...I've been giving some thought to how the modeling of our AH pilot (and also joystick set-up) could lead us to being able to get our planes to perform at a higher level than is realistic or even possible. As in- maybe we're attributing perceived errors to the FM, when the "pilot model" could easily be at least partially to blame.
...Even beyond the obvious questions of exertion, fatigue, etc...
...My joystick is set up with my flaps on a switch on my throttle that I can control with my index finger. This allows me to control both at the same time, which from what I can tell, shouldn't even be possible in the F4U. For me, not only is it possible, it's easy and second-nature. Even under G-load I can easily manipulate both controls- again, I doubt that would be possible in the real plane.
...Also, under G-load my head should be more difficult to move, and even impossible to hold in certain positions. In a high G turn, should I be able to rapidly transition between looking over my right shoulder, to looking over my left, to looking straight up, while dropping another notch of flaps, reducing throttle, kicking rudder and not jostling the stick too much? Keep in mind I'm not wearing bulky clothing, gloves etc, while playing at home. I'm not scared, I don't have to do #2, and I'm not stiff from being in one position and cold for hours at a shot.
...My point is this- even if the FM is correct for any particular plane, I should be able to get performance out of it that would be impossible in real life. I effectively have a robot flying my plane, programmed by my thoughts. The physical limitations aren't modeled, and I have the luxury of setting up my controls in a manner that easily allows me to perform actions impossible to perform in real life.
Would it be worthwhile/valuable to have a more accurately modeled pilot? Would it be difficult? Would it unfairly restrict people new to the game? A time-delay between inputs for certain function (throttle and flaps, for example), and slowing down the transition between views as G's increased might add realism. Also, having certain functions "frozen" under high G's (ability to switch between looking forward and checking high six while experiencing high G's?) Or even modeling fatigue by slowing down control inputs as time under G's builds...
To respond to Mtn's original comments: You're absolutely correct about the effect the stress and strain has in RL and AH doesn't present the same issues but then I don't know how it could. A big difference is the ability to use HOTAS whereas no WWII aircraft had this unless you want to consider having a trigger and mike switch on the stick HOTAS. Gear, Flaps, Cowl flaps, Mixture, trim, etc., etc., are located throughout the cockpit. Even today I know of no airplanes that have all these in a HOTAS configuration but the things you'd need in a fight are. On the other hand, given the fact that the only option is either a HOTAS setup or using the keyboard I vote for retaining full programmability so you can set up your own HOTAS.
In RL can you look around at 6G? Sure, sort of. The way it's done is to preposition yourself before you pull the G's. For instance, let's say you're making a neutral pass and intend to go into a left turn. You see you're going to pass him left to left so you slide in your seat to the right and twist to the left a bit so you can follow him as he passes, once you're in position THEN you pull the 6 G's. You may not be able to swing your head around much but if you're in the right position you can follow him with your eyes and you can see alot that way. Also, the idea of continuous 6G turns isn't realistic, it's usually something like 6G for a few seconds then unload and roll at low G then put on the G again. You use those times of low G to reposition, check six, do a belly check, check your fuel/alt, etc., and do any of these other things you'd need to do.
Extended fights are something that can't really be addressed realistically in AH. In RL a high-G fight is exhausting even with powered flight controls, G suits and cockpit airconditioning. If you get into a fight that lasts for more than a few minutes or a series of back to back fights you're drenched in sweat, your muscles ache and it gets harder and harder to handle the G. The tradeoff is that your opponent is in exactly the same condition so it sort of evens out. In WWII this would probably be an even more dramatic dropoff in pilot performance given the non-boosted controls, no AC and terrible control ergonomics.
Bottom line is that it would be almost impossible to realistically model the physical "pilot" in a way that would be meaningful and we're not going to get full simulator cockpits in the near future so we have to go with what we have. Does this mean we all get more out of the planes than a RL WWII pilot would? Absolutely but then we don't fly them the same way anyway. Fear of death is a big motivator in your decision making that just dosen't transfer into a game so there's only so much realism you're going to get anyway.