Difference between revisions of "Typhoon Mk Ia"

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{{Specs-Card|code=typhoon_mk1a}}
 
 
{{About
 
{{About
 
| about = British fighter '''{{PAGENAME}}'''
 
| about = British fighter '''{{PAGENAME}}'''
| and
 
 
| usage = other versions
 
| usage = other versions
| link-1 = Typhoon Mk Ib
+
| link = Typhoon (Family)
| link-2 = Typhoon Mk Ib/L
+
}}
 +
{{Specs-Card
 +
|code=typhoon_mk1a
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
}}
 
}}
  
 
== Description ==
 
== 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.'' -->
 
<!-- ''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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
{{break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.29.
 
  
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Flight performance ===
<!--Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.-->
+
{{Specs-Avia-Flight}}
The Typhoon Mk Ia is a fast fighter for its rank but has poor turning due to its thick wings; however, it can outturn Fw 190s at its BR with rudder turning or a little bit of luck.
+
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 
+
The Typhoon Mk Ia is a great fighter for the rank it is at. The first thing that a pilot will notice with the Typhoon Mk Ia is that it is insanely fast for its battle rating, so diving at a five to ten-degree angle, if the Typhoon is being attacked or if its attack failed, is a solid choice if the plane has the altitude. However, if playing in Arcade battles with this plane, the diving tactic may not work since the Arcade battle maps are quite small.
The Typhoon Mk Ia is a great fighter for the rank it is at. The first thing you will notice with the Typhoon Mk Ia is that it is insanely fast for its BR, so diving at a five to ten-degree angle, if you are being attacked or if your attack failed, is a solid choice if you have the altitude. However, if you are playing Arcade battles with this plane the diving tactic may not work since the Arcade battle maps are quite small. This is still worth trying since it is a low tier plane and because of that has a low repair cost.
 
 
 
One other thing worth noting (the major draw to this plane, really) is that the Typhoon Mk Ia has 12 x 0.303 caliber machine guns, which is a heck of a lot of guns and means that it has a large chance to set fires with the high amount of incendiary in the belts; for this reason, it is plausible to switch to tracer, as 100% of the tracer belt contains incendiary. Be warned: the tracer rounds are much less powerful than the regular ones, so keep that in mind.
 
  
This fighter is an excellent bomber hunter (remember that fire chance?)
+
Despite its thick wings, the Typhoon is surprisingly good at turning. It can reliably out-turn Fw 190s and other boom and zoom oriented fighters.
  
Another plausible idea is to uninstall the New 7.7s modification once you have it, should your aim be crap or you not be used to the guns. This will increase the weapons spread and turn the plane into a flying shotgun, but also increase the chance of gun jamming. To reduce the risk of this, boom and extend with this plane and keep your bursts disciplined, only firing once within 500 meters with a convergence of 400 to make the best use of the rather weak 7.7s.
+
{| class="wikitable" style="text-align:center" width="70%"
{| class="wikitable" style="text-align:center"
+
! rowspan="2" | Characteristics
|-
 
! colspan="8" | Characteristics
 
|-
 
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 6,157 m)
 
! colspan="2" | Max Speed<br>(km/h at 6,157 m)
! rowspan="2" | Max altitude<br>(meters)
+
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" | Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
! AB
+
! AB !! RB !! AB !! RB !! AB !! RB
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 612 || 596 || {{Specs|ceiling}} || 21.9 || 22.5 || 14.5 || 14.5 || 580
+
! Stock
 +
| 612 || 596 || rowspan="2" | {{Specs|ceiling}} || 21.9 || 22.5 || 14.5 || 14.5 || rowspan="2" | 580
 
|-
 
|-
! colspan="8" | ''Upgraded''
+
! Upgraded
|-
+
| 656 || 634 || 20.1 || 21.0 || 20.1 || 17.1
! colspan="2" | Max Speed<br>(km/h at 6,157 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
 
|-
 
| 656 || 634 || {{Specs|ceiling}} || 20.1 || 21.0 || 20.1 || 17.1 || 580
 
 
|-
 
|-
 
|}
 
|}
  
====Details====
+
==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flaps
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flaps
 
! Landing flaps
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
Line 81: Line 50:
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flaps<br> (km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! +
+
! Combat !! Take-off !! Landing !! + !! -
! -
 
 
|-
 
|-
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 420 || ~11 || ~5
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 401 || 377 || 250 || ~10 || ~5
 
|-
 
|-
 
|}
 
|}
Line 99: Line 67:
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
+
! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
 
| < 390 || < 440 || < 480 || > 337
 
| < 390 || < 440 || < 480 || > 337
Line 133: Line 98:
  
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{Specs-Avia-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.'' -->
 
<!-- ''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.'' -->
  
* 3 mm Steel - Armored engine plate
+
* 3 mm Steel - Armoured engine plate
 
* 1 mm Steel - Fore cockpit plate
 
* 1 mm Steel - Fore cockpit plate
* 12.7 mm Steel - Armor plate behind pilot's seat
+
* 12.7 mm Steel - Armour plate behind pilot's seat
* 42.8 mm Bulletproof glass - Armored windscreen
+
* 42.8 mm Bulletproof glass - Armoured windscreen
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
 +
Of the rank I upgrades, only ''Offensive 7 mm'' is of noticeable effect to allow for belt choice for the 7.7 mm armaments. The next level's ''Compressor'' should be the first choice, with ''Airframe'' and the ''HSBC mk.2'' as unattractive choices. Having the option of a last-ditch ground attack with the bombs may save the occasional game though. For rank III: ''Engine'', ''New 7 mm MGs'' and ''Wings repair'' in that order, just having the ability to perform long, accurate burst fire (against bombers) makes the armament upgrade worthwhile. The last level is ''Engine Injection''. The remaining modules can be chosen for research by personal preference.
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
 +
{{Specs-Avia-Offensive}}
 
