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DCS 2023 and beyond trailer : Finally with multithreading and DLSS

Buggy Loop

Gold Member


Fucking finally! This means they finally migrated to Vulkan API, will get multithreading for better CPU scaling (it was the biggest hog) and now DLSS.

Seems like there's many visual differences too in the trailer with better reflections and material PBR, likely to be implemented in a patch further down the line.

I've been playing this series since Lock-on 1, i feel so old now..
 

nemiroff

Gold Member
Trailer is fire. Yeah it's been a long time coming. I cannot wait to play this in VR with multithreading and DLSS. Carrier ops in DCS in VR is beyond words amazing.
 

Buggy Loop

Gold Member
Trailer is fire. Yeah it's been a long time coming. I cannot wait to play this in VR with multithreading and DLSS. Carrier ops in DCS in VR is beyond words amazing.

Should massively boost VR performances. God i hope they don't fuck it up. DLSS VR too while we're at it. But just vulkan multithreading should totally change the game experience.

With F15 module coming up too, i feel like we have all the classic american planes i was dreaming of as a kid. F14,15,16,18, A10. Goddamn :eek:
I have to dust off my HOTAS whenever they make this update.
 

mitchman

Gold Member
DLSS and no FSR 2.0 seems strange, considering FSR 2.0 is easy to implement if you already have DLSS support.
 

Buggy Loop

Gold Member
DLSS and no FSR 2.0 seems strange, considering FSR 2.0 is easy to implement if you already have DLSS support.

I mean, it’s one of the most requested feature on DCS forums. They recorded with it, thus confirming its coming, doesn’t mean FSR isn’t in the pipeline.
Don’t peoples swap DLSS to FSR without official support anyway?
 

poppabk

Cheeks Spread for Digital Only Future
Wish I could actually afford this game. Even when on sale the prices are overwhelming.
 

lefty1117

Gold Member
I've played it for a long time and especially multiplayer. But the game really needs a dynamic campaign, it does get stale after a while. impressive what they're doing overall with the tech and number of modules.
 

Thebonehead

Gold Member
is this on xbox one s?
Only if you watch it via the youtube App :)

It's a full on simulation, that has been running on a couple of threads for years, necessitating those of us that play, extreme single core overclocks to wring the last bit of performance out of it.

By full on Sim, I'm talking control panels, HOTAS, and key bindings...... so many key bindings so would never translate well to a console
 

nemiroff

Gold Member
I've played it for a long time and especially multiplayer. But the game really needs a dynamic campaign, it does get stale after a while. impressive what they're doing overall with the tech and number of modules.
Dynamic Campaign

Development Progress

Hero2.png

The EDDCE Dynamic Campaign Engine will be a part of the DCS Core, allowing the creation of special campaigns where air, sea and land units do not have pre-created tasks, but are rather controlled by the strategic AI. Each side initiates the campaign on the basis of start conditions of the conflict, this includes offensive or defensive position, asset resource list (including HQs, factories, warehouses etc), and specific objectives which are created from the onset for each individual campaign design. When a campaign starts, the strategic AI initiates the tasking process (ATO Air Tasking Orders, Ground tasking and Naval Tasking etc) for each unit in the side’s asset list and order of battle. This process of tasking and decision making is ongoing for the duration of the campaign and is a function of assets remaining and reinforcement and resupply cycles. It is important to remember that the player can take control of any AI unit and participate in its mission task and/or take indirect control over the strategic AI decisions, in addition to direct control over specific tasking orders.

After having completed the global structure of the Dynamic Campaign Engine in 2021, 2022 saw substantial fine-tuning of the system’s individual components. For example, our general scheme of ATOs was built starting from defensive combat air patrol operations along borders, through all subsequent stages, including SEAD suppression of enemy air defenses, air superiority, CAS close air support, interdiction and deep strike. Ground equipment and operations also received a lot of attention. In addition to the actual movement of units to perform their assigned mission, a mechanism was created for correctly tasking vehicles in a group based fashion depending on their tactical situation: attack, defense, or transit.

Hero3.png

To increase the number of units in the campaign without over-tasking the CPU, only units that are ‘visible’ to the player or that ‘see’ the player (eyesight and sensor range based) are fully calculated. For the remaining units, lighter algorithms are used which are based on pre-calculated data sets. It is good to note that when preparing such data, separate mechanisms are used in EDDCE to easily process all upcoming equipment and weapons which will be added to DCS. To ensure that unit calculations do not negatively affect gameplay, seamless transitions between the lighter and the fully-fledged calculation models have been implemented. This will allow the player to see all the units in their correct place, performing their tasks while moving across the entire map. When interacting with the player, all units use the normal DCS algorithms.

