Difference between revisions of "Ki-61-I hei"

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{{Specs-Card|code=ki_61_1a_hei}}
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{{About
{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For other uses, see [[Ki-61_(Disambiguation)|Ki-61 (Disambiguation)]]''}}
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| about = Japanese fighter '''{{PAGENAME}}'''
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| usage = other versions
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| link = Ki-61 (Family)
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}}
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{{Specs-Card
 +
|code=ki_61_1a_hei
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 +
}}
  
 
== 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.'' -->
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
  
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The "Hei" modification of the Ki-61 still retains the above average manoeuvrability, common to the Japanese aviation tree. However, the Hei Hien has some faults - its top speed is only 20 km/h higher than that of the early "Zeroes". Its climb rate is enough for its role, and it retains energy fairly well. While its acceleration holds itself pretty well, Its top speeds are not on par with other aircraft making it similar to the German [[Bf 109 G-6]]. Its guns are also a hit and miss - it is equipped with the deadly MG 151 20 mm cannons, and it can also equip German belts with Minengeschoß shells. However, the Japanese 12.7s are lower velocity and a bit on the weak side. The Hien's ammo count is average, albeit not as much as American aircraft. One thing to be noted is that the landing flaps are very effective and will slow you down even if you use WEP. That said, use them when you are trying to make somebody on your six overshoot you.
{{break}}
 
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese fighter {{Battle-rating|2}}. It has been in the game since the start of the Open Beta Test prior to Update 1.29.
 
  
The "Hei" modification of the Ki-61 still retains the above average maneuverability, common to the Japanese airplane. However, the Hei Hien has some faults - its top speed is only 20 km/h higher that that of the early "Zeroes". Its climb rate is enough for its role, and it retains energy fairly well. While its acceleration holds itself pretty well, Its top speeds are not on par with other aircraft making it similar to the German [[Bf 109 G-6]]. Its guns are also a hit and miss - it is equipped with the deadly MG 151 20 mm cannons, and it can also equip German belts with minengeshcoß shells. However, the Japanese 12.7s are lower velocity, and a bit on the weak side. The Hien's ammo count is average, albeit not as much as American aircraft. One thing to be noted is that the landing flaps are very effective and will slow you down even if you use WEP. That said, use them when you are trying to make somebody on your six overshoot you.
+
The Hei Hien's armament is flexible, as it is able to equip multiple kinds of bombs. With accuracy and shot placement, the large ammunition pool can work to your advantage. Equipping the air targets belt for the MG 151 cannons is the best choice for air combat. It features a high degree of Minengeschoß shells, specially made German HE shells with thin walls. There is no 20 mm cannon shell in the game with more high explosive than the Minengeschoß. As for the 12.7s, Stealth or Air target belts are your best bet. The best choice of bomb loadout is the 250 kg bombs due to the lack of precision needed. A pilot can miss a direct hit on a pillbox and still destroy it.
 
 
The Hei Hien's armament is flexible, as it is able to equip multiple kinds of bombs. With accuracy and shot placement, the large ammunition pool can work to your advantage. Equipping the air targets belt for the MG 151 cannons is the best choice for air combat. It features a high degree of minengeschoß shells, specially made German HE shells with thin walls. There is no 20 mm cannon shell in the game with more high explosive than the minengeschoß. As for the 12.7s, Stealth or Air target belts are your best bet. The best choice of bomb loadout is the 250 kg bombs due to the lack of precision needed. A pilot can miss a direct hit on a pillbox and still destroy it.  
 
 
[[File:CockpitImage_Ki-61.jpg|thumbnail|right|The Ki-61's instrument panel.]]
 
[[File:CockpitImage_Ki-61.jpg|thumbnail|right|The Ki-61's instrument panel.]]
  
 
== General info ==
 
== General info ==
 +
=== Flight performance ===
 +
{{Specs-Avia-Flight}}
 +
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
  
=== Ingame Description ===
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{| class="wikitable" style="text-align:center" width="70%"
A lightweight multipurpose fighter plane, the Ki-61 Hien (“Swallow”) was well-armed and well-armored.
+
! rowspan="2" | Characteristics
 
 
From the very beginning, the makers of the Ki-61 concerned themselves with protecting the fuel tanks and the pilot. The light multipurpose fighter was an effective answer to “hit-and-run” fighters, thanks to its survivability and high diving speed.
 