<!-- ''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.'' -->
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
{{main|Browning .303 (7.7 mm)}}
+
{{main|Browning (7.7 mm)}}
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
* 12 x 7.7 mm Browning .303 machine guns, wing-mounted (500 rpg outer x2 + 460 rpg center x2 + 500 rpg inner x2 = 5,840 total)(Rate of Fire - 12,000rpm combined)
+
* 12 x 7.7 mm Browning machine guns, wing-mounted (460 rpg outer x 2 + 500 rpg center x 2 + 460 rpg inner x 2 = 5,680 total)
  
The {{PAGENAME}} 's signature 12 x 0.303 caliber machine guns means quite a lot of gun for a plane, though the drawback to the gun amount is that they are all rifle-calibre and such the Typhoon's firepower is drawn from the mass amount of bullets that can be laid out. The large amounts of bullet fired works as with the right belt, the Typhoon has a large chance to set fires with the high amount of incendiary in the machine gun belts; for this reason, it is plausible to switch to tracer, as 100% of the tracer belt contains incendiary. Be warned: the tracer rounds are much less powerful than the regular ones, so keep that in mind.
+
The {{PAGENAME}} 's signature 12 x 0.303 calibre machine guns means quite a lot of gun for a plane, though the drawback to the gun amount is that they are all rifle-calibre and such the Typhoon's firepower is drawn from the mass amount of bullets that can be laid out. The large amounts of bullet fired works as with the right belt, the Typhoon has a large chance to set fires with the high amount of incendiary in the machine gun belts; for this reason, it is plausible to switch to tracer, as 100% of the tracer belt contains incendiary. Be warned: the tracer rounds are much less powerful than the regular ones, so keep that in mind.
  
 
This fighter is an excellent bomber hunter due to its armament's high fire chance, aim for the fuel tanks and let the fire do the rest of the work.
 
This fighter is an excellent bomber hunter due to its armament's high fire chance, aim for the fuel tanks and let the fire do the rest of the work.
  
Another plausible idea when flying the {{PAGENAME}} is to uninstall the New 7.7s modification once it has been unlocked. This will increase the weapon's spread and turn the plane into a flying shotgun, but also increase the chance of gun jamming. To reduce the risk of this, boom and extend with this plane and keep firing bursts disciplined, only firing once within 500 meters with a convergence of 400 to make the best use of the rather weak 7.7s.
+
Another plausible idea when flying the {{PAGENAME}} is to uninstall the New 7.7 mm machine guns modification once it has been unlocked. This will increase the weapon's spread and turn the plane into a flying shotgun, but also increase the chance of gun jamming. To reduce the risk of this, boom and extend with this plane and keep firing bursts disciplined, only firing once within 500 m with a convergence of 400 m to make the best use of the rather weak 7.7 mm machine guns.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
 +
{{Specs-Avia-Suspended}}
 
<!-- ''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.'' -->
 
<!-- ''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|G.P. 250 lb Mk.IV (250 lb)|G.P. 500 lb Mk.IV (500 lb)}}
+
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)}}
  
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
 
* Without load
 
* Without load
* 2 x 250 lb G.P. 250 lb Mk.IV bombs (500 lb total)
+
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)
* 2 x 500 lb G.P. 500 lb Mk.IV bombs (1,000 lb total)
+
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)
  
 
== Usage in battles ==
 
== Usage in battles ==
<!-- ''Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but 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).'' -->
  
;<nowiki>Air Arcade Battles:</nowiki>
+
'''Air Arcade Battles:'''
  
In regards to air arcade battles, it is advised to use Boom & Zoom tactics, as the aircraft's high power (for battle rating 2.7) and wing loading allows for high speed passes on lower flying planes. With an engine providing 2,000 WEP horsepower in that nose, the Typhoon has lots of energy potential inside it.
+
In regards to air arcade battles, it is advised to use Boom & Zoom tactics, as the aircraft's high power (for battle rating 2.7) and wing loading allows for high speed passes on lower flying planes. With the Typhoon's engine providing 2,000 WEP horsepower, there is a lot of energy for a player to use against their opponents.
  
When encountering fighters, avoid turn-fights most of the time as this aircraft simply doesn't turn well except against the Fw 190 and most American planes, with the exceptions being the F4F-3, the F4F-4, and the F6F-5. Do rudder turn in 1-v-1s and use the combat flaps; against Arcade players, the Typhoon wins the majority of the time, as Arcade people generally don't know the rudder-turn trick.
+
When encountering fighters, avoid turn-fights most of the time as this aircraft simply doesn't turn well except against the Fw 190 and most American planes, with the exceptions being the F4F-3, the F4F-4, and the F6F-5. Do rudder turn in 1-v-1s and use the combat flaps; against Arcade players, the Typhoon will win the majority of the time, as Arcade people generally don't know the rudder-turn trick.
  
