Difference between pages "How to add Ammo Rack information to vehicle pages" and "A6M5 Ko"

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{{Notice|This page is considered a Work in Progress and as such the information, media, and layout in this page are all subject to changes.|!!}}
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{{Specs-Card
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|code = a6m5ko
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|store = 3296
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}}
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{{About
 +
| about = Japanese gift fighter '''{{PAGENAME}}'''
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| usage = other uses
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| link = A6M (Family)
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}}
  
__TOC__
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== Description ==
 +
<!-- ''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.'' -->
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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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{{break}}
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The '''{{Specs|name}}''' is a gift 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.
  
=Purpose:=
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== General info ==
This guide’s purpose is to assist users editing on the War Thunder Wiki on the creation of content regarding ammo racks for War Thunder’s ground vehicles. Methodology on creation of media pieces regarding ammo racks as well as the collection of data on ammo racks will be under the scope of this guide.
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=== Flight performance ===
 +
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the 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. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
  
=Responsibilities:=
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This Zero is very similar to its predecessors, albeit slightly faster. It is still as maneuverable as ever.
Users are responsible for ensuring that the data and visual imagery presented are accurate and of a sufficient quality that the content is understood by a casual user on the War Thunder Wiki. A user must be able to obtain all necessary information of a ground vehicle’s ammo rack data from the ground vehicle’s wiki page without having to open another page.
 
  
=Definitions:=
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{| class="wikitable" style="text-align:center"
*'''Ammunition rack''' (shortened to '''“ammo rack”''') - Stowage bins within a tank’s design that can be visible via the X-ray function in the Garage menu or in battle. These are depleted over use in battle and can be detonated in battle if one filled with ammunition is hit by a penetrating enemy shell.
+
|-
*'''Ready Rack''' - An ammunition rack affected by the “First-order” game mechanic. These are configured to be continually replenished in-game in order to facilitate faster gun loading or for a vehicle’s auto-loading system.
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! colspan="8" | Characteristics
 +
|-
 +
! colspan="8" | ''Stock''
 +
|-
 +
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 +
! rowspan="2" | Max altitude<br>(meters)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(meters/second)
 +
! rowspan="2" | Take-off run<br>(meters)
 +
|-
 +
! AB
 +
! RB
 +
! AB
 +
! RB
 +
! AB
 +
! RB
 +
|-
 +
| 521 || 503 || {{Specs|ceiling}} || 16.6 || 17.2 || 13.4 || 13.4 || 190
 +
|-
 +
! colspan="8" | ''Upgraded''
 +
|-
 +
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
 +
! rowspan="2" | Max altitude<br>(meters)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(meters/second)
 +
! rowspan="2" | Take-off run<br>(meters)
 +
|-
 +
! AB
 +
! RB
 +
! AB
 +
! RB
 +
! AB
 +
! RB
 +
|-
 +
| 563 || 540 || {{Specs|ceiling}} || 15.8 || 16.0 || 21.4 || 16.9 || 190
 +
|-
 +
|}
  
=Prerequisites:=
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==== Details ====
*Understanding of a selected ground vehicle’s ammo rack locations
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{| class="wikitable" style="text-align:center"
*Access to photo-altering programs such as Paint or Illustrator
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|-
*Time
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! colspan="5" | Features
 +
|-
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! Combat flaps
 +
! Take-off flaps
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! Landing flaps
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! Air brakes
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! Arrestor gear
 +
|-
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| ✓ || ✓ || ✓ || X || ✓    <!-- ✓ -->
 +
|-
 +
|}
  
