Killnuits "gamey" now, we want "realism"
You fail to understand the whole point of this. Sometimes, gamey, simplified implementations actually enhance realism. Other times, carefully designed, realistically implemented systems just make the game more dweebier than it should be because the obvious differences in real life and game environment enable game pilots to abuse all kinds of piece of reality there is.
Go take a look on what HT wrote down about combat trim and the standards on how he chose to model elevator deflection values - it's in the HTC home page.
If HT modelled the stick responses "realistically", a Spitfire would stall before we pulled half-way through the stick. However, he chose not to, because the overall realistic feel is more important than
"implementing the exact way it was in real life".
How many of you have flied extended periods in IL-2/FB? I've been playing it side-by-side with AH ever since the first series came out. I played FB and AEP for a serious length of time waiting for AH2 to come out in the last 6 months.
Any of you realize how gamey and dweebish the air-to-air combat is there? Some parts are excellent, others concerned with low-speed fights and flap management, overshoots are plain unrealistic.
What's the first reaction a pilot would do when he senses his speeding plane might face the danger of being overshot?
In AH, we extend our flight paths, manage a different method of approach, carefully decide on whether or not to apply full rudder to skid and blow-E. And only after then, when we successfully take steps to bring the plane down to speeds where flap use was sanctioned via pilots manuals, are we able to start use flaps and manage it carefully to retain that state.
In FB/AEP, people mandatorily just stick out full flaps and pull out gears. Oh some planes can do that in AH too, like the F4U. But in AH, the F4U is the only plane that can do that. It is its special trait. Not in FB/AEP. Everybody does that.
In AH, the difference in speeds where flaps can be applied, and the limitations where it chooses to auto-retract, forces us to micro-manage our plane carefully. All planes feel different in their characteristics because of that. When we choose to use flaps in a non-US plane, it means we're going into extreme low speeds and flap management must be done carefully.
There's no such thing as difference in low-speed stability between planes in FB/AEP, and all the planes basically fly and feel the same - it's super easy to flop around and hover like a fish. Everybody can just pop full flaps out under a certain generic limit, and as a result the importance of actual ACM is largely lost than compared to AH. The only thing which makes FB/AEP still interesting in maneuvering contests, is that the gunnery was so harder than AH1. Now that AH2 is more or less simular, AH2 wins hands-down in the intensity and suspense of putting your plane through low-speed fights.
As I said, FB/AEP models the flaps in exactly the way you guys request it. I guarantee within 6 months of such change you guys will be complaining,
"gee, it's not what I thought it would be at all.." moot, detch That's good - it confirms theory 2). In that case then all's fine. Then the problem is narrowed down to this;
Three solutions:
Solution1
1) select an arbitrary "break zone" above the set flap speeds, which is as much as
unrealistic as it is now
2) set all plane flaps to act in such manner so they may comfortably deployed above listed speeds(hey personally, I'd love to be able to pop flaps in my 109 at 300mph)
3) and sit back and watch everybody in everyplane mandatorily start pulling flaps out the moment they have to enter maneuvering
Solution2
1) make HTC research and implement a careful physics model that would calculate all sorts of drag forces and stress on a plane
2) set all plane flaps to react to such elaborate physics model
3) and sit back and watch everybody in everyplane mandatorily start pulling flaps out the moment they have to enter maneuvering
Solution3
1) leave it the way it was
2) let people be able to engage flaps in only limited situations so that the planes that were able to engage them above landing speeds retain their special advantage to do so, and largely keep the "flap" factor low in profile as a decisve factor in normal combat for the rest of the planes.