A few things that I just cannot agree on.
* Ammunition counters
We have a game where it is best for people to be able to fly many planes. In the real world pilots put in many hours learning the speciefices of each plane. They knew before they flew how man secs of ammo there plane had. In the world of AH we do not require pilots to have 10 hours of instructions before put into combat in a new plane. Do you really wish the same amout of instructions before you are allowed to fly any given plane type? Or are you once again only taughting makeing somthing more difficult than it was in the real world in the name of BS realism.
In the real world pilots had only a limited amount of time to train and stay in service to fly, HT. However, in AH even the lowest grade of players would probably have obtained more than 10 times the amount of flight time than a real world pilot, in every single possible aircraft/vehicle that can be accessed in the game.
"Learning the specifics" is hardly such a difficult matter and obviously you grossly underestimate the resilience and adaptability of the average player. I am loathe to mention
"that other game", but such experiences do tell us that players absolutely have no problems at all in adjusting to planes without ammunition counters. As a matter of fact, in
"that other game" roughly 3/4ths of the entire plane set are devoid of ammunition counters, and yet everyone filling up the hundreds of multiplayer session rooms seem to be fine. Not to mention the old classic we've all enjoyed - European Air War (Microprose, 1998) - also had no ammunition counters for the US planes. Did that in any way trouble the player?
Certainly you wouldn't think of implementing an artificial crutch to a Bf109 because it has twitchy handling at stall speeds and massive torque. These individual characteristics can only be learned from extended experience in flying the particular plane, and none of us are trained for hours and hours in flying 109s for that matter. So why should ammunition counters be any different?
What you're missing out, is the fact that people grow on to accept the absence of ammunition counters as yet another individual characteristic of each of the planes. I don't know what percentage each types of players make up in the MA, nor do I know if there's some sort of a trend in the "old vets" (including yourself, HT) of aircombat simulation games that makes them flinch at the idea of having to guesswork how much ammunition they have left in their guns. Maybe the ACM/duel oriented folks think that running out on ammunition during a fight is something akin to a random malfunction that only hinders his game experience. I don't know.
But what I do know is that there are a lot of players out there who have no trouble at all without ammunition counters, and running out of ammunition during combat is nothing but another factor in an aerial combat simulation game they learn to embrace as a given situation - just as being hit by enemy fire, or running out of fuel.
* No mixture controls
Mixture control has one purpose in life, to conserve fuel. When it is time to engage it is not even thought about to shove 3 levers ahead at the same time. Exactly how many people have 3 levers all beside each other like most real planes have? How easy is it to tak your right hand and push all head to max performance like most fighters were capable of?
* No supercharger controls
This one could be debated, but the real fact is do you really want to have to learn each planes critical altitudes just so you can do nothing more complicated than pushing one button? Because that is all you are asking for. Push 1 key when your altitude reaches one point. This sounds great fun to me, I tell you what since you believe it is so necessary to a good flight sim, I will write it, and you can come to my office and do nothing but watch the altitidude and press that so important button at the correct time.
* No radiator/cowl flap controls for engine cooling
Once again, these really have very little to do with dog fights, they have much more to do with engine life.
Frankly, I myself do not view the so-called "CEM" as an absolute necessity for AH. Nor do I consider that CEM is really "complex" in anyway, as the name 'Complex Engine Management' might suggest. CEM is basically a clever mock-up which briefly mimics the in-flight management duties a pilot must undertake. Thus, in this sense I agree with your basic assessment.
However, once again you underestimate the so the very little things that make up realism and dismiss it as
'having nothing to do with dogfights'.
You're right - they have nothing to do with dogfights. At least, not directly.
In functionality, it's nothing but pushing 2~3 more buttons to do something which you can do in AH with only one button. But what's the whole point of 'dogfighting' in the first place anyway? You could always have given these fighters some other name, and make it look like a fantasy/SF plane and called it "Fantasy Planes High", but you didn't. It's the aura of WW2 vintage planes which attracts us, and anything that can enhance the realistic feel to it can only make the game feel more fun. Someone may come up with a game that is exactly identical to AH, but just change the theme and give it a SF feel - and would anyone play it? Heck, they might even have cheaper prices than AH, and people still wouldn't play it. People play AH not because they like
"aerial combat", but because they like
"WW2 themed aerial combat". Enhancing the immersion through introducing such tedious, small, meaningless stuff, can still strengthen what AH has to offer.
But like said, I do not view CEM as an absolute necessity, unlike the ammo counter issue, so it'd be safe to say people would settle for an option like combat trim. They can use it, or just turn it off.
The fact is , AH is meant to simulate air combat.Learning this task alone is a never ending task. It is not meant to simulate all the boring pieces of flying that any one who has spent 20 hours of real life flying wishes they did not have to deal with.
Nobody's asking for
'all' of the boring pieces. Nobody wants a 15-stage button flicking just to start up an engine.
However, people are just asking for
'some' of the boring pieces which might enhance the air combat experience as a whole - since the thrill of combat is much more than using just the throttle, stick, and the trigger to point and shoot.
..
ps) Did I mention people around 15~20 years than us thrive on the thought of 'realism'? Many of these younger folks actually do enjoy 15 stage button clicks just to start up the engine... and while not everyone may be that extreme, it seems quite undeniable that as a whole, they seem to be a lot more patient than us old sticks in having to push more buttons to micro manage the planes.
So nobody would want to see AH turning into MS Flight Simulator, but some of the features such as ammunition counters, do deserve a second look.
[edit] Frickin' phonetic English.. the curse of the non-native tongue..