Difference between revisions of "Me 163 B-0"

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(Updated the usage details of the plane, specifically regarding takeoff and landing)
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=== Survivability and armour ===
 
=== Survivability and armour ===
{{Specs-Avia-Armour}}
+
The Me 163 B-0 is a glass (or in this case plywood) cannon.  It takes very little damage to sheer off a wing or to be set on fire.  However, as long as the plane doesn't spin out, you can fly relatively easily while missing wingtips or even a whole wing.  One odd quirk of the Komet is that if the engine is set on fire, it cannot burnout due to the fire being unable to reach the wings or pilot.  So if close enough to the Airfield, it's possible to fly back to base to repair, a literal burning fireball the entire way there.
''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.''
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 +
The plane can very easily rip off it's own wings if not careful. Personally I've found that the wings most often rip off when performing two directional movements at the same time at 700-900km/h, most commonly pulling up + rolling.  Try to incrementally change directions when traveling at high speeds, one direction at a time and short bursts of turning.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
{{Specs-Economy}}
+
The Me 163 B-0 can mount additional x2 20mm MG 151s cannons.  These cannons have no effect on the performance of the plane, and are thus always worth running.
  
 
== Armaments ==
 
== Armaments ==
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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).'' -->
 
<!-- ''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).'' -->
  
'''Takeoff'''
+
'''<big>Takeoff</big>'''
 +
 
 +
With Update 2.1 "New Power", the Me 163s and Ki-200 suffer from a bug on takeoff.  Around 240km/h, the plane will start violently shaking on the runway, often causing hilariously brutal deaths.  To avoid this, there are two methods:
 +
 
 +
* Upon spawning in, open flaps all the way to landing flaps and continue pulling up until you takeoff.  This method will work on most maps, but on some runways the plane will still experience the bug and explode.
 +
 
 +
* At 200km/h, open landing flaps, and '''tilt the plane so one wingtip touches the ground'''.  "Popping a wheelie" will work on any map, and has the added benefit on looking super narly.
 +
 
 +
'''<big>Landing</big>'''
  
The takeoff speed of the B-0 (without flaps) is around 340 km/h, making the takeoff run longer than most jets at its tier. To takeoff, set flaps to combat and dip your nose to ~3 degrees. Once you reach 340 km/h airspeed and only then, pull up. Once you are in the air, you can either fly straight at the enemy or climb. The former isn't suggested at this BR because of the abundance of air-to-air missiles and attempting head-ons with the entire enemy team is a quick way to return to the hangar. Your best option is to climb at 7 degrees until you have 5:00 of fuel left, then pull up to 30 degrees, and remain that way until you have 4:00 of fuel. Put throttle at cruise and level out, you should be at around 5-6 km altitude.
+
Achieving a safe landing is rather simple.  Deploy landing flaps and gears at 400-500km/h, and continue slowing down to 300km/h. Once at that speed, ''gently lower the plane onto the runway,'' as the plane has a tendency to bounce off the ground. Once on the ground, continue braking until you come to a full stop.
  
'''Throttle Speeds'''
+
There's a more advanced landing that can be performed that allows you to come to a full stop ''much'' quicker.  Follow all the steps of a regular landing; once the plane slows down to ~200km/h while on the ground, roll to either side.  Speed will drop dramatically, and it will come to a stop very quickly.  Be careful however, if done while traveling faster, you may flip over and the pilot will die.
  
While flying the Komet, throttle control is critical, as it will greatly conserve your fuel. Because of this, certain tasks require different throttle speeds.
+
'''<big>Throttle Speeds</big>'''
  
* 100% - You should use this throttle speed during the initial climb, when chasing enemies in the vertical, or to regain altitude quickly. This can also be used in an emergency, when high speeds need to be achieved quickly.
+
While flying the Komet, throttle control is critical, as it will greatly conserve your fuel. It's worth noting that fuel consumption '''is not linear'''.
  
* 30% - Use this when pursuing enemies after a dive, or when the enemy is turning.
+
E.g. 100% throttle = 100% fuel usage, while 25% throttle = 6.67% fuel usage.
  
