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		<id>https://old-wiki.warthunder.com/index.php?title=MiG-19PT&amp;diff=194559</id>
		<title>MiG-19PT</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MiG-19PT&amp;diff=194559"/>
				<updated>2024-11-05T09:03:36Z</updated>
		
		<summary type="html">&lt;p&gt;U150953915: i have never seen the wings rip on the mig-19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = MiG-19 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mig-19pt&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 MiG-19 (NATO Code: Farmer) was a Soviet jet designed during the early 1950s. It was a key component of the Soviet Union's air defense plan and served as a vital complement to fighter-interceptor duties. The MiG-19 was known to be a formidable foe in aerial combat due to its reputation for impressive speed, being the first Soviet-produced aircraft to reach supersonic speeds in level flight, and its respectable manoeuvrability. Although the majority of its service in the Soviet Union was spent on routine interceptions, it is best known for its role in the Vietnam War. As its legacy grew, the MiG-19 underwent continuous refinement, giving rise to a diverse range of variants that extended its service life. Among these was the '''{{Specs|name}}''', a single MiG-19P modified to carry the [[R-3S]] &amp;quot;Atoll&amp;quot; missiles, which showcased the aircraft's adaptability and ingenuity.&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''' was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]] and was one of the first three jets to feature guided air-to-air missiles, alongside the [[F-100D]] and the [[Javelin F.(A.W.) Mk.9]]. In the game, it is best known for its manoeuvrability and speed, which allow it to win against many other aircraft in energy fights. However, amidst its impressive capabilities, it remains crucial to note that the {{Specs|name}}'s lack of countermeasures makes it vulnerable to enemy missile attacks, and astute situational awareness is crucial for its survival.&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 main advantages of the MiG-19PT are its exceptional acceleration, great energy retention in a straight line and the very strong climb rate. Aside from the top speed, the aircraft has the raw performance to at least keep up with more modern jets.&lt;br /&gt;
&lt;br /&gt;
However, the plane is weighed down by its somewhat inferior manoeuvring energy retention, bad low speed manoeuvrability and poor high speed handling. Compression at high Mach numbers slows the roll rate significantly and makes the rudder nearly entirely unresponsive, though MiG-19PT generally has a very responsive elevator. Despite how the acceleration can make up for it, be careful not to turn excessively, as that will bleed much speed due to the poor manoeuvring energy retention.&lt;br /&gt;
&lt;br /&gt;
The performance of the plane doesn't suffer too much when it's stock. It can still out accelerate Phantoms and climb from sea level at 1,100 km/h up to 10 km in a single zoom climb without any modifications.&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 10,000 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;
| 1,426 || 1,421 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.4 || 32.9 || 159.4 || 148.4 || rowspan=&amp;quot;2&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,449 || 1,436 || 31.6 || 32.0 || 203.2 || 180.0&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 || ✓     &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 || 500 || 450 || ~11 || ~5&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; 540 || &amp;lt; 650 || &amp;lt; 350 || 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; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mikulin RD-9B || 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 5,853 kg || colspan=&amp;quot;2&amp;quot; | 304 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;
! 7m fuel || 20m fuel || 25m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 725 kg || colspan=&amp;quot;2&amp;quot; | Afterburning axial-flow turbojet&lt;br /&gt;
| 6,393 kg || 7,254 kg || 7,653 kg || 9,100 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;
! 7m fuel || 20m fuel || 25m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 2,296 kgf || 3,218 kgf&lt;br /&gt;
| 1.01 || 0.89 || 0.84 || 0.71&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 2,320 kgf&amp;lt;br&amp;gt;(1,000 km/h) || 3,284 kgf&amp;lt;br&amp;gt;(1,000 km/h)&lt;br /&gt;
| 1.03 || 0.91 || 0.86 || 0.72&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;
* 16 mm steel behind the radar&lt;br /&gt;
* 60 mm bulletproof glass in front of the cockpit&lt;br /&gt;
* 10 mm of steel on the pilot's seat&lt;br /&gt;
* 25 mm of steel on headrest&lt;br /&gt;
&lt;br /&gt;
