The problem that we are faced with despite 46 pages of post is how you would implement these "issues" In a game that you can modify control curves etc. Yes the spit should be sensitive in pitch and less sensitive in roll but with adjustable curves how you do it. Also we have joystick that are not even close in length and therefore throw compared to a real life aircraft. We also cannot sense G in game or for those without force feedback any hint of buffet. We can ask for aircraft that perform in speed, turn rate, RoC, etc but how do you simulate control feel? Even in multi-million $ sims that I have flown control feel in the sim is not the same as in the aircraft, and these are aircraft that have artificial feel as part of the control system.
We all want accuracy but how do we achieve it? Quantifiable performance (speed, RoC's etc) is much more important to get right to begin with than control feel. Get aircraft (be they blue or red) first to perform to the numbers (which we don't have at present.) The you can deal with secondary issues.
At the end of the day the spitfire had a good reputation amongst those who flew it in combat. It was not an "ensign eliminator" or a "son of a Bi%^ch second class" it may have had some issues with longitudinal stability, yet was known as an aircraft that was a joy to fly.
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