
Weapon mod, not pretending to be fully historically/technically authentic, improved 4.10 adaptation of my old mod for AAA.
I wanted to try different experimental & "what-if" weapons loadouts, including X-4 missiles (forward & rearward facing) and so-called "Magirus-bombe" - gunpods under fuselage and engines gondolas.
Also, mod features various fixes, for ex., RATO units now producing rocket sound and not disappearing at certain altitude.
AI fixes allows planes under AI control use rear MG151 guns for self-defence and deploy new weaponry, including rear-firing X-4 missiles. Fire solution for X-4 missiles also improved over AAA version, now AI can make stand-off guided air-to-ground launches.
AC marked as recon plane.
Rearward guns is primary weapon, gunpods is secondary (use switch cockpit key to aim). Take note: they are facing opposite, no sense to fire them simultaneously. Info on gunpods ammo capacity controversal, so I chose to load it with 1000 rounds each barrel. It must be enough for most of the tasks.
Additional weapon loadouts:2x Ruhrstahl X-4
"Magirus bombe" 2x MG 151 + 2x X-4

2x MG 151 + X-4 + X-4 ruckwarts (one of missiles is rear-faced, can be used for defence, launch by bomb key)
2x"Magirus bombe" MG 151

2x"Magirus bombe" MG151 + AB500
2x"Magirus bombe" MG151 + SC500
2x Ruhrstahl X-7 "Steinbock" (LOS-guided air-to-ground missile, use padlock to lock on air targets)
2x X-7 Steinbock + "Magirus bombe"
2x X-7 Steinbock + AB 500
2x PC 1000 Rs "Paul" (Zorin's weapon mod required)
3x Luftmarkierungskorpers ("Christbaums" - paraflares)
SB 1000 + Typ D Abwurftanks (Zorin's weapon mod required for SB 1000 loadouts)
SB 1000 + 2x "Christbaums"
SB 1000 + 2x X-4 ruckwarts (defensive X-4 included, use periscope to aim)

"Backfire" X-4 launch
SC 1000 + Typ D Abwurftanks

SC 1000 + 2x "Christbaums"
SC 1000 + 2x X-4 ruckwarts
SD 1000 + Typ D Abwurftanks
SD 1000 + 2x "Christbaums"
SD 1000 + 2x X-4 ruckwarts
PC 1600
Note about "Steinbock" AGM:"Steinbock" IR-guided AGM is targeted by padlock or line of sight direction (LOS). LOS targeting working either for inside(cockpit) or outside views.
AGM will steer yourself to illuminated ground (preferably) target, target can be changed anytime by switching padlock target or by just changing LOS.
Missile can be launched preliminarily. No IFF check performed, so check your fire.
Unfortunately, I failed to implement LOS targeting to naval targets, so closest ship in fore 23-degree angle will be locked.
If friendlies accidentaly comes under your fire, missile can be terminated in mid-air by using any X-4 control (bombsight keys).
Known issues:Due to game AI restrictions for Ar-234's, AI-controlled Ar-234's not engaging air targets, except targets of opportunity and attackers in rear hemisphere.
During ground attacks AI fires rearward guns on ingress. Sometimes AI faking ground attack, while has no appropriate ammo.
Paraflares loadouts is not recommeded for AI use - fire solution unappropriate for Ar-234's.
In loadout screen rearward firing missiles looks facing forward.
Credits to Storebror for the idea how to make AI launch missiles from AC class, and to Zorin for great weapon mod.
Download links (both required):
http://www.gamefront.com/files/20401464/RocketXseries410_rarhttp://www.gamefront.com/files/20592157/AR_234B2_rarnew dl link in reply #10 below.Mediafire Download Mirror:
https://www.mediafire.com/download/of0tbl34zxip0j3/AR-234B2.rarhttps://www.mediafire.com/download/4lnq99a5xsz64s4/RocketXseries410.rarEDIT: To install, unpack the RAR folder to your
\MODS directory.
Now you can try Ar-234B-2 in nightfighter, recon and fighter-bomber role. Have a fun!