Another important task that received attention this year is the ‘front-line’ system. A new model of multiple front-lines has been implemented that allows for a more illustrative picture of breakthrough and encircling maneuvers. During 2022, the main engine elements were tuned, allowing campaign management to be more automated, based on the dynamic situations as they evolve in the campaign. Please do follow our news for more information on this exciting core element of DCS.

 

Buggy Loop

Gold Member
Wish I could actually afford this game. Even when on sale the prices are overwhelming.

At 50% it makes sense? I mean, a study sim comes with >300 pages study. To really take in a module you have months of gameplay, even more so to master.

It’s not « cheap » like an ace combat DLC but there’s so much work done on each study sims, it’s well worth at least a 50% entry point if it’s even something you want to experience. Microsoft flight sim isn’t even close imo.

I do wish they would make the single player experience better. At least the fighter AI has been revamped for the better now. They have to fix enemy Sam sites being able to laser sight you even through trees..
 

poppabk

Cheeks Spread for Digital Only Future
The game is free and comes with 2 free planes, afaik.
What I really want is the planes and helicopters I used to fly in old school games. F15, apache, A10, F/A18 etc. But beyond just buying them, there are training missions, combat missions, maps. It's all kinda overwhelming like I said, just getting one vehicle and missions and possibly the maps to play those missions on (?) just seems to immediately get out of control. Eventually I'll bite no doubt but they could really make it easier and maybe slightly cheaper to get all you need for one full vehicle 'game'.
 

Buggy Loop

Gold Member
Huge list of upcoming improvements more detailed than the trailer. So they say that after DLSS/NIS, they will look into FSR.

Multithreading

Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements.

Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan.

Vulkan API

Implementation of the Vulkan API continues in parallel with the multithreading effort. Our Vulkan renderer is integrated with the new render graph, and it benefits from multithreading by using render graph mechanics of background loading of textures and geometry, rendering objects in parallel, terrain streaming, etc. As a result, many rendering tasks submitted to the graphics card will no longer need to wait for each other and hence be processed simultaneously.

In our endeavor to unify DirectX and Vulkan renderers, we have developed a mod state where both backends produce identical results. We now have two fully compatible implementations that run under the same API. This means that all our applied graphics modules (the code that renders our skies, clouds, models, effects, etc.) will work the same way on both renderers. To achieve this, we ensured that all our shaders could be converted into Vulkan format in addition to implementing a shader converter available from within DCS permitting to compile any shader on the fly. It is interesting to note that the shader conversion has taken an inordinately large amount of time.

The main achievement in 2022 is that DCS now works under Vulkan producing the same visuals as under DirectX. This result is fully ‘transparent’ for our graphics programmers, allowing them to write the same code for both platforms without the need to have separate code paths for Vulkan and DirectX11 and beyond.

The next step is to provide our graphics programmers with the new Vulkan features compared to DirectX 11. These include new types of shaders (as per Shader Model 6 and further), ray tracing, some advanced rendering techniques, such as GPU driven rendering, and similar.

DLSS

Deep Learning Super Sampling (DLSS) 2.0 is coming to DCS this year. DLSS is a family of real-time deep learning image enhancement and upscaling technologies for RTX 20, 30 and 40 series Nvidia graphics cards. The goal of this technology is to allow most of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that contains the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.

In addition to DLSS, Nvidia Image Scaling (NIS) will also be available. NIS is a scaling and sharpening tool with an algorithm that uses a 6-tap filter with 4 directional scaling and adaptive sharpening filters to boost performance. This is best used for non-RTX Nvidia graphics cards that do not support DLSS.

Following the completion of DLSS/NIS, we will investigate Fidelity FX Super Resolution (FSR) for AMD GPUs.

Spherical Earth Map

2022 saw great progress creating the tools and technologies to support a precise spherical Earth map for DCS. Because this map will be based on current day, it will operate independently of the current and future regional maps that allow historic maps such as World War II, Korea, Vietnam, and other scenarios. Spherical Earth efforts will continue in 2023.

