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Rank VI Sweden + Premium + Golden Eagles
Rank VI Sweden + Premium + Golden Eagles INFO
Ki-61-Ib
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USA II Rank
General info
Flight performance
Max speed
at 5 000 m 587 km/h
Turn time 20 s
Take-off weight 3t
Unlike its more manoeuvrable and agile counterpart, the A6M Reisen, the Ki-61 is more of what one would
call an "energy fighter". Compared to the "Zero" it is faster, has a higher climb rate and handles better at
higher speeds.
Max
Speed Max Turn time Rate of climb Take-
Characteristics (km/h at altitude (seconds) (metres/second) off run
5,000 m) (metres) (metres)
AB RB AB RB AB RB
Details
Features
✓ ✓ ✓ X X
Limits
Max
Flaps (km/h)
Wings Gear Static G
(km/h) (km/h) Take-
Combat Landing + -
off
Crew 1 person
Speed of destruction
Structural 850 km/h
Gear 250 km/h
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.
Repair cost
AB 890
RB 2 300
SB 310
Modifications
Armaments
Offensive armament
Usage in battles
Realistic battles The Ki-61-Ib utilized four 12.7 mm
Ho-103 Japanese machine guns. Generally, they are
unreliable and it often takes hundreds of rounds to
destroy an enemy plane. This is due to the lack of primer
in the rounds themselves. 12.7 mm rounds fired by the
M2 Browning may seem to do more damage because
they have more primer which dictates how fast the
round will exit the barrel. Due to this, it is necessary to
get up close to enemies. Aim for the engine, pilot, or
fuel tanks if the location is known. Remember to lead
The Ki-61's instrument panel.
with these machine guns, as the rounds are not high
velocity.
The Hien is best utilized as a multi-purpose fighter. Although proficient at energy fighting, the Ki-61 is also
generally average at standard manoeuvres. It may lose turn fights with some enemy aircraft like the A6M2,
but nonetheless it can still be used in multiple roles. The Hien is your standard "jack of all trades". It's not
incredibly good at anything it does but it is even across the board. This allows the Hien pilot to choose what
role he or she wants to play in the battle. One could play the reserved, high flying energy fighter, or the
aggressive low flying dogfighter. The Ki-61 allows these choices.
Its armament is not so flexible, as the American captured version is unable to equip bombs or ground targets
ammunition. Its weapons, four Ho-103 12.7 mm machine guns, are considered by many to be unreliable and
unwieldy. However, with accuracy and shot placement, the large ammunition pool can work to your
advantage.
If caught in a sticky situation, the Hien pilot may choose to do several things. Depending on your altitude,
executing rolling scissors or an overshoot may be a valid tactic. Try to make the enemy pilot feel pressured
to disengage. Depending on the enemy's aircraft, use your speed to your advantage and try to get away. The
surest tactic would be communicating with teammates to ensure your assailant's death. Once tailed, the Hien
pilot can "set up" an enemy by nosing up about 70 degrees so the entirety of the enemy plane is shown. At
this stage, ideally, your teammate is arriving to save the day.
Simulator battles
In Sim, the Ki-61 can be used in BnZ fighting, turn fighting, intercepting (to some extent) and some ground
pounding. The Ki-61 is overall a pretty friendly plane to fly. It is quite fast, handles nicely at all speeds, has
decent visibility especially over the nose, climbs great and has lots of ammo. However its disadvantages are
the weak protection and poor damage of the 4 machine guns.
Before taking off, bring at least 30 minutes of fuel for longer patrol time. Set the convergence to around 250
m since your MGs have low velocity, therefore dealing less damage at longer range.
If you are not using MEC, use around 95% throttle when cruising below 3,000 m since the engine will
slowly heat up at full throttle. But full throttle is fine at higher altitudes.
Only elevator trim is available, so when the stick is at its deadzone, the Ki-61 will roll and yaw to the left
side. Therefore you always need to pull the stick to the right which can get a bit annoying. Usually, a trim of
around -7% is enough. But when carrying the 2x 250kg bombload, no negative trim is needed.
