Which SF1945 plane is best
From SkyFighters Wiki
Which aircraft is the best fighter for you to fly depends a lot on your preferences and how you tend to fight. Every plane has its adherents and its detractors, so experiment with all of them to find out which one(s) work for you. There are a lot of opinions on this subject, and as this is a wiki feel free to add your input. Unless you're correcting a factual error, please add to the current content rather than replacing it. Also, when choosing your airplane think of this: do you prefer the bookies' favourite or the underdog?
Contents |
Summary table of SF1945 aircraft pros and cons
| Aircraft | Nickname | Pros | Cons |
|---|---|---|---|
| North American P-51D Mustang | 'Stang, Pony | Speed, climb performance | Turning ability, armament |
| Vought F4U Corsair | Hog, Bent-winged bird | Speed, turning ability | Armament, visibility |
| Grumman F6F Hellcat | Cat | Armor, turning ability | Armament, visibility |
| Focke-Wulf FW-190 Würger | Butcher Bird, Kangaroo | Armament, armor, speed, roll rate | Turning ability |
| Mitsubishi A6M Zero | Zeke | Turning ability, general agility, armament, visibility, low-speed climb performance | Speed, fragility, high-speed climb performance |
| Nakajima Ki.84 Hayate | Frank | Turning ability, armament | Fragility (specifically of the landing gear) |
North American P-51D Mustang
Historical Summary
While an American aircraft, the P-51 was designed in response to a request from the British government for a fighter that would be competitive in the European war, something that none of the U.S. aircraft in production in 1939 were suited for. The engine used in all the production aircraft also had its roots in Britain, being a license-built version of the Rolls Royce 'Merlin' V12. The U.S. Army Air Force showed interest in the design and ended up purchasing the Mustangs in large quantity. The aircraft had two major innovations, the low-drag 'laminer flow' wing and a cooling system that was designed to add thrust from the heated air exiting the radiator.
P-51s started getting deployed to combat areas in significant numbers in late 1943 and early '44. At that point the USAAF was concentrating on two fighter types, the P-51 and the Republic P-47 Thunderbolt. Because the P-47 had heavier armament and armor it primarily occupied the role of ground attack aircraft while the P-51 took on the role of long range bomber escort. The Mustang's large fuel capacity made it especially well suited for this role -- it could escort the bombers all the way to the target, drop the external tanks if enemy fighters were spotted, engage the enemy, and still have enough fuel to fly home.
In the U.S. the P-51 is often referred to as the "best fighter of WWII". This is disputable, as the later variants of other aircraft (such as the Supermarine Spitfire XIV and the 'D' version of the FW-190) also had extremely good performance. In addition, while the P-51s enjoyed a very good kill ratio in both theaters of operation, the Axis nations were fielding increasingly younger and ill-prepared pilots by the time the Mustang entered the scene.
The P-51 in SF1945
The Mustang is the fastest plane in the game. It's able to outrun every other aircraft in level flight or in a climb. The FW190 and Corsair are somewhat slower, and the rest far behind. The P-51 is a poor turner, however, with only the FW190 having worse overall turning performance. Armament is underwhelming, as with all U.S. fighters in the game.
Tactics to use when flying the P-51
Never, ever slow down. That's the P-51 pilot's mantra. Everything except the FW-190 can turn inside of you, so getting into a turning fight against a competent pilot in a different aircraft is usually a recipe for suicide. The following tactics are your best chance for success:
- Climb to get an altitude advantage on your adversary
- Dive on them, being careful not to shed much speed while trying to line them up in your crosshairs
- Once past the enemy, use your momentum to get clear
- Go back to step 1 (lather, rinse, and repeat)
You have to exercise some care with this to avoid an overspeed condition while diving from high altitude.
Tactics to use against the P-51
When flying the Corsair you've got a chance of playing at the P-51s energy tactics game, but luring the pony pilot into a turning fight is still your best bet for success, as it is with every other aircraft. With the exception of the FW-190, that is, which doesn't enjoy a turning advantage over the Mustang. When flying the 190 head-on passes are your best bet, as your aircraft is better armed and armored than the P-51 so you'll usually come out the victor in a merge.
Note: The original author of this info (ajm80031) has never been particularly good at flying the P-51, so take this into account when reading his advice.
link to P-51 template: [1]
Vought F4U Corsair
The F4U was designed specifically to accommodate the huge Pratt & Witney R-2800 Double Wasp radial engine and 13' propeller. The plane's most distinctive feature, the inverted gull wing, was a compromise chosen to allow the large prop to clear the ground while keeping the landing gear short enough to be able to retract rearwards into the wing. For the most part, the rest of the design was based around aerodynamic considerations. An F4U was the first U.S. single-engine aircraft to exceed 400mph in level flight.