The MiG-19, like most jets, cannot fly well with damage. However, the wing spars can be somewhat sturdy, able to absorb several 20 mm or 12.7 mm rounds, perhaps allowing you to return to the airfield safely to repair. One benefit of the MiG is that the elevators are separate to each other in the damage model, and therefore a hit to the tail causing an elevator loss isn't the end of the world, since the remaining one is good enough to continue the fight. The elevators can also act as damage absorbers, taking the brunt of otherwise lethal damage. Occasionally, you may find that a missile has struck the plane, blowing off an elevator but leaving the plane still flyable. Another point to note is that loss of oil in either engine will rapidly cause engine failure, so it is best to return to base ASAP when damaged.&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|NR-30 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm NR-30 cannons, wing-mounted (70 rpg = 140 total)&lt;br /&gt;
&lt;br /&gt;
The MiG-19 carries two 30 mm NR-30 cannons, mounted in the wing roots. Each gun has 70 rounds of ammunition, making a total of 140 rounds. The NR-30 cannons are very fast firing so this is not much ammo, and you can't afford to spray. The guns however are extremely powerful, and only a couple of rounds hitting an enemy aircraft will severely cripple them, if not outright destroy them. The shell velocity is very high and you don't need much lead to hit a target.&lt;br /&gt;
&lt;br /&gt;
The recommended belts for this aircraft are Ground Targets, they're more reliable than the Air Target belts and tend to take off wings and large sections, and destroy engines with one hit, in comparison to the air target belts which tend to spark or just damage external modules. The ground belts contain APHE rounds with 48 mm of penetration, but it is not really worth going for ground targets as the limited ammunition and high speed of the aircraft makes it very difficult to hit or destroy anything.&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;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;7%&amp;quot; | 1 !! width=&amp;quot;7%&amp;quot; | 2 !! width=&amp;quot;7%&amp;quot; | 3 !! width=&amp;quot;7%&amp;quot; | 4 !! width=&amp;quot;7%&amp;quot; | 5 !! width=&amp;quot;7%&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[OFAB-100 (100 kg)|100 kg OFAB-100]] bombs&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[OFAB-250sv (250 kg)|250 kg OFAB-250sv]] bombs&lt;br /&gt;
| || 1 || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[S-5K]] rockets&lt;br /&gt;
| || 8 || 8 || 8 || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[R-3S]] missiles&lt;br /&gt;
| 1 || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x R-3S missiles&lt;br /&gt;
* 32 x S-5K rockets&lt;br /&gt;
* 2 x 100 kg OFAB-100 bombs (200 kg total)&lt;br /&gt;
* 2 x 250 kg OFAB-250sv bombs (500 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The MiG-19PT can carry two heat seeking R-3S air to air missiles on under-wing pylons. The missiles have a 10G overload with 8.8 kg TNT explosive equivalent, which is enough to nearly guarantee a downed enemy aircraft if they hit. They travel at a speed of 1,000 m/s which is average for air to air missiles. The ideal use-case for the missiles is for a very low-speed or distracted enemy, as it is very easy to dodge an R3S.&lt;br /&gt;
&lt;br /&gt;
The missiles are IR guided, try to refrain from firing at a target with friendlies in front of you, as the missile may switch onto a friendly. Enemies flying near the sun are also poor targets. It is not recommended to fire at any target pulling anything more than a light turn, since the missile will just lose track and miss.&lt;br /&gt;
&lt;br /&gt;
Whilst it is possible to lock onto a prop aircraft with the R-3S, you usually have to be at nearly point blank range for the missile to lock on, so you may as well use your guns instead.&lt;br /&gt;
&lt;br /&gt;
Despite the below-average accuracy of the S-5K rockets, these rockets can find success with the speedy characteristics of the MiG-19PT to combat ground vehicles. These rockets are best used in hit-and-run tactics. Half or all of the rockets should be fired in a single volley to increase the chance of a hit, and then return-to-base to rearm. It is recommended to attack at a steep angle so the rockets has a better chance to hit the roof of a tank, which are not well-protected. It is also recommended to engage an attack on the rear of a tank.&lt;br /&gt;
&lt;br /&gt;
The MiG-19PT can be an excellent bomber at low altitudes for its speed allows to escape a 0.5 second time fuze with relative ease at high speeds and possibly avoiding SPAAs at low altitude.&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;
Since the MiG-19PT has great vertical energy retention and acceleration, you should use this to your advantage. Taking the enemies vertical is the best move as they will quickly lose energy while you can maintain it. The airbrake is also a very effective tool, allowing you to stay behind someone if they try to force you to overshoot and the plane also rolls well enough that you can engage in rolling scissors if need be.&lt;br /&gt;
&lt;br /&gt;
It is recommended to avoid throttling down the engine as it has an extremely long spool time until it produces max thrust and this will let your opponent get away from you while you struggle to accelerate.&lt;br /&gt;
