Difference between revisions of "Me 163 B-0"

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{{About
 
{{About
 
| about = German jet fighter '''{{PAGENAME}}'''
 
| about = German jet fighter '''{{PAGENAME}}'''
| usage = the version equipped with 30 mm MK 108 autocannons
+
| usage = the other version
 
| link = Me 163 B
 
| link = Me 163 B
 
}}
 
}}
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|-
 
|-
 
! Stock
 
! Stock
| 943 || 933 || rowspan="2" | {{Specs|ceiling}} || 21.2 || 21.3 || 27.7 || 25.0 || rowspan="2" | 850
+
| 943 || 933 || rowspan="2" | {{Specs|ceiling}} || 22.2 || 22.3 || 26.6 || 23.8 || rowspan="2" | 357
 
|-
 
|-
 
! Upgraded
 
! Upgraded
| 966 || 955 || 20.8 || 21.0 || 46.4 || 37.0
+
| 966 || 955 || 21.8 || 22.0 || 46.3 || 36.0
 
|-
 
|-
 
|}
 
|}
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! Combat !! Take-off !! Landing !! + !! -
 
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 620 || N/A || 420 || ~9 || ~4
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 598 || N/A || 420 || ~10 || ~5
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
! colspan="2" | Engine name || Number
 
! colspan="2" | Engine name || Number
! colspan="1" | Empty mass || colspan="2" | Wing loading (full fuel)
+
! colspan="1" | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan="2" | Wing loading (full fuel)
 
|-
 
|-
 
| colspan="2" | Walter HWK 109-509A-2 || 1
 
| colspan="2" | Walter HWK 109-509A-2 || 1
| colspan="1" | 1,900 kg || colspan="2" | 199 kg/m<sup>2</sup>
+
| colspan="1" | 1,990 kg || colspan="2" | 204 kg/m<sup>2</sup>
 
|-
 
|-
 
! colspan="3" | Engine characteristics
 
! colspan="3" | Engine characteristics
! colspan="2" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight
+
! colspan="2" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br>Weight
 
|-
 
|-
 
! Weight (each) || colspan="2" | Type
 
! Weight (each) || colspan="2" | Type
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|-
 
|-
 
| 166 kg || colspan="2" | Liquid-fuel rocket
 
| 166 kg || colspan="2" | Liquid-fuel rocket
| 2,235 kg || 3,910 kg || 4,297 kg
+
| 2,593 kg || 4,000 kg || 4,297 kg
 
|-
 
|-
! colspan="3" | {{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 & altitude.}}
+
! colspan="3" | {{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 & altitude.}}
 
! colspan="3" | Thrust to weight ratio @ 0 m (100%)
 
! colspan="3" | Thrust to weight ratio @ 0 m (100%)
 
|-
 
|-
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|-
 
|-
 
| ''Stationary'' || 1,700 kgf || N/A
 
| ''Stationary'' || 1,700 kgf || N/A
| 0.76 || 0.43 || 0.40
+
| 0.66 || 0.42 || 0.40
 
|-
 
|-
| ''Optimal'' || 1,700 kgf<br />(any speed) || N/A
+
| ''Optimal'' || 1,700 kgf<br>(any speed)|| N/A
| 0.76 || 0.43 || 0.40
+
| 0.66 || 0.42 || 0.40
 
|-
 
|-
 
|}
 
|}
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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Avia-Armour}}
 
{{Specs-Avia-Armour}}
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
+
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
 +
The Me 163 B-0 is a glass (or in this case plywood) cannon. It takes very little damage to sever a wing or to set it on fire. However, as long as the plane doesn't spin out, you can fly relatively easily while missing wingtips or even a whole wing. One odd quirk of the Komet is that if the engine is set on fire, it cannot burnout due to the fire being unable to reach the wings or pilot. So if close enough to the airfield, it's possible to fly back to base to repair.
 +
 
 +
The plane can very easily rip off its own wings if not careful. Most often, wings rip off when performing two directional movements at the same time at 700-900 km/h, most commonly pulling up + rolling. Try to incrementally change directions when traveling at high speeds, one direction at a time and short bursts of turning.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 134: Line 137:
 
* Without load
 
* Without load
 
* 2 x 20 mm MG 151 cannons, suspended (80 rpg = 160 total)
 
* 2 x 20 mm MG 151 cannons, suspended (80 rpg = 160 total)
 +
 +
The Me 163 B-0 can mount 2 additional 20 mm MG 151 cannons. These cannons have no effect on the performance of the plane, and are thus always worth running.
  
