If you think the AI is challenging, there are a few simple tips that will have you improve with minimal effort (though you may have to re-wire your thinking or rebind some keys to make it happen).
Firstly, I'm not a PVP player so these things generally won't work against a human where you have to evaluate each encounter and adjust your behaviour on the fly. For the AI though, they all follow the same basic logic with improved accuracy and aggression the higher up the skill ranks you go.
1) Always fly in the blue zone as much as possible.
2) Boost away if you end up in front of your attacker.
3) Make sure you are always strafing in a curved path.
4) Don't joust (that's what the AI tries to do and it is likely to boost-turn better than you and have more time-on-target than you).
The first point is obvious, but in a dogfight the pilot who turns fastest has the upper hand in a fight. When two ships are relatively close, the pilot who turns fastest controls the engagement.
The second point is obvious - if you're in front of your attacker, you're being shot at. Try to move out of the way - and the best way is to the left or right of your attacker, since that is their least-agile direction.
The third point is the most important one to master: Dumbfires, kinetics - in fact any projectile with travel time will miss you if the path you are taking is
curved. That means you should be laterally/vertically thrusting AND rolling, or switching between lateral and vertical thrust whilst facing your opponent so that your path across their firing arc is not a straight line. This does NOT work for hitscan weapons like rails or lasers, but it is highly effective against pretty much everything else.
Finally, the last point is that you really want to avoid jousting unless you have a clear firepower and hitpoint advantage. If you end up jousting it is because you (or the AI, or both of you) are overshooting all the time - boosting
AT each other. The single biggest advantage of a boost is NOT the straight line speed, but the massive kick it gives you in a new direction. Use the boost primarily to dodge left/right/up/down or to change direction quickly. If you're facing your opponent at a distance of over 1km, don't boost without laterally boosting. The AI will almost certainly be flying straight at you, so the best thing to do is to work out which way you need to boost to be moving sideways out of its way (this means the AI has to yaw which is slow, or roll and pitch, which is still slower than just pitching). Once you've given yourself a good kick in that direction, the AI will turn to fly at you and joust in most cases. You are going to want to roll so that you can track them with your pitch controls rather than your yaw controls (for obvious reasons) whilst continuing to hold the lateral direction you boosted in.
The end result of this maneuver is that you break the joust cycle, avoid being rammed, use your pitch rate against the AI's yaw rate, track them (whilst firing) as they pass, and of course, the combination of roll and lateral/vertical thrust ensures that you are not following a straight path - making you far harder to hit with any weapons except lasers and rails.
I haven't even mentioned FA-Off flying yet, but I can confim that using these general flying rules, I managed to complete all of the training combat scenarios, including the last one at work where I didn't even have a mouse button bound to FA-off toggle. FA-off control is just icing on the cake, but it's useless if you're not evading fire or positioning yourself correctly in the first place