* 20% - This is cruising throttle. Use it when leveling out after the initial climb, or to accelerate faster in a dive.
+
* 100% - This is the speed you want to use while traveling to the battle and in combat. Maximum thrust and speed are achieved here, but those values aren't much different compared to 75%.
  
* 0% - This is used to glide, or in a dive after an enemy who isn't fast enough to be a threat.
+
* 75% - If in a long-drawn dogfight, consider throttling down to 75%.  Every second matters, and the extra 30-60 seconds sometimes out-ways the lost speed.
  
'''The First Engagement'''
+
* 33% - This is cruising throttle. High speed can still be maintained while conserving large amounts of fuel.  Even some maneuvering is possible if under attack.
  
While you are gliding around at 5 km, you will occasionally find other jets at the same altitude (usually F-100s, Swifts, MiG-21s, Hunters, etc). Keep your eye on these enemies, but they will often be sucked down to a lower altitude rather quickly. At this point, you will see anywhere from 1 - 3 dogfights occurring around 1.5 km - 3 km. Look for targets that are either at low energy or tailing your teammates. Set throttle to 20% and dive onto these enemies.
+
* 0% - This is used to glide, which this plane excels at. You can glide very far on 0% throttle or no fuel.
  
Best case scenario, you're on the enemy's tail and they won't be able to shake you. Worst case scenario, you have overshot or they are moving too fast for you to catch. In these situations, it is best to zoom climb back up and try again. Rinse and repeat this process until you find yourself on 2:00 minutes of fuel.
+
<big>'''Initial Contact'''</big>
  
'''Returning to Base'''
+
There are two main ways to play the Komet:
  
At this point in the match, you have a choice. Either keep trying to pick off enemies, or return to base and join the fray later on. Should you choose the former, it isn't likely you'll be able to return to base. In the case of the latter, it is best to gain a little altitude and glide back to base. Flying in a straight line might be the fastest way, but it is also dangerous if you run out of fuel. Upon approaching the runway, try to bleed off any excess speed by using your rudder. The Komet may lack an airbrake, but the rudder functions like one. You should also attempt to land without lowering your skid/gear. So long as you can gently lower the Komet onto the runway, you'll be able to land at around 400 km/h and come to a stop in no time. Just make sure to not let your wings touch the ground until you have stopped.
+
* Boom 'n Zoom.  Climb up to 4-5km, then throttle back and cruise to the battle.  Wait for other players to initiate dogfights, and if you spot an opening, throttle up and dive in for the kill. Most enemies will outrun you, so look for enemies who are traveling slow or who just completed a sharp turn.
 +
* Dogfighting.  Climb to 1-2km, then level out and travel 100% throttle straight towards to enemy. You will often be one of the first people to the fight, so remember to always check your 6'. Avoid head-on engagements, and attempt to lure enemies into turn fighting you.
  
'''Cleaning up the Remainders'''
+
<big>'''Dogfighting'''</big>
  
If you still have some enemies flying about after you have refueled and repaired, it is unlikely you will find as much success. Without the distractions and tunnel vision caused by the early skirmishes, enemies are less likely to not notice you slipping onto their tail. Sometimes the last remaining enemies will be scattered throughout the map chasing (or being chased by) your allies. The Komet's limited fuel supply limits your prospects, but fun can still be had destroying AI planes or soft ground targets.
+
This rocket glider is a monster in turn fights, very similar in playstyle to the A6M "Zero" at lower BRs.  If you can somehow lure an enemy into turn fighting you, it's extremely easy to out-turn and kill them. But there are several things to take note of:
  
'''Important Points to Note'''
+
* Almost every other plane will outrun the Komet.  Never plan to escape through speed, only through maneuvers or friendlies.
 +
* Missiles are your worst enemy.  They're very hard to dodge at low speed '''and''' high speed ''<small>(due to compression)</small>''.  So if you see some tailing you with missiles, prepare to dodge.
 +
* Lowering the enemies speed is the best way to gain the advantage.  A great way to do this is by performing straight vertical climbs with evasive maneuvering.  Done correctly, and you can flip over onto the enemy plane and catch them before they have a chance to get away.
 +
* The Komet is very small, and thus very hard to hit.  And long as you don't fly slow or straight, enemies will really struggle to bring you down.
  
