Was just curious, how close the in-game flight model is to the "real aircraft feeling" - sorry, i cannot express myself any better.
Compared to a bunch of guys here, I have almost no real flight time -- I don't presume to speak for any of them. The following is from only my limited experience.
With regard to flying around in a regular civilian airplane, the main thing you don't feel in AH compared to the real thing is the bumpiness here and there of the usual little bit of turbulence. AH is like flying on a very calm day. However, I think that it would be a very bad idea to have constant screen shake in the game as turbulence, as it would quickly make many people nauseous. The same is true of driving games that implement road bumpiness and make the screen constantly shake about -- that is, I think, a bad choice. Your visual system has the ability to deal with bumpiness in real life -- when its a computer screen shaking around, though, shakiness is not a good analog and, instead of making things more realistic, can make it unrealistically intolerable.
With regard to flying in a prop-plane dogfight, such as Air Combat USA, the main difference is feeling the g's, but that's not too big a deal at 4 g's or less. (Turbulence here is not a factor at all or even noticed when you are in a dogfight.) The handling of an SF.260 -- how it feels on its controls, control response, what it's like to roll it, loop it, do split s'es down onto your opponent's tail, high yo yo, do a vertical pursuit in it, stall-speed turning fights on the "deck" (which at Air Combat USA was 3000 ft) -- is very much like typical planes in AH (like a P-51 or Spitfire). Even how it feels approaching accelerated stalls is about the same as in AH. Everything that you do fighting in AH translates exactly to fighting in an SF.260.
Flying formation is easier in real life than in AH because of unavoidable network communication effects. Looking backward is a little easier in AH than in real life, depending on the flexibility of your neck and whether you are wearing glasses or contacts. For landing, AH seems more forgiving on sideways and vertical speeds at touchdown (although look at some carrier landings for what those military aircraft could routinely take, so I'm not saying that AH is wrong). The landing gear interaction with the ground seems a little more bouncy in AH than in real life (although I remember on my solo in a 152 doing a few bounces after touchdown as I wasn't used yet to the plane being so much lighter without the instructor in it).
Overall, I think AH is a wonderful flight simulation and excellent as a prop-plane dogfighting sim.