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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U121228389</id>
		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-25T07:58:06Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=GAU-8/A_(30_mm)&amp;diff=154596</id>
		<title>GAU-8/A (30 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=GAU-8/A_(30_mm)&amp;diff=154596"/>
				<updated>2023-02-09T06:41:53Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''30 mm GAU-8/A''' is an American rotary autocannon.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|a_10a_early}}&lt;br /&gt;
* {{Specs-Link|a_10a_late}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
* '''Ground targets:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}&lt;br /&gt;
* '''Air targets:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
* '''Stealth:''' {{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''please visit and read the A 10 warthog usage in battle'' &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely high rate of fire&lt;br /&gt;
* Decent armour penetration&lt;br /&gt;
* Effective against all types of vehicles (ground, air, or naval)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* High rate of fire requires trigger discipline&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
One of the most powerful aircraft cannons to ever take to the skies, the GAU-8/A Equalizer developed specifically for use on [[A-10A]] Thunderbolt II better known as the &amp;quot;Warthog&amp;quot;. The A-X program that produced the A-10 was first conceived in September of 1966 when the Air Force recognized a gap in their close air support capabilities for escort and fire suppression and created the A-X program office to develop the specifications for the new aircraft. The request for proposals came out on March 6th, 1967 and specified a 30 mm rotary cannon armament that the aircraft would be designed around. Intended for destroying Soviet armour, the 30 mm cannon received an RFP with specifications of a high muzzle velocity and a rate of fire of 4,000 rounds per minute. General Electric and Philco-Ford both submitted designs for the competition which General Electric won. The Equalizer is only one part of a much larger gun assembly that includes a feed system, ammunition drum, and two independent hydraulic motors to power the gun. The complete assembly is officially designated the A/A 49E-6 Gun System and the A-10 is truly built around bringing this beast of a weapon to battle. Making up 16% of the Thunderbolt's unladen weight, the plane requires a special jack for stability when the Equalizer is removed for maintenance.&lt;br /&gt;
&lt;br /&gt;
The Equalizer is mounted just slightly off-axis to port in order to prevent the recoil from hampering the accuracy of fire during an attack run. The GAU-8/A takes half a second to reach the top firing speed, fires depleted uranium armour-piercing shells for destroying tanks, and can be 80% accurate when firing at 40 foot diameter circle while flying at 4,000 feet. For protection, both the gun and ammo drum are protected by armour designed to detonate enemy shells before they damage the internal components.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
https://youtu.be/ty5x8xhle84&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{USA aircraft cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft cannons]]&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=GAU-8/A_(30_mm)&amp;diff=154595</id>
		<title>GAU-8/A (30 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=GAU-8/A_(30_mm)&amp;diff=154595"/>
				<updated>2023-02-09T06:38:28Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''30 mm GAU-8/A''' is an American rotary autocannon.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|a_10a_early}}&lt;br /&gt;
* {{Specs-Link|a_10a_late}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
* '''Ground targets:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}&lt;br /&gt;
* '''Air targets:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
* '''Stealth:''' {{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HVAP|High-velocity armour-piercing}}{{-}}{{Annotation|HEI|High-explosive incendiary}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''please visit and read the A 10 warthog usage in battle'' &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely high rate of fire&lt;br /&gt;
* Decent armour penetration&lt;br /&gt;
* Effective against all types of vehicles (ground, air, or naval)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* High rate of fire requires trigger discipline&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
One of the most powerful aircraft cannons to ever take to the skies, the GAU-8/A Equalizer developed specifically for use on [[A-10A]] Thunderbolt II better known as the &amp;quot;Warthog&amp;quot;. The A-X program that produced the A-10 was first conceived in September of 1966 when the Air Force recognized a gap in their close air support capabilities for escort and fire suppression and created the A-X program office to develop the specifications for the new aircraft. The request for proposals came out on March 6th, 1967 and specified a 30 mm rotary cannon armament that the aircraft would be designed around. Intended for destroying Soviet armour, the 30 mm cannon received an RFP with specifications of a high muzzle velocity and a rate of fire of 4,000 rounds per minute. General Electric and Philco-Ford both submitted designs for the competition which General Electric won. The Equalizer is only one part of a much larger gun assembly that includes a feed system, ammunition drum, and two independent hydraulic motors to power the gun. The complete assembly is officially designated the A/A 49E-6 Gun System and the A-10 is truly built around bringing this beast of a weapon to battle. Making up 16% of the Thunderbolt's unladen weight, the plane requires a special jack for stability when the Equalizer is removed for maintenance.&lt;br /&gt;
&lt;br /&gt;
The Equalizer is mounted just slightly off-axis to port in order to prevent the recoil from hampering the accuracy of fire during an attack run. The GAU-8/A takes half a second to reach the top firing speed, fires depleted uranium armour-piercing shells for destroying tanks, and can be 80% accurate when firing at 40 foot diameter circle while flying at 4,000 feet. For protection, both the gun and ammo drum are protected by armour designed to detonate enemy shells before they damage the internal components.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{USA aircraft cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft cannons]]&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154429</id>
		<title>Spitfire F Mk 24</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154429"/>
				<updated>2023-02-08T06:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Spitfire (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=spitfire_f24&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It was introduced in [[Update 1.39]].&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's Rolls-Royce Griffon engine is the fighter's greatest asset, but it is still very agile at medium speeds of around 400-500 km/h. When the Mk 24 cannot make use of its Griffon engine it is highly vulnerable, so pilots should take care to avoid situations where speed and acceleration is a non-factor in victory.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(778 km/h at 8,232 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 721 || 699 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 19.4 || 20.2 || 19.8 || 19.8 || rowspan=&amp;quot;2&amp;quot; | 420&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 837 || 778 || 17.2 || 17.6 || 39.4 || 28.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || X || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || N/A || 260 || ~11 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 482 || &amp;lt; 400 || &amp;lt; 400 || &amp;gt; 500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,600 m || 1,510 hp || 2,190 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 8,600 m || 1,360 hp || 1,993 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 3 mm Steel - Armour plating ammo cover (both wings)&lt;br /&gt;
* 6 mm Steel - Upper prop hub plate&lt;br /&gt;
* 12.7 mm Steel - Fore cockpit armour plate&lt;br /&gt;
* 4 mm Steel - Pilot's seat&lt;br /&gt;
* 7 mm Steel - Behind pilot's seat&lt;br /&gt;
* 4 mm Steel - Pilot's headrest&lt;br /&gt;
* 42.8 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's performance relies on its engine and that should thus be the focus of research. It is recommended you progress through your research in the following order:&lt;br /&gt;
&lt;br /&gt;
# Radiator&lt;br /&gt;
# Compressor&lt;br /&gt;
# Airframe&lt;br /&gt;
# Offensive 20 mm&lt;br /&gt;
# Engine&lt;br /&gt;
# Engine injection&lt;br /&gt;
# 150 octane fuel&lt;br /&gt;
# Wings repair&lt;br /&gt;
# Cover&lt;br /&gt;
# Fuselage Repair&lt;br /&gt;
&lt;br /&gt;
After you have researched all of the above, complete the remaining research in any order. The Offensive 20 mm upgrade is incredibly useful due to the power of the &amp;quot;Air targets&amp;quot; belt on Hispano Mk.II cannons, which is why it is prioritized over the Engine upgrades even with the focus on engine-related upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Hispano Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Hispano Mk.II cannons, wing-mounted (175 rpg inner + 150 rpg outer = 650 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)|RP-3}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 3 x 250 lb G.P. Mk.IV bombs (750 lb total)&lt;br /&gt;
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 1 x 500 lb G.P. Mk.IV bomb + 2 x 250 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)&lt;br /&gt;
* 8 x RP-3 rockets&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs + 4 x RP-3 rockets (500 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]&lt;br /&gt;
The Spitfire F Mk 24 is an outstanding plane in realistic battles with few weaknesses, meaning the enemy will have a really hard time either catching the Mk 24 or shaking it off of their tail, and only the most skilled of opponents will stand a chance.&lt;br /&gt;
&lt;br /&gt;
It is very important to monitor your energy state, as the Spitfire F Mk 24 is a relatively large fighter aircraft and will be a big target at low speeds.&lt;br /&gt;
&lt;br /&gt;
The main task for a Mk 24 pilot is to utilize the immense power of the Rolls-Royce Griffon engine, which allows the Spitfire to climb at an insanely high rate. The pilot should always use his climb rate to his advantage in combat, using his altitude to dictate the terms of an engagement. Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway or Spain where the Griffon engine will perform optimally.&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's main combat tactic is Boom &amp;amp; Zooming due to its outstanding speed, armament, and engine output. Because of the last point, Energy fighting is an option open to the Mk 24 as well, when engaging an enemy separated from his team. The Rolls-Royce Griffon engine is what opens the Spitfire F Mk 24 to both of these tactics. Not only does the Griffon engine bestow the Mk 24 with incredible top speed, but it also causes the fighter to accelerate incredibly fast allowing it to keep its speed for longer even in a sharp climb.&lt;br /&gt;
&lt;br /&gt;
Although boom-and-zooming and energy fighting are the main tactics of the Spitfire F Mk 24, the fighter is also a turn fighter. No fighter in this battle rating can keep up with you in a turn fight of speeds of between 400-500 km/h; this is where the plane maintains a high turn rate. Turning below this velocity against planes such as the [[P-51H-5-NA]] is not recommended. The Mk 24 should avoid combat at low altitude especially versus Soviet fighters who excel below 4 km. The Mk 24's strength is at high altitude combat, where it can fully utilize the power of its Griffon engine.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Auto control available || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful engine which provides incredible climb rate, good acceleration and top speed&lt;br /&gt;
* Equipped with 4 x 20 mm Hispano Mk.II cannons, which are highly powerful and have a high rate of fire&lt;br /&gt;
* Incredible at energy fighting&lt;br /&gt;
* Performs extremely well at medium to high altitudes&lt;br /&gt;
* Excellent acceleration in a dive&lt;br /&gt;
* High turn rate at medium speeds&lt;br /&gt;
* Is an excellent vehicle to go against jets with&lt;br /&gt;
* Very good roll rate&lt;br /&gt;
* Very high wing rip speed&lt;br /&gt;
* Works well with manual engine control&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armament is mounted on the wings&lt;br /&gt;
* Wings are susceptible to shearing at higher speeds&lt;br /&gt;
* WEP causes the plane to consume fuel at a fast rate&lt;br /&gt;
* Suffers at lower altitudes where the engine isn't operating at full potential&lt;br /&gt;
* Relatively poor low-speed performance&lt;br /&gt;
* Mostly faces jets&lt;br /&gt;
* Underwing radiators create a large amount of drag, especially when open&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{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}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Supermarine Spitfire Mk.24 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. The Mk.24 was the very last land based Spitfire of the long and illustrious line of fighters. It differed only from late production Spitfire Mk.22s in having two extra fuel tanks fitted in the rear fuselage and provisions for under wing rockets. Late versions of the Spitfire Mk.24 were also fitted with the short barrel 20 mm Hispano Mk.V cannon. Only 54 Spitfire Mk.24s were built with a further 27 being converted from Mk.22 airframes.&lt;br /&gt;
&lt;br /&gt;
Contra-rotating propellers were tested on the Mk.21, 22 and 24 Spitfires but were still not perfected in time to see service on this last Spitfire variant. The contra-rotating propeller would, however see front line service with the Fleet Air Arm's Seafire Mk.46 and Mk.47. The Spitfire Mk.24 entered service in 1946 with No.80 Squadron in Gutersloh, Germany; the squadron later moved to Hong Kong. In January 1952 the RAF's last front line Spitfire squadron handed its aircraft over to the Hong Kong Auxiliary Air Force, ending a legacy of over 25 years of perhaps the most famous and iconic fighter aircraft in aviation history.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=spitfire_f24 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|MNacjyimuCQ|'''The Shooting Range #95''' - ''Metal Beasts'' section at 06:03 discusses the {{PAGENAME}}.|YrotBJk-VYk|'''The Shooting Range #124''' - ''War Machines'' section at 00:28 discusses the Griffon Spitfires.|Fjh-tTr6TPs|'''Best Combo #2''' discusses the {{PAGENAME}} at 2:00 - ''War Thunder Official Channel''|4v3fxupuZPA|'''Last piston fighters''' discusses the {{PAGENAME}} at 3:29 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Spitfire (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/341992-supermarine-spitfire-fmk24/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Supermarine}}&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154428</id>
		<title>Spitfire F Mk 24</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154428"/>
				<updated>2023-02-08T06:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Flight performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Spitfire (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=spitfire_f24&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It was introduced in [[Update 1.39]].&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's Rolls-Royce Griffon engine is the fighter's greatest asset, but it is still very agile at medium speeds of around 400-500 km/h. When the Mk 24 cannot make use of its Griffon engine it is highly vulnerable, so pilots should take care to avoid situations where speed and acceleration is a non-factor in victory.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(778km/h at 8,232 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 721 || 699 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 19.4 || 20.2 || 19.8 || 19.8 || rowspan=&amp;quot;2&amp;quot; | 420&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 837 || 778 || 17.2 || 17.6 || 39.4 || 28.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || X || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || N/A || 260 || ~11 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 482 || &amp;lt; 400 || &amp;lt; 400 || &amp;gt; 500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,600 m || 1,510 hp || 2,190 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 8,600 m || 1,360 hp || 1,993 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 3 mm Steel - Armour plating ammo cover (both wings)&lt;br /&gt;
* 6 mm Steel - Upper prop hub plate&lt;br /&gt;
* 12.7 mm Steel - Fore cockpit armour plate&lt;br /&gt;
* 4 mm Steel - Pilot's seat&lt;br /&gt;
* 7 mm Steel - Behind pilot's seat&lt;br /&gt;
