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War Thunder Dynamic Campaign

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'APACHE' | AH-64A Peten

War Thunder Dynamic Campaign P-26A-34 Peashooter. See also Related development. P-26 (Family) Aircraft of comparable role, configuration and era. Dewoitine D.500. So, there's no info within war thunder that helps with this, and the official sites are equally useless so here goes. How in the flying fuck do I unlock more dynamic campaign missions and in the ones I've allready unlocked, how do I get the ai on my team to actually do it's fucking job. Want to rewrite history? Try Dynamic Campaign! You can try different scenarios in Mission Editor. Tanks and SPGs are usually hard to pierce by shooting into the front side of the hull or turret, side and rear platings are easier to penetrate. Large-calibre HE shells may be effective against medium and large tanks. War Thunder: Joystick? (For Sim Battles with Gameplay;)) - Duration: 15:40. Fallen Aces Recommended for you.

Dynamic
USAI Rank
Class
1 personCrew
0.71 kg/sBurst mass
8500 mCeiling

War Thunder Dynamic Campaign

RadialType
Speed of destruction
508 km/hGear
12.7 mm M2 Browning machine gunWeapon 1
750 shots/minFire rate
500 roundsAmmunition
Suspended armament
Economy
freePurchase
0 Crew training
10 Aces
100 % 40 % 10 %
This page is about the American fighter P-26A-34 M2. For other versions, see P-26 (Family).
  • 2General info
    • 2.1Flight performance
  • 3Armaments
  • 4Usage in battles
  • 5History

Description


The P-26A-34 M2 Peashooter is a rank I American fighter with a battle rating of 1.0 (AB/RB) and 1.3 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The P-26A-34 M2 Peashooter is a reserve fighter for the American aviation tree. Americans are known to use the Boom and Zoom tactic and most people recommend to use that same tactic for this plane.

The P-26A-34 M2 Peashooter's armament differs from the other American reserve planes in that it carries a single 12.7 mm M2 Browning machine gun with 200 rounds in the place of one of the 7.62 mm machine guns. This is the same set up as the P-36A and F3F-2. The 12.7 mm is more powerful, takes longer to overheat, has a longer reload time, and has a slightly lower rate of fire than the 7.62 mm.

General info

Flight performance

This plane is pretty manoeuvrable due to its small wings, and when you add the two 100 pound bombs it does not effect the manoeuvrability that much at all.

The speed however is pretty average for its rank, so you won't be breaking any speed records, but it is enough to survive long enough to get a few kills.

Characteristics Max Speed
(km/h at 2,286 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 364 351 8500 18.6 19.7 8.2 8.2 170
Upgraded 387 377 17.7 18.0 18.6 12.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
508 508 N/A N/A 240 ~11 ~8
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 260 < 180 < 340 > 190
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,829 m 600 hp 666 hp

Survivability and armour

The P-26 is a typical mid-1930's design, and just like all the contemporaries (other Reserve fighters) does not have pilot armour, but is upgraded with self-sealing fuel tanks. Pilot, engine, and fuel is centrally located, but its simple design (no flaps and retractable gear) has less that could be damaged. Although a monoplane its speed is average to other Reserves, and do not dare turn fight. One major advantage is excellent visibility to easily spot threats in SB battles.

Armaments

Offensive armament

Main articles: M2 Browning (12.7 mm), Browning (7.62 mm)

The P-26A-34 M2 is armed with:

  • 1 x 12.7 mm M2 Browning machine gun, nose-mounted (200 rpg)
  • 1 x 7.62 mm Browning machine gun, nose-mounted (500 rpg)

Suspended armament

The P-26A-34 M2 can be outfitted with the following ordnance:

  • Without load
  • 2 x 100 lb AN-M30A1 bombs (200 lb total)

Usage in battles

Generally, to do well in the P-26 never, ever turn fight, as it has a huge turning radius compared to other reserves. Ideally practice 'Boom & Zoom' tactics, that is climb above, dive in, attack, climb up again for a new attack. Also, use the 'Stealth' ammunition belt, it is the hardest hitting belt for this aircraft and targets will not see where you are, giving you another second or two advantage. Yes, stealth is harder to use, but it's worth it. While a mediocre at best reserve fighter, it is a very good ground attacker carrying 2 x 100 lb AN-M30A1 bombs with 24.5 kg of TNT each, which is effective against even some Rank 3 tanks and Rank 2 ships.