Weather

Building upon the weather enhancements that were introduced with DCS 2.7, we have been further developing weather to include moving clouds and towering cumulus clouds and more sophisticated atmospheric phenomena. New fog and dust storms are being developed that are integral parts of the volumetric cloud system. The old DCS fog is a separate system that is calculated for a flat earth. It does not consider shadows from the terrain and clouds, so it has limitations. The new fog will be computed for a spherical earth and takes shadows into account. We also plan to optimize the volumetric clouds and increase their basic quality. A separate and complex project currently in development is the dynamic cloud generator which will then need to be integrated with the dynamic weather systems of low/high pressure systems and new/evolving cloud types.

A later task, once the foundation is complete, will be to provide AI line of sight blocking in addition to light direction/scattering visibility limitations for AI.

FLIR

2022 saw significant improvements to how Forward Looking Infrared (FLIR) is modeled in DCS World. In addition to writing the technology needed to create the characteristics of the camera, a great deal of work is being invested into the enhanced thermal signatures of mobile units, map objects, environmental heating, and cooling, as well as specific visual effects and artifacts. We will also be adding initial thermal signature conditions for ground units in the Mission Editor.

Eagle Dynamics Dynamic Campaigns Engine (EDDCE)

2022 saw the completion of all major engineering components of the EDDCE. In 2023 we continue development and testing and making improvements to these components as well as adding new features where needed. We are also enhancing the mechanics in the campaign editor to avoid issues that may arise when the EDDCE is used for different maps. The next big tasks include transferring mission data between player and AI pilots and creating a specific graphic user interface.

Air Traffic Control (ATC)

2022 has focused on the continued development of the Supercarrier ATC system. Following its completion, the next focus will be to bring those advancements to airfields. This is certainly no simple task and will require three unique ATC systems for: western modern day, eastern modern day, and World War II.

A complete redesign of the modern day, western ATC system is underway. In parallel, modern day western radio communications for Flight, Other Flights, AWACS, and Tanker are also being revised.

Human Animations

Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots.

Deck Crew and Ground Crew

Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions.

Multiple Light Sources

DCS 2.8 saw great advancements in world lighting, but our efforts continue. The next big lighting advancement will be the introduction of multiple, global light sources, and no longer only the sun and moon. This will allow more realistic night scenes that account for airfield flood lights, city lights, and more. You can see these initial efforts on the Persian Gulf map.

Voice Chat

First introduced in 2019, the free Voice Chat integrated into DCS allows Voice Over IP communications based on chat rooms and how you have your aircraft radios configured. 2022 was focused on improving radio communications and stable connections, even over a VPN. In 2023 we continue to develop this feature with realistic radio sounds, effects and plug-and-play audio device compatibility.

Visual Special Effects

Some of the more notable visual effect tasks include munitions with airburst fuzes, napalm, and Mach shock cone based on airspeed and weather around the aircraft.

Virtual Reality

VR is very important for all and we have heard your concerns regarding performance and we continue to optimize VR performance for DCS. The primary areas of VR performance improvement are multithreading and the Vulkan API, particularly for larger missions. We are also reviewing all world Level of Details (LODs).

Unit AI Improvements

In 2022 we saw great improvements to the Beyond Visual Range (BVR) and Basic Fighter Maneuvers (BFM) AI for our jet aircraft. Moving forward, we now intend to improve multi-ship BVR and Air Combat Maneuvering (ACM) tactics and appropriate AI tactics for World War II aircraft.

For ground units, our primary AI tasks include improved pathing and implementing suppression effects for more than just infantry units.

General Flight Model (GFM) for AI Aircraft

Whilst the updated BFM AI can make a significant difference in how the AI flies, the General Flight Model (GFM) will provide improved flight dynamics for AI aircraft that better constrain the aircraft to true-to-life performance.

GFM is a significant improvement to the Standard Flight Model (SFM) that is based on drag and thrust characteristic trajectories. The SFM can provide a good Center of Gravity trajectory model, but it relies on reliable source data to tune the overall performance that includes the entire flight envelope, sustained and instantaneous turn rate, energy gain, etc.

GFM adds additional short-period aircraft movement by adding our base solid body, contact models and aerodynamic moments. This results in more realistic control displacements during maneuvers that provide more human-like appearances. With GFM, the AI will also encounter wake turbulence.
 

mitchman

Gold Member
What I really want is the planes and helicopters I used to fly in old school games. F15, apache, A10, F/A18 etc. But beyond just buying them, there are training missions, combat missions, maps. It's all kinda overwhelming like I said, just getting one vehicle and missions and possibly the maps to play those missions on (?) just seems to immediately get out of control. Eventually I'll bite no doubt but they could really make it easier and maybe slightly cheaper to get all you need for one full vehicle 'game'.
You could dip your toes with the included planes, then wait for a discount sale to buy more planes. Discount sales happen quite regularly.
 