=Guide:=
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{| class="wikitable" style="text-align:center"
=='''''Familiarization Around Counting of Ammunition Racks'''''==
+
|-
*The numerical format regarding the individual ammunition pieces that can be brought inside a tank’s ammo rack can be found in the loadout screen prior to spawning into a battle. The numerical format will be laid out as: '''''(Number of shells being brought)\(Total shells carried in vehicle) (+ [Spare shells that can be brought])'''''. An example of this loading screen can be seen below. As can be seen, the vehicle can carry a total of 45 rounds into combat, with a chosen load of 28 M62, 7 M93, and 2 M42A1 shells; which leaves a reserve of 8 more shells a user can bring into battle. These 8 shells, if not brought in, and treated as expended ammunition and the ammunition rack will be configured in the game as a tank that has fired 8 shells.
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! colspan="5" | Limits
[[File:Ammoracks_Loadout_screen_example.png|600px|center|]]
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|-
*A variation of this format is replicated on the War Thunder Wiki. As can be seen from this example of a M18 GMC ammo rack, it has an indication of the maximum capacity of individual ammunition pieces it can carry (45 shells), with each column indicating an emptied ammo rack explaining the total shells the vehicle would have at that emptied rack stage, plus the number of shells expended/left behind in a manner similar to the in-game loadout screen (so in this case, the 1st ammo rack that will be emptied will be done if the M18 GMC does not bring 8 rounds).
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! rowspan="2" | Wing-break speed<br>(km/h)
 +
! rowspan="2" | Gear limit<br>(km/h)
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! rowspan="2" | Combat flaps<br>(km/h)
 +
! colspan="2" | Max Static G
 +
|-
 +
! +
 +
! -
 +
|-
 +
|{{Specs|destruction|body}}||{{Specs|destruction|gear}}|| 420 || ~14 || ~6
 +
|-
 +
|}
  
[[File:Ammo_Racks_wiki_UI.png|600px|center|]]
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{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="4" | Optimal velocities
 +
|-
 +
! Ailerons<br>(km/h)
 +
! Rudder<br>(km/h)
 +
! Elevators<br>(km/h)
 +
! Radiator<br>(km/h)
 +
|-
 +
| < 280 || < 420 || < 410 || > 336
 +
|-
 +
|}
  
=='''''Counting and Recording Ammo Rack Data'''''==
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{| class="wikitable" style="text-align:center"
*Recording data for ammo racks can be done in two methods. Through the Test Drive function or through the loadout screen through joining Normal or Custom battles.
+
|-
#In Test Drive, the selected ground vehicle will spawn with a full load every time. While beneficial for being thorough from full to empty ammunition settings, it can be tedious when trying to deplete the ammunition to get specific ammo rack numbers.
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! colspan="3" | Compressor (RB/SB)
#Spawning into battles gives the flexibility from the loadout screen in choosing the number of shells to bring in, and so can help in finding very specific ammo rack numbers. However, a mistake would require either a lengthy reload process on a captured point or a long respawn period by self-destructing and respawning with a different ammunition preset.
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|-
 +
! colspan="3" | Setting 1
 +
|-
 +
! Optimal altitude
 +
! 100% Engine power
 +
! WEP Engine power
 +
|-
 +
| 2,500 m || 1,095 hp || 1,226 hp
 +
|-
 +
! colspan="3" | Setting 2
 +
|-
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! Optimal altitude
 +
! 100% Engine power
 +
! WEP Engine power
 +
|-
 +
| 5,000 m || 965 hp || 1,081 hp
 +
|-
 +
|}
  
*When preparing to record ammunition rack data, prepare a set of data collecting tools such as personal note-taking equipment, as well as a key-bind on the X-ray function in battle (Controls -> Common -> X-ray (show vehicle modules)) so that a visual can be gained on the depleting ammo racks.
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=== Survivability and armour ===
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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.''
  
