Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In all honesty, there are not a lot of real good reasons to play DCS or even purchase DCS modules through steam. If you stick to the standalone version, you will get quicker access to sales, quicker access to new releases, and the "ED miles" system where every purchase comes with a certain number of "miles" that you can use towards another purchase. This might seem trivial at first glance but it can take a big chunk off the price (especially when you stack said miles with sales)
Another thing to consider is that there is a one time 50% new player discount that you can use for your first purchase. This applies to the entire purchase so if you decide to buy multiple modules, you get 50% off the entire purchase.
None of those benefits exist on steam. While I know that some have a pretty big hang-up for only using Steam for all their games, this is one situation where using steam just makes things worse and locks you out of some good discounts and benefits.
Beyond that, let's talk about aircraft module choices for new players. In order to do that, we need to establish one thing right from the get-go. ANY module in DCS can be a good beginner module. What's more. Whatever aircraft happens to be your favorite will almost ALWAYS be the best one for you to start on. Think of it like this. If you are just starting to learn a musical instrument and everyone tells you to learn every song but the ones you actually like, do you think you will care much about it? Do you think you will stick with it even though you are not really interested in what you are learning? DCS is no different. Your first aircraft module shouldn't be determined by what someone has arbitrarily decided is a good "beginner's plane" for you, it should be the one that excites you. The one that gets you interested and holds your interest.
Here is another thing to keep very firmly in mind. DCS World is a simulation. It isn't real life and as such, there are no stakes involved. In real life, combat pilots work their way up to front-line combat aircraft because there are safety and cost concerns involved. A new Air Force or Navy pilot needs to learn on safer, slower, less capable aircraft because if they crash, that is it. They either killed themselves, someone else, or at least lost a plane. In DCS, there are no such risks. For a lot of us who have been playing DCS since the beginning, our first module was either the Ka-50 or the A-10C and both of them are what some might consider "complex" or "bad for new players". We did fine.
When learning DCS modules, there are no time limits or requirements placed on you as a player. You are free to take as much time as you need to learn something and failure has no cost.
To put it more directly. Why would you buy a aircraft module you don't really care about as a way to work yourself up to something you actually want? Why not just skip straight to what you want?
Let's put this into a practical example. Let's say that I am a new player and I really, really want to get into flying the F/A-18C Hornet module. We will go on the assumption that it is my favorite plane and that perhaps I saw a trailer or a video about it on some major gaming outlet. I know nothing about DCS and even less about military aviation in general. Being a prospective new player, I hop on the steam forum and ask "I want to get into DCS, where do I start?" Inevitably, I will get a certain subset of players who will try to convince me that I should spend $60 on the F-5 module because it is very basic and thus "easy". The problem is that if I am getting into DCS because I like the idea of the F/A-18C, the F-5 is not going to be terribly fun for me. I will have spent $60 and perhaps even hours of time learning something that may not even let me do stuff that I am interested in. Sure. it might be "easy to learn" but that simplicity comes at a rather extreme cost of capability and versatility.
So let's say I buy the F-5 anyway. I spend a bunch of hours mastering it and then I tell myself "I am finally ready for the Hornet!" I spend an additional $80 (now bringing my total to $130) and start learning the F/A-18C. It is at this point that I learn that there isn't really anything I learned in the F-5 that I couldn't also learn in the F/A-18C. Additionally. There is a very good chance that I may not even really use the F-5 much after getting the Hornet so now I have $50 invested into something that may not get used for the long haul.
I guess what I am saying here is that when it all comes down to it, any module in DCS can be a good beginner's module. As long as you are willing to open up the manual and Chuck's guides for a given module, you shouldn't have a terribly difficult time learning it. As you go along, you will find that you will sorta naturally pick up a lot of the more generalized concepts and topics. The most "complex" modules in DCS often have a lot to learn but none of it is terribly difficult to understand.
