Overview The ultimate Corsair in AH, the F4U-4 is a perked plane and has limited use in the MA most of the time. It is probably one of the most popular perk planes though and as compared to other Corsairs the reasons are clear. Where some Corsairs have a weakness in acceleration and top speed, the F4U-4 has none of these. The huge power, combined with a tough airframe that can make the most of it, combines for a deadly package in the hands of a knowledgable pilot. The F4U-4 is by no means invicible though, it requires good situational awareness and energy management techniques in order to really dominate. F4U-4 Engine Performance A world apart from other Corsairs, the F4U-4 packs top 5 performance pretty much across the board. Sea-level cruise speed is a solid 358mph, tied for best overall with the La7, but with WEP it can pull 378mph which is 2mph slower than the La7. The Tempest is slightly faster at sea-level though it is also a perk plane and very rare so the chances of a F4U-4 bumping into a Tempest are almost nil. Increases in altitude only make the F4U-4 faster with a 380mph cruise speed available at only 5.5K. At 20K the F4U-4 can make a 415mph cruise while absolute top speed is around 440mph at 26.5K. There is a bit of a dead band in the speed improvement between 6K and 10K so try and skip over this area if you can. Climb rate is good but the use of WEP is really important for the majority of the climbing curve. At low levels (under 4K) you can manage 3,500ft/minute without the use of WEP but between 4K and 18K the use of WEP will maintain this rate while lack of WEP can drop you over 500ft/min. Acceleration is good, top 5 at both low and high altitudes though there are a couple of aircraft that will give you trouble in a drag race so it's not advisable. WEP time is limited to only 5 minutes so don't abuse your WEP and give it plenty of time to cool between uses. Fuel duration is only 25 minutes on full internal, which is advisable, though you can add up to two external drop tanks that add +16 minutes each. Often taking a drop tank would be a good idea, releasing it before entering the fight. Firepower Exactly as in the F4U-D, there are six .50 cal machineguns mounted 3 to a wing in a nice tight package. Four of the guns have 400 rounds/gun, the remaining two only 375 rounds/gun though that tends to be quite a bit. The mounting position of the guns is fairly distant on the wings, outside the prop arc (of a HUGE prop) so convergence can be an issue. Try and pick a range that is relatively short or a small zone in the D300-D350 range, tops. That should give a nice deadly range in order to kill people quickly. What the .50's lack in individual killing power they make up for in ballistic properties and rate of fire. You can also add external ordinance of up to 8 5 inch rockets or two 1,000lb bombs. The bombs replace the drop tanks (one or both are an option) but using the F4U-4 as a group attacker is a bit pointless as the F4U-D can perform the same role without risking any perk points. Any sort of firing opportunity should be taken, snapshots, crossing, etc, though Head-Ons are not really advisable because of the perk nature of the aircraft. Maneuverability The F4U-4 weighs in at a whopping 12,420lbs making it no lightweight though it is only a couple hundred pounds heavier than the -D model and has far more engine power. The F4U-4 does retain the somewhat spooky handling of the other Corsairs and should be treated with care at low speeds and when landing. Use of proper flaps can be important to avoid snapstalls and crashes. All Corsairs thrive at high speeds though and the F4U-4 is no different. High speed handling is as good as anything in the game in roll and elevator response with easy recovery from even the steepest dives. Some caution should be exercised in regards to acceleration, the F4U-4 can build up too much speed very quickly because of the massive engine power. The great mass of the F4U-4 also allows it to retain and hide energy very effectively. The F4U-4 has combat flaps that can be deployed at higher speeds to aid turn-rate but these should be used sparingly in controlled bursts. The F4U-4 also has the interesting ability that it can deploy the landing gear at much higher than the typical 200mph limit without damage. This might normally be a interesting possibility in combat except for the perk price but can be a nice addition to add drag for landings or in duels (where perks mean nothing). Flying the F4U-4 Fly the F4U-4 like a D-Hog for the most part but be aware that your icon is displaying to everyone around you that you are in a special aircraft. You will typically draw a lot of attention and should ensure you keep a high level situational awareness as most enemies are probably looking for a way to get to you and attack you. Offensively, use the great high speed handling and mass of the F4U-4 to stun people with amazing zooms and plummetting dives. Don't slow down enough to turn-fight anything or limit your turns to a maximum of about 90 degrees under any sort of medium level of G's. Learn how to lag turn people as this can help you retain speed very effectively until you get your shot. Use the .50's advantages, easy aiming and high rate of fire, to lay quick hits on people that can translate to a large number of bullet impacts. If you get an enemy at the correct range as you set in your convergence then you are likely to land dozens of hits in a very brief period of time. While your acceleration is good, you need to not rely on it as the La7, 190D9, and Bf109-G10 all have roughly comparable accelerations and are very common to see in the MA. Don't use WEP until combat, there is little reason unless you want to boost your climb rate a bit when you first take off. Just give it some time to cool back down though while cruisuing as you really don't need WEP for that, the F4U-4 is plenty fast. Defensively, don't enter the fight while exposing yourself to numerous higher opponents. Any enemy that is higher is going to think of nothing except diving and trying to intercept your perk plane to kill you. You don't need to climb into the nose-bleed seats though, just get a little altitude to work with, maybe 10K or whatever is appropriate to the situation. A higher diving Spitfire or N1K is not all that likely to catch you as long as you detect them early enough and react, regardless of how much excess altitude they may have started with. Remember, few aircraft that are as fast as you have the high speed handling you possess in a dive. Take planes like the 109's, Spits, N1Ks, etc to high speeds and then simply turn away or use your roll to ge them out of phase with you so you can leave. The La7 is likely to be the most dangerous aircraft to you at lower altitudes though he really only has parity with you in speed and no advantage as long as you have WEP to use. Don't be afraid to put the F4U-4 into a 0G nose over to dive as the acceleration is outstanding in this situation, just like with a P-47. Always try and leave yourself a little bit of altitude to use to escape, maybe setting a floor of 5K for yourself in any fight. Once you reach the point where you can't retain a reasonable speed at that level then it's time to leave the build up some energy. The F4U-4 is pretty good in that respect so you won't have to leave the fight for long.