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Soda's Aircraft Evaluation Pages                    

 

 

Bf 109K-4

Updated version 2.09 patch 5 

 



Introduction
Engine Performance
Firepower
Maneuverability
Flying the Bf109K-4
Fighting the Bf109K-4

Summary




Engine/Range Info

    Fuel Tankage:     26 gallons 1/4
53 gallons 1/2
79 gallons 3/4
106 gallons full
185 gallons DT

  Engine Settings:     

WEP: 2800rpm/1.80mp
296 gall/hr
Military: 2600rpm/1.45mp
236 gall/hr
Normal: 2400rpm/1.15mp   196 gall/hr
Max Cruise: 2100rpm/1.00mp 166 gall/hr

Calculated Durations (Internal Fuel Only, 2x burn):

Military: 27 mins
Normal: 32 mins
Max Cruise: 38 mins

-Soda

 


Introduction:

The whole Bf109 lineup underwent a big revision a few releases back with a rework of many of the existing models as well as the addition of a few new.  The K4 appeared at that time along with the G14.  This wasn’t all that surprising given that the previous G10 was generally considered a hybrid of the two so it was about time to split them into proper models.  The K4 is not an easy aircraft to master but in experienced hands it is very capable, amongst the most dangerous aircraft in the game, but too much for most intermediate pilots to handle properly.  Respect the K4, it is a deadly killer and can make quick victims.

 

Engine Performance:

The Bf109K-4 is an absolute monster of engine performanceat low through high altitudes.  Sea-level speed is very good, 339mph, 368mph with WEP. Speed climbs quickly through 5K (368/398), then a little more gradually through 10K (383/412), 15K (398/428), 20K (413/446) and 25K (431/445). Performance degrades above 26K, note the drop in top speed between 20 and 25K with WEP, albeit slowly. That makes the K4 a 400mph fighter at only just over 5K (at light weight and clean).  The K-4 is likely in the top couple of rides for speed at altitudes up to 20K or so.  Climb rate is equally impressive, around 4,500ft/min at sea-level, improving a bit to 4,700ft/min at 5K, but then slowly decreasing such that at 17K you still have 4,000ft/min with WEP.  That’s excellent and again in the top handful of AH performers. Acceleration matches the climb, it’s unbelievable and a huge asset. If you aren’t excessive about WEP use you should always have plenty, but be careful about leaving it on for extended periods none the less.

Fuel duration is not very good with only 106 gallons internally, which tends to last only about 27min at military power, enough for a reasonable climb, transit and fight, but with WEP use that total will drop to more like 21 minutes.  A centerline drop tank option adds another 79 gallons and is quite commonly carried (adding ~20 mins more flight time).  There is a drag penalty though, even after the drop tank is discarded, but it tends to be minor.

 

Firepower:

The 109K4 carries a devastating 30mm Mk 108 cannons (65 rounds) mounted to fire through the propeller spinner.  A pair of cowl mounted 13mm Mk 131 guns (300rpg) add a decent secondary hitting power.  I’m not a fan of 30mm cannons for use against fighters, it tends to fire too slowly, the ballistics are marginal, and the damage it inflicts is overkill.  With practice (lots) a person can get used to it but it’s typically too much of a handicap for new players.  It is also something hard to adjust to if you’ve been flying something with good ballistics, like .50cals or hispanos, and thus switching in/out of a 30mm is always a challenge.  I’ve set the 30mm convergence short, around D250, because outside of this it’s almost impossible to hit a maneuvering target.  I know some people set it to max range to put some extra loft into the trajectory. Most players underestimate the drop on the rounds so the extra loft might help but still limits the effective range to something around D250 for most players.  The 13mm you can set to whatever you desire, they fire almost parallel anyway so if you set them longer it will give some reach (D400+).  Total firing time for the 30mm is only 7 seconds, but the reality is you should only fire 1-2 rounds at a time and then re-aim.  The 13mm give ~22 seconds, enough that you can fire them around a bit to scare people and make them turn, giving you a larger target to aim at. The only external option is the 300L drop tank, there are no bombs, rockets or gun-pods.