For dogfighting, it is always safer to enter with an altitude advantage. Most dogfights in sim happen below
3,000m so the Ki-61 can easily climb up to that altitude. As mentioned in the description, its climb rate is
actually great, don't get misled by the stat card. Once at an advantageous height, boom & zoom the enemies.
The Ki-61 can easily accelerate to more than 550 km/h in a dive which is decently fast but requires more
precise manoeuvres to get the correct lead, since the faster you go the smaller the shooting window is. A
successful pass will not usually cripple the enemy given you weak firepower, so multiple attacks are needed
to destroy one plane. Aside from BnZ, the Ki-61 is also excellent at turn fighting - with the appropriate
opponent, of course. Except a few dedicated turn fighters, the Ki-61 can out-turn and get on most opponents'
tail with combat flaps deployed. Note: do not turn with Spitfires or Zeros, you will never out-turn them. If
you see a plane with a streamlined inline engine and large, elliptical wings (Spitfire) or something with
rounded wingtips and stabiliser tips, a radial engine and a pointy tail (A6M), try some defensive manoeuvres
like barrel rolls or disengage by diving towards a nearby friendly airfield. Note that the Ki-61's roll rate is
very average so avoid manoeuvres like scissors.
When intercepting planes, it is crucial to know what the target is. If it is a bomber/attacker with decent
defensive firepower, great turret coverage, or robust protection, then you might want to disengage after some
attempts if you don't want to die. From the hard-hitting M2 Browning to the fast-firing MG 15, any gun can
critically damage the Ki-61 especially on the engine, fuel tanks, and pilot which can always lead to a later
crash. Before attacking try to get an altitude advantage and perform deflection shots. To maximise the
damage it is better to aim for their wings and engines, as the fuselage usually soaks up quite some bullets.
Only fire when the bomber passes in front of your guns. This short window might seem inadequate to do
anything... and it usually is, unfortunately. The slow velocity, light projectiles and low one-second burst
mass usually guarantee no critical damage. However sometimes it only takes one bullet to set the target
aflame. DO NOT follow behind a bomber's 6 unless you are sure that its tail gunners are unconscious.
Chasing behind a bomber makes yourself pretty much stationary for the tail gunners, and you will be
showered with bullets.
Me 264: This giant is one of the few bombers who get air spawns in Sim, so it usually flies
higher than you think. On top of this, the Me 264 is armed with large calibre MG and cannons
all over it, therefore tailing a 264 is basically suicide unless all of their gunners are knocked out.
You can treat the 264 almost like a B-29 or B-17 as they are very similar in both design and
defensive capabilities. It is best to head-on the 264 if you can as you can easily knock out the
pilots due to its glazed nose while also taking minimal damage. However the bomber lacks a
ventral turret on its belly, making it easy to deal damage from below, but be wary of the
downwards facing rear 20 mm cannon near the tail. The safest way to attack is from a higher
altitude, dive at an oblique angle and focus fire on the wings and nose. Never engage if you have
no altitude advantage.
B-25, Ju 88, IL-2, etc: These aircraft have either powerful defensive guns, for example the B-25,
or wide gun coverage such as the Ju 88. The most threatening one, the B-25, is fairly easy to
distinguish. It has a short and wide fuselage, twin radial engine hanging under the wings and a
H-tail. Focus your fire on the engines and constantly swing sideways to avoid getting hit. A few
hits from the M2 Browning is a guaranteed death. The Ju 88, on the other hand, has great
underside gun coverage so attacking from below isn't a very good option. Try engaging from the
sides and concentrate the fire on the front half of it, as that is where all the vital components are
located. Again, never engage any of these if you have no altitude advantage. Pin them on the
map and leave them to teammates with more powerful firepower.
A6M, Spitfire, etc: If you see them on your tail try outrunning them by diving at around -40
degrees. The Ki-61 still remains responsive handling at 600 km/h, but its speed retention is not
the best, meaning it will start to lose speed quickly and the enemy might catch up. If you are
near a friendly airfield, great. If not, then hope for the best and run towards the friendly side.
Don't forget to pitch up and down a little to mess up their aim, the early Spitfires and A6M only
have a 60-round drum per cannon which will run out fairly fast. The leftover 7.7 mm machine
guns will not be as destructive.
MEC elements
Radiator
Mixer Pitch Supercharger Turbocharger
Oil Water Type
Pros:
Generally performs well in the most common tactics, both BnZ and turn-fighting, allowing
flexible gameplay depending on the situation
Outstanding climb rate
Has decent dive speed, can easily out-dive slower opponents
Large amount of ammunition (400-500 rpg) is great for long battles or difficult targets
Some armour protection for the pilot means that it will not easily get pilot-sniped by small-
calibre/low-penetrating guns from the back
Adequate over-the-nose visibility allows easier leading in Simulator
Cons:
Rather weak firepower due to the slow velocity and light bullet mass, cannot effectively damage
well-protected targets like IL-2s
Locks up at high speeds
No frontal armour, can be fatal in a head-on
Average roll rate which worsens as speed increases, can easily get out-rolled by Fw 190s and I-
16s
Cannot equip bombs, limiting its capacity in certain situations
History
In December 1943, the US Marine Corps landed at Cape Gloucester on the island of New Britain. After
capturing the temporary Japanese airfield, the Marine Corps discovered a hidden Ki-61 Model 1Ko fighter
(serial number 263) from the 68th Sentai produced in April 1943.
The aircraft had been abandoned by the Japanese due to a number of engine malfunctions which were not
repairable in the field. The aircraft was meticulously inspected by officers of the US Army's Technical
Intelligence and sent to Australia, where it was restored to airworthy condition and had USAAF markings
applied to it. This is the aircraft we currently see in-game.
In-game description
Kawasaki Ki-61 Hien Army Type 3 Model 1Ko (NATO reporting name: Tony) single-engine army fighter
An all-metal monoplane with an enclosed cockpit and a retractable landing gear system, including tail wheel.
It was created by the design bureau of Kawasaki Company, under the direction of Takeo Doi.
The aircraft had as its power unit a German-licensed Daimler-Benz DB 601Aa twelve-cylinder, liquid-
cooled engine manufactured by Kawasaki Company under the designation of Ha-40.
A Ki-61 prototype got off the ground for the first time in December 1941. Full-scale production started in the
summer of 1942. The aircraft was accepted for service with the Imperial Japanese Army Air Force as the
Type 3 Hien ("Swallow") fighter in the spring of 1943. The Hien's combat deployment began in June 1943,
on New Guinea.
The Ki-61 became one of few Japanese production planes equipped with liquid-cooled engines. The Hien
stood out so much in its appearance and high flight characteristics among Japanese fighters of that period of
the war that the Americans at first refused to identify it as a Japanese design.
After receiving the first reports about the new Japanese fighter with a liquid-cooled engine, the American
intelligence service considered it a licensed replica of the German Messerschmitt Bf 109E fighter, so Mike
was chosen as its NATO reporting name. However, after a more detailed study of pilot reports, intelligence
analysts concluded that the new fighter was more similar to the Italian MC.202 Folgore. Thus, the
Americans chose an Italian NATO reporting name, Tony, for the new Japanese fighter.
In December 1943, the US Marine Corps landed at Cape Gloucester on the island of New Britain. After
capturing the temporary Japanese airfield, the Marine Corps discovered a hidden Ki-61 Model 1Ko fighter
(serial number 263) from the 68th Sentai produced in April 1943.
The aircraft had been abandoned by the Japanese due to a number of engine malfunctions which were not
repairable in the field. The aircraft was meticulously inspected by officers of the US Army's Technical
Intelligence and sent to Australia, where it was restored to airworthy condition and had USAAF markings
applied to it. Later, the Hien was thoroughly tested in the Technical Air Intelligence Center at NAS
Anacostia.
It was noted in the report on the test results that the aircraft was exceptionally easy to pilot and that it
behaved well practically in all modes of flight and during all manoeuvres, so it represented quite a
formidable weapon in the hands of a sufficiently qualified pilot.
Media
Skins
Skins and camouflages for the Ki-61-Ib (USA) from live.warthunder.com. (https://live.warthund
er.com/feed/camouflages/?vehicle=ki_61_1a_otsu_usa)
Videos
See also
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