To be honest, takeoff and landing are when it will be the least helpful or 'real' for you. In real life you're using peripheral vision and all sorts of outside and 'seat-of-pants' senses that just don't get reproduced in flight sim.
I agree.
I'm a pilot by trade and a flight simmer for fun, although I've not flight simed it for some time now. The most benefit you'll get from a flight sim is for instrument flying and developing some kind of a scan especially important if you are flying steam gage airplanes (pre-glass) along with eye hand coordination and anticipation. You still need a scan, but glass flight decks, the instruments are so consolidated, the scan is easier to pick up.
There have also been some outstanding flight sims like Warbirds, if you are equipped with a joystick/hat switch, you can scan around quickly and keep very good situational awareness while flying, acrobatic, and dogfighting although it's obvious you won't get any of the environmental forces on you.
Takeoffs are no brainers in real airplanes. Landings are tough and there is no sim made today and I'm referring to multi-million $$ sims that accurately simulate landing- basically fly into the flare and chop the power. While in real life, landing is one of the most dynamic things a civil pilot will do, peripheral vision is a big part, speed, height above ground, seat-of-the-pants sink rate, eye to ground calibration, and wind effects, especially crosswind, slipping vs landing in a crab and knowing when to kick the crab out. Most big airplanes crab. Why? Because when you fly down to Cat II minimums, 100'agl you won't have time to set up a slip, so might as well land the same way every time. For some swept low wing airplanes, slipping can be hazardous as in catch a wing tip on the ground. Slipping works well for small airplanes in visual conditions.
And if you want realism, I'd pick X-Plane. As I recall both Warbirds and X-Plane display P-effect. The torque effect of the prop during takeoff which requires large rudder input to stay aligned with the runway. X-Plane is the only home sim I'm aware of that actually calculates lift and drag based on airfoil/aircraft shape plus what the model is told is the available horsepower. I believe the Microsoft products just use charts that say at this altitude, angle of bank, etc, you'll get this performance.
To the OP, have fun!