A big plus to this P-26 variant is the .50 Cal M2 (12.7 mm) upgrade machine gun with 2.5x the penetration power making it much deadlier to targets (don't forget it will be on separate trigger).

Qualify the crew to 'Expert', it is very cheap (1,000 SL), and put CrewXP to Pilot Vitality (resist injury) and Weapon Maintenance, good to take and give damage.

Study your opponents, this is critical on how to counter them as there is no single way to counter all targets. The Japanese Ki-10 and Soviet I-15 are this aircraft's greatest threats, if they get on your six evade like crazy and hope they overshoot (never turn); teammates are also very helpful. Bombs with 0.5 delay could work. Others like the German He 51 you could outrun them, but do not turn. With higher BR units you may be just able to outmanoeuvre, bust the best is constantly scan the sky for threats. Other rank 1 aircraft vary in threat level. Besides fighters, attacking bombers is a viable option, however, be mindful of defensive turrets as there are a few 12.7 mm machine guns and 20 mm cannons out there.

Manual Engine Control

Dynamic
MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Not controllable Not controllable
Not auto controlled
Not controllable
Not auto controlled
Not controllable
Not auto controlled
Separate Not controllable
1 gear
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs Mk.41
III Wings repair Engine Offensive 12 mm
IV Engine injection Cover New 12 mm MGs

Pros and cons

Pros:

  • Decently fast for its rank
  • Good armament thanks to the use of a .50 calibre machine gun
  • It is a monoplane reserve plane
  • Turning is okay

Cons:

  • Not as manoeuvrable as other fighters at its rank
  • Slower than some late biplanes
  • No armour
  • Poor dive characteristics
  • Poor energy retention
  • Slightly worse climb rate than most reserve aircraft

History

The Boeing P-26 Peashooter was a plane both ahead of its time and quickly made obsolete. First flown in 1932, the P-26 is the oldest plane in the game. It was one of the first all-metal monoplanes adopted into military service in 1933 (in comparison, the He 51 and Ki-10 entered service in 1935), making it one of the fastest fighters in the world at the time, but it suffered from poor flight performance and dangerous landing characteristics. However, as newer fighters entered service around the world, the P-26s advantages diminished and its disadvantages became vulnerabilities. By the time of World War Two, the P-26 was hopelessly obsolete.

The P-26 saw the of its combat serving in the Chinese Nationalist Air Force during the Second Sino-Japanese War, against Japanese Ki-10s, and notably A5Ms in some of the first all-metal monoplane dogfights. Although it performed admirably in the pursuit role (bomber interception), in air-to-air combat with Japanese fighters, the deficiencies of the model showed.

In US service, the P-26 had a similar record. During the Japanese invasion of the Philippines, the P-26s scored only a handful of air-to-air kills against Japanese attackers. On December 24, 1941, their crews burnt the remaining planes to prevent their capture. Of the one hundred and fifty-one built, only nine airworthy P-26s remained on Christmas 1941, a single squadron defending the Panama Canal Zone, which was removed from service shortly after.

In-game description

Many problems were revealed when the P-26's operation began. Due to its narrow landing gear tread and a landing speed too fast for its time, the aircraft was prone to nose over. When this happened, the pilots often lost their lives, although the planes themselves were not seriously damaged. As a result, the fuselage spine fairing was redesigned. Its height was increased by 20 cm, and the reinforced structure could endure a load of more than 12 tons if hit. The 29th production P-26А was the first to obtain this enlarged fuselage spine fairing, and the planes already produced were modified directly on the front lines.