 
== Usage in battles ==
 
== Usage in battles ==
Line 140: Line 145:
 
'''Takeoff'''
 
'''Takeoff'''
  
The takeoff speed of the B-0 (without flaps) is around 340 km/h, making the takeoff run longer than most jets at its tier. Once you are in the air, you can either fly straight at the enemy or climb. The former isn't suggested at this BR because of the abundance of air-to-air missiles and attempting head-ons with the entire enemy team is a quick way to return to the hangar. Your best option is to immediately climb at 20 degrees until you reach 5,000 m, level off until reaching 700 km/h, and cut throttle. At this point, you should have around 3:30 minutes of fuel remaining.
+
Around 240 km/h, the plane will start violently shaking on the runway, often causing hilariously brutal deaths. To avoid this, there are two methods:
 +
 
 +
* Upon spawning in, open flaps all the way to landing flaps and continue pulling up until you takeoff. This method will work on most maps, but on some runways the plane will still experience the bug and explode.
 +
* At 200 km/h, open landing flaps, and tilt the plane so one wingtip touches the ground.
 +
 
 +
'''Landing'''
 +
 
 +
Achieving a safe landing is rather simple. Deploy landing flaps and gears at 400-500 km/h, and continue slowing down to 300 km/h. Once at that speed, gently lower the plane onto the runway, as the plane has a tendency to bounce off the ground. Once on the ground, continue braking until you come to a full stop.
 +
 
 +
'''Throttle Speeds'''
  
'''The First Engagement'''
+
While flying the Komet, throttle control is critical, as it will greatly conserve your fuel. It's worth noting that fuel consumption is not linear. (e.g. 100% throttle = 100% fuel usage, while 25% throttle = 6.67% fuel usage).
  
While you are gliding around at 5 km, you will occasionally find other jets at the same altitude (usually F-100s, Swifts, MiG-21s, Hunters, etc). Keep your eye on these enemies, but they will often be sucked down to a lower altitude rather quickly. At this point, you will see anywhere from 1 - 3 dogfights occurring around 1.5 km - 3 km. Look for targets that are either at low energy or tailing your teammates. Keep your throttle below 20% and dive on these enemies.
+
* 100% - This is the speed you want to use while traveling to the battle and in combat. Maximum thrust and speed are achieved here, but those values aren't much different compared to 75%.
 +
* 75% - If in a long-drawn dogfight, consider throttling down to 75%. Every second matters, and the extra 30-60 seconds sometimes outway the lost speed.
 +
* 33% - This is cruising throttle. High speed can still be maintained while conserving large amounts of fuel. Even some manoeuvring is possible if under attack.
 +
* 0% - This is used to glide, which this plane excels at. You can glide very far on 0% throttle or no fuel.
  
Best case scenario, you're on the enemy's tail and they won't be able to shake you. Worst case scenario, you have overshot or they are moving too fast for you to catch. In these situations, it is best to zoom climb back up and try again. Rinse and repeat this process until you find yourself on 2:00 minutes of fuel.
+
'''Initial Contact'''
  
'''Returning to Base'''
+
There are two main ways to engage enemies with the Komet:
  
