Difference between revisions of "J6K1"

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{{Specs-Card
 
{{Specs-Card
 
 
|code=j6k1
 
|code=j6k1
|images={{Specs-Card-Image|}}
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
 
 
|market=J6K1 (Japan)
 
|market=J6K1 (Japan)
 
}}
 
}}
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== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''J6K1''', designated as '''Jinpū ({{Annotation|陣風|Squall}})''', was a land-based interceptor that evolved from the J3K, a cancelled fighter project that depended on the delayed Mitsubishi Ha-43 / MK9 engine. Kawanishi, the manufacturer of both models, switched to the Nakajima Ha-45 / NK9 ''Homare'' engine for the J6K1 as soon as it was available. The Imperial Japanese Navy inspected the first wooden mockup in 1944 and considered three possible armaments with different combinations of 13.2 mm machine guns, 20 mm cannons, and 30 mm cannons. However, the J6K1 was soon dropped in favour of the N1K2-J ''Shiden Kai''. The J6K might have been reconsidered as a heavier high-altitude interceptor in the final months of the war, but it was again rejected in favour of the proposed A7M3-J ''Reppū Kai''.
{{Break}}
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The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced during [[Update 1.95 "Northern Wind"]] as the main pilot reward for the 2019 winter event [[wt:en/news/6521-special-operation-f-r-o-s-t-en|Operation F.R.O.S.T]].
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The '''{{Specs|name}}''' was introduced during [[Update 1.95 "Northern Wind"]] as the main air reward for the 2019 Winter event [[wt:en/news/6521-special-operation-f-r-o-s-t-en|Operation F.R.O.S.T]]. It is an extremely capable fighter thanks to its excellent handling at medium speeds and dangerous set of weaponry. The Jinpū comes armed with six 20 mm cannons in the wings and two additional 13.2 mm machine guns near the nose. With the tracer belt (full HE composition), the 20 mm cannons can easily destroy enemy aircraft and bombers. If needed, players can also equip armoured target belts to attack ground targets along with the two different bomb loadouts. Furthermore, the 20 mm cannons have plenty of ammunition which means players can be generous with firing from strange angles or far distances. As for performance, the Jinpū is a relatively big fighter but the manoeuvrability is still very competitive against other fighters. However, players should be careful with deploying the flaps as that’s one of the saving graces for the Jinpū when it comes to dogfighting.
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 +
;Nicknames:
 +
 
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* [[Abbreviations#.28IJN.29_Official_name_designation|Official Designation]]: ''陣風 (Jinpū, "Squall")''
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
 
{{Specs-Avia-Flight}}
 
{{Specs-Avia-Flight}}
<!-- Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle. -->
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<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
The J6K is an excellent air superiority fighter at its tier that can easily compete with its contemporaries. Originally designed as an interceptor to counter the legendary [[B-29A-BN|B-29]], it performs the best at altitude and mounts an insane amount of weapons for its size and class at the cost of lower ammunition per gun. Despite the weight of the aircraft, it retains reasonable maneuverability, climb rate and top speed which turn it into an enemy's nightmare when piloted well.
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The J6K is a decent fighter. Designed to intercept and destroy B-29 formations (like most late war Japanese fighters), it has a 2-stage 3-speed supercharger and heavy armament. The aircraft is somewhat heavy and while the manoeuvrability is still pretty good, the climb rate and speed are generally sub par to its counterparts (P-51H, Bearcats, F4U/F2G etc.). The J6K1's speed is pretty good for a Japanese aircraft, which are characteristically slower than most.
  
 
{| class="wikitable" style="text-align:center" width="70%"
 
{| class="wikitable" style="text-align:center" width="70%"
 
! rowspan="2" | Characteristics
 
! rowspan="2" | Characteristics
 
! colspan="2" | Max Speed<br>(km/h at 10,000 m)
 
! colspan="2" | Max Speed<br>(km/h at 10,000 m)
! rowspan="2" | Max altitude<br>(meters)
+
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" | Take-off run<br>(meters)
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! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
 
