Quote: "so would I be able to have the plane shoot towards the crosshair sprite."
You may want to reconsider how things should be done.
You have a camera view.
It looks in a particular direction and the center of the screen is the center view of the camera.
You have gun/guns.
They are positioned in free space at a certain offset to the camera (certain offset in the X direction, Y direction, Z direction, Elevation/declination offset, compass bearing offset)
Use these offsets to get the actual 3D space X,Y,Z, compass direction, Elevation/declanation, of the individual guns.
Start you bullets in free space at these gun positions.
If you want to make it realistic, then as the bullets move, make sure gravity starts to accelerate the bullets in a downwards direction, and air resistance starts to slow the bullets down.
NOW position the crosshair on your screen so that the crosshair intersects the bullet stream at the effective target distance that the pilot should be shooting from (WW2 aircraft usually about 200 meters).
Hope that gives you something to think about.
Remember: Guns never shoot towards the crosshair. It is the crosshair that always shows where the guns are shooting.
EDIT:
Here you can see an example where Gun convergence has been applied and gravity effects apply to the bullets.
The bullet stream falls away from the targeted area (crosshairs) before the bullets even reach the desired target distance.
The targeting graticule would now have to be dropped a bit, or the guns tilted upwards a bit.
The art of doing a good game is in the planning and not in the code writing.
Get your game structure correct first before you even write one line of code. (the only exception is if you want to try certain code fragments to see if something is possible without too much overhead)