If you like a certain aircraft that is offered in DCS, that should be your first module. It really is that simple. If you must start with something more basic, do so knowing that there isn't anything you can learn in one module that you can't learn in another just as well.
As far as learning goes. It may be (sadly) controversial to say but the reason why a lot of new players end up having problems getting a lot out of the learning experience is because they are often actively discouraged by some in the community from using the learning materials that will get them the best, most expedient, most convenient results. To put it directly. Your best, most reliable, most accurate, most convenient sources of info are going to be the manuals that come with the modules and (not or) Chuck's guides. In some cases a manual may not be complete or may not be well written and in those cases, Chuck's guide will be your next best source.
To give a practical example. Let's say you are learning the A-10C and want to figure out how to use the targeting pod to set a sensor point of interest that you can use to slew your Maverick missile seeker head to. You could go on Youtube and type in "DCS A-10C Maverick tutorial" but there is a good chance you will end up getting a thirty to forty minute Grim Reapers video that will be full of errors and be structured in such a way that you can't really get the info you need at a pace you require. If you were to use Chuck's guide or the manual, the process is outlined in a easy to read sequence of steps that you can go through at your own pace and not some Youtuber's pace. What's more, you will often end up understanding the process better and more completely.
There are some good youtubers but in the end, they are the ones that tend to give you the same info you can get from Chuck's guides or the manuals so it is probably more convenient to just go straight to the source.
Finally. Let's talk about one last major thing to keep in mind. DCS World's various aircraft modules are developed with the assumption that you will AT LEAST have an entry level flight stick of some kind. This should be considered the absolute bare minimum and even then, if we are going to be REALLY honest, it is only the start. Generally. ED and its various third parties develop the modules around the idea that the user has a HOTAS (stick and throttle), rudder pedals (in the case of helicopters or WWII aircraft especially) and some kind of IR headtracking (or VR if you have the raw computer hardware power to handle it). This can add up. If you do opt to stick with DCS, it is best to think of it as a hobby in itself and like any hobby, it has a cost of entry that isn't easy to avoid without compromising the experience negatively. You don't need to go buy the most expensive stuff but at the same time, anyone who tells you that they play with a keyboard or gamepad and "do just fine" are not really telling you about all the things they have to avoid due to their controls limitations. Again. You don't need to go out and buy a $1000 HOTAS setup and another $400 on rudder pedals. Just know that if you stick with DCS, it will probably involve buying some kind of HOTAS and head tracking even if it is more on the entry level side of things (like the Thrustmaster T.16000 HOTAS for example).
Hopefully this all helps. I know I wrote a lot of stuff here but I think it is important for new players to understand their options. You should pick the aircraft that interests you the most and learn it at your own pace. We all had to start from zero here and many of us did fine when we started with more complex modules. It really comes down to truly embracing the learning process as opposed to spending a lot more effort and time trying to avoid it.
Wow such an amazing response. I just started downloading DCS from ED website, there is indeed no reason to play DCS on steam as you said.
In regards of what aircraft to buy you are right, I should not worry about getting an "easy one" just because it easy but one I like, the issue is that I am not familiar with military aviation or aviation in general ( it is something Im just getting into ), therefore I don't have a "favorite ship" or one I like, guess I should look into them and get the one I like but Im sure I will get the F/A-18 or the JF-17 as apparently those are multipurpose aircraft (something I like). Although I haven't seen where the 50% new player discount is, maybe I am missing something.
Regarding hardware Im good, I come from Star Citizen and already have a stick and a Tobii eye tracker but I will look into buying a throttle controller and maybe some pedals.
Once again thank you very much with your reply!
Additionally, in standalone version, you are able to try any plane, helicopter, map or any other module 14 days for free.
Exapmles of "other modules":
1. Combined arms - a module that allows to take control over a ground units. Don't expect tank simulator, the module is not that well made. It is more arcade than a simulator and not the best arcade. If you are looking for an infantry simulator with ability to drive a tank as well as fly helicopters and jet planes, you better try "ARMA 3". If you are looking for a proper tank simulator, you better try "Steel beasts".