! AB !! RB !! AB !! RB !! AB !! RB
 
! AB !! RB !! AB !! RB !! AB !! RB
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|-
 
|-
 
! Upgraded
 
! Upgraded
| 710 || 686 || 17.8 || 18 || 20 || 16
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| 710 || 686 || 17.8 || 18.0 || 20.0 || 16.0
 
|-
 
|-
 
|}
 
|}
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! Combat !! Take-off !! Landing !! + !! -
 
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 520 || 520 || 280 || ~12 || ~9
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| 780 <!-- {{Specs|destruction|body}} --> || {{Specs|destruction|gear}} || 460 || 382 || 280 || ~12 || ~9
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
| < 390 || < 390 || < 470 || > 324
 
| < 390 || < 390 || < 470 || > 324
|-
 
|}
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Compressor
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
! Setting 1
 
| 1,000 m || 2,000 hp || 2,190 hp
 
|-
 
! Setting 2
 
| 4,500 m || 1,785 hp || 1,955 hp
 
|-
 
! Setting 3
 
| 9,000 m || 1,578 hp || 1,728 hp
 
 
|-
 
|-
 
|}
 
|}
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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. -->
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<!-- ''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.'' -->
  
 
* 8 mm steel plate behind the pilot
 
* 8 mm steel plate behind the pilot
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{{Specs-Avia-Offensive}}
 
{{Specs-Avia-Offensive}}
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
{{main|Type 99 Model 2 (20 mm)|Type 3 (13.2 mm)}}
 
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
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* 2 x 13.2 mm Type 3 machine guns, wing-mounted (200 rpg = 400 total)
 
* 2 x 13.2 mm Type 3 machine guns, wing-mounted (200 rpg = 400 total)
  
The J6K1 ''Jinpu'' is an ostensibly well-armed aircraft, boasting the most cannons of any Japanese aircraft. Although the [[Type 99 Model 2 (20 mm)|Type 99 Model 2]]'s lack the stopping power of the [[Type 5 (30 mm)|Type 5]]/[[Ho-155 (30 mm)|Ho-155]] typically mounted on tier IV Japanese aircraft, they can do the job well when aimed accurately. The Type 3 HMG's are also reasonable spotting weapons that have similar muzzle velocity to the 20 mm's and are quite accurate, allowing for easy follow-up shots. One should not rely on the HMG's as they deal negligible damage. Due to the considerable space between the cannons, it is recommended to set a convergence below 500 meters. Otherwise, you will only be hitting the target with your practically nonexistant 13mm HMGs.
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The J6K1 ''Jinpu'' is an ostensibly well-armed aircraft, boasting the most cannons of any Japanese aircraft. Although the [[Type 99 Model 2 (20 mm)|Type 99 Model 2]]'s lack the stopping power of the 30 mm [[Type 5 (30 mm)|Type 5]]/[[Ho-155 (30 mm)|Ho-155]] cannon which can be found on multiple Japanese aircraft of the ranks IV and V, they can do the job well when aimed accurately. The Type 3 HMGs are also reasonable spotting weapons that have similar muzzle velocity to the 20 mm and are quite accurate, allowing for easy follow-up shots. One should not rely on the HMGs as they deal negligible damage. Due to the considerable space between the cannons, it is recommended to set a convergence around 500 m, depending on how experienced you are with shooting these guns at higher ranges. Otherwise, you will only be hitting the target with your practically nonexistent 13 mm HMGs.
  
Your belt setup should be either stealth or universal for both weapons. However, universal for the cannons and stealth for the HMG's allow you to focus on tracking with the cannons, which helps with players who either are learning to or have trouble with aiming them.
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Your belt setup should be either stealth or universal for all guns. However, universal for the cannons and stealth for the HMGs allow you to focus on tracking with the cannons, which helps with players who either are learning to or have trouble with aiming them.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
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== Usage in battles ==
 