*Once spawned in, ensure the vehicle is in a safe setting when preparing to expend ordinance for recording ammo-rack data. Steadily use up the ammunition while examining the ammo racks for any depletions. Record which ammo rack gets fully emptied and mark them in order.
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== Armaments ==
#Identify ammo racks as a bulk rather than the individual depleting shell. If there is a bundle of ten shells close together (which may or may not have a visual band wrapping around them) and the bundle depletes per shell fired, count the shell data instead when the entire ammo bundle empties Da rather than by the individual shell.
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=== Offensive armament ===
#Vehicles with two-piece ammunition will also need to have the second piece of the ammunition counted in the data. This will be counted in its own row so make sure this data is also recorded.
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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.'' -->
#This process is to be repeated until all ammo racks and their emptied shell amounts can be found.
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{{main|Type 99 Model 2 navy (20 mm)|Type 97 navy (7.7 mm)}}
  
[[File:M18_ammo_rack_test.png|600px|center|thumb|An M18 in test-drive during an ammo rack test. Testing for ammo rack #1 (to the right of the gun breech) which shows as half-depleted when the M18 has 38 shells, but we should only count the “empty” data only when the entire rack has been expended.]]
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The '''''{{PAGENAME}}''''' is armed with:
[[File:M18_ammo_rack_test_fireA.png|600px|center|thumb|After firing one more shell at 37 shells, ammo rack #1 becomes fully depleted, marking its “empty” status at 37 shells with 8 shells expended (or, 37 (+8)).]]
 
  
*Special considerations must be taken with vehicles with ready racks as in the ammo rack table on the wiki. These should be placed as the last racks to be emptied, despite being emptied first in combat. This is because the purpose of the ammo rack tables is to inform users how to reduce the number of filled ammo racks in the vehicles when they bring it into battle. Since these ready racks will be filled first no matter the number of shells brought in, the table of emptied racks should emphasize what racks will be emptied with a pre-loaded ammunition batch rather than battle expenditure.
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* 2 x 20 mm Type 99 Model 2 navy cannons, wing-mounted (125 rpg = 250 total)
 +
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)
  
[[File:AMX-13_Ammo_Rack_GuideA.png|600px|center|thumb|This AMX-13 provides a good example of how first-order ammunition racks need to be treated differently. This tank has been loaded into battle with the ammunition setting 24 (+12) and so it spawned in combat with 12 less shells. If fired in combat, the12 shells would be depleted from the ready racks in the turret. However, since the AMX-13 was pre-loaded with 12 less shells instead, the shells from the other racks are instead transferred into the ready rack to fully load them, explaining the empty spaces in the AMX-13 hull where the shells would be.]]
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=== Suspended armament ===
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<!-- ''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|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}
  
=='''''Creating the Ammo Rack visual identification image'''''==
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The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
To create the visual identification, you do not need some fancy photo editing program. All you need is to load paint or something which comes with your PC for free to do this.
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* Without load
 +
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
 +
* 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)
  
==='''''Rules for consistency'''''===
+
== Usage in battles ==
 +
<!--Describe the tactics of playing in an 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).-->
  
*Images must be uploaded under the filename "Ammoracks_{vehicle-name}.png" in the png image format. When the image is uploaded, the brackets "{" must be removed.  
+
At this rank, the Zero is outclassed by everything it faces. The only thing left to hang on to is its famous maneuverability. More than ever, the key is to exploit its nimbleness to force the enemy to make mistakes. Every single aircraft in this battle-rating is far faster - the P-47N-15 is nearly ''200'' km/h faster! Given the inferiority of your aircraft, it is not common to see enemies in tight places just make a break for it - if you don't catch them, they're gone.
**'''An example:''' ''Ammoracks_T90A.png'' (this is also shown in '''''[[How_to_add_Ammo_Rack_information_to_vehicle_pages#How_to_upload_the_image_on_the_wiki:_.28Image_U1.29|Image U1]]''''')
 
** In cases of vehicle names with special characters that are not compatible with file names (ex. ''L6/40'' in which the "/" can not be used), it is acceptable to replace these special characters with a space or an underscore (ex. ''L6/40'' → ''L6 40'' or ''L6_40'')
 
* All images must be categorised, it's important that: <nowiki>"[[Category:Ammo racks]]"</nowiki> is added to any ammo rack image.
 
