Ok - here's the deal guys
Concerning cockpit controls, I have no desire to go through 26 steps for engine startup or whatever. That is of course, ludicrous. The additions I propose mainly deal with things that we could really have used playing WB's. -Crispy-, I have to say you went a little overboard describing the number of levers and handles in the Corsair.

I do agree there is alot to think about when hopping into the REAL thing. Online I don't think anyone wants to run the risk of death at the hands of some rediculous little engineering quirk. All I ask is that we include some of the basics to help (not hurt) gameplay:
Cowl flaps for example when my engine is overheated after a fight. Of course I risk supercooling but wouldn't it be nice to cool off that well WEP'ed engine a little quicker once you fine tuned the ability to do so without causing harm to your engine? When you enter the plane on the ground the flaps are already open (as they should be) so ground handling is a no brainer. Forget to close them on takeoff and, at the most, you loose some knots on the top end. No need for intercooler or oil cooling flaps in the game.
Throttle bank should offer
throttle, prop pitch, and
blower control. I honestly don't see how that is too much for anyone to grasp. Handling these basic systems would become a subconscious effort after three of four flights and the benefits would far outweigh their absence.
We obviously don't need an immersive technical lesson in managing the finest engineering details of our planes. What we need is the ability to perfect the handling of our machine in combat. Something that will offer benefits to the guys who put in the extra time in the arena.
Selectable fuel tanks has been a major gripe for some time mainly due to people getting fuel leaks in one tank and loosing ALL their fuel! This would be added more as a preventative measure rather than something to enhance ACM. I've heard plenty of these complaints and I dont think it would be overly technical to add. If it's too much for some to handle then add a feature that automatically switches tanks after the first is emptied. The worst they'll have to deal with is a slightly imbalanced plane.

We
SHOULD NOT add things that are meant to immediately get you in trouble if you don't acknowlege their presence - that would be problematic. We
SHOULD add things that enhance the efficiency of ACM gameplay if you choose to use them. Pitch settings, cowl flaps, blower control, and selectable tanks in themselves are functions that, at most, would reduce the efficiency of gameplay for those who chose not to utilize them. OTOH for those who did use them, gameplay is enhanced and the enjoyment of a deeper immersion in their favorite combat sim could be realized.
I hope this helps put more of a solid and realistic focus on what I believe we are looking for as a whole. We can muse over the finest of details of aircraft engineering but in the end what is truly needed are the faculties for focusing the basic powers of our aircraft in combat.
Do you see the difference?
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Windle
*Future Aces High VF-17 'Jolly Rogers' squadron 8X