== Usage in battles ==
<!-- Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB). -->The J6K1 can be thought of as a slightly heavier N1K2. This means your climb rate and turn rate have been nerfed somewhat. In the beginning of each battle you will need to sideclimb as the J6K's added weight makes the climb rate rather subpar against many of your opponents. It is reasonably maneuverable and beats every American aircraft spare the [[P-59A]] in RB, it is not nearly enough to compete with the Spitfires, Re.2005's, and even some variants of the Bf 109 that are very commonly encountered in Arcade. However, it holds specific advantages over all of these aircraft, which changes depending on which one it's engaging. Versus Merlin Spitfires it outspeeds them and destroys them at high altitude, versus Griffon Spitfires it can out-maneuver them and it's considerably faster than the Re.2005 and can deal quite a bit of damage with its large armament setup. The only exception to these are the Bf 109's, as your approach style will have to change depending on the variant of the Messerschmitt in question and if they are mounting gunpods or not. You can outmaneuver the G-6, G-10, G-14 and K-4 when they mount the gunpods but you can't outspeed them, however the reverse is true for the G-2 and F-4. Ideally, you should Boom-&-Zoom 109's if you have an altitude advantage or try to head-on them but the latter poses a significant risk due to the lack of bulletproof glass on the J6K.
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<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
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The J6K1 can be thought of as a slightly heavier N1K2. This means your climb rate and turn rate have been nerfed somewhat. In the beginning of each battle you will need to sideclimb as the J6K's added weight makes the climb rate rather subpar against many of your opponents. It is reasonably manoeuvrable and beats every American aircraft spare the [[P-59A]] in RB, though it is not enough to out-turn highly manoeuvrable planes like the [[Re.2005 serie 0]] or [[Spitfire LF Mk IX]] (though it will outturn the later and heavier Spitfires with clipped wings)
  
Speed and altitude are your best friends when piloting the ''Jinpu''. The Nakajima Homare 42 engine that powers the aircraft is tuned for high altitude combat, and is quite poor at altitudes below 2,000m, so altitudes around or above 4,000m are your ideal combat areas. Once you reach that altitude, start hunting for bombers and high flying attackers, then tear them to shreds with your impressive armament layout. If there are no bombers or they have all been destroyed, you are free to fly a more reserved high altitude energy fighter role versus other fighters. If diving on an opponent, be wary that the J6K stiffens up quite severely at speeds and has quite a low absolute rip speed of 780 kmh/484 mph.
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However, it holds specific advantages over all of these aircraft, which changes depending on which one it's engaging. Versus Merlin Spitfires it out-speeds them and destroys them at high altitude, versus Griffon Spitfires it can outmanoeuvre them and it's considerably faster than the Re.2005 and can deal quite a bit of damage with its large armament setup. The only exception to these are the Bf 109s, as your approach style will have to change depending on the variant of the Messerschmitt in question and if they are mounting gunpods or not. You can outmanoeuvre them when they mount the gunpods but you can't outspeed them. Ideally, you should Boom-&-Zoom 109s if you have an altitude advantage or try to head-on them but the latter poses a significant risk due to the lack of bulletproof glass on the J6K.
  
When turnfighting, you should stay at around 400 km/h. Above this speed and your control surfaces will stiffen, while going below the speed will cause weight of the J6K to drag you down. Remember to pop your flaps out whenever turning. In many cases, the J6K is like a N1K2 with more guns and a better engine, with slightly worse climb and flaps.
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Speed and altitude are your best friends when piloting the ''Jinpu''. The Nakajima Homare 42 engine that powers the aircraft is tuned for high altitude combat, and is quite poor at altitudes below 2,000 m, so altitudes around or above 4,000 m are your ideal combat areas. Once you reach that altitude, start hunting for bombers and high flying attackers, then tear them to shreds with your impressive armament layout. If there are no bombers or they have all been destroyed, you are free to fly a more reserved high altitude energy fighter role versus other fighters. Be aware of the low absolute rip speed of 780 km/h (484 mph) while diving on enemies!
  