 
The best bet in a bad situation is to either outrun pursuers by engaging WEP and diving, which forces them to break off pursuit, or to just run flat out and hope the magic lead indicator doesn't land them a cockpit shot. Bobbing the plane up and down in the vertical slightly does prevent this.
 
The best bet in a bad situation is to either outrun pursuers by engaging WEP and diving, which forces them to break off pursuit, or to just run flat out and hope the magic lead indicator doesn't land them a cockpit shot. Bobbing the plane up and down in the vertical slightly does prevent this.
  
Set gun convergence at or in excess of 400, as 500 seems to work the best for Boom and Zoom. Do note that due to the fact that in Arcade wing-rip is a non-element, the Typhoon can dive down in excess of 3 kilometers to chew up enemy planes going for ground targets, then climb back to altitude with the remaining prey none the wiser.
+
Set gun convergence at or in excess of 400 m, as 500 m seems to work the best for Boom and Zoom. Do note that due to the fact that in Arcade wing-rip is a non-element, the Typhoon can dive down in excess of 3 km to chew up enemy planes going for ground targets, then climb back to altitude with the remaining prey none the wiser.
  
This wiki does not help people who persist in flying into furballs.
+
Play the Typhoon wisely, as none of these tips will be of any assistance if a pilot persists in flying straight into furballs
  
;<nowiki>Ground Realistic Battles:</nowiki>
+
'''Air Realistic Battles:'''
  
*'''Tank realistic battle: "In fast, target blast, out fast."''' One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.  
+
The biggest threat to the Typhoon in a downtier is the [[He 100 D-1]] as it can match the Typhoon for top airspeed in level flight, however, the Typhoon can potentially accelerate and out-turn it, meaning that the Typhoon is not without hope.
  
It is important to learn how to use MEC (manual engine controls) as they are crucial for getting the most potential out of this aircraft, given the lack of auto propeller pitch control.
+
In an uptier or midtier match there are many more threats: the Bf 109, which can shred the plane with its cannons, has a better climb rate and turn rate, and generally outperforms the Typhoon in all but speed; the Italian planes, which are generally powerful and require situational counters; and the [[Ki-44-II hei|Ki-44-II]]. The Ki-44-II is arguably the most dangerous of them, as its maximum speed nearly equals that of the Typhoon's at a similar altitude, its turning rate is better and its climbing rate exceeds the Typhoon's by at least one metre per second. Beating the Ki-44 requires discipline and good aim; do not turnfight, as the Typhoon cannot keep up with the lighter Japanese plane. Do note that the Typhoon performs better at high altitudes - in excess of 5,500 m or 18,000 ft. Do not engage in turning engagements except with Fw 190s.
  
Using MEC, (which should ideally be within reach of the keyboard hand if on PC, such as the number keys above the WASD keys) hold down the button for 100% Propeller Pitch and Mixture, while using the mouse wheel to control the throttle. Use it to get a quick takeoff, and then set it to 90-93% throttle (using whichever key is assigned to engine control toggle 1) and cruise to the battlefield. It is recommended to keep an eye on the map periodically (Default key: M), to indicate potential targets. By the time the Typhoon reaches the Area of Operations, there should be a target in mind. Fly around the far outskirts of the map, to an angle of approach that is believed to be the opposite of where the target is looking. Considering the Typhoon will likely be going over 400 km/h (250 mph), wait until the target is about to be in sight, then toggle engine controls back on, hold the MECs to 100%, dump the throttle, Gear on/Flaps Landing (once below 400 km/h), Gear Off. doing so will effectively perform a hard braking manoeuvre, slowing the plane down enough to accurately place the munitions. Make sure to set the timers on the bombs to at least 3-5 seconds, as the bombs going off too early will likely destroy the piloting aircraft with the shock wave.
+
If all else fails, run on the deck: the Typhoon can reach in excess of 550 km/h with WEP at 150 m (500 ft) in RB, 512 km/h without, and outspeeds almost every other plane at its battle rating. The Typhoon's WEP is exceptional and lasts far longer before overheating than most other planes in the game at every altitude. Her rate of cooling also sits in the top half of those planes in War Thunder - especially after the Rank II Spitfires got their engine rework.
  
Once the bombs have been dropped, raise the flaps, throttle WEP and run out of there as quickly as possible before the enemy SPAA can react.
+
Against a skilled pilot, the A6M2 and A6M3 are non-issues; they simply do not have the speed, climb rate, or toughness to compete. Do be aware that if these planes catch a Typhoon at low speed and low altitude, they will very easily destroy the Typhoon. If the Typhoon pilot is fortunate enough to possess some altitude, he will pitch down, run, then climb until the plane has the energy to re-engage.
  
The biggest advantage to this method is the Typhoon can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of the Typhoon's brutal acceleration, it can engage a target and then use its superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using the 12 machine guns.
+
'''Ground Realistic Battles:'''
  
*'''Air Realistic Battles:'''
+
*'''Tank realistic battle: "In fast, target blast, out fast."''' One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.
  
The biggest threat to the Typhoon in a downtier is the [[He 100 D-1]] as it can match the Typhoon for top airspeed in level flight, however, the Typhoon can accelerate far better<!-- citation needed -->, meaning that the Typhoon is not without hope.  
+
It is important to learn how to use MEC (manual engine controls) as they are crucial for getting the most potential out of this aircraft, given the lack of auto propeller pitch control.
  