 
 
The Ki-61 had a Kawasaki Ha-40 liquid-cooled inverted V12 engine, a licensed copy of the DB 601A, capable of 1175 hp.
 
 
 
A prototype was ready in 1941, and by the next year the first production models were manufactured and the Ki-61 entered service.
 
 
 
To strengthen armament in the Ki-61-I, instead wing-mounted machine guns of the previous models Ki-61-1-Ko and -Otsu was established by German's 20-mm cannons MG 151/20, which in the amount of 800 units in August 1943 were taken to Japan by submarines.
 
 
 
All in all, 3,078 Ki-61 fighters (of various types) 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"
 
|-
 
! colspan="8" | Characteristics
 
|-
 
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
! rowspan="2" | Max altitude<br>(meters)
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! rowspan="2" | Max altitude<br>(metres)
 
! 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>(metres/second)
! rowspan="2" |Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(metres)
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| 566 || 554 || {{Specs|ceiling}} || 22.1 || 22.5 || 7.1 || 7.1 || 380
 
 
|-
 
|-
! colspan="8" | ''Upgraded''
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! AB !! RB !! AB !! RB !! AB !! RB
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
+
! Stock
! rowspan="2" |Max altitude (meters)
+
| 572 || 556 || rowspan="2" | {{Specs|ceiling}} || 21.9 || 22.5 || 7.1 || 7.1 || rowspan="2" | 380
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
! Upgraded
! RB
+
| 613 || 591 || 20.3 || 21.0 || 13.7 || 10.0
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| ? || ? || {{Specs|ceiling}} || ??.? || ??.? || ??.? || ??.? || 380
 
 
|-
 
|-
 
|}
 
|}
  
====Details====
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==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flap
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! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
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|}
 
|}
  
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
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! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
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! 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}} || {{Specs|разрушение|шасси}} || 340 || ~12.5 || ~6
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| 850 <!-- {{Specs|destruction|body}} --> || {{Specs|destruction|gear}} || 292 || 282 || 230 || ~11 || ~8
 
|-
 
|-
 
|}
 
|}
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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)
 
 
|-
 
|-
| < 360 || < 350 || < 460 || > 270
+
| < 360 || < 350 || < 460 || > 312
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
=== Survivability and armour ===
|-
+
{{Specs-Avia-Armour}}
! colspan="3" | Compressor (RB/SB)
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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.'' -->
|-
+
 
! colspan="3" | Setting 1
+
* 13 mm Steel plate behind the pilot
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 3,450 m || 1,100 hp || 1,232 hp
 
|-
 
<!--! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| ?,??? m || ?,??? hp || ?,??? hp
 
|-
 
! colspan="3" | Setting 3
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
|}
 
  
=== Survivability and armour ===
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=== Modifications and economy ===
<!--''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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{{Specs-Economy}}
  
* 13 mm Steel plate behind pilot
+
Unlocking the "Offensive 20 mm" module should be a Hien pilot's first concern. The stock MG 151 belts aren't very good in a general sense, but the "Air targets" belt is. The "New 12.7 mm MGs" and "New 20 mm cannons" modules can also be helpful as they allow for longer periods of firing. Unlocking the bomb modules can help on most maps, no matter the game mode. Destroying some extra ground units can't hurt a team's victory chances. After researching the 20 mm belts try to unlock the performance modules.
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-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.''-->
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{{Specs-Avia-Offensive}}
{{main|MG 151/20 (20 mm)|Ho-103 army (12.7 mm)}}
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<!-- ''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|MG 151 (20 mm)|Ho-103 (12.7 mm)}}
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
* 2 x 20 mm MG 151 cannon, wing-mounted (150 rpg = 300 total)
+
* 2 x 20 mm MG 151 cannons, wing-mounted (150 rpg = 300 total)
* 2 x 12.7 mm Ho-103 machine gun, nose-mounted (400 rpg = 800 total)
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* 2 x 12.7 mm Ho-103 machine guns, nose-mounted (400 rpg = 800 total)
  
