USA planes can chose to just fly away and not engage a zero from 2.7/3.0, the issue is they seem incapable of not getting into low speed turn fights with them.
The Yak-3U and La-7 have better performance than the A6M5; they should be at BR 6.3 and 6.0.
Some common words without real measurement meaning
Whats even worse is the VK-107 is at 5.7, its even better than the U
From what I know, this IRL discrepancy in performance is less to do with the planes, and more to do with the pilots.
Skilled American pilots were frequently rotated back state side to take on training roles, ensuring that new recruits would get the benefit of experience. Meanwhile, skilled Japanese pilots were kept on the front lines, meaning that every new pilot that took over for a casualty would effectively have to learn all of the practicalities of combat from scratch.
This, along with the development and dissemination of counter tactics like the Thatch Weave, gave the American planes the upper hand.
Of course, this is not replicated in War Thunder, with the average American prop player having the exact same skill issues that lead to the Zeros dominating over the Pacific early in the war. Only difference is, these American mains rarely go on to get the training they need to learn how to counter the Zero (And Spitfires, for that matter).
yeah, it was a bit of a death spiral as the less trained Japanese pilots died faster meaning that they had less time to train the replacement pilots, so they died even faster which left even less time to train replacements and so on and so on.
Not to mention the sheer difference in population with the USA having double the population base to draw on. Yes the USA was also engaged in Europe, but a large portion of Japans military was tied up dealing with the Chinese, I don’t think they where able to bring more then 30% of their available military forces to bear against the USA at any one time, although I am not sure about the distribution of the different services, I imaging far higher percentage of the navy was committed against the USA then the army.
can always like that?but you may not like that when go to 6.0😧
So what can be told by this form?I had got 6 kills on fw190a8,does it mean fw190a8 is powerful?The reason you can get 5 kills on zero is that your enamies are stubid
That’s why I really hate making judgments based solely on statistics.
It may not have looked like one, but my post was a joke. I do not actually believe that the A6M5 should be at 6.0.
But if it reaches 6.0, it will be extremely funny.
Also, the state of my A6M5 was as follows, hahahahaha

What this game truly needs is a mandatory tutorial system, where you CAN’T use higher BR planes until you learn the right tactical and control skills needed for newer planes. Unfortunately, that goes against Gaijin’s interests of making money, as you can’t guarantee that players won’t just give up on the game, instead of putting in effort to learn.
This post was flagged by the community and is temporarily hidden.
Btw only post-1944 F4u-1a is equipped with water injection. Only 1/5 of production aircraft had water methanol injection system. Without it F4u produces 200hp less and the engine runs hot quicker.
So technically, the current in-game F4U is a rare late war variant with significantly improved performance.
But those tactics were developed when the Americans were using the Wildcat, which wasn’t very fast and only had an advantage over the A6M2 in high-speed dives. In contrast, both the Hellcat and the Corsair are faster than the A6M5, and in a dive, that speed difference becomes much greater.
The only reason I can see for the A6M’s current state is that average players engage in a lot of dogfighting. Also, the cannon damage is extremely high, meaning an A6M5 can kill you after gaining altitude following a boom and zoom. Furthermore, all aircraft in third-person view can easily see what’s approaching from behind, making ambushes rarer, and allowing an A6M to evade attacks effectively. Finally, the A6M’s controls don’t compress properly at high speeds, so an A6M in the game traveling at 500 km/h will easily avoid an attack, whereas in reality, it would struggle due to the compression of the controls.
A6M had a gun trigger next to a throttle lever. What about adding a special maneuver mode where you can exert the original arm strength without the ability to operate the ordnance. This would end up restricting the maneuverability in a realistic way.
What about a 0.7-second transitioning margin where you end up having the low control power with inability to operate the guns. So that you can’t unwisely spam the special maneuver button in a middle of a fight.
To begin with, a war thunder pilot is pulling the stick too quickly for the human strength.
What about a drag caused by aileron flutter. The in-game A6M2 is the first batch production model with 510km/h top speed. The production model past 129th had their ailerons redesigned, resulting in the famous top speed of 532km/h. This is by delaying the flutter. The base drag coefficient is non-liner, it’s supposed to spike at certain airspeeds. And the said speed point is supposed to be very low for A6M due to the unique structural integrity. Elevator stiffness is said to br very bad past 500TAS. It’s obviously in TAS. The IAS value would be even lower for the symptoms to occur. Later models had strengthened structure and thicker outer skins, especially the latter affected the controllability at higher speed. There is a statement from a real A6M5 pilot that noted “A6M5 Hei had better nose pull authority at higher speed compared to previous models” I don’t think it is the weight increase affecting the behavior.