  
====Main Armaments Rules====
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The Zero's infamous reputation as a funeral pyre for its pilots continues - there is still a lack of armour, meaning if you're hit, it's likely fatal. This means you need to dodge all the shots. Remember to turn into the enemy to spoil their aim. Your only hope of destroying an enemy is to enrage them and make them dogfight the Zero. Then, it's a simple matter of getting onto their six and lighting them up. You cannot be too aggressive in the Zero - your goal is to remain alive and frustrate your enemies.  
**Projectiles (Shells) must be in yellow.
 
**Propellants must be in orange.
 
** An example can be seen in [[How_to_add_Ammo_Rack_information_to_vehicle_pages#Adding_a_box_over_the_ammo_rack:_.28Image_A1.29|Image A1]].
 
  
====Secondary Armament Rules====
+
=== Manual Engine Control ===
** Secondary will now be in red
+
{| class="wikitable" style="text-align:center"
** Additional text will be required to highlight secondary from the main armament.
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|-
** An example can be seen in [[How_to_add_Ammo_Rack_information_to_vehicle_pages#Adding_a_number_over_the_ammo_rack:_.28Image_A2.29|Image A2]].
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! colspan="7" | MEC elements
 +
|-
 +
! rowspan="2" | Mixer
 +
! rowspan="2" | Pitch
 +
! colspan="3" | Radiator
 +
! rowspan="2" | Supercharger
 +
! rowspan="2" | Turbocharger
 +
|-
 +
! Oil
 +
! Water
 +
! Type
 +
|-
 +
| Controllable || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Controllable<br>Not auto controlled || rowspan="2" | Separate || rowspan="2" | Controllable<br>2 gears || rowspan="2" | Not controllable
 +
|-
 +
|}
  
==='''''The seven simple steps'''''===
+
=== Modules ===
 +
{| class="wikitable"
 +
! colspan="1" | Tier
 +
! colspan="2" | Flight performance
 +
! colspan="1" | Survivability
 +
! colspan="2" | Weaponry
 +
|-
 +
| I
 +
| Fuselage repair
 +
| Radiator
 +
|
 +
| Offensive 7 mm
 +
|
 +
|-
 +
| II
 +
|
 +
| Compressor
 +
| Airframe
 +
| New 7 mm MGs
 +
| 9 in (mod30)
 +
|-
 +
| III
 +
| Wings repair
 +
| Engine
 +
|
 +
| Offensive 20 mm
 +
|
 +
|-
 +
| IV
 +
|
 +
| Engine injection
 +
| Cover
 +
| New 20 mm cannons
 +
| 12 in (mod30)
 +
|-
 +
! colspan="6" |This is a premium vehicle: all modifications are unlocked on purchase
 +
|-
 +
|}
  
# Load X-ray view in the game hangar.
+
=== Pros and cons ===
# Take a screenshot of the vehicle's X-ray (Either using Ansel or by pressing F12).
+
''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".''
# Load that screenshot into a photo editing program.
 
# Label each ammo rack with its appropriate numbering in an order of reduction, with a overlaying box if needed to isolate the ammo rack from nearby ones. Make sure the colouring used in the numbers and box follow the [[How_to_add_Ammo_Rack_information_to_vehicle_pages#Rules_for_consistency|Rules for Consistency as detailed above]].
 
# Once all ammo racks in the image are appropriately labeled, save the image in a .png format with the naming format: "Ammoracks_{vehicle-name}.png".
 
# Upload this image on the War Thunder Wiki: Make sure to add "<nowiki>[[Category:Ammo racks]]</nowiki>" to the upload summary to correctly categorise the image on the Wiki.
 
# Insert the image onto the page.
 
  
==='''''The seven detailed steps'''''===
+
'''Pros:'''
  
====To Load X-ray:====
+
* Effective at altitudes below 6,000 feet (1,800 meters)
Starting from the in-game hangar menu, the default view should look something like this image:
 
  
[[File:GAME_UI_H_BUTTON1.jpg|600px|LEFT|]]
+
* Type 99 Model 2, 20mm cannons do considerable amount of damage to all aircraft .
{{clear}}
 
Currently, the vehicle will not show the interior view, which means ammo racks will not be viewable.
 