The Komet's 20 mm gun-pods do not appear to affect the performance of the aircraft. It is highly recommended to take them because they increase your ammo capacity from 260 rounds to 400 rounds. Having more ammo and faster muzzle velocity than the previous variant, this aircraft allows for more attempts at long range shots. However, trigger discipline is still highly rewarded because the MG 151s lack the same punch as the MK 108s. Enemies now require more than a stray bullet to down them.
+
<big>'''Returning to Base'''</big>
  
The Komet does not take damage well. Not only is it a soft target, but the slightest structural damage drastically impacts your performance. As previously mentioned, your rudder acts like an airbrake. Combatting any drag caused by structural damage is usually done through the rudder, so your Komet is now flying with its "airbrake" always engaged. If you are trying to maintain energy in a turn, it is best to roll and elevate. Using your rudder to turn bleeds unnecessary speed.
+
A good time to return to base is when on 90-120secs of fuel. Anything below that and you'll have to throttle down to conserve fuel on the return journey, taking more time and making the plane far more vulnerable.
  
Almost every enemy you face will be able to catch you eventually. Diving or zooming away is rarely an option. Smart enemies will boom and zoom you or trap you in a dogfight for extended periods of time. Both of these encounters force you to waste speed and precious fuel. The importance of smart fuel management cannot be stressed enough.
+
<big>'''After A Successful Landing'''</big>
  
The Komet's biggest enemy is G-forces. Without the G-suit modification, and combined with the Komet's ability to turn on a dime, you will often find your pilot passing out after a turn or two. It is recommended to select a crew with high G-tolerance and stamina or else you won't be able to stay on enemy tails for too long.
+
Many 8.7 games will have been decided by the time you return to the runway and rearm for the first time.  Always check the scoreboard before taking back off.  It might be a 10v1, which ''<small>(hopefully)</small>'' the rest of the team can handle without you. On the flipside, it might be a 1v10, and taking off guarantees an early grave.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Very high climb rate and acceleration
+
* Very high climb rate, decent acceleration
* Speed sufficient to compete in dogfights
+
* Amazing dogfighter, outturning jets in almost any situation
 
* Well-suited to high altitudes due to its rocket engine
 
* Well-suited to high altitudes due to its rocket engine
* Excellent manoeuvrability
+
* Excellent maneuverability
* One of the best turn rates of the rank
 
 
* Powerful 20 mm MG 151 cannons with access to the ''Minengeschoß'' shell
 
* Powerful 20 mm MG 151 cannons with access to the ''Minengeschoß'' shell
 
* Small target
 
* Small target
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* Extremely limited fuel capacity
 
* Extremely limited fuel capacity
 
* Prone to wing overload crashes when the fuel tanks are full
 
* Prone to wing overload crashes when the fuel tanks are full
* Vulnerable airframe
+
* Brittle airframe
* Aircraft easily compresses at high speeds
+
* Aircraft easily compresses above 750km/h
 
* Limited ammo capacity
 
* Limited ammo capacity
 +
* Very low velocity ammunition
 
* No airbrakes
 
* No airbrakes
  
 
== 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 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 '''Messerschmitt Me 163 Komet''' is a German interceptor aircraft designed for point-defence that is the only rocket-powered fighter aircraft ever to have been operational and the first piloted aircraft of any type to exceed 1000 km/h (621 mph) in level flight. Designed by Alexander Lippisch, its performance and aspects of its design were unprecedented. German test pilot Heini Dittmar in early July 1944 reached 1,130 km/h (700 mph), an unofficial flight airspeed record unmatched by turbojet-powered aircraft for almost a decade.''
 +
 
 +
''Over 300 Komets were built, but the aircraft proved lackluster in its dedicated role as an interceptor and destroyed between 9 and 18 Allied aircraft against 10 losses. Aside from combat losses, many pilots were killed during testing and training, at least in part due to the highly volatile and corrosive nature of the rocket propellant used in later models of the aircraft. This includes one pilot by the name of Oberleutnant Josef Pöhs, who was dissolved by the rocket fuel following an incident that resulted in a ruptured fuel line.''
  
