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There are so many guns, ammunition types, and missiles to choose from in Crimson Skies, a pilot could go nuts trying to find a favorable balance. On default aircraft you have a set number and type of guns already mounted, and a set number of hardpoints for missiles. When you get into designing custom aircraft, the number and type of guns you can mount depends on the airframe you start with.
Guns and Cannons
What's important to know here is that you are dealing with five calibers of guns and cannons: .30-cal., .40-cal., .50-cal., .60-cal., and .70-cal. Also, the higher the caliber, the greater the punch. But more power comes at a cost of long-range accuracy. So if you're a short-range shooter, pick a plane with big guns. If you're a long-range sniper, choose a plane with smaller guns.
Having said that, you have a choice of ammunition to carry on your missions, and the type you carry will determine how long you spend pounding away at a target before it finally falls to the earth.
Here are the ammunition types, their advantages, and disadvantages:
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Ammunition Type
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Advantages
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Disadvantages
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Slug
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Good all-around ammunition. Use after armor is depleted
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Slow to destroy armor.
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Dum-dum
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Rips at un-armored aircraft, doing more damage than slugs.
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Barely scratches armor.
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Armor piercing
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Rips off armor plating very quickly.
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Passes through un-armored aircraft, inflicting minimal damage.
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Explosive
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Rips un-armored targets to shreds.
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Slower to take down armor than armor-piercing rounds.
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It's a good idea to carry a mix of ammunition. Opening your attack with armor piercing rounds, and then following up with slugs, dum-dums, or explosive rounds is an excellent way of decimating your foes in a short period of time.
If your aircraft has a tail-gunner position, give him either slugs or armor piercing rounds. Slugs will help soften (or, if your lucky, destroy) an enemy coming up behind you. Armor piercing rounds will strip your foe of armor plating, leaving him soft and vulnerable so you can come around and finish him off, or let someone else finish off the poor sap.
Missiles
The array of missiles at your disposal makes Crimson Skies a ton of fun. Whether you want to destroy your enemy or bamboozle him, there's a missile for every contingency. The bummer is that you can't carry every type of missile with you. You must be selective.
Here's a list of available projectiles, broken down by use:
Destructive
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Missile Type
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Purpose
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Armor piercing
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Violently strips armor plating from aircraft.
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High explosive
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Blows aircraft to tiny bits. Requires a close, if not direct hit.
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Flak
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Rips apart aircraft without having to be too accurate.
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Disorienting
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Missile Type
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Purpose
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Sonic
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Creates deafening screech and searing pain for those within its blast radius.
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Flash
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Temporarily blinds any pilot close enough to its detonation.
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Defensive
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Missile Type
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Purpose
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Rear flash
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Blinds would-be pursuers. Great for shaking tails.
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Smoke
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Emits a thick cloud of blinding smoke, confusing anyone on your six, and giving you a chance to break off.
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Special
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Missile Type
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Purpose
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Choker
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Temporarily stalls aircraft engines, and thwarts use of nitro.
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Beeper
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Emits a guiding beacon for seeker missiles. Requires a direct hit.
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Seeker
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Homes in on Beeper missile beacons.
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Torpedo
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Pierces zeppelin armor and sets gasses ablaze.
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Selecting which of these to use depends on the needs of the mission and your own personal preference. But if your goal is to take down aircraft, think about loading nothing but flak missiles. Your enemy will hate you for it.
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