&lt;br /&gt;
=== Radars ===&lt;br /&gt;
{{main|RP-5}}&lt;br /&gt;
&lt;br /&gt;
The MiG-19PT is equipped with an [[RP-5]] search and tracking radar. One radar antenna is located in the centre of the air intake, while the other (and the main body of the radar) is located in the nose of the aircraft, above the intake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[RP-5]] - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Guaranteed&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, detection of a target is practically guaranteed}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
|-&lt;br /&gt;
| 12,000 m || 8,000 m || ±60° || ±40°&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[RP-5]] - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
|-&lt;br /&gt;
| 4,500 m || 100 m || ±7° || ±7°&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;
* Incredibly high rate of climb&lt;br /&gt;
* Hard-hitting guns, low recoil effects due to wing root placement&lt;br /&gt;
* Great vertical energy retention&lt;br /&gt;
* Roll rate superior to the [[MiG-17]]&lt;br /&gt;
* Incredible acceleration from 600-900 km/h, so it is able to regain energy very fast&lt;br /&gt;
* Has a target detection and tracking radar&lt;br /&gt;
* Decent manoeuvrability&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Compresses badly&lt;br /&gt;
* Will easily be outrun by other jets in an uptier&lt;br /&gt;
* Only 2 rather underwhelming air-to-air missiles&lt;br /&gt;
* Poor low-speed manoeuvrability&lt;br /&gt;
* Engines are huge; can be easily disabled by enemy fire&lt;br /&gt;
* Radar suite is not as good as the one fitted on the [[Javelin F.(A.W.) Mk.9]] and [[Mitsubishi T-2]]&lt;br /&gt;
* No countermeasures&lt;br /&gt;
* Low ammo count&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;
After taking its first flight in 1954, the MiG-19 became a worldwide sensation – it was the first mass-produced aircraft capable of breaking the sound barrier in horizontal flight after taking off from the ground. Although it was the most advanced combat aircraft of its day, the MiG-19 also had certain problems with manoeuvrability, and certain other improvements also took shape that were then used in the upgraded versions of the MiG-19. The fighter received an all-movable stabilizer that significantly improved its flight characteristics, enhanced control and braking systems, and new, more powerful 30 mm guns instead of 23 mm guns. One of the most interesting modifications was the MiG-19PT fighter-interceptor, which was developed especially for the installation of K-13 (P-3C) air-to-air missiles. This missile was strongly influenced by the extremely successful American Sidewinder, models of which the Soviet Union received from China. The MiG-19PT's flight tests were successfully completed in 1964. The K-13 missile was then used on an entire series of combat aircraft and remained in active use until the end of the 80s. The MiG-19 itself was modernized several times and participated in many armed conflicts. Over 2,000 MiG-19s were manufactured in the USSR, and even more MiGs were manufactured in China: over 4,500 units.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/5934-development-mig-19pt-target-locked-en|Devblog]]''&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=mig-19pt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Banking MiG-19PT.png&lt;br /&gt;
File:MiG-19 PT WTWallpaper 001.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 002.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 003.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 004.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 005.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 006.jpg&lt;br /&gt;
File:MiG-19 PT WTWallpaper 007.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|gfGoEp0HbZc|'''The Shooting Range #137''' - ''Metal Beasts'' section at 00:35 discusses the {{PAGENAME}}.|Ygl5x6ASHxQ|'''{{PAGENAME}}- Learning the ropes''' - ''Ash''|S68HXBmOj9c|'''{{PAGENAME}} [Vertical Monster!]''' - ''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;
* [[Q-5 early]]&lt;br /&gt;
* [[J-6A]]&lt;br /&gt;
* [[MiG-19S (Germany)]]&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;
* [[wt:en/news/5934-development-mig-19pt-target-locked-en|[Devblog] MiG-19PT: Target Locked]]&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436414-mikoyan-gurevich-mig-19pt/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer MiG}}&lt;br /&gt;
{{USSR jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U150953915</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=194558</id>
		<title>A6M5</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=A6M5&amp;diff=194558"/>
				<updated>2024-11-05T08:51:40Z</updated>
		
