Focke Wulf 190D-9


Plane: Focke Wulf 190D-9

Weight (Empty/Loaded/Max): 7,694lb / 9,480lb / 10,670lb

Wing Area: 197sq ft

Wing Loading: 39.1lb/sq ft / 48.1lb/sq ft / 54.2lb/sq ft

Length: 33' 11"

Span: 34' 6"

Wing Aspect Ratio: 6.0

Engine: 2,240hp Junkers Jumo 213A Inline

Flaps: 5 settings

Visibility:

Control Feel:

Stall Speed 1k (No Flaps/Full Flaps) 110/100mph

Guns:

  type/ammo ROF Duration WB Punch Muzzle Velocity Ammo/Gun
Primary: 2x13mm Rheinmetall MG 131 MG 12.1s 39.3s 3.0x.50cal/ping 2,460ft/s 475
Secondary: 2x20mm Mauser MG 151/20 Cannon 10.0/s 25s 2.5x20mm/ping 2,500ft/s 250

Ordnance:
0: none
1: 1x500lb bomb
2: 1x1,000lb bomb
3: none

Fuel Time/Percent: 31 seconds/percent

Power/weight (Empty/Loaded/Max): 3.4lb/hp / 4.2lb/hp / 4.8lb/hp

Corner Velocity: 325mph

Durability: Good

WEP time: 10 minutes

Maximum Angle-of-Attack (no flaps/full flaps): 18/18.5 degrees

Wing Incidence Angle (no flaps/full flaps): 3/3.5 degrees


Accleleration:

  1,000ft 5,000ft 10,000ft 15,000ft
Stall-200mph 11.2s 12.5s 13.4s 20.1s
150mph-200mph 8.4s 9.1s 14.1s 17.4s
200mph-250mph 12.7s 14.3s 21.4s 27.7s
250mph-300mph 18.6s 22.8s 35.8s 46.7s

Climb:
1k-5k: 45s
5k-10k: 77s
10k-15k: 87s

Zoom Climb:
1k 400mph: +5,800ft
1k 300mph: +3,700ft

Dive:

  Max Speed After 30s After 60s
15,000ft to 10,000ft 370mph 345mph 340mph
15,000ft to 5,000ft 505mph 410mph 385mph
10,000ft to 5,000ft 400mph 370mph 365mph
10,000ft to 1,000ft 515mph 410mph 390mph
5,000ft to 1,000ft 390mph 370mph 365mph

Max Speed

  1,000ft 5,000ft
Climbing before levelling 360mph 350mph
Diving before levelling 365mph 355mph

Turn Performance

300mph 1,000ft 5,000ft 10,000ft 15,000ft
One 360 17.9s 20.2s 23.2s 25.0s
Two 360s 39.7s 44.2s 53.1s 62.4s
250mph
One 360 19.4s 22.6s 26.8s 29.2s
Two 360s 41.4s 27.6s 58.0s 64.0s
Sustained
No Flaps 23.0s 25.5s 31.8s 38.4s
Full Flaps 23.7s 25.7s 32.4s 40.0s
Best Flap 1notch full none none
Speed/best 180mph 140mph 180mph 170mph

Corner Speed and Radii (1,000ft):

Speed: 325mph
Radius: 769ft
Sustained Turn Speed: 200mph
Sustained Turn Radius: 1,073ft
Full Flaps Speed: 155mph
Full Flaps Radius: 860ft

Corner Times 1,000ft 5,000ft 10,000ft 15,000ft
180 degrees 8.1s 9.2s 10.1s 10.5s
360 degrees 18.2s 20.3s 22.6s 24.1s

Roll Rate:
150mph: 4.7s
200mph: 3.8s
250mph: 2.7s
300mph: 3.4s
350mph: 4.1s
400mph: 4.8s

Minimum Full-Flaps Full-Power Split-S altitude:
150mph: 1,600ft
200mph: 1,600ft
250mph: 1,600ft
300mph: 1,700ft


Hoof's Tips and Opinions:

The Fw 190D-9 was developed out of the need/desire to have a high altitude version of the famous Focke Wulf 190 fighter. The A series fighter, equipped with a BMW radial engine, had serious performance degradation above 6,000ft. To remedy this problem, an inline engine, the Junkers Jumo 213A was installed. The nose was lengthened to accommodate this longer engine, and the plane stretched behind the wings to maintain center of gravity. The resultant fighter was a wonderful success, capable of fighting at high altitudes with the best fighters in the world at the time. The Dora, as it became known, was also known as the "'stang killer", due to it's superior performance over the P51 at altitude.