SJRB

Gold Member
What an epic trailer. That was super cool.

You know I tried DCS but man is it hardcore. Kinda makes me miss the old days of Jane's simulators where yo could just hop on and fly some stuff.
 

Buggy Loop

Gold Member
F-15E previews are starting to hit.








The details for this module are out of this world. That plane should be a freaking beast in the arena!

When this module hits, DCS now will have A10, F14, F15, F16, F18. These are american beasts, planes i used to dream of when i was younger.
 
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I’d be all over this if I still had the time to invest in learning to fly each aircraft. Does DCS scale down to gamepad casuals now like flight sim? Sold my warthog hotas a while back but the learning curve is what keeps me away from this
 

amigastar

Gold Member
I’d be all over this if I still had the time to invest in learning to fly each aircraft. Does DCS scale down to gamepad casuals now like flight sim? Sold my warthog hotas a while back but the learning curve is what keeps me away from this
Hmm, that would be new to me. Maybe, but DCS is known for excessive keyboard shortcuts. You would certainly be better off with a cheap flight stick.
 
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StueyDuck

Member


Fucking finally! This means they finally migrated to Vulkan API, will get multithreading for better CPU scaling (it was the biggest hog) and now DLSS.

Seems like there's many visual differences too in the trailer with better reflections and material PBR, likely to be implemented in a patch further down the line.

I've been playing this series since Lock-on 1, i feel so old now..

How is the vr / mp (co-op) Implementation in this game.

I dabbled in this game like 7 years ago or 5 I can't remember. How much has it changed
 

Buggy Loop

Gold Member
How is the vr / mp (co-op) Implementation in this game.

I dabbled in this game like 7 years ago or 5 I can't remember. How much has it changed

VR is incredible but very demanding. Was improved with Vulkan API but i haven't tried it since the update.

I haven't played multiplayer for years. I just didn't have the time to invest into it so much and its very intimidating to enter MP as a newbie when you have to learn all the systems.

If you find helpful players, they're very helpful and the community will try their damn best to teach you.
Multiplayer map hasn't change so much in 5 years so if your experience back then was not positive i don't think you'll be blown away. 2.9 seems to add a few quality of life features but not a revamp.

DCS is basically this

 

Buggy Loop

Gold Member
Looking sweet!


Jack Nicholson Reaction GIF


I missed this one, thanks for bumping thread.

Of course F-35A cannot be full study sim but I think the efforts they detail down in this message is good enough for me for sake of fun.

9v8dwkh3cfde1.png



More importantly, they showcase the dynamic campaign. I've wanted this for what feels like 84 years. I hope its even as good as Falcon 4.0 BMS. That's really the most exciting part of all that trailer and for those who don't play is probably confusing, but the map and assets on it for DCS fans is HUGE, more so than anything else in the trailer.

Full fidelity F-15C is splendid too

It seems they have a new lighting pipeline too. Looks good.
 

Bry0

Member
I should really try this. I only recently got into flight stuff, playing a ton of IL2 in VR and it’s frankly some of the most epic gaming I’ve ever experienced. I’m just a little intimidated by the full cockpit interaction stuff. Just jumping from flying circus ww1 planes to ww2 felt a little daunting at first.
 

Buggy Loop

Gold Member
I should really try this. I only recently got into flight stuff, playing a ton of IL2 in VR and it’s frankly some of the most epic gaming I’ve ever experienced. I’m just a little intimidated by the full cockpit interaction stuff. Just jumping from flying circus ww1 planes to ww2 felt a little daunting at first.

It is daunting

I kind of forgot since I've been playing flight sims since 1990's and I was playing the Flanker series which is basically the precursor to DCS, same dev.

Printing the >700 pages A10 manual years ago was still impressive to have it on the desk and learn even with all my previous experiences. DCS full study modules are something else.

The TRIAL phase : There's free planes with downloading DCS, which is free by itself.
TF-51 Mustang, without gun but still good for training.
SU-25T Frogfoot, I would skip the SU-25T, its for ground targets, spotting things on ground is tough in that era and its in russian.
A4-E which you can download for free too

If you see your rig handles the game, the free planes have piqued your interest, you want to explore more, then you can consider

Your first module :

Most modules have a free 2 week trial. This is very important! Do NOT buy a module blindly unless you're experienced and wanted something very specific.