New wing flaps allowed the aircraft's landing speed to be reduced. The plane was also equipped, in the event of an emergency landing on water, with two inflatable sacks occupying the containers in the wing roots. Beginning at the 26th production aircraft, this equipment became standard for the P-26А, but it was not installed on the aircraft already produced. There is no documented evidence that this system was ever used for its intended purpose, but one aircraft crashed after the raft kit opened spontaneously during flight.

P-26Аs produced later had reinforced armament: one synchronous 7.62 mm Browning M1 machine gun to the left of the fuselage and one synchronous large-calibre 12.7 mm Browning M2.5 machine gun to the right. The magazine capacity of the large-calibre machine gun was 200 rounds.

A combined total of 111 machines of the P-26A variant were produced. The 20th Fighter Group was the first in the USAAC to be armed with Peashooters. It was followed by two more: the 1st Fighter Group based in Selfridge, Michigan, and the 17th Fighter Group at March Air Force Base, California. At various times, P-26s were operated in 22 USAAC fighter squadrons.

Peashooters were flown by many pilots who later occupied high positions in the USAAF and then in the USAF, including Henry Harley 'Hap' Arnold, future Commander-in-Chief of the USAF.

Media

Videos
P-26A-34 M2 Peashooter ACE - ArnoMedia
War Thunder Dynamic Campaign P-26A-34 Peashooter

See also

Related development
Aircraft of comparable role, configuration and era
  • Dewoitine D.500
  • Mitsubishi A5M4
  • Polikarpov I-16
  • Heinkel He 112

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Boeing Aircraft
Aircraft
Fighters P-26A-33 ·P-26A-34 M2 ·P-26B-35
Bombers B-17E ·B-17E/L ·B-17G-60-VE
B-29A-BN
Export P-26A-34
Captured ▅B-17E
▂Tu-4* ·␗Tu-4*
*Unlicensed Reverse-Engineered B-29
Helicopters
Attack AH-64A ·AH-64D
Export / Licensed AH-64A Peten ·▄WAH-64D ·▅AH-64DJP
See AlsoTupolev Design Bureau ·Westland Helicopters ·Fuji Heavy Industries
For Boeing-built ships, see Boeing Marine Branch

USA fighters
P-26 Peashooter P-26A-33 ·P-26A-34 ·P-26A-34 M2 ·P-26B-35
P-36 Hawk P-36A ·Rasmussen's P-36A ·P-36C ·P-36G
P-39 Airacobra P-400 ·P-39N-0 ·P-39Q-5
P-40 P-40C ·P-40E-1 ·P-40F-10
P-43 Lancer P-43A-1
P-47 Thunderbolt P-47D-22 RE ·P-47D-25 ·P-47D-28 ·P-47M-1-RE ·⋠P-47M-1-RE ·P-47N-15
P-51 Mustang P-51 ·P-51A (Thunder League) ·P-51C-10 ·P-51D-5 ·P-51D-10 ·P-51D-20-NA ·P-51D-30 ·P-51H-5-NA
P-63 Kingcobra P-63A-5 ·P-63A-10 ·P-63C-5 ·␠Kingcobra
Prototypes XP-55
F2A Buffalo F2A-1 ·Thach's F2A-1 ·F2A-3
F3F F3F-2 ·Galer's F3F-2
F4F Wildcat F4F-3 ·F4F-4
F4U Corsair F4U-1A ·F4U-1A (USMC) ·F4U-1D ·F4U-1C ·F4U-4 ·F4U-4B ·F4U-4B VMF-214
F6F Hellcat F6F-5 ·F6F-5N
F8F Bearcat F8F-1 ·F8F-1B
Other countries ▃Ki-43-II ·▃Ki-61-Ib ·▃A6M2 ·▃Bf 109 F-4 ·▃Fw 190 A-8 ·▃Spitfire LF Mk IXc

Retrieved from 'https://wiki.warthunder.com/index.php?title=P-26A-34_M2&oldid=78796'


  • 1Multiplayer
    • 1.5Events
  • 2Singleplayer

Multiplayer

Arcade Battles

Aviation:
In arcade mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings]. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as maneuverable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either 'Ground Strike' mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or 'Domination' mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.