 
=== 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.''-->
+
{{Specs-Avia-Suspended}}
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Main article:&nbsp;'''[[:Category:Suspended armaments|Bombs]]'''''
+
<!-- ''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|Army Type 94 GPHE (50 kg)|Army Type 94 GPHE (100 kg)|Army Type 92 GPHE (250 kg)}}
  
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
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* 2 x 100 kg Army Type 94 GPHE bombs (200 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)
 
* 2 x 250 kg Army Type 92 GPHE bombs (500 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 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).'' -->
Instead of simply turn fighting the Ki-61 is very good at energy fighting, or "boom and zoom". Once at a high altitude the Hien pilot may choose to dive lower to attack an enemy. If the enemy is not destroyed on the first pass, it is recommended to climb sharply and gain altitude. By doing this, the Hien sets itself up for another attack while not being in range of the enemy's guns.
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'''Realistic battles'''
  
The Hei Hien is best utilized as a multi purpose fighter. Although proficient at energy fighting, the Ki-61 is also generally good at standard maneuvers. It may lose turn fights with some enemy aircraft like the [[Spitfire Mk Vb/trop]], but nonetheless it can still be used in multiple roles. The Hien is your standard "jack of all trades". It's not incredibly good at anything it does but is instead even across the board. This allows the Hien pilot to choose what role he or she wants to play in the battle. One could play the reserved, high flying energy fighter, or the aggressive low flying dog-fighter. The Ki-61 allows these choices.  
+
Instead of simply turn fighting the Ki-61 is very good at energy fighting, or "boom and zoom". Once at a high altitude the Hien pilot may choose to dive lower to attack an enemy. If the enemy is not destroyed on the first pass, it is recommended to climb sharply and gain altitude. By doing this, the Hien sets itself up for another attack while not being in the range of the enemy's guns.
  
If caught in a sticky situation, the Hien pilot may choose to do several things. Depending on your altitude, executing a rolling scissors or an overshoot may be a valid tactic. try to make the enemy pilot feel pressured to disengage. Depending on the enemy's aircraft, use your speed to your advantage and try to get away. The most sure tactic would be communicating with teammates to ensure your assailant's death. Once tailed, the Hien pilot can "set up" an enemy by nosing up about 70 degrees so the entirety of the enemy plane is shown. At this stage, ideally your teammate is arriving to save the day. In realistic battles, if your team is made up of A6Ms it may also be beneficial to fly to them and start turn fighting.  
+
The Hei Hien is best utilised as a multi-purpose fighter. Although proficient at energy fighting, the Ki-61 is also generally good at standard manoeuvres. It may lose turn fights with some enemy aircraft like the [[Spitfire Mk Vb/trop]], but nonetheless it can still be used in multiple roles. The Hien is your standard "jack of all trades". It's not incredibly good at anything it does but is instead even across the board. This allows the Hien pilot to choose what role he or she wants to play in the battle. One could play the reserved, high flying energy fighter, or the aggressive low flying dogfighter. The Ki-61 allows these choices.
===Manual Engine Control===
+
 
 +
If caught in a sticky situation, the Hien pilot may choose to do several things. Depending on your altitude, executing rolling scissors or an overshoot may be a valid tactic. Try to make the enemy pilot feel pressured to disengage. Depending on the enemy's aircraft, use your speed to your advantage and try to get away. The surest tactic would be communicating with teammates to ensure your assailant's death. Once tailed, the Hien pilot can "set up" an enemy by nosing up about 70 degrees so the entirety of the enemy plane is shown. At this stage, ideally, your teammate is arriving to save the day. In Realistic battles, if your team is made up of A6Ms it may also be beneficial to fly to them and start turn fighting.
 +
 
 +
'''Simulator battles'''
 +
 
 +
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 powerful 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 2 x 250 kg bombload, no negative trim is needed.
 +
 
 +
For dogfighting, it is always safer to engage with an altitude advantage. Most dogfights in sim happen below 3,000 m 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 due to the destructive twin MG 151 cannons. 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 although you have powerful armament, most targets can still 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 20 mm Mineshells will not disappoint. A few hits with the MG 151 is enough to cripple the target. But 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 wary 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-25J-20|B-25]], [[Ju 88 A-4|Ju 88]], [[IL-2 (Family)|IL-2]], etc: These aircraft have either powerful defensive guns, for example the B-25, or wide gun coverage such as the Ju 88. The most threatening one, the B-25, is fairly easy to distinguish. It has a short and wide fuselage, twin radial engine hanging under the wings and a H-tail. 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, never engage any of these if you have no altitude advantage. Pin them on the map and leave them to teammates with more powerful firepower.
 +
* [[A6M (Family)|A6M]], [[Spitfire (Family)|Spitfire]], 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 ===
 
