Difference between revisions of "XP-50"

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== 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.'' -->
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} American twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.31]].
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In 1939, the U.S. Army issued Circular Proposal 39-775 for new fighters that could utilize new engines. Of the four companies that submitted designs, Grumman submitted Design 41 which was largely based on Design 34 (XF5F-1) but would utilize two Wright R-1820 radial engines. Although Lockheed’s design was deemed more favorable, the Army wanted Grumman to continue revising Design 41 as a backup in case Lockheed’s proposal ran into hiccups. Grumman’s resubmission, Design 45, was later given the designation XP-50. The XP-50 was fitted with two Wright R-1820-67/69 radial engines which produced 1,200 hp with the help of turbosuperchargers. The XP-50 was promising in test flights until a turbosupercharger explosion led to the loss of the prototype. The XP-50 project was then canceled.
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Introduced as a premium aircraft in [[Update 1.31]], the '''{{Specs|name}}''' is an extremely capable aircraft. With the help of an airspawn, the XP-50 can reach heights well above enemy aircraft with ease. Although it is quite manoeuvrable, at higher speeds the XP-50 struggles with compression. Players must be careful when diving for opponents, especially with how quickly the XP-50 gains speed and the lack of airbrakes. The XP-50 also has two 20 mm cannons and two 12.7 mm machine guns mounted in the nose. However, the cannons are greatly limited in their ammo pool. Nonetheless, the XP-50 is a great plane for beginners to practice energy fighting and ammo conservation.  
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== General info ==
 
== General info ==
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
Its excellent climb rate and acceleration make this plane great for energy fighting. It won't be hard to get altitude advantage upon the majority of your opponents, which this plane can out-climb.
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Its excellent climb rate and acceleration make this plane great for energy fighting. It won't be hard to get altitude advantage upon the majority of your opponents, since you get an airspawn, while also having a great climb rate.
  
 
Use your climb rate to be the highest plane of the battle, unfortunately, this aircraft does not have WEP, as so, it is best to climb at a 20-25 degree angle to get to altitude. Your priority targets are the highest enemies where you can pick and choose and work your way down to lower aircraft as needed.
 
Use your climb rate to be the highest plane of the battle, unfortunately, this aircraft does not have WEP, as so, it is best to climb at a 20-25 degree angle to get to altitude. Your priority targets are the highest enemies where you can pick and choose and work your way down to lower aircraft as needed.
  
If you notice you were out-climbed, don't hesitate to roll away and climb more as a dive is a risky trade with this plane. If an enemy climbs to catch you, make a 90° climb at full power and when they start to stall, try to boom & zoom them. Use your acceleration and/or climb rate if someone gets on your six to lose them. If you do lose energy, do not worry. You turn extremely well at low speeds with your flaps out and will out turn most things you fight.
+
If you notice you were out-climbed, don't hesitate to roll away and climb more as a dive is a risky trade with this plane. If an enemy climbs to catch you, make a 90° climb at full power and when they start to stall, try to boom & zoom them. Use your acceleration and/or climb rate if someone gets on your six to lose them. If you do lose energy, do not worry. You turn extremely well at low speeds with your flaps out and will out turn most things you fight.
 +
 
 +
If you do get in trouble, the first thing you should do is climb. You will outclimb most enemies, and after this, use this energy you gained to get the upper hand in a dogfight. You having more energy will make you more effective at turning and help you outmaneuver your enemies. After you are able to get behind them, your maneuverability helps you stay behind them to get a easy shot.  
  