Air Assault:
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 8 and requires at least some teamwork. There is also an unlimited number of respawns at 50% AB Silver Lion cost. The main objective is to defend your team's base from growing waves(15 presently) of enemy AI-controlled bombers, fighters, and howitzers. The bomber's gunners are active but most of the fighters and howitzers do not pose a direct threat to the player.

Ground Forces:
In Arcade Ground Forces - tank handling is simplified (Tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at. There is also an 'Aim assistant' - crosshair indicating where should your shot land if fired under current elevation, together with an indication of whether your shell should be able to penetrate the target, or not.
Teams are composed with no regard to nationality, the only factor is the vehicle's BattleRating. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle(from your lineup), up to 3 spawns total (+ 1 reserve tank).

Realistic Battles

Aviation:
Realistic mode (alias RB) is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.

Ground Forces:
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behauvior is more realistic. Tanks feel overall much more 'heavy' - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more 'jerky' as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (inexperienced gunner first rotates the turret, and only then slowly adjusts the gun elevation, experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes).
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).

Last important differences are visual - there is no coloured crosshair to tell you where will your shot go, after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured circle is briefly displayed on the minimap, when nearby ally spots a vehicle, approximately showing you the position of 'some unknown enemy'.

Simulator Battles

SB mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.

Enduring Confrontation

Enduring Confrontation (also known as 'EC') is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players' ability to influence the situation on the battlefield.

Battles in EC occur as Events, so you can find this mode in the 'Events and Tournaments' section underneath the 'To Battle' button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.

Events

Historic missions

Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.

Examples:

  • Flight of the swallows
German team has sole access to the Me 262 Schwalbe jet fighter and must bring down a bomber formation of B-17G Flying Fortresses. All while they are under attack by their escorts, the legendary P-51D Mustang. 'In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17's were tasked with bombing the airfields that the 'swallows' were based at.'
  • Operation Uranus
Campaign
USAI Rank
Class
1 personCrew
0.71 kg/sBurst mass
8500 mCeiling

War Thunder Dynamic Campaign

RadialType
Speed of destruction
508 km/hGear
12.7 mm M2 Browning machine gunWeapon 1
750 shots/minFire rate
500 roundsAmmunition
Suspended armament
Economy
freePurchase
0 Crew training
10 Aces
100 % 40 % 10 %
This page is about the American fighter P-26A-34 M2. For other versions, see P-26 (Family).
  • 2General info
    • 2.1Flight performance
  • 3Armaments
  • 4Usage in battles
  • 5History

Description


The P-26A-34 M2 Peashooter is a rank I American fighter with a battle rating of 1.0 (AB/RB) and 1.3 (SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The P-26A-34 M2 Peashooter is a reserve fighter for the American aviation tree. Americans are known to use the Boom and Zoom tactic and most people recommend to use that same tactic for this plane.

The P-26A-34 M2 Peashooter's armament differs from the other American reserve planes in that it carries a single 12.7 mm M2 Browning machine gun with 200 rounds in the place of one of the 7.62 mm machine guns. This is the same set up as the P-36A and F3F-2. The 12.7 mm is more powerful, takes longer to overheat, has a longer reload time, and has a slightly lower rate of fire than the 7.62 mm.

General info

Flight performance

This plane is pretty manoeuvrable due to its small wings, and when you add the two 100 pound bombs it does not effect the manoeuvrability that much at all.

The speed however is pretty average for its rank, so you won't be breaking any speed records, but it is enough to survive long enough to get a few kills.

Characteristics Max Speed
(km/h at 2,286 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 364 351 8500 18.6 19.7 8.2 8.2 170
Upgraded 387 377 17.7 18.0 18.6 12.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
508 508 N/A N/A 240 ~11 ~8
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 260 < 180 < 340 > 190
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,829 m 600 hp 666 hp

Survivability and armour

The P-26 is a typical mid-1930's design, and just like all the contemporaries (other Reserve fighters) does not have pilot armour, but is upgraded with self-sealing fuel tanks. Pilot, engine, and fuel is centrally located, but its simple design (no flaps and retractable gear) has less that could be damaged. Although a monoplane its speed is average to other Reserves, and do not dare turn fight. One major advantage is excellent visibility to easily spot threats in SB battles.

