Real Flight training mission, reprinted courtesy of Tim Mills
Tim lives in Indianapolis, Indiana USA and is vice president of the Indianapolis RC Modellers.
One key to success with any simulator is to edit and adjust the RF planes to fly and respond just like the models you fly at the field. This way, all responses you learn are directly transferable to the real model (after all, you want to learn to fly the model, not the sim, right?). On any sim, if you let the plane get high above the horizon, you easily get "lost", especially if the plane is overhead. Another key to success is flying so that the horizon remains in view (again, you're practicing positioning the airplane EXACTLY where you want it, right?). On the sim, and at the field, you want to fly PROactively (putting the plane where you want it) rather than REactively (responding to where the plane went).
For me, one thing that makes Real Flight superior is not the background graphics (which are superior) but the AIRPLANE graphics. The aeroplane image remains the same regardless of the background which is GREAT. You immediately recognise the Cap, the Ultimate Bipe, the Cub, because they LOOK like aeroplanes. The regular view looks similar to a .60 sized model. If you fly quarter scale, you can enlarge the plane. If you fly bigger, you can enlarge the plane so that it appears similar to your own plane.

More important is the flying, right? Real Flight wins hands down here also. You can actually SEE the subtle effects that your control inputs have on the "flying" model. For example, do a knife-edge, and you can SEE the tail kick over with the application of rudder, just like at the field. It's very instructive to do a very slow roll, and see the planes response to your easing in the rudder on the first 90 degrees, the easing off the rudder while easing in a bit of push elevator as you get inverted, then back off the push while easing in top rudder on the third 90 degrees, then ease off rudder while coming back upright. All this while maintaining heading straight down the runway, and not gaining or losing any altitude! Every input is visible in a response from the aeroplane. The flight characteristics are excellent.
It's great for learning rolling circles (both inside and outside) and other "finesse" maneuvers. I'm using it to practice prop hanging and torque rolling (it still provides an excellent and accurate tool).Any flight sim is better than no flight sim. Real Flight can not only teach you the basics and help you solo, but can also provide advanced training. As you see in the following example, aerobatics requires you are able to use the rudder with finesse, and IMHO, Real Flight offers the best training tool. Last winter, I really trained my rudder thumbs setting up this exercise: I had adjusted the settings on the Ultimate Bipe and the Cap to "fly" similar to my models. I turned up the wind to 50 mph straight down the runway, and turned up the gusts to 75. On takeoff, I could now lift off right in front of me, back down the throttle a bit and the plane would fly right in front of me (airspeed of 50 flies the plane even though the ground speed is zero, advance the throttle a bit to give 55 mph airspeed, planes moves forward at 5 mph groundspeed, retard throttle to 45 mph airspeed, plane backs up with -5 mph groundspeed, you get the picture). The gusts to 75 challenge the pilot to move the sticks to remain in the same spot. Once you can easily "hover" it there, roll it inverted and practice inverted finesse!

Got that? Then roll knife-edge and hold position! Now we'll train that rudder thumb to finesse, while at the same time challenge our other responses (remember, the rudder now does the up and down, the elevator now does the in or out, the throttle still adjusts the groundspeed. Finally get the knife-edge right looking at the cockpit? Roll 180 degrees and knife edge looking at the belly (now everything reverses, to rudder is now right rudder rather than left, in and out is now push elevator or pull elevator rather than the opposite). Get all that right? Then now you're ready to start learning how to do a 12 second super slow roll, STILL KEEPING THE PLANE IN FRONT OF YOU! Get that right? Advance the throttle a bit to move the plane forward, then retard to balance again, and now do the slow rolls from the back of the plane (or back the plane up and do them from the front of the plane). Got all that? Okay, you did pretty good flying left to right. Change the wind direction 180 degrees and do all that stuff RIGHT TO LEFT!
See what I mean? The real advantage to Real Flight IMHO is that you've got a Plane that LOOKS like a plane, and because you can enlarge it to take up maybe 1/4 of your screen, you can SEE the effects of what you're doing! You imagination will allow you to think up exercises that will help strengthen you weak areas, and THAT'S what a flight sim is all about.
Tim MillsVice President of the Indianapolis RC Modellers
www.tomlaird.com