Difference between revisions of "Ki-61-II Otsu Kai"

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{{About
 
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== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
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=== Survivability and armour ===
 
=== Survivability and armour ===
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* 13 mm - Behind Pilot's Seat
 
* 13 mm - Behind Pilot's Seat
 
* Self-Sealing Fuel Tanks
 
* Self-Sealing Fuel Tanks
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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
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{{Specs-Avia-Offensive}}
 
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{{main|Ho-5 (20 mm)|Ho-103 (12.7 mm)}}
 
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=== Suspended armament ===
 
=== Suspended armament ===
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{{main|Army Type 94 GPHE (50 kg)|Army Type 94 GPHE (100 kg)|Army Type 92 GPHE (250 kg)}}
 
{{main|Army Type 94 GPHE (50 kg)|Army Type 94 GPHE (100 kg)|Army Type 92 GPHE (250 kg)}}

Revision as of 11:43, 24 December 2020

Rank VII | Premium | Golden Eagles
Challenger DS Pack
Ki-61-II Otsu Kai
ki_61_2_early.png
Ki-61-II Otsu Kai
AB RB SB
4.7 4.7 4.7
Class:
Research:17 000 Specs-Card-Exp.png
Purchase:105 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese fighter Ki-61-II Otsu Kai. For other uses, see Ki-61 (Family).

Description

GarageImage Ki-61-II Otsu Kai.jpg


The Ki-61-II Otsu Kai is a rank III Japanese fighter with a battle rating of 4.7 (AB/RB/SB). It was introduced in Update 1.59 "Flaming Arrows".

General info

Flight performance

Max speed
at 6 000 m625 km/h
Turn time20 s
Max altitude11 000 m
EngineKawasaki Ha-140
TypeInline
Cooling systemWater
Take-off weight4 t
Characteristics Max Speed
(km/h at 6,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 605 587 11000 21.1 21.7 9.9 550
Upgraded 649 625 19.2 20.0 16.4 12.8

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
0 330 500 500 300 ~12 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 360 < 350 < 460 > 323
Compressor Optimal altitude 100% Engine power WEP Engine power
Setting 1 5,700 m 1,250 hp 1,389 hp

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear330 km/h

There is limited armor for the pilot, but only from the rear. The engine and part of the liquid cooling system is located in the nose, and the fuel tanks and part of the liquid cooling system are located beneath the pilot's seat and in the wing roots. The factors make the pilot very exposed except for the armor protection behind the pilot's seat. The modules are all very exposed as well. Overall, the protection can not be relied upon from any direction.

  • 13 mm - Behind Pilot's Seat
  • Self-Sealing Fuel Tanks

Modifications and economy

Repair costBasic → Reference
AB1 156 → 1 471 Sl icon.png
RB2 701 → 3 438 Sl icon.png
SB3 943 → 5 019 Sl icon.png
Total cost of modifications30 000 Rp icon.png
58 500 Sl icon.png
Talisman cost1 200 Ge icon.png
Crew training30 000 Sl icon.png
Experts105 000 Sl icon.png
Aces590 Ge icon.png
Research Aces360 000 Rp icon.png
Reward for battleAB / RB / SB
70 / 160 / 340 % Sl icon.png
148 / 148 / 148 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
1 500 Rp icon.png
Cost:
2 900 Sl icon.png
140 Ge icon.png
Mods radiator.png
Radiator
Research:
1 500 Rp icon.png
Cost:
2 900 Sl icon.png
140 Ge icon.png
Mods compressor.png
Compressor
Research:
1 700 Rp icon.png
Cost:
3 300 Sl icon.png
155 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
1 900 Rp icon.png
Cost:
3 700 Sl icon.png
175 Ge icon.png
Mods new engine.png
Engine
Research:
1 900 Rp icon.png
Cost:
3 700 Sl icon.png
175 Ge icon.png
Mods metanol.png
Engine injection
Research:
3 200 Rp icon.png
Cost:
6 300 Sl icon.png
300 Ge icon.png
Mods armor frame.png
Airframe
Research:
1 700 Rp icon.png
Cost:
3 300 Sl icon.png
155 Ge icon.png
Mods armor cover.png
Cover
Research:
3 200 Rp icon.png
Cost:
6 300 Sl icon.png
300 Ge icon.png
Mods ammo.png
safat12_belt_pack
Research:
1 500 Rp icon.png
Cost:
2 900 Sl icon.png
140 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
7 in (mod20)
Research:
1 500 Rp icon.png
Cost:
2 900 Sl icon.png
140 Ge icon.png
Mod arrow 0.png
Mods ammo.png
ho5_belt_pack
Research:
1 700 Rp icon.png
Cost:
3 300 Sl icon.png
155 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
10 in (mod24)
Research:
1 700 Rp icon.png
Cost:
3 300 Sl icon.png
155 Ge icon.png
Mod arrow 0.png
Mods weapon.png
ho103_new_gun
Research:
1 900 Rp icon.png
Cost:
3 700 Sl icon.png
175 Ge icon.png
Mods pilon bomb.png
12 in (mod30)
Research:
1 900 Rp icon.png
Cost:
3 700 Sl icon.png
175 Ge icon.png
Mods weapon.png
ho5_new_gun
Research:
3 200 Rp icon.png
Cost:
6 300 Sl icon.png
300 Ge icon.png

Armaments

Offensive armament

Weapon 12 x 20 mm Ho-5 cannon
Ammunition400 rounds
Fire rate948 shots/min
Weapon 22 x 12.7 mm Ho-103 machine gun
Ammunition500 rounds
Fire rate900 shots/min

The Ki-61-II Otsu Kai is armed with:

  • 2 x 20 mm Ho-5 cannons, nose-mounted (250 rpg = 500 total)
  • 2 x 12.7 mm Ho-103 machine guns, wing-mounted (250 rpg = 500 total)

Suspended armament

List of setups (3)
Setup 12 x 50 kg Army Type 94 GPHE bomb
Setup 22 x 100 kg Army Type 94 GPHE bomb
Setup 32 x 250 kg Army Type 92 GPHE bomb

The Ki-61-II Otsu Kai can be outfitted with the following ordnance:

  • Without load
  • 2 x 50 kg Army Type 94 GPHE bombs (100 kg total)
  • 2 x 100 kg Army Type 94 GPHE bombs (200 kg total)
  • 2 x 250 kg Army Type 92 GPHE bombs (500 kg total)

Usage in battles

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).