* 4 mm Steel - Pilot's headrest&lt;br /&gt;
* 42.8 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's performance relies on its engine and that should thus be the focus of research. It is recommended you progress through your research in the following order:&lt;br /&gt;
&lt;br /&gt;
# Radiator&lt;br /&gt;
# Compressor&lt;br /&gt;
# Airframe&lt;br /&gt;
# Offensive 20 mm&lt;br /&gt;
# Engine&lt;br /&gt;
# Engine injection&lt;br /&gt;
# 150 octane fuel&lt;br /&gt;
# Wings repair&lt;br /&gt;
# Cover&lt;br /&gt;
# Fuselage Repair&lt;br /&gt;
&lt;br /&gt;
After you have researched all of the above, complete the remaining research in any order. The Offensive 20 mm upgrade is incredibly useful due to the power of the &amp;quot;Air targets&amp;quot; belt on Hispano Mk.II cannons, which is why it is prioritized over the Engine upgrades even with the focus on engine-related upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Hispano Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Hispano Mk.II cannons, wing-mounted (175 rpg inner + 150 rpg outer = 650 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)|RP-3}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 3 x 250 lb G.P. Mk.IV bombs (750 lb total)&lt;br /&gt;
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 1 x 500 lb G.P. Mk.IV bomb + 2 x 250 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)&lt;br /&gt;
* 8 x RP-3 rockets&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs + 4 x RP-3 rockets (500 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]&lt;br /&gt;
The Spitfire F Mk 24 is an outstanding plane in realistic battles with few weaknesses, meaning the enemy will have a really hard time either catching the Mk 24 or shaking it off of their tail, and only the most skilled of opponents will stand a chance.&lt;br /&gt;
&lt;br /&gt;
It is very important to monitor your energy state, as the Spitfire F Mk 24 is a relatively large fighter aircraft and will be a big target at low speeds.&lt;br /&gt;
&lt;br /&gt;
The main task for a Mk 24 pilot is to utilize the immense power of the Rolls-Royce Griffon engine, which allows the Spitfire to climb at an insanely high rate. The pilot should always use his climb rate to his advantage in combat, using his altitude to dictate the terms of an engagement. Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway or Spain where the Griffon engine will perform optimally.&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's main combat tactic is Boom &amp;amp; Zooming due to its outstanding speed, armament, and engine output. Because of the last point, Energy fighting is an option open to the Mk 24 as well, when engaging an enemy separated from his team. The Rolls-Royce Griffon engine is what opens the Spitfire F Mk 24 to both of these tactics. Not only does the Griffon engine bestow the Mk 24 with incredible top speed, but it also causes the fighter to accelerate incredibly fast allowing it to keep its speed for longer even in a sharp climb.&lt;br /&gt;
&lt;br /&gt;
Although boom-and-zooming and energy fighting are the main tactics of the Spitfire F Mk 24, the fighter is also a turn fighter. No fighter in this battle rating can keep up with you in a turn fight of speeds of between 400-500 km/h; this is where the plane maintains a high turn rate. Turning below this velocity against planes such as the [[P-51H-5-NA]] is not recommended. The Mk 24 should avoid combat at low altitude especially versus Soviet fighters who excel below 4 km. The Mk 24's strength is at high altitude combat, where it can fully utilize the power of its Griffon engine.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Auto control available || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful engine which provides incredible climb rate, good acceleration and top speed&lt;br /&gt;
* Equipped with 4 x 20 mm Hispano Mk.II cannons, which are highly powerful and have a high rate of fire&lt;br /&gt;
* Incredible at energy fighting&lt;br /&gt;
* Performs extremely well at medium to high altitudes&lt;br /&gt;
* Excellent acceleration in a dive&lt;br /&gt;
* High turn rate at medium speeds&lt;br /&gt;
* Is an excellent vehicle to go against jets with&lt;br /&gt;
* Very good roll rate&lt;br /&gt;
* Very high wing rip speed&lt;br /&gt;
* Works well with manual engine control&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armament is mounted on the wings&lt;br /&gt;
* Wings are susceptible to shearing at higher speeds&lt;br /&gt;
* WEP causes the plane to consume fuel at a fast rate&lt;br /&gt;
* Suffers at lower altitudes where the engine isn't operating at full potential&lt;br /&gt;
* Relatively poor low-speed performance&lt;br /&gt;
* Mostly faces jets&lt;br /&gt;
* Underwing radiators create a large amount of drag, especially when open&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{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}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Supermarine Spitfire Mk.24 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. The Mk.24 was the very last land based Spitfire of the long and illustrious line of fighters. It differed only from late production Spitfire Mk.22s in having two extra fuel tanks fitted in the rear fuselage and provisions for under wing rockets. Late versions of the Spitfire Mk.24 were also fitted with the short barrel 20 mm Hispano Mk.V cannon. Only 54 Spitfire Mk.24s were built with a further 27 being converted from Mk.22 airframes.&lt;br /&gt;
&lt;br /&gt;
Contra-rotating propellers were tested on the Mk.21, 22 and 24 Spitfires but were still not perfected in time to see service on this last Spitfire variant. The contra-rotating propeller would, however see front line service with the Fleet Air Arm's Seafire Mk.46 and Mk.47. The Spitfire Mk.24 entered service in 1946 with No.80 Squadron in Gutersloh, Germany; the squadron later moved to Hong Kong. In January 1952 the RAF's last front line Spitfire squadron handed its aircraft over to the Hong Kong Auxiliary Air Force, ending a legacy of over 25 years of perhaps the most famous and iconic fighter aircraft in aviation history.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=spitfire_f24 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|MNacjyimuCQ|'''The Shooting Range #95''' - ''Metal Beasts'' section at 06:03 discusses the {{PAGENAME}}.|YrotBJk-VYk|'''The Shooting Range #124''' - ''War Machines'' section at 00:28 discusses the Griffon Spitfires.|Fjh-tTr6TPs|'''Best Combo #2''' discusses the {{PAGENAME}} at 2:00 - ''War Thunder Official Channel''|4v3fxupuZPA|'''Last piston fighters''' discusses the {{PAGENAME}} at 3:29 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Spitfire (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/341992-supermarine-spitfire-fmk24/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Supermarine}}&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154427</id>
		<title>Spitfire F Mk 24</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=154427"/>
				<updated>2023-02-08T06:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Spitfire (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=spitfire_f24&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It was introduced in [[Update 1.39]].&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's Rolls-Royce Griffon engine is the fighter's greatest asset, but it is still very agile at medium speeds of around 400-500 km/h. When the Mk 24 cannot make use of its Griffon engine it is highly vulnerable, so pilots should take care to avoid situations where speed and acceleration is a non-factor in victory.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 8,232 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 721 || 699 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 19.4 || 20.2 || 19.8 || 19.8 || rowspan=&amp;quot;2&amp;quot; | 420&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 837 || 778 || 17.2 || 17.6 || 39.4 || 28.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || X || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || N/A || 260 || ~11 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 482 || &amp;lt; 400 || &amp;lt; 400 || &amp;gt; 500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,600 m || 1,510 hp || 2,190 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 8,600 m || 1,360 hp || 1,993 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 3 mm Steel - Armour plating ammo cover (both wings)&lt;br /&gt;
* 6 mm Steel - Upper prop hub plate&lt;br /&gt;
* 12.7 mm Steel - Fore cockpit armour plate&lt;br /&gt;
* 4 mm Steel - Pilot's seat&lt;br /&gt;
* 7 mm Steel - Behind pilot's seat&lt;br /&gt;
* 4 mm Steel - Pilot's headrest&lt;br /&gt;
* 42.8 mm Bulletproof glass - Armoured windscreen&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's performance relies on its engine and that should thus be the focus of research. It is recommended you progress through your research in the following order:&lt;br /&gt;
&lt;br /&gt;
# Radiator&lt;br /&gt;
# Compressor&lt;br /&gt;
# Airframe&lt;br /&gt;
# Offensive 20 mm&lt;br /&gt;
# Engine&lt;br /&gt;
# Engine injection&lt;br /&gt;
# 150 octane fuel&lt;br /&gt;
# Wings repair&lt;br /&gt;
# Cover&lt;br /&gt;
# Fuselage Repair&lt;br /&gt;
&lt;br /&gt;
After you have researched all of the above, complete the remaining research in any order. The Offensive 20 mm upgrade is incredibly useful due to the power of the &amp;quot;Air targets&amp;quot; belt on Hispano Mk.II cannons, which is why it is prioritized over the Engine upgrades even with the focus on engine-related upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Hispano Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Hispano Mk.II cannons, wing-mounted (175 rpg inner + 150 rpg outer = 650 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)|RP-3}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 3 x 250 lb G.P. Mk.IV bombs (750 lb total)&lt;br /&gt;
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 1 x 500 lb G.P. Mk.IV bomb + 2 x 250 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)&lt;br /&gt;
* 8 x RP-3 rockets&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs + 4 x RP-3 rockets (500 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]&lt;br /&gt;
The Spitfire F Mk 24 is an outstanding plane in realistic battles with few weaknesses, meaning the enemy will have a really hard time either catching the Mk 24 or shaking it off of their tail, and only the most skilled of opponents will stand a chance.&lt;br /&gt;
&lt;br /&gt;
It is very important to monitor your energy state, as the Spitfire F Mk 24 is a relatively large fighter aircraft and will be a big target at low speeds.&lt;br /&gt;
&lt;br /&gt;
The main task for a Mk 24 pilot is to utilize the immense power of the Rolls-Royce Griffon engine, which allows the Spitfire to climb at an insanely high rate. The pilot should always use his climb rate to his advantage in combat, using his altitude to dictate the terms of an engagement. Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway or Spain where the Griffon engine will perform optimally.&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk 24's main combat tactic is Boom &amp;amp; Zooming due to its outstanding speed, armament, and engine output. Because of the last point, Energy fighting is an option open to the Mk 24 as well, when engaging an enemy separated from his team. The Rolls-Royce Griffon engine is what opens the Spitfire F Mk 24 to both of these tactics. Not only does the Griffon engine bestow the Mk 24 with incredible top speed, but it also causes the fighter to accelerate incredibly fast allowing it to keep its speed for longer even in a sharp climb.&lt;br /&gt;
&lt;br /&gt;
Although boom-and-zooming and energy fighting are the main tactics of the Spitfire F Mk 24, the fighter is also a turn fighter. No fighter in this battle rating can keep up with you in a turn fight of speeds of between 400-500 km/h; this is where the plane maintains a high turn rate. Turning below this velocity against planes such as the [[P-51H-5-NA]] is not recommended. The Mk 24 should avoid combat at low altitude especially versus Soviet fighters who excel below 4 km. The Mk 24's strength is at high altitude combat, where it can fully utilize the power of its Griffon engine.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Auto control available || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful engine which provides incredible climb rate, good acceleration and top speed&lt;br /&gt;
* Equipped with 4 x 20 mm Hispano Mk.II cannons, which are highly powerful and have a high rate of fire&lt;br /&gt;
* Incredible at energy fighting&lt;br /&gt;
* Performs extremely well at medium to high altitudes&lt;br /&gt;
* Excellent acceleration in a dive&lt;br /&gt;
* High turn rate at medium speeds&lt;br /&gt;
* Is an excellent vehicle to go against jets with&lt;br /&gt;
* Very good roll rate&lt;br /&gt;
* Very high wing rip speed&lt;br /&gt;
* Works well with manual engine control&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armament is mounted on the wings&lt;br /&gt;
* Wings are susceptible to shearing at higher speeds&lt;br /&gt;
* WEP causes the plane to consume fuel at a fast rate&lt;br /&gt;
* Suffers at lower altitudes where the engine isn't operating at full potential&lt;br /&gt;
* Relatively poor low-speed performance&lt;br /&gt;
* Mostly faces jets&lt;br /&gt;
* Underwing radiators create a large amount of drag, especially when open&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{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}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Supermarine Spitfire Mk.24 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. The Mk.24 was the very last land based Spitfire of the long and illustrious line of fighters. It differed only from late production Spitfire Mk.22s in having two extra fuel tanks fitted in the rear fuselage and provisions for under wing rockets. Late versions of the Spitfire Mk.24 were also fitted with the short barrel 20 mm Hispano Mk.V cannon. Only 54 Spitfire Mk.24s were built with a further 27 being converted from Mk.22 airframes.&lt;br /&gt;
&lt;br /&gt;
Contra-rotating propellers were tested on the Mk.21, 22 and 24 Spitfires but were still not perfected in time to see service on this last Spitfire variant. The contra-rotating propeller would, however see front line service with the Fleet Air Arm's Seafire Mk.46 and Mk.47. The Spitfire Mk.24 entered service in 1946 with No.80 Squadron in Gutersloh, Germany; the squadron later moved to Hong Kong. In January 1952 the RAF's last front line Spitfire squadron handed its aircraft over to the Hong Kong Auxiliary Air Force, ending a legacy of over 25 years of perhaps the most famous and iconic fighter aircraft in aviation history.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=spitfire_f24 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|MNacjyimuCQ|'''The Shooting Range #95''' - ''Metal Beasts'' section at 06:03 discusses the {{PAGENAME}}.|YrotBJk-VYk|'''The Shooting Range #124''' - ''War Machines'' section at 00:28 discusses the Griffon Spitfires.|Fjh-tTr6TPs|'''Best Combo #2''' discusses the {{PAGENAME}} at 2:00 - ''War Thunder Official Channel''|4v3fxupuZPA|'''Last piston fighters''' discusses the {{PAGENAME}} at 3:29 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Spitfire (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/341992-supermarine-spitfire-fmk24/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Supermarine}}&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=141293</id>
		<title>A6M5</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=141293"/>
				<updated>2022-10-11T18:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m5_zero&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a 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.&lt;br /&gt;
&lt;br /&gt;
The last main-production variant of [[A6M]] series is the Model 52, once more the wings get redesigned, making them shorter and increasing the max speed. On top of wing changes, the engine peformance was improved due to the modification of the Sakae engine's exhaust system to point the stacks aft and distributing them around the forward fuselage, providing an additional increase in thrust. &lt;br /&gt;
&lt;br /&gt;
The A6M5 mod. 52 retains the armament of the [[A6M3 mod. 22Ko|A6M3 mod. 22A (Ko)]] which fielded the better [[Type 99 Model 2 (20 mm)]] over earlier [[A6M]]s. The A6M5s in War Thunder also come with a late-war modification which allows them to be converted into {{Annotation|&amp;quot;bakusen&amp;quot;|Fighter-Bombers}}, mounting a 250 kg bomb in place of the centerline drop tank.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The A6M5 excels at low to medium speed turning engagements. It possesses an excellent horizontal turn time combined with an acceptable roll rate. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force them into a dogfight.&lt;br /&gt;
&lt;br /&gt;
However, with its impressive dogfighting characteristics come the Zero's inherent weakness: speed. It is vulnerable to enemy fighters that do not engage it on the Zero's terms at low speed and instead chose to stick to high-speed passes.&lt;br /&gt;