		<summary type="html">&lt;p&gt;U150953915: the A6M5 dose not compress in a dive&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 '''A6M5 mod. 52''', designated as the '''Type 0 Carrier-based Fighter Model 52 ({{Annotation|零式艦上戦闘機五二型|Rei Shiki Kanjō Sentōki, Go Ni Gata}})''', was the last main-production variant of the [[A6M]] series. The wings were redesigned once again, cutting to the same length as that of the [[A6M3|A6M3 mod. 32]] but rounding out the tips. Aside from that, the engine performance 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. Armour protection for the pilot and fuel tanks was increased, and self-sealing fuel tanks were included in later production. The A6M5 mod. 52 retained 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.&lt;br /&gt;
&lt;br /&gt;
It has been in the game since the start of the Open Beta Test prior to Update 1.27. With all the modifications done to the A6M5 over the other [[A6M]]s, performance has improved but it faces stronger enemy aircraft which proportionally perform even better. While still unrivalled in manoeuvre dogfights, capable of dodging, weaving, and out-turning the pursuer into getting on their six, staying on the six of an aircraft will be harder to maintain due to the higher top speeds all other aircraft will have over the A6M5. As the last main-production [[A6M]], the A6M5s also come with a late-war modification which allow them to be converted into {{Annotation|&amp;quot;bakusen&amp;quot;|Fighter-Bombers}}, mounting a 250 kg bomb in place of the centreline drop tank.&lt;br /&gt;
&lt;br /&gt;
;Nicknames&lt;br /&gt;
&lt;br /&gt;
* IJN Pilot nickname: ''Reisen'' (零戦) / ''Zerosen'' (ゼロ戦) &amp;lt;small&amp;gt;(Abbreviation of 0 - {{Annotation|戦|Fight(er aircraft)}})&amp;lt;/small&amp;gt;.&lt;br /&gt;
* Allied reporting name: ''Zeke / Zero''.&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;
| 703 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{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;
=== 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 engagement, even the renowned Spitfire looks clumsy and slow compared to an A6M5. 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;
* 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&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;
{{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'}}}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&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;
{{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=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://old-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>U150953915</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Yak-1B&amp;diff=194557</id>
		<title>Yak-1B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Yak-1B&amp;diff=194557"/>
				<updated>2024-11-05T08:42:37Z</updated>
		
		<summary type="html">&lt;p&gt;U150953915: wiki said to stay below 2000 meters which is not good advice (removed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Yak-1 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=yak-1b&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 '''Yakovlev Yak-1B''' is the second variant of the [[Yak-1 (Family)|Yak-1 fighter aircraft family]]. The Yak-1B debuted in the autumn of 1942 with a more powerful Klimov M-105P engine with improved low-altitude performance and a single 12.7 mm Berezin UB heavy machine gun instead of two 7.62 mm ShKAS light machine guns. Although this did not significantly enhance the total weight, it did result in a substantial increase in firepower. Other changes were electrical and pneumatic weapon firing instead of the mechanical system, a new control stick based on the Messerschmitt Bf 109's design, a new gunsight, an airtight fuselage, a retractable tailwheel, and enhanced engine cooling. &amp;quot;Yak-1B&amp;quot; was an unofficial designation; all Yak-1s were produced to this specification after October 1942. The first flight (aircraft No. 3560) occurred in June 1942, and manufacture of the Yak-1B began in August. There were 4,188 aircraft manufactured in total.&lt;br /&gt;
&lt;br /&gt;
Introduced in the Open Beta Test prior to Update 1.27, the Yak-1B performs well at low altitudes, while high-altitude performance is still subpar. When compared to the standard Yak-1, structural strength is significantly improved. Despite the increase in firepower, the ammunition available is very limited. To avoid &amp;quot;spraying&amp;quot; the ammunition towards the enemy, the player must use tight trigger control. One significant disadvantage of this plane is the lack of Wartime Emergency Power (WEP); hence, it is critical to keep this in mind during fights to avoid wasting too much energy. Overall, the Yak-1B armament of a 20 mm ShKAS cannon and a single 12.7 mm Berezin UB heavy machine gun will serve as the foundation for several Yak fighter variants in the future.&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 improved Yak-1 features, like most mid-war water-cooled fighters, a 1,210 hp engine. It remains sub-par to the German equivalent. However, at the time this plane was fielded, most enemy vehicles were of heavier weight, meaning that it could further utilize the Yak series' excellent manoeuvrability. However, the aircraft is tiered with earlier vehicles in-game, which shifts the performance spectrum of the Yak-1B towards engine power.&lt;br /&gt;