So A6Ms should have slightly lower cd with flutter drag spike near the top-speed in IAS. Though the spike is only famous for A6M2 specifically, A6M3 model 22 shares the wing designs.
And the one in-game is not even Nakajima-produced A6M2(1944) equipped with aileron balance tabs and 100-round drum mags.
The roll rate has a spike in the real graph, this game sucks at recreating the symptoms. This is for all models. BTW A6M5 had a roll rate comparable to P-51D at 400km/h. The roll rate improvement from having balance tabs is not even significant in-game. Irl it was removed from early models as it’s believed the high roll rate caused the wings to reach critical load easily by pilot’s mismanagement. They are removed from A6M2 after an accident in a test flight. A6M3 mod 22 had them re-installed. In this game, the effect is almost non-existant.
I made a tool where you can reduce the stick speed at 100% auth. The auth value is a max surface deflection angle in % a healthy pilot can achieve at the specific speed point. You can have the 99% - 100% max auth transitioning point as a reference for the standard stick speed. I jacked my original joystick to output a vjoy output.
At speed above the transition point is regulated in a way to make the time to reach the max auth deflection constant through the speed range.
It felt so right, especially for Ki-84. I made it so the control speed increases toward 170km/h from the said full auth transition point. BTW this tool only makes my vehicle weaker and I only use it in an offline environment. I reference fm file from non-direct sources.
The conclusion is that the pilot’s stick deflection is unbelievably fast in this game and it is ruining the iconic part of the vehicles.
Pretty sure it’s the other way around.
Yak-3U is superior in 90% of altitudes and situations.
FM2 existed in real life, it was the most produced wildcat. Much lighter with 1350hp ( extra 100~150hp from the previous model) , 9 cylinder engine with water injection. Way better cooling. It was a really competitive aircraft.
This is most likely wrong. Saburo Sakai’s book says 510kph is for military/100% power for A6M2. 540kph for overboost/WEP. This is corroborated by US pilot testimonies when facing A6M2 - Wildcats were slightly slower, P-39D slightly faster.
Generally, the top speeds of japanese props were reported at 100% power. This is why planes like J2M have very low top speeds despite being very streamlined, having razorback canopies, and short wings of laminar flow design.
The skin thickness was increased in A6M5 and subsequent sub-variants to increase performance at high speeds.
A6M5 removed balance tabs since it cost it aileron surface and was detrimental to performance.
This is already the case in-game. Even A6M5 Otsu is noticeably less responsive when past 400kph.
- A6M5 does not have balance tabs
I know - A6M5 sub variants had thicker outer skin that improved the high speed control.
I stated that in my post - The stick behavior
No, it’s not in the game. What I changed is the default stick speed limit at the auth 99% → 100% transition speed point. At speed below that the stick movement gets faster, resulting in a shorter max deflection time. At speed above 100%, the stick movement speed gets progressively worse to keep the max auth deflection time the same, this is already in the game but the time it takes for total surface deflection is unrealistically fast. I fixed that without interfering with the logical scaling of the “time it takes to deflect the surface to max auth% past that speed threshold”.
About the speed, what is your source.
I know some folks just like to disagree on everything as if it’s their game. But don’t you just say something like “I see a point in that.” “I agree”. Is it that uncool to you?
It’s quite hard to agree when there are no clearly explained and defined suggestions, and IRL information is highly subjective.
For example, the first reply suggesting an FM nerf:
“IRL the Zero became increasingly unmaneuverable past 250 mph IAS”
What is “increasingly umaneuverable”? The report I posted, TAIC Report no.38, only mentions this speed as the point at which Zero’s roll rate becomes EQUAL to P-47’s, which does not have bad roll rate at all (P-51D and P-38J with aileron booster were at ~220mph).
No mentions of a speed at which horizontal turns are faster for the american planes. No mentions of a speed where downward spirals become advantageous for the american planes.
99% of claims I see here on the forum are based on vibes and never outright state exactly what should change and where/when.
Later I will adress this by collecting in-game data and making my own suggestion with actual data instead of “it should turn less” (by how much? at what speed?).
Saburo Sakai’s book.
This web article has a good breakdown of the various sources for the A6M2’s top speed, the aircraft used to obtain them and the variance between each, and compares it to war-time pilot testimonies facing these Zeros to evaluate how accurate they were.
Are we fr suggesting La-7 should be 6.0