In the case of a simulated environment and not an actual real air/spacecraft would the pilot/player really notice a difference?
I mean, while it can be seen as cheating and crude it does the job, no?
They'll feel different, that's for sure. For one, you'll be able to push up against the limits and either notice that they're there, or be able to overwhelm the FBW and have a really bad day when the raw and physics take over and you're no longer shielded from them.
You'll also notice the
imperfection of a real (and properly simulated) system — again, the physics of the situation will toss you around, and the control system will try to compensate. It will do a good, or maybe even
very good job, but it will not be on rails the way it happens if you just go in and alter the underlying physics. A proper system will be entirely capable of sorting itself out
over time (as long) as it operates within those limits; it will not always and instantly counteract the forces applied to it.
Cheating and crude would be to not just have either simulated, or to vastly simplify both simulations. What CIG is doing is a yet another case of their classic self-defeating contradictory over-engineering solution strategy, all to achieve a much worse result than even a very simply and crude system would offer. Granted, in most other cases, they've made one system and then another that cancels the first one out (rather than just remove both and get the same result); in this case, they've made on system and then another that
overwrites the first one.
The end result is a pointlessly redundant system that does not do the job of conveying any kind of sense that this is some kind of physical object that you're controlling in a simulated environment. It's just no-clip with collisions turned back on.