  
To enter X-ray view, use the control panel on the left side of the screen. On the control panel screen that provides vehicle details, the "X-Ray" button should be visible on the lower right side. Once the X-ray button has been pressed, the vehicle will now look like this:
+
* Type 97 Machine guns have a fast velocity with an abundance of ammo allowing for easy ranging in RB and SB without need to regulate the ammo.
  
[[File:Game_UI_H_BUTTON_X-RAY.jpg|600px|LEFT|]]
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* The high torque engine and low weight of the aircraft allow for exceptional turning radius fast rate of climb, and above average stall recovery for even the newest of pilots.
  
However, the X-ray image still looks extremely cluttered with internal tank armour and parts showing up. This will be a common view in Rank VI and later vehicles due to the composite armour constructions showing up in the X-ray view. To remove some of these obstacles, the checkmark below the "X-Ray" button labeled "Show armor parts" need to be checked '''OFF'''. The resulting image should be like this:
+
* The A6M5 KO platform rewards the pilot who can use tactics such as Yo-Yo's and Immelmann's and allows newer pilots to perform advanced maneuvers above their skill.
  
[[File:GAME_UI_H_BUTTON_ADDTIONAL.jpg|600px|LEFT|]]
+
*
  
You can now see the difference, with and without that setting ticked - The vehicle is now cleaner and the ammo racks are now easier to see.
+
'''Cons:'''
  
====Taking a screenshot:====
+
* Ineffective above 10,000 feet (3,000 meters)
The image should look, something like this at the end. It's important to make sure the ammo racks can clearly be seen for the viewer of the imager.
 
[[File:Game_UI_X-RAY_Ammo_Racks_View.jpg|600px|LEFT|]]
 
  
'''Taking a screenshot with in-game controls'''
+
* Slower than nearly any other aircraft making you the one being attacked more often then you attack others.
Ensure the screenshot button being used is one that will not take an image of all the user interfaces in the hangar. To check which button this is, it is in ''Controls → Common → Interface → Screenshot without interface''. Once a screenshot it taken, ensure that the screenshot location can be found as well.
 
  
'''Taking a screenshot with Nvidia Ansel'''
+
* The plane is fragile compared to others at it's tier and prone to catching on fire.
  
The default keys to activate Nvidia Ansel in the hangar is ''Alt + F2''. This mode will allow more customization in the angle and view of the vehicle for a screenshot. Once the right shot and options are selected, press the green "Snap" button on the Nvidia Ansel control panel to produce a screnshot.
+
* Newer pilots who do not have defensive skills can find the plane frustrating due to it being vulnerable to faster planes that "boom and zoom".
  
====Editing the screenshot in a photo editing application:====
+
* The Type 97 Machine Guns lack damage, newer pilots who do not have cannons and machine-guns bound to different buttons will run out of cannons quickly and be left with a plane that cannot reliably damage enemies.
  
All that needs to be done, is simply load the screenshot in a photo editing program, Photoshop, Paint - whatever program you have. To highlight the ammo racks.
+
*
{{Clear}}
 
====Adding a box over the ammo rack:  (Image A1)====
 
[[File:Ammoracks_IS-2.png|600px|left|thumb|Image A1]]
 
{{Clear}}
 
  
====Adding a number over the ammo rack: (Image A2)====
+
== History ==
[[File:Ammoracks_T-35.png|600px|left|thumb|Image A2]]
+
''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).''
{{Clear}}
 
  
==== How to upload the image on the wiki: (Image U1) ====
+
=== In-game description ===
[[File:Wiki_UI_Upload_EXAMPLE.jpg|600px|left|thumb|Image U1]]
+
Mitsubishi Type 0 Model 52 "Kou" (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter
{{Clear}}
 
