To get back to your original question...
The graphics will likely be a little disappointing to someone used to 800X600 or better. I think they were fixed to a single value of 640, tops, in the DI game.
The aircraft and objects were very good for their time (no textures or light source of course but this tends to just make things look muddy to me) but would seem a tad 'blocky' today.
If you get it, make sure you get the version with the full manual, at least on PDF.
You need to READ that manual to understand the systems and help you deal with the 'quirks' of the airframe and planner.
One such being bringing the airplane in on autopilot/ILS and transitioning to manual only once over the threshold.
Tornado made a lot of sacrifices in FM to get the various other features up to speed in a 'two 3.5' space limit and these show up in some amazingly squirrely engine response/low-speed behaviours.
The best way to avoid this is to always fly autopilot (even high speed, you will stabilize to military power and use less gas) and to only come out of it on-finals in time to flare or in terminal missile evasion.
Start with Desert Storm. No Hills To Hide Behind may seem crazy but if you plan it right you can loft ALARM and destroy most of the radar defences on the first mission without getting clobbered.
Together with a SINGLE airfield, this will give you air superiority by day 1 (it inevitably starts at night) and you can literally fly above all ground defences using LGB from then on (Fog and Cloud are exceptions but ones which don't bother the ALARM, simply followon with loloing wingies after you've broomed away the defenses).
In 'Orangeland' (4 flavors of Europe) there are a lot more chances to stumble on something not mapped or hidden behind a Big Rise of dirt and get dead before you can react.
The Tornado turns very poorly and it's generally better to fly-by and beat the horizon LOS with jamming and chaff than to try and bring an ALARM into DIR mode nosepoint.
There is also _No Padlock_ or even real (aft quartering) snapviews. You fight completely off the RWR and tones.
Add to this it often takes two or three dead airfields before the enemy fighter threat is no more in Europe (Note, the total theater space is so tiny that you will ALWAYS be within fighter or EWR+fighter radar range and only bare seconds from missile engagement).
Whatever you choose, drop ALL the flight links at ALL the waypoints, _first_.
You can then adjust your waypoint pathings as you like and assign wingmen to very fast JP-233 drop axes.
In turn, this means you will have to clear a long, straight, lane for them, inbound.
This means playing pathfinder with 9 ALARM and placing IND loft locations as waypoints over the center of each of the appropriate EWRthenSA-13thenZSU-23 radar circles in the target area.
Launch at about 12-15nm in IND mode with the nose pointed at the correct waypoint (must be IND-set for wingmen).
Close to about 9-11nm and popup to let them see you, track you, and die as the ALARMs dump their parachutes and relight their motors. Don't pop so high or long or often that you attract fighter attention however.
In DS, you almost always start off on the Eastern Most airfield target closest to the front lines but if you start on the upper-center one, there is a MiG-25 Fighter CAP right overhead so you should 'switch east' anyway (you'll fail the mission but the enemy air will still go away if you crater that single runway).
If you do trigger a threat intercept response, you can only retreat to the nearest (own-side of the lines) friendly CAP and this basically ends the mission with all your wingmen dead (and your squadron TO zapped for more).
Don't come anywheres /near/ a threat-CAP circle as there is no ability to communicate with wingmen inflight and 'call it off'.
Kill EWR sites (big golfball domes, giggle) to drastically reduce the chances of threat interception/intervention.
As I stated earlier, you must drop wingman time over target linkage through EVERY waypoint to avoid massive route planner errors and stage a delayed (couple minutes or you get another error) takeoff with very slow (320-350) knot followon to your pathfinder lead.
This because you will have zero external gas available with all the ALARM you're carrying and an awfully long ways to go with a runaway-reserve.
Wingmen cannot fire DIR(ect) mode ALARM so they are useless as active weasels.
The exception to this rule is the airfield itself which is so densely defense populated (each of the compass points/corners and another group about 2/3rd of the way down the centerline and a final unit on at least one end of the runway itself) that you cannot cover them all.
What I did was put up IND ALARM shooter wingmen and saturate the area with upwards of eight paraloiter weapons.
Then send ONE aircraft in to bomb (a mission required) HAS to trigger the ALARMs. If he dies, too bad but at 700 knots across rather than along the runway, he frequently makes it.
ONLY THEN follow up with another wingie (or two, for insurance) and the JP-233 attack.
You MUST score the correct runway in a more or less straight run down the centerline, (plus 1-2 HAS) to win the mission.
This means keeping the runway shooter absolutely safe (undeflected by evasions) on his 20 mile runin as it takes about three waypoints to get him up straightened out and up to his 600-650knot top speed.
The game speeds are set to pathetically low values to allow the route planner to make the turns, another area where wingmen FMs fall drastically short is in absolute rates attained in turns because they are effectively -always- in 'autopilot mode' of about 3-4G max.
Once you've got your first runway kill and no more threat air, it's simple to zap any further runways assigned by flying over the SAM envelopes, clearing out a 'descent zone' for your team (all radars will eagerly light up so certainty is easy) and then clearing the airfield itself from above the 16-18K response capability of the SA-13 (the highest/longest reaching threat in the game).
If you DON'T continue to actively kill runways (assigned or not), eventually the enemy will regenerate an air ops ability.
But you can basically ditch the EW gear and carry LGB for 'freebie' kills of other fun targets (like bridges and EWR again, making sure all the local threats are down before abandoning your wingmen to the airfield attack).
I like the JP-233 as a fun-to-watch-weapon but I refuse to use it personally until Day-2 at least.
After you've won a DS campaign, you'll be a Squadron Leader or somesuch malarky. This lets you plan your own missions. Do it twice and you're a Group Commander and you can also select the target/assets.
ONLY once your top monkey in the cage do you want to try Orangeland, because you can also select the Tornado F.3 to 'forward sweep' (sacrifice) the airfields you're attacking while you followon behind to hit the AD.
Even so, there are usually 2-3 enemy CAPs up over other bases and they will react very quickly to the threatened area, making the window of opportunity quite narrow.
An option is to go All EWR on you're first mission but the distances are so great that you will all need tanks to survive a couple runaways against the more sophisticated MiG-29/31.
If you fail to hit the enemy airbases with OCA ops, you WILL be pushed back.
Retreat too long and you WILL lose.
No matter how well you do on 'frontal' targets of opportunity like trains and tanks.
Which are actually a bitch to do, low level, in the turns-like-the-Titanic-Tornado (and literally impossible to preplan against all the mobile defenses).
P.S. See if you can find the 'Tornado Staff College' too. An old website where, for a nominal fee of like 5 bucks you got access to supplementary files that reduced your TFR altitude to 100ft and gave you 'night vision goggles' (all round green vision), snow-scape scenery and other goodies.