&lt;br /&gt;
There is a less noticeable decrease in the wingspan of ~1 m leading to slightly worse turning performance over early Zero variants but it helps push the speed to 565 km/h.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 544 || 528 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.6 || 17.2 || 12.1 || 12.1 || rowspan=&amp;quot;2&amp;quot; | 190&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 587 || 565 || 15.8 || 16.0 || 20.0 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 310 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 260&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 m || 1,095 hp || 1,213 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 5,000 m || 965 hp || 1,069 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* No self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (100 rpg = 200 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
* 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
The A6M5 is an excellent dogfighter, nearly peerless in a low-speed engagemt. However, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in performance-based energy manoeuvres with Boom and Zoom fighting styles rather than the classic turning and dogfighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.&lt;br /&gt;
&lt;br /&gt;
Aircraft position is incredibly important to the A6M5. While it can win any dogfight, a low-speed Zero distracted by getting its guns on target is a very easy target to dispatch. If in a dogfighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dogfighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.&lt;br /&gt;
&lt;br /&gt;
The A6M5 can begin with a disadvantage, spawning from carriers on Pacific maps. However, this can help the Zero as it is quite a good low-speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 km/h (100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km otherwise), this will place the plane in a good position to select targets at a similar altitude to the Zero's position. The A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.&lt;br /&gt;
&lt;br /&gt;
When fighting on the offensive, select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight. Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious.&lt;br /&gt;
&lt;br /&gt;
Be conscious of the Zero's low dive limit of 740 km/h so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.&lt;br /&gt;
&lt;br /&gt;
When fighting on the defensive, speed is critical in engagement because most of the enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 km/h with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking the speed to evade when the enemies begin to attack.&lt;br /&gt;
&lt;br /&gt;
A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult manoeuvre, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.&lt;br /&gt;
&lt;br /&gt;
The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on manoeuvres to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but an A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stability the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Belt Selection''':&amp;lt;br&amp;gt;&lt;br /&gt;
'''7.7 mm Type 97'''&amp;lt;br&amp;gt;&lt;br /&gt;
Though not very effective weapons being 7.7 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. &amp;quot;Stealth&amp;quot; allows for sneaky attacks while having several incendiary rounds that could start fires. &amp;quot;Tracer&amp;quot; can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armour and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.&lt;br /&gt;
&lt;br /&gt;
'''20 mm Type 99 Mk 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
These are quite effective cannons even if the rate of fire is a little low at ~500 rpm. &amp;quot;Stealth&amp;quot; belt provides a pattern of three HEF and two AP-I rounds, giving a good rounded HE fragmentation and AP damage potential with the added bonus of not letting the opponents see the shells as they travel by. &amp;quot;Universal&amp;quot; belt with a one HEF-T, two HEF, and one AP-I pattern is a decent second choice if a tracer element is needed to aim. &amp;quot;Tracer&amp;quot; belt with pure HEF-T is rather excellent, but the tracer round has less explosive filler than the pure HEF shell, so overall power is reduced with the ability to guide each shot. Finally, &amp;quot;Ground targets&amp;quot;  belt give a mix of five AP-I, one HEF, and one HEF-T with the AP-I more useful against fighting ground targets, especially when there are ground targets such as light tanks on certain maps.&lt;br /&gt;
&lt;br /&gt;
All enemy fighters will be considerably faster than the Zero, but less able to dogfight so should be approached in the same way.&lt;br /&gt;
&lt;br /&gt;
Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* SPITFIRES: Lf mk9 has better turn radius, better climb rate and better speed[690kmph] than you.   &lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* I-16: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* A6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60kg)]], but strongly ill-advised for air-battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** &amp;quot;Ground Targets&amp;quot;: Great for Ground battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Shreds soft targets, and can weaken / destroy weak top armoured tanks, especially engine decks&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
:::* HEF(T):&lt;br /&gt;
::::* Tracer can help you aim on target&lt;br /&gt;
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::* &amp;quot;Stealth&amp;quot;: Great for Air battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* No tracers&lt;br /&gt;
:::* HEF:&lt;br /&gt;
::::* Near full HE belt&lt;br /&gt;
::::* Wrecks havoc on enemy planes with HE filler &lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Excellent manoeuvrability&lt;br /&gt;
:* Nose-mounted armament&lt;br /&gt;
:* Small radiator drag&lt;br /&gt;
&lt;br /&gt;
* A6M5 specific:&lt;br /&gt;
** Can mount a bomb rack for a single 250 kg bomb, still strongly ill-advised for air-battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* A6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor offensive armament when stock: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** No HE filler&lt;br /&gt;
*** T &amp;amp; FI rounds usually do nothing&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.&lt;br /&gt;
&lt;br /&gt;
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane's non-folding wings had rounded wingtips, and their span was reduced to 11 m (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.&lt;br /&gt;
&lt;br /&gt;
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometres per hour.&lt;br /&gt;
&lt;br /&gt;
A total of 747 A6M5 model 52s were produced.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m5_zero Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Reggiane [[Re.2001 (Family)|Re.2001]]&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spifire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia] A6M5 Type 0 Model 52]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ [Forum&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Aircraft Data Sheets - Mitsubishi A6M5]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=141292</id>
		<title>A6M5</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=141292"/>
				<updated>2022-10-11T17:57:43Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m5_zero&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a 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.&lt;br /&gt;
&lt;br /&gt;
The last main-production variant of [[A6M]] series is the Model 52, once more the wings get redesigned, making them shorter and increasing the max speed. On top of wing changes, the engine peformance was improved due to the modification of the Sakae engine's exhaust system to point the stacks aft and distributing them around the forward fuselage, providing an additional increase in thrust. &lt;br /&gt;
&lt;br /&gt;
The A6M5 mod. 52 retains the armament of the [[A6M3 mod. 22Ko|A6M3 mod. 22A (Ko)]] which fielded the better [[Type 99 Model 2 (20 mm)]] over earlier [[A6M]]s. The A6M5s in War Thunder also come with a late-war modification which allows them to be converted into {{Annotation|&amp;quot;bakusen&amp;quot;|Fighter-Bombers}}, mounting a 250 kg bomb in place of the centerline drop tank.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The A6M5 excels at low to medium speed turning engagements. It possesses an excellent horizontal turn time combined with an acceptable roll rate. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force them into a dogfight.&lt;br /&gt;
&lt;br /&gt;
However, with its impressive dogfighting characteristics come the Zero's inherent weakness: speed. It is vulnerable to enemy fighters that do not engage it on the Zero's terms at low speed and instead chose to stick to high-speed passes.&lt;br /&gt;
&lt;br /&gt;
There is a less noticeable decrease in the wingspan of ~1 m leading to slightly worse turning performance over early Zero variants but it helps push the speed to 565 km/h.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 544 || 528 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.6 || 17.2 || 12.1 || 12.1 || rowspan=&amp;quot;2&amp;quot; | 190&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 587 || 565 || 15.8 || 16.0 || 20.0 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 310 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 260&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 m || 1,095 hp || 1,213 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 5,000 m || 965 hp || 1,069 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* No self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (100 rpg = 200 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
* 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
The A6M5 is an excellent dogfighter, nearly peerless in a low-speed engagemt. However, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in performance-based energy manoeuvres with Boom and Zoom fighting styles rather than the classic turning and dogfighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.&lt;br /&gt;
&lt;br /&gt;
Aircraft position is incredibly important to the A6M5. While it can win any dogfight, a low-speed Zero distracted by getting its guns on target is a very easy target to dispatch. If in a dogfighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dogfighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.&lt;br /&gt;
&lt;br /&gt;
The A6M5 can begin with a disadvantage, spawning from carriers on Pacific maps. However, this can help the Zero as it is quite a good low-speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 km/h (100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km otherwise), this will place the plane in a good position to select targets at a similar altitude to the Zero's position. The A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.&lt;br /&gt;
&lt;br /&gt;
When fighting on the offensive, select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight. Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious.&lt;br /&gt;
&lt;br /&gt;
Be conscious of the Zero's low dive limit of 740 km/h so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.&lt;br /&gt;
&lt;br /&gt;
When fighting on the defensive, speed is critical in engagement because most of the enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 km/h with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking the speed to evade when the enemies begin to attack.&lt;br /&gt;
&lt;br /&gt;
A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult manoeuvre, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.&lt;br /&gt;
&lt;br /&gt;
The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on manoeuvres to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but an A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stability the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Belt Selection''':&amp;lt;br&amp;gt;&lt;br /&gt;
'''7.7 mm Type 97'''&amp;lt;br&amp;gt;&lt;br /&gt;
Though not very effective weapons being 7.7 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. &amp;quot;Stealth&amp;quot; allows for sneaky attacks while having several incendiary rounds that could start fires. &amp;quot;Tracer&amp;quot; can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armour and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.&lt;br /&gt;
&lt;br /&gt;
'''20 mm Type 99 Mk 2'''&amp;lt;br&amp;gt;&lt;br /&gt;
These are quite effective cannons even if the rate of fire is a little low at ~500 rpm. &amp;quot;Stealth&amp;quot; belt provides a pattern of three HEF and two AP-I rounds, giving a good rounded HE fragmentation and AP damage potential with the added bonus of not letting the opponents see the shells as they travel by. &amp;quot;Universal&amp;quot; belt with a one HEF-T, two HEF, and one AP-I pattern is a decent second choice if a tracer element is needed to aim. &amp;quot;Tracer&amp;quot; belt with pure HEF-T is rather excellent, but the tracer round has less explosive filler than the pure HEF shell, so overall power is reduced with the ability to guide each shot. Finally, &amp;quot;Ground targets&amp;quot;  belt give a mix of five AP-I, one HEF, and one HEF-T with the AP-I more useful against fighting ground targets, especially when there are ground targets such as light tanks on certain maps.&lt;br /&gt;
&lt;br /&gt;
All enemy fighters will be considerably faster than the Zero, but less able to dogfight so should be approached in the same way.&lt;br /&gt;
&lt;br /&gt;
Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* SPITFIRES &lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* I-16: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* A6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60kg)]], but strongly ill-advised for air-battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** &amp;quot;Ground Targets&amp;quot;: Great for Ground battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Shreds soft targets, and can weaken / destroy weak top armoured tanks, especially engine decks&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
:::* HEF(T):&lt;br /&gt;
::::* Tracer can help you aim on target&lt;br /&gt;
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::* &amp;quot;Stealth&amp;quot;: Great for Air battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* No tracers&lt;br /&gt;
:::* HEF:&lt;br /&gt;
::::* Near full HE belt&lt;br /&gt;
::::* Wrecks havoc on enemy planes with HE filler &lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Excellent manoeuvrability&lt;br /&gt;
:* Nose-mounted armament&lt;br /&gt;
:* Small radiator drag&lt;br /&gt;
&lt;br /&gt;
* A6M5 specific:&lt;br /&gt;
** Can mount a bomb rack for a single 250 kg bomb, still strongly ill-advised for air-battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* A6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor offensive armament when stock: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** No HE filler&lt;br /&gt;
*** T &amp;amp; FI rounds usually do nothing&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.&lt;br /&gt;
&lt;br /&gt;
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane's non-folding wings had rounded wingtips, and their span was reduced to 11 m (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.&lt;br /&gt;
&lt;br /&gt;
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometres per hour.&lt;br /&gt;
&lt;br /&gt;
A total of 747 A6M5 model 52s were produced.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m5_zero Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Reggiane [[Re.2001 (Family)|Re.2001]]&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spifire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia] A6M5 Type 0 Model 52]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ [Forum&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Aircraft Data Sheets - Mitsubishi A6M5]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M3_mod._22&amp;diff=141291</id>
		<title>A6M3 mod. 22</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M3_mod._22&amp;diff=141291"/>
				<updated>2022-10-11T17:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m3_mod22_zero&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a 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.&lt;br /&gt;
&lt;br /&gt;
To overcome the deficiencies of the [[A6M3|A6M3 mod. 32]], the wings were redesigned to be similar to that of the [[A6M2|A6M2 mod. 21]] regaining its full-sized ailerons and folding wing tips, and moving the fuel tanks to the outer wings regaining its long-range capability. The improved engine from the [[A6M3|Model 32]] was retained, as the Sakae 21 would be the main engine for the [[A6M]] series.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 522 || 509 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 15.9 || 16.6 || 10.2 || 10.2 || rowspan=&amp;quot;2&amp;quot; | 288&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 563 || 542 || 15.3 || 15.5 || 18.1 || 13.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 310 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 260&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 m || 1,095 hp || 1,213 hp&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 5,000 m || 965 hp || 1,069 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* Non-self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 1 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 1 cannons, wing-mounted (100 rpg = 200 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
