>>95997429I've been happy with Pico Armor
>>95998344>AcceleratingMost planes tend to have an ideal cornering speed, but acceleration and raw speed can be important for running away or re-engaging.
>Question 2: How should I factor in altitude, if at all?Altitude is very important, especially if you have AAA. And bombing stuff on the ground/stopping the other guy makes for more interesting objective play. I actually cut out the turning aspect in my personal game, taking a side-scrolling perspective to focus on altitude and range and abstracting the actual dogfighting maneuvers.
It's also pretty relevant for jets in terms of ground clutter for before the mid-late 70s, and the radar horizon for long range engagements.
>pulling geesThe way I did in my game is that WVR dogfight actions drain your speed, and the faster plane has an advantage. This is my abstraction, and it might not make sense for you. The idea is that dogfights can be very lethal, but if you don't hurry up, you'll be slow and vulnerable to getting bounced by other planes that kept their speed up out of the furball. There are also interesting things with Gees, like many 50s and 60s requiring the plane to be pulling relatively few gees for the missile to work correctly - this was one of the problems with the MiG-23; it's ability to pull gees was modest but it's missiles required very gentle maneuvers.
>What makes a better pilot? Can he take more Gs? Have a higher bonus for performing maneuvers? Have some maneuvers that only they can perform?I gave pilots a few skills that can differentiate them. Awareness (for radar use, joining existing dogfights, and getting to dodge long-range missiles), Piloting (mostly for keeping a damaged plane in the air), Dogfighting (half raw piloting skill, half understanding the best way to use their aircraft's characteristics against their enemy's characteristics), and Shooting.
With that said, my personal system leans quite abstract and ymmv