This game recently had a major flight model overhaul, so the extreme acrobatics you may have seen come from the previous era where the planes all behaved more like red bull racing planes.
Everyone is probably going to have their own opinion, but you don't need much sensitivity anymore