  
*As shown here, the required text has been inputted into the upload summary: <nowiki>[[Category:Ammo racks]]</nowiki>
+
In the middle of 1942, the Allies in the Pacific Ocean Theatre took the offensive, while the Japanese were more and more often on the defensive. In 1943, new types of high-speed fighters entered service with the USAAF and the USNAF, and they outperformed the Zeros in many respects. Low survivability, the main disadvantage of the Japanese aircraft, was made clear in the fierce air duels between the planes. The fighter's flight characteristics also required some improvement, and Mitsubishi Heavy Industries designers began to upgrade the A6M again in August 1943.
* Name has been added to the: Ammoracks_vehiclename (Make sure the image is in a PNG format!)
 
To upload an image on the War Thunder: Wiki - Make sure you are logged in, go to the left hand side bar and click "Tools" - It will expand and show a button called upload. Once this button has been clicked, it will load the above for you to upload the image.
 
  
==== How to Insert the image onto the page: ====
+
The Zero received a smaller-area wing (with a span of only 11 m) with rounded tips. The wing folding mechanism was removed. To increase the plane's allowable diving speed, its wing surface skin was reinforced.
The page should have this line of text which automatically inserts the image onto the correct page - that is why you have to follow our naming convention. If the page is a barebone page, copy this text word for word and insert this like of text under the Ammo rack header:
 
  
<pre>[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]</pre>
+
Since more powerful engines were not yet available, the designers had to make the most of a Nakajima Sakae 21 engine. Every pair of cylinders was given an individual exhaust pipe instead of a common heavy exhaust manifold. This added exhaust gas thrust to the propeller thrust, which resulted in a higher aircraft speed. The fuselage skin had to be reinforced with steel sheets in the area of the pipes, since the hot exhaust gases quickly burned through thin duralumin.
  
To do this: click "Edit source" on the top right of the Wiki page. Scroll down the towards the ===Ammo racks=== section and drop the code under it. Press the blue "Save changes" on the bottom of the source edit page and then the edit will be saved. However, the edit will require a Wiki Moderator's approval before it is publicised, so do not be alarmed it the image does not appear immediately afterwards.
+
The new version of the aircraft was designated Model 52 (A6M5 Model 52). The plane became slightly heavier, but its maximum speed at a height of 6,000 m reached 565 km/h. This was the speed limit for the Zero, since all further modifications made to the machine only increased its weight and, consequently, reduced its maximum speed.
  
If the page is a very new page and it is missing all tables and everything relating to ammo racks go to [[WSP_Table_Templates#Ammo_racks| HERE,]] press edit source and copy everything listed under this header and paste it in.
+
The next stage in upgrading the Zero was the Model 52 "Kou" (A6M5a Model 52a). This improvement significantly reinforced the plane's armament by replacing the wing-mounted Type 99-2 Model 3 drum-fed cannons (with 100 rounds each) with Type 99-2 Model 4 belt-fed cannons (with 125 rounds). This added 25 rounds per cannon and slightly improved the plane's rate of fire. Now the fighter's armament consisted of two synchronous 7.7 mm Type 97 machine guns with 500 rounds each plus two wing-mounted 20 mm Type 99-2 Model 4 cannons with 125 rounds each.
  
[[Category:Help]]
+
The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 kb) under the fuselage.
 +
 
 +
In addition, the A6M5a's wing structure was reinforced yet again, which resulted in a maximum allowable diving speed of 740 km/h. However, this was still inferior to the diving speed of the American F4U fighter.
 +
 