 

Maneuverability:

The 109 series evolved from weights in the 5,500lb class through the K-4 which can tip the scales over 8,100lbs.  The wing-loading increase wasn’t kind to the 109K-4 and I generally don’t feel it handles that well.  It isn’t a strong aircraft in terms of maneuverability, especially at high weights and high/low speeds.  Turn-radius is not good, nor is turn-rate, but the engine does have enough power to drag the K-4 around.  Part of the issue is that the K-4 is a very hands-on aircraft, with a lot of throttle and rudder work required vs. many other aircraft that are more point-and-shoot.  The K-4 is very speed sensitive, best in the 225-325mph zone where your instantaneous turn is maximized.  The K-4’s engine strength is much of the problem.  The K-4 cruises so quickly, climbs so effortlessly, and accelerates like a banshee, thus it can go from optimal speeds to extreme speeds in the blink of an eye.

At low speeds it feels like the engine drags you around as much as the wings creating lift.  The leading edge slats and some flaps can really help. It gets a little tricky when slow because it requires a lot of manual input and gentle hand to keep yourself from flipping over on the engine’s massive torque (which actually overpowers the autopilot to the point that the aircraft won’t fly straight under trim).  The leading-edge slats can feel a little destabilizing as they deploy/retract, causing a little “wiggle” in yaw.  Use of more than 1-2 notches of flap should be reserved for stall fights or when you are very nose-high in a zoom-type climb. Flap create huge drag but the K-4 has enough power to overcome it better than most. Roll-rate is also speed sensitive in the same range, being average and not a strength to play to.  Really be careful over ~425mph IAS, above that the controls start to become quite heavy in all axis and in an extreme dive it can be necessary to use trim to control the aircraft.  I also tend to feel that as the K-4 uses ammunition up it tends to become a little better, not a surprise given the ammo alone weighs 200lbs.  Also be sure to rid yourself of your drop tank, a common error that adds weight and drag, complicating the situation.

 

Flying the Bf-109K-4

The 109K-4 really performs best with an experienced pilot, it’s not an aircraft that newer players typically find much success with.  The primary advantages are in the world-class acceleration, climb and firepower which is the match, or better, of almost anything else in the game.  Its main weakness would be that it performs well under a very narrow range of speeds, too fast and you compress, too slow and you wallow around. It also tends to require a lot of manual input, gentle yet firm, to get the most of maneuvering.  It’s also a real challenge to hit anything with the 30mm unless you have the skill to get in close (D200 is perfect).

Offensively, the 109K-4 is usually employed as a BnZ style fighter, and this is probably the easiest way to use it.  This allows the K-4 to avoid Co-E, or worse, fights where the style of fight might be dictated to it (vs. it doing to dictating).  The tremendously powerful engine can allow some foray into the TnB fight but the turn-radius is not good and you can get into trouble with a cool opponent.  Few aircraft can match the vertical performance of the K-4, it claws effortlessly skyward in a range of performance few aircraft can match.  Often this is where the K-4 will dominate an opponent, hanging on through some horizontal maneuvers until it can jump to its strength in the vertical.  The vertical fight can have its own dangers though, the K-4 putting on speed quickly and getting into trouble with excessive speed. Be careful not to dive too far, or at full engine power, if you want to avoid speed problems. Keep the pressure on with diving attacks, zooming back up after each pass to set up the next.  The best shots tend to be when an enemy performs a break-turn to avoid you, providing a full-plane view to shoot at with your 30mm cannon at ranges inside D250. It takes practice and good anticipation to master. If you keep your speed in the range between 225-325mph you can pretty much match most aircraft’s turning rate though your radius will tend to be a bit larger.  I also like diving a little low behind a target and coming up from below where you get a shot at the belly of the enemy from a relative blind spot.  Another option is to enter the fight low, with massive speed, and zoom up through your opponents for your first attack, setting up your reversal back down for your second attack.  This is an uncommon ability and will take some practice to master but tends to catch people off-guard.

When attacked in a K-4, you tend to have a number of options, it’ll depend on the overall situation and how patient you can be.  The simplest concept is a straight escape, create some speed, avoid the initial attack, and then head away from the enemy into some friendly, or neutral, airspace.  This doesn’t mean the maneuver is entirely defensive, it can simply be to break up a crowd and get 1-2 enemy to follow so you can deal with them in a smaller group.  To make a good break turn, remember your speed sensitivity, 225-325mph being best, any more and you break will be slow, and slower and you will also be an easy target.  There should be multiple opportunities in a more drawn out fight to reverse from defensive to offensive, especially if the enemy is not overly aggressive and allows you the opportunity to build up energy. Any lulls in enemy attacks can be quick acceleration/climb opportunities, building your energy up to match/exceed the enemy eventually.  Try not to get pinned into extended turn-defensives, they bleed energy and it might be better to accelerate away initially and cause the enemy to have to chase.  The best option is to start to take the fight uphill, using the massive climb rate to overpower your enemies. In the climb you can beat a lot of aircraft easily, the P-51 coming to mind, but you need to be careful to judge the timing appropriately and not while the enemy still has an energy surplus on you.  Spiral climbs work best, baiting the enemy into lead-turns that when combined with climbing, can run the enemy to zero-airspeed in very short order.  Once at low speed at the top of your climb, flip back down on the enemy and run them down.  Lengthy defensive dives, or Split-S type maneuvers, are not advisable because of the speed related problems you can introduce if you get going too fast.  I’d also look for “sloppy” enemy maneuvers, or highly predictable zoom-climbs, where the K-4 can lag roll, tuck in behind the enemy and hang with them on the prop. Taking a shot at a stalling enemy who often tries to out-zoom the K-4 only to find themselves hanging their helpless is a favorite trick (think about a touch of flap at the top of your zoon to help stabilize yourself for your shot).