In an uptier or midtier match there are many more threats: the 109, which can shred you with its cannons, has a better climb rate and turn rate, and generally outperforms the Typhoon in all but speed; the Italian pasta planes, which are generally powerful and require situational counters, and the Ki-44-II, which is arguably the most dangerous of them, as its maximum speed nearly equals that of the Typhoon's at a similar altitude, its turning rate is better and its climbing rate exceeds the Typhoon's by at least one meter per second. Beating the Ki-44 requires discipline and good aim; should you find yourself in a turnfight (<nowiki>''</nowiki>why)<nowiki>''</nowiki>, put on combat flaps (which the Typhoon does have as opposed to the Spitfires) and rudder turn in order to keep up with the lighter Japanese plane. Do note that the Typhoon performs better at high altitudes - in excess of 18,000 feet or 5,500 meters. Do not engage in turn-fights except with Fw 190s and twin-engine planes.  
+
Using MEC, (which should ideally be within reach of the keyboard hand if on PC, such as the number keys above the WASD keys) hold down the button for 100% Propeller Pitch and Mixture, while using the mouse wheel to control the throttle. Use it to get a quick takeoff, and then set it to 90-93% throttle (using whichever key is assigned to engine control toggle 1) and cruise to the battlefield. It is recommended to keep an eye on the map periodically (Default key: M), to indicate potential targets. By the time the Typhoon reaches the Area of Operations, there should be a target in mind. Fly around the far outskirts of the map, to an angle of approach that is believed to be the opposite of where the target is looking. Considering the Typhoon will likely be going over 400 km/h (250 mph), wait until the target is about to be in sight, then toggle engine controls back on, hold the MECs to 100%, dump the throttle, Gear on/Flaps Landing (once below 400 km/h), Gear Off. doing so will effectively perform a hard braking manoeuvre, slowing the plane down enough to accurately place the munitions. Make sure to set the timers on the bombs to at least 3-5 seconds, as the bombs going off too early will likely destroy the piloting aircraft with the shock wave.
  
If all else fails, run on the deck: the Typhoon can reach in excess of 550 kph with WEP at 500 feet, 512 kph without, and outspeeds every other plane at 2.7 with no known exception. The Typhoon's WEP is exceptional and lasts far longer before overheat than most other planes in the game at every altitude. Her rate of cooling also sits in the top half of those planes in War Thunder - especially after the Rank II Spitfires got their engine rework. 
+
Once the bombs have been dropped, raise the flaps, throttle WEP and run out of there as quickly as possible before the enemy SPAA can react.
  
Against a skilled pilot the A6M2 and A6M3 are non-issues; they simply do not have the speed, climb rate, or toughness to compete. Do be aware that if these planes catch you at low speed and low altitude you're very, very dead. If you are fortunate enough to possess some altitude, pitch down, run, then climb back up until you have the energy to re-engage.
+
The biggest advantage to this method is the Typhoon can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of the Typhoon's brutal acceleration, it can engage a target and then use its superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using the 12 machine guns.
  
===Manual Engine Control===
+
=== Manual Engine Control ===
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
Line 213: Line 187:
 
! rowspan="2" | Turbocharger
 
! rowspan="2" | Turbocharger
 
|-
 
|-
! Oil
+
! Oil !! Water !! Type
! Water
 
! Type
 
|-
 
| Controllable || rowspan="2" | Controllable<br>Not auto controlled
 
|}
 
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
| rowspan="2" | Not controllable<br>Auto control available || rowspan="2" | Controllable<br>Auto control available || rowspan="2" | Combined || rowspan="2" | Controllable<br>2 gears || rowspan="2" | Not controllable
 
|-
 
|}
 
 
 
===Modules===
 
{| class="wikitable"
 
! colspan="1" | Tier
 
! colspan="2" | Flight performance
 
! colspan="1" | Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
|
 
| Offensive 7 mm
 
|
 
 
|-
 
|-
| II
+
| Controllable || Controllable<br>Not auto controlled || Not controllable<br>Not auto controlled || Controllable<br>Auto control available || Combined || Controllable<br>2 gears || Not controllable
|
 
| Compressor
 
| Airframe
 
|
 
| HSBC mk.2
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| New 7 mm MGs
 
| HMBC mk.2
 
|-
 
| IV
 
|
 
| Engine injection
 
| Cover
 
|
 
|
 
 
|-
 
|-
 
|}
 
|}
 
* Of the rank I upgrades, only ''Offensive 7 mm'' is of noticeable effect to allow for belt choice for the 7.7 mm armaments. The next level's ''Compressor'' should be the first choice, with ''Airframe'' and the ''HSBC mk.2'' as unattractive choices. Having the option of a last-ditch ground attack with the bombs may save the occasional game though. For rank III: ''Engine'', ''New 7 mm MGs'' and ''Wings repair'' in that order, just having the ability to perform long, accurate burst fire (against bombers) makes the armament upgrade worthwhile. The last level is ''Engine Injection''. The remaining modules can be chosen for research by personal preference.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. 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".'' -->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
 
* Great speed, especially in a dive
 
* Great speed, especially in a dive
* A lot of guns
+
* Equipped with 12 x machine guns
 +
* At close distance (< 500 m), armament can be surprisingly effective
 
* Powerful engine
 
* Powerful engine
 
* Can carry bombs
 
* Can carry bombs
* Average climb rate, similar climb rate to the [[Bf 109 E-3]]
+
* Decent climb rate, similar to the [[Bf 109 E-3]]
* A great fighter in AB, a great fighter-bomber in RB and SB. The Typhoon is a versatile aircraft
+
* A great fighter in AB and RB, and a good ground-pounder in mixed battles
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Slow roll rate
 