Armaments

Offensive armament

Main articles: M2 Browning (12.7 mm), Browning (7.62 mm)

The P-26A-34 M2 is armed with:

  • 1 x 12.7 mm M2 Browning machine gun, nose-mounted (200 rpg)
  • 1 x 7.62 mm Browning machine gun, nose-mounted (500 rpg)

Suspended armament

The P-26A-34 M2 can be outfitted with the following ordnance:

  • Without load
  • 2 x 100 lb AN-M30A1 bombs (200 lb total)

Usage in battles

Generally, to do well in the P-26 never, ever turn fight, as it has a huge turning radius compared to other reserves. Ideally practice 'Boom & Zoom' tactics, that is climb above, dive in, attack, climb up again for a new attack. Also, use the 'Stealth' ammunition belt, it is the hardest hitting belt for this aircraft and targets will not see where you are, giving you another second or two advantage. Yes, stealth is harder to use, but it's worth it. While a mediocre at best reserve fighter, it is a very good ground attacker carrying 2 x 100 lb AN-M30A1 bombs with 24.5 kg of TNT each, which is effective against even some Rank 3 tanks and Rank 2 ships.

A big plus to this P-26 variant is the .50 Cal M2 (12.7 mm) upgrade machine gun with 2.5x the penetration power making it much deadlier to targets (don't forget it will be on separate trigger).

Qualify the crew to 'Expert', it is very cheap (1,000 SL), and put CrewXP to Pilot Vitality (resist injury) and Weapon Maintenance, good to take and give damage.

Study your opponents, this is critical on how to counter them as there is no single way to counter all targets. The Japanese Ki-10 and Soviet I-15 are this aircraft's greatest threats, if they get on your six evade like crazy and hope they overshoot (never turn); teammates are also very helpful. Bombs with 0.5 delay could work. Others like the German He 51 you could outrun them, but do not turn. With higher BR units you may be just able to outmanoeuvre, bust the best is constantly scan the sky for threats. Other rank 1 aircraft vary in threat level. Besides fighters, attacking bombers is a viable option, however, be mindful of defensive turrets as there are a few 12.7 mm machine guns and 20 mm cannons out there.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Not controllable Not controllable
Not auto controlled
Not controllable
Not auto controlled
Not controllable
Not auto controlled
Separate Not controllable
1 gear
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs Mk.41
III Wings repair Engine Offensive 12 mm
IV Engine injection Cover New 12 mm MGs

Pros and cons

Pros:

  • Decently fast for its rank
  • Good armament thanks to the use of a .50 calibre machine gun
  • It is a monoplane reserve plane
  • Turning is okay

Cons:

  • Not as manoeuvrable as other fighters at its rank
  • Slower than some late biplanes
  • No armour
  • Poor dive characteristics
  • Poor energy retention
  • Slightly worse climb rate than most reserve aircraft

History

The Boeing P-26 Peashooter was a plane both ahead of its time and quickly made obsolete. First flown in 1932, the P-26 is the oldest plane in the game. It was one of the first all-metal monoplanes adopted into military service in 1933 (in comparison, the He 51 and Ki-10 entered service in 1935), making it one of the fastest fighters in the world at the time, but it suffered from poor flight performance and dangerous landing characteristics. However, as newer fighters entered service around the world, the P-26s advantages diminished and its disadvantages became vulnerabilities. By the time of World War Two, the P-26 was hopelessly obsolete.

The P-26 saw the of its combat serving in the Chinese Nationalist Air Force during the Second Sino-Japanese War, against Japanese Ki-10s, and notably A5Ms in some of the first all-metal monoplane dogfights. Although it performed admirably in the pursuit role (bomber interception), in air-to-air combat with Japanese fighters, the deficiencies of the model showed.

