It's a shame that the great engine is crippled by a poor FOV implementation and rubber-band FM aircraft.
None of the aircraft have any stability whatsoever, allowing the pilots to yank about twice the AOA compared to AH. The problem is even worse as there is no way to progressively setup your stick sensitivity. Just one slider..
This results in a bouncy ride and also to the fact that the ACM we're used to in AH no longer work in FA. If someone gets to your tail, he's going to damage you with 90% certainty. Turn radiuses are so small that a tailing plane has no trouble pushing the AOA enough to make guns solution. In the intermediate g-force levels are also setup so that it's not practically possible to blackout. I never experienced 1 redout during my couple days of testing. I'm not sure if this is realistic or not, but it was the thing that bugged me most in flying FA.
I found out that there were two commonly used ACM options: Wingman
![Smiley :)](http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
or flying at deck, causing enemy to crash due to confusing padlock and FOV limitations making it hard to tell which altitude/attitude the plane is.
P47 and 190 series sustain turned with or outturned n1k2 if they used flaps..
The full realism arena was empty, intermediate (no cockpit, even more bs FM) about 50+ players.
There were also players in FFA (airstart, the most relaxed realism)
If the FOV wouldn't force everyone to use padlock (big blind spots between different views makes you lose the enemy in turns) I probably would have stayed to practise it more.
I could barely maintain 1:1 k/d in the ffa or intermediate arena as my usual acm didn't work there - so I got frustrated and left.
Full realism seemed much more fun, but I only got a chance to fight once against 1 another player LOL.