At this point in the match, you have a choice. Either keep trying to pick off enemies, or return to base and join the fray later on. Should you choose the former, it isn't likely you'll be able to return to base. In the case of the latter, it is best to gain a little altitude and glide back to base. Flying in a straight line might be the fastest way, but it is also dangerous if you run out of fuel. Upon approaching the runway, try to bleed off any excess speed by using your rudder. The Komet may lack an airbrake, but the rudder functions like one. You should also attempt to land without lowering your skid/gear. So long as you can gently lower the Komet onto the runway, you'll be able to land at around 400 km/h and come to a stop in no time. Just make sure to not let your wings touch the ground until you have stopped.
+
* Boom and Zoom. Climb up to 4-5 km, then throttle back and cruise to the battle. Wait for other players to initiate dogfights, and if you spot an opening, throttle up and dive in for the kill. Most enemies will outrun you, so look for enemies who are traveling slow or who just completed a sharp turn.
 +
* Dogfighting. Climb to 1-2 km, then level out and travel 100% throttle straight towards to enemy. You will often be one of the first people to the fight, so remember to always check your tail. Avoid head-on engagements, and attempt to lure enemies into turnfighting you.
  
'''Cleaning up the Remainders'''
+
'''Dogfighting'''
  
If you still have some enemies flying about after you have refuelled and repaired, it is unlikely you will find as much success. Without the distractions and tunnel vision caused by the early skirmishes, enemies are less likely to not notice you slipping onto their tail. Sometimes the last remaining enemies will be scattered throughout the map chasing (or being chased by) your allies. The Komet's limited fuel supply limits your prospects, but fun can still be had destroying AI planes or soft ground targets.
+
This rocket glider excels in turnfights, with a playstyle very similar to the A6M "Zero" at lower BRs. If you can somehow lure an enemy into turnfighting you, it's extremely easy to outmanoeuvre and kill them. But there are several things to take note of:
  
'''Important Points to Note'''
+
* Almost every other plane will outrun the Komet. Never plan to escape through speed, only through manoeuvres or friendlly support.
 +
* Missiles are your worst enemy. They're very hard to dodge at low speed and high speed (due to compression). So if you see someone tailing you with missiles, prepare to dodge.
 +
* Lowering the enemies' speed is the best way to gain the advantage. A great way to do this is by performing straight vertical climbs with evasive manoeuvring. Done correctly, you can flip over onto the enemy plane and catch them before they have a chance to get away.
 +
* The Komet is very small, and thus very hard to hit. And long as you don't fly slow or straight, enemies will really struggle to bring you down.
  
The Komet's 20 mm gun-pods do not appear to affect the performance of the aircraft. It is highly recommended to take them because they increase your ammo capacity from 260 rounds to 400 rounds. Having more ammo and faster muzzle velocity than the previous variant, this aircraft allows for more attempts at long range shots. However, trigger discipline is still highly rewarded because the MG 151s lack the same punch as the MK 108s. Enemies now require more than a stray bullet to down them.
+
'''Returning to Base'''
  
The Komet does not take damage well. Not only is it a soft target, but the slightest structural damage drastically impacts your performance. As previously mentioned, your rudder acts like an airbrake. Combatting any drag caused by structural damage is usually done through the rudder, so your Komet is now flying with its "airbrake" always engaged. If you are trying to maintain energy in a turn, it is best to roll and elevate. Using your rudder to turn bleeds unnecessary speed.
+
A good time to return to base is when on 90-120 seconds of fuel. Anything below that and you'll have to throttle down to conserve fuel on the return journey, taking more time and making the plane far more vulnerable.
  
Almost every enemy you face will be able to catch you eventually. Diving or zooming away is rarely an option. Smart enemies will boom and zoom you or trap you in a dogfight for extended periods of time. Both of these encounters force you to waste speed and precious fuel. The importance of smart fuel management cannot be stressed enough.
+
'''After A Successful Landing'''
  
The Komet's biggest enemy is G-forces. Without the G-suit modification, and combined with the Komet's ability to turn on a dime, you will often find your pilot passing out after a turn or two. It is recommended to select a crew with high G-tolerance and stamina or else you won't be able to stay on enemy tails for too long.
+
Many games will have been decided by the time you return to the runway and rearm for the first time. Always check the scoreboard before taking back off. It might be a 10-vs-1, which (hopefully) the rest of the team can handle without you. On the flipside, it might be a 1-vs-10, and taking off guarantees an early grave.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
*
+
 
