I agree with DipStick.
Sometimes, realitic implementation of a certain aspect advocates unrealistic results as a whole.
For instance, a pilot would know where he's hurt and how bad it is the moment he's been hit in real life. However, he'd also be filled with fear and pain, and try to return home alive as soon as possible.
Funny as it seems, in a game, if we were to know where we're hurt and how badly, it may as well turn out that people would start to think "hmm.. I only got a flesh wound.. I think I can fight some more..", or "hmm.. I'd say this wound would give me about 10 more minutes flight time. I'll shoot down this guy ahead of me, and then rtb."
Ironically, the way it is implemented now, successfully replaces the "pain" and "fear of death" factor by a factor of uncertainty, which ussually compells us to return home.