In real life (and in the game with auto-takeoff deselected) the rudder is used to counter the torque to keep the aircraft tracking straight down the ruway. If the rudder is not used or is not effective, the aircraft will most likely ground loop, not flip over...not the same thing. It may flip over after ground looping at a high taxi speed and after damaging the airframe but not automatically because the throttle is moved rapidly from idle to full power. The time it takes to move the throttle from idle to full power is immaterial on the amount of torque generated by the aircraft at full power. The aircraft at full power will generate x number of foot-pounds of torque (all things being equal). Whether it took 15 seconds for it to get there or 1.5 seconds does not matter.
The torque you are referring to is primarily created from the propeller, not the engine. Propeller torque in game is correctly modeled. How do I know this? Easy, HTC does exhaustive research and testing to ensure their modeling is as accurate as can be obtained within the constraints of their technology at the time. If it's discovered that there is an apparent flaw in the modeling, they will fix it provided substantiating evidence for a correction is provided and checked and double checked against reputable sources/data. AH2 is one of the very few games where I've actually seen propeller torque modeled at all, let alone correctly...and I've played most all of em from boxed, stand alone games/simulations to previous online games (Air Warrior and a couple others whose names elude me at the moment). I have not played IL2 and most probably will not so I have no experience with how the aircraft are modeled in that game.
To really feel the torque of the propellor in the game, take the auto-takeoff option off and throttle up your favorite ride and see how the propeller torque affects it. You won't think the prop torque is insufficient, I'll almost guarantee that.