* Slow roll rate
* 7mm machine guns will not do much against anything with armour
+
* 7 mm machine guns will not do much against anything with armour, and have difficulty destroying targets beyond 500 m in RB
* Volatile
+
* Mediocre turn radius in RB
* Poor turn fighter, especially at low speed
 
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to 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>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
+
<!-- ''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).'' -->
  
=== In-game description ===
+
{{break}}
The Hawker Typhoon was a single-seat, all-metal monoplane fighter, first designed as a high-speed interceptor.
+
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}
 +
{{Navigation-First-Simple-Line}}
 +
The Hawker Typhoon was a single-seat, all-metal monoplane fighter, first designed as a high speed interceptor.
  
 
Even before the new Hurricane fighter was launched into full-scale production, the engineers of Hawker Aircraft Ltd.'s design office, headed by Sir Sydney Camm, embarked on the development of а next-generation interceptor for the RAF. It was proposed that the new aircraft would be equipped with a new engine whose power would surpass that of the Rolls-Royce Merlin.
 
Even before the new Hurricane fighter was launched into full-scale production, the engineers of Hawker Aircraft Ltd.'s design office, headed by Sir Sydney Camm, embarked on the development of а next-generation interceptor for the RAF. It was proposed that the new aircraft would be equipped with a new engine whose power would surpass that of the Rolls-Royce Merlin.
Line 302: Line 232:
 
Subsequent to the results found during flight trials, the tail fin of the Typhoon Mk.IA was enlarged to improve longitudinal stability and the aircraft obtained its distinctive rudder with a straight rear edge. The starboard door and the folding part of the canopy were used to enter the fighter's cockpit; in an emergency both doors and the folding part of the canopy could be jettisoned.
 
Subsequent to the results found during flight trials, the tail fin of the Typhoon Mk.IA was enlarged to improve longitudinal stability and the aircraft obtained its distinctive rudder with a straight rear edge. The starboard door and the folding part of the canopy were used to enter the fighter's cockpit; in an emergency both doors and the folding part of the canopy could be jettisoned.
  
The armament provided for the aircraft consisted of wing-mounted machine guns in the ""A"" type wing (Mk.IA) and cannons in the ""B"" type wing (Mk.IB). The first 110 fighters built were of the Typhoon Mk.IA version, with 12 wing-mounted 0.303 inch Colt-Browning Mk.II machine guns, because of the shortage of belt-feed mechanisms for the Hispano Mk.II cannons.
+
The armament provided for the aircraft consisted of wing-mounted machine guns in the "A" type wing (Mk.IA) and cannons in the "B" type wing (Mk.IB). The first 110 fighters built were of the Typhoon Mk.IA version, with 12 wing-mounted 0.303 inch Colt-Browning Mk.II machine guns, because of the shortage of belt-feed mechanisms for the Hispano Mk.II cannons.
+
 
The early service life of the Typhoon was less than impressive. With a relatively poor rate of climb and sluggish performance at high altitudes, it was not able to maintain pace with the latest enemy fighters in its planned role as an interceptor. Furthermore, the first RAF squadrons to use the Typhoon found, like the test pilots who had helped to develop the Typhoon, that an alarming number of accidents, sometimes fatal, were attributed to the new fighter. Hawker was able to ascertain that the cause of many accidents was metal fatigue resulting in several cases of the entire tail section detaching in flight. However, even after this issue was resolved, high speed buffeting and an unreliable engine caused the early Typhoons to be less than popular with their crews.  
+
The early service life of the Typhoon was less than impressive. With a relatively poor rate of climb and sluggish performance at high altitudes, it was not able to maintain pace with the latest enemy fighters in its planned role as an interceptor. Furthermore, the first RAF squadrons to use the Typhoon found, like the test pilots who had helped to develop the Typhoon, that an alarming number of accidents, sometimes fatal, were attributed to the new fighter. Hawker was able to ascertain that the cause of many accidents was metal fatigue resulting in several cases of the entire tail section detaching in flight. However, even after this issue was resolved, high speed buffeting and an unreliable engine caused the early Typhoons to be less than popular with their crews.
 +
{{Navigation-End}}
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=typhoon_mk1a Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== 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;''
 +
* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the aircraft;''
+
;Related development
* ''links to approximate analogues of other nations and research trees.''
+
* [[Typhoon (Family)]]
  
 
== External links ==
 
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
 
 
* ''other literature.''
 
* ''other literature.''
  
 
{{AirManufacturer Hawker}}
 
{{AirManufacturer Hawker}}
 
{{Britain fighters}}
 
{{Britain fighters}}
<references />
 

Latest revision as of 13:00, 21 September 2023

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the British fighter Typhoon Mk Ia. For other versions, see Typhoon (Family).
typhoon_mk1a.png
GarageImage Typhoon Mk Ia.jpg
Typhoon Mk Ia
AB RB SB
2.7 3.0 2.7
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

The Typhoon Mk Ia is a rank II British fighter with a battle rating of 2.7 (AB/SB) and 3.0 (RB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

General info

Flight performance

Max speed
at 6 156 m634 km/h
Turn time21 s
Max altitude10 500 m
EngineNapier Sabre 2a
TypeInline
Cooling systemWater
Take-off weight6 t

The Typhoon Mk Ia is a great fighter for the rank it is at. The first thing that a pilot will notice with the Typhoon Mk Ia is that it is insanely fast for its battle rating, so diving at a five to ten-degree angle, if the Typhoon is being attacked or if its attack failed, is a solid choice if the plane has the altitude. However, if playing in Arcade battles with this plane, the diving tactic may not work since the Arcade battle maps are quite small.