 
==== Specific enemies worth noting: ====
 
==== Specific enemies worth noting: ====
  
* [[P-51H-5-NA]]. The last of the Mustangs is a fearsome opponent that can walk all over the J6K if given the chance. It's significantly quicker, is better at altitude, and climbs better. To top it off, it mounts a sextet of the unnaturally powerful Browning M2 .50 cals that can literally light an aircraft ablaze in a short burst. Fortunately, it's quite poor in an extended turning engagement as a result of its design focusing on high speed combat and has a very weak airframe. Attempt to force it to turn fight you and bleed all of its energy, but be sure to make effective use of combat flaps and rudder.  
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* [[P-51H-5-NA]]. The last of the Mustangs is a fearsome opponent that can walk all over the J6K if given the chance. It's significantly quicker, is better at altitude, and climbs better. To top it off, it mounts a sextet of the unnaturally powerful Browning M2 .50 cals that can literally light an aircraft ablaze in a short burst. Fortunately, it's quite poor in an extended turning engagement as a result of its design focusing on high speed combat and has a very weak airframe. Attempt to force it to turn fight you and bleed all of its energy, but be sure to make effective use of combat flaps and rudder.
* [[F8F-1B]]. '''Bearcat.''' This one word strikes fear into the hearts of all opponents who hear it, and the ''Jinpu'' is no exception. The last single-engined fighter of the famed Grumman Cat series can both literally and figuratively destroy the J6K with its amazing speed, excellent armament, Near Focke-wulf roll rate, and brutal acceleration. It is the only aircraft the J6K can simply not deal with, so it should be avoided at all costs unless it is distracted. If one tries to force an engagement with you, immediately seek assistance from teammates. If there is no way you can escape, head-on the Bearcat and pull off at around 1.1 km. Try to start a turnfight with the enemy. Your superior turn time and slightly better manuvering energy retention will allow you to eventually bleed the Bearcat's speed and light him up. However, under no circumstance should you go vertical with the Bearcat unless you have superior energy.
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* [[F8F-1B]]. '''Bearcat.''' This one word strikes fear into the hearts of all opponents who hear it, and the ''Jinpu'' is no exception. The last single-engined fighter of the famed Grumman Cat series can both literally and figuratively destroy the J6K with its amazing speed, excellent armament, Near Focke-wulf roll rate, and brutal acceleration. It is the only aircraft the J6K can simply not deal with, so it should be avoided at all costs unless it is distracted. If one tries to force an engagement with you, immediately seek assistance from teammates. If there is no way you can escape, head-on the Bearcat and pull off at around 1.1 km. Try to start a turnfight with the enemy. Your superior turn time and slightly better manoeuvring energy retention will allow you to eventually bleed the Bearcat's speed and light him up. However, under no circumstance should you go vertical with the Bearcat unless you have superior energy.
* [[I-225]]. The white Russian menace is the king of high-altitude combat. It outspeeds you, outclimbs you and can easily light you on fire with its fast-firing quad setup of ShVAK's. However, it is very poor in a turning engagement and has an extremely weak airframe. Turn-fight then light it up.
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* [[I-225]]. The white Russian menace is the king of high-altitude combat. It outspeeds you, outclimbs you and can easily light you on fire with its fast-firing quad setup of ShVAKs. However, it is very poor in a turning engagement and has an extremely weak airframe. Turn-fight then light it up.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
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|-
 
|-
 
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Controllable<br>3 gears || Not controllable
 
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Controllable<br>3 gears || Not controllable
|-
 
|}
 
 
===Modules===
 
{| class="wikitable"
 
! colspan="1" | Tier
 
! colspan="2" | Flight performance
 
! colspan="1" | Survivability
 
! colspan="3" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
|
 
| Offensive 13 mm
 
|
 
| 7 in (mod20)
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
|
 
| Offensive 20 mm
 
|
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| New 13 mm MGs
 
|
 
| 12 in (mod30)
 
|-
 
| IV
 
|
 
| Engine injection
 
| Cover
 
|
 
| New 20 mm cannons
 
|
 
|-
 
! colspan="7" |This is a premium vehicle: all modifications are unlocked on purchase
 
 
|-
 
|-
 
|}
 
|}
  
 
=== 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".-->
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<!-- ''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:'''
  
* Excellent armament (best belts are universal/stealth for the 20mm and ground targets/universal on the 13mm)
+
* Strong armament (use universal belt for 20 mm, HEF round has more explosive filler than HEF-I and HEF-T)
* Above average climb rate, usually on par or above the best allied fighters except the A2D
+
* Decent turn
* Strong wings, can pull up to 12G at high speed
+
* Reasonably fast for a Japanese fighter, still sub-par to the majority of opponents (unless at very high altitude >6,000-7,000 m where you can outspeed low-alt tuned aircraft like the F8F and Spitfire LF)
* Reasonably fast for a Japanese fighter
 
