S!
Interesting that most here have concentrated on the engine management and procedures side of things; the flight model in IL2 is also simplified, and probably for good reason.
We can see this when the time comes to land the aircraft, particularly the tailwheel aircraft which constitute the majority of the flyables available to us. In IL2, all of these aircraft are very tolerant of being touched down on the main wheels first. Try that in a real taildragger; you'll bounce, and bounce high. To wheel it on nicely, one has to touch down very gently and know exactly when the mainwheels have touched, because you'll have to make a smooth but positive forward motion on the stick at that time to keep the aircraft on the ground.
To make a smooth three point landing, you have to be in exactly the three point attitude before you touch down (putting the tailwheel down first is OK too, to a point) otherwise you'll bounce halfway down the runway.
The other aspect that isn't modelled fully is the roll-out - all the aircraft I've flown in IL2 roll out as straight as a die. Some real-world aircraft are like this, but the majority are not so docile and will try to veer off centreline constantly as you slow down to taxi speed - your feet have to be quick, otherwise you'll be facing the wrong way down the runway with a scuffed wingtip or worse.
As I said before, these simplifications have been made with good reason, to whit; virtual pilots don't have the advantages of real pilots: Peripheral vision - vital for taildragger pilots, especially when one cannot see over the nose of the aircraft at touchdown, vestibular senses - this is how you know the mainwheels have touched, or that the aircraft is about to veer off heading.
The foregoing is just a sample though, there are other things too; ever tried to change the characteristics of a spin by adjusting power or elevator position? Doesn't work. The under-modelling of adverse yaw and tailplane effectiveness at low speed is a pet peeve of mine, but they probably don't worry most people.
This is not to say that these elements cannot be modelled, they can, but I think they would place the difficulty threshold beyond most humans unless Oleg can find or invent a proxy for the missing senses.
W.
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