&lt;br /&gt;
Like other Yakovlev fighters, the Yak-1B is a jack-of-all-trades, having good speed, turning ability, roll rate, and climb. Manoeuvring and vertical energy retention are good, so it does not lose much speed in turns and can perform vertical loops effectively. Energy retention in a straight line is decent. It is slightly heavier than the Yak-1 and the turning ability is negligibly worse. However, the new engine makes it one of the fastest aircraft at low altitudes when flying in a straight line. Under 1,000 m, it can even outrun some 4.3 aircraft like the [[Pyörremyrsky]] by a slim margin.&lt;br /&gt;
&lt;br /&gt;
While the climb rate is good, the engine was designed for low altitudes and the performance drops off drastically at higher altitudes. Power loss is noticeable above 3,000 m and the aircraft will really start to struggle above 4,000 m. Another issue is its poor high-speed characteristics. Like many other contemporary Soviet aircraft, the wings are made largely of wood and will rip at relatively low speeds compared to US or German fighters. Even before the rip speed is reached, it suffers from some compression issues. The roll compression starts to become noticeable above ~450 km/h IAS and the elevator suffers significantly above ~600 km/h IAS. While it does not compress as badly as the [[La-5]], combat manoeuvring becomes difficult at these speeds. Even if the wings do not snap, the pilot will easily black out.&lt;br /&gt;
&lt;br /&gt;
The engine tends to run hot and without MEC it will, after quite a while, overheat at 100% throttle. Dialling down the throttle to about 96% will alleviate the issue with minimal performance impact. Alternatively, using MEC and opening the radiators slightly is enough to run it at 100% indefinitely. Note that the Yak-1B does not have a WEP setting in realistic battles.&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 4,000 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;
| 575 || 559 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 19.3 || 19.8 || 13.5 || 13.5 || rowspan=&amp;quot;2&amp;quot; | 368&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 610 || 592 || 17.8 || 18.5 || 18.7 || 16.0&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;
| 683 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || N/A || N/A || 280 || ~11 || ~8&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; 380 || &amp;lt; 420 || &amp;lt; 490 || &amp;gt; 340&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;
* 64 mm Bulletproof glass in cockpit front and rear.&lt;br /&gt;
* 8 mm Steel plate behind the pilot.&lt;br /&gt;
&lt;br /&gt;
Self-sealing fuel tanks are located in the wing roots and wing midsections.&lt;br /&gt;
&lt;br /&gt;
The Yak-1B introduces thick bulletproof glass protecting the pilot and retains the armoured bulkhead behind the pilot's seat from the Yak-1. It is fairly unlikely that the pilot will be knocked out in head-ons as a result. However, the inline, water-cooled engine is very vulnerable to combat damage. The steel plate is enough to protect the pilot from rifle-calibre machine guns from the rear at medium distances, but cannon projectiles and heavy machine guns can still punch right through.&lt;br /&gt;
&lt;br /&gt;
The rest of the airframe has decent constructional strength, though it is still not as hardy as contemporary US aircraft. Cannons and heavy machine guns will do a number on the Yak-1B. The wing fuel tanks are vulnerable to damage in deflection shots and fires will be a common cause of destruction.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
With the Yak line of fighters, always research the engine and performance modules first! Adding power upgrades will help to lower the overheating of the engine. Afterwards, the aircraft modules can be unlocked in any order according to pilot preference. The Survivability modules are recommended next, as they improve the Yak-1B's manoeuvrability and survivability even more. The Armament modules improve the aircraft only by adding ammo belt types available and allowing the usage of 100 kg of bombs.&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|ShVAK (20 mm)|Berezin UB (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 20 mm ShVAK cannon, nose-mounted (120 rpg)&lt;br /&gt;
* 1 x 12.7 mm Berezin UB machine gun, nose-mounted (200 rpg)&lt;br /&gt;
&lt;br /&gt;
The Yak-1B is equipped with standard armament for most Yakovlev aircraft: one machine gun and one ShVAK cannon. With 200 and 120 rounds respectively, this is nothing out of the ordinary for this series. It's good against enemy light fighters, but larger aircraft like bombers or twin engine fighters will not go down too easily due to the relatively low burst mass. If forced to engage these tougher targets, try to knock out defensive gunners first and then set the engines on fire with a few accurate bursts.&lt;br /&gt;
&lt;br /&gt;