* Solid energy retention
 
* Good acceleration
 
 
* Effective combat flaps and rudder
 
* Effective combat flaps and rudder
 
* Reasonable cockpit visibility despite a few bars
 
* Reasonable cockpit visibility despite a few bars
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'''Cons:'''
 
'''Cons:'''
  
* A bit fragile due to lack of armour, pilot is very vulnerable too
+
* Fragile, only a small armour plate behind the pilots body
* Extreme lock up of rudder and ailerons
+
* Very bad climb rate, you cannot outclimb basically any of your opponents
* Guns are all mounted on the wings, resulting in significant convergence
+
* Bad acceleration
* Vne (never exceed speed) is 780 km/h TAS
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* Low speed, especially since it usually faces high performance or even superprops (P-51H, Griffon Spitfires, Yak-3U, A2D, F8F) and jets
* Fires are almost always lethal
 
* Can face early jets, the A2D is a common opponent too and can easily outrun you
 
  
 
== History ==
 
== History ==
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== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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 +
;Skins
 +
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=j6k1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 +
;Images
 
<gallery mode="packed" heights="200">
 
<gallery mode="packed" heights="200">
 
File:J6K1 Standard Green.png|Standard camouflage
 
File:J6K1 Standard Green.png|Standard camouflage
File:J6K1 Experimental Camo.png|Experimental orange camouflage earned by getting 11x pilot stars in 2019 "Operation F.R.O.S.T."
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File:J6K1 Experimental Camo.png|Experimental orange camouflage earned in 2019 "Operation F.R.O.S.T."
 
</gallery>
 
</gallery>
  
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== External links ==
 
== External links ==
<!--Paste links to sources and external resources, such as:
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<!-- ''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/6521-special-operation-f-r-o-s-t-en|[Special<nowiki>]</nowiki> Operation F.R.O.S.T.]]
 
* [[wt:en/news/6521-special-operation-f-r-o-s-t-en|[Special<nowiki>]</nowiki> Operation F.R.O.S.T.]]
 +
* [https://forum.warthunder.com/index.php?/topic/475165-j6k1/ Official data sheet - more details about the performance]
  
 
{{AirManufacturer Kawanishi}}
 
{{AirManufacturer Kawanishi}}

Latest revision as of 12:47, 3 July 2024

Introducing Wiki 3.0
J6K1
j6k1.png
GarageImage J6K1.jpg
ArtImage J6K1.png
J6K1
AB RB SB
6.3 6.7 6.3
MARKET

Description

The J6K1, designated as Jinpū (陣風), was a land-based interceptor that evolved from the J3K, a cancelled fighter project that depended on the delayed Mitsubishi Ha-43 / MK9 engine. Kawanishi, the manufacturer of both models, switched to the Nakajima Ha-45 / NK9 Homare engine for the J6K1 as soon as it was available. The Imperial Japanese Navy inspected the first wooden mockup in 1944 and considered three possible armaments with different combinations of 13.2 mm machine guns, 20 mm cannons, and 30 mm cannons. However, the J6K1 was soon dropped in favour of the N1K2-J Shiden Kai. The J6K might have been reconsidered as a heavier high-altitude interceptor in the final months of the war, but it was again rejected in favour of the proposed A7M3-J Reppū Kai.

The J6K1 was introduced during Update 1.95 "Northern Wind" as the main air reward for the 2019 Winter event Operation F.R.O.S.T. It is an extremely capable fighter thanks to its excellent handling at medium speeds and dangerous set of weaponry. The Jinpū comes armed with six 20 mm cannons in the wings and two additional 13.2 mm machine guns near the nose. With the tracer belt (full HE composition), the 20 mm cannons can easily destroy enemy aircraft and bombers. If needed, players can also equip armoured target belts to attack ground targets along with the two different bomb loadouts. Furthermore, the 20 mm cannons have plenty of ammunition which means players can be generous with firing from strange angles or far distances. As for performance, the Jinpū is a relatively big fighter but the manoeuvrability is still very competitive against other fighters. However, players should be careful with deploying the flaps as that’s one of the saving graces for the Jinpū when it comes to dogfighting.