2. Super carrier - Module that adds an updated russian carrier "Kuznetcov" and currently two US carriers with realistic procedures and ground crew. The module is still in early access, in the future Eagle Dynamics planed to create 5 US carriers as far as I know. "Kuznetcov" don't have a ground crew and realistic procedures, just an updated 3D model.
3. "WW II Assets pack - Module that adds WW II ground units to the base game. By default base game have some WW II ground units, but if you want to play on WW II multiplayer servers, you need this module, as well as WW II map and WW II plane.
Just forgot to mention. If you want to play multiplayer in steam version, you must create an account on DCS site. If you want to play single player only on steam version, then the account on DCS site isn't necessary, until you want to transfer the module's licenses from steam to standalone.
If you want to play on standalone version only, you must create an account on DCS site, no matter if you will play multiplayer or not. Because the DCS World protection system must to connect to a license check server each time you start the game, to check the licenses of your purchased modules. So you must to login at least once in three days.
Anyhow, I would like to add something for MrR3set.
There are several aircraft that are under development in an early stage. If you buy a complex high fidelity aircraft, such as the F-16C which is still in development (or the F/A-18 a little bit more "done"), you may be overwhelmed by the learning process (as I am feeling right now), but you can "cut it to pieces".
For example you can learn to start it up, taxi, take off, landing and navigation and just "fly" the airplane. When you feel more confident, then you can start mastering A to A combat with simple missions.
Later on you can learn A to G attacking, which is undoubtedly more complex and multi-varied.
BTW, I am far from being an expert in DCSW. as I only have two modules, but I find the Mirage M2000C much easier to learn than the F-16C. So there are easier aircraft than others.
Particularly, if you like WWII combat, those airplanes are easier to learn. You can try the free TF-51 to know how it feels flying a high fidelity WWII fighter.
This is why I tend to constantly advocate using the manuals and Chuck's guides more than any other learning resource. In those manuals and guides, the various procedures are laid out in a pretty logical, straightforward manner. It makes it easy to break the learning process up into manageable pieces in a way that a long-winded, rambling thirty minute Youtube tutorial just doesn't.
For example, when I learned Mi-8MTV2, I wasn't able to figure out how to use all the radios and radio compasses. Even that I have read the necessary chapter in the manuals, I wasn't able to understand how to do it. Then I found a really good video guide on youtube that made everything clear to me in a couple of minutes. But I guess, if I weren't read the manuals prior to watching the video, then the video wasn't help me to assemble the puzzle and see the whole picture.
Additionally, youtube videos are good for learning the air to air tactics and a correct performance of aerobatics. So they are not totally useless, but learning from youtube videos only is not the best option. So I tell it again, the official manuals are the best source for learning at least for most of the available aircrafts. Because as far as I know, there is some aircrafts that don't have a good official manuals and the help of "Chuck's guides" is very necessary for studying them.
I would probably be interested in some of the Helicopter modules (if they are decent) as I wont be coming back to Arma 3 (those days are over), but would still like to fly some helicopters.
Once again thanks for the reply greatly appreciated!
The additional helicopter that you maybe like to avoid is Mi-24P, because it is still in early access. Don't get me wrong, even in early access state Mi-24P is a very good helicopter, so if you don't mind the early access and like this heli, then buy it.
There is actually a couple of modules that are still in early access. F-16C, F/A-18C (This one is much more completed than F-16C and will get out of early access soon. At least this is what devs telling), Supercarrier, Mi-24P. All of the modules are playable and have alot of features already.
Anyway, if you like the complete modules and like helicopters then go for Mi-8MTV2, Ka-50 (Black shark 2) or UH-1H Huey. There is also AH-64D Apache longbow comming to an early access soon.