The Zeroes are pure air defence fighters. Not like the German Do 217's, or the Russian Pe-2 and 3's. The Zero is a defensive fighter and an air defence fighter in many respects, as playing aggressive will get you killed fast.&lt;br /&gt;
&lt;br /&gt;
If you happen to run up against an A6M3, if the Zero wants to head you on, do not shy away and simply fire for a minimum of 1-3 seconds before diving down, rolling and legging it to Boom &amp;amp; Zoom him for the rest of the battle as if you get a direct hit to the engine, even if it's a hit it will cause massive problems for the pilot as the Zero's engine is a fragile thing that can easily be annoyed. Turn fighting is out of the question as Spitfires, Yak-3's, even the captured Japanese planes will struggle at trying to keep a solid turn fight with this plane due to the engine upgrades and improved turn radius at the expense of its roll rate which will not affect you heavily as you will be mainly turning all day long.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* spitfires :&lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* I-16: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60 kg)]], but strongly ill-advised for air battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Excellent manoeuvrability&lt;br /&gt;
** Nose-mounted armament&lt;br /&gt;
** Small radiator drag&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor cannon offensive armament: [[Type 99 Model 1 (20 mm)|20 mm Type 99 Model 1 cannon]]&lt;br /&gt;
*** Very low muzzle velocity&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The A6M3 Reisen mod. 22 was actually developed before the A6M3 Reisen. Due to the demand for a squared wing version the aircraft's production was delayed. The IJNAF needed a solution to the loss of range by the A6M3 Reisen. The Sakae 21 engine was kept and the aircraft's fuel was increased by 24 gallons. The mod. 22 had the greatest range of the variants. It arrived in time for Guadalcanal in August of 1942.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
In April of 1942, a new A6M model fighter was launched. The main difference between the A6M3 model 32 and the A6M2 Model 21 was the new Sakae 21 engine (1130 hp), which had a two-stage supercharger making it more stable at higher altitudes and a propeller diameter of 3.05 m (150 mm greater than that of its predecessor). The engine was much heavier and longer than those used in previous models, so to prevent displacement of the centre of gravity the engine was moved closer to the cockpit and the main fuel tank's capacity was reduced from 518 to 470 litres.&lt;br /&gt;
&lt;br /&gt;
Also, the folding wingtips were removed, which increased the plane's dive speed limit but reduced its manoeuvrability and range. The latter side effect was particularly important as it made it impossible to use the A6M3 effectively during the 1942 campaign in the Solomon Islands. The 20 mm guns were replaced by Type 99-I model 3s, and their ammunition was increased to 100 rounds. Also, the aircraft could carry two 60 kg bombs.&lt;br /&gt;
&lt;br /&gt;
A total of 343 A6M3 Model 32s were made for the Japanese navy.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m3_mod22_zero Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Grumman [[F4F (Family)|F4F]] Wildcat&lt;br /&gt;
* [[Template:AirManufacturer Nakajima|Nakajima]] [[Ki-43 (Family)|Ki-43]] Hayabusa (▃ Oscar)&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295062-mitsubishi-a6m3-mod-22/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M3_Type_0_Model_22|[Wikipedia] A6M3 Type 0 Model 22]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M2_(USA)&amp;diff=141290</id>
		<title>A6M2 (USA)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M2_(USA)&amp;diff=141290"/>
				<updated>2022-10-11T17:53:23Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = premium fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m2_zero_usa&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
|cockpit=cockpit_a6m2_zero_usa.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} American fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27. As a captured [[A6M2]], this vehicle performs identically to its original Japanese counterpart.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,400 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 487 || 477 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 17.9 || 18.1 || 10.2 || 10.2 || rowspan=&amp;quot;2&amp;quot; | 175&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 533 || 510 || 16.7 || 17.0 || 20.6 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 484 || 451 || 280 || ~13 || ~7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 270 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 325&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 3,360 m || 935 hp || 1,055 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* No self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 1 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 1 cannons, wing-mounted (60 rpg = 120 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (680 rpg = 1,360 total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
The Zero's lightly loaded, high lift wing and low weight make it a dream to fly at speeds below 400 km/h, with an ability to execute wild gyrations and zoom climbs at the whim of the pilot. However, the Zero is hard to handle as it approaches speeds of 480 km/h.&lt;br /&gt;
&lt;br /&gt;
Force an enemy pilot into a dogfight at 370 - 400 km/h and below 6,000 meters. At this speed and altitude, no enemy fighter can out-manoeuvre or out-climb you. Jump on cruising enemy aircraft from above. Fasten onto the tail of the bandit, use your superior manoeuvrability to match his evasive moves, and put enough rounds into him to bring him down. Use your machine guns first to &amp;quot;bore-sight&amp;quot; the enemy - once you get hits on him, finish him off with your cannons. Below 480 km/h you can fling the Zero all over the sky to get on an enemy's tail or to shake off all but the most determined attacker. Climb away from most enemy aircraft, hanging on your prop in a near-vertical climb. Manoeuvres like the Immelmann are easy, and heavier fighters can't stay with you. The Zero rolls faster to the left than to the right. Roll left to tighten your turn and get onto the enemy's six. Don't dive away from attackers - your plane doesn't have the power or weight to out-run most fighters. To exploit your plane's best performance, force the enemy lower and slow down the pace of the engagement.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, and decent rear visibility. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns with very little ammo, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 60-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stability the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 5-round/half-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
* The American Zero does not have access to any bombs so the ability is greatly limited. However the 2x 7.7mm MGs have plenty of ammo. For ground pounding with the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* Early spitfires : mk1/ mk2/ mk2b. they can outturn ,outclimb and outspeed you.&lt;br /&gt;
* [[P-61A-1]] or [[P-61C-1|C-1]]: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* [[I-16 (Family)|I-16]]: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Excellent manoeuvrability&lt;br /&gt;
** Nose mounted armament&lt;br /&gt;
** Small radiator drag&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor Cannon offensive armament: [[Type 99 Model 1 (20 mm)|20 mm Type 99 Model 1 Cannon]]&lt;br /&gt;
*** Very low muzzle velocity&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
Mitsubishi A6M2 Type 0 Model 21 (Akutan Zero, Koga's Zero) single-engine carrier-based fighter&lt;br /&gt;
&lt;br /&gt;
A single-seat carrier-based all-metal cantilever monoplane fighter with an enclosed cockpit and a retractable landing gear system.&lt;br /&gt;
&lt;br /&gt;
The aircraft was developed by the Mitsubishi Company's design bureau. A prototype model made its first flight on April 1, 1939. Full-scale production began in June 1940. The plane was accepted for service with the Imperial Japanese Navy under the designation of Navy Type 0 Model 11 Carrier Fighter.&lt;br /&gt;
&lt;br /&gt;
During World War II, the first Zero captured by the Americans in flyable condition was the A6M2 (Model 21), more commonly known as the Akutan Zero (after the name of the island that the plane crash-landed on) or Koga's Zero (after the pilot's name).&lt;br /&gt;
&lt;br /&gt;
In June 1942, while preparing to capture Midway Atoll, the Northern Force of the Imperial Japanese Navy was operating in the area of the Aleutian Islands. The plan was to create a diversion and attack the US Navy base at Dutch Harbor, on the island of Unalaska.&lt;br /&gt;
&lt;br /&gt;
On June 4, 1942, during the raid on Dutch Harbor, the A6M2 fighter with serial number 4593 was launched from the aircraft carrier Ryujo, and its oil line was damaged in battle. Tadayoshi Koga, the Flight Petty Officer 1st Class who piloted the aircraft, attempted a forced landing on the desert island of Akutan. The pilot mistook swampy tundra for hard soil, and the plane nosed over upon landing, killing the pilot. About a month later, the plane was discovered by an American Catalina flying boat. Inspection showed that it had been minimally damaged upon landing.&lt;br /&gt;
&lt;br /&gt;
The Americans transported the Akutan Zero away from the island and sent it to Naval Air Station North Island, California, where it was completely restored.&lt;br /&gt;
&lt;br /&gt;
The restored Akutan Zero made its first flight from NAS North Island on September 20, 1942. The trophy was extensively tested, its weak points were revealed, and tactical manoeuvre were developed, allowing American fighters to gain an advantage over the Zero.&lt;br /&gt;
&lt;br /&gt;
The Akutan Zero was subsequently used to imitate the enemy during combat training for American pilots. Some experienced pilots were given the opportunity to fly the A6M2 in order to make an objective assessment of its strong and weak points. Air duels were simulated between the Akutan Zero and main Navy fighters, such as the F6F and the F4U. Later, similar simulated air duels were performed with army fighters, such as the P-38, the P-39, the P-40, and the P-51.&lt;br /&gt;
&lt;br /&gt;
The Akutan Zero was destroyed in February 1945 when it collided with a SB2C Helldiver dive bomber while taxiing for takeoff.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m2_zero_usa Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Brewster [[F2A (Family)|F2A]] Buffalo&lt;br /&gt;
* Curtiss-Wright [[CW-21]]&lt;br /&gt;
* Grumman [[F4F (Family)|F4F]] Wildcat&lt;br /&gt;
* Nakajima [[Ki-43 (Family)|Ki-43]] Oscar&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/293774-mitsubishi-a6m2-mod-21/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[Wikipedia:Akutan_Zero|[Wikipedia] Akutan Zero]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{USA fighters}}&lt;br /&gt;
{{USA premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M2_(China)&amp;diff=141289</id>
		<title>A6M2 (China)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M2_(China)&amp;diff=141289"/>
				<updated>2022-10-11T17:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=a6m2_zero_china&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} Chinese fighter {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This aircraft is a copy of the [[A6M2]] in the Japanese tech tree: it has really good turning and manoeuvrability, is able to accelerate fast, has a good climb rate and is known for being the best turn-fighter at its battle rating with the cost of being very weak in terms of armour protection against enemy fire. This aircraft also has a slow top speed, but is still very competitive with other fighters at its BR.&lt;br /&gt;
&lt;br /&gt;
One thing many players note when fighting the Zero is its immense manoeuvrability and turn rate. It is incredibly nimble and has an amazing climb rate, which allows you to run literal rings around many opponents. Even fighters renowned for manoeuvrability, like the mighty Spitfire, will think twice before engaging in a turn fight with the Zero. The Zero's lightly loaded, high-lift wing and low weight make it a dream to fly at speeds below 400 km/h, with an ability to execute wild gyrations and zoom climbs at the whim of the pilot. However, the Zero is hard to handle as it approaches speeds of 480 km/h.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,400 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 491 || 477 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 17.7 || 18.1 || 10.2 || 10.2 || rowspan=&amp;quot;2&amp;quot; | 175&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 531 || 510 || 16.8 || 17.0 || 17.4 || 13.3 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 484 || 451 || 280 || ~13 || ~7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 270 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 324&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 3,400 m || 950 hp || 1,075 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour plates&lt;br /&gt;
* No armoured glass&lt;br /&gt;
* No self-sealing fuel tanks (1 in each wing root &amp;amp; 1 between the cockpit and the engine)&lt;br /&gt;
&lt;br /&gt;
Your biggest asset to survive is your extreme manoeuvrability: use it to stay out of the enemy's crosshair. The absence of armoured protection means incoming shots from any angle will penetrate and inflict damage to your critical components. A fuel tank on fire will in almost every case burn entirely through, leading to the airframe's destruction.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 1 navy (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 1 navy cannons, wing-mounted (60 rpg = 120 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (680 rpg = 1,360 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
The best tactic to use in this aircraft is to sneak up behind your enemies and use your excellent turn rate to your advantage, something that most other fighters don't have at the BR. The most dangerous enemies in this aircraft come from above, Boom-and-Zoomers will rain fire from above if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Force an enemy pilot into a dogfight at 370-400 km/h and below 6,000 m. At this speed and altitude, no enemy fighter can out-manoeuvre or out-climb you. Jump on cruising enemy aircraft from above. Fasten onto the tail of the bandit, use your superior manoeuvrability to match his evasive moves, and put enough rounds into him to bring him down. Use your machine guns first to &amp;quot;bore-sight&amp;quot; the enemy - once you get hits on him, finish him off with your cannons. Below 480 km/h you can fling the Zero all over the sky to get on an enemy's tail or to shake off all but the most determined attacker. Climb away from most enemy aircraft, hanging on your prop in a near-vertical climb. Manoeuvres like the Immelmann are easy, and heavier fighters can't stay with you. The Zero rolls faster to the left than to the right. Roll left to tighten your turn and get onto the enemy's six. Don't dive away from attackers - your plane doesn't have the power or weight to out-run most fighters. To exploit your plane's best performance, force the enemy lower and slow down the pace of the engagement.&lt;br /&gt;
&lt;br /&gt;
Mastering trigger control is crucial for the A6M2, as each of its Type 99 Model 1 cannons only has a 60-round drum that runs out very fast with a long burst which is commonly done by inexperienced pilots. A good way to practice trigger discipline is to fire short bursts for no more than 3 seconds each time. This can be very effective as a short burst of the 20 mm is generally enough to cripple if not destroy a target.&lt;br /&gt;
&lt;br /&gt;
The A6M Zero is known for its tendency to catch fire when hit, and they usually do so in-game. Weapons such as the M2HB can easily set the Zero's fuel tanks aflame. However if you are on fire, do not panic: immediately press &amp;quot;I&amp;quot; to turn off the engine and wait for a few seconds. The fire might go out quickly. As soon as the fire is put out, press &amp;quot;I&amp;quot; again to turn the engine back on. Depending on the damage and the situation, the Zero may still remain competitive for a fight after a fire. &lt;br /&gt;
&lt;br /&gt;
'''Simulator Battles'''&lt;br /&gt;
&lt;br /&gt;
The Chinese A6M2 will be very easy to handle for those with experiences on Japanese A6Ms. In Simulator mode, the A6M2 is quite a decent plane thanks to its great flight characteristics, but the lacklustre armament limits its beginner-friendliness. &lt;br /&gt;