{| 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" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
+
| Not controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
 
|-
 
|-
 
|}
 
|}
 
===Modules===
 
{| class="wikitable"
 
! colspan="1" | Tier
 
! colspan="2" | Flight performance
 
! colspan="1" | Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage Repair
 
| Radiator
 
|
 
| Offensive 12 mm
 
| 7 in (mod20)
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
| New 12 mm MGs
 
| 10 in (mod24)
 
|-
 
| III
 
| Wings Repair
 
| Engine
 
|
 
| Offensive 20 mm
 
| 12 in (mod30)
 
|-
 
| IV
 
|
 
| Engine Injection
 
| Cover
 
| New 20 mm Cannons
 
|
 
|-
 
|}
 
 
* Unlocking the "Offensive 20 mm" module should be a Hien pilot's first concern. The stock MG 151 belts aren't very good in a general sense, but the air targets belt are. The "New 12.7 mm MGs" and "New 20 mm cannons" modules can also be helpful as they allow for longer periods of firing. Unlocking the bomb modules can help on most maps, no matter the game mode. Destroying some extra ground units can't hurt a team's victory chances. After researching the 20 mm belts try to unlock the performance modules.
 
  
 
=== 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".''-->
+
<!-- ''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:'''
  
* Above average maneuverability
+
* Generally performs well in the most common tactics, both BnZ and turn-fighting, allowing flexible gameplay depending on the situation
* Good diving capabilities
+
* Outstanding climb rate means good energy retention
* Equipped with German MG 151 cannons, firing minengeshcoß shells
+
* Has decent dive speed, can easily out-dive slower opponents
* Self sealing fuel tanks
+
* Great firepower thanks to the pair of 20 mm MG 151 and the minengeschoss rounds
* Relatively good high altitude capabilities (compared to other Japanese tier III planes)
+
* Large amount of ammunition for the 12.7 mm (400 rpg) is great for long battles
* High ammunition count
+
* Some armour protection for the pilot means that it will not easily get pilot-sniped by small-calibre/low-penetrating guns from the back
* Above average energy retention
+
* Able to equip up to 2 x 250 kg bombs, meaning it is also useful in ground pounding/tank RB
* Able to equip bombs
+
* Adequate over-the-nose visibility allows easier leading in Simulator
  
 
'''Cons:'''
 
'''Cons:'''
  
* Little armor
+
* Average backwards visibility can be lethal in simulator
* Generally slow
+
* Locks up at high speeds
* Wobbles in unexpected turns
+
* The MG 151 has only 150 rpg which requires strict trigger control
* The aircraft's battle rating is high for its performance
+
* No frontal armour, can be fatal in a head-on
* Vulnerable to fires
+
* Average roll rate which worsens as speed increases, can easily get out-rolled by [[Fw 190 (Family)|Fw 190s]] and [[I-16 (Family)|I-16s]]
 +
* Repair costs are very high (AB/SB)
  
 
== 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 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 Ki-61 was first put into service in with a special training unit, the 23rd Chutai, and entered combat for first time in early 1943, during the New Guinea campaign. The Hiens were sent into a difficult theater where jungles and adverse weather conditions coupled with a lack of spare parts quickly made short work of the Japanese fighters. Nonetheless, the Hien proved to be a worthy adversary and it even outclassed the P-40. Towards the end of the war, Ki-61s were relied upon heavily to defend the Japanese mainland from B-29 attacks. Some pilots used ramming attacks to down the Superfortresses. Soon, entire "special attack squadrons" were formed for the sole purpose of ramming B-29s.
+
The Ki-61 was first put into service in with a special training unit, the 23rd Chutai, and entered combat for first time in early 1943, during the New Guinea campaign. The Hiens were sent into a difficult theatre where jungles and adverse weather conditions coupled with a lack of spare parts quickly made short work of the Japanese fighters. Nonetheless, the Hien proved to be a worthy adversary and it even outclassed the P-40. Towards the end of the war, Ki-61s were relied upon heavily to defend the Japanese mainland from B-29 attacks. Some pilots used ramming attacks to down the Superfortresses. Soon, entire "special attack squadrons" were formed for the sole purpose of ramming B-29s.
 +
 
