Regarding single missions, Falcon BMS comes supplied with a rich set of choices. The "instant Action" option selectable from the main menu represents an arcadish mode which provides the user with the possibility of jumping into the cockpit and taking on computer generated targets immediately. "Dogfight" option allows the user to select the number of own and adverse aeroplanes oneself, types of aeroplanes, armament for both sides as well as the starting conditions of the engagement and can therefore be considered suitable for air combat tactics practice. The "Tactical Engagement" option contains a mission editor as well as training missions that represent the basic training curriculum. Falcon's dynamic campaign, unsurpassed in the world of PC flight simulators, can be accessed by selecting the "Campaign" option in the main menu. This campaign lets the user play the role of a pilot in a conflict which will develop depending on balance of power and skill level of the conflicting sides, which are adjustable by the user at the start of the campaign, as well as on the success of one of the sides in an attempt to achieve air supremacy, destroy the enemy's air defence network, disrupt supply lines, destroy war materials and weaponry production facilities, command centres, destroy enemy units and protect one's own. User's success in accomplishing user flown missions , as well as frequency of user flown missions with respect to the time flow in the campaign, will dictate the success of other AI controlled aeroplanes as well as other AI controlled units on the user's side. Simulated aeroplane flown by the simmer moves over the virtual battlefield in a centre of a bubble outside the boundaries of which battles are decided by the laws of statistics and probability, while the units inside the bubble, be they aerial, land or naval get displayed in the virtual world, maneuver and exchange fire, and consequently, an occasional tank battle on the terrain which is being over flown, an artillery barrage, an air defence unit in action or an aerial battle which will, perhaps, remain beheld will not escape the eye of a careful observer. The artificial intelligence controlling the units relevant to the action within the bubble uses realistic tactics, thanking to realistic modelling of weapon systems at it's disposal among other things, and consequently the simmer will be required to use realistic tactics in one's own realistically modelled fighter if one wishes to survive and win. The computer generates all missions in the dynamic campaign including those flown by the user, but, for want of excelling as a strategist, the user is left with the possibility of deleting all missions generated by the computer at any moment over the course of a campaign, or even disabling automatic mission generating at the very start of the campaign, and creating every mission for every type of aerial vehicle on one's own side. Falcon's dynamic campaign can be flown online, but the wish not to fly it solely in cooperative mode, unless it's flown in the Aegean theater of operations since both Greece and Turkey have F- 16s at their disposal, will put the simmer in the cockpit of a Sukhoi or a MiG with a full suite of F- 16s avionics or, even worse, have one fly a red fighter with an F- 16 cockpit as well. All red fighters still have the standard flight model. Apart from the Korean theater of operations Falcon BMS can be expanded with Israeli, Balkans, Iraqi and, perhaps, one or two more theaters of operations.
The Airborne Video Tape Recorder (AVTR), a standard system on the F- 16 fighter, can be switched on by fliping the Appropriate switch in the cockpit to the on position. The record of the flight can be accessed by selecting the ACMI option in the main menu and the user will be presented with relevant data for each object, human or AI controlled, which was in the bubble during the simulation. This option proves very useful on training flights, especially while exercising air combat tactics, because it facilitates for the engagement to be studied to the smallest detail: it is possible to display altitude and airspeed, turn radius and the rate of turn, the existence of a radar lock indicated by a radar lock line as well as display the flight path graphically at any moment during the recorded engagement. Launched weapons along with relevant data will also be displayed. Distance of any object from the object of interest is also displayed. AVTR will work perfectly in the dynamic campaign, and those curious may find it interesting to check whether more than they assumed happened in their proximity.