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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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