 
== Media ==
 
== Media ==
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;Skins
 
;Skins
 +
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=me-163b-0 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=me-163b-0 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
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== 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.''

Revision as of 11:32, 20 September 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the German jet fighter Me 163 B-0. For the version equipped with 30 mm MK 108 autocannons, see Me 163 B.
me-163b-0.png
GarageImage Me 163 B-0.jpg
Me 163 B-0
AB RB SB
9.3 8.7 8.3
Research:61 000 Specs-Card-Exp.png
Purchase:340 000 Specs-Card-Lion.png
Show in game

Description

The Me 163 B-0 is a rank V German jet fighter with a battle rating of 9.3 (AB), 8.7 (RB), and 8.3 (SB). It was introduced in Update 1.81 "The Valkyries".

General info

Flight performance

Max speed
at 4 500 m955 km/h
Turn time22 s
Max altitude15 000 m
EngineWalter HWK 109-509A-2
TypeRocket
Cooling systemAir
Take-off weight4 t
Characteristics Max Speed
(km/h at 4,500 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 943 933 15000 22.2 22.3 26.6 23.8 357
Upgraded 966 955 21.8 22.0 46.3 36.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1040 550 598 N/A 420 ~10 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 790 < 600 < 690 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Walter HWK 109-509A-2 1 1,990 kg 204 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 1m fuel 6m fuel
166 kg Liquid-fuel rocket 2,593 kg 4,000 kg 4,297 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (100%)
Condition 100% WEP 1m fuel 6m fuel MTOW
Stationary 1,700 kgf N/A 0.66 0.42 0.40
Optimal 1,700 kgf
(any speed)
N/A 0.66 0.42 0.40

Survivability and armour

The Me 163 B-0 is a glass (or in this case plywood) cannon. It takes very little damage to sheer off a wing or to be set on fire. However, as long as the plane doesn't spin out, you can fly relatively easily while missing wingtips or even a whole wing. One odd quirk of the Komet is that if the engine is set on fire, it cannot burnout due to the fire being unable to reach the wings or pilot. So if close enough to the Airfield, it's possible to fly back to base to repair, a literal burning fireball the entire way there.

The plane can very easily rip off it's own wings if not careful. Personally I've found that the wings most often rip off when performing two directional movements at the same time at 700-900km/h, most commonly pulling up + rolling. Try to incrementally change directions when traveling at high speeds, one direction at a time and short bursts of turning.

Modifications and economy

The Me 163 B-0 can mount additional x2 20mm MG 151s cannons. These cannons have no effect on the performance of the plane, and are thus always worth running.

Armaments

Offensive armament

Ammunition240 rounds
Fire rate700 shots/min
Main article: MG 151 (20 mm)

The Me 163 B-0 is armed with:

  • 2 x 20 mm MG 151 cannons, wing-mounted (120 rpg = 240 total)

Suspended armament

List of setups (1)
Setup 12 x 20 mm MG 151 cannon (ammunition: 160 rounds)
Main article: MG 151 (20 mm)

The Me 163 B-0 can be outfitted with the following ordnance:

  • Without load
  • 2 x 20 mm MG 151 cannons, suspended (80 rpg = 160 total)

Usage in battles

Takeoff

With Update 2.1 "New Power", the Me 163s and Ki-200 suffer from a bug on takeoff. Around 240km/h, the plane will start violently shaking on the runway, often causing hilariously brutal deaths. To avoid this, there are two methods:

  • Upon spawning in, open flaps all the way to landing flaps and continue pulling up until you takeoff. This method will work on most maps, but on some runways the plane will still experience the bug and explode.
  • At 200km/h, open landing flaps, and tilt the plane so one wingtip touches the ground. "Popping a wheelie" will work on any map, and has the added benefit on looking super narly.

