
This caught my attention because Rortos has been the “serious” side of mobile aviation for years. I’ve tinkered with Real Flight Simulator’s cockpits and flown a few sorties in Wings of Heroes; they know their way around aircraft systems. Now they’re taking a bigger swing with Real Combat Simulator (RCS), a combat-focused sim that promises proper radar, beyond-visual-range missiles, weather, and mission editing-on a touchscreen. Ambitious? Absolutely. But there’s also a subscription wall that could make or break its runway.
At launch, RCS puts you in a handful of carefully chosen modern jets: the A-10C for tank-busting with that iconic GAU‑8, the nimble F‑16C multirole staple, the F/A‑18 for flexibility, and the M‑346FA trainer‑turned‑fighter with modern avionics. Each aircraft promises immersive cockpits and “authentic flight physics,” plus fully functional weapon systems. The feature list goes beyond pew-pew: advanced radar and targeting, countermeasures, BVR and dogfight tactics, real airports and bases, full weather and time-of-day, and even satellite-based terrain data.
Two things jump out. First, the mission editor with adjustable weather, objectives, and AI isn’t just a throw-in-it’s the kind of tool that gives a sim legs. If players can share scenarios and run them in multiplayer, RCS could avoid the “finish the campaign, never return” problem that plagues mobile combat games. Second, the cinematic replay is clever. On PC sims, replays are half the fun and half the learning tool. If RCS nails camera controls and telemetry, expect YouTube to fill with mobile dogfight breakdowns.
There are gaps the press material doesn’t address. The F/A‑18 screams “carrier ops,” but there’s no mention of deck launches or traps. Radar sounds advanced, but how deep do modes go? Can you manage TWS, STT, RWR cues, datalink, lofted shots—anything beyond lock-and-fire? Realism claims are easy; avionics depth is where sims earn their stripes.

Rortos has a track record on mobile simming—Real Flight Simulator in particular—and Ten Square Games (TSG) lives and dies by long-tail engagement with titles like Fishing Clash and Hunting Clash. That’s relevant because RCS leans into a subscription model: €5.99 for a month, €30.99 for six, €40.99 for twelve, with a €0.99 entry fee. This is TSG’s second foray into subs, and it lines up with broader mobile sim trends—Infinite Flight, for example, funds servers and ongoing content similarly.
I’m not automatically anti-subscription for a sim. Persistent multiplayer, servers that don’t implode, frequent aircraft updates, and detailed maps cost money. But the ask has to be crystal clear. What do non-subscribers actually get for €0.99? Is it a limited demo or a viable offline mode? The press release says “access the full experience” with a sub, which implies the base purchase is a tease. If so, be upfront about the limits. Also: no mention of loot boxes, battle passes, or ads—good—but if additional IAPs exist on top of the sub, that would be rough.
If you’re a DCS lifer, you know what “full fidelity” means, and you won’t get that on a phone. But if RCS can deliver credible radar behavior, believable flight models, and meaningful cockpit interaction, it could be the sweet spot when you’re away from your HOTAS. Think “serious enough to teach fundamentals,” not “study-level.” In that space, competition on mobile is mostly arcade (Sky Gamblers, Modern Warplanes) or civil-focused sims. There’s room here.

Controls are the T‑junction. Tilt, virtual sticks, gyro aiming—none of it replaces a stick and throttle, but clever assists can keep fights tactical instead of twitchy. Rortos’ previous games had decent sensitivity curves; I want to see optional external controller support at launch and granular tuning for dead zones, trim, and axis inversion. Frame pacing matters too—60 or 120 Hz support would be a tangible advantage in dogfights.
Multiplayer could be the killer feature or the Achilles’ heel. Custom scenarios with friends sound great, but netcode, anti-cheat, and matchmaking rules will decide if it’s competitive or chaos. Cross-platform parity (iOS vs Android), desync handling, and server tick rates are the unsexy bits that determine whether your AMRAAM tracks or ghosts through a lag spike.
One more curiosity: the launch roster is Western-only. That’s fine for a start, but a modern combat sim without any Russian or Chinese airframes limits the sandbox. Licenses and politics complicate this, sure, yet variety drives longevity. Rortos says more aircraft are planned—deliver them, and the subscription argument gets easier.

Mobile hardware is finally strong enough to simulate more than “point and shoot.” If RCS turns complex systems into learnable, tactile gameplay, it could become the on-the-go training wheels for deeper sims—or just a legit place to chase bandits on lunch breaks. If it leans too hard on paywalls or trims avionics to surface-level toggles, it’ll be another pretty skybox. Rortos has the pedigree; now it needs to prove the model and the depth match the promise.
Real Combat Simulator brings serious-looking avionics, a mission editor, and multiplayer to mobile but puts the full experience behind a subscription. If Rortos delivers meaningful aircraft updates, solid netcode, and smart controls, this could be the first mobile combat sim worth subscribing to. If not, it’s a flashy hangar tour with a monthly bill.
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