 

Fighting the Bf-109K-4

In capable hands, the 109K-4 can be a whole lot of trouble.  It’s right near the head of the class in terms of climb, acceleration and firepower.  If it has positional advantage and/or time to work with, it can be a real handful

If attacking a K-4, try and keep the pressure on and see if you can’t get the K-4 into a lengthy turning defense.  It helps if you come in with some energy advantage in speed or altitude. The more you can dictate the fight the better as the key is to not let the K-4 time to react or collect energy.  Take whatever snap shots you get as the 109’s are not very tough and commonly take radiator and fuel hits that will dramatically limit the K-4’s options. Typically you’ll only get a couple of attempts to attack a K-4 before it starts to even the fight in terms of energy, which means it will then start to try and win angles or look for it’s own shot opportunity. Don’t overshoot the K-4, even if it appears to be too slow to be of danger, it can quickly accelerate and might get a snapshot as you pass by.  Never turn your back even if the K-4 starts to run away unless you think you have enough separation to make your escape good.  K-4’s have a nasty habit of returning shortly after they’ve left but this time they have the energy advantage.  Most K-4’s are not going to be that well piloted though and will not use the full capabilities of the K-4 so aren’t too tough to beat.  In most cases other aircraft have an advantage they can exploit or a capability they can match (or almost).  If you press your strength, typically in turn-rate/radius, you can often make the K-4 a fairly easy kill.  One last warning, don’t get sloppy around a K-4 because the can one hit kill you if given half a chance.

If jumped by a K-4 be very aware of the firepower and make your defensive maneuvers erratic and unpredictable. Many very good pilots fly the K-4 and won’t miss simple defensive maneuvers. Try and keep speeds in your favor, either getting above the K-4 comfort zone, i.e. taking the fight to 400+mph, or slow things down under 225mph.  Most of the time K-4’s will sit and BnZ you from above and not engage in a turning fight. You can also typically use roll-rate to keep the K-4 out of phase and thus exploit a lagging lift vector angle (i.e. where it can’t keep up to your roll).  A fun tactic is to pre-judge the K-4s diving attack, putting in a little dive yourself, suckering the K-4 past it’s optimal speed and then using that to gain an advantage (such as in a lag-roll to get behind them).  The K-4 also isn’t great on rolling maneuvers be it scissors or reversals. The K-4 huge acceleration can quickly cause it to overshoot an enemy and give opportunities to sprinkle hits on the K-4 as it passes. Trying to cause an overshoot in a close situation is dangerous because a K-4 will typically throw a couple of 30mm your way in the process. In general it shouldn’t be too tough to defeat K-4 attacks as long as you remain alert and time your defenses correctly.  The K-4 has a lot of staying power as long as it doesn’t fire away all its cannon ammunition so it’s best to ensure you implement an overall strategy for the fight, not just a point-in-time defense.  This might be to escape towards friends or maybe to sucker the K-4 in close if you feel the have the means to do so and put the K-4 on the defensive.  Be careful of what appears to a reversal where you are almost matched E, it might be a rope-a-dope where the K-4 is simply setting you up to stall out so it can dive back down and nail you.

 

Summary

The Bf109K-4 is a deadly opponent if well flown but often is used as a simple BnZ’r or runs away at the first sign of trouble.  It’s not well suited to newer players but experts can excel given they invest time to master the 30mm cannon and touchy handling.  It’s one of the few aircraft that can attack from below effectively, often rushing in at low altitude and then zooming up to attack, climbing right by the enemy and up to a safe perch.  Used appropriately, it can be devastating but it can equally have its weaknesses exposed and be pushed into the defensive.