IJN_A6M2_21

IJN_A6M2_21 2024-11-09

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Deathwind

SOH-CM-2023
Deathwind submitted a new resource:

IJN_A6M2_21 - "Reimagining History’s Wings—Your A6M2 Zero Awaits!"

Step into the cockpit of the overhauled A6M2 Model 21, originally crafted by the legendary B24 Guy. This iconic Imperial Japanese Navy fighter boasts impressive upgrades, capturing the essence of Japan's most renowned WWII aircraft. Known for its agility and range, this Zero model brings the skies of the Pacific to life in stunning detail, honoring both history and immersive game play.

Key Features:

  • Custom Enhancements: Includes an overhauled damage profile for bigger...

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Thanks. She would make a good ground personal object to be placed near a runway. I’d be good a creating images for ground personal
 
Do you get a lot of crashes on final approach and botched landings from distracted pilots?
When I built my A6M2 for CFS1 a few years ago, I chose markings similar to those from the Tainan air group based in Tainan, Taiwan instead of the Akagi air group because the Akagi air group would not have existed for any event / mission after June 1942.
It was a glorious time but it was a fairly short reign.

- Ivan.
 
I haven’t actually made any female ground personal yet although I have taken a look at other people’s work on ground personal I can see it’s something I have the skills to do. The pilot lady was made by me by AI technology. There are plenty of textures that would fit the aircraft I released. It’s the B24 guys overhauled stock A6M2 Zero. Captain Kurt has a nice texture of the Tainan zero that fits this aircraft.
 
Seeing so many A6M2 recently for the simulators and having been involved heavily in a forum discussion on A6M2 flight performance for several months, I am now tempted to revisit the A6M2 I built about 11 1/2 years ago. The amount of information I have today is quite a lot more than I had back then. I am realizing today that some of the data from the tests of Koga's A6M2 were actually not quite correct in their conclusions.

You mentioned earlier that the next project would be a A6M3 Model 32. I would suggest you take an intermediate step at the A6M3 Model 22 first. The wing does not change from an exterior view though the internal arrangement of fuel tanks is quite different.
Other than the cowl area, the only other obvious changes would be long barrel Type 99-2 cannon and a different rudder trim tab.

There is of course the rather interesting A6M2 "Sen Baku" variant from the beginning of 1944 that was actually equipped to carry a centerline 250 Kg bomb. Those were a weird bunch with long barrel Type 99-2 cannon and two wing drop tanks.

- Ivan.
 
Koga's A6M2 was the first model of the Zero that the United States had direct access to, and the insights they gained from studying it were incredibly valuable in understanding both the strengths and weaknesses of the A6M2 Type 21. As the war progressed, numerous countries and pilots tested different variants of the Zero, and it’s safe to say that no two sets of results were the same. Each version of the aircraft offered unique handling characteristics, which likely varied based on modifications, pilot skill, and operational conditions.

As for the possibility of bringing the Zero back to life in CFS2, I understand the challenges in achieving full realism in flight dynamics. The game’s virtual skies can’t perfectly replicate the real-world environment, and that gap is something we have to accept. While it may never be as realistic as one would want, I agree that having a more accurate representation of the A6M2’s flight characteristics (like the 1% version) is a step in the right direction. That said, the gameplay experience will inevitably differ from real-life flying conditions. Flying the 1% Zero can be challenging, especially in quick combat scenarios, and it might not always be the best option for scoring high in a mission. Even legendary pilots like Hiroyoshi Nishizawa would have faced difficulties in achieving an unrealistic kill count in a simulated environment, given the dynamic nature of combat and the limitations of game physics.

On the other hand, the stock CFS2 Zero, with its more forgiving flight model, might make things a bit easier for the average player. It's designed to offer a more accessible experience, which could feel quite different from the true performance of the aircraft.

While I don’t personally create my own models (due to the "no shirt, no shoes, no school" rule, so to speak), I do contribute to the community in other ways. My primary focus is on reworking and enhancing the campaign scenarios in CFS2, which I think will bring a richer experience for players. Regarding ordnance, you're correct that the 250 kg bomb, though sometimes used in Kamikaze missions, was not a standard weapon for the A6M2 Type 21. It was a more specialized loadout, not typically used for the aircraft’s regular operations.

 
The ability of the simulators to model flight performance and handling is actually much better than you might expect and I am working with CFS1 flight models. The basic limitation is simulating stick forces and cockpit instrumentation and views.
Not sure what you mean about "No Shirt, No Shoes, No School". Watch the movie "Conrack".
As for 1% flight models, I am not a big fan. The reason is that there is much more to aircraft performance than two points such as Sea Level and Critical Altitude. As an example, assuming we have an aircraft with a critical altitude around 25,000 Feet and get performance within 1 % at Sea Level and Critical Altitude, what happens in between? Generally CFS (and I suspect CFS2 as well) simulates a single speed supercharger pretty well. If you get a critical altitude beyond a certain height, then the medium altitude performance becomes extraordinarily high. I prefer the performance to be "close" at most altitudes even if it is several percent off at SL and CA.

Regarding Koga's A6M2, The AVG actually captured and flew one before Koga's machine was recovered. It was transported (I believe to Rangoon) and shipped by freighter back to USA. It was restored by Curtiss because of damage suffered along the way. This aircraft can be identified by louvered panels over the engine accessory area because the original covers were missing and I believe it was eventually tested at Wright Field by the Army.
As for other models of A6M tested by the Allies, I don't believe there really was an accurate flight test of any model even later in the war. You can gather that by reading the test reports in detail.

The A6M2 Model 21 actually was a replacement for the D3A Val beginning in early 1944. They were all built by Nakajima and were called Sen Baku (Japanese for Fighter Bomber). They carried a single 250 Kg bomb on the centerline in place of the regular drop tank and carried two drop tanks under the wings to make up for the range without the centerline drop tank. These were not kamikaze aircraft. They were regular operational bomber aircraft on Japan's remaining carriers.

The A6M series were never difficult aircraft to fly. In the Joint Fighter Conference, some pilots who had a chance to fly the type commented that it handled more like a light sport plane. Consider that after 1942, many Zero pilots with good training had died and their replacements were pilots with low time and experience and still did not have problems flying even off carriers.

- Ivan.
 
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