Nicknames

General info

Flight performance

Max speed
at 10 000 m685 km/h
Turn time18 s
Max altitude13 000 m
EngineNakajima Homare 42
TypeRadial
Cooling systemAir
Take-off weight4 t

The J6K is a decent fighter. Designed to intercept and destroy B-29 formations (like most late war Japanese fighters), it has a 2-stage 3-speed supercharger and heavy armament. The aircraft is somewhat heavy and while the manoeuvrability is still pretty good, the climb rate and speed are generally sub par to its counterparts (P-51H, Bearcats, F4U/F2G etc.). The J6K1's speed is pretty good for a Japanese aircraft, which are characteristically slower than most.

Characteristics Max Speed
(km/h at 10,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 664 645 13000 18.2 19.2 12.4 12.4 400
Upgraded 710 686 17.8 18.0 20.0 16.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
780 320 460 382 280 ~12 ~9
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 390 < 390 < 470 > 324

Survivability and armour

Crew1 person
Speed of destruction
Structural0 km/h
Gear320 km/h
  • 8 mm steel plate behind the pilot
  • Self-sealing fuel tanks (1 underneath pilot, 1 behind previously mentioned fuel tank, 1 in each wing)

Befitting of a Japanese aircraft, it is quite susceptible to damage. Despite the wings being strong enough to hold up in high G manoeuvres, they are quite weak when taking battle damage, especially so when doing said manoeuvres. Fires are also quite deadly, which happen quite often due to the large amount of fuel tanks scattered about the aircraft.

Modifications and economy

Repair cost
AB2 072 Sl icon.png
RB4 864 Sl icon.png
SB7 615 Sl icon.png
Crew training10 000 Sl icon.png
Experts340 000 Sl icon.png
Aces1 200 Ge icon.png
Research Aces1 140 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 120 / 240 / 530 % Sl icon.png
Talisman.png 2 × 178 / 178 / 178 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Mods radiator.png
Radiator
Mods compressor.png
Compressor
Mods aerodinamic wing.png
Wings repair
Mods new engine.png
Engine
Mods metanol.png
Engine injection
Mods armor frame.png
Airframe
Mods armor cover.png
Cover
Mods ammo.png
type3_belt_pack
Mod arrow 1.png
Mods pilon bomb.png
7 in (mod20)
Mod arrow 1.png
Mods ammo.png
type99mk2_belt_pack
Mod arrow 1.png
Mods weapon.png
type3_new_gun
Mods pilon bomb.png
12 in (mod30)
Mods weapon.png
type99mk2_new_gun

Armaments

Offensive armament

Ammunition1 200 rounds
Fire rate490 shots/min
Ammunition400 rounds
Fire rate798 shots/min

The J6K1 is armed with:

  • 6 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 1,200 total)
  • 2 x 13.2 mm Type 3 machine guns, wing-mounted (200 rpg = 400 total)

The J6K1 Jinpu is an ostensibly well-armed aircraft, boasting the most cannons of any Japanese aircraft. Although the Type 99 Model 2's lack the stopping power of the 30 mm Type 5/Ho-155 cannon which can be found on multiple Japanese aircraft of the ranks IV and V, they can do the job well when aimed accurately. The Type 3 HMGs are also reasonable spotting weapons that have similar muzzle velocity to the 20 mm and are quite accurate, allowing for easy follow-up shots. One should not rely on the HMGs as they deal negligible damage. Due to the considerable space between the cannons, it is recommended to set a convergence around 500 m, depending on how experienced you are with shooting these guns at higher ranges. Otherwise, you will only be hitting the target with your practically nonexistent 13 mm HMGs.

Your belt setup should be either stealth or universal for all guns. However, universal for the cannons and stealth for the HMGs allow you to focus on tracking with the cannons, which helps with players who either are learning to or have trouble with aiming them.