In US service, the P-26 had a similar record. During the Japanese invasion of the Philippines, the P-26s scored only a handful of air-to-air kills against Japanese attackers. On December 24, 1941, their crews burnt the remaining planes to prevent their capture. Of the one hundred and fifty-one built, only nine airworthy P-26s remained on Christmas 1941, a single squadron defending the Panama Canal Zone, which was removed from service shortly after.

In-game description

Many problems were revealed when the P-26's operation began. Due to its narrow landing gear tread and a landing speed too fast for its time, the aircraft was prone to nose over. When this happened, the pilots often lost their lives, although the planes themselves were not seriously damaged. As a result, the fuselage spine fairing was redesigned. Its height was increased by 20 cm, and the reinforced structure could endure a load of more than 12 tons if hit. The 29th production P-26А was the first to obtain this enlarged fuselage spine fairing, and the planes already produced were modified directly on the front lines.

New wing flaps allowed the aircraft's landing speed to be reduced. The plane was also equipped, in the event of an emergency landing on water, with two inflatable sacks occupying the containers in the wing roots. Beginning at the 26th production aircraft, this equipment became standard for the P-26А, but it was not installed on the aircraft already produced. There is no documented evidence that this system was ever used for its intended purpose, but one aircraft crashed after the raft kit opened spontaneously during flight.

P-26Аs produced later had reinforced armament: one synchronous 7.62 mm Browning M1 machine gun to the left of the fuselage and one synchronous large-calibre 12.7 mm Browning M2.5 machine gun to the right. The magazine capacity of the large-calibre machine gun was 200 rounds.

A combined total of 111 machines of the P-26A variant were produced. The 20th Fighter Group was the first in the USAAC to be armed with Peashooters. It was followed by two more: the 1st Fighter Group based in Selfridge, Michigan, and the 17th Fighter Group at March Air Force Base, California. At various times, P-26s were operated in 22 USAAC fighter squadrons.

Peashooters were flown by many pilots who later occupied high positions in the USAAF and then in the USAF, including Henry Harley 'Hap' Arnold, future Commander-in-Chief of the USAF.

Media

Videos
P-26A-34 M2 Peashooter ACE - ArnoMedia
War Thunder Dynamic Campaign P-26A-34 Peashooter

See also

Related development
Aircraft of comparable role, configuration and era
  • Dewoitine D.500
  • Mitsubishi A5M4
  • Polikarpov I-16
  • Heinkel He 112

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Boeing Aircraft
Aircraft
Fighters P-26A-33 ·P-26A-34 M2 ·P-26B-35
Bombers B-17E ·B-17E/L ·B-17G-60-VE
B-29A-BN
Export P-26A-34
Captured ▅B-17E
▂Tu-4* ·␗Tu-4*
*Unlicensed Reverse-Engineered B-29
Helicopters
Attack AH-64A ·AH-64D
Export / Licensed AH-64A Peten ·▄WAH-64D ·▅AH-64DJP
See AlsoTupolev Design Bureau ·Westland Helicopters ·Fuji Heavy Industries
For Boeing-built ships, see Boeing Marine Branch

USA fighters
P-26 Peashooter P-26A-33 ·P-26A-34 ·P-26A-34 M2 ·P-26B-35
P-36 Hawk P-36A ·Rasmussen's P-36A ·P-36C ·P-36G
P-39 Airacobra P-400 ·P-39N-0 ·P-39Q-5
P-40 P-40C ·P-40E-1 ·P-40F-10
P-43 Lancer P-43A-1
P-47 Thunderbolt P-47D-22 RE ·P-47D-25 ·P-47D-28 ·P-47M-1-RE ·⋠P-47M-1-RE ·P-47N-15
P-51 Mustang P-51 ·P-51A (Thunder League) ·P-51C-10 ·P-51D-5 ·P-51D-10 ·P-51D-20-NA ·P-51D-30 ·P-51H-5-NA
P-63 Kingcobra P-63A-5 ·P-63A-10 ·P-63C-5 ·␠Kingcobra
Prototypes XP-55
F2A Buffalo F2A-1 ·Thach's F2A-1 ·F2A-3
F3F F3F-2 ·Galer's F3F-2
F4F Wildcat F4F-3 ·F4F-4
F4U Corsair F4U-1A ·F4U-1A (USMC) ·F4U-1D ·F4U-1C ·F4U-4 ·F4U-4B ·F4U-4B VMF-214
F6F Hellcat F6F-5 ·F6F-5N
F8F Bearcat F8F-1 ·F8F-1B
Other countries ▃Ki-43-II ·▃Ki-61-Ib ·▃A6M2 ·▃Bf 109 F-4 ·▃Fw 190 A-8 ·▃Spitfire LF Mk IXc