 +
* Very high climb rate, decent acceleration
 +
* Amazing dogfighter, outmanoeuvring jets in almost any situation
 +
* Well-suited to high altitudes due to its rocket engine
 +
* Excellent manoeuvrability
 +
* Small target
  
 
'''Cons:'''
 
'''Cons:'''
*
+
 
 +
* Extremely limited fuel capacity
 +
* Prone to wing overload crashes when the fuel tanks are full
 +
* Fragile airframe
 +
* Aircraft easily compresses above 750 km/h
 +
* Guns are not particularly strong
 +
* Limited ammo capacity
 +
* Low muzzle velocity ammunition
 +
* No airbrakes
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
+
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 +
The '''Messerschmitt Me 163 Komet''' is a German interceptor aircraft designed for point-defence that is the only rocket-powered fighter aircraft ever to have been operational and the first piloted aircraft of any type to exceed 1,000 km/h (621 mph) in level flight. Designed by Alexander Lippisch, its performance and aspects of its design were unprecedented. German test pilot Heini Dittmar in early July 1944 reached 1,130 km/h (700 mph), an unofficial flight airspeed record unmatched by turbojet-powered aircraft for almost a decade.
 +
 
 +
Over 300 Komets were built, but the aircraft proved lacklustre in its dedicated role as an interceptor and destroyed between 9 and 18 Allied aircraft against 10 losses. Aside from combat losses, many pilots were killed during testing and training, at least in part due to the highly volatile and corrosive nature of the rocket propellant used in later models of the aircraft. This includes one pilot by the name of Oberleutnant Josef Pöhs, who was dissolved by the rocket fuel following an incident that resulted in a ruptured fuel line.
  
 
== Media ==
 
== Media ==
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;Skins
 
;Skins
  
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=aircraft&vehicleClass=fighter&vehicle=me-163b-0 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=me-163b-0 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Images
 
;Images
Line 196: Line 233:
  
 
;Videos
 
;Videos
{{Youtube-gallery|INb9VjLxKf0|'''Most unusual aircraft''' discusses the {{PAGENAME}} at 2:24 - ''War Thunder Official Channel''|y_BcBzYVOeU|'''The Shooting Range #116''' - ''Pages of History'' section at 09:19 discusses the Me 163.}}
+
{{Youtube-gallery|2NgpHefq0hc|'''Rocket Planes''' discusses the {{PAGENAME}} at 02:13 - ''War Thunder Official Channel''|INb9VjLxKf0|'''Most unusual aircraft''' discusses the {{PAGENAME}} at 2:24 - ''War Thunder Official Channel''|y_BcBzYVOeU|'''The Shooting Range #116''' - ''Pages of History'' section at 09:19 discusses the Me 163.}}
  
 
== See also ==
 
== See also ==
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
 
* ''reference to the series of the aircraft;''
 
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
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<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [[wt:en/news/5763-development-me-163b-0-model-update-en|[Devblog] Me 163B-0, Model Update]]== External links ==
+
* [[wt:en/news/5763-development-me-163b-0-model-update-en|[Devblog] Me 163B-0, Model Update]]
 
* [https://forum.warthunder.com/index.php?/topic/320874-messerschmitt-me-163-b-1/ Official data sheet - more details about the performance]
 
* [https://forum.warthunder.com/index.php?/topic/320874-messerschmitt-me-163-b-1/ Official data sheet - more details about the performance]
  
 
{{AirManufacturer BFW}}
 
{{AirManufacturer BFW}}
 
{{Germany jet aircraft}}
 
{{Germany jet aircraft}}

Latest revision as of 03:32, 20 November 2023

Introducing Wiki 3.0
This page is about the German jet fighter Me 163 B-0. For the other version, see Me 163 B.
me-163b-0.png
GarageImage Me 163 B-0.jpg
Me 163 B-0
AB RB SB
9.3 8.7 8.3
Research:61 000 Specs-Card-Exp.png
Purchase:340 000 Specs-Card-Lion.png

Description

The Me 163 B-0 is a rank V German jet fighter with a battle rating of 9.3 (AB), 8.7 (RB), and 8.3 (SB). It was introduced in Update 1.81 "The Valkyries".

