Are you in Greece?
Yes, I live in Athens-Greece.
Since discussion has come to this and for those of you that may find it interesting, there are 3 ways to go in "combat" mode in FSX :
1. The free way : There is a freeware add on called "weapon pack 4" for FSX. You can drop a wide variety of bombs,
rockets, missiles with this ones, with attached explosion effects for bombs. But you cannot destroy anything with them. Works
with any FSX flying machine. It's a just for fun add on & someone may find some interest in trying to drop bombs as close as he
cans to a target (the after explosion smoke effect, remains for long time).
Saying that, if someone knows how to make FSX Missions, may make a mission where target (tank, ship, building etc) is centered
to an area attached to target that if a bomb drops inside that area, mission recognizes it & "blows up" the target also. This is how
I started with Military FSX missions.
2. The cheap way : You may buy Captain Sim's "FSX Wapon" (15$) & have working guns, bombs, AA & AG/S missiles & guided
weapons for any FSX flying machine (even for Cessna's for example). Is customizable to an extend. Weapons destroy any SimObject
in FSX. Has only HUD indication for the weapons (no MFDs) but for steering modes also. The 2D HUD is applicable to any flying machine
in FSX but the 3D colimated HUD is a real pain in the @ss to center at the HUD of your plane of choice (provided ready for the default
FSX F-18 & you may also find it ready for A-7 Razbam & F-16 Aerosoft made by users). Works both in Free flight & Missions.
Dropping of a laser guided bomb (sinked Humvee wheels problem, has been corrected...)
Advantages : cheap & works with any FSX plane or helicopter, freeware or payware !...
Disadvantages : no multiplayer & guided weapons (missiles, bombs) can't miss the target (if locked & fired) except in case that weapon
runs out of fuel before reaches the target.
In multiplayer, you may fire missile or guns at another player, causing him to crash at impact & thus "blow him out of the sky". But hostile
player can't see incoming missile or guns, there are no flares or RWR. But you can certainly have some dogfighting fun with a friend of yours,
trying to take his six & using these weapons...
3. The expensive way : Is called Tacpack and transforms FSX to (almost - because there are no fighting AI planes in FSX) a real combat sim.
Oriented to multiplayer, sychronizes players & AI movement. Real weapons, flares, MFDs, RWR, GtoA missiles, you name it... Only for Free flight.
Advantages : Multiplayer & Real aircraft systems (like in DCS world).
Disadvantages : Only 4 (or 5?) planes have Tacpack capabilities currently including the very popular F-18 (of VRS). Lack of targets (the free
FSX@War project, comes to fill exactly this "gap" with a mission editor & over 150 destroyable targets). Expensive, cause apart of Tackpack,
you need to purchase seperately any "tacpacked" aircraft.
My Comments : 1. FSX (or Prepar3D) is a platform that through add ons has a great potential.(this concept - a platform capable of adding add ons - is the same
in DCS, though FSX may never reach the level that DCS is capable as a combat sim. The flying models in DCS are also probably better than in
FSX. On the other hand, FSX includes the whole world...)
2. For the user who wishes to equip with weapons his favourite aircraft (as myself), CS FSX Weapon is currently the only (& cheapest) way to go...
Saying that, keep in mind that outside FSX Missions (ie in Free flight) you are limited to shoot down only the AI civilian traffic... On the other hand,
if you are FSX Mission capable, you may turn videos like the following, into true combat missions... :
What I have achieved through mission building in FSX so far, is to "turn" it to a strategy combat simulator, where AIs (planes, vehicles, ships, SAM
sites) are surrounded by areas in which if player enters there is a predefined chance of been shot down (thus AIs become combat capable). There
are no missile deployed effects or other visual FXs, apart from sound effects such as RWR, missile explosion sound, flares deployment sound, etc.
For the AI planes, I design waypoints in a way that they cover each other. Also I don't know the outcome of the mission, since the AI appearence
is randomly choosen by the mission & I also use the radar of my aircraft (in combination with "FSX Weapon" sensor tones) to locate & track AIs until
visual contact.
The video below contains no video or sound effects & what you may see is the exact mission as the player, plays it. Features carrier operations & is
an interception mission over Libya that I made for CS users... (note the RWR tone when player enters the predefined hostile plane area. This area
lies at the front cone of enemy plane, 3Kmx1Kmx1Km, and is meant to be the area where if player finds himself in, may take fire from enemy aircraft)