The goal was to replicate the performance of real world aircraft using mfgr's or service test data...
Handling is a much more subjective and difficult area to replicate, needing much specific aircraft knowledge and much fine tuning of the air file. I did the air files for the SOH Corsairs of several years ago and they do pretty closely replicate the aircraft performance as I can glean from the information available... The SOH A26 and the Uvier DC2 also have pretty close to real world performance. Many others exist as well.
Cheers: T
Amen T!
Reflect that in the real world the engineering is written first -which describes the overall structure - then the shape is made from those specs, then the two are tweaked to make it work. In FS the modeler tries to replicate a known design image (because that's what the user is going to see first) and then try to make it match what are sometimes vague specifications (or hearsay) to make it appeal to, but not dismay users who are generally not engineering test pilots.
Everyone's happy... until you fly 'by the book' or start comparing performance to multiple historical records (as we have been doing in the various multiplayer events in the last couple of years.) and other models of the same aircraft. With that kind of scrutiny the 'little oversights' start to become apparent - not to the point of making it a "bad model" but pointing out the inaccuracies.
It also depends on how much data is available. I've had discussions for years with people who say: "Well, such and such reference says the max speed is 400MPH and the range is 2000 miles" -- and think that the plane really will go 2000 miles
at 400MPH. Then they get a high-quality FS aircraft that is modeled to proper technical data and complain that it won't live up to their belief.
There lies the good and bad of MSFS models. I'll say that modelers overall are conscientious and dedicated, but since the first perception of a model is it's appearance that's often where the first huge amount of effort goes. After all those hours he (they) then have to dig into tons of research -which just may NOT be available- to get not only the "Wiki-style" data (5 lines of "performance data") but ideally, engineering reports from which to model the flight dynamics -that's an art in itself. If he's not a student of aerodynamics there's a possibility of (throwing up hands, tearing hair) getting something 'close' or 'reasonable' that will fit the user's basic needs and quickly moving on to the textures. (Like the 45,000# helicopter that uses a Jet Ranger airfile! or Ito-san's beautiful visual models where he willingly admitted he didn't care about the realism of the flight model as long as it flew in an appealing way)
No wonder a lot of the payware (and some of the most excellent freeware) is done by teams who can have a dedicated "FDE guy" etc.and want to be able to live up to that scrutiny. As well, the MSFS internal engine is pretty good but... it really was intended as a recreational emulation of flight, NOT a true aircraft simulator and so the tiny nuances of lift/drag/thrust/weight are not as precisely/comprehensively replicated as the software running a $40M full-motion sim. That FS modelers can even dream of getting within 1% amazes me, and doubly astounds me when they achieve it. Those are the models that I fly when I want to enjoy the whole Flight Sim Experience... the others I happily keep around for when I want to bore holes in the LCD sky without really worrying about the details.
Personally, I can't imagine the time and dedication it takes to make an accurate visual model, then build the FDE to within 1% of "real", and texture it to stave off the nitpickers and put it up for sale or download with one's name attached. I'm just plain glad we have those who can do it.
Rob