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Introduction
Engine Performance
Firepower
Maneuverability
Flying the Spitfire Mk V
Fighting the Spitfire Mk V
Summary




Engine/Range Info
Fuel Tankage: 26 gallons
1/4
51 gallons 1/2
77 gallons 3/4
102 gallons full
Engine Settings:
WEP:
3000rpm/+12lb 249 gall/hr
Military: 2850rpm/+9lb
202 gall/hr
Normal:
2650rpm/+4lb 150gall/hr
Max Cruise: 2400rpm/+2lb 120gall/hr
Calculated Ranges (Internal Fuel
Only): Military: 222 miles
Normal: 300 miles
(External Fuel)
Military: 347 miles
Normal: 469
miles

-Soda
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Introduction:
AH version 2.06 totally re-vamped the Spitfire line and the Mk V
was likely a casualty. While the Mk V had been a staple in AH for
some time, the changes made will probably remove it from popularity in
the MA environment to large extent. The Mk V really rose to
prominence with the improvement in engine boost but 2.06 undid that,
also dropping the ammunition levels back in line with the model it was
supposed to represent, much to the displeasure of some Mk V fans.
How Mk V use levels out is still to be determined but it's easy to
imagine that it will no longer be a dominant model in MA play.
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Engine Performance:
The Mk V had it's engine performance re-evaluated in 2.06 and
returned to the 12lb boost level that was more common in this variant.
I couldn’t really understand why they’d moved to 16 lb’s boost in the
first place as it certainly was not common historically and it blurred
the performance difference between the Mk V and Mk IX. This certainly
hurts performance, the Mk V is barely capable of 300mph on the deck now
and that's outside of what is commonly considered competitive against
late war rides. Sea-level
speed is only 289mph at military power, 304mph with WEP. Speed increases about
3mph/1,000ft of altitude gain, 10K yields 328mph (344mph WEP). The
change in boost also impacts the acceleration and climb rate, further
causing concern for those who had become used to Mk V handling with Mk
IX speed from the previous version. Fuel load is 102 gallons in a
single main tank, no options for drop tanks are available, giving a
cruise duration of roughly 30min at military power. Reduced power
settings can extend range normal: power 40 minutes and max-cruise 51
minutes. Altitude increases fuel consumption by ~2 or 3
gallons/1000ft up to 19K, then if drops by 10 gal/hr above that,
something to consider, and practical ceiling cannot be considered more
than about 26.5K ft as climb rate gradually declines
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Firepower:
Four wing-mounted .303's with 450 rounds/gun along with a pair of
20mm hispano cannons with 60 rounds/gun. There are no other
options; no drop tanks or bombs can be carried. The firepower is
fine as long as the cannons hold out but that's only 5 seconds of
continuous firing. The .303’s are not very good weapons with
fairly tight parameters to their use. You really need to ensure tracking situations where
you can hold the target in your fire at relatively short ranges that
match your convergence settings. Expect the .303’s to create a lot of
assists and maybe some damage shots that force the enemy situation
(which may include a retreat).
Some aircraft that are less “tough” certainly show more
vulnerability while aircraft like the P-47’s tend to absorb the .303
fire with little visible impact. Generally you will see a lot of Mk V's
retreat to re-arm after the cannons are dry especially if facing
aircraft that are well protected against .303 caliber ammunition.
Attacking bombers or larger aircraft will be very challenging, .303's
are unlikely to have any effect unless you are patient enough to unload
almost every round at close range, a difficult and dangerous situation.
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Maneuverability:
Very good, the Mk V has always been amongst the most
enjoyable Spitfire models to fly. It is well balanced and accepts
control inputs as well as any aircraft in the game. It has good
turn-rate at most speeds, generally in the 200-250mph range is best,
though it can certainly compete below that and still remain stable. The
Mk V has a small turn radius and good turn-rate, you should be able to
out-turn most aircraft at medium or less speed but be careful of the
really good turners like Zeros or the Hurricane. Higher speed
turn-rate is ok but the lack of engine power tends to make sustained
turning a bit tough. Flap use is not recommended and only has one
setting, the drag seriously impedes what engine power you have for
little return. Stalls tend to not be serious unless pushed far past
limits and a quick relaxation on the controls is enough to
recover. Roll rate is only fair, a little slow at low speed and
very high speeds, but fair to good at speeds from 200mph through
350mph. Sustained turn-rate is around 140mph, instantaneous peaks
around 207mph, anything above that is G limited. A telling note
is that the old Spitfire models used to be very difficult to land with
damaged wingtips, some would say impossible for most pilots, but the
new Mk V is quite easy to land. This probably has a lot to do
with the changes in the modeling of lift but I think the same changes
also made the Mk V feel even more stable.