The usual advice is that you would only give a plane full attention to learn it if you're excited to fly it.

So whatever advice there is on the internet for which plane to fly in DCS, your personal interest and excitement trumps any advices. There's all sorts of suggestions and "recipes" to min/max your learning, but really, even if I tell you to train months in an F-5E Tiger because its a good trainer, if you're not interested to fly it, it won't work. You'll give up.

For your first module
  • The generally avoided recommendations for a first plane
    • Don't touch Razbam modules. Sadly they stopped supporting it because of some drama between the module creators and Eagle Dynamics. It's now a dead end.
    • Don't even bother with russian crafts, very frustrating for newbies.
    • Unless you're european and want to fly your nation's plane, you should go american plane. There's a lot of them in DCS and the learning experiences will transfer to more modules.
    • Avoid niche planes for now, the ones with very particular features, like AV-8b Harrier
    • F-14 is very tempting, TOP GUN and everything, beautiful fucking beast, has more simplistic avionics than more modern aircrafts, but its hard to fly, on top of sprinkling carrier ops and the plane has some very unique features that don't really transfer to other modules if learned. Pushed to limits this thing is dangerous but you'll rip the wings too many times mid mission to just want to rage quit, it takes a long time to get used to. Oh and you have to talk with the AI behind you because its a two seater... yeah, not newbie friendly.
    • Vigen, again, too different compared to other modules, it does so many things differently that you'll not carry much of the learned lessons from it to other modules.
    • A-10C is a slow version with much of the avionics training that will help immensely for the more modern planes and it is the most detailed study simulation module in the game with a lot of tutorials, online guides, etc. But OMG is it daunting. It's also too niche in the way it flies, the quirks of flying it won't transfer that well to an F-16. It's dogshit at air-to-air too and I think for general excitement of a new airplane, peoples want to dogfight typically, don't know about you. If you're more of a in the mud low flying and going BRRRRRRRRRRR on ground targets, then by all means go for it.
  • The general consensus on a first plane. These have a TON of trainings available, they are currently the most supported and has the biggest community in recent years, so its easy to ask a question and get an answer. The game tutorials, online guides and videos are a BIG part to help new players.
    • F/A-18C has more flexibility, test waters with almost everything a plane can do. This also allows you to eventually buy the carrier expansion and get more life of the module and get a difficulty ramp up.
    • F-16C is harder to master I think. But the flying of it is bliss. The fly by wire and how it reacts in air is probably the newbie friendly part. The avionics will take more time.
    • F-5E, learning the fine arts of air combat maneuvering. Awesome trainer. Super fun to fly. Very simple aircraft and doesn't take too long to learn. Probably my biggest recommendation, but again, you have to have the interest to fly an old era fighter jet to begin with.
There's two schools of thoughts for learning DCS.
  1. Go through the generations to learn more and more : Mustang → Sabre → F-5E → modern
  2. Start with modern, it'll take a while but you learn all the systems on 1 platform and don't change cockpit 4 times. Might be taking less time to learn the whole suite of avionics in the end by knowing the cockpit very well.
This fan beginner's guide is slightly outdated but oh so very helpful. It also points to you Chuck's guides which are the bible of module training.
 

Bry0

Member
Awesome, really appreciate the tips! I will probably try to dive in and experiment this weekend. Something like the f-5e is actually very appealing to me, I was considering hopping into jets but not something too modern. Aside from the Messerschmidt IL2 really doesn’t have any, but it’s absolutely exhilarating to fly in that game. Watching some DCS content on YouTube I could already tell the electronics in the more modern aircraft are a little beyond what I want to tackle right now. It should be a nice gradual step from what I’ve been doing in IL2 with some more depth. Glad to hear there’s a free trainer mustang too. I’ve been doing campaigns with the mustang, so that will probably be a good starting point for me to ease into DCS with a plane I’m somewhat familiar with.
 

amigastar

Gold Member
It is daunting

I kind of forgot since I've been playing flight sims since 1990's and I was playing the Flanker series which is basically the precursor to DCS, same dev.

Printing the >700 pages A10 manual years ago was still impressive to have it on the desk and learn even with all my previous experiences. DCS full study modules are something else.

The TRIAL phase : There's free planes with downloading DCS, which is free by itself.
TF-51 Mustang, without gun but still good for training.
SU-25T Frogfoot, I would skip the SU-25T, its for ground targets, spotting things on ground is tough in that era and its in russian.
A4-E which you can download for free too

If you see your rig handles the game, the free planes have piqued your interest, you want to explore more, then you can consider

Your first module :

Most modules have a free 2 week trial. This is very important! Do NOT buy a module blindly unless you're experienced and wanted something very specific.