Despite its thick wings, the Typhoon is surprisingly good at turning. It can reliably out-turn Fw 190s and other boom and zoom oriented fighters.

Characteristics Max Speed
(km/h at 6,157 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 612 596 10500 21.9 22.5 14.5 14.5 580
Upgraded 656 634 20.1 21.0 20.1 17.1

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
845 320 401 377 250 ~10 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 390 < 440 < 480 > 337
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,447 m 1,960 hp 2,077 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
4,981 m 1,650 hp 1,749 hp

Survivability and armour

Crew1 person
Speed of destruction
Structural845 km/h
Gear320 km/h
  • 3 mm Steel - Armoured engine plate
  • 1 mm Steel - Fore cockpit plate
  • 12.7 mm Steel - Armour plate behind pilot's seat
  • 42.8 mm Bulletproof glass - Armoured windscreen

Modifications and economy

Repair costBasic → Reference
AB470 → 628 Sl icon.png
RB982 → 1 313 Sl icon.png
SB1 332 → 1 782 Sl icon.png
Total cost of modifications8 420 Rp icon.png
9 420 Sl icon.png
Talisman cost640 Ge icon.png
Crew training4 500 Sl icon.png
Experts16 000 Sl icon.png
Aces180 Ge icon.png
Research Aces190 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 70 / 150 % Sl icon.png
118 / 118 / 118 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
560 Rp icon.png
Cost:
630 Sl icon.png
90 Ge icon.png
Mods radiator.png
Radiator
Research:
560 Rp icon.png
Cost:
630 Sl icon.png
90 Ge icon.png
Mods armor frame.png
Airframe
Research:
630 Rp icon.png
Cost:
710 Sl icon.png
105 Ge icon.png
Mods compressor.png
Compressor
Research:
630 Rp icon.png
Cost:
710 Sl icon.png
105 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
85 Ge icon.png
Mods new engine.png
Engine
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
85 Ge icon.png
Mods armor cover.png
Cover
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
150 Ge icon.png
Mods metanol.png
Engine injection
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
150 Ge icon.png
Mods engine extinguisher.png
EFS
Research:
910 Rp icon.png
Cost:
1 000 Sl icon.png
150 Ge icon.png
Mods ammo.png
bmg303_belt_pack
Research:
560 Rp icon.png
Cost:
630 Sl icon.png
90 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
HSBC mk.2
Research:
630 Rp icon.png
Cost:
710 Sl icon.png
105 Ge icon.png
Mod arrow 0.png
Mods weapon.png
bmg303_new_gun
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
85 Ge icon.png
Mods pilon bomb.png
HMBC mk.2
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
85 Ge icon.png

Of the rank I upgrades, only Offensive 7 mm is of noticeable effect to allow for belt choice for the 7.7 mm armaments. The next level's Compressor should be the first choice, with Airframe and the HSBC mk.2 as unattractive choices. Having the option of a last-ditch ground attack with the bombs may save the occasional game though. For rank III: Engine, New 7 mm MGs and Wings repair in that order, just having the ability to perform long, accurate burst fire (against bombers) makes the armament upgrade worthwhile. The last level is Engine Injection. The remaining modules can be chosen for research by personal preference.

Armaments

Offensive armament

Ammunition5 680 rounds
Fire rate1 000 shots/min
Main article: Browning (7.7 mm)

The Typhoon Mk Ia is armed with:

  • 12 x 7.7 mm Browning machine guns, wing-mounted (460 rpg outer x 2 + 500 rpg center x 2 + 460 rpg inner x 2 = 5,680 total)

The Typhoon Mk Ia 's signature 12 x 0.303 calibre machine guns means quite a lot of gun for a plane, though the drawback to the gun amount is that they are all rifle-calibre and such the Typhoon's firepower is drawn from the mass amount of bullets that can be laid out. The large amounts of bullet fired works as with the right belt, the Typhoon has a large chance to set fires with the high amount of incendiary in the machine gun belts; for this reason, it is plausible to switch to tracer, as 100% of the tracer belt contains incendiary. Be warned: the tracer rounds are much less powerful than the regular ones, so keep that in mind.

This fighter is an excellent bomber hunter due to its armament's high fire chance, aim for the fuel tanks and let the fire do the rest of the work.

Another plausible idea when flying the Typhoon Mk Ia is to uninstall the New 7.7 mm machine guns modification once it has been unlocked. This will increase the weapon's spread and turn the plane into a flying shotgun, but also increase the chance of gun jamming. To reduce the risk of this, boom and extend with this plane and keep firing bursts disciplined, only firing once within 500 m with a convergence of 400 m to make the best use of the rather weak 7.7 mm machine guns.

Suspended armament

List of setups (2)
Setup 12 x G.P. 250 lb Mk.IV bomb
Setup 22 x G.P. 500 lb Mk.IV bomb

The Typhoon Mk Ia can be outfitted with the following ordnance:

  • Without load
  • 2 x 250 lb G.P. Mk.IV bombs (500 lb total)
  • 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)

Usage in battles

Air Arcade Battles:

In regards to air arcade battles, it is advised to use Boom & Zoom tactics, as the aircraft's high power (for battle rating 2.7) and wing loading allows for high speed passes on lower flying planes. With the Typhoon's engine providing 2,000 WEP horsepower, there is a lot of energy for a player to use against their opponents.