General info

Flight performance

Max speed
at 4 500 m955 km/h
Turn time22 s
Max altitude15 000 m
EngineWalter HWK 109-509A-2
TypeRocket
Cooling systemAir
Take-off weight4 t
Characteristics Max Speed
(km/h at 4,500 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 943 933 15000 22.2 22.3 26.6 23.8 357
Upgraded 966 955 21.8 22.0 46.3 36.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1040 550 598 N/A 420 ~10 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 790 < 600 < 690 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Walter HWK 109-509A-2 1 1,990 kg 204 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 1m fuel 6m fuel
166 kg Liquid-fuel rocket 2,593 kg 4,000 kg 4,297 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (100%)
Condition 100% WEP 1m fuel 6m fuel MTOW
Stationary 1,700 kgf N/A 0.66 0.42 0.40
Optimal 1,700 kgf
(any speed)
N/A 0.66 0.42 0.40

Survivability and armour

Crew1 person
Speed of destruction
Structural1 040 km/h
Gear550 km/h

The Me 163 B-0 is a glass (or in this case plywood) cannon. It takes very little damage to sever a wing or to set it on fire. However, as long as the plane doesn't spin out, you can fly relatively easily while missing wingtips or even a whole wing. One odd quirk of the Komet is that if the engine is set on fire, it cannot burnout due to the fire being unable to reach the wings or pilot. So if close enough to the airfield, it's possible to fly back to base to repair.

The plane can very easily rip off its own wings if not careful. Most often, wings rip off when performing two directional movements at the same time at 700-900 km/h, most commonly pulling up + rolling. Try to incrementally change directions when traveling at high speeds, one direction at a time and short bursts of turning.

Modifications and economy

Repair costBasic → Reference
AB3 176 → 3 871 Sl icon.png
RB10 001 → 12 191 Sl icon.png
SB12 839 → 15 650 Sl icon.png
Total cost of modifications103 000 Rp icon.png
165 000 Sl icon.png
Talisman cost2 200 Ge icon.png
Crew training98 000 Sl icon.png
Experts340 000 Sl icon.png
Aces1 800 Ge icon.png
Research Aces780 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 380 / 600 % Sl icon.png
202 / 202 / 202 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
240 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
310 Ge icon.png
Mods jet engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
27 000 Sl icon.png
410 Ge icon.png
Mods armor frame.png
Airframe
Research:
23 000 Rp icon.png
Cost:
37 000 Sl icon.png
550 Ge icon.png
Mods armor cover.png
Cover
Research:
17 000 Rp icon.png
Cost:
27 000 Sl icon.png
410 Ge icon.png
Mods ammo.png
mg15120_belt_pack
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
240 Ge icon.png
Mod arrow 1.png
Mods weapon.png
mg15120_new_gun
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
310 Ge icon.png

Armaments

Offensive armament

Ammunition240 rounds
Fire rate700 shots/min
Main article: MG 151 (20 mm)

The Me 163 B-0 is armed with:

  • 2 x 20 mm MG 151 cannons, wing-mounted (120 rpg = 240 total)

Suspended armament

List of setups (1)
Setup 12 x 20 mm MG 151 cannon (ammunition: 160 rounds)
Main article: MG 151 (20 mm)

The Me 163 B-0 can be outfitted with the following ordnance:

  • Without load
  • 2 x 20 mm MG 151 cannons, suspended (80 rpg = 160 total)

The Me 163 B-0 can mount 2 additional 20 mm MG 151 cannons. These cannons have no effect on the performance of the plane, and are thus always worth running.

Usage in battles

Takeoff

Around 240 km/h, the plane will start violently shaking on the runway, often causing hilariously brutal deaths. To avoid this, there are two methods:

  • Upon spawning in, open flaps all the way to landing flaps and continue pulling up until you takeoff. This method will work on most maps, but on some runways the plane will still experience the bug and explode.
  • At 200 km/h, open landing flaps, and tilt the plane so one wingtip touches the ground.

