Based on some comparison I've done between flying in AH and WW2OL:
Ground handling: WW2OL has AH beat, hands down. Let's look at the differences in procedures for takeoff, and by that I mean what is realistically required for an average takeoff by an average fighter at a land base:
Aces High
1. Start engine
2. Firewall throttle
3. Apply small rudder inputs to correct for negligable torque effects
WW2OL
1. Start engine
2. Lock tail wheel
3. Lower flaps
4. Set max RPM's
5. Close canopy to reduce drag
6. Gradually engage throttle until plane starts to move slowly
7. Continue to increase throttle in a gradual manner until at full military power
8. Apply rudder inputs to correct for torque effects
9. When nose comes up, hold stick back to prevent ground looping
No question in my mind that HTC should invest the time in making the time spent on the ground before takeoff more realistic.
Icon/in-flight radar Systems:
AH
In-cockpit radar combined with bright, unmistakable neon icons that can be seen from a great distance away. Makes it easy to find a fight. Unfortunately, makes it nearly impossible to disengage from one.
WW2OL
No in-cockpit radar combined with a vague, fading icon system that doesn't indicate cons as enemy or friend until close at hand makes it challenging to find a fight. Also makes it difficult to maintain vis on enemy during fight. Makes it possible, however, to safely disengage from a fight if damaged, wounded or just outnumbered.
This topic is more subjective, no doubt. After spending time on both, I am leaning more toward the WW2OL system. Something about how you can be in the fight one moment, then completely out of it the next, is an interesting and IMO, exciting experience.
Engine Management:
AH
Upon starting engine, ram the throttle to full military power and forget about it. When extra power is needed, engage WEP(if available). No need to worry about overheating your engine, even with WEP engaged.
WW2OL
Three RPM settings: Economy RPM's, Continuous RPM's, Max RPM's. Max RPM's is typically only used during take off and during a fight. One must be careful not to use Max RPM's too much, or engine damage will result, caused by overheating.
In this dept, again, WW2OL has AH licked. Before you all accuse me of being an anal-retentive engine management freak, let me assure you I am not. That being said, however, the simple fact of having to adjust the RPM's depending upon what you're doing, is very immersive. It can lead to interesting situations where you can get the edge on an opponent because you have been more careful with your engine temp before you entered battle.
I have flown AH since the first day of open beta, and I have been one of HTC's biggest fans for many years. I have spent years as a CM, and one year as head CM. I have done my share to promote AH and to spread the gospel about AH to try to help HTC make a profit.
But after spending some time checking out WW2OL, it's apparent to me that there are some aspects of flight that HTC is satisfied with in its current, dumbed-down approach.
Don't get me wrong, I am aware of many faults in WW2OL's flight modelling, so I'm not here to say that AH sucks and WW2OL has it all right.
What I am saying, is that AH is so good that it deserves to be improved upon in those three areas listed above. I think that if HTC would decide to lean toward more realism, they would have the ultimate flight sim on the market.
Agree? Disagree?