 +
Mass production of the A6M5a variant began in March 1944. Mitsubishi Heavy Industries manufactured 391 machines. An additional unknown quantity of this variant was built by Nakajima Aircraft.
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== Media ==
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=aircraft&vehicleClass=fighter&vehicle=a6m5ko A6M5 Ko] in War Thunder Live.
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== See also ==
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<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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* ''reference to the series of the aircraft;''
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* ''links to approximate analogues of other nations and research trees.''-->
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;Related development
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*[[template:AirManufacturer Mitsubishi|Mitsubishi]] [[A6M5|A6M5 mod.52]] <small>(previous model)</small>
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*[[template:AirManufacturer Mitsubishi|Mitsubishi]] [[A6M5 otsu|A6M5b mod.52B]] <small>(following model)</small>
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;Aircraft of comparable role, configuration and era
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*Brewster [[F2A (Family)|F2A]] Buffalo
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*Vought [[F4U (Family)|F4U]] Corsair
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*Grumman [[F4F (Family)|F4F]] Wildcat
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*Grumman [[F6F (Family)|F6F]] Hellcat
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*Reggiane [[Re.2001 (Family)|Re.2001]]
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*[[IAR-81C|IAR-81]]
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*Macchi [[C.202 (Family)|C.202]]
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*[[template:AirManufacturer Nakajima|Nakajima]] [[Ki-43 (Family)|Ki-43]] Hayabusa (▃Oscar)
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*Supermarine [[Spitfire (Family)|Seafire]]
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*Hawker [[Hurricane (Family)|Sea Hurricane]]
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== External links ==
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<!-- ''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
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* ''encyclopedia page on the aircraft;''
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* ''other literature.'' -->
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* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia<nowiki>]</nowiki> A6M5 Type 0 Model 52]]
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{{AirManufacturer Mitsubishi}}
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{{Japan fighters}}
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{{Japan premium aircraft}}

Revision as of 00:04, 16 August 2020

A6M5 Ko
a6m5ko.png
A6M5 Ko
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This page is about the Japanese gift fighter A6M5 Ko. For other uses, see A6M (Family).

Description

GarageImage A6M5 Ko.jpg


The A6M5 Ko Reisen is a gift rank IV Japanese fighter with a battle rating of 5.0 (AB), 5.3 (RB), and 4.7 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

General info

Flight performance

This Zero is very similar to its predecessors, albeit slightly faster. It is still as maneuverable as ever.

Characteristics
Stock
Max Speed
(km/h at 6,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
521 503 10900 16.6 17.2 13.4 13.4 190
Upgraded
Max Speed
(km/h at 6,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
563 540 10900 15.8 16.0 21.4 16.9 190

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flaps
(km/h)
Max Static G
+ -
0 300 420 ~14 ~6
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 280 < 420 < 410 > 336
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
2,500 m 1,095 hp 1,226 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
5,000 m 965 hp 1,081 hp

Survivability and armour

Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.

Armaments

Offensive armament

The A6M5 Ko is armed with:

  • 2 x 20 mm Type 99 Model 2 navy cannons, wing-mounted (125 rpg = 250 total)
  • 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)

Suspended armament

The A6M5 Ko can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
  • 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)

Usage in battles

At this rank, the Zero is outclassed by everything it faces. The only thing left to hang on to is its famous maneuverability. More than ever, the key is to exploit its nimbleness to force the enemy to make mistakes. Every single aircraft in this battle-rating is far faster - the P-47N-15 is nearly 200 km/h faster! Given the inferiority of your aircraft, it is not common to see enemies in tight places just make a break for it - if you don't catch them, they're gone.

The Zero's infamous reputation as a funeral pyre for its pilots continues - there is still a lack of armour, meaning if you're hit, it's likely fatal. This means you need to dodge all the shots. Remember to turn into the enemy to spoil their aim. Your only hope of destroying an enemy is to enrage them and make them dogfight the Zero. Then, it's a simple matter of getting onto their six and lighting them up. You cannot be too aggressive in the Zero - your goal is to remain alive and frustrate your enemies.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs 9 in (mod30)
III Wings repair Engine Offensive 20 mm
IV Engine injection Cover New 20 mm cannons 12 in (mod30)
This is a premium vehicle: all modifications are unlocked on purchase

Pros and cons

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:

  • Effective at altitudes below 6,000 feet (1,800 meters)
  • Type 99 Model 2, 20mm cannons do considerable amount of damage to all aircraft .
  • Type 97 Machine guns have a fast velocity with an abundance of ammo allowing for easy ranging in RB and SB without need to regulate the ammo.
  • The high torque engine and low weight of the aircraft allow for exceptional turning radius fast rate of climb, and above average stall recovery for even the newest of pilots.
  • The A6M5 KO platform rewards the pilot who can use tactics such as Yo-Yo's and Immelmann's and allows newer pilots to perform advanced maneuvers above their skill.