Retrieved from 'https://wiki.warthunder.com/index.php?title=P-26A-34_M2&oldid=78796'


  • 1Multiplayer
    • 1.5Events
  • 2Singleplayer

Multiplayer

Arcade Battles

Aviation:
In arcade mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings]. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as maneuverable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either 'Ground Strike' mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or 'Domination' mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.

Air Assault:
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 8 and requires at least some teamwork. There is also an unlimited number of respawns at 50% AB Silver Lion cost. The main objective is to defend your team's base from growing waves(15 presently) of enemy AI-controlled bombers, fighters, and howitzers. The bomber's gunners are active but most of the fighters and howitzers do not pose a direct threat to the player.

Ground Forces:
In Arcade Ground Forces - tank handling is simplified (Tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at. There is also an 'Aim assistant' - crosshair indicating where should your shot land if fired under current elevation, together with an indication of whether your shell should be able to penetrate the target, or not.
Teams are composed with no regard to nationality, the only factor is the vehicle's BattleRating. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle(from your lineup), up to 3 spawns total (+ 1 reserve tank).

Realistic Battles

Aviation:
Realistic mode (alias RB) is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.

Ground Forces:
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behauvior is more realistic. Tanks feel overall much more 'heavy' - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more 'jerky' as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (inexperienced gunner first rotates the turret, and only then slowly adjusts the gun elevation, experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes).
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).

Last important differences are visual - there is no coloured crosshair to tell you where will your shot go, after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured circle is briefly displayed on the minimap, when nearby ally spots a vehicle, approximately showing you the position of 'some unknown enemy'.

Simulator Battles

SB mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.

Enduring Confrontation

Enduring Confrontation (also known as 'EC') is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players' ability to influence the situation on the battlefield.

Battles in EC occur as Events, so you can find this mode in the 'Events and Tournaments' section underneath the 'To Battle' button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.

Events

Historic missions

Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.

Examples:

  • Flight of the swallows
German team has sole access to the Me 262 Schwalbe jet fighter and must bring down a bomber formation of B-17G Flying Fortresses. All while they are under attack by their escorts, the legendary P-51D Mustang. 'In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17's were tasked with bombing the airfields that the 'swallows' were based at.'
  • Operation Uranus
German forces are trying to break through the encircled city of Stalingrad.
  • Operation 'Chastise'
Night time escort mission. Lancaster formation must break through German air defense on their way to an industrial night raid. RAF equivalent to 'Guardian Angels' event. 'On the 5th of March, 1943, the Battle of Ruhr was begun; a campaign of strategic bombing that took place during the Second World War. This campaign was planned as an assault on the German industrial area of Ruhr, and both British and American forces took part.'
  • Guardian Angels
USAAF equivalent to 'Guardian Angels' event, but in the daytime and B-17s'Schweinfurt was the location of most of the ball-bearing production in Germany at the onset of World War II, it was eventually devastated following a series of Allied strategic bombing raids. It was hoped that the destruction of the factories located in the city would cripple the production of new tanks and aircraft.'

Squadron battles

For Arcade and matched by Eras, this mode lets teams of 8 players per side duel each other for air supremacy. Matchmaker will only put squadron members of the same clan into the teams, so have 8 fellow pilots ready! Maximum opponent dispersion is one era e.g. era III vs era IV is possible, but not era II vs era IV.

War Thunder Dynamic Campaigns List

For Realistic a different setup is in use known as Tactical Battles with fixed line-ups and a team count of 7v7. Unlike common tank RB matches, all markers are enabled.