Landing

Achieving a safe landing is rather simple. Deploy landing flaps and gears at 400-500km/h, and continue slowing down to 300km/h. Once at that speed, gently lower the plane onto the runway, as the plane has a tendency to bounce off the ground. Once on the ground, continue braking until you come to a full stop.

There's a more advanced landing that can be performed that allows you to come to a full stop much quicker. Follow all the steps of a regular landing; once the plane slows down to ~200km/h while on the ground, roll to either side. Speed will drop dramatically, and it will come to a stop very quickly. Be careful however, if done while traveling faster, you may flip over and the pilot will die.

Throttle Speeds

While flying the Komet, throttle control is critical, as it will greatly conserve your fuel. It's worth noting that fuel consumption is not linear.

E.g. 100% throttle = 100% fuel usage, while 25% throttle = 6.67% fuel usage.

  • 100% - This is the speed you want to use while traveling to the battle and in combat. Maximum thrust and speed are achieved here, but those values aren't much different compared to 75%.
  • 75% - If in a long-drawn dogfight, consider throttling down to 75%. Every second matters, and the extra 30-60 seconds sometimes out-ways the lost speed.
  • 33% - This is cruising throttle. High speed can still be maintained while conserving large amounts of fuel. Even some maneuvering is possible if under attack.
  • 0% - This is used to glide, which this plane excels at. You can glide very far on 0% throttle or no fuel.

Initial Contact

There are two main ways to play the Komet:

  • Boom 'n Zoom. Climb up to 4-5km, then throttle back and cruise to the battle. Wait for other players to initiate dogfights, and if you spot an opening, throttle up and dive in for the kill. Most enemies will outrun you, so look for enemies who are traveling slow or who just completed a sharp turn.
  • Dogfighting. Climb to 1-2km, then level out and travel 100% throttle straight towards to enemy. You will often be one of the first people to the fight, so remember to always check your 6'. Avoid head-on engagements, and attempt to lure enemies into turn fighting you.

Dogfighting

This rocket glider is a monster in turn fights, very similar in playstyle to the A6M "Zero" at lower BRs. If you can somehow lure an enemy into turn fighting you, it's extremely easy to out-turn and kill them. But there are several things to take note of:

  • Almost every other plane will outrun the Komet. Never plan to escape through speed, only through maneuvers or friendlies.
  • Missiles are your worst enemy. They're very hard to dodge at low speed and high speed (due to compression). So if you see some tailing you with missiles, prepare to dodge.
  • Lowering the enemies speed is the best way to gain the advantage. A great way to do this is by performing straight vertical climbs with evasive maneuvering. Done correctly, and you can flip over onto the enemy plane and catch them before they have a chance to get away.
  • The Komet is very small, and thus very hard to hit. And long as you don't fly slow or straight, enemies will really struggle to bring you down.

Returning to Base

A good time to return to base is when on 90-120secs of fuel. Anything below that and you'll have to throttle down to conserve fuel on the return journey, taking more time and making the plane far more vulnerable.

After A Successful Landing

Many 8.7 games will have been decided by the time you return to the runway and rearm for the first time. Always check the scoreboard before taking back off. It might be a 10v1, which (hopefully) the rest of the team can handle without you. On the flipside, it might be a 1v10, and taking off guarantees an early grave.

Pros and cons

Pros:

  • Very high climb rate, decent acceleration
  • Amazing dogfighter, outturning jets in almost any situation
  • Well-suited to high altitudes due to its rocket engine
  • Excellent maneuverability
  • Powerful 20 mm MG 151 cannons with access to the Minengeschoß shell
  • Small target

Cons:

  • Extremely limited fuel capacity
  • Prone to wing overload crashes when the fuel tanks are full
  • Brittle airframe
  • Aircraft easily compresses above 750km/h
  • Limited ammo capacity
  • Very low velocity ammunition
  • No airbrakes

History

The Messerschmitt Me 163 Komet is a German interceptor aircraft designed for point-defence that is the only rocket-powered fighter aircraft ever to have been operational and the first piloted aircraft of any type to exceed 1000 km/h (621 mph) in level flight. Designed by Alexander Lippisch, its performance and aspects of its design were unprecedented. German test pilot Heini Dittmar in early July 1944 reached 1,130 km/h (700 mph), an unofficial flight airspeed record unmatched by turbojet-powered aircraft for almost a decade.