Suspended armament

List of setups (2)
Setup 14 x 60 kg Navy Type 97 Number 6 ground bomb
Setup 22 x 250 kg Navy Type 98 Number 25 bomb

The J6K1 can be outfitted with the following ordnance:

  • Without load
  • 4 x 60 kg Navy Type 97 Number 6 bombs (240 kg total)
  • 2 x 250 kg Navy Type 98 Number 25 bombs (500 kg total)

Usage in battles

The J6K1 can be thought of as a slightly heavier N1K2. This means your climb rate and turn rate have been nerfed somewhat. In the beginning of each battle you will need to sideclimb as the J6K's added weight makes the climb rate rather subpar against many of your opponents. It is reasonably manoeuvrable and beats every American aircraft spare the P-59A in RB, though it is not enough to out-turn highly manoeuvrable planes like the Re.2005 serie 0 or Spitfire LF Mk IX (though it will outturn the later and heavier Spitfires with clipped wings)

However, it holds specific advantages over all of these aircraft, which changes depending on which one it's engaging. Versus Merlin Spitfires it out-speeds them and destroys them at high altitude, versus Griffon Spitfires it can outmanoeuvre them and it's considerably faster than the Re.2005 and can deal quite a bit of damage with its large armament setup. The only exception to these are the Bf 109s, as your approach style will have to change depending on the variant of the Messerschmitt in question and if they are mounting gunpods or not. You can outmanoeuvre them when they mount the gunpods but you can't outspeed them. Ideally, you should Boom-&-Zoom 109s if you have an altitude advantage or try to head-on them but the latter poses a significant risk due to the lack of bulletproof glass on the J6K.

Speed and altitude are your best friends when piloting the Jinpu. The Nakajima Homare 42 engine that powers the aircraft is tuned for high altitude combat, and is quite poor at altitudes below 2,000 m, so altitudes around or above 4,000 m are your ideal combat areas. Once you reach that altitude, start hunting for bombers and high flying attackers, then tear them to shreds with your impressive armament layout. If there are no bombers or they have all been destroyed, you are free to fly a more reserved high altitude energy fighter role versus other fighters. Be aware of the low absolute rip speed of 780 km/h (484 mph) while diving on enemies!

Specific enemies worth noting:

  • P-51H-5-NA. The last of the Mustangs is a fearsome opponent that can walk all over the J6K if given the chance. It's significantly quicker, is better at altitude, and climbs better. To top it off, it mounts a sextet of the unnaturally powerful Browning M2 .50 cals that can literally light an aircraft ablaze in a short burst. Fortunately, it's quite poor in an extended turning engagement as a result of its design focusing on high speed combat and has a very weak airframe. Attempt to force it to turn fight you and bleed all of its energy, but be sure to make effective use of combat flaps and rudder.
  • F8F-1B. Bearcat. This one word strikes fear into the hearts of all opponents who hear it, and the Jinpu is no exception. The last single-engined fighter of the famed Grumman Cat series can both literally and figuratively destroy the J6K with its amazing speed, excellent armament, Near Focke-wulf roll rate, and brutal acceleration. It is the only aircraft the J6K can simply not deal with, so it should be avoided at all costs unless it is distracted. If one tries to force an engagement with you, immediately seek assistance from teammates. If there is no way you can escape, head-on the Bearcat and pull off at around 1.1 km. Try to start a turnfight with the enemy. Your superior turn time and slightly better manoeuvring energy retention will allow you to eventually bleed the Bearcat's speed and light him up. However, under no circumstance should you go vertical with the Bearcat unless you have superior energy.
  • I-225. The white Russian menace is the king of high-altitude combat. It outspeeds you, outclimbs you and can easily light you on fire with its fast-firing quad setup of ShVAKs. However, it is very poor in a turning engagement and has an extremely weak airframe. Turn-fight then light it up.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Controllable
Not auto controlled
Controllable
Not auto controlled
Separate Controllable
3 gears
Not controllable

Pros and cons

Pros:

  • Strong armament (use universal belt for 20 mm, HEF round has more explosive filler than HEF-I and HEF-T)
  • Decent turn
  • Reasonably fast for a Japanese fighter, still sub-par to the majority of opponents (unless at very high altitude >6,000-7,000 m where you can outspeed low-alt tuned aircraft like the F8F and Spitfire LF)
  • Effective combat flaps and rudder
  • Reasonable cockpit visibility despite a few bars

Cons:

  • Fragile, only a small armour plate behind the pilots body
  • Very bad climb rate, you cannot outclimb basically any of your opponents
  • Bad acceleration
  • Low speed, especially since it usually faces high performance or even superprops (P-51H, Griffon Spitfires, Yak-3U, A2D, F8F) and jets

History

The Kawanishi J6K Jinpu was a land-based interceptor fighter design finalized by the Kawanishi Aircraft Company in 1944. It was an improved version of the earlier discontinued Kawanishi J3K using a more powerful engine, the Nakajima Homare 42 radial engine, rather than the Mitsubishi MK9B.