Make sure to have a disciplined and accurate fire, since you will quickly chew through the ammunition. While you may only have 120 rounds total of the cannon rounds, it doesn't take a lot of hits to knock out enemy aircraft. Your guns are extremely accurate and they are nose mounted. Gun convergence can safely be set to 800 meters, however, accuracy is best when close in, around 200-300 m. It is recommended to  take ''Air Targets'' ammo for the cannons and Universal ammo for the machine guns to maximize the damage output for air to air engagements.
+
Make sure to have a disciplined and accurate fire, since you will quickly chew through the ammunition. While you may only have 120 rounds total of the cannon rounds, it doesn't take a lot of hits to knock out enemy aircraft. Your guns are extremely accurate and they are nose-mounted. Gun convergence can safely be set to 800 m, however, accuracy is best when close in, around 200-300 m. It is recommended to  take Air Targets belts for the cannons and the Universal belt for the machine guns to maximize the damage output for air-to-air engagements.
  
 
When attacking bombers, try your best to stay away from the rear as that is a very dangerous spot for your aircraft to attack from. The engines can easily be damaged by gunners if the shots are aimed properly so try your best to attack from the top or bottom or even peel off if needed. This aircraft has poor fire extinguishing and flying with one engine can be dangerous.  
 
When attacking bombers, try your best to stay away from the rear as that is a very dangerous spot for your aircraft to attack from. The engines can easily be damaged by gunners if the shots are aimed properly so try your best to attack from the top or bottom or even peel off if needed. This aircraft has poor fire extinguishing and flying with one engine can be dangerous.  
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* Excellent climb rate
 
* Excellent climb rate
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* Gets an airspawn
 
* Great acceleration
 
* Great acceleration
 
* Good manoeuvrability
 
* Good manoeuvrability
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<!-- ''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).'' -->
 
<!-- ''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 ===
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{{break}}
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{{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}}
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{{Navigation-First-Simple-Line}}
 
Grumman XP-50 twin-engine army fighter prototype
 
Grumman XP-50 twin-engine army fighter prototype
  
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The plane was powered by two Wright XR-1820-67/79 Cyclone nine-cylinder, air-cooled engines, with a left- and right-handed reduction gear, producing a takeoff power of 1,200 hp. Due to the new engines installed, the shape of the nacelles and engine cowlings was changed.
 
The plane was powered by two Wright XR-1820-67/79 Cyclone nine-cylinder, air-cooled engines, with a left- and right-handed reduction gear, producing a takeoff power of 1,200 hp. Due to the new engines installed, the shape of the nacelles and engine cowlings was changed.
  
The aircraft's armament included two 20 mm Hispano-Suiza AN-M2 cannons, with 60 rounds each, and two 12.7 mm Colt-Browning AN-M2.5 machine guns, with 500 rounds each, mounted in the forward fuselage. In addition, the aircraft could carry two 100 lb (45 kg) bombs under its wing panels.
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The aircraft's armament included two 20 mm Hispano-Suiza AN-M2 cannons, with 60 rounds each, and two 12.7 mm Colt-Browning AN-M2 .50 cal machine guns, with 500 rounds each, mounted in the forward fuselage. In addition, the aircraft could carry two 100 lb (45 kg) bombs under its wing panels.
  
Instead of the XF5F-1's tail wheel, the ХР-50 had a nose landing gear. The plane's fuel tanks were self-sealing, and the pilot was protected just as he was in the Navy version, i. e. with the help of an armored front bulkhead, an armored backrest, and an armored floor.
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Instead of the XF5F-1's tail wheel, the ХР-50 had a nose landing gear. The plane's fuel tanks were self-sealing, and the pilot was protected just as he was in the Navy version, i. e. with the help of an armoured front bulkhead, an armoured backrest, and an armoured floor.
  
 
The XP-50 (Ser No. 40-3057) prototype got off the ground for the first time on 18 February 1941, with Robert Hall, a Grumman test pilot, at the controls. The test flights showed that the ХР-50 had a better controllability than the XF5F-1. In addition, the turbosupercharged engines ensured the ХР-50's much better characteristics at medium and high altitudes.
 
The XP-50 (Ser No. 40-3057) prototype got off the ground for the first time on 18 February 1941, with Robert Hall, a Grumman test pilot, at the controls. The test flights showed that the ХР-50 had a better controllability than the XF5F-1. In addition, the turbosupercharged engines ensured the ХР-50's much better characteristics at medium and high altitudes.
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Pilot Robert Hall successfully bailed out of the damaged vehicle. After the first prototype was lost, all work on the ХР-50 was discontinued.
 