Due low attendance this event is limited to the following times:

  • 17:00 -> 23:00 (West coast US time)
  • 20:00 -> 02:00 (East coast & Peru & Columbia & Ecuador & Cuba & Jamaica time)
  • 22:00 -> 04:00 (East Brazilian & Argentinian & Greenland time)
  • 01:00 -> 07:00 GMT (British, Irish & Portuguese time)
  • 02:00 -> 08:00 (Central European time)
  • 03:00 -> 09:00 (East European & Near East & South Africa time)
  • 09:00 -> 15:00 (Manila & Perth time)

Often enough, no available opposition caused teams of players to wait almost indefinitely, or the matchmaker to go haywire and put jet versus piston aircraft. Official forum announcement detailing these changes.
A Question and answer session script can be found on the War Thunder forum: Q&A session about Squadron Battles

Racing

Players use the plane at his disposal to fly through a marked course to get to the finish line first. The matchmaker only takes eras into account. Rockets, bombs and guns are disabled.

In the 'Formula War Thunder' time is of the essence. Players are sorted via the ELO system and the best racers win in-game prizes.

Floats

All era Iboat- and hydro-planes of War Thunder gather in this mode to try and conquer capture zones on the water.

Rapid fire!

Lightly armoured anti-air vehicles duels each other here without the interference of their bigger brothers. For balancing reasons Era V & the Kugelblitz are not participating.

PvE

Exclusive for the Victory Day a special mission was available for play in War Thunder's event browser. 'Victory Hour' was a scripted Berlin map wherein a four men tank platoon (the players) were on to repel a German counterattack and then press forwards to capture the Reichstag. In style it was similar to the singleplayer missions available for aviation, albeit earning more Silver Lions and Research Points and having the earlier in 'March to Victory!' introduced spawn point system for special vehicles (here: IS-2 mod.44).

War in Mid Air

In this event, teams are split between attackers and defenders. The task of the attacking ‘aircraft' team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.

'100' Team Deathmatch

The '100' event features in both Air and Ground Force battles and is currently exclusive to Arcade mode. In Air Battles, the event is played on the Khalkhin Gol map, in Ground Battles the Poland map is used.Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.

April Fools (1st April) Events

Every year on the 1st April, War Thunder has held special one time only events. From Giant Japanese Snails and Flying Ponies to Russian Mechs and Inflatable tanks, players could be faced with absolutely anything on this day!

War Thunder Dynamic Campaign Download

Past Events:

  • 2012 - Star Thunder
  • 2013 - 'Pony Beta'
  • 2014 - Daikaidzu 'Gaijilla' GD11a
  • 2015 - ST-1 Alpha Test (March to Victory!) & 'Unrealistic Battles'
  • 2016 - Sailing fleet in War Thunder!
  • 2017 - Rank IX


Wiki April Fools:

World War Mode

A game mode involving battles on a global map. Conflict will occur in the format of 'operations', which include dozens of individual battles. The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles.

In the World War game, RB game mode will be used with the marker mechanics of the AB.

Singleplayer

Single Missions

Each mission unlocked by fulfilling criteria similar to achievements. Short missions usually with a gameplay twist and a short narrative.

Dynamic Campaign

Via selecting settings a historic campaign can be played were vehicles and missions are given by the game. After each sortie, the available missions change and the previous mission's impacts the military campaign on the strategic map.

Historical Campaign

Available only after purchasing in the store. Currently, the Pacific Campaign for the US or Japan is playable.

User Missions

Community created sorties. Visit live.warthunder.

Mission Editor

Available in the lower left corner of the test flight window once the vehicle in question is bought. Allows for creating missions with set parameters and style like Dynamic Campaign.

Test drive/flight

For testing various configurations of the vehicle.

Subcategories

War Thunder Dynamic Campaign Tanks

This category has only the following subcategory.

Pages in category 'Game modes'

The following 4 pages are in this category, out of 4 total.

A

E

R

S

Retrieved from 'https://wiki.warthunder.com/index.php?title=Category:Game_modes&oldid=47427'




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