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Military Combat Simulator

FiveM military combat server. Aerial and ground warfare, 17 languages, free to play.

Built by L3onardo

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© 2026 Military Combat Simulator

Not affiliated with Rockstar Games, Take-Two Interactive or Cfx.re.

Game mode menu on MCS FiveM with the public tile expanded beside the competitive and private slots

Game modes

MCS runs three game modes across three kinds of lobby. Public lobbies are always open, competitive is played for a rank, and a private lobby is yours down to the weather.

How lobbies work

The server does not put you in a single shared world. Each lobby is its own instance with its own players, weather and scoreboard. A public lobby provisions a spare as soon as it gets busy, so a full server never means a queue. Switching lobby takes one keypress and does not disconnect you.

Air and ground

Team deathmatch and free for all each run in an air variant, a ground variant, or both. Air lobbies spawn you on a runway or a carrier deck with the aircraft roster unlocked. Ground lobbies spawn you in the city with the armour roster. Helicopters count as both and appear in either. The dogfight arena is air only.

What you play

01Public

Team Deathmatch

Two to four teams, one scoreboard, first to the point limit.

Blue against red, with green and yellow if the lobby wants them. A kill is a point for your team and a teammate kill is worth nothing, so the round rewards holding a line rather than chasing a number.

  • 2, 3 or 4 teams
  • Up to 12 per team
  • Air or ground
02Public

Free for all

No teams, no cover, everyone in the lobby is a target.

The fastest way into a fight. One point a kill, nobody watching your six, and a scoreboard that collapses into a single ranking instead of team columns.

  • Up to 24 players
  • One point per kill
  • Air or ground
03Best at 1v1

Dogfight Arena

A circle in the sky. Everyone spawns on the rim, and the last one flying takes it.

You start frozen on the edge of a circular arena at altitude, change airframe with F1 and launch with W. The circle is deliberately tight, so a duel opens with the enemy already in front of you. Fly out of it and you have eight seconds to turn back.

  • Built around 1v1
  • Four arenas, rotating
  • 15 minute rounds

Where you play it

  • Public

    Open

    The default way to play. Public lobbies run team deathmatch, free for all and the dogfight arena, fill from a single click, and provision a spare as soon as one gets busy, so a full server never means a queue.

    • All three game modes
    • Spare lobbies open automatically
    • Global stats count here
  • Competitive

    Ranked

    Locked teams, nobody joining once the round is live, and a scoreboard that counts. It runs in the dogfight arena, first to ten kills or ahead when the fifteen minutes are up, and steps up from 1v1 through 2v2 to full squads.

    • 1v1, 2v2 and squads
    • First to 10 kills
    • Locked teams, no mid match joining
  • Private

    Invite

    Name it, size it, pick the mode and how long a round runs, then set the weather and the time of day or leave them on automatic. It gets a four digit code, and you decide whether it appears in the browser at all.

    • Four digit join code
    • Up to 24 players
    • You set weather, time and length

What runs underneath

The same systems are in every round, whichever mode and lobby you picked.

Vote on weather and time
Any lobby can put the weather or the time of day to a vote. It stays open for thirty seconds, the majority wins, and there is a thirty second cooldown before the next one.
Weather that moves on its own
Weather runs a state machine rather than a fixed list, and one in game minute takes ten real seconds. A round can start in sunlight and finish in fog.
Teamkilling costs you
A teammate kill never scores. The second one gets you kicked out of the lobby and the third bans you from it. The count follows you through a rejoin.
Safe zones on every spawn
Nobody can shoot you on the spawn pad. Take a ground vehicle into an air zone and you get ten seconds to leave before you are removed from it.
Locks stop at your own team
Homing missiles refuse to lock onto a teammate, so a crowded merge cannot turn into an accident. You can still collide and still shoot, only the lock is blocked.
Anti-cheat that logs everything
A custom anti-cheat runs on the server, watching for the usual ways people cheat and writing every detection to Discord. Enough of them and the player is gone. What it looks at is deliberately not published.

Pick a lobby and fly

Every mode is in the F5 menu the moment you connect.

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