Okay, now adding fatigue from wounds makes sense. You can't do too much manuevering without risking out blacking out sooner, and you can't.. well I'm sure you have better ideas than I do.
I do not remember Falcon 3.0, I was a prophead, the only jet games I played were the Jane's series... and they were just, well, games.
I do think that fatigue was a huge factor in the real war. I mean, these guys got like 6-8 hours of sleep (I'm tired after 8 hours.. sooo), they got up at 4-5:30AM in the morning, briefed (slept) for 2 hours, then took off and were exposed to a warm comfortable sun in a cold, cold environment (so it felt warm and they got sleepy).
Then in combat, it was a lot of manuevering, assuming they saw the enemy, and no doubt worked up a sweat. I believe they would be exhausted *after* a dogfight, but during it, I think they were too preoccupied to care.
I don't think it's possible to give a model as to how the human body can get tired. Maneuvering will make you tired, granted, but when your adrenaline kicks in, you won't be tired until after the fact.
I just think building a fatigue model will make the focus of the game be on managing your pilot, which in turn means everyone will grab the latest, greatest, fastest, bestest plane in the game.
Instead of <N1K2, F4U-1C, SpitIX> whines we'll have <P51D, 190D9, 109G10> whines because everyone wants to keep their pilot from getting tired. The only way to do that is make a few passes, not turn and keep going straight... like Nascar....
-SW