&lt;br /&gt;
Just like in Realistic Battle, the A6M2 in Simulator is a great turn-fighter, being able to pull off tight manoeuvres at any speeds that would otherwise stall other aircraft. Low-speed control is forgiving: it retains a great turn rate and handling at &amp;lt;300 km/h, making it easy to land. It also has decent acceleration and climb rate. The roll rate is mediocre but still usable. The dive speed, as one would expect, is not fast at all, so do not try to out-dive any monoplane fighter except I-16s. Something absent in Realistic mode is the responsiveness/sensibility of the aircraft, and the Zero shines at it since the plane feels highly stable and smooth in level flight as well as manoeuvres, allowing the player to pull a lead accurately which is an aspect that quite some turnfighters lack (they are usually too sensitive on the stick). &lt;br /&gt;
&lt;br /&gt;
The A6M2's armament, however, is perhaps its biggest setback especially for beginners. The main disadvantage is the extremely limited ammo count for the 20 mm cannons, at only 60 rounds per gun. With a fire rate of 516 rounds per minute, the cannons will run out of ammo after around 4 bursts which puts a heavy restrain on its battle. But if the shells hit, they destroy. Monoplanes will get critically damaged by 1-3 hits from the cannons, while larger planes require more hits. The cannons' low muzzle velocity is also a disadvantage as it leads to a curvy trajectory which makes distant shots much harder. Another critical disadvantage is the low-mounted gunsight. Being very close to the nose it leaves very little room for the pilot to see below the engine cowling which makes leading very awkward. The numerous canopy frames are also an obstruction preventing the player from quickly locating enemies. The rear view however is quite clear, with all the stabilisers visible. &lt;br /&gt;
&lt;br /&gt;
The Zero's survivability is just as bad in Simulator. The absence of any armour and self-sealing fuel tank means that it cannot take any hits at all, even rifle-calibre bullets can damage its fragile body. Another thing to notice is to hear for an unusual, wind-like noise when you get hit. That is the sound of the plane catching fire. Since you only have the pilot's first person view as opposed to Realistic's third person view which allows you to see a fire straightaway, you must be aware of a fire by hearing or constantly looking around. Common places to catch fire are the wingroots and the back half of the fuselage. If the A6M2 is on fire, immediately turn the engine off and pray. The fire can actually go out but it will leave some fatal damage to the plane.&lt;br /&gt;
&lt;br /&gt;
Consider bringing the least amount of fuel as your cannons will run out quickly anyways meaning you will need to frequently head back to rearm which also refuels you, rendering more fuel pointless. Also consider setting separate keybinds for firing the MG and cannons to save cannon ammo, and vertical head movement to get a bit more view below the nose. As the plane glides down the runway, slightly tilt the control stick to the right to counter the torque to the right. The Chinese A6M2 is painted in a dark brown paint job which works great in evening battles and maps with brown/dark green ground. The plane can usually blend into such dark backgrounds when flying lower than the foes, making it harder for them to spot you. But if the map is bright or if you are above the opponents you will be quite visible. Once you see a target, it is recommended to chase using lead pursuit to take a shortcut because most planes will be faster than the Zero (e.g. [[Bf 109 E-3|Bf 109 E]]/F, [[Yak-1 (Family)|Yak-1]], [[He 100 D-1|He-100]]). If they are unaware of a tailer, try sneaking up behind them, get close until their wingtips fill up your windscreen, and open fire. Trigger control is crucial, so do not burst for more than 1.5 seconds each time you fire the cannons. &lt;br /&gt;
&lt;br /&gt;
For the sake of a sneaky surprise attack from behind you can fire all weapons at once, but generally it is a good practice to shoot the MG first to get an accurate lead, then as the bullet start hitting fire the cannons. A common scenario you might encounter is a turnfight. The opponent tries to turn, and you cut inside their turn. Now due to the awful over-the-nose visibility, the target will disappear below the nose when you lead which is not a good thing. A tactic to avoid this is to set up a deflection shot. Pull a hard turn using a combination of ailerons, elevators and rudder to place the target at your side window (opposite side as to where you two are turning), then bank slightly towards the target. Now it should be approaching your line of flight from the side, and a perfectly lined-up deflection shot will result in the target passing right in front of your gunsight without being obstructed and all you have to do is to fire a short burst. Note that all these will happen within ~10 seconds thus extensive practising, quick reaction and precise controls must be in place to create a good deflection shot. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, missions like &amp;quot;destroy enemy bombers/attackers&amp;quot; and ground pounding is not very suitable for the A6M2 mainly due to its severely limited cannon ammunition and nonexistent protection. Although typical bombers/attackers like [[Ju 88 (Family)|Ju-88]], [[Ju 87 (Family)|Ju-87]], [[B-34]], etc are vulnerable in Realistic battles, they are way more formidable in Simulator as the control makes it harder for the offensive side to lead accurately, giving their gunners chances to deal critical damage. Their fuselage can also eat up quite a few cannon hits. The Zero can perform CAS to a limited extend by using its bombs and MG against tanks, trucks, AAA, etc. Check your surroundings constantly. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* Early spitfires: mk1/ mk2/ mk2b  have much better turn capabilities and better speed&lt;br /&gt;
* [[P-61C-1]]: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* [[I-16 (Family)|I-16s]]: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
* [[A6M2]]/[[A6M3]]: the original Japanese A6Ms can cause some serious trouble for the Chinese captured A6M2. Against those equally manoeuvrable enemies, the best choice is to get an altitude advantage or wait until they are distracted by teammates before engaging. Approach at a high speed (~520 km/h) or from above. For a better chance to score hits, hold your trigger until the target is less than ~300 m away. Around 10 solid hits from the cannons are enough to shred another Zero to pieces, but do watch out for their evasive manoeuvres. If they slip around your gunsight, keep closing in to fire as close as possible (&amp;lt;300 m) to save ammo and increase accuracy. If you are at a disadvantaged altitude, perform the conventional manoeuvres to dodge their BnZ dives. You can utilise manoeuvres such as low yo-yos and descending scissors to drag them down to the deck so they pose less threat to your team, though this means sacrificing yourself if you lose the fight. When performing vertical manoeuvres, remember to release takeoff/landing flaps while you approach the maximum turning point so your nose drops down quicker. For horizontal manoeuvres, using combat flaps throughout the fight as well as takeoff/landing flaps in some aggressive manoeuvres can effectively tighten your turns, although they can decrease your airspeed quite a bit. &lt;br /&gt;
* [[XP-50]]: this plane is able to climb higher than everyone else in most cases. A common tactic of these high-altitude fighters is to pick on high-altitude enemies one by one. So against the XP-50 a good choice is to stay low, at the Zero's fastest altitude 4,000 m, so it is less likely to target you. Wait until the XP-50 fights its way lower, then when it is lower than you, BnZ it. Watch out if it tries to outrun you to gain some separation, do not pursue it. &lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent turn and roll rates&lt;br /&gt;
* Excellent climb rate up to 4,500 m&lt;br /&gt;
* Good cannon armament&lt;br /&gt;
* Extremely manoeuvrable, your opponents will have a hard time hitting you&lt;br /&gt;
* Very good at catching enemies off guard&lt;br /&gt;
* Can out turn most enemies it can face&lt;br /&gt;
* Tail hook enables it to land on carriers&lt;br /&gt;
* Very short takeoff distance&lt;br /&gt;
* Excellent smooth handling in simulator and great rear visibility&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Mostly faces Japan (facing equally/more manoeuvrable planes)&lt;br /&gt;
* No armour and no pilot protection&lt;br /&gt;
* Limited 20 mm cannon ammunition&lt;br /&gt;
* 7.7 mm machine guns don't really do any significant damage&lt;br /&gt;
* Guns have different trajectories, you need to get really close to a target to be effective&lt;br /&gt;
* Attacking bombers is one of the worst jobs for the Zero, as it is easily damaged by tail gunners&lt;br /&gt;
* Slow in a straight line&lt;br /&gt;
* Strictly limited to the air-to-air role, although it performs exceptionally in it&lt;br /&gt;
* No self-sealing fuel tanks and the plane is littered with fuel tanks, will ignite and burn to death quite often&lt;br /&gt;
* Can easily be countered by just doing simple Boom &amp;amp; Zoom as the Zero lacks adequate energy retention&lt;br /&gt;
* Low dive speed, and easily compressed in a dive&lt;br /&gt;
* Has lots of bars inside the cockpit, limiting visibility&lt;br /&gt;
* Prone to ripping during high-speed manoeuvres&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
{{main|A6M2#History|l1=History of the A6M2}}&lt;br /&gt;
&lt;br /&gt;
After the first encounters with the Zeke in September 1940, Japanese forces proved their superiority over the poorly equipped ROCAF with only biplanes and very few monoplanes imported from US, making Zeke invincible over the Chinese skies up until 1942.&lt;br /&gt;
&lt;br /&gt;
=== Zekes in KMT forces ===&lt;br /&gt;
In spite of the supremacy of the Japanese aviation over the Chinese forces, KMT forces still got their hand on two A6M2b Zekes at Leizhou Peninsula, Guangdong in 26 November, 1941, the plane V-172, sn. Mitsubishi 3372, manufactured in 21 October, 1941, belonged to the Tainan Air Group (Tainan Kaigun Kokutai 台南海軍航空隊) and was piloted by staff sergeant Inoue Shichigosanzo (井上七五三造; fate unknown)&amp;lt;ref&amp;gt;https://rexkuang326.pixnet.net/blog/post/61141144&amp;lt;/ref&amp;gt; and V-174 by sergent Takaaki Shimoto(下東孝明; fate unknown); they were then dismantled and transported to Liuzhou (now in Guangxi) for further studies and ROCAF decals were painted onto V-172, it was then evaluated by the AVG-the Flying Tigers where Claire Lee Chennault was in command, that was in fact the very first complete Zeke captured by allied forces. Later in October, just 3 months after the [[A6M2 (USA)|Akutan Zero]] was discovered in Alaska, KMT forces captured another A6M at Hainan and transported it back to Guilin (now also in Guangxi) for studies as well, these 2 Zekes served as the few examples for the allies to exploit the flaws of the &amp;quot;invincible Zeke&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m2_zero_china Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|Y-ivv-bnlN4|'''Premium Review, Chinese A6M2 Zero. Fun with Friends!''' - ''Joseph 2000''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!--Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[A6M2 (USA)]] - USA-captured A6M2&lt;br /&gt;
* [[A6M2]] - Original version in the Japanese tree&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/293774-mitsubishi-a6m2-mod-21/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[wikipedia:List_of_Mitsubishi_A6M_Zero_operators|[Wikipedia] List of Mitsubishi A6M Zero operators]]&lt;br /&gt;
* [https://j-aircraft.com/research/WarPrizes.htm &amp;lt;nowiki&amp;gt;[War Prize]&amp;lt;/nowiki&amp;gt; The Capture Of The First Japanese Zero Fighter In 1941]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{China fighters}}&lt;br /&gt;
{{China premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M3_mod._22Ko&amp;diff=141288</id>
		<title>A6M3 mod. 22Ko</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M3_mod._22Ko&amp;diff=141288"/>
				<updated>2022-10-11T17:48:07Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m3_mod22ko_zero&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update 1.37]].&lt;br /&gt;
&lt;br /&gt;
This variant of the [[A6M]] series is a small-scale variant over the [[A6M3 mod. 22]], having the same fuselage, engine and wings with the difference being a switch of main guns. The A6M3 Model 22A (Ko) comes with [[Type 99 Model 2 (20 mm)]] instead of [[Type 99 Model 1 (20 mm)]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 522 || 509 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 15.9 || 16.6 || 10.2 || 10.2 || rowspan=&amp;quot;2&amp;quot; | 288&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 563 || 542 || 15.3 || 15.5 || 18.1 || 13.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 270 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 335&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Compressor&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
! Setting 1&lt;br /&gt;
| 1,850 m || 1,105 hp || 1,235 hp&lt;br /&gt;
|-&lt;br /&gt;
! Setting 2&lt;br /&gt;
| 5,000 m || 985 hp || 1,101 hp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No Armor Protection&lt;br /&gt;
* Not Self-Sealing Fuel Tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (100 rpg = 200 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
With this plane you get two 7.7 mm Type 97 guns and two 20 mm Type 99 Model 2 cannons. The 20 mm cannons do not hold a great deal of ammunition, so extra care should be taken when firing to ensure that no round is wasted. Stealth belts are recommended for both weapons, as they contain a decent proportion of high-explosive rounds, and maintain an element of surprise.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
&lt;br /&gt;
The only suspended armament you get with this plane is two 60 kg bombs with a explosive mass of 23 kg and a penetration of 78 mm.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zero is a extremely effective dogfighter with a very tight turn. Head on engagements should not be taken with any plane, especially Americans such as the F6F and the P51, as the Zero is very fragile. Any hit can be lethal. The engine is very weak and fuel tanks can easily catch ablaze. At the start of the match, try climbing to be able to dive on unaware opponents. The plane can exceed 700 km/h allowing it to commit to very steep or long dives with slight stiffening. The biggest threats to the plane are American planes due to their potent and numerous guns, but any plane can be taken in a turn-fight victoriously.&lt;br /&gt;
&lt;br /&gt;
In offence, aim to begin turn-fights with your opponents as you will outclass them, but take very careful shots. The guns are the weakest aspect of the plane and must be used with precision. Always aim for the fuel tanks or pilot as those are the most effective ways to take down enemy aircraft. Make sure to tail burning aircraft loosely as most fuel tanks are self-sealing. Bomber and other heavier planes should not be taken on as the guns are very ineffective. Only careful pilot snipes should be taken, otherwise conserve ammo for future engagements.&lt;br /&gt;
&lt;br /&gt;
To defend yourself from the rear, perform a split S, which consists of rolling and turning downwards in the opposite direction, and turn to the enemy to begin engaging them. Planes will quickly overshoot and will have difficulty regaining dominance. If caught in a head-on situation, roll and dive downwards towards the enemy, make sure to have no commitment.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* Spitfire LF mk9: this aircraft can outturn, outclimb, outspeed you in every way ,try to avoid them or try to surprise them in an attack with teaming up with your team members&lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* I-16: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60kg)]], but strongly ill-advised for air-battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** ''Ground Targets'': Great for Ground battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
:::* HEF(T):&lt;br /&gt;
::::* Tracer can help you aim on target&lt;br /&gt;
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::* ''Stealth'': Great for Air battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* No tracers&lt;br /&gt;
:::* HEF:&lt;br /&gt;
::::* Near full HE belt&lt;br /&gt;
::::* Wrecks havoc on enemy planes with HE filler &lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Excellent manoeuvrability&lt;br /&gt;
:* Nose mounted armament&lt;br /&gt;
:* Small radiator drag&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor offensive armament when stock: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** No HE filler&lt;br /&gt;
*** T &amp;amp; FI rounds usually do nothing&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m3_mod22ko_zero Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
[[File:A6M3 mod.22Ko Yoshika Miyafuji.mp4|thumb|&amp;quot;Yoshika Miyafuji&amp;quot; collaboration camouflage|none]]&lt;br /&gt;