Simulator

In Sim, the Ki-61 can be used in BnZ fighting, turn fighting, intercepting and some ground pounding. The Ki-61 is overall a pretty friendly plane to fly. It is quite fast, handles nicely at all speeds, has decent visibility especially over the nose, climbs great and has good armament. However its main disadvantage is the weak protection.

Before taking off, bring at least 30 minutes of fuel for longer patrol time. If you are not using MEC, use around 95% throttle when cruising below 3,000 m since the engine will slowly heat up at full throttle. But full throttle is fine at higher altitudes.

Only elevator trim is available, so when the stick is at its deadzone, the Ki-61 will roll and yaw to the left side. Therefore you always need to pull the stick to the right which can get a bit annoying. Usually, a trim of around -7% is enough. But when carrying the 2x 250kg bombload, no negative trim is needed.

For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in sim happen below 3,000m so the Ki-61 can easily climb up to that altitude. As mentioned in the description, its climb rate is actually great, don't get misled by the stat card. Once at an advantageous height, boom & zoom the enemies. The Ki-61 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. A successful pass will usually cripple the enemy. Aside from BnZ, the Ki-61 is also excellent at turn fighting - with the appropriate opponent, of course. Except a few dedicated turn fighters, the Ki-61 can out-turn and get on most opponents' tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres like barrel rolls or disengage by diving towards a nearby friendly airfield. Note that the Ki-61's roll rate is very average so avoid manoeuvres like scissors.

When intercepting planes, it is crucial to know what the target is, because most targets can easily damage you in return. If it is a bomber/attacker with decent defensive firepower or great turret coverage then you might want to disengage after some attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, any gun can critically damage the Ki-61 especially on the engine, fuel tanks, and pilot which can always lead to a later crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets. Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do anything, but the 2x 20 mm & 2x 12.7 mm armament can easily down a bomber with 1-3 passes. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious. Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be showered with bullets.

For ground pounding, the best loadout is the 2 x 250 kg bombs. With an extra 500 kg of weight attached outside, the Ki-61 handles much clumsier during take offs, especially on the roll axis. Longer distance is needed before lifting off. Dive at a shallow angle to approach the target, try to get as close as possible but avoid crashing into the ground. When the target fills up about 1/3 in the gunsight and the gunsight slices just above the target, drop the bombs and immediately pull up. It is best to set separate keybinds for firing MG and cannons as wasting precious cannon rounds can be fatal. The 2 MGs perform well in killing trucks, AA guns and artilleries as they have plenty of ammo. However, constantly watch your surrounding, especially your high 6 for any incoming enemies.

Enemies worth noting:

  • Me 264: This giant is one of the few bombers who get air spawns in Sim, so it usually flies higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out. You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a ventral turret on its belly, making it easy to deal damage from below, but be weary of the downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have no altitude advantage.
  • B-17Ju 88IL-2, etc: These aircraft have either powerful defensive guns, for example the B-17, or wide gun coverage such as the Ju 88. The most threatening one, the B-17, is fairly easy to distinguish. It has a passenger plane-like fuselage, 4 radial engines extending forwards from the wings and a huge tail fin. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great underside gun coverage so attacking from below isn't a very good option. Try engaging from the sides and concentrate the fire on the front half of it, as that is where all the vital components are located. Again, engaging any of these with no altitude advantage is not recommended.
  • A6MSpitfire, etc: If you see them on your tail try outrunning them by diving at around -40 degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are near a friendly airfield, great. If not, then hope for the best and run towards the friendly side. Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine guns will not be as destructive.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 12 mm 7 in (mod20)
II Compressor Airframe Offensive 20 mm 10 in (mod24)
III Wings repair Engine New 12 mm MGs 12 in (mod30)
IV Engine injection Cover New 20 mm cannons

Pros and cons

Pros:

  • Good turn
  • Good energy retention when manoeuvring
  • Lower wing loading than its Allied opponents, allowing smart use of vertical manoeuvres at medium altitude
  • Easy to learn MEC with
  • Can reach >500km/h IAS at sea level and with good use of MEC
  • Near-infinite WEP with MEC
  • Quite average in all aspects as a fighter

Cons:

  • Doesn't climb very fast
  • Overheats quickly without MEC
  • Ailerons compress seriously above 550km/h
  • Faces many superior planes in an uptier - weaknesses of the enemies must be exploited to defeat them

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 long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

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

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.


Kawasaki Aircraft Industries (川崎航空機工業株式会社)
Biplane Fighters  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Fighters  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-100 · Ki-100-II
Interceptors  Ki-45 ko · Ki-45 otsu · Ki-45 hei · Ki-45 tei
  Ki-96
  Ki-102 otsu
  Ki-108 Kai
Bombers  Ki-32
  Ki-48-II otsu
Captured  ␗Ki-45 hei/tei · ␗Ki-61-I otsu · ▃Ki-61-Ib
See also  Kawasaki Shipyard Co.

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)