While the Corsair was an extremely capable fighter, and remained in production longer than any other piston-powered fighter, it encountered numerous problems during development and deployment. The success of the F6F Hellcat meant that the Corsair didn't have to be rushed into carrier service, so while flown from land based by Marine squadrons starting in 1943 it didn't enter U.S. carrier service until late 1944. Landing on a carrier was problematic due to the combination of a long nose and a cockpit that was set well back, making for very poor straight-ahead visibility. The development of a new carrier landing approach, and the need for fast interceptors to protect against Kamikaze attacks, resulted in many Corsairs being assigned to carriers late in the war.
Despite some tricky handling characteristics, the F4U went on to be a very successful fighter. It was the most dreaded of American fighters by the Japanese pilots who referred to it as "The Whistling Death". It had a high kill ratio against the Japanese (although the quality of Japanese pilots had been reduced significantly by the time the Corsair saw combat) and stayed in production well into the 'jet age', seeing additional combat experience in the Korean War.
The Corsair in SF1945
The Corsair is the third fastest plane in the game, lagging just slightly behind the FW190. It's also fairly good in a turning fight. Armor is good but not as stout as the Hellcat or FW190. This makes the Corsair a very good all-'rounder, able to make use of varying tactics in a fight. The one major drawback is the aircraft's tendency to stall. If you're not flying with the Stall Limiter on it's extremely easy to initiate a high-speed stall by pulling back too hard on the stick. Worse yet, if you're in a dive when this happens, the Corsair can end up in an 'accelerated stall' where it plunges earthwards with almost no hope of recovery. With the stall limiter engaged the Corsair can mix it up with the best of them, but with the limiter off you have to be extremely careful in how you fly this plane. This is perhaps the most challenging aircraft in the game to fly well due to it's stall characteristics. It also has the most rudder authority which can be a tremendous aid in maneuvering.
Tactics to use when flying the Corsair
As the Corsair has many strong points, choose tactics based on your opponent. It's a much better turner than a P-51 or FW190, so try to draw those opponents into a turning fight. Against the Hellcat or Zero you're best off relying on your superior speed but can get into a turning fight if need be (just be careful of stalling). The Hayate is the Corsair's most difficult adversary -- nearly as fast, turns as well, and has heavier armament. Take advantage of what speed advantage you've got.
Tactics to use against the Corsair
In general, try to prevent the Corsair from getting behind you because it's going to be hard to shake. P-51 pilots should make the most of their speed and climbing advantage, starting the engagement from a higher energy position if at all possible and climbing away after each pass. Hellcat and Zero pilots have almost no choice but try to make a slow, turning fight out of it -- try to get the Corsair to stall. The FW190 pilot should rely on head-on passes and his superior firepower and armor, and diving to escape. In a Hayate you've got the widest range of options as your performance envelope is similar to the F4U in most respects, so there's no one obvious tactic to go for.
- Link to [2]
Grumman F6F Hellcat
Historical Summary
The Hellcat was developed as a successor to the F4F Wildcat, which was the primary U.S. Navy fighter during the first two years of the war in the Pacific. The Hellcat retained the Wildcat's strong points (armor and dive speed) while improving on it in many other areas (turning ability, speed, landing gear, etc.) Whereas Wildcat pilots had to use 'hit and run' tactics against the Zero, the Hellcat was able to mix it up in a turning fight. Because of problems certifying the Corsair for carrier duty, the Hellcat was the main U.S. carrier-based fighter for most of the war and participated in almost every naval air engagement from late 1943 through the end of hostilities.
The Hellcat in SF1945
The Hellcat occupies the middle ground in SF1945 -- not as fast as the P51 or F4U, not quite as maneuverable as the Zero, but reasonably good in all areas and able to take a lot of damage. It's a better plane for the novice than the other American aircraft in the game, and can be used to deadly effect by experienced pilots despite the fact that it has the least amount of rudder authority. If it just had better armament it would be a good candidate for best all-'rounder.
Tactics to use when flying the Hellcat
Because the Hellcat doesn't have any overriding strengths or weaknesses, how you fly it depends a lot on your opponent. Against the Zero energy tactics work well, but when facing a P51, F4U, or FW190 you're better off trying to draw them into a turning fight. Battles against Hayates get really interesting as the performance of the two planes have a lot of similarity.