[[File:A6M3 mod.22Ko Mio Sakamoto.mp4|thumb|&amp;quot;Mio Sakamoto&amp;quot; collaboration camouflage|none]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
*Grumman [[F4F (Family)|F4F]] Wildcat&lt;br /&gt;
*[[Template:AirManufacturer Nakajima|Nakajima]] [[Ki-43 (Family)|Ki-43]] Hayabusa (▃ Oscar)&lt;br /&gt;
*Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
*Hawker [[Hurricane (Family)|Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295064-mitsubishi-a6m3-mod-22-ko/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M3_Type_0_Model_22|[Wikipedia] A6M3 Type 0 Model 22]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M5_Ko&amp;diff=141287</id>
		<title>A6M5 Ko</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M5_Ko&amp;diff=141287"/>
				<updated>2022-10-11T17:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese gift fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m5ko&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
|store=3296&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium 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. &lt;br /&gt;
&lt;br /&gt;
As the first small-scale modification of the [[A6M5|A6M5 mod. 52]], the A6M5 mod. 52A (Kō) switches out the drum-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 3 (20 mm)]] for the belt-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 4 (20 mm)]] increasing the ammo count to 125 rounds per gun rather than 100.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with the other A6M5 variants, the A6M5 Ko features an improved exhaust system that gives the plane more thrust and acceleration. While this does not help the Zero to catch up with any enemy fighters, it helps to retain the plane's energy rather well which will certainly be a great asset in a dogfight.&lt;br /&gt;
&lt;br /&gt;
Although this variant of Zero has a good climb rate, the Zero's limited top speed and frail airframe makes it ill-suited for bomber hunting and boom-and-zoom tactics. The weak airframe also worsens the Zero's manoeuvrability when the plane reaches a speed of 600 km/h in a dive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 521 || 503 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.6 || 17.2 || 13.4 || 13.4 || rowspan=&amp;quot;2&amp;quot; | 190&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 563 || 540 || 15.8 || 16.0 || 21.4 || 16.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 280 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 336&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* Non-self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
* 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zero is outclassed by everything it faces in terms of speed. The only thing left to hang on to is its famous manoeuvrability. 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 faster - the [[P-47N-15]] is both faster in a straight line and in a dive - meaning the slow {{PAGENAME}} will have limited opportunities to engage. It is not common to see enemies turn fight with a Zero, but most will break away and attempt to flee. As such, the {{PAGENAME}}'s best bet is to try and end the fight quickly with good shot placement and lead so that the A6M5 Ko can dis-engage before its target flees. During the downtime if the enemy plane continues fleeing or was shot down, start re-climbing to prepare for engaging new targets that approaches the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
The Zero's infamous reputation for catching fire after being shot by any incendiary rounds continue - the lack of armour is detrimental to the Zero meaning if it gets hit, it's likely going to be fatal. This means the pilot needs to do their best to dodge all shots coming the {{PAGENAME}}'s way by utilizing the Zero's incredible manoeuvrability. Remember to turn into the enemy to spoil their aim. With good shot placement, the {{PAGENAME}}'s weaponry can dispatch foes as they pass by due to the amazing turn time on the Zero. Then, it's a simple matter of getting onto their six and taking small, accurate bursts at the opponent. The {{PAGENAME}} can also frustrate its enemies by constantly evading all of their attempts to force head-ons, or the A6M5 Ko can dive down on unsuspecting pilots as the Zero still has quite a good climb rate compared to other aircraft of its battle rating.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
* Spitfires: their turn time will come close to the A6M5[specially the LF mk9 it has lower turn radius ,690kmph top speed and twice the climb rate of you ]. They are fast, and can boom and zoom. To avoid them, don't panic when they are spotted trying to boom and zoom. Counter by pretending that they have not been noticed, lulling them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them. The Spitfires have a streamlined nose with the iconic large, elliptical wings.&lt;br /&gt;
* P-51: their machine guns can do severe damage to the A6M5. However, a common tendency of novice P-51 pilots is to get into a manoeuvring fight with the A6M5. Simply dodge their attacks, do a loop to get on their tail, and take shots at the opportune moments. Even better, when beating them in a turn fight, their aircraft's top profile are fully exposed, allowing for a larger surface area to be shot up and even the cockpit to hit the pilot inside.&lt;br /&gt;
* Yak 3/9: their 20 mm cannons are devastating if they hit. Do not try to head on them, just dodge the attacks by looping around the bullets, get on their tail, and shoot them before they get away!&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60kg)]], but strongly ill-advised for air-battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** Ground Targets: great for ground battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Shreds soft targets, and can weaken / destroy weak top armoured tanks, especially engine decks&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
:::* HEF(T):&lt;br /&gt;
::::* Tracer can help you aim on target&lt;br /&gt;
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::* ''Stealth'': great for air battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* No tracers&lt;br /&gt;
:::* HEF:&lt;br /&gt;
::::* Near full HE belt&lt;br /&gt;
::::* Wrecks havoc on enemy planes with HE filler&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Excellent manoeuvrability&lt;br /&gt;
:* Nose-mounted armament&lt;br /&gt;
:* Small radiator drag&lt;br /&gt;
&lt;br /&gt;
* '''A6M5''' specific:&lt;br /&gt;
** Good climb rate&lt;br /&gt;
** Can mount a bomb rack for a single 250 kg bomb, still strongly ill-advised for air-battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor offensive armament when stock: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** No HE filler&lt;br /&gt;
*** T &amp;amp; FI rounds usually do nothing&lt;br /&gt;
** Fragile, nonexistent armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
Mitsubishi Type 0 Model 52 &amp;quot;Kou&amp;quot; (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The next stage in upgrading the Zero was the Model 52 &amp;quot;Kou&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 lb) under the fuselage.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m5ko Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|V_5hzA-h2eI|'''In Allied Skies - A6M5 Ko''' - ''Napalmratte''|YADf8ptP77A|'''Premium Review: A6M5 Ko [Turn &amp;amp; Burn Baby]''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Reggiane [[Re.2001 (Family)|Re.2001]]&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia] A6M5 Type 0 Model 52]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;br /&gt;
{{Japan premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M5_Ko&amp;diff=141286</id>
		<title>A6M5 Ko</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M5_Ko&amp;diff=141286"/>
				<updated>2022-10-11T17:40:41Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese gift fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m5ko&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
|store=3296&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium 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. &lt;br /&gt;
&lt;br /&gt;
As the first small-scale modification of the [[A6M5|A6M5 mod. 52]], the A6M5 mod. 52A (Kō) switches out the drum-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 3 (20 mm)]] for the belt-fed [[Type 99 Model 2 (20 mm)|Type 99 mod.2 mark 4 (20 mm)]] increasing the ammo count to 125 rounds per gun rather than 100.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with the other A6M5 variants, the A6M5 Ko features an improved exhaust system that gives the plane more thrust and acceleration. While this does not help the Zero to catch up with any enemy fighters, it helps to retain the plane's energy rather well which will certainly be a great asset in a dogfight.&lt;br /&gt;
&lt;br /&gt;
Although this variant of Zero has a good climb rate, the Zero's limited top speed and frail airframe makes it ill-suited for bomber hunting and boom-and-zoom tactics. The weak airframe also worsens the Zero's manoeuvrability when the plane reaches a speed of 600 km/h in a dive.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 6,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 521 || 503 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.6 || 17.2 || 13.4 || 13.4 || rowspan=&amp;quot;2&amp;quot; | 190&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 563 || 540 || 15.8 || 16.0 || 21.4 || 16.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 397 || 368 || 220 || ~14 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 280 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 336&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* Non-self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 2 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type Number 25 Model 2 (250 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
* 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zero is outclassed by everything it faces in terms of speed. The only thing left to hang on to is its famous manoeuvrability. 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 faster - the [[P-47N-15]] is both faster in a straight line and in a dive - meaning the slow {{PAGENAME}} will have limited opportunities to engage. It is not common to see enemies turn fight with a Zero, but most will break away and attempt to flee. As such, the {{PAGENAME}}'s best bet is to try and end the fight quickly with good shot placement and lead so that the A6M5 Ko can dis-engage before its target flees. During the downtime if the enemy plane continues fleeing or was shot down, start re-climbing to prepare for engaging new targets that approaches the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
The Zero's infamous reputation for catching fire after being shot by any incendiary rounds continue - the lack of armour is detrimental to the Zero meaning if it gets hit, it's likely going to be fatal. This means the pilot needs to do their best to dodge all shots coming the {{PAGENAME}}'s way by utilizing the Zero's incredible manoeuvrability. Remember to turn into the enemy to spoil their aim. With good shot placement, the {{PAGENAME}}'s weaponry can dispatch foes as they pass by due to the amazing turn time on the Zero. Then, it's a simple matter of getting onto their six and taking small, accurate bursts at the opponent. The {{PAGENAME}} can also frustrate its enemies by constantly evading all of their attempts to force head-ons, or the A6M5 Ko can dive down on unsuspecting pilots as the Zero still has quite a good climb rate compared to other aircraft of its battle rating.&lt;br /&gt;
&lt;br /&gt;
* In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
* You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
* For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
* For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. For the 250 kg, drop it with the gunsight slightly more above the target. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
* Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
* P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
&lt;br /&gt;
* F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.&lt;br /&gt;
&lt;br /&gt;
* Spitfires: their turn time will come close to the A6M5[specially the LF mk9 it has lower turn radius ,650kmph top speed and twice the climb rate of you ]. They are fast, and can boom and zoom. To avoid them, don't panic when they are spotted trying to boom and zoom. Counter by pretending that they have not been noticed, lulling them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them. The Spitfires have a streamlined nose with the iconic large, elliptical wings.&lt;br /&gt;
* P-51: their machine guns can do severe damage to the A6M5. However, a common tendency of novice P-51 pilots is to get into a manoeuvring fight with the A6M5. Simply dodge their attacks, do a loop to get on their tail, and take shots at the opportune moments. Even better, when beating them in a turn fight, their aircraft's top profile are fully exposed, allowing for a larger surface area to be shot up and even the cockpit to hit the pilot inside.&lt;br /&gt;
* Yak 3/9: their 20 mm cannons are devastating if they hit. Do not try to head on them, just dodge the attacks by looping around the bullets, get on their tail, and shoot them before they get away!&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60kg)]], but strongly ill-advised for air-battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** Ground Targets: great for ground battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Shreds soft targets, and can weaken / destroy weak top armoured tanks, especially engine decks&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
:::* HEF(T):&lt;br /&gt;
::::* Tracer can help you aim on target&lt;br /&gt;
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::* ''Stealth'': great for air battles&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
:::* No tracers&lt;br /&gt;
:::* HEF:&lt;br /&gt;
::::* Near full HE belt&lt;br /&gt;
::::* Wrecks havoc on enemy planes with HE filler&lt;br /&gt;
:::* AP-I:&lt;br /&gt;
::::* Easily sets fire to air targets&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* Excellent manoeuvrability&lt;br /&gt;
:* Nose-mounted armament&lt;br /&gt;
:* Small radiator drag&lt;br /&gt;
&lt;br /&gt;
* '''A6M5''' specific:&lt;br /&gt;
** Good climb rate&lt;br /&gt;
** Can mount a bomb rack for a single 250 kg bomb, still strongly ill-advised for air-battles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor offensive armament when stock: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]&lt;br /&gt;
*** No HE filler&lt;br /&gt;
*** T &amp;amp; FI rounds usually do nothing&lt;br /&gt;
** Fragile, nonexistent armour, and no self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
Mitsubishi Type 0 Model 52 &amp;quot;Kou&amp;quot; (A6M5 Model 52a, reporting names: Zeke/Hamp/Zero) single-engine carrier-based fighter&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The next stage in upgrading the Zero was the Model 52 &amp;quot;Kou&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
The A6M5a fighter could carry bombs: two 60 kg (132 lb) bombs suspended under the wing and one weighing 250 kg (551 lb) under the fuselage.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m5ko Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|V_5hzA-h2eI|'''In Allied Skies - A6M5 Ko''' - ''Napalmratte''|YADf8ptP77A|'''Premium Review: A6M5 Ko [Turn &amp;amp; Burn Baby]''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Reggiane [[Re.2001 (Family)|Re.2001]]&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia] A6M5 Type 0 Model 52]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;br /&gt;
{{Japan premium aircraft}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M2&amp;diff=141285</id>
		<title>A6M2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M2&amp;diff=141285"/>
				<updated>2022-10-11T17:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Japanese fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = A6M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=a6m2_zero&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a 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.&lt;br /&gt;
&lt;br /&gt;
As the first proper production model of the [[A6M]] series, the A6M2 mod. 21 comes with the full package for carrier operations over the [[A6M2 mod. 11]], tail hook, external fuel tank mountings, and foldable wing tips. Other than different wings, the Model 21 will fly on par with the earlier model.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
