I've mostly ignored the addition of 'functional' weapons in FS24 ... until getting the FS24-native upgrade to the Azurepoly Jaguar.
It really does add to the immersion of a low-level cross-country mission to have a real target and to have to perform the appropriate switchology in time to whip across the target scattering mayhem in your wake
In truth only the bombs really work acceptably and the accuracy isn't good (CGIP = Continually Guessed Impact Point) but choose an airfield as your target and an IP that lines you up to the runway low-level and drop a full set of bombs and you should get a satisfying row of bomb craters along the runway with columns of smoke above. Bomb explosions are a little Hollywood, though you have to try hard to get to see them anyway.
Craters near terrain height-changes can appear in mid-air.
Dive-bombing is limited to 30 deg or less and not particularly accurate, but more practice could improve results, toss bombing not allowed.
Air-to-air missiles are useless against air targets but good against ground targets as pretend unguided AGMs. Sidewinders don't
The Martel Anti-Ship/Radar missile has a pretty good 'pop-up' profile and looks good, but no bang.
Switchology tricky, trying to mouse-select tiny points - cheated by mapping some to HOTAS using A&O.
Loading the weapons uses the EFB, not immersive. Wish I could load a standard set in a FLT file (can set weights but don't get weapons).
Can reload in mid-air, good for practicing.
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Then tried the Miltech Mirage 2000, again great fun in the low-level bombing of big targets like airfields.
No Hollywood flash but the smoke columns are better. Bomb craters handle terrain heights better.
Dive-bombing also limited to 30 deg or less and not particularly accurate.
Looked like Toss-bombing was allowed but sadly the bomb has no upward trajectory, it just drops as if you had released level.
Better HUD CCIP display, might be slightly more accurate, switchology a bit easier due more modern design.
Some of the delivery options bugged.
Actually loading the weapons more of a pain, using an MFD. Wish I could load a standard set in a FLT file (can set weights but don't get weapons).
Also has flares, essential to not getting into bad habits for when returning to Falcon/DCS.
Have to land to reload.
Air to Air missiles no use against air or ground targets. Bigger missile looks good but no use.
Cannon quite entertaining when 'dog-fighting' or just following someone around the Mach Loop, but no effect.
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Skyraider next.
It really does add to the immersion of a low-level cross-country mission to have a real target and to have to perform the appropriate switchology in time to whip across the target scattering mayhem in your wake
In truth only the bombs really work acceptably and the accuracy isn't good (CGIP = Continually Guessed Impact Point) but choose an airfield as your target and an IP that lines you up to the runway low-level and drop a full set of bombs and you should get a satisfying row of bomb craters along the runway with columns of smoke above. Bomb explosions are a little Hollywood, though you have to try hard to get to see them anyway.
Craters near terrain height-changes can appear in mid-air.
Dive-bombing is limited to 30 deg or less and not particularly accurate, but more practice could improve results, toss bombing not allowed.
Air-to-air missiles are useless against air targets but good against ground targets as pretend unguided AGMs. Sidewinders don't
The Martel Anti-Ship/Radar missile has a pretty good 'pop-up' profile and looks good, but no bang.
Switchology tricky, trying to mouse-select tiny points - cheated by mapping some to HOTAS using A&O.
Loading the weapons uses the EFB, not immersive. Wish I could load a standard set in a FLT file (can set weights but don't get weapons).
Can reload in mid-air, good for practicing.
---------------------------------------
Then tried the Miltech Mirage 2000, again great fun in the low-level bombing of big targets like airfields.
No Hollywood flash but the smoke columns are better. Bomb craters handle terrain heights better.
Dive-bombing also limited to 30 deg or less and not particularly accurate.
Looked like Toss-bombing was allowed but sadly the bomb has no upward trajectory, it just drops as if you had released level.
Better HUD CCIP display, might be slightly more accurate, switchology a bit easier due more modern design.
Some of the delivery options bugged.
Actually loading the weapons more of a pain, using an MFD. Wish I could load a standard set in a FLT file (can set weights but don't get weapons).
Also has flares, essential to not getting into bad habits for when returning to Falcon/DCS.
Have to land to reload.
Air to Air missiles no use against air or ground targets. Bigger missile looks good but no use.
Cannon quite entertaining when 'dog-fighting' or just following someone around the Mach Loop, but no effect.
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Skyraider next.
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