I totaly understand where you are comming from because I used to feel the same way about it. For me the best simulators were the ones where you took off, skipped to the action, and then skipped back and landed. The combat is the most gripping part of it, sure but once I started flying real airplanes I began to look for more. When you fly a Cessna around you begin to understand it's quirks and features, and you really begin to appreciate how an airplane works. Wanting a realistic start sequence for a Jet Fighter is wanting to know what that plane was really like, not only in combat but also taxiing or taking off, or doing intentional stalls. Now I want to know what the fire emergency procedure is for a fighter before I even begin to think about getting into combat. I think they should simulate it all, down to the rivet so that we can begin to get an idea of what it is like to fly these amazing warbirds. I want to feel like after I get done playing this game, I could actually fly the plane. I'm hoping for realistic radar modes and realistic weapons launch sequences. I don't know much in the way of specifics, but I'd like to find out what went into these for the missle systems. A simulation has the potential to reveal scenarios that the creator never intended. Maybe the Sidewinder's best advantage was it's ease of use and not it's all aspect capability, maybe the Args really never had a chance against the Harrier, and refusal to engage was the smartest thing they could do. The more realistic a simulation is, the more it can reveal. Realism is much easier to scale back than it is to improve, and any simulator needs a range of difficulty settings, but I think the best model is to start with a simulation that is as realistic as you can make it given the data you have on hand, and the technical ability of your staff. Thats the framework apon which really outstanding simulations are built, everything else succedes or fails based on this. That being said, there are many more factors that go into success. It must be presented well and have an efficent and easy to navigate interface. In the case of this game, a wealth of historical knowledge is available and needs to be collected and utilized. Historical stills and videos could be used for cutscenes and wallpapers which will create an engrossing and interesting backdrop apon which to set the game. I have tons of suggestions, I don't want to get off subject here. The realism is necessary because it adds credability. If someone tells you a game is a realistic simulation of a Mirage Fighter, it's different than if they say they have a game about fighter jets. They don't have to mention that they play it with settings pegged at medium so it never flies like a real fighter.
Justin