One thing many players note when fighting the Zero is its immense manoeuvrability and turn rate. It is incredibly nimble and has an amazing climb rate, which allows you to run literal rings around many opponents. Even fighters renowned for manoeuvrability, like the mighty Spitfire, will think twice before engaging in a turnfight with the Zero. The Zero's lightly loaded, high lift wing and low weight make it a dream to fly at speeds below 400 km/h, with an ability to execute wild gyrations and zoom climbs at the whim of the pilot. However, the Zero is hard to handle as it approaches speeds of 480 km/h.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 4,400 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 491 || 475 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 17.7 || 18.2 || 10.2 || 10.2 || rowspan=&amp;quot;2&amp;quot; | 175&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 532 || 510 || 16.8 || 17.0 || 17.4 || 13.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 484 || 451 || 280 || ~13 || ~7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 270 || &amp;lt; 420 || &amp;lt; 410 || &amp;gt; 324&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* No armour protection&lt;br /&gt;
* Not self-sealing fuel tanks&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
The low top speed is a severe issue when stock. &amp;quot;Compressor&amp;quot; and &amp;quot;New Engine&amp;quot; greatly help. Having access to new 20 mm belts is helpful as well.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Type 99 Model 1 (20 mm)|Type 97 navy (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 20 mm Type 99 Model 1 cannons, wing-mounted (60 rpg = 120 total)&lt;br /&gt;
* 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (680 rpg = 1,360 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|Navy Type 97 Number 6 (60 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
The A6M2 Reisen is a very manoeuvrable plane, so note that when battling it, do not engage in low manoeuvres. Try to force it into high-speed manoeuvres, as it's prone to ripping/compressing at high speeds. Apply boom and zoom tactics on this plane as it will be easily cornered. And  always remember to escape from a dogfight with a spitfire cause early spitfires could out turn you. &lt;br /&gt;
&lt;br /&gt;
Force an enemy pilot into a dogfight at 370 - 400 km/h and below 6,000 m. At this speed and altitude, no enemy fighter can out-manoeuvre or out-climb you exept for spitfires . Jump on cruising enemy aircraft from above. Fasten onto the tail of the bandit, use your superior manoeuvrability to match his evasive moves, and put enough rounds into him to bring him down. Use your machine guns first to &amp;quot;bore-sight&amp;quot; the enemy - once you get hits on him, finish him off with your cannons. Below 480 km/h you can fling the Zero all over the sky to get on an enemy's tail or to shake off all but the most determined attacker. Climb away from most enemy aircraft, hanging on your prop in a near-vertical climb. Manoeuvres like the Immelmann are easy, and heavier fighters can't stay with you. The Zero rolls faster to the left than to the right. Roll left to tighten your turn and get onto the enemy's six. Don't dive away from attackers - your plane doesn't have the power or weight to out-run most fighters. To exploit your plane's best performance, force the enemy lower and slow down the pace of the engagement. In case of a spitfire try to attack with surprise or with a teammate.&lt;br /&gt;
&lt;br /&gt;
The Zero can be easily set on fire which can cause catastrophic damage. If you are on fire, immediately press &amp;quot;I&amp;quot; (or you own engine keybind) to turn off your engine. This has a chance of extinguishing the fire after a few seconds of switching the engine off, but at the same time it may not. If luckily the fire does go out, press &amp;quot;I&amp;quot; again to turn the engine back on. If the damage is controlled, the A6M2 might still be able to join another fight or to fly back to base in one piece. &lt;br /&gt;
&lt;br /&gt;
=== Realistic Battles ===&lt;br /&gt;
The A6M2 is the most fragile version of the Zero, with a long wingspan and light construction. It is the slowest and worst rolling Zero of all the Zero family. It also can rip in extremely high G turns (13+ G). Furthermore, this Zero has trouble with energy retention and high speed dives, and also has poor armament and low ammo count.&lt;br /&gt;
&lt;br /&gt;
;Turn &amp;amp; Burn&lt;br /&gt;
&lt;br /&gt;
The Zero will engage targets in all sorts of ways, and is capable of wiggling out of sticky situations time and time again. The Zero excels and destroying planes with a low energy state, planes in a climb, and planes currently in an inward turn towards the Zero. All of these targets won't have gun solutions on the Zero because they are distracted. To destroy these targets, fire your 7.7 mm machine guns at 600 m away, and then engage with your cannons at 400 m or less. These targets shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
;Evading and engaging diving enemies&lt;br /&gt;
&lt;br /&gt;
An enemy diving on a Zero is one of the most dangerous scenarios for the Zero. If you are above 2 km, dive at a medium angle (40 degrees). When the enemy is in gun range, make an extremely hard turn towards the enemy, and wiggle around its gunsights. DO NOT cross within the plane's line of fire. Now, the enemy will make a key move that determines if you will be able to engage. If the enemy decides to turn after the climb, give chase and complete an inner loop and finish the enemy. The enemy will lose a lot of speed if they decide to turnfight you. HOWEVER, If the enemy decides to climb away with the excess energy, pull another hard turn to get one good burst with your machine guns. DO NOT stall out while trying to climb with the enemy. Make sure to stop climbing for the enemy and turn away and begin to dive again. The enemy WILL attempt another dive attack. Dive to the deck if you have lost altitude and if you are below 1.5 km. Get really close to the ground, and if there are cliffs to hide in, fly between them. When the enemy dives, keep turning to avoid their bullets, and STAY LOW and FAST. This will put the enemy in a tough situation, as you are so close to the ground that they need to pull up extremely early due to their high speed dive. If the enemy gets too greedy, they might try to engage you but end up crashing into the ground.&lt;br /&gt;
&lt;br /&gt;
;Head-on engagements&lt;br /&gt;
&lt;br /&gt;
Going head on in a Zero is the worst thing possible to execute. As such, you need to take precaution. Face head on with the enemy, but just as they fire, wiggle around their bullets by waving your cursor around their target marker. &amp;quot;Make a square.&amp;quot; After they pass, turn around immediately, and if you are in firing range of cannons and machine guns, fire away.&lt;br /&gt;
&lt;br /&gt;
;Armament tactics&lt;br /&gt;
&lt;br /&gt;
A Zero has little ammo for its cannons. To make the best of your cannons, fire while an enemy is turning, aiming for the wings. If the enemy is further than 400 m, don't use your cannons. Instead, use your machine guns to scare the enemy into turning around to engage.&lt;br /&gt;
&lt;br /&gt;
;Ammo selection&lt;br /&gt;
&lt;br /&gt;
The belts for the 20 mm Type 99 Model 1 cannons are fairly poor. The Universal belt is recommended for the cannons. The tracer belt may look appealing, however they contain barely half the explosive mass as a shell in the Universal belt. They may both be HEF, but HEF-T has less explosive mass than plain HEF. For the 7.7 mm machine guns, Stealth or Universal will be your best bet. Set your guns targeting to no more than 400 m. Turn on vertical targeting to ensure your shots line up.&lt;br /&gt;
&lt;br /&gt;
=== Simulator Battles ===&lt;br /&gt;
In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, and decent rear visibility. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns with very little ammo, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.&lt;br /&gt;
&lt;br /&gt;
You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 60-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.&lt;br /&gt;
&lt;br /&gt;
For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 5-round/half-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.&lt;br /&gt;
&lt;br /&gt;
For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.&lt;br /&gt;
&lt;br /&gt;
Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.&lt;br /&gt;
&lt;br /&gt;
=== Enemies worth noting ===&lt;br /&gt;
&lt;br /&gt;
* spitfire mk1/2/2b: this aircrafts are equal or much better than you in turnfights . Try to surprise attack or team up with teammates to take it down easily. If its a 1v1 try to keep your energy up and after the spitfire loses energy quickly turn in to it an finish before it dives away or get out of your grips. Mk1 and 2 's 303 Brownings  does not do much damage but it could take you out because you don't have any armor, Mk2b has 20mm canons and its much dangerous .&lt;br /&gt;
* [[P-61C-1]]: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilize the Zero's maneuverability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.&lt;br /&gt;
* [[I-16 (Family)|I-16]]: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.&lt;br /&gt;
* [[P-47D-23-RA (China)|P-47D]]/[[P-51D-20-NA|P-51D]]: these bulky aircraft do not climb as well, but they pack some heavy punches with their numerous .50 cal MGs. They are also faster in level flight and dives, so you may usually see them roaming through the battlefield at high speeds. Do not attempt to catch them when they are fast, wait until they are on the deck. Against their possible BnZ attacks, perform the conventional evasive manoeuvre of rolling under the diver. Dodging again and again may cause them to lose patience and start chasing after you, rather than zooming away. The A6M2 can then easily unleash its superior manoeuvrability and get on their tail. In general, when facing these planes, try not to get hit. Their bullets deal significant damage to the Zero's fragile body. &lt;br /&gt;
&lt;br /&gt;
=== Countering the Zero ===&lt;br /&gt;
The Zero is a vulnerable aircraft when you expose its weaknesses. It can be set ablaze with just one .50 cal round, and it has poor energy retention, and horrendous dive speed. To counter the Zero, use energy fighting tactics only. Do not turn with a Zero. Engage with lighting fast dive attacks. Don't turn around when you have a Zero on your tail. Instead, outrun it. ignore its 7.7 mm machine guns, as they do negligible damage.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The propeller pitch should be kept at 98% when climbing, and 92% when at max speed. Keep both radiators at 14-19%. Adjust the mixture at the following ranges:&lt;br /&gt;
&lt;br /&gt;
* Sea Level: 103%&lt;br /&gt;
* 2 km: 75%&lt;br /&gt;
* 4 km: 60%&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
*** Gets 2 x [[Navy Type 97 Number 6 (60 kg)|Type 97 No.6 Land Bomb (60 kg)]], but strongly ill-advised for air battles&lt;br /&gt;
** Decent cannon armament&lt;br /&gt;
** Extremely manoeuvrable&lt;br /&gt;
*** Excellent turn rate&lt;br /&gt;
*** Excellent roll rate&lt;br /&gt;
** Very short takeoff distance&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Excellent manoeuvrability&lt;br /&gt;
** Nose-mounted armament&lt;br /&gt;
** Small radiator drag&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* '''A'''6M for Carrier-based fighter:&lt;br /&gt;
** Strictly air-to-air role&lt;br /&gt;
** Limited ammo&lt;br /&gt;
** Slow&lt;br /&gt;
** Low dive speed, and easily compressed in a dive&lt;br /&gt;
&lt;br /&gt;
* Common Navy plane construction:&lt;br /&gt;
** Poor MG offensive armament: [[Type 97 navy (7.7 mm)|7.7 mm Type 97 MG]]&lt;br /&gt;
** Poor Cannon offensive armament: [[Type 99 Model 1 (20 mm)|20 mm Type 99 Model 1 Cannon]]&lt;br /&gt;
*** Very low muzzle velocity&lt;br /&gt;
** Fragile, little armour, and no self-sealing fuel tanks&lt;br /&gt;
** can be outturned by early spitfires&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In 1937, the Imperial Japanese Navy's Koku Hombu (Aviation Bureau) issued the &amp;quot;Planning Requirements for the Prototype 12-shi Carrier Fighter&amp;quot; to the Mitsubishi Kokuki K.K. (Mitsubishi Aircraft Company Ltd.) and the Nakajima Hikooki K.K. (Nakajima Aeroplane Company Ltd.), requiring designs for a new fighter to replace the Mitsubishi Type 96 Carrier Fighter (A5M). The requirements were extremely challenging: manoeuvrability equal to or better than the Type 96 fighter, heavier armament including 20 mm cannons, exceptional climb rate to intercept bombers, a range of at least 1,010 miles with a normal fuel load to escort bombers, a take-off distance of less than 230 ft into a 30 mph wind, landing speed of less than 67 mph, and a top speed better than 310 mph.&lt;br /&gt;
&lt;br /&gt;
Nakajima soon bowed out in the face of such seemingly impossible requirements, but Jiro Horikoshi, who had previously designed the A5M, and his design team at Mitsubishi were undeterred. In addition to the already demanding requirements of the IJN, Horikoshi was also limited by the relatively weak engines that the Japanese aviation industry had to offer at the time. Selecting the lighter but less powerful Mitsubishi Zuisei-13 (&amp;quot;Holy Star&amp;quot;), which had a rating of less than 900 hp, the Mitsubishi team strove to design the lightest possible airframe around the engine, but that was still strong enough to withstand carrier operations and carry enough fuel and weapons to be an effective fighter. To this end, they were fortunate that the Sumitomo Metal Company had just finished developing a new strong zinc-aluminium alloy known as Extra Super Duralumin (ESD), allowing thinner sheets to be used for the skin of the fighter without loss of strength. However, they also had to dispense with self-sealing fuel tanks and any sort of armour for the pilot. The relatively light but less powerful Oerlikon FF 20 mm cannon was chosen as the fighter's main armament, produced in Japan as the 20 mm Type 99. A large wing ensured a low wing loading to ensure manoeuvrability but limited the diving and level speeds.&lt;br /&gt;
&lt;br /&gt;
The first flight of the Prototype 12-shi carrier fighter (later designated A6M1) took place on 1 April 1939. The next month, the IJNAF expressed its intentions to switch from the Zuisei-13 to the more powerful Nakajima Sakae-12 (&amp;quot;Prosperity&amp;quot;) 14-cylinder radial engine, and it was first installed on the third prototype. This prototype would be designated as the A6M2, and it was with the Sakae radial engine that almost every model of the A6M fighter family would go to war. Testing of the first three A6M prototypes took place later that year. The A6M1 was able to meet all but the maximum speed requirements, but the Sakae-equipped A6M2 exceeded them at 331 mph. On 31 July 1940, the Mitsubishi A6M2 was formally accepted by the IJNAF as the Type 0 Carrier Fighter Model 11.&lt;br /&gt;
&lt;br /&gt;
The A6M2 proved itself during combat in China. The aircraft also performed well during its carrier trials. One problem that did quickly arise was its ability to fit on carrier's elevators. The solution was to have the A6M2 fold its wing tips to avoid damage. This reduced the total wingspan by 20 inches. This change required it to have a new designation. The aircraft was put into production in November of 1941 and a total of 740 were constructed. This particular variant was code-named &amp;quot;Zeke 21&amp;quot; by Allies.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
At its launch, the A6M2 model 11 knew no equal.&lt;br /&gt;
&lt;br /&gt;
This single-seater carrier-based fighter was designed to replace the aging A5M. To reduce its weight, duralumin was widely used, and its propeller was made of a lightweight aluminum alloy. The A6M2 did not have high survivability due to its lack of armour and self-sealing fuel tanks, but in the first half of World War II, it had a considerable advantage in manoeuvrability and speed when compared to the Allies (which had nothing to oppose the Zero until the arrival of aircraft such as the F4U and F6F).&lt;br /&gt;
&lt;br /&gt;
The first prototype of this series, the A6M1, first flew on April 1, 1939. During the test, a more powerful engine was proposed, and the Mitsubishi Zuisei 13 (780 hp) was replaced with the Nakajima Sakae 12 (940 hp). After a successful test flight, the new engine was adopted for serial production and the plane was designated the A6M2 Model 11. Its main drawback was that it could not be used on aircraft carriers due to its large wingspan, which was not designed for carrier-based operations. To circumvent this limitation, the A6M2 model 21 was designed with folding 500 mm wing panels.&lt;br /&gt;
&lt;br /&gt;
The Zero had no equal in the sky until the end of 1942, and even when it was finally made obsolete, its production continued until the end of the war, making it the most popular fighter in Japan. Like many other Japanese aircraft, the Zero was used in the last months of the war to attack bombers.&lt;br /&gt;
&lt;br /&gt;
A total of 740 A6M2 model 21s were built in Mitsubishi plants; 326 were built in Nakajima plants.&lt;br /&gt;
&lt;br /&gt;
=== Notable pilots ===&lt;br /&gt;
[[File:Tetsuzo_Iwamoto_Profile.jpg|thumb|none|200px|link=User:U64962917#Iwamoto_Tetsuzō|[[User:U64962917#Iwamoto_Tetsuzō|Iwamoto]] flew sorties throughout the Pacific Theater in a A6M2.]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=a6m2_zero Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Aircraft of comparable role, configuration and era&lt;br /&gt;
