Difference between revisions of "SB 2M-100"

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In Sim, the overall tactic remains the same as other bombers: base/airfield bombing. However, there are several notes for this particular SB 2M bomber.
 
In Sim, the overall tactic remains the same as other bombers: base/airfield bombing. However, there are several notes for this particular SB 2M bomber.
  
Maybe it's because of the design of short fuselage and huge wings, or it's caused by something else, the SB 2M is super hard to control in the pitch. If you leave the stick at the deadzone, the aircraft will automatically climb or dive which will lead to a crash if unnoticed. Trimming doesn't help. For the gunner view, even though you might have the "autopilot when in gunner view" enabled, it won't help either, as it will still continuously pitch up and down like a boat. Also note that when switching to gunner view, it will sometimes uncontrollably roll to one side which will make it enter a spin quickly. Therefore this bomber is extremely frustrating to fly in Sim.
+
Maybe it's because of the design of short fuselage and huge wings, or it's caused by something else, the SB 2M is super hard to control in the pitch. If you leave the stick at the dead zone, the aircraft will automatically climb or dive which will lead to a crash if unnoticed. Trimming doesn't help. For the gunner view, even though you might have the "autopilot when in gunner view" enabled, it won't help either, as it will still continuously pitch up and down like a boat. Also note that when switching to gunner view, it will sometimes uncontrollably roll to one side which will make it enter a spin quickly. Therefore this bomber is extremely frustrating to fly in simulator.
  
When bombing airfields, make sure to fly above 2,000 m to avoid the AAA, as this plane is unprotected and its coolers will often get damaged, leading to the engines overheating. You should familiarise each module of the airfield to maximise the damage. The airstrip is the most visible and the easiest one to hit, however bombing it seems to halve your reward. So it is recommended to bomb everything else: hangar, fuel area, living quarters, etc. The plane hangars are probably easy, since they aren't too small.
+
When bombing airfields, make sure to fly above 2,000 m to avoid the antiaircraft artillery, as this plane is unprotected and its coolers will often be damaged, leading to the engines overheating. You should familiarise each module of the airfield to maximise the damage. The airstrip is the most visible and the easiest one to hit, however, bombing it seems to halve your reward. So it is recommended to bomb everything else: hangar, fuel area, living quarters, etc. The plane hangars are probably easy since they aren't too small.
  
Given its huge wings comparing to the rather skinny fuselage, it can be tricky to land as it will bounce off the ground and leap into the air again and again, no matter how slow it seems to fly. The trick is to slow it down more than any other twin-engine plane. When approaching the airfield, make sure to descent to around 400m when you are approx. 2km away from the start of the runway. This is an appropriate distance to decelerate. As the airstrip occupies 1/3 of your windscreen, reduce speed to approx. 220 kph, deploy combat flaps and cancel out that extra lift by pitching down. When you are almost touching down, reduce speed to no more than 160 kph (seems dangerously slow but it can still glide safely), deploy landing gears, take-off flaps and pitch down even more so the SB 2M remains overall parallel to the ground. At the last second before touch down, make sure you are around 130 kph and deploy landing flaps. This way the bomber can land gently and softly, and will not bounce off. At last, do not constantly brake. Release brake immediately once the nose dips down to avoid propeller strike.
+
Given its huge wings compared to the rather skinny fuselage, it can be tricky to land as it will bounce off the ground and leap into the air again and again, no matter how slow it seems to fly. The trick is to slow it down more than any other twin-engine plane, plus set up key binds for "flaps down" and "flaps up" to replace the default "toggle flaps". This way you can use the wanted flap anytime. When approaching the airfield, make sure to descend to around 400 m when you are approximately 2 km away from the start of the runway. This is an appropriate distance to decelerate. As the airstrip occupies 1/3 of your windscreen, reduce speed to approximately 220 kph, deploy combat flaps and cancel out that extra lift by pitching down. When you are almost touching down, reduce speed to no more than 160 kph (seems dangerously slow but it can still glide safely), deploy landing gear, take-off flaps and pitch down even more so the SB 2M remains overall parallel to the ground. At the last second before touch down, make sure you are around 130 kph and deploy landing flaps. This way the bomber can land gently and softly, and will not bounce off. At last, do not constantly hold the brake. Release brake immediately once the nose starts to dip down to avoid propeller strike.
  
 
'''Against the SB 2M (all modes but mostly in sim):'''
 
'''Against the SB 2M (all modes but mostly in sim):'''
Line 164: Line 164:
 
You should be very careful against bombers since with the Sim control (whether it be mouse joystick or a real stick) the plane will manoeuvre much more gently, making yourself a great target for the bomber's gunners. DO NOT follow behind the SB 2M's six unless you are sure that its tail gunners are unconscious. Chasing behind the SB 2M makes yourself pretty much stationary for the tail gunners, and you will be showered with 7.62 mm bullets.
 