When encountering fighters, avoid turn-fights most of the time as this aircraft simply doesn't turn well except against the Fw 190 and most American planes, with the exceptions being the F4F-3, the F4F-4, and the F6F-5. Do rudder turn in 1-v-1s and use the combat flaps; against Arcade players, the Typhoon will win the majority of the time, as Arcade people generally don't know the rudder-turn trick.

The best bet in a bad situation is to either outrun pursuers by engaging WEP and diving, which forces them to break off pursuit, or to just run flat out and hope the magic lead indicator doesn't land them a cockpit shot. Bobbing the plane up and down in the vertical slightly does prevent this.

Set gun convergence at or in excess of 400 m, as 500 m seems to work the best for Boom and Zoom. Do note that due to the fact that in Arcade wing-rip is a non-element, the Typhoon can dive down in excess of 3 km to chew up enemy planes going for ground targets, then climb back to altitude with the remaining prey none the wiser.

Play the Typhoon wisely, as none of these tips will be of any assistance if a pilot persists in flying straight into furballs

Air Realistic Battles:

The biggest threat to the Typhoon in a downtier is the He 100 D-1 as it can match the Typhoon for top airspeed in level flight, however, the Typhoon can potentially accelerate and out-turn it, meaning that the Typhoon is not without hope.

In an uptier or midtier match there are many more threats: the Bf 109, which can shred the plane with its cannons, has a better climb rate and turn rate, and generally outperforms the Typhoon in all but speed; the Italian planes, which are generally powerful and require situational counters; and the Ki-44-II. The Ki-44-II is arguably the most dangerous of them, as its maximum speed nearly equals that of the Typhoon's at a similar altitude, its turning rate is better and its climbing rate exceeds the Typhoon's by at least one metre per second. Beating the Ki-44 requires discipline and good aim; do not turnfight, as the Typhoon cannot keep up with the lighter Japanese plane. Do note that the Typhoon performs better at high altitudes - in excess of 5,500 m or 18,000 ft. Do not engage in turning engagements except with Fw 190s.

If all else fails, run on the deck: the Typhoon can reach in excess of 550 km/h with WEP at 150 m (500 ft) in RB, 512 km/h without, and outspeeds almost every other plane at its battle rating. The Typhoon's WEP is exceptional and lasts far longer before overheating than most other planes in the game at every altitude. Her rate of cooling also sits in the top half of those planes in War Thunder - especially after the Rank II Spitfires got their engine rework.

Against a skilled pilot, the A6M2 and A6M3 are non-issues; they simply do not have the speed, climb rate, or toughness to compete. Do be aware that if these planes catch a Typhoon at low speed and low altitude, they will very easily destroy the Typhoon. If the Typhoon pilot is fortunate enough to possess some altitude, he will pitch down, run, then climb until the plane has the energy to re-engage.

Ground Realistic Battles:

  • Tank realistic battle: "In fast, target blast, out fast." One of the unique capacities the Typhoon occupies is having the ability to carry two 500 lb bombs which provides ground strike capabilities.

It is important to learn how to use MEC (manual engine controls) as they are crucial for getting the most potential out of this aircraft, given the lack of auto propeller pitch control.

Using MEC, (which should ideally be within reach of the keyboard hand if on PC, such as the number keys above the WASD keys) hold down the button for 100% Propeller Pitch and Mixture, while using the mouse wheel to control the throttle. Use it to get a quick takeoff, and then set it to 90-93% throttle (using whichever key is assigned to engine control toggle 1) and cruise to the battlefield. It is recommended to keep an eye on the map periodically (Default key: M), to indicate potential targets. By the time the Typhoon reaches the Area of Operations, there should be a target in mind. Fly around the far outskirts of the map, to an angle of approach that is believed to be the opposite of where the target is looking. Considering the Typhoon will likely be going over 400 km/h (250 mph), wait until the target is about to be in sight, then toggle engine controls back on, hold the MECs to 100%, dump the throttle, Gear on/Flaps Landing (once below 400 km/h), Gear Off. doing so will effectively perform a hard braking manoeuvre, slowing the plane down enough to accurately place the munitions. Make sure to set the timers on the bombs to at least 3-5 seconds, as the bombs going off too early will likely destroy the piloting aircraft with the shock wave.

Once the bombs have been dropped, raise the flaps, throttle WEP and run out of there as quickly as possible before the enemy SPAA can react.

The biggest advantage to this method is the Typhoon can effectively enter the airspace, and engage targets faster most other aircraft, with as little warning to enemy forces as possible excepting enemy aircraft. At the same time, because of the Typhoon's brutal acceleration, it can engage a target and then use its superior speed (against ground attackers like Stukas, Russian light bombers, Japanese light bombers) to annihilate enemy air forces using the 12 machine guns.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Not controllable
Not auto controlled
Controllable
Auto control available
Combined Controllable
2 gears
Not controllable

Pros and cons

Pros:

  • Great speed, especially in a dive
  • Equipped with 12 x machine guns
  • At close distance (< 500 m), armament can be surprisingly effective
  • Powerful engine
  • Can carry bombs
  • Decent climb rate, similar to the Bf 109 E-3
  • A great fighter in AB and RB, and a good ground-pounder in mixed battles

Cons:

  • Slow roll rate
  • 7 mm machine guns will not do much against anything with armour, and have difficulty destroying targets beyond 500 m in RB
  • Mediocre turn radius in RB

History


Archive of the in-game description

The Hawker Typhoon was a single-seat, all-metal monoplane fighter, first designed as a high speed interceptor.

