But it doesn't win fights. In real life, where the pilot was more important than the plane, the emphasis was correctly on bringing the pilot back alive.
But in AH, it's pretty irrelevant, since we seem to be possessing a new pilot each flight via voodoo magic or satanic rituals or something. The result is that the metrics for a good fighter change (or at least should, if the goal is absolute effectiveness). Emphasis is placed on ability to reach and control airspace, and as long as you have the fuel to get there and fight, range kinda doesn't matter. I'll just take 100% on the K4 vs 50% on the P-51. Surviving to land your kills is nice, but frankly dying and reuppimg is more effective.
I'll give you an example. Last night I upped a 51 for a little stress relief. It is one of my secret favorite planes. Now, I was all alone fighting a spit8 1v1 for a good time. All the sudden I see a 110 and another spit come into view 5K out. I have 2 decisions to make 1. Break the fight, allow the spit to gain my 6, and dive down a little to escape his guns, so that the 110 and spit weren't going to pick me in the fight like I knew they would. The second decision was keep on fighting and attempt to fight the 3v1. I decided I had enough of being ganged so after the loop I poured the coal to it and leveled out, I was able to get out of his trap by going around the loop and then leveling out to gain an E extension while he was finishing his loop around. In some planes like the F4U I would not have been able to simply extend away after the loop and I'd have gotten ganged. The spit 8 stayed about 1000 yards away, just out of shooting reach. I was able to drag all 3 back to my territory and luckily a few friendlies were there to help. Now, the spit 8 was still following me, when my friendlies jumped the 110 and the other spit, I was now able to work the spit chasing me into another 1v1. He had actually pulled off and we remerged face to face. Him not being able to catch me was a huge advantage. I was able to fly to friendlies to clear the other guys and was able to reset the initial fight because he pulled off and I could now turn towards him to get nose to nose. After a long fight I ended up winning the 1v1 fight. Now, because I am solid in the P51, I was able to win. If the pilot wasnt so rusty in the spit, he should have won the 1v1 fight using a better turning plane. Even still, I could have dove away and either gone to land my kills or reset the merge again or take him into a nose down spiral barrel roll defense that works well when planes are diving on you.
So this is why being able to dive out of fights is very important for planes that don't turn as well. I should not have turned to fight that spit again, but I wanted to fight. I should have lost the fight, but my experience paid off.
Planes that cannot dive well are at a disadvantage because if I'm diving on a 109K in my P51, and the 109K decides to nose down in an attempt to escape I can easily catch them in a dive, and the 109K will start compressing and his controls will tighten up, so I will have an easy shot.
Same if the 109K is diving on me, he will compress and I will be able to escape his dive whether I try to pull a BRD while he is compressing, or just simply extend away. In any instance, having a plane that can dive away from a group of con's, or dive onto another plane going 560, is very important in fighter combat!