 +
The Ki-61-I hei model utilised imported German Mauser 20 mm MG 151 cannons, placed in the wings. 800 of these weapons along with ammunition were sent to Japan via submarine in August of 1943.
 +
 
 +
{{break}}
 +
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}
 +
{{Navigation-First-Simple-Line}}
 +
A lightweight multipurpose fighter plane, the Ki-61 Hien ("Swallow") was well-armed and well-armoured.
 +
 
 +
From the very beginning, the makers of the Ki-61 concerned themselves with protecting the fuel tanks and the pilot. The light multipurpose fighter was an effective answer to "hit-and-run" fighters, thanks to its survivability and high diving speed.
 +
 
 +
The Ki-61 had a Kawasaki Ha-40 liquid-cooled inverted V12 engine, a licensed copy of the DB 601A, capable of 1,175 hp.
 +
 
 +
A prototype was ready in 1941, and by the next year the first production models were manufactured and the Ki-61 entered service.
 +
 
 +
To strengthen armament in the Ki-61-I, instead wing-mounted machine guns of the previous models Ki-61-1-Co and -Otsu was established by German's 20-mm cannons MG 151/20, which in the amount of 800 units in august 1943 were taken to Japan by submarines.
  
The Ki-61-I hei model utilized imported German Mauser MG 151 20mm cannons, placed in the wings. 800 of these weapons along with ammunition were sent to Japan via submarine in August of 1943.  
+
All in all, 3,078 Ki-61 fighters (of various types) were produced.
 +
{{Navigation-End}}
  
 
== 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.'' -->
 +
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ki_61_1a_hei Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
== 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.''-->
 
  
== Sources ==
+
== 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;''
 +
* ''other literature.'' -->
  
* ''topic on the official game forum;''
+
* [https://forum.warthunder.com/index.php?/topic/212461-kawasaki-ki-61-i-hei/ Official data sheet - more details about the performance]
* ''page on aircraft encyclopedia;''
 
* ''other literature.''
 
  
 +
{{AirManufacturer Kawasaki}}
 
{{Japan fighters}}
 
{{Japan fighters}}

Latest revision as of 16:55, 16 November 2022

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the Japanese fighter Ki-61-I hei. For other versions, see Ki-61 (Family).
Ki-61-I hei
ki_61_1a_hei.png
GarageImage Ki-61-I hei.jpg
ArtImage Ki-61-I hei.png
Ki-61-I hei
AB RB SB
5.3 4.7 4.0
Class:
Research:46 000 Specs-Card-Exp.png
Purchase:155 000 Specs-Card-Lion.png
Show in game

Description

The Ki-61-I hei Hien is a rank IV Japanese fighter with a battle rating of 5.3 (AB), 4.7 (RB), and 4.0 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The "Hei" modification of the Ki-61 still retains the above average manoeuvrability, common to the Japanese aviation tree. However, the Hei Hien has some faults - its top speed is only 20 km/h higher than that of the early "Zeroes". Its climb rate is enough for its role, and it retains energy fairly well. While its acceleration holds itself pretty well, Its top speeds are not on par with other aircraft making it similar to the German Bf 109 G-6. Its guns are also a hit and miss - it is equipped with the deadly MG 151 20 mm cannons, and it can also equip German belts with Minengeschoß shells. However, the Japanese 12.7s are lower velocity and a bit on the weak side. The Hien's ammo count is average, albeit not as much as American aircraft. One thing to be noted is that the landing flaps are very effective and will slow you down even if you use WEP. That said, use them when you are trying to make somebody on your six overshoot you.