You should be very careful against bombers since with the Sim control (whether it be mouse joystick or a real stick) the plane will manoeuvre much more gently, making yourself a great target for the bomber's gunners. DO NOT follow behind the SB 2M's six unless you are sure that its tail gunners are unconscious. Chasing behind the SB 2M makes yourself pretty much stationary for the tail gunners, and you will be showered with 7.62 mm bullets.
  
If your plane is an early biplane armed with weak MG (2-4 x 7.7 mm or below), you should use deflection shots. That is, imagine yourself as an anti-air missile, predict where you two will meet and fly towards that point. This way it gives the gunners little window to open fire at you. When firing, try to aim for the cockpit for a possible pilot-snipe, as the pilot is very unprotected. Or aim at its engines to damage it or the cooler. Without an engine the SB 2M won't fly far.
+
If your plane is an early biplane armed with weak MG (2-4 x 7.7 mm or below), you should use deflection shots. That is, imagine yourself as an anti-air missile, predict where you two will meet and fly towards that point. This way it gives the gunners little window to open fire at you. When firing, try to aim for the cockpit for a possible pilot-snipe, as the pilot is very unprotected or aim at its engines to damage it or the cooler. Without an engine, the SB 2M won't fly far.
  
If you are flying an interceptor/heavy fighter that is heavily armed and armoured, you can just sit behind the SB 2M and confidently take out its crew/modules one by one, as its 7.62 mm MG has rather weak penetration and damage. This is the most precise way of damaging an aircraft, however the safest tactic is still, and will always be deflection shooting. One accurate burst will critically damage the weak airframe of the SB 2M, or snap off its wing straight away.
+
If you are flying an interceptor/heavy fighter that is heavily armed and armoured, you can just sit behind the SB 2M and confidently take out its crew/modules one by one, as it's 7.62 mm machine gun has rather weak penetration and damage. This is the most precise way of damaging an aircraft, however, the safest tactic is still, and will always be deflection shooting. One accurate burst will critically damage the weak airframe of the SB 2M, or snap off its wing straight away.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===

Revision as of 19:15, 12 September 2020

RANK 6 BRITAIN
Rooikat 105 PACK
SB 2M-100
sb_2m_100.png
SB 2M-100
AB RB SB
1.3 1.0 1.7
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png
Show in game
This page is about the Russian bomber SB 2M-100. For other variants, see SB 2M (Family).

Description

GarageImage SB 2M-100.jpg


The SB 2M-100 is a rank I Russian bomber with a battle rating of 1.3 (AB), 1.0 (RB), and 1.7 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

General info

Flight Performance

The SB 2M-100 is a fast bomber, capable of reaching almost 400 km/h stock, and with its battle rating, it is capable of outrunning some of the fighters it encounters, such as the F3F and Chaika. With enough energy though, it can outrun early monoplanes such as the Ki-27, the F2A (rare, but if you might get uptiered), and even a P-36. It is also a highly maneuverable bomber, and can out turn most heavy fighters and a couple of monoplanes.

Characteristics
Stock
Max Speed
(km/h at 4,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
408 393 9560 24.9 25.5 6.8 6.8 366
Upgraded
Max Speed
(km/h at 4,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
437 423 9560 23.6 24.2 11.2 8.9 366

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flaps
(km/h)
Max Static G
+ -
0 350  320 ~2 ~1
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 250 < 300 < 180 > 350
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
3,300 m 860 hp N/A

Survivability and armour

The SB-2 does not have any armour except for the pilots back seat, which features 6 mm of armour plates, unfortunately, the fuel tanks are not protected though they are self sealing. The gunners are all exposed with the exception of the nose gunner (the dorsal gunner has almost half of his body sticking out of the plane). As a result, if trailed, pull some small evasive manoeuvres making it harder to disable the gunners.

Armaments

Suspended armament

The SB 2M-100 can be outfitted with the following ordnance:

  • 6 x 100 kg FAB-100 bombs (600 kg total)
  • 2 x 250 kg FAB-250M43 bombs (500 kg total)
  • 1 x 500 kg FAB-500 bomb (500 kg total)

Defensive armament

Main article: ShKAS (7.62 mm)

The SB 2M-100 is defended by:

  • 2 x 7.62 mm ShKAS machine gun, nose turret (950 rpg = 1,900 total)
  • 1 x 7.62 mm ShKAS machine gun, dorsal turret (1,000 rpg)
  • 1 x 7.62 mm ShKAS machine gun, ventral turret (500 rpg)

Usage in battles

Arcade Battles:

This bomber is quite fast for its BR so you should use this as an advantage. For example, you should climb directly at the beginning of the match to 5,000 m and destroy the enemy bases with setup 5 (2 x 250 kg + 2 x 500 kg) which is the heaviest payload you'll have with this plane.