Tactics to use against the Hellcat
The P51 and F4U can outrun and outclimb the Hellcat, so energy tactics and slashing attacks are a good option -- especially with the P51, which has no hope of turning with the 'Cat. With the FW190, a series of head-on passes works well -- both planes are heavily armored, but the FW has the advantage during merges due to its much heavier armament. In a Zero, stick with the slow turning fight even though the F6F is nearly as good at this, as it negates the speed/power advantage of the 'Cat.
link to Hellcat template [3]
Focke-Wulf FW-190 Würger
Historical Summary
The FW-190 was designed as a successor to the Messerschmitt Bf-109. Unusually for a European-designed fighter, it was based around an air-cooled radial engine rather than an inline liquid cooled one. The FW-190 airframe was more robust than the Bf-109 and better adaptable to a variety of roles. The drag normally associated with radial engined aircraft was mitigated through the use of a tight-fitting engine cowling. The aircraft entered operational service in 1941 and continued in production until the end of the war.
The appearance of the 'Butcher Bird' caused some consternation as it was superior to the then-current Spitfire Mk V in all aspects except turn radius. FW-190s helped the Germans regain some measure of air superiority over the English Channel as they deployed in quantity. The main shortcoming of the 190 was its poor high altitude performance, which meant that the aging Bf-109 had to soldier on in the high altitude interceptor role.
The ultimate version of the FW-190 was the 'D' model, known as the 'Dora'. The 'A' model's radial engine was replaced by a Jumo liquid cooled V12, which finally made the 190 competitive at high altitudes and able to take on the best Allied aircraft such as the P-51D and Spitfire Mk XIV. However, the Dora (and the similar Ta-152, named after Kurt Tank who had designed the original FW-190) were produced too late and in too small of numbers to have a significant impact on European air war.
The FW-190 in SF1945
The version modeled in SF1945 is the FW-190 A8, which was designed to be a bomber destroyer rather than a dogfighter. While none of the 'A' series 190s were great at turning performance, a lighter and less heavily armed anti-fighter version such as the A4 would be better suited to dogfighting. Best of all would be a 'Dora' but as they were produced in very small numbers they're not really indicative of the actual aircraft in use during 1945.
The FW-190 is the least maneuverable fighter in the game, having a poor turn rate despite good roll performance. Maneuverability is best at low altitudes, but anything other than the P-51 will easily out turn it. The Butcher Bird's primary advantages are speed, its heavy armor, and armament. It's the king of the head-on merge, often able to shoot the approaching aircraft down on the first pass while sustaining relatively little damage to itself.
Tactics to use when flying the FW-190
As mentioned above, the head-on merge is the 190's party piece. Outside of that it's got a tough life in this game. While it's fairly fast, everything but the Mustang can easily turn inside of it. But, the FW-190 is rather good at diving. When faced with the Hellcat, Corsair and Zero and you need to get away execute a full-throttle dive. Depending on speed and altitude it is possible to outturn all planes. For this, stay roughly 1000 ft ( M) above your enemy, and then dive on him. once you pass him, fly out a short disance them carefully bring your plane around. This sets you up for a merge. Boom and Zoom tactics also work well in the 190. Keep your speed up, avoid a turning fight unless you're up against a P-51, and learn to aim well so that you can make the best of the Butcher Bird's devastating firepower.
Tactics to use against the FW-190
In anything other than a P-51, drawing the FW into a turning fight is your best bet. With the Mustang, as usual, use energy tactics against it. Whatever you're flying, avoid making head-on passes against the 190.
Note: The original author of this info (ajm80031) has never been particularly good at flying the FW190, so take this into account when reading his advice. However, the guy that edited this stuff (Bentley) is very good with the 190
link to FW-190 template [4]
Mitsubishi A6M Zero
Historical Summary
The Zero was Japan's primary naval fighter during the second world war. It was extremely competitive (even dominant) during the early years of the war, easily outmaneuvering American aircraft like the P-40 Warhawk, F4F Wildcat, and F2A Brewster Buffalo. However, by 1945 the Zero had been completely outclassed by newer generations of fighters. It was still in service in '45 primarily because Japan didn't have the industrial capacity to build enough of the newer designs to replace it.
The Zero in SF1945
The Zeke is the most maneuverable aircraft in SF1945, and the least prone to stalling, making it the king of the slow turning fight. Its cannons give it better hitting power than any of the U.S. aircraft (which isn't historically accurate, according to those who have researched such things). Visibility is excellent due to the wrap-around canopy, making it easier to keep situational awareness.
