How to get started in flight simulators or flight sim
In summary:
- The choice of simulator (civil, military, or mixed) determines which type of peripherals will make the most sense later on.
- "Serious" equipment (stick or yoke, throttle, and pedals) is built in phases: each piece solves a different limitation; not all contribute equally.
- Many pilots postpone purchasing pedals, thinking that the twist function of the stick is equivalent, which is one of the most common reasons for regret in forums and communities.
Where to start? Choosing your first simulator
Before thinking about peripherals, it's worth deciding what type of flying appeals to you, as this guides all other equipment decisions. Equipping yourself to fly tranquil commercial routes is not the same as simulating a modern fighter jet with weapon systems.
Civil Aviation
Civil aviation simulators are geared towards commercial or recreational flying: real routes, flight management, precision landings. They usually have the gentlest learning curves thanks to integrated tutorials and assistance systems (e.g., automatic aids for maintaining heading on takeoff) that can be progressively disabled as you gain proficiency. It's common for these simulators to allow for an adjustable level of realism, so you can start with assistance activated and gradually remove it.
A point in favor of this type of simulator for a beginner is that, although the experience is not the same, many can be played with a console controller to determine if this genre appeals to you, which lowers the entry barrier and facilitates future decision-making.
Combat and Military Aviation
Combat simulators add weapon systems, more complex startup procedures (checklists, electrical and hydraulic systems), and an extra layer of system management: radar, countermeasures, tactical navigation. The entry curve is steeper, especially in study simulators where every switch in the cockpit is functional (known as "clickable cockpit"), where equipment like the Thrustmaster HOTAS Warthog makes a difference. In return, they usually include adjustable difficulty modes and, in the case of newer generation aircraft within each title, quite comprehensive integrated tutorials; for older modules, content creator communities often fill that gap with their own tutorials.
Within this segment, there are also free or low-cost entry points: some combat simulators offer a low-fidelity module or aircraft for free, without a clickable cockpit but with dozens of hours of training and combat missions to give you a real idea of the genre before investing in something more advanced.
Hybrid or Arcade Simulators
There are also more accessible options that prioritize immediate fun over total realism, playable with keyboard and mouse. They are a good entry point if you want to learn the fundamentals of air combat (positioning, basic maneuvers, energy management) without the technical demands of a full-fledged study simulator. They don't replace a high-fidelity simulator but represent an economical way to confirm if air combat appeals to you before making the leap.
Comparison Table: Simulator Types Based on Your Profile
Your First Setup: What You Really Need to Start
It's a common mistake when entering this hobby to think that a complete setup is necessary from day one. The reality, as agreed upon by experienced pilots in the field, is that progress is made in phases, and each one solves a specific limitation of the previous one.
What you already have
A standard console controller allows you to take off, fly, and land in most modern civil simulators, even in more forgiving combat simulators played in multiplayer mode. It's a valid way to test if the hobby hooks you before investing in dedicated hardware. The experience feels more generic than with a dedicated peripheral, but it serves its purpose as a gateway.
Head tracking: the most cost-effective upgrade
Before a new stick, the upgrade that changes the experience the most is head tracking: being able to look around the cockpit by moving your head instead of using a key or the mouse. The feeling of being "inside" the aircraft changes as soon as you can naturally look at side or rear instruments, without the need for expensive hardware or resorting to webcams and free tracking solutions.
Your first stick or yoke
When you decide to jump to a dedicated peripheral, you enter the classic debate between stick and yoke: light fixed-wing aircraft and commercial airplanes feel more natural with a yoke, while military and combat aviation is controlled with a stick. It's important to prioritize technologies with Hall effect sensors to avoid wear and imprecise readings in the long term.
Throttle and pedals
As the setup grows, the throttle and pedals stop being accessories and start solving real limitations. A dedicated throttle (like the MOZA MTQ Throttle Quadrant) provides much more precise engine management control. For their part, pedals give precise yaw control, key in crosswind takeoffs and landings.
Advanced Immersion (VR, audio, and monitors)
Once basic control is resolved, immersion is the next layer. Virtual reality (VR) offers the biggest immersion leap, although it requires a powerful computer. Alternatively, a quality sound system or a multi-monitor setup will allow you to keep navigation charts and checklists visible on auxiliary screens without losing sight of the main cockpit.
Frequently Asked Questions
It depends on the simulator. Some titles, especially older combat simulators, have quite affordable hardware requirements. Newer civil simulators, with detailed graphics based on real-world satellite data, are significantly more demanding.
Yes. The fundamentals (flight attitude, turn coordination, approaches) are learned similarly with a controller as with a stick. Dedicated peripherals add precision, ergonomics, and a real sense of connection with the aircraft, but they do not limit basic learning.
Yes. It's a common way to get into the hobby and confirm your real interest before making a larger financial investment in hardware or paid licenses.
There's no single correct answer. As a general rule, hand control (stick or yoke) is usually the first priority. Subsequently, the throttle is usually incorporated for power management, and finally, the pedals for optimizing yaw control and braking.