The ShVAK cannon is an inconsistent weapon in terms of damage, and its main positive attributes are high accuracy and rate of fire. The best belts for it are Default or Armoured targets, though some players use Ground, and some Tracers. The Berezin UB heavy machine gun's Cermet-core rounds in the Ground targets belt can rip through enemy aircraft effectively and the Air targets belt is spectacular at starting fires. Air targets is usually the way to go, but feel free to experiment with the others. The ShVAK and Berezin have similar enough ballistics that they can be used together at close to medium range. For harassing targets at somewhat longer distances, use the Berezin in short bursts since it has slightly better ballistics, more ammo to spare, and might start a lucky fire.&lt;br /&gt;
&lt;br /&gt;
If both weapons are fired together, the ShVAK will run out first and the Berezin will be left with around 50 rounds, which is rather insufficient for typical engagements and should indicate that it is time to return to base.&lt;br /&gt;
&lt;br /&gt;
Convergence is generally a non-issue since the guns are mounted tightly in the nose. It is best to either set a relatively high convergence distance (e.g. 600 m) or turn it off entirely.&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|FAB-50sv (50 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 50 kg FAB-50sv bombs (100 kg total)&lt;br /&gt;
&lt;br /&gt;
The Yak-1B cannot use the 100 kg bombs available to the Yak-1. The two 50 kg bombs it does have are very weak and there is generally no reason to equip them at all. They need to be dropped almost directly onto ground targets to cause any damage. For ground attack, other aircraft will do a much better job.&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;
=== Arcade Battles ===&lt;br /&gt;
The Yak-1B is simply an upgraded Yak-1. The main features that the Yak-1B has over its counterpart is much-improved cockpit visibility, slightly better durability, and a slightly more resilient engine that still overheats, but it has been changed since the early days and you can climb at 100% throttle to 4,000 m and it will only be yellow. The beauty of the Yakovlev line of fighters lies in two things:&lt;br /&gt;
&lt;br /&gt;
*Overheating can be fixed by flying at or slightly below 97% throttle.&lt;br /&gt;
*The Yak's performance is not hindered in the slightest by flying at this engine power.&lt;br /&gt;
&lt;br /&gt;
Due to the above two facts, in AB: fly at 95% to 97% power. The Yaks can dogfight just fine at 97%, and will rarely overheat. Even though in Arcade battles all planes get WEP, the WEP on this plane adds almost nothing to its performance while rapidly overheating the engine, thus using WEP is practically unnecessary. If you find yourself in a situation where your aircraft needs more power, throttle up to 100% power, however, remember to throttle back down once you can.&lt;br /&gt;
&lt;br /&gt;
Wait for the dogfight to start, then fly in behind a distracted enemy. Shoot in bursts unless tailing a bomber, in which case you will not last very long against their rear gunners unless you are incredibly accurate with the cannon. If your engine begins to overheat, start flying back to your airfield. Otherwise, your engine will give out after the temperature gauge turns red.&lt;br /&gt;
&lt;br /&gt;
To sum up, this is merely a better version of the Yak-1, with similar tactics and strategy. Just remember that Soviet fighter aircraft in general count heavily on its pilot's accuracy, in this case only have two guns!&lt;br /&gt;
&lt;br /&gt;
=== Realistic Battles ===&lt;br /&gt;
Overheating has been much decreased since the early implementation. If not using MEC, take off at 100% throttle, then go to 97% after getting to 3,000 m to 4,000 m. If using MEC, open the radiators somewhat (~20-30%) and turn up the prop pitch (~90%). This will keep the engine cool, allow you to run the throttle at 100%, and also bring out extra propeller thrust for better climb and acceleration. Stay low at all costs! If you climb too high, four things will happen:&lt;br /&gt;
&lt;br /&gt;
# You will have run your engine out trying to climb, so your engine has less time before it overheats than usual. Note: Overheating is much less prevalent now (mid 2023) than it used to be. (You also don't climb as fast as most other planes, in fact, there are better Soviet aircraft for climbing, such as the MiG-3 and the La-5).&lt;br /&gt;
# You will be highly visible.&lt;br /&gt;
# You will have reduced manoeuvrability.&lt;br /&gt;
# You will easily rip your wings upon trying to dive (The Yak's wings, is made of wood, disappear at about 600 km/h).&lt;br /&gt;
&lt;br /&gt;
If you stay below 3,000 m, then you will have more advantages than the enemy, such as:&lt;br /&gt;
&lt;br /&gt;
# There is less chance of ripping wings.&lt;br /&gt;
# You are already at optimal altitude and speed for manoeuvring.&lt;br /&gt;
# Enemies easily overshoot you or rip wings attempting to dive on you.&lt;br /&gt;
# You can trick enemies into flying into the ground (make sure you don't do so yourself!).&lt;br /&gt;
&lt;br /&gt;