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Flying the Spitfire Mk V
The addition
of two more capable Mk's of Spitfire (VIII and XVI) are bound to cause
a bit more concern around dealing with any Spitfire model and might buy
the Mk V some room to work. People will assume every Spitfire they meet
is faster and use tactics to counter that only to find out that they
have bumped into a better turning model and maybe get caught in a trap.
The Mk V handles
wonderfully and if you can get people slowed down a bit then you should
have success. I imagine the Mk V will fall into the same type of
use as many other slower MA aircraft, cleanup. Generally this
involves jumping in on slowed enemies already in sustained turn-fights,
be that offensive or defensive. The Mk V should be excellent for
that, it tracks targets very well and gives the firepower to knock
aircraft out quickly while the cannons hold out. The key is to
identify good targets, chasing around the sky in a Mk V is not effective
time, but plowing into the middle of a pack of enemy is also unlikely
to be successful. Manage your energy well, what you lose is not
easily replaced, and build solid tracking shots before pulling the
trigger on the cannons. Use the .303's to line up targets if
necessary or scare people in order to straighten them out for your
cannon shots, sometimes .303 hits make the enemy think your cannons are
dry and they have nothing to worry. Keep your WEP ready for
combat time, not in the climb or transit. Push the Mk V hard, it is one
of the most forgiving aircraft in the game so can really be maneuvered
hard around the sky. Don't get too slow with the pure-turning
likes of Hurricanes or Zero's, you aren't quite in that league, but
also don't try and run-and-gun with the high speed crowd.
Don't bite off more
than you can chew defensively, the Mk V can't run from anything like
the generally common MA aircraft. Superior situational awareness
is key, most Mk V defenses are going to involve a lot of time maneuvering
to keep the enemy from getting aim on you so timing and maneuver
selection is key. Don't use dives or rolling as a primary
defense, the Mk V is inferior to the most common MA opponents in both
respects. Maneuvers are going to have to maintain good speed and
energy to prolong the defense until you can turn it into opportunity to
either kill the opponent or convince them they are losing. You'll see a
lot of enemies turn-tail and extend on you, use the time to improve
your energy position or move closer to friendly support, typically the
enemy will come back before long. Wrap your Mk V around the sky, the
reversal time on the Mk V is amazing and you may catch the enemy
wondering how you got around on him so quickly. Don't get caught
fighting/defending uphill for long, the Mk V will be out-legged quickly
but short durations into slow-speed flight to take a shot aren't out of
the question. Also, don't accept takings hits, especially cannon
hits, no Spitfires are very durable and the Mk V is no different,
simply too many easily damaged areas and overall toughness is not high.
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Fighting the Spitfire Mk V
The Mk V is a
slippery target and requires a different attitude than fighting some faster
Spitfire Marks. I suspect for at least a while people are going to run
into Mk V's on a fairly regular basis although other Mk's will be more
common.
Whether attacking
the Mk V or defending from it, remember it's main liability is the lack
of speed. If you can isolate a Mk V from help you should be able to
dictate the terms of the fight, especially if you start with a
equivalent or superior energy situation. Use a lot of vertical
work and keep the pressure on the Mk V to maneuver, don't allow yourself
to slow down too much in order to engage lest the Mk V win position on
you quickly. Be careful of being over-aggressive in close, the Mk
V can turn nose-high quickly on you so a sloppy in close situaton can
turn into a snapshot opportunity for the enemy. Don't worry about
pushing the situation too quickly, the Mk V is unlikely to run far so
once pinned down you can work into a good shooting position.
Expect to see a lot of break-turns and reversals, all Spitfires like
this but the Mk V is very good at it, don't allow yourself to be too
predictable get into nearly matched speeds with the Mk V lest he turn
the tables on you in an instant.
If the Mk V starts
from a superior energy position then you will have to try and weather
that until you get build back some strength while avoiding attacks. The
Mk V carries energy well so even though it may not replace the energy
it drains you may have to defend against a couple of attacks. Don't try
a pure turning defense unless you are in a pretty elite turner, the Mk
V can dominate this type of fight against most MA opponents. Try
and build a bit of separation initially and to defeat the Mk V's
turning potential/advantage. The Mk V is also not strong in a
rolling or diving type fight, these may offer alternatives given the
situation or where you can start your defense early enough to counter
any initial advantage the Mk V may have.
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Summary
The Mk V used to be a killer in AH, maybe one of the most popular
aircraft month-to-month. Remove the speed and cut the cannon ammunition
in half and it'll be a bit tougher to justify why one would fly
one. The handling is certainly attractive, only a few aircraft
can cleanly out-maneuver a Mk V and I don't think any of them feel as
stable doing it. There is also likely to be a bit of a surprise
factor when fighting in a Mk V, people will not be expecting it and not
react well, but once discovered you'll also likely be tagged as an easy
kill and get gang-jumped by everyone in icon range. If your
situational awareness and skills are good, the Mk V can be an aircraft
to fight through a brawl like that, but you'd better be good because
you'll either fight your way out or float down in your chute.
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