The Warbirds Dora is the ultimate escape artist. It accelerates with the best of them, and in diving extensions it has no equal. In 9,000-10,000ft dives, it is matched in speed only by the F4U, the P38, P47, 190, and P51. Once this plane levels off, it's true escape skills start to shine, for under 10,000ft, this plane will retain E better than any other warbirds plane, and after 30 seconds after leveling off at 1,000ft it will be racing a minimum of 10mph faster than the best competitive plane. Plus the illusions caused by net lag aggrivate this, as net lag enables a slower-diving plane to seem to outdive a faster-diving plane until after both planes level out and reduce to maximum sustained speeds. With the Dora's exceptional diving and high top speed, it can literally stay out of the grasp of an opponent who has the jump on it and has more E initially. It will maintain its lead, until it reaches it's maximum level speed of 365mph, fully 15-mph faster (or more) than any other plane, and will take almost two minutes of time to reach this speed (which is plenty of time to reach friendlies, or to get to an ack nest). Thus once this plane points it's nose at the ground, unless the competition has a good snapshot, is right on the Dora's rear, anticipating his dive, or gets real lucky, the Dora is as good as gone. A 4,000ft dive will accomplish similar results, but the speed differentials won't be as drastic, but the Dora will still leave any follower by 10-20mph throughout the dive and extension.

Even with planes that can keep pace with the Dora in the diving part of the escape, trying to shoot a plane while diving, especially if the other plane is diving, presenting a direct 6 shot, and is rolling, is a serious test of gunnery skill. And the odds are you will be at range 4 or greater, meaning it will be very unlikely that a trailer will be able to do serious damage.

With the weight increase in 1.11, the Dora no longer outclimbs all the other planes. It's climb is good, but a dedicated climber will catch it. A climbing escape should consist of a climb of 30 seconds or so (to bleed the follower down to climb speeds), then a leveling off, to allow the Dora's acceleration to kick in. The planes that can catch the Dora in a climb will get left behind, since those same planes have inferior 250mph+ acceleration and top speeds.

The Dora's best kill opportunities are fleeing opponents. If a plane is fleeing a plane that turns better than it, it becomes a flying kill decal to a Dora. The Dora can swoop down, catch the fleeing plane, take a 2-5 second shot at it, pull up, and repeat until the target turns back (at which point he dies due to the better TnB plane), or he dies to the Dora. Needless to say this is a horrible situation to be in if you are the pursued plane, and has many a time convinced pilots who are trying out a non-uber plane to go back to their usual killing machine.

The Dora is also the ultimate in Vulch machines. Since it has awesome Zoom climb abilities, coupled with excellent low-speed acceleration, and since it has the fastest dive ability in the game, a Dora pilot can hover at 4-5 thousand feet above an airfield, and swoop down through the ack and pick off planes taking off. If someone comes in at higher altitude, the Dora just continues at low altitude until safe, or if still high, dive. It's high speed and good durability allows it to fly through ack repeatedly before having to return to base due to damage.

Other than bounces, and high speed snapshot passes, the Dora is one of the worst planes to take on fighters in any other situation. She turns worse than virtually everyone, and her firepower isn't the greatest. Her shot opportunities are short and tough, since everyone has learned how to effectively dodge a Dora pass. Thus, unless the Dora pilot is an excellent shot, most kills will be fleeing targets, surprise kills, and vulching.

The Dora is one of the best Zoom fighters, unfortunately her high wing loading and horrible turning ability means the only effective way to reverse at the top of a Zoom is to do a stallout turn. This is accomplished by climbing straight up, killing power when at 100mph, and letting the plane flip around to straight down on it's own (neutral controls). Any other reversal tends to cause the plane to enter a nasty flatspin. Either situation is not good if your follower has an E advantage as you become a wonderfully still target for critical seconds.

These reasons are why the Dora is often selected by pilots for flying. Every other plane in the game has another plane that can effectively hunt it. Not the dora. Follow these three rules and you are untouchable in a dora:

1) Always stay above 5,000ft unless you are performing a BnZ maneuver (5,000ft will allow you to dive away from anyone except for a higher Dora)

2) Never, ever turn.

3) If at a disadvantage, dive and extend.

Break these rules and you will probably die. Follow these rules, and 90% of your deaths will be collision deaths. The other 10% will be lucky snapshot deaths. This is one of the few planes where survival is due to technology, and minimal pilot skill is required. Even a dweeb, sticking to vulch/fleeing plane killing, can rack up a very impressive statistics sheet with this plane, if he follows the 3 rules outlined above. No other plane can claim this ability. Of course, until you get good, kills can be few and far between due to the difficulty in setting up a good tracking shot, a must for a non-eagleeye shooter. And running away doesn't earn you kills. Many people who fly the Dora for a while find it very nice for living in, and watch as their kill/death ratio starts to climb. But most of those people will eventually get frustrated with this plane's killing style, often switching to another plane just so they can start racking up kills again.

The Dora is a mixed bird. Sure you can live quite easily in it, but unless you are very good, you will find it more difficult to kill in it than the usual arena planes (such as the P38, Ki84, Spit, or Zero)

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