Flying at 95% throttle setting in Realistic Battles is enough to fight at below 1,000 m (some experienced Yak pilots will even dogfight at 80% throttle!).&lt;br /&gt;
&lt;br /&gt;
While the Yak-1B has stellar performance at very low altitudes, it is still a good idea to climb a bit, perhaps to at least 2,000 m. This gives you more options when an enemy dives in from above. Dodging them with a hard break is a reliable option, and when performed correctly this will sometimes lead to manoeuvre kills, but the enemy can also escape by zoom climbing up, where you will be unable to follow. Essentially, you will be at their mercy unless they become impatient and attempt to dogfight you. Enemies like Spitfires that combine manoeuvrability and altitude advantage will be difficult opponents even if they engage in a dogfight! If you start with some altitude, you can enter a dive to gain speed once they start to get close, then level out and take advantage of the Yak-1B's excellent low-altitude top speed. If the opponent continues to chase you, they will likely run out of bonus speed from the dive and fall behind, neutralizing their energy advantage. If they wisely break off, you can nose up and return to cruising altitude with little energy lost, waiting for another opportunity. Successfully executing this can take a lot of practice, but it is a very useful skill, and not just for Yaks.&lt;br /&gt;
&lt;br /&gt;
The Yak-1B manoeuvres best at around 400 km/h IAS, where its roll and turn rate are optimal. Descending in a turning spiral is a good way to maintain this manoeuvring speed and drag fights down to lower altitudes, where other Soviet aircraft tend to perform better, but obviously review the situation and see if vertical loops, rolling scissors, or other dogfight manoeuvres would be more suitable. The Yak-1B does well in all of these provided that an eye is kept on the speed. Do not go fast enough that the compression becomes an issue, but also avoid getting extremely slow. Take advantage of the landing flaps and strong rudder as necessary when nosing over from a vertical loop, continuing a climbing spiral, or stall climbing.&lt;br /&gt;
&lt;br /&gt;
It is recommended to avoid firing at ground targets due to the limited ammunition available for use against other planes. Remember that you do not reload in mid-air in Realistic Battle, so ammunition conservation is critical while closing the distance with the enemy before firing. Remember, fire only in short bursts to conserve ammunition and avoid jamming the guns. The great thing about the Yak's guns is that they are centre-line mounted. Guns mounted in the propeller shaft mean that you do not have to worry about convergence points, instead lead the target and snipe. The drawback is that you cannot spray the mark with a hail of bullets like most players tend to do. This plane and all the Yaks afterwards are about accuracy and skill necessary to handle this agile plane. Do not commit to head-ons, as the Yak-1B is rather fragile and the burst mass is not enough to reliably win these engagements.&lt;br /&gt;
&lt;br /&gt;
When landing, slow the aircraft to BELOW 300 km/h before lowering the landing gear! Many Yak pilots have ripped their landing gear when descending too fast with them extended. The last thing all Yak pilots should know in Realistic Battles is preferably not to climb higher than 3,000 m to 4,000 m (at or below 2,000 m is preferred). The Yak line of fighters was not built to fight at the higher altitudes, and the game is filled with much more capable aircraft in this respect. If you like B&amp;amp;Z or you prefer to climb high, but don't want to use the US or German planes, then use the MiG line or the Lavochkin line of fighters, as they have better high altitude engines. The Yak is a dogfighter.&lt;br /&gt;
&lt;br /&gt;
===Tips from the Aces===&lt;br /&gt;
&lt;br /&gt;
* If the situation allows, using in-cockpit view can often help with accuracy due to no parallax effect... meaning (hopefully) less of your precious shots wasted.&lt;br /&gt;
* Flaps help with hard turns, but against most opponents, flaps will not be utilized much. Use flaps wisely, since flying at ~95% means a tiny bit less engine power to get back to speed after slowing down due to using flaps. However, don't hesitate to use flaps if the fight depends on it, it is easier to regain speed than to pay for a new plane!&lt;br /&gt;
* Everything learned from the Yak-1B applies to all of the later Yaks. Mastering this plane will repay itself in gold later.&lt;br /&gt;
&lt;br /&gt;
===Specific enemies worth noting===&lt;br /&gt;
&amp;lt;!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[A6M2|A6M2 Zeroes]]: They will out turn you, so try to attack in a shallow dive rather than a turn fight. Energy fighting is also okay because the Zero has poor energy retention and terrible high-speed control and handling. Never dogfight a Zero on its terms and be sure to keep a speed/energy advantage at all times. If things go south, break off and run away - the A6M2 is very slow.&lt;br /&gt;