Additional advice. Buy yourself at least a joystick if you want to play this game and especially fly helicopters. Because it will be very hard to fly the plane and attack the targets simultaneously, and it will be from extremely hard to near impossible do the same things with helicopters. The Thrustmaster T.16000M FCS or T.16000 FCS H.O.T.A.S. will be enough for a start. You can also go for "Logitech Extreme 3D Pro" but unlike the T.16000M it have deadzones and it is not as precise as T.16000M.
What a great guy you are. Thank you once again.
I will check out this helicopters and test them out. I already have a stick as I come from Star Citizen and I just bought a throttle and will be getting here in around 2 or 3 weeks.
By any chance do you know of any discord for new DCS players?
Unfortunately I can't help you with the discord, can't provide you any link. The only thing I can tell you for sure, that it is available. Just search the steam forum. There were a couple of threads where newcomers asked for help and were pointed to discord.
By the way. As it was already mentioned here, each plane / helicopter in this games comes with the manuals.
You can find the manuals in:
For steam version - [Your steam install folder]\steamapps\common\DCSWorld\Mods\aircraft\[Name of the aircraft or "Flaming Cliffs"]\Doc\
For standalone version - [Your Games install folder]\DCSWorld\Mods\aircraft\[Name of the aircraft or "Flaming Cliffs"]\Doc\
If you will play with the resolution in settings and get yourself in trouble, go to:
Users\[Your user]\Saved Games\DCS\Config\
You can just delete the "options.lua" or you can open and edit it. Search for "width" and "height" parameters and change them as you need. There is also a most common newbe mistake to turn on a multimonitor option while not having a multimonitor setup. To fix it, in "options.lua" edit the "multiMonitorSetup" parameter to a "1camera" (has to be written with quotes).
I feel your pain 🤣
You'll notice that in the DCS community people tend to say that some early access modules are "very incomplete" (the F-16C is a good example of this).
Just keep in mind that the DCS community hasn't completely dropped the bar on feature completion and quality (unlike SC backers), so when you hear someone say "this module is very incomplete", understand that it actually means "almost complete" by SC standards 😅
As for DCS module choices, if you favor modern multiroles, you can't go wrong with JF-17, F/A-18C or F-16C.
F-14 is one of the best modules as well, but it's not a good multirole.
I mean, it technically is a multirole, since it can also do some air to ground, but it has no standoff weapons (also, you need a RIO / buddy lasing if you want to do precision strikes).
Basically, DCS tomcat shines as a fighter, but it's pretty mediocre as a strike aircraft (specially without a RIO).
As for the rest of modules, they're either full fidelity but not true multiroles (doesn't mean they're bad modules, quite the opposite), or simplified (Flaming Cliffs 3 aircraft)
While this might be dismissed as "Tomcat fanboyism" or something, I think it is important to note that the Tomcat earned a reputation as a solid, dependable strike aircraft (in the 90's) for good reason. It could carry heavy laser guided bombs and deliver them quite accurately. It had the range and speed to make it very practical in that role. You are correct that you need a human RIO (at least for the next month or so) to use the bombing functionality but to say it isn't a good strike aircraft is quite inaccurate regardless.
All that being said. When looking purely at the modules and their CURRENT functionality (not functionality they will have at some point in the future), the Hornet and JF-17 are probably the most complete, true multi-role aircraft in DCS. The F-16 will get there but probably not until the beginning of next year.
Anyway, tomcat is my favorite jet in several respects, but I'd choose even a frogfoot over it for any serious strike mission in DCS.
I'm not interested in having pointless debates without any basis on actual DCS gameplay, so I'll use an example that players can find in many modern DCS scenarios.
There's an enemy base protected by SA-11 (or SA-6) + tor + manpads, your task is to disable these defenses.
Do you pick a tomcat for the job, or do you pick something that can do SEAD / has standoff weapon capability?
So there you have it, mediocre striker, great for bombing stuff that doesn't shoot back (as long as you have a RIO), but rather useless when the enemy has actual defenses (even if you have a RIO).