Realistic Battles:

In Realistic battles you should use the same tactics as in Arcade battles. Note that 2 x 500 kg FAB 500 bombs are enough to destroy a base.

Simulator Battles:

In Sim, the overall tactic remains the same as other bombers: base/airfield bombing. However, there are several notes for this particular SB 2M bomber.

Maybe it's because of the design of short fuselage and huge wings, or it's caused by something else, the SB 2M is super hard to control in the pitch. If you leave the stick at the dead zone, the aircraft will automatically climb or dive which will lead to a crash if unnoticed. Trimming doesn't help. For the gunner view, even though you might have the "autopilot when in gunner view" enabled, it won't help either, as it will still continuously pitch up and down like a boat. Also note that when switching to gunner view, it will sometimes uncontrollably roll to one side which will make it enter a spin quickly. Therefore this bomber is extremely frustrating to fly in simulator.

When bombing airfields, make sure to fly above 2,000 m to avoid the antiaircraft artillery, as this plane is unprotected and its coolers will often be damaged, leading to the engines overheating. You should familiarise each module of the airfield to maximise the damage. The airstrip is the most visible and the easiest one to hit, however, bombing it seems to halve your reward. So it is recommended to bomb everything else: hangar, fuel area, living quarters, etc. The plane hangars are probably easy since they aren't too small.

Given its huge wings compared to the rather skinny fuselage, it can be tricky to land as it will bounce off the ground and leap into the air again and again, no matter how slow it seems to fly. The trick is to slow it down more than any other twin-engine plane, plus set up key binds for "flaps down" and "flaps up" to replace the default "toggle flaps". This way you can use the wanted flap anytime. When approaching the airfield, make sure to descend to around 400 m when you are approximately 2 km away from the start of the runway. This is an appropriate distance to decelerate. As the airstrip occupies 1/3 of your windscreen, reduce speed to approximately 220 kph, deploy combat flaps and cancel out that extra lift by pitching down. When you are almost touching down, reduce speed to no more than 160 kph (seems dangerously slow but it can still glide safely), deploy landing gear, take-off flaps and pitch down even more so the SB 2M remains overall parallel to the ground. At the last second before touch down, make sure you are around 130 kph and deploy landing flaps. This way the bomber can land gently and softly, and will not bounce off. At last, do not constantly hold the brake. Release brake immediately once the nose starts to dip down to avoid propeller strike.

Against the SB 2M (all modes but mostly in sim):

You should be very careful against bombers since with the Sim control (whether it be mouse joystick or a real stick) the plane will manoeuvre much more gently, making yourself a great target for the bomber's gunners. DO NOT follow behind the SB 2M's six unless you are sure that its tail gunners are unconscious. Chasing behind the SB 2M makes yourself pretty much stationary for the tail gunners, and you will be showered with 7.62 mm bullets.

If your plane is an early biplane armed with weak MG (2-4 x 7.7 mm or below), you should use deflection shots. That is, imagine yourself as an anti-air missile, predict where you two will meet and fly towards that point. This way it gives the gunners little window to open fire at you. When firing, try to aim for the cockpit for a possible pilot-snipe, as the pilot is very unprotected or aim at its engines to damage it or the cooler. Without an engine, the SB 2M won't fly far.

If you are flying an interceptor/heavy fighter that is heavily armed and armoured, you can just sit behind the SB 2M and confidently take out its crew/modules one by one, as it's 7.62 mm machine gun has rather weak penetration and damage. This is the most precise way of damaging an aircraft, however, the safest tactic is still, and will always be deflection shooting. One accurate burst will critically damage the weak airframe of the SB 2M, or snap off its wing straight away.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Turret 7 mm
II Compressor DER-33
III Wings repair Engine Airframe New 7 mm MGs (turret) Der-19
IV Cover

Pros and cons

Pros:

  • Fast and manoeuvrable for a bomber
  • Relatively effective defensive armament if used against biplanes like He-51 or early monoplanes like I-16 (mixed battles/Sim)
  • Fast rate of fire for defensive armament
  • Good aircraft to bring into a Realistic tank battle
  • Decent ark of fire from gunners, few blind spots

Cons:

  • Almost no protection in terms of armour
  • Relatively weak airframe
  • Bomb load inadequate against bases - more for vehicles, pillboxes, ships and anti-aircraft emplacements
  • Exposed gunners means that he's easy to die
  • Easily catches fire if hit in fuel tanks
  • Almost non-existent stock climb rate
  • In Simulator, it is extremely hard to control. No matter how precisely you trim, it will always automatically pitch up and down. Also when switching to gunner view, it will roll, causing a death spin.