*[[P-47 (Family)|P-47Ds]]: They are much faster than you and are excellent at boom and zoom, so avoid them if possible. If you are caught in a fight, try to energy fight them or turn to fight them.&lt;br /&gt;
* [[Yak-9 (Family)|Yak-9s]]: They are slightly slower, so either keep them occupied with manoeuvres such as the scissors and barrel rolls or energy fight them.&lt;br /&gt;
* [[Spitfire (Family)|Spitfires]]: They are significantly slower but turn nearly as well as Zeros. Their early Hispano cannons, while inconsistent, are still not good to be hit by, and early models can unleash swarms of rifle-calibre bullets that can ignite the Yak-1B easily. Spitfires also tend to have good climb rates and somewhat better high altitude performance, so seeing them diving from high altitudes is not uncommon. Try to drain their speed and avoid letting them get too close to you. It is difficult to shake a Spitfire from your tail if they have already latched on at close or medium range - running away in level flight can result in taking fire, and dodging will drain your speed and make escape difficult.&lt;br /&gt;
* [[J21A-1]]: This Swedish pusher-prop has excellent speed and climb in addition to surprisingly good agility and monstrous firepower. Never commit to a head-on against one, doing so usually results in a direct trip to the hangar. The Yak-1B has the advantage in turn time, but not by a large margin. Dodge their attacks as best as possible and try to bait them into turning. The J21 tends to bleed energy in extended or hard manoeuvres and has issues gaining it back. If you can survive the first few turns, the engagement will be more favourable, making it easier for you or your teammates to knock the J21 out. But never let your guard down.&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;
* Good speed, excellent at low altitude&lt;br /&gt;
* Great agility overall&lt;br /&gt;
* Good structural strength&lt;br /&gt;
* Hard-hitting and accurate 20 mm ShVAK cannon&lt;br /&gt;
* Good rate of climb at low altitudes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No WEP in RB/SB&lt;br /&gt;
* Water and oil overheat gradually at 100%&lt;br /&gt;
* Low dive speed limit&lt;br /&gt;
* Poor performance above 5,000 m altitude&lt;br /&gt;
* Low ammo count makes this plane reliant on trigger control by the pilot&lt;br /&gt;
* No combat flaps&lt;br /&gt;
* Easily set afire&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 Yak-1 is a Soviet single-engine fighter of the WWII era. It was the first combat aircraft designed by Alexander Yakovlev's construction bureau and was produced from 1940 to 1944, with a total of 8,700 aircraft built. The Yak-1B variant was a culmination of all 1942 efforts to improve the Yak-1. Work began at TsAGI, where research into improving the water and oil radiators took place between 24th May and 10th June 1942, and work to increase the top speed was conducted between 20th and 26th July 1942. Tactical characteristics of the Yak-1 were significantly improved as a result, leading to Yakovlev's request to the Minister of Aviation to mass-produce a test batch of 20 improved aircraft for combat testing at the front.&lt;br /&gt;
&lt;br /&gt;
However, the improvements looked so good on paper that a test batch was skipped, and a Defence Committee Directive dated 11th August 1942 ordered a new and improved Yak-1 into mass production. Improved armament triggers and a cockpit with improved rearward visibility were welcomed by Soviet pilots and became standard on all contemporary Soviet fighter planes.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
=== Notable pilots ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Lydia_Litvyak_profile.jpg|thumb|none|200px|link=User:U64962917#Litvyak, Lydia V.| Soviet female fighter ace [[User:U64962917#Litvyak, Lydia V.|Litvyak]] was flying a Yak-1B in August 1943 when she was shot down by a group of [[Bf 109 (Family)|Bf 109s]]]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Alexander_Pokryshkin_profile.jpg|thumb|none|212px|link=User:U64962917#Pokryshkin,_Alexander_I.|During the transition from the [[MiG-3-15|MiG-3]] to the [[P-39 (Family)|P-39]], [[User:U64962917#Pokryshkin,_Alexander_I.|Pokryshkin]] flew a {{PAGENAME}} and scored several victories in this aircraft.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&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=yak-1b Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|iNrJPl_v5F4|'''Realistic: Yak-1B with Jim Chamberlin''' - ''Jengar''|hFSjTtoYeJs|'''Yak-1 Uptiered in Arcade''' - ''Long5hot''}}&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 series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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/179338-yakovlev-yak-1b-1943/ Official data sheet - more details about the performance]&lt;br /&gt;
* [[wikipedia:Yakovlev_Yak-1|[Wikipedia] Yakovlev Yak-1]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Yakovlev}}&lt;br /&gt;
{{USSR fighters}}&lt;/div&gt;</summary>
		<author><name>U150953915</name></author>	</entry>

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