Speed is the Zero's main drawback. It's the slowest aircraft in the game in all areas -- level flight, climb rate, and diving. Dives are particularly problematic for the Zero as it starts to shudder and become uncontrollable roughly 100mph sooner than any of the other fighters. Exceeding 400mph in the Zero (only possible in a dive) will usually result in a wing ripping off, as will any strenuous maneuvering above 300mph.
Tactics to use when flying the Zero
Most pilots (human and AI) have trouble resisting getting into a turning fight. Take advantage of this. Slow, down-on-the-deck fights are the Zero's domain, so lure opponents into that situation. You can make the Zero turn even better by deploying your flaps and using W.E.P., but you risk burning out your engine if you do this too much. If your opponent avoids a turning fight, keep your speed up so that you can climb into a firing position when they dive on you. End your climb before stalling out, however, or you'll be easy pickings.
Tactics to use against the Zero
The Zero is especially susceptible to having energy tactics used against it. Climb above it and make slashing attacks, resisting the urge to get pulled into a turning fight. If you're going to overshoot, pull up and climb away rather than shedding speed. Since diving is one of the best ways to get a Zero off your tail, avoid fighting down-on-the-deck. The aircraft with the higher speed dictates the terms of the engagement -- use that to your advantage.
link to A6M template [5]
Nakajima Ki.84 Hayate
Historical Summary
The Ki.84 Hayate ("Gale", codenamed "Frank" by the Allies) was the last of a line of fighters from Nakajima that included the Ki.43 Hayabusa ("Peregrine Falcon", "Oscar" to the Allies, a land-based contemporary of the Zero). It corrected the most glaring defects of its predecessors (power, armor, and firepower) while retaining good agility and visibility. Newer planes such as the F6F had given the Americans air superiority over the aging Oscars and Zeros; the Hayate put the Japanese back into a competitive position.
However the Hayate was plagued by poor build materials, poor quality labor, and a lack of good pilots (most experienced Japanese pilots having been killed or badly wounded by the time it appeared). As a result the Ki.84 didn't play a major role in the war. When flown by good pilots they showed extremely well, but supply and pilot shortages meant that rarely happened.
The Hayate in SF1945
The Hayate has a lot of advantages -- good firepower, good turning ability, reasonable armor, and reasonable speed. This makes it a favorite of many pilots. The main weakness to be aware of is the landing gear, which is prone to collapse on landing even if your plane isn't damaged (this is historically accurate, by the way).
Tactics to use when flying the Haytate
The Ki.84 is a good all-'rounder so to some extent you have your pick. You can use 'Boom & Zoom' tactics against Zeros and Hellcats, or you can mix it up with anything and everything.
Tactics to use against the Hayate
P51 and Corsair pilots have a good speed advantage and so should make use of energy tactics -- the Corsair can successfully mix it up, but the Hayate's superior firepower gives it the edge if you're trading bullets. The F6F and Zero can turn with the Hayate and will probably have to, not being able to out-run it. With the FW190 it's the same old story -- go for head-on merges and avoid getting into a turning fight.
link to Ki. 84 template [6]
Aircraft Performance Data
Level Airspeed
| The chart to the right illustrates the maximum airspeed of each aircraft at altitudes of 1,000, 5,000, and 10,000ft. The data points were collected by flying each aircraft in the "Island World Online Setup", climbing to each altitude, and staying there in level flight at 100% throttle (no War Emergency Power) until the aircraft stopped accelerating. These figures are approximate -- keeping the aircraft level is difficult even when having adjusted the trim. The data was collected using version 1.07 of OSX SF1945.
Some conclusions that can be drawn from this data:
|
Maximum Dive Speed
| Dive speed data was gathered by taking each aircraft up to 10,000ft, nosing down into a more-or-less vertical dive at 100% throttle, and noting the speed at which the aircraft started to shudder and become uncontrollable. The data was collected using version 1.07 of OSX SF1945.
There's not a huge difference in the max dive speed between aircraft, with the notable exception of the Zero which has a deficit of over 100mph to the other planes. However, keep in mind that this chart does not show how fast the various planes accelerate in a dive. For instance, the F4U Corsair has a slight edge on the FW190 in maximum dive speed, but in practice the 190 can dive to get away from a Corsair as it accelerates more quickly when the dive is first initiated. |









