds
  • Inverted gull wings are easy to knock off
  • Big target, easy to hit
  • Climb rate is a huge downgrade from the F4F-3 and F4F-4 when stock
  • Can be easily taken out by other players from behind

History

The F4U Corsair was designed by Chance Vought as a response to a request by the U.S. Navy Bureau of Aeronautics in February 1938 for twin and single-engined fighters. The single-engined fighters would need to reach the maximum obtainable speed, have a stall speed of no more than 70 mph and a range of 1,000 miles. The fighter also had to carry 4 guns, or 3 with increased ammo capacity and had to be able to carry bombs.

In June of the same year, the U.S navy signed a contract with Vought for a prototype, designated "XF4U-1" and after a mock-up inspection, the prototype was to be powered by an extremely powerful Twin-row, 18 cylinder engine created by Pratt & Whitney designated as the "Double Wasp". Reports from Europe indicated that two .30 cal machine guns and two .50 cal HMG's proved inefficient, and as a result, the U.S. Navy issued a new production proposal requesting heavier armament. Vought responded to this request by added 3 Browning .50 cal AN/M2 machine guns with 400 rounds per gun in each wing.

In-game description

The single-engine Chance Vought F4U Corsair was designed in 1938 for a U.S. Navy single-seater carrier-based fighter competition. The prototype showed excellent performance characteristics but was in need of substantial improvement. Even after the completion and launch of the F4U-1, a number of problems were discovered which prevented the aircraft from being used as a carrier-based fighter, and the Navy was forced to use the first F4U-1s for Marine Corps ground-based operations.

In the middle of 1943, the F4U-1A variant made its debut. To improve visibility, which was especially important when landing on an aircraft carrier, the cockpit canopy was modified to a convex shape, and the pilot’s chair was raised 17.8 cm. Dive speed problems were solved with a stall strip just outboard of the gun ports on the starboard wing’s leading edge.

The plane’s armament consisted of six 12.7 mm guns, three in each wing.

The F4U-1A was produced not only at the Chance Vought factory, where the aircraft was designed, but also at the Brewster and Goodyear factories (with the designations F3A-1A and FG-1A, respectively). The latter model differed in that its wings were not folding.

The Chance Vought factory produced a total of 2126 F4U-1As.

Media

  • Reworked model of the F4U-1A.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Chance Vought Aircraft
Fighters 
Corsair  F4U-1A · F4U-1A (USMC) · F4U-1C · F4U-1D · F4U-4 · F4U-4B · F4U-4B VMF-214
Float planes  OS2U-1 · OS2U-3
Attackers  AU-1
Bombers  SB2U-2 · SB2U-3
Jet aircraft 
Corsair II  A-7D · A-7E · A-7K
Crusader  F8U-2 · F-8E
Export  V-156-B1 · V-156-F · ▄Corsair F Mk II · F4U-7 · ▄F-8E(FN)
Captured  ▅F4U-1A

USA fighters
P-26 Peashooter  P-26A-33 · P-26A-34 · P-26A-34 M2 · P-26B-35
P-36 Hawk  P-36A · Rasmussen's P-36A · P-36C · ○P-36C · P-36G
P-39 Airacobra  P-400 · P-39N-0 · P-39Q-5
P-40  P-40C · P-40E-1 · P-40E-1 TD · P-40F-10
P-43 Lancer  P-43A-1
P-47 Thunderbolt  P-47D-22-RE · P-47D-25 · P-47D-28 · P-47M-1-RE · ⋠P-47M-1-RE · P-47N-15
P-51 Mustang  P-51 · P-51A (Thunder League) · P-51C-10 · P-51D-5 · P-51D-10 · P-51D-20-NA · P-51D-30 · P-51H-5-NA
P-63 Kingcobra  P-63A-5 · P-63A-10 · P-63C-5 · ␠Kingcobra
Prototypes  XP-55
F2A Buffalo  F2A-1 · Thach's F2A-1 · F2A-3
BF2C  BF2C-1
F3F  F3F-2 · Galer's F3F-2
F4F Wildcat  F4F-3 · F4F-4
F4U Corsair  F4U-1A · F4U-1A (USMC) · F4U-1D · F4U-1C · F4U-4 · F4U-4B · F4U-4B VMF-214 · F2G-1
F6F Hellcat  F6F-5 · F6F-5N
F8F Bearcat  F8F-1 · F8F-1B
Other countries  ▃Ki-43-II · ▃Ki-61-Ib · ▃A6M2 · ▃Bf 109 F-4 · ▃Fw 190 A-8 · ▃Spitfire LF Mk IXc