The usual advice is that you would only give a plane full attention to learn it if you're excited to fly it.

So whatever advice there is on the internet for which plane to fly in DCS, your personal interest and excitement trumps any advices. There's all sorts of suggestions and "recipes" to min/max your learning, but really, even if I tell you to train months in an F-5E Tiger because its a good trainer, if you're not interested to fly it, it won't work. You'll give up.

For your first module
  • The generally avoided recommendations for a first plane
    • Don't touch Razbam modules. Sadly they stopped supporting it because of some drama between the module creators and Eagle Dynamics. It's now a dead end.
    • Don't even bother with russian crafts, very frustrating for newbies.
    • Unless you're european and want to fly your nation's plane, you should go american plane. There's a lot of them in DCS and the learning experiences will transfer to more modules.
    • Avoid niche planes for now, the ones with very particular features, like AV-8b Harrier
    • F-14 is very tempting, TOP GUN and everything, beautiful fucking beast, has more simplistic avionics than more modern aircrafts, but its hard to fly, on top of sprinkling carrier ops and the plane has some very unique features that don't really transfer to other modules if learned. Pushed to limits this thing is dangerous but you'll rip the wings too many times mid mission to just want to rage quit, it takes a long time to get used to. Oh and you have to talk with the AI behind you because its a two seater... yeah, not newbie friendly.
    • Vigen, again, too different compared to other modules, it does so many things differently that you'll not carry much of the learned lessons from it to other modules.
    • A-10C is a slow version with much of the avionics training that will help immensely for the more modern planes and it is the most detailed study simulation module in the game with a lot of tutorials, online guides, etc. But OMG is it daunting. It's also too niche in the way it flies, the quirks of flying it won't transfer that well to an F-16. It's dogshit at air-to-air too and I think for general excitement of a new airplane, peoples want to dogfight typically, don't know about you. If you're more of a in the mud low flying and going BRRRRRRRRRRR on ground targets, then by all means go for it.
  • The general consensus on a first plane. These have a TON of trainings available, they are currently the most supported and has the biggest community in recent years, so its easy to ask a question and get an answer. The game tutorials, online guides and videos are a BIG part to help new players.
    • F/A-18C has more flexibility, test waters with almost everything a plane can do. This also allows you to eventually buy the carrier expansion and get more life of the module and get a difficulty ramp up.
    • F-16C is harder to master I think. But the flying of it is bliss. The fly by wire and how it reacts in air is probably the newbie friendly part. The avionics will take more time.
    • F-5E, learning the fine arts of air combat maneuvering. Awesome trainer. Super fun to fly. Very simple aircraft and doesn't take too long to learn. Probably my biggest recommendation, but again, you have to have the interest to fly an old era fighter jet to begin with.
There's two schools of thoughts for learning DCS.
  1. Go through the generations to learn more and more : Mustang → Sabre → F-5E → modern
  2. Start with modern, it'll take a while but you learn all the systems on 1 platform and don't change cockpit 4 times. Might be taking less time to learn the whole suite of avionics in the end by knowing the cockpit very well.
This fan beginner's guide is slightly outdated but oh so very helpful. It also points to you Chuck's guides which are the bible of module training.
Interesting, thanks for the write up.
 
Whoever creates their annual trailers deserve huge praise. Really wish I could devote the time investment needed to learn these planes again. Last one I touched was the A-10 over 10 years ago using the Hotas Warthog and that felt like a whole college level course to learn just to get off the runway. Glad to see theirs a strong enough community with DCS to keep them going for when the time comes to hop back in.
 

Buggy Loop

Gold Member
Whoever creates their annual trailers deserve huge praise. Really wish I could devote the time investment needed to learn these planes again. Last one I touched was the A-10 over 10 years ago using the Hotas Warthog and that felt like a whole college level course to learn just to get off the runway. Glad to see theirs a strong enough community with DCS to keep them going for when the time comes to hop back in.

I wish I had more time to play it honestly

With family now, I can only really consider flying if the kids leave for the weekend to their grandmother.. can’t play at night as of now because rudder pedals make too much noise and wakes up the kids. Should be doable when I finish the basement renovations though, I’m sound proofing the whole damn thing for cinema so.

I bought the Warthog HOTAS also when A10 released. Still have it, still a beast setup.
 
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