J3K

In early 1942, Kawanishi and its engineers were developing their first ever land-based fighter out of their own volition (which would later be known as the N1K-J Shiden (Kai)). At the same time, the Navy approached Kawanishi with the 17-Shi Fighter Plane plan. Instead of using their own N1K design for the contract, they decided to design a new land-based fighter from scratch instead.

While developing the plane, Kawanishi insisted on using the Nakajima Homare engine instead of the Mitsubishi Ha-43-21 (MK9) that the Navy demanded for (this wasn't the first time they would defy the Navy's orders as the same happend during the development of the N1K1). Kawanashi's reasoning was mainly production-related however as their own Homare engine was still in development and building an airframe without a complete engine would be stagnant.

Because of this and the already in development N1K-J Shiden (Kai), Kawanishi opted to cancel the J3K project and with that the 17-shi in early 1943.

J6K

After the J3K, the Nakajima NK9A Homare 42 was fully developed and Kawanishi restarted the designing of the J3K, now under the designation of J6K Jinpu.

(Other J-designations went to: J3K, J4M Senden, J5N Tenrai).

In June of 1944 a design was fully drawn up and ready to be put up to the test and a first airframe was to be built. There were 3 possible armaments for the plane which would be:

  • 2 x 13.2 mm machine guns (nose), 4 x 20 mm cannons (wings)
  • 2 x 13.2 mm machine guns (nose), 2 x 30 mm cannons (wings)
  • 6 x 20 mm cannons (wings)

While a mock-up was being built, their homebrew of the N1K-J Shiden within the Navy was successfully causing havoc among the Americans, reducing the need for the new aircraft.

During a private-venture meeting in May 1945, just before the end of the war, there would be plans to reconsider the plane for a high-altitude role, but these plans would be the last nail to the coffin, as there were plans to improve the A7M for this role instead.

Media

Skins
Images

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


Kawanishi Aircraft Company (川西航空機)
Fighters  J6K1
N1K  N1K1-Ja · N1K2-J · N1K2-Ja
Bombers  H6K4 · H8K2 · H8K3
Hydroplane  N1K1 · E7K2

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Strike aircraft  ▄AV-8S
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E

Winter events
2022  Winter Quest
Pilot stars  Late 298D · ◄Tornado IDS MFG
Tanker stars  T-80UM2
Sailor stars  USS Newport News
2021  Operation W.I.N.T.E.R.
Pilot stars  C. 202D · ◊MiG-23MF
Tanker stars  A.C.I · AGS
Sailor stars  IJN Hayanami · MPK Pr.201K
2020  Operation W.I.N.T.E.R.
Pilot stars  Ro.57 Quadriarma · MiG-21PFM
Tanker stars  E.B.R. (1954) · Class 3 (P)
Sailor stars  Type K-8 No.13 · USS Baltimore
2019  Operation F.R.O.S.T.
Pilot stars  TIS MA · J6K1
Tanker stars  QF 3.7 Ram · ▃Merkava Mk.2B
Sailor stars  PT-811 · Jaguar
2018  Festive Quest
Pilot stars  M.B.152C1 · Fw 190 C
Tanker stars  SU-85A · T30
Christmas Lights  P-43A-1 · Comet I "Iron Duke IV"
2017  Festive Quest
Pilot christmas toys  P-40C · NC.900
Tanker christmas toys  AEC Mk II · Ersatz M10
Christmas Lights  Fw 189 A-1 · KV-2 (1940)
2016  Winter Holiday
Pilot stages  Ki-21-I hei · Me 262 A-2a
Tanker stages  ▃LVT(A)(4) (ZIS-2) · ▂Type 62
2015  War Thunder Fulfills Your Wishes!
Pilot reward  ▂P-63C-5
Tanker reward  VK 45.01 (P)
2014  Holiday War Thunder Marathon!
Pilot reward  I-301
Tanker reward  M8A1 GMC