Pilot Robert Hall successfully bailed out of the damaged vehicle. After the first prototype was lost, all work on the ХР-50 was discontinued.
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{{Navigation-End}}
  
 
== Media ==
 
== Media ==

Latest revision as of 00:08, 19 September 2023

VTOL | Rank 5 USA
AV-8A Harrier Pack
XP-50
xp-50.png
GarageImage XP-50.jpg
360://https://wiki.warthunder.com/images/a/ab/Cockpit_xp-50.jpg
XP-50
Purchase:1 600 Specs-Card-Eagle.png
Show in game

Description

In 1939, the U.S. Army issued Circular Proposal 39-775 for new fighters that could utilize new engines. Of the four companies that submitted designs, Grumman submitted Design 41 which was largely based on Design 34 (XF5F-1) but would utilize two Wright R-1820 radial engines. Although Lockheed’s design was deemed more favorable, the Army wanted Grumman to continue revising Design 41 as a backup in case Lockheed’s proposal ran into hiccups. Grumman’s resubmission, Design 45, was later given the designation XP-50. The XP-50 was fitted with two Wright R-1820-67/69 radial engines which produced 1,200 hp with the help of turbosuperchargers. The XP-50 was promising in test flights until a turbosupercharger explosion led to the loss of the prototype. The XP-50 project was then canceled.

Introduced as a premium aircraft in Update 1.31, the XP-50 is an extremely capable aircraft. With the help of an airspawn, the XP-50 can reach heights well above enemy aircraft with ease. Although it is quite manoeuvrable, at higher speeds the XP-50 struggles with compression. Players must be careful when diving for opponents, especially with how quickly the XP-50 gains speed and the lack of airbrakes. The XP-50 also has two 20 mm cannons and two 12.7 mm machine guns mounted in the nose. However, the cannons are greatly limited in their ammo pool. Nonetheless, the XP-50 is a great plane for beginners to practice energy fighting and ammo conservation.


General info

Flight performance

Max speed
at 6 700 m680 km/h
Turn time19 s
Max altitude10 400 m
EngineWright R-1820-67
TypeRadial
Cooling systemAir
Take-off weight6 t

The XP-50 has great climb rate and acceleration, although it does tend to lock up at high speeds. It can easily maintain a 20-25 degree climb. Your engines will also commonly overheat, but they cool off relatively quickly. Low-speed manoeuvrability is excellent, especially when you have your flaps deployed.

Characteristics Max Speed
(km/h at 6,700 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 662 646 10400 19.8 20.4 17.2 17.1 444
Upgraded 698 680 18.2 19.0 23.0 20.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
745 370 465 436 290 ~11 ~7
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 350 < 400 < 400 > 300
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
5,520 m 2,200 hp 2,398 hp

Survivability and armour

Crew1 person
Speed of destruction
Structural745 km/h
Gear370 km/h
  • 9.5 mm steel - bulkhead in front of the cockpit
  • 9.5 mm steel - behind the pilot
  • Self-sealing fuel tanks (1 below the pilot, 1 fuel tank behind pilot)

Modifications and economy

Repair cost
AB687 Sl icon.png
RB4 715 Sl icon.png
SB2 387 Sl icon.png
Crew training10 000 Sl icon.png
Experts165 000 Sl icon.png
Aces590 Ge icon.png
Research Aces710 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 70 / 220 / 340 % Sl icon.png
Talisman.png 2 × 148 / 148 / 148 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Mods radiator.png
Radiator
Mods compressor.png
Compressor
Mods aerodinamic wing.png
Wings repair
Mods new engine.png
Engine
Mods armor frame.png
Airframe
Mods armor cover.png
Cover
Mods ammo.png
bmg50_belt_pack
Mod arrow 0.png
Mods weapon.png
bmg50_new_gun
Mods ammo.png
anm2_belt_pack
Mod arrow 0.png
Mods weapon.png
anm2_new_gun