Landing

Achieving a safe landing is rather simple. Deploy landing flaps and gears at 400-500 km/h, and continue slowing down to 300 km/h. Once at that speed, gently lower the plane onto the runway, as the plane has a tendency to bounce off the ground. Once on the ground, continue braking until you come to a full stop.

Throttle Speeds

While flying the Komet, throttle control is critical, as it will greatly conserve your fuel. It's worth noting that fuel consumption is not linear. (e.g. 100% throttle = 100% fuel usage, while 25% throttle = 6.67% fuel usage).

  • 100% - This is the speed you want to use while traveling to the battle and in combat. Maximum thrust and speed are achieved here, but those values aren't much different compared to 75%.
  • 75% - If in a long-drawn dogfight, consider throttling down to 75%. Every second matters, and the extra 30-60 seconds sometimes outway the lost speed.
  • 33% - This is cruising throttle. High speed can still be maintained while conserving large amounts of fuel. Even some manoeuvring is possible if under attack.
  • 0% - This is used to glide, which this plane excels at. You can glide very far on 0% throttle or no fuel.

Initial Contact

There are two main ways to engage enemies with the Komet:

  • Boom and Zoom. Climb up to 4-5 km, then throttle back and cruise to the battle. Wait for other players to initiate dogfights, and if you spot an opening, throttle up and dive in for the kill. Most enemies will outrun you, so look for enemies who are traveling slow or who just completed a sharp turn.
  • Dogfighting. Climb to 1-2 km, then level out and travel 100% throttle straight towards to enemy. You will often be one of the first people to the fight, so remember to always check your tail. Avoid head-on engagements, and attempt to lure enemies into turnfighting you.

Dogfighting

This rocket glider excels in turnfights, with a playstyle very similar to the A6M "Zero" at lower BRs. If you can somehow lure an enemy into turnfighting you, it's extremely easy to outmanoeuvre and kill them. But there are several things to take note of:

  • Almost every other plane will outrun the Komet. Never plan to escape through speed, only through manoeuvres or friendlly support.
  • Missiles are your worst enemy. They're very hard to dodge at low speed and high speed (due to compression). So if you see someone tailing you with missiles, prepare to dodge.
  • Lowering the enemies' speed is the best way to gain the advantage. A great way to do this is by performing straight vertical climbs with evasive manoeuvring. Done correctly, you can flip over onto the enemy plane and catch them before they have a chance to get away.
  • The Komet is very small, and thus very hard to hit. And long as you don't fly slow or straight, enemies will really struggle to bring you down.

Returning to Base

A good time to return to base is when on 90-120 seconds of fuel. Anything below that and you'll have to throttle down to conserve fuel on the return journey, taking more time and making the plane far more vulnerable.

After A Successful Landing

Many games will have been decided by the time you return to the runway and rearm for the first time. Always check the scoreboard before taking back off. It might be a 10-vs-1, which (hopefully) the rest of the team can handle without you. On the flipside, it might be a 1-vs-10, and taking off guarantees an early grave.

Pros and cons

Pros:

  • Very high climb rate, decent acceleration
  • Amazing dogfighter, outmanoeuvring jets in almost any situation
  • Well-suited to high altitudes due to its rocket engine
  • Excellent manoeuvrability
  • Small target

Cons:

  • Extremely limited fuel capacity
  • Prone to wing overload crashes when the fuel tanks are full
  • Fragile airframe
  • Aircraft easily compresses above 750 km/h
  • Guns are not particularly strong
  • Limited ammo capacity
  • Low muzzle velocity ammunition
  • No airbrakes

History

The Messerschmitt Me 163 Komet is a German interceptor aircraft designed for point-defence that is the only rocket-powered fighter aircraft ever to have been operational and the first piloted aircraft of any type to exceed 1,000 km/h (621 mph) in level flight. Designed by Alexander Lippisch, its performance and aspects of its design were unprecedented. German test pilot Heini Dittmar in early July 1944 reached 1,130 km/h (700 mph), an unofficial flight airspeed record unmatched by turbojet-powered aircraft for almost a decade.