Cons:

  • Ineffective above 10,000 feet (3,000 meters)
  • Slower than nearly any other aircraft making you the one being attacked more often then you attack others.
  • The plane is fragile compared to others at it's tier and prone to catching on fire.
  • Newer pilots who do not have defensive skills can find the plane frustrating due to it being vulnerable to faster planes that "boom and zoom".
  • The Type 97 Machine Guns lack damage, newer pilots who do not have cannons and machine-guns bound to different buttons will run out of cannons quickly and be left with a plane that cannot reliably damage enemies.

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

Mitsubishi Type 0 Model 52 "Kou" (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter

In the middle of 1942, the Allies in the Pacific Ocean Theatre took the offensive, while the Japanese were more and more often on the defensive. In 1943, new types of high-speed fighters entered service with the USAAF and the USNAF, and they outperformed the Zeros in many respects. Low survivability, the main disadvantage of the Japanese aircraft, was made clear in the fierce air duels between the planes. The fighter's flight characteristics also required some improvement, and Mitsubishi Heavy Industries designers began to upgrade the A6M again in August 1943.

The Zero received a smaller-area wing (with a span of only 11 m) with rounded tips. The wing folding mechanism was removed. To increase the plane's allowable diving speed, its wing surface skin was reinforced.

Since more powerful engines were not yet available, the designers had to make the most of a Nakajima Sakae 21 engine. Every pair of cylinders was given an individual exhaust pipe instead of a common heavy exhaust manifold. This added exhaust gas thrust to the propeller thrust, which resulted in a higher aircraft speed. The fuselage skin had to be reinforced with steel sheets in the area of the pipes, since the hot exhaust gases quickly burned through thin duralumin.

The new version of the aircraft was designated Model 52 (A6M5 Model 52). The plane became slightly heavier, but its maximum speed at a height of 6,000 m reached 565 km/h. This was the speed limit for the Zero, since all further modifications made to the machine only increased its weight and, consequently, reduced its maximum speed.

The next stage in upgrading the Zero was the Model 52 "Kou" (A6M5a Model 52a). This improvement significantly reinforced the plane's armament by replacing the wing-mounted Type 99-2 Model 3 drum-fed cannons (with 100 rounds each) with Type 99-2 Model 4 belt-fed cannons (with 125 rounds). This added 25 rounds per cannon and slightly improved the plane's rate of fire. Now the fighter's armament consisted of two synchronous 7.7 mm Type 97 machine guns with 500 rounds each plus two wing-mounted 20 mm Type 99-2 Model 4 cannons with 125 rounds each.

The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 kb) under the fuselage.

In addition, the A6M5a's wing structure was reinforced yet again, which resulted in a maximum allowable diving speed of 740 km/h. However, this was still inferior to the diving speed of the American F4U fighter.

Mass production of the A6M5a variant began in March 1944. Mitsubishi Heavy Industries manufactured 391 machines. An additional unknown quantity of this variant was built by Nakajima Aircraft.

Media

Skin and Camouflages for the A6M5 Ko in War Thunder Live.

See also

Related development
Aircraft of comparable role, configuration and era

External links


Mitsubishi Company (三菱商会)
Fighters  A5M4 · Hagiri's A5M4
  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
  A7M1 (NK9H) · A7M2
  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
Hydroplanes  F1M2
Interceptors  Ki-83 · Ki-109
Bombers  G4M1
  Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu
Jet Fighters  Ki-200
Captured  ▃A6M2 · ␗A6M2
See also  Mitsubishi Heavy Industries, Ltd. (Post-War)

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)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E