War Thunder: A6M3, takeoff, navigation, and landing (Realistic Mode)

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Take off Procedure:

1. Turn on the engine: " i ".
2. Deploy your take off flaps, press " ] " twice.
3. Full throttle to 100%. Press "W" until the engine power goes to 100%.
4. Use your rudder controls to center the aircraft on the runway. "Q" left rudder, and "E" right rudder.
5. When you reach about 190 to 220 kph or 118 mph to 136 mph pull up on your stick. Make sure, your aircraft is center, or you will tip over and crash when you take off.
6. Pull your landing gear up, "G", and raise your flaps, press " [ " two times.

Maneuvers.

Immelman turn: When you have enough speed, pull up on your flight stick vertically, and keep pulling the stick up. Then, barrel roll to get your cockpit parallel to the surface. This maneuver is useful when you have someone behind you. It is also very useful in changing direction in combat.

Landing procedure:

1. If you are going too fast, you can circle around the airfield. As you do this, reduce your speed to about 30 to 50%, and go look at the airfield from the side. Deploy your landing flaps (Press " ] " 3 times to get the speed down some more.
2. Turn your aircraft around to center it to the airfield, and deploy your landing gear "G". Get your speed down to 200 kph or less.
3. Make your aircraft parallel to the runway, and touch down.
4. When you touch down, pull down on the stick, so your nose is facing up.
5. Use your breaks by pressing down on "S". Do it little by little and pull on the stick as you slow down. If you don't pull up on the stick or break too fast, the front of your airplane will hit the runway. This is so because the front of piston engine aircraft is heavier than the back. You have to compensate for it by breaking gradually, and pointing the nose of your aircraft up.
5. After you stop, turn off the engine " i ".

Review:

The A6M3 Zero is a very nimble aircraft, and it can literally turn on a dime. It isn't fast having a top speed of 351 mph or 563 kph. If you deploy your combat flaps, you can dogfight any fighter and come on top with this thing at low speeds.

The A6M3 and the Zero series of aircraft don't have much armor, and that is the Achille's heel of this aircraft. A few well placed shots with tracers can turn a Zero flaming comet. In a dogfight, it is very difficult to tag down. The best way to counter Zeros would be hit and run tactics. In a faster aircraft like a P-51, you can outrun the Zero and come at it head on.

The A6M3 doesn't dive well, nor does it climb fast. The best way to escaping a Zero would be diving if you are at high altitudes.

The armaments on the A6M3 are 2 20mm cannons, and 2 7.7mm machine guns. The 7.7mm machine guns don't fire fast, but you have about 1000 rounds between two guns. The 20mm cannons only have 120 rds for two cannons. The 20mm cannons can do some serious damage at 400 yards or less. These Japanese 20mm cannons are very inaccurate at long ranges, and they have a very poor rate of fire.

Overall, the Zero has great firepower, exceptional agility at 200 mph or less, good aerodynamics(easy to fly), easy to take off/land, but it has very poor armor protection. When the allies came out with the Hellcat and aircraft that could match the Zero in maneuverability, the Zero became a death trap.







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