&lt;br /&gt;
* Grumman [[F4F (Family)|F4F]] Wildcat&lt;br /&gt;
* Reggiane [[Re.2001 (Family)|Re.2001]]&lt;br /&gt;
* [[Template:AirManufacturer Nakajima|Nakajima]] [[Ki-43 (Family)|Ki-43]] Hayabusa (▃ Oscar)&lt;br /&gt;
* Supermarine [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Hawker [[Hurricane (Family)|Sea Hurricane]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/293774-mitsubishi-a6m2-mod-21/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M2a_Type_0_Model_11|[Wikipedia] A6M2a Type 0 Model 11]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Mitsubishi}}&lt;br /&gt;
{{Japan fighters}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Kfir_C.7&amp;diff=120806</id>
		<title>Kfir C.7</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Kfir_C.7&amp;diff=120806"/>
				<updated>2022-01-15T13:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;U121228389: the wrong information about the Sri lankan civil war&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=kfir_c7&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Israeli jet fighter {{Battle-rating}}. It was introduced in [[Update &amp;quot;Winged Lions&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 10,668 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,322 || 2,272 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 28.3 || 29.0 || 183.9 || 172.1 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,457 || 2,388 || 26.0 || 27.0 || 268.9 || 224.6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || X || X || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || N/A || N/A || ~__ || ~__&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; ___ || &amp;lt; ___ || &amp;lt; ___ || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Basic mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Electric J79-GE-J1E  || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | _,___ kg || colspan=&amp;quot;2&amp;quot; | ___ kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! _m fuel || __m fuel || __m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,750 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| _,___ kg || _,___ kg || _,___ kg || _,___ kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (___%/WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || ___%/WEP&lt;br /&gt;
! _m fuel || __m fuel || __m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4890 kgf || 8460 kgf&lt;br /&gt;
| _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || ___ kgf&amp;lt;br&amp;gt;(_ km/h) || ___ kgf&amp;lt;br&amp;gt;(_ km/h)&lt;br /&gt;
| _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The Kfir lacks any armor surrounding the pilots, making HE hits (missiles and cannons) able to penetrate and hit the pilot with ease.&lt;br /&gt;
&lt;br /&gt;
Survivability of the Kfir is far greater than any of its contemporaries even though it lacks armour. The Kfir can sustain black fuselage damage, and ripped wings  can have more than enough control authority to return back home and repair.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 552A (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 2 x 30 mm DEFA 552A cannons, belly-mounted (125 rpg = 250 total)&lt;br /&gt;
** 2 x 30 mm DEFA 552A cannons (125 rpg = 250 total) + 32 x countermeasures&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}&lt;br /&gt;
{{main|AIM-9D Sidewinder|AIM-9G Sidewinder|Shafrir 2}}&lt;br /&gt;
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|M61 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x Shafrir 2 missiles&lt;br /&gt;
* 4 x Shafrir 2 missiles&lt;br /&gt;
* 4 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 4 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 16 x 500 lb LDGP Mk 82 bombs (8,000 lb total)&lt;br /&gt;
* 16 x 500 lb LDGP Mk 82 bombs + 2 x Shafrir 2 missiles (8,000 lb total)&lt;br /&gt;
* 16 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9D Sidewinder missiles (8,000 lb total)&lt;br /&gt;
* 16 x 500 lb LDGP Mk 82 bombs + 2 x AIM-9G Sidewinder missiles (8,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 4 x Shafrir 2 missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 4 x AIM-9D Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 4 x AIM-9G Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 9 x 1,000 lb LDGP Mk 83 bombs (9,000 lb total)&lt;br /&gt;
* 9 x 1,000 lb LDGP Mk 83 bombs + 2 x Shafrir 2 missiles (9,000 lb total)&lt;br /&gt;
* 9 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9D Sidewinder missiles (9,000 lb total)&lt;br /&gt;
* 9 x 1,000 lb LDGP Mk 83 bombs + 2 x AIM-9G Sidewinder missiles (9,000 lb total)&lt;br /&gt;
* 5 x 1,000 lb LDGP Mk 83 bombs + 4 x Shafrir 2 missiles (5,000 lb total)&lt;br /&gt;
* 5 x 1,000 lb LDGP Mk 83 bombs + 4 x AIM-9D Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 5 x 1,000 lb LDGP Mk 83 bombs + 4 x AIM-9G Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 10 x 750 lb M117 cone 45 bombs (7,500 lb total)&lt;br /&gt;
* 10 x 750 lb M117 cone 45 bombs + 2 x Shafrir 2 missiles (7,500 lb total)&lt;br /&gt;
* 10 x 750 lb M117 cone 45 bombs + 2 x AIM-9D Sidewinder missiles (7,500 lb total)&lt;br /&gt;
* 10 x 750 lb M117 cone 45 bombs + 2 x AIM-9G Sidewinder missiles (7,500 lb total)&lt;br /&gt;
* 6 x 750 lb M117 cone 45 bombs + 4 x Shafrir 2 missiles (4,500 lb total)&lt;br /&gt;
* 6 x 750 lb M117 cone 45 bombs + 4 x AIM-9D Sidewinder missiles (4,500 lb total)&lt;br /&gt;
* 6 x 750 lb M117 cone 45 bombs + 4 x AIM-9G Sidewinder missiles (4,500 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 bombs (4,000 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 bombs + 2 x Shafrir 2 missiles (4,000 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9D Sidewinder missiles (4,000 lb total)&lt;br /&gt;
* 2 x 2,000 lb LDGP Mk 84 bombs + 2 x AIM-9G Sidewinder missiles (4,000 lb total)&lt;br /&gt;
* 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total)&lt;br /&gt;
* 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total) + 2 x Shafrir 2 missiles&lt;br /&gt;
* 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total) + 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total) + 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x Shafrir 2 missiles&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 2 x Shafrir 2 missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 2 x AIM-9D Sidewinder missiles&lt;br /&gt;
* 114 x FFAR Mighty Mouse rockets + 2 x AIM-9G Sidewinder missiles&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 24 x Zuni Mk32 Mod 0 ATAP rockets (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x Shafrir 2 missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9D Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 24 x Zuni Mk32 Mod 0 ATAP rockets + 2 x AIM-9G Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 114 x FFAR Mighty Mouse rockets (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 114 x FFAR Mighty Mouse rockets + 2 x Shafrir 2 missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 114 x FFAR Mighty Mouse rockets + 2 x AIM-9D Sidewinder missiles (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs + 114 x FFAR Mighty Mouse rockets + 2 x AIM-9G Sidewinder missiles (5,000 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).''&lt;br /&gt;
&lt;br /&gt;
'''SB:'''&lt;br /&gt;
&lt;br /&gt;
The Kfir is a phenomenal support fighter.&lt;br /&gt;
&lt;br /&gt;
Due to its lack of radar and low countermeasure count at EC7 you do not want to spear head any fight. Your best way to play the plane is to stay 1-2 grid squares away from the main battle and wait for people call out enemies or for you to spot dog fights.&lt;br /&gt;
&lt;br /&gt;
The Kfir's top speed will grant you the ability to close distances on targets and rescue team mates with ease. While its high alpha capabilities and strong air frame will allow you to slot into enemies tail's if needed.&lt;br /&gt;
&lt;br /&gt;
The Kfir will begin to wing rip at 750 knots IAS. This is displayed on the left of your HUD allowing you to easily manage your speed without excessive head movement or taking your eyes off your target.&lt;br /&gt;
&lt;br /&gt;
The AIM-9G locking is at the bottom of your HUD, this can be difficult to learn, but once you do, it is not a big issue.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Great flight dynamics and characteristics.&lt;br /&gt;
* Amazing control authority at any speed.&lt;br /&gt;
* Above average acceleration below Mach 1, and one of the fastest acceleration in the game above Mach 1.&lt;br /&gt;
* Extremely fast, especially at high altitudes.&lt;br /&gt;
* Large variety of weapons.&lt;br /&gt;
* Has AIM-9Gs which could out-turn the AIM-9J over short distances. &lt;br /&gt;
* Can carry additional 2 x 20 mm Vulcan gunpods.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Limited gun ranging radar which does not track or lock enemies.&lt;br /&gt;
* Delta wing configuration bleeds airspeed fairly quickly while in a steep high G turn.&lt;br /&gt;
* 32x countermeasures can be quickly used up especially if split 50/50 between chaff and flares.&lt;br /&gt;
* Missiles are pointed down requiring you to pull alpha or be above the target to get a lock.&lt;br /&gt;
* No radar or radar-guided armaments.&lt;br /&gt;
* No armor surrounding the cockpit allows missiles and HE rounds to easily hit your pilot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
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In the 1960s, French and Israeli engineers worked together to develop the [[Mirage 5F|Dassault Mirage 5]], successor to the [[Mirage IIICJ|Mirage III]], tailored specifically to the requirements of the Israeli Air Force (IAF). Israel funded a large part of the project by purchasing a total of 50 aircraft in advance of their production. The deal eventually fell through when France enacted an arms embargo on Israel following its preemptive strike at the start of the 1967 Six-Day War - an action that the French had explicitly warned Israel not to take. Though Israel was eventually reimbursed for its payments, the Mirage 5 was never supplied.&lt;br /&gt;
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To circumvent the embargo, Israel collaborated with the Dassault Aviation company to smuggle blueprints and materials out of France to construct their own copy of the Mirage 5 - the [[Nesher|IAI Nesher]]. One of the most successful air superiority fighters of all time, the Nesher scored a staggering 111:3 kill ratio during the Yom Kippur War of 1973. This not only proved the merits of the Mirage 5's design, but also proved that Israel was now capable of manufacturing warplanes locally. This fact was of utmost importance to the Israelis: up until that point they had been completely dependent on the French to supply their aircraft, and were now left orphaned due to the embargo.&lt;br /&gt;
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Thanks to a gradual warming of relations with the United States, the IAF could begin arming itself with [[A-4H (Israel)|A-4H]] and [[F-4E Phantom II (Israel)|F-4E Phantom II]] jets, which served mostly as ground attackers; but neither could replace the Nesher as an air superiority fighter. With the looming threat of more advanced Soviet fighters entering service in the Arab air forces, Israel was keenly aware that the Nesher could not remain the top dog for long. Israel's response to this threat was to begin development of an advanced fighter jet based on the Mirage 5 design - one that could be manufactured ''from scratch'' in Israel.&lt;br /&gt;
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A major factor in the design of the new plane was its engine. Israel had already acquired a license to produce the powerful General Electric J79 turbojet - the engine used in the F-4E. Thus, it was decided that the new Mirage 5 variant would be built entirely around this engine. This required several major changes to the airframe, primarily a redesign of the fuselage and enlargement of the air intakes (even adding a small cooling intake in the tail). As per their usual doctrine, the Israelis also installed a completely new advanced avionics package into the cockpit, altering it significantly. Another, more noticeable feature was the addition of two small canards on either side of the intakes.&lt;br /&gt;
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The resulting aircraft, the ''IAI Kfir'' (&amp;quot;Lion Cub&amp;quot;), entered service in 1975. However, its primacy in the IAF was supplanted almost immediately by the arrival of the first F-15s in late 1976, and later by the F-16s. The Kfir was therefore relegated to a fighter-bomber role during the 1982 Lebanon War.&lt;br /&gt;
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The Kfir C.7, being the third and most advanced variant of the Kfir in IAF service, was designed to fit the aircraft's new role &amp;quot;underneath&amp;quot; the F-15 and F-16. It was built more robustly, and carried a stronger version of the J79 engine that could help it take off with a heavier payload. It had additional hardpoints for carrying extra munitions, and much larger canards than the original design. All Kfir C.7s were in fact upgraded Kfir C.2s, rather than brand new planes.&lt;br /&gt;
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Despite being originally designed as an air superiority jet, the Kfir only scored a single aerial kill throughout its service in the IAF. Its last action in the IAF occurred during the 1993 Operation Accountability, after which it was gradually removed from service. An export version of the plane, however, was sold to Colombia, Ecuador and Sri Lanka, and still serves in their air forces in 2021, with constant upgrades. The plane took part in combat once again during the (1983-2009) Sri Lankan Civil War from 1996 after introducing the Kfir to it's Air Force.&lt;br /&gt;
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=== [[wt:en/news/7466-development-kfir-c-7-the-sharp-clawed-lion-cub-en|Devblog]] ===&lt;br /&gt;
Immediately after the Six-Day-War, France imposed an arms export embargo on Israel, acutely highlighting the nation's dependence on foreign suppliers of military equipment. Despite the embargo, Israel managed to obtain documentation for the Mirage 5J version, which was developed specifically for the Israeli Air Force before the ban. These aircraft were produced commercially under the name IAI Nesher. But due to the end of supplies from France, Israel turned to the U.S. for assistance, procuring a number of new F-4 Phantom II and A-4 Skyhawk aircraft for its air force. However, when the air force compared the Nesher with the new F-4 Phantom, it realized that the Mirage was falling behind in several aspects. Therefore, plans to outfit Neshers with licence-built Phantom II engines - the General Electric J79 - were drawn up and soon afterward realized with the Kfir (Hebrew for “Lion Cub”).&lt;br /&gt;
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Entering serial production in 1975 and subsequently being commissioned into service with the 101st, 113th and 109th squadrons of the Israeli Air Force, the Kfir first saw combat action in November 1977. While the aircraft performed well and was also well-liked by its pilots, the modification did increase the weight of the aircraft, negatively impacting some of its flight characteristics. Israeli engineers solved the issue by outfitting the Kfir with fixed canards on the forward section of the fuselage.&lt;br /&gt;
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The Kfir C.7 is a later modification of the aircraft, resulting from continuous efforts of Israeli engineers to further develop the Kfir. The new version featured numerous improvements, including a more powerful afterburner, increased payload and weapon selection as well as new avionics and cockpit arrangement. The Kfir C.7 entered service in 1983 and would remain in active service until the early 1990s before being officially decommissioned by the Israeli Air Force. Subsequently, some units were sold on the export market to Columbia and Sri Lanka where they saw active combat during the Sri Lankan Civil War.&lt;br /&gt;
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== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|ERLptF1Nsps|'''The Shooting Range #286''' - ''Metal Beasts'' section at 00:36 discusses the {{PAGENAME}}.}}&lt;br /&gt;
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== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
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* [[Nesher]]&lt;br /&gt;
* [[Mirage 5F]]&lt;br /&gt;
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== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
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* [[wt:en/news/7466-development-kfir-c-7-the-sharp-clawed-lion-cub-en|[Devblog] Kfir C.7: The Sharp-Clawed Lion Cub]]&lt;br /&gt;
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{{AirManufacturer IAI}}&lt;br /&gt;
{{Israel jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U121228389</name></author>	</entry>

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