Armaments

Offensive armament

Weapon 12 x 20 mm AN/M2 cannon
Ammunition120 rounds
Fire rate600 shots/min
Weapon 22 x 12.7 mm M2 Browning machine gun
Ammunition1 000 rounds
Fire rate750 shots/min

The XP-50 is armed with:

  • 2 x 20 mm AN/M2 cannons, nose-mounted (60 rpg = 120 total)
  • 2 x 12.7 mm M2 Browning machine guns, nose-mounted (500 rpg = 1,000 total)

Usage in battles

Its excellent climb rate and acceleration make this plane great for energy fighting. It won't be hard to get altitude advantage upon the majority of your opponents, since you get an airspawn, while also having a great climb rate.

Use your climb rate to be the highest plane of the battle, unfortunately, this aircraft does not have WEP, as so, it is best to climb at a 20-25 degree angle to get to altitude. Your priority targets are the highest enemies where you can pick and choose and work your way down to lower aircraft as needed.

If you notice you were out-climbed, don't hesitate to roll away and climb more as a dive is a risky trade with this plane. If an enemy climbs to catch you, make a 90° climb at full power and when they start to stall, try to boom & zoom them. Use your acceleration and/or climb rate if someone gets on your six to lose them. If you do lose energy, do not worry. You turn extremely well at low speeds with your flaps out and will out turn most things you fight.

If you do get in trouble, the first thing you should do is climb. You will outclimb most enemies, and after this, use this energy you gained to get the upper hand in a dogfight. You having more energy will make you more effective at turning and help you outmaneuver your enemies. After you are able to get behind them, your maneuverability helps you stay behind them to get a easy shot.

Make sure to have a disciplined and accurate fire, since you will quickly chew through the ammunition. While you may only have 120 rounds total of the cannon rounds, it doesn't take a lot of hits to knock out enemy aircraft. Your guns are extremely accurate and they are nose-mounted. Gun convergence can safely be set to 800 m, however, accuracy is best when close in, around 200-300 m. It is recommended to take Air Targets belts for the cannons and the Universal belt for the machine guns to maximize the damage output for air-to-air engagements.

When attacking bombers, try your best to stay away from the rear as that is a very dangerous spot for your aircraft to attack from. The engines can easily be damaged by gunners if the shots are aimed properly so try your best to attack from the top or bottom or even peel off if needed. This aircraft has poor fire extinguishing and flying with one engine can be dangerous.

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
1 gear
Auto controlled

Pros and cons

Pros:

  • Excellent climb rate
  • Gets an airspawn
  • Great acceleration
  • Good manoeuvrability
  • Powerful weaponry, thanks to the two AN/M2 cannons
  • Good cockpit visibility
  • The engine quickly cools down if you idle the power
  • Good dive speed

Cons:

  • Only 120 cannon shells and, once gone, only two .50 MGs
  • No WEP available in RB/SB
  • Manoeuvrability not as responsive during long steep dives (control surface compression)
  • Fragile airframe
  • No suspended armament

History


Archive of the in-game description

Grumman XP-50 twin-engine army fighter prototype

Practically at the same time the XF5F-1 Skyrocket carrier-based fighter was being created, Grumman Aircraft Engineering Corporation designers worked on the development of a promising interceptor, based on the XF5F-1, for the United States Army Air Corps. The prototype was given a company designation of Model G-46 and an army designation of ХР-50.

The USAAC issued an order for production of the new aircraft on November 25, 1939. Although the ХР-50 was similar to the XF5F-1 externally, a number of significant changes were introduced into the original layout. Unlike its carrier-based predecessor, the ХР-50 was not a low-wing but a mid-wing monoplane, the fuselage was significantly lengthened, the shape of the pilot's cockpit canopy was changed, and the tailplane span was reduced.

