Originally posted by Reynolds
I myself have not logged much time in ANY of the british aircraft, but come Britan Week, im flying LOTS of Hurricanes!!! How do the different models compare? Are they similar to the 109s in that the early models are turners, and the late models are climbers?
No. *ALL* Hurri models in the game are turners. Slow (HMk1 top speed OTD is 254 mph!!) and nimble and very durable (Ive had Typhs hose me good and flew away to tell the tale. A Hurri is only down when its BLOWN UP!

). They are mediocre in climb, but their very good low speed handling make them able to "fight off the runway" very well. I always think of them as a "defensive fighter" - starting a fight from the disadvantage can even be helpful at times - use the excess E of the opponent against him.
The HMk1: The lightest and most nimble of the bunch. Despite its weaker engine, due to the weight, it has the best accelleration/Climb of them all
[Edit: I just checked the charts on the homepage. I was wrong, the HMk12C does climb better, but not by much.]. Also the tightest sustained turn. Its "disadvantage" are the guns (8x303s - you *need* to saddle up close and personal for quite some time to kill) and its gravity fed carb. In other words you learn to keep your Gs positive when flying

.
The HMk2C: The most used Hurri we got. Its a little heavier then the Mk1, but compensates part of the weight with a stronger engine - resulting in a slightly worse sustained turn. Compared to the rest of the plane set though its still very nimble. The 4x20mm Hispanos make the area in front of its 3-9-line a very uncomfortable place for any red icon.
The HMk2D: I think this plane would deserve a lot more then being the Hangar Queen it currently is. Its 40mm make for some fun kills, once youre used to it. In handling its slightly worse then the Mk2C and a little more unstable at low speeds - courtesy of the heavy guns in the wings. Im not good at Jabo, but the big cannon is a great GV killer (or so ive been told).
To comment mussie: just relying on flat turns isnt good in ANY plane - after merge or in the middle of a fight. (That doesnt mean its not a valid tactic at the appropriate time!). Managing your own Energy as well as the *opponents* Energy is a key thing in the Hurris. Same goes for your SA. You cant run, you cant hide - theres no escaping a fight in the Hurries. But they are also not easy to kill

.