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).

In-game description

A three-seat, all-metal monoplane with a retractable landing gear system including a tail wheel.

This aircraft was designed in the Department of Aviation, Hydroaviation and Aircraft Prototype Engineering (AGOS) of the Central Aerohydrodynamic Institute (TsAGI) under the direction of A. N. Tupolev and A. A. Arkhangelski. A prototype ANT-40-1 made its first flight on 7 October 1934. Full-scale production of the aircraft under the designation of SB (meaning "High-Speed Bomber") was launched in February 1936.

When creating the new aircraft, the designers paid much attention to the plane's aerodynamic superiority, considering this one of the most important components necessary to obtain high speed. Many structural and technological decisions were made to improve the plane's aerodynamics. It was the first time that an aircraft of this class had smooth metal skin instead of more rigid, corrugated skin; also, new high-strength materials were introduced, flush riveting used, retractable landing gear installed, and crew cockpits enclosed. The SB included the most advanced achievements in the field of aerodynamics, aircraft materials, and technology. As a result, during tests, the ANT-40 prototype nearly matched the maximum speed of the I-16 fighter.

The first production SB planes had 750 hp Klimov М-100 twelve-cylinder, V-type, liquid-cooled engines (a licensed version of the French Hispano-Suiza 12Ybrs engine).

The engines were fitted with cowls featuring a frontal circular radiator which was completely covered by movable shutters which regulated the incoming air flow. The first production SBs were equipped with two-bladed, fixed-pitch metal propellers.

The SB's defensive armament included three gun posts: a starboard post, an upper post, and a hatch post. The starboard mount in the navigator's cockpit consisted of two 7.62 mm ShKAS machine guns with a total magazine capacity of 1,900 rounds. The TUR-9 upper turret was equipped with one ShKAS machine gun whose magazine capacity was 1,000 rounds. The LU hatch mount, with one ShKAS machine gun carrying 500 rounds, was intended for cover the aircraft's lower rear. All of the machine guns were belt-fed, which was also was a revolutionary innovation: the rest of the world mostly continued to use detachable magazines.

The bombing armament of the first-series SBs was housed only inside the bomb bay, on two DER-33 horizontal racks (on which FAB-500 or FAB-250 bombs could be suspended) or four DER-34 vertical racks (for FAB-100 bombs or bomb clusters). The plane's maximum bomb capacity was 600 kg (6 FAB-100 bombs, suspended vertically).

Media

See also

Aircraft of comparable role, configuration and era

External links

Paste links to sources and external resources, such as:

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


Tupolev Design Bureau (Ту́полев Опытное конструкторское бюро)
Bombers  TB-3M-17-32 · SB 2M-100 · SB 2M-103 MV-3 · SB 2M-103 · SB 2M-103U · SB 2M-103U MV-3 · SB 2M-105
  Tu-2 · Tu-2S · Tu-2S-44 · Tu-2S-59 · Tu-4
Arkhangelsky Bomber  Ar-2*
Strike Aircraft  Tu-1
Jet Bomber  Tu-14T
Export  ␗SB 2M-103U · ␗Tu-2S-44 · ␗Tu-4
  ◔Tu-2S-59
  * While Andrei Tupolev was imprisoned, Alexander Arkhangelsky, second in command at Tupolev OKB was able to append his name to the final production series of the SB bomber.

USSR bombers
SB and Ar  SB 2M-100 · SB 2M-103 · SB 2M-103 MV-3 · SB 2M-103U · SB 2M-103U MV-3 · SB 2M-105 · Ar-2
Yer-2 (petrol)  Yer-2 (M-105) · Yer-2 (M-105) TAT · Yer-2 (M-105R) TAT · Yer-2 (M-105R) LU
Yer-2 (diesel)  Yer-2 (ACh-30B) (e) · Yer-2 (ACh-30B) (l)
Tu  Tu-2 · Tu-2S · Tu-2S-44 · Tu-2S-59 · Tu-4
Pe  Pe-2-1 · Pe-2-31 · Pe-2-83 · Pe-2-110 · Pe-2-205 · Pe-2-359 · Pe-8
IL  DB-3B · IL-4
  Po-2 · Po-2M · MBR-2-M-34 · TB-3M-17-32 · Yak-4 · Be-6
Lend-Lease  ▂PBY-5A Catalina · ▂Hampden TB Mk I · ▂A-20G-30 · ▂B-25J-30