The plane was powered by two Wright XR-1820-67/79 Cyclone nine-cylinder, air-cooled engines, with a left- and right-handed reduction gear, producing a takeoff power of 1,200 hp. Due to the new engines installed, the shape of the nacelles and engine cowlings was changed.

The aircraft's armament included two 20 mm Hispano-Suiza AN-M2 cannons, with 60 rounds each, and two 12.7 mm Colt-Browning AN-M2 .50 cal machine guns, with 500 rounds each, mounted in the forward fuselage. In addition, the aircraft could carry two 100 lb (45 kg) bombs under its wing panels.

Instead of the XF5F-1's tail wheel, the ХР-50 had a nose landing gear. The plane's fuel tanks were self-sealing, and the pilot was protected just as he was in the Navy version, i. e. with the help of an armoured front bulkhead, an armoured backrest, and an armoured floor.

The XP-50 (Ser No. 40-3057) prototype got off the ground for the first time on 18 February 1941, with Robert Hall, a Grumman test pilot, at the controls. The test flights showed that the ХР-50 had a better controllability than the XF5F-1. In addition, the turbosupercharged engines ensured the ХР-50's much better characteristics at medium and high altitudes.

On 14 May 1941, during the 15th test flight of the ХР-50 prototype, the turbosupercharger of one of the engines was destroyed, the cause undetermined, and the turbine blades flying in all directions severed the line running to the hydraulic nose landing gear extension system.

Pilot Robert Hall successfully bailed out of the damaged vehicle. After the first prototype was lost, all work on the ХР-50 was discontinued.


Media

Skins

See also

Related development
Similar airframe

External links


Grumman Aircraft Engineering Corporation
Fighters 
F3F  F3F-2 · Galer's F3F-2
F4F Wildcat  F4F-3 · F4F-4
XF5F Skyrocket  XF5F · XP-50
F6F Hellcat  F6F-5 · F6F-5N
F7F Tigercat  F7F-1 · F7F-3
F8F Bearcat  F8F-1 · F8F-1B
Jet Fighters 
F9F Panther/Cougar  F9F-2 · F9F-5 · F9F-8
F-11 Tiger  F11F-1
F-14 Tomcat  F-14A Early · F-14B
Jet Strike Aircraft 
A-6 Intruder  A-6E TRAM
Bombers  TBF-1C
Export  ▄Martlet Mk IV · ▄F6F-5 · ▄F6F-5N · ▄F8F-1B · ▄Avenger Mk II · ▄Hellcat Mk II

USA twin-engine fighters
P-38  XP-38G · P-38E · P-38G-1 · P-38J-15 · Bong's P-38J-15 · P-38L-5-LO · P-38K · YP-38
P-61  P-61A-11 · P-61C-1
F7F  F7F-1 · F7F-3
Other  XF5F · XP-50 · F-82E

USA premium aircraft
Fighters  Thach's F2A-1 · Galer's F3F-2 · F2G-1 · F4U-4B VMF-214 · P-26A-34 · P-40C · P-43A-1
  P-47M-1-RE · ⋠P-47M-1-RE · P-51A · P-51D-10 · P-51D-20-NA · ␠Kingcobra · XP-55
  ▃A6M2 · ▃Ki-43-II · ▃Ki-61-Ib · ▃Bf 109 F-4 · ▃Fw 190 A-8 · ▃Spitfire LF Mk IXc
Twin-engine fighters  XP-38G · Bong's P-38J-15 · P-38K · YP-38 · P-61A-11 · XF5F · XP-50 · F7F-3
Jet fighters  P-59A · F-86F-35 · F-89B · F-89D · F-4S Phantom II · F-5C · F-20A
Strike aircraft  A-1H · A2D-1 · AU-1 · XA-38 · AV-8A · A-6E TRAM · A-10A
Bombers  A-26C-45DT · B-10B · BTD-1 · PBM-3 "Mariner" · PV-2D