The Hei Hien's armament is flexible, as it is able to equip multiple kinds of bombs. With accuracy and shot placement, the large ammunition pool can work to your advantage. Equipping the air targets belt for the MG 151 cannons is the best choice for air combat. It features a high degree of Minengeschoß shells, specially made German HE shells with thin walls. There is no 20 mm cannon shell in the game with more high explosive than the Minengeschoß. As for the 12.7s, Stealth or Air target belts are your best bet. The best choice of bomb loadout is the 250 kg bombs due to the lack of precision needed. A pilot can miss a direct hit on a pillbox and still destroy it.

The Ki-61's instrument panel.

General info

Flight performance

Max speed
at 6 000 m591 km/h
Turn time21 s
Max altitude10 300 m
EngineKawasaki Ha-40
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 572 556 10300 21.9 22.5 7.1 7.1 380
Upgraded 613 591 20.3 21.0 13.7 10.0

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 + -
850 250 292 282 230 ~11 ~8
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 360 < 350 < 460 > 312

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear250 km/h
  • 13 mm Steel plate behind the pilot

Modifications and economy

Repair costBasic → Reference
AB2 033 → 2 588 Sl icon.png
RB4 605 → 5 862 Sl icon.png
SB6 057 → 7 710 Sl icon.png
Total cost of modifications40 400 Rp icon.png
77 900 Sl icon.png
Talisman cost1 400 Ge icon.png
Crew training45 000 Sl icon.png
Experts155 000 Sl icon.png
Aces820 Ge icon.png
Research Aces440 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 200 / 420 % Sl icon.png
160 / 160 / 160 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
160 Ge icon.png
Mods radiator.png
Radiator
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
160 Ge icon.png
Mods compressor.png
Compressor
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
185 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
200 Ge icon.png
Mods new engine.png
Engine
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
200 Ge icon.png
Mods metanol.png
Engine injection
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
350 Ge icon.png
Mods armor frame.png
Airframe
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
185 Ge icon.png
Mods armor cover.png
Cover
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
350 Ge icon.png
Mods ammo.png
safat12_belt_pack
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
160 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
7 in (mod20)
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
160 Ge icon.png
Mod arrow 0.png
Mods weapon.png
ho103_new_gun
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
185 Ge icon.png
Mods pilon bomb.png
10 in (mod24)
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
185 Ge icon.png
Mod arrow 0.png
Mods ammo.png
mg15120_belt_pack
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
200 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
12 in (mod30)
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
200 Ge icon.png
Mods weapon.png
mg15120_new_gun
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
350 Ge icon.png

Unlocking the "Offensive 20 mm" module should be a Hien pilot's first concern. The stock MG 151 belts aren't very good in a general sense, but the "Air targets" belt is. The "New 12.7 mm MGs" and "New 20 mm cannons" modules can also be helpful as they allow for longer periods of firing. Unlocking the bomb modules can help on most maps, no matter the game mode. Destroying some extra ground units can't hurt a team's victory chances. After researching the 20 mm belts try to unlock the performance modules.

Armaments

Offensive armament

Ammunition240 rounds
Fire rate700 shots/min
Weapon 22 x 12.7 mm Ho-103 machine gun
Ammunition500 rounds
Fire rate900 shots/min

The Ki-61-I hei is armed with:

  • 2 x 20 mm MG 151 cannons, wing-mounted (150 rpg = 300 total)
  • 2 x 12.7 mm Ho-103 machine guns, nose-mounted (400 rpg = 800 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-I hei 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

Realistic battles

Instead of simply turn fighting the Ki-61 is very good at energy fighting, or "boom and zoom". Once at a high altitude the Hien pilot may choose to dive lower to attack an enemy. If the enemy is not destroyed on the first pass, it is recommended to climb sharply and gain altitude. By doing this, the Hien sets itself up for another attack while not being in the range of the enemy's guns.

The Hei Hien is best utilised as a multi-purpose fighter. Although proficient at energy fighting, the Ki-61 is also generally good at standard manoeuvres. It may lose turn fights with some enemy aircraft like the Spitfire Mk Vb/trop, but nonetheless it can still be used in multiple roles. The Hien is your standard "jack of all trades". It's not incredibly good at anything it does but is instead even across the board. This allows the Hien pilot to choose what role he or she wants to play in the battle. One could play the reserved, high flying energy fighter, or the aggressive low flying dogfighter. The Ki-61 allows these choices.