Over 300 Komets were built, but the aircraft proved lacklustre in its dedicated role as an interceptor and destroyed between 9 and 18 Allied aircraft against 10 losses. Aside from combat losses, many pilots were killed during testing and training, at least in part due to the highly volatile and corrosive nature of the rocket propellant used in later models of the aircraft. This includes one pilot by the name of Oberleutnant Josef Pöhs, who was dissolved by the rocket fuel following an incident that resulted in a ruptured fuel line.

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See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links


Bavarian Aircraft Corporation (BFW*)
Bf 109  Flegel's Bf 109 A · Bf 109 B-1 · Bf 109 C-1 · Bf 109 C-1 · Bf 109 E-1 · Bf 109 E-3 · Bf 109 E-4 · Bf 109 E-7/U2
  Bf 109 F-1 · Bf 109 F-2 · Bf 109 F-4 · Bf 109 F-4/trop · Bf 109 G-2/trop · Bf 109 G-6 · Bf 109 K-4 · Bf 109 G-10 · Bf 109 G-14 · Bf 109 Z-1
Bf 110  Bf 110 C-6 · Bf 110 C-7 · Bf 110 F-2 · Bf 110 G-2 · Bf 110 G-4
Me 410  Me 410 A-1 · Me 410 A-1/U2 · Me 410 A-1/U4 · Me 410 B-1 · Me 410 B-1/U2 · Me 410 B-2/U4 · Me 410 B-6/R3
Bombers  Me 264
Jet Fighters  Me 163 B · Me 163 B-0 · Me 262 A-1a · Me 262 A-1a/Jabo · Me 262 A-1a/U1 · Me 262 A-1/U4 · Me 262 A-2a · Me 262 C-1a · Me 262 C-2b
Export  ▅Bf 109 E-7 · ▄Bf 109 G-14/AS · ◐Bf 109 F-4 · ◐Bf 109 G-2 · Bf 109 G-2 · ▄Bf 109 G-2 · ▄Bf 109 G-6 · ▄Bf 109 G-6 Erla · ◐Bf 110 G-4
Captured  ▃Bf 109 F-4
  * BFW was later renamed Messerschmitt Aktiengesellschaft (AG) on 11 July 1938. All aircraft currently in production at this time retained the designation Bf while those developed after this date had the designation Me.

Germany jet aircraft
Germany flag.png  Luftwaffe
He 162  He 162 A-1 · He 162 A-2
Me 163  Me 163 B · Me 163 B-0
Ho 229  Ho 229 V3
Ar 234  Ar 234 B-2 · Ar 234 C-3
Me 262  Me 262 A-1a · Me 262 A-1a/Jabo · Me 262 A-1a/U1 · Me 262 A-1/U4 · Me 262 A-2a
  Me 262 C-1a · Me 262 C-2b
GDR flag.png  LSK
Fighters  ◊MiG-15bis · ◊Lim-5P · ◊MiG-19S
  ◊MiG-21MF · ◊MiG-21bis-SAU · ◊MiG-21 "Lazur-M"
  ◊MiG-29
Attackers  ◊MiG-23BN · ◊MiG-23MF · ◊MiG-23MLA
  ◊Su-22UM3K · ◊Su-22M4
  ◊IL-28
FRG flag.png  Luftwaffe
F-84  ◄F-84F
F-86  ◄CL-13A Mk 5 · ◄CL-13B Mk.6 · ◄F-86K
F-104  ◄F-104G
F-4  ◄F-4F Early · ◄F-4F · ◄F-4F KWS LV
G.91  ◄G.91 R/3 · ◄G.91 R/4
Tornado  ◄Tornado IDS WTD61 · ◄Tornado IDS MFG · ◄Tornado IDS ASSTA1
Other  Alpha Jet A · ◄Sea Hawk Mk.100
Ex-LSK  ◄MiG-21 SPS-K · ◄MiG-29G · ◄Su-22M4 WTD61
Switzerland flag.png  Swiss Air Force
  ◌Hunter F.58 · FFA P-16