Hi Hagar; actually, I like the Panther you're using just as it is - truly great. A rough plane to handle - I like that.
I'll look for the one you mentioned; didn't see one last I was there. I think I've solved the control on the Saber (again; not that I thought there was anything wrong with yours; I'm just tweak-happy.
)
Starting from a fresh .air file; I reduced aileron effectiveness and roll stability to minimums and reduced roll inertia by 50%. - that gave a real twitchy response with plenty of momentum to overcome. Then; I started bringing up roll stability and the variable I completely forgot about earlier - roll damper - simultaneously; bit by bit adding 'weight' to the ailerons. Works great now; almost perfect, just have to tweak a bit more in the 'control effectiveness' fields; so it doesn't roll too much at high speeds - 500kts.+.
Elevators I'm still tweaking - they're a bit harder to deal with.
Ideally; I'm working to have an aircraft that's fun and easy to fly; great (if challenging) in combat, but will bite hard if mis-handled; like a real aircraft will.
Totally stumped on the engine, though.
(Although; I must say the soundpack from Ed Wilson's Red Bull MiG-15 is marvellous for the F-86.
)
On a related note:
'Exploding Jets' phenomenon: I find that by increasing the 'Positive' and 'negative' G-limit fields to realistic levels works great. They seem to roughly correspond to G-levels; i.e. '9477' = about 9.5G for a few seconds before she goes 'boom'. So; I set 'positive1' to 9500, Neg1' to -2800, 'pos2' to '7500', 'neg2' to -1200. (I assume pos2 and neg2 are for damaged airframes; but that's a guess.)
Result: Jet doesn't explode at every twitch of the stick; but you really start sweating in a 300kt. turning fight with a MiG - if the plane was real; you'd be hearing those wingroots go
'Whiiiiiine!!!' LOL
P.S. - just saw your addition about the engine spool-up. Any way for me to put 'em back in?