If caught in a sticky situation, the Hien pilot may choose to do several things. Depending on your altitude, executing rolling scissors or an overshoot may be a valid tactic. Try to make the enemy pilot feel pressured to disengage. Depending on the enemy's aircraft, use your speed to your advantage and try to get away. The surest tactic would be communicating with teammates to ensure your assailant's death. Once tailed, the Hien pilot can "set up" an enemy by nosing up about 70 degrees so the entirety of the enemy plane is shown. At this stage, ideally, your teammate is arriving to save the day. In Realistic battles, if your team is made up of A6Ms it may also be beneficial to fly to them and start turn fighting.

Simulator battles

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 powerful 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 2 x 250 kg bombload, no negative trim is needed.

For dogfighting, it is always safer to engage with an altitude advantage. Most dogfights in sim happen below 3,000 m 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 due to the destructive twin MG 151 cannons. 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 although you have powerful armament, most targets can still 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 20 mm Mineshells will not disappoint. A few hits with the MG 151 is enough to cripple the target. But 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 wary 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-25, Ju 88, IL-2, etc: These aircraft have either powerful defensive guns, for example the B-25, or wide gun coverage such as the Ju 88. The most threatening one, the B-25, is fairly easy to distinguish. It has a short and wide fuselage, twin radial engine hanging under the wings and a H-tail. 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, never engage any of these if you have no altitude advantage. Pin them on the map and leave them to teammates with more powerful firepower.
  • A6M, Spitfire, 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

Pros and cons

Pros:

  • Generally performs well in the most common tactics, both BnZ and turn-fighting, allowing flexible gameplay depending on the situation
  • Outstanding climb rate means good energy retention
  • Has decent dive speed, can easily out-dive slower opponents
  • Great firepower thanks to the pair of 20 mm MG 151 and the minengeschoss rounds
  • Large amount of ammunition for the 12.7 mm (400 rpg) is great for long battles
  • Some armour protection for the pilot means that it will not easily get pilot-sniped by small-calibre/low-penetrating guns from the back
  • Able to equip up to 2 x 250 kg bombs, meaning it is also useful in ground pounding/tank RB
  • Adequate over-the-nose visibility allows easier leading in Simulator

Cons:

  • Average backwards visibility can be lethal in simulator
  • Locks up at high speeds
  • The MG 151 has only 150 rpg which requires strict trigger control
  • No frontal armour, can be fatal in a head-on
  • Average roll rate which worsens as speed increases, can easily get out-rolled by Fw 190s and I-16s
  • Repair costs are very high (AB/SB)

History

The Ki-61 was first put into service in with a special training unit, the 23rd Chutai, and entered combat for first time in early 1943, during the New Guinea campaign. The Hiens were sent into a difficult theatre where jungles and adverse weather conditions coupled with a lack of spare parts quickly made short work of the Japanese fighters. Nonetheless, the Hien proved to be a worthy adversary and it even outclassed the P-40. Towards the end of the war, Ki-61s were relied upon heavily to defend the Japanese mainland from B-29 attacks. Some pilots used ramming attacks to down the Superfortresses. Soon, entire "special attack squadrons" were formed for the sole purpose of ramming B-29s.

The Ki-61-I hei model utilised imported German Mauser 20 mm MG 151 cannons, placed in the wings. 800 of these weapons along with ammunition were sent to Japan via submarine in August of 1943.


Archive of the in-game description

A lightweight multipurpose fighter plane, the Ki-61 Hien ("Swallow") was well-armed and well-armoured.

From the very beginning, the makers of the Ki-61 concerned themselves with protecting the fuel tanks and the pilot. The light multipurpose fighter was an effective answer to "hit-and-run" fighters, thanks to its survivability and high diving speed.

The Ki-61 had a Kawasaki Ha-40 liquid-cooled inverted V12 engine, a licensed copy of the DB 601A, capable of 1,175 hp.

A prototype was ready in 1941, and by the next year the first production models were manufactured and the Ki-61 entered service.

To strengthen armament in the Ki-61-I, instead wing-mounted machine guns of the previous models Ki-61-1-Co and -Otsu was established by German's 20-mm cannons MG 151/20, which in the amount of 800 units in august 1943 were taken to Japan by submarines.

All in all, 3,078 Ki-61 fighters (of various types) were produced.


Media

Skins

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


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)