Even before the new Hurricane fighter was launched into full-scale production, the engineers of Hawker Aircraft Ltd.'s design office, headed by Sir Sydney Camm, embarked on the development of а next-generation interceptor for the RAF. It was proposed that the new aircraft would be equipped with a new engine whose power would surpass that of the Rolls-Royce Merlin.

Hawker Aircraft received a contract to develop two prototypes: one had a Rolls-Royce Vulture liquid-cooled engine (an Х-block); the second had a Napier Sabre engine (an Н-block). Both engines had 24 cylinders and provided about 2,000 hp.

The first prototype was named the Hawker Tornado and featured a ventral radiator in the same position that the Hurricane did. The second prototype, named the Typhoon, was equipped with a distinctive chin-mounted radiator in the forward fuselage.

Since the development of the Rolls-Royce Vulture engine progressed more quickly, the Hawker Tornado was the first to be test flown in October 1939. The first Hawker Typhoon (P5212) prototype made its maiden flight in February 1940.

After delays caused by the Battle of Britain, the full-scale production of Typhoon Mk IA, with a 2,100 hp Napier Sabre Mk.IIA engine and a de Havilland Hydromatic three-bladed propeller, was launched. Work on the Hawker Tornado was ceased due to serious problems with the Rolls-Royce Vulture engine after the first production aircraft was built.

Subsequent to the results found during flight trials, the tail fin of the Typhoon Mk.IA was enlarged to improve longitudinal stability and the aircraft obtained its distinctive rudder with a straight rear edge. The starboard door and the folding part of the canopy were used to enter the fighter's cockpit; in an emergency both doors and the folding part of the canopy could be jettisoned.

The armament provided for the aircraft consisted of wing-mounted machine guns in the "A" type wing (Mk.IA) and cannons in the "B" type wing (Mk.IB). The first 110 fighters built were of the Typhoon Mk.IA version, with 12 wing-mounted 0.303 inch Colt-Browning Mk.II machine guns, because of the shortage of belt-feed mechanisms for the Hispano Mk.II cannons.

The early service life of the Typhoon was less than impressive. With a relatively poor rate of climb and sluggish performance at high altitudes, it was not able to maintain pace with the latest enemy fighters in its planned role as an interceptor. Furthermore, the first RAF squadrons to use the Typhoon found, like the test pilots who had helped to develop the Typhoon, that an alarming number of accidents, sometimes fatal, were attributed to the new fighter. Hawker was able to ascertain that the cause of many accidents was metal fatigue resulting in several cases of the entire tail section detaching in flight. However, even after this issue was resolved, high speed buffeting and an unreliable engine caused the early Typhoons to be less than popular with their crews.


Media

Skins

See also

Related development

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Hawker Aircraft Limited
Biplane fighters 
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Scout plane  Osprey Mk IV
Piston fighters 
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Sea Hurricane Mk IB · Sea Hurricane Mk IC · Hurricane Mk IIB/Trop · Hurricane Mk IV
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk V · Tempest Mk V (Vickers P) · Tempest Mk II
Fury  Sea Fury FB 11
Jet fighters 
Hunter  Hunter F.1 · Hunter F.6 · Hunter FGA.9 · ◌Hunter F.58
Sea Hawk  Sea Hawk FGA.6
Harrier  Harrier GR.1 · Harrier GR.3
Export  ▄Hurricane Mk I/L · ▂Hurricane Mk IIB · J34 · ◄Sea Hawk Mk.100 · AV-8A · AV-8C
Captured  ▀Tempest Mk V

Britain fighters
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Gladiator  Gladiator Mk II · Tuck's Gladiator Mk II · Gladiator Mk IIF · Gladiator Mk IIS
Sea Gladiator  Sea Gladiator Mk I
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Hurricane Mk IIB/Trop
Sea Hurricane  Sea Hurricane Mk IB · Sea Hurricane Mk IC
Martin-Baker  MB.5
Spitfire (early-Merlin)  Spitfire Mk Ia · Spitfire Mk IIa · Spitfire Mk.IIa Venture I · Spitfire Mk IIb · Spitfire Mk Vb/trop · Spitfire Mk Vb · Spitfire Mk Vc/trop · Spitfire Mk Vc
Spitfire (late-Merlin)  Spitfire F Mk IX · Spitfire LF Mk IX · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XVI
Spitfire (Griffon)  Spitfire F Mk XIVc · Spitfire F Mk XIVe · Prendergast's Spitfire FR Mk XIVe · Spitfire F Mk XVIIIe · Spitfire F Mk 22 · Spitfire F Mk 24
Seafire  Seafire LF Mk.III · Seafire F Mk XVII · Seafire FR 47
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk II · Tempest Mk V
Sea Fury  Sea Fury FB 11
Twin-engine fighters  Hornet Mk.I · Hornet Mk.III · Whirlwind Mk I · Whirlwind P.9
  Foreign:
Australia  ▄Boomerang Mk I · ▄Boomerang Mk II
France  ▄D.520 · ▄D.521
USA  ▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA