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A6m zero wing specs
A6m zero wing specs







Now, the enemy will make a key move that determines if you will be able to engage. DO NOT cross within the plane's line of fire. When the enemy is in gun range, make an extremely hard turn towards the enemy, and wiggle around its gunsights. If you are above 2 km, dive at a medium angle (40 degrees). These targets shouldn't be a problem.Īn enemy diving on a Zero is one of the most dangerous scenarios for the Zero. To destroy these targets, fire your 7.7 mm machine guns at 600 m away, and then engage with your cannons at 400 m or less. All of these targets won't have gun solutions on the Zero because they are distracted.

a6m zero wing specs a6m zero wing specs

The Zero excels and destroying planes with a low energy state, planes in a climb, and planes currently in an inward turn towards the Zero. The Zero will engage targets in all sorts of ways, and is capable of wiggling out of sticky situations time and time again. Furthermore, this Zero has trouble with energy retention and high speed dives, and also has poor armament and low ammo count. It also can rip in extremely high G turns (13+ G). It is the slowest and worst rolling Zero of all the Zero family. The A6M2 is the most fragile version of the Zero, with a long wingspan and light construction. If the damage is controlled, the A6M2 might still be able to join another fight or to fly back to base in one piece. If luckily the fire does go out, press "I" again to turn the engine back on. This has a chance of extinguishing the fire after a few seconds of switching the engine off, but at the same time it may not. If you are on fire, immediately press "I" (or you own engine keybind) to turn off your engine. The Zero can be easily set on fire which can cause catastrophic damage. To exploit your plane's best performance, force the enemy lower and slow down the pace of the engagement. Don't dive away from attackers - your plane doesn't have the power or weight to out-run most fighters. Roll left to tighten your turn and get onto the enemy's six. The Zero rolls faster to the left than to the right. Manoeuvres like the Immelmann are easy, and heavier fighters can't stay with you. Climb away from most enemy aircraft, hanging on your prop in a near-vertical climb. Below 480 km/h you can fling the Zero all over the sky to get on an enemy's tail or to shake off all but the most determined attacker. Use your machine guns first to "bore-sight" the enemy - once you get hits on him, finish him off with your cannons. Fasten onto the tail of the bandit, use your superior manoeuvrability to match his evasive moves, and put enough rounds into him to bring him down. Jump on cruising enemy aircraft from above. At this speed and altitude, no enemy fighter can out-manoeuvre or out-climb you except for early Spitfires. Apply boom and zoom tactics on this plane as it will be easily cornered.įorce an enemy pilot into a dogfight at 370 - 400 km/h and below 6,000 m.

a6m zero wing specs

Try to force it into high-speed manoeuvres, as it's prone to ripping/compressing at high speeds. The A6M2 Reisen is a very manoeuvrable plane, so note that when battling it, do not engage in low manoeuvres. 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total).The A6M2 can be outfitted with the following ordnance: Main article: Navy Type 97 Number 6 (60 kg) However, the Zero is hard to handle as it approaches speeds of 480 km/h. The Zero's lightly loaded, high lift wing and low weight make it a dream to fly at speeds below 400 km/h, with an ability to execute wild gyrations and zoom climbs at the whim of the pilot. Even fighters renowned for manoeuvrability, like the mighty Spitfire, will think twice before engaging in a turnfight with the Zero. It is incredibly nimble and has an amazing climb rate, which allows you to run literal rings around many opponents. One thing many players note when fighting the Zero is its immense manoeuvrability and turn rate.









A6m zero wing specs