Over 300 Komets were built, but the aircraft proved lackluster in its dedicated role as an interceptor and destroyed between 9 and 18 Allied aircraft against 10 losses. Aside from combat losses, many pilots were killed during testing and training, at least in part due to the highly volatile and corrosive nature of the rocket propellant used in later models of the aircraft. This includes one pilot by the name of Oberleutnant Josef Pöhs, who was dissolved by the rocket fuel following an incident that resulted in a ruptured fuel line.

Media

Skins
Images
Videos

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


Bavarian Aircraft Corporation (BFW*)
Bf 109  Flegel's Bf 109 A · Bf 109 B-1 · Bf 109 C-1 · Bf 109 E-1 · Bf 109 E-3 · Bf 109 E-4 · Bf 109 E-7/U2
  Bf 109 F-1 · Bf 109 F-2 · Bf 109 F-4 · Bf 109 F-4/trop · Bf 109 G-2/trop · Bf 109 G-6 · Bf 109 K-4 · Bf 109 G-10 · Bf 109 G-14 · Bf 109 Z-1
Bf 110  Bf 110 C-6 · Bf 110 C-7 · Bf 110 F-2 · Bf 110 G-2 · Bf 110 G-4
Me 410  Me 410 A-1 · Me 410 A-1/U2 · Me 410 A-1/U4 · Me 410 B-1 · Me 410 B-1/U2 · Me 410 B-2/U4 · Me 410 B-6/R3
Bombers  Me 264
Jet Fighters  Me 163 B · Me 163 B-0 · Me 262 A-1a · Me 262 A-1a/Jabo · Me 262 A-1a/U1 · Me 262 A-1/U4 · Me 262 A-2a · Me 262 C-1a · Me 262 C-2b
Export  ▅Bf 109 E-7 · ▄Bf 109 G-14/AS · ◐Bf 109 F-4 · ◐Bf 109 G-2 · Bf 109 G-2 · ▄Bf 109 G-2 · ▄Bf 109 G-6 · ▄Bf 109 G-6 Erla · ◐Bf 110 G-4
Captured  ▃Bf 109 F-4
  * BFW was later renamed Messerschmitt Aktiengesellschaft (AG) on 11 July 1938. All aircraft currently in production at this time retained the designation Bf while those developed after this date had the designation Me.

Germany jet aircraft
Ar 234  Ar 234 B-2 · Ar 234 C-3
He 162  He 162 A-1 · He 162 A-2
Ho 229  Ho 229 V3
Me 163  Me 163 B · Me 163 B-0
Me 262 A  Me 262 A-1a · Me 262 A-1a/Jabo · Me 262 A-1a/U1 · Me 262 A-1/U4 · Me 262 A-2a
Me 262 C  Me 262 C-1a · Me 262 C-2b
Tornado  ◄Tornado IDS WTD61 · ◄Tornado IDS MFG · ◄Tornado IDS ASSTA1
West Germany  Alpha Jet A
USA  ◄F-84F
  ◄CL-13A Mk 5 · ◄CL-13B Mk.6 · ◄F-86K
  ◄F-104G
  ◄F-4F Early · ◄F-4F
USSR  ◊MiG-15bis
  ◊MiG-19S
  ◄MiG-21 SPS-K · ◊MiG-21MF · ◊MiG-21bis-SAU · ◊MiG-21 "Lazur-M"
  ◊MiG-23BN · ◊MiG-23MF · ◊MiG-23MLA
  ◊MiG-29 · ◄MiG-29G
  ◊Su-22UM3K · ◊Su-22M4
  ◊IL-28
Poland  ◊Lim-5P
Britain  ◄Sea Hawk Mk.100 · ◌Hunter F.58 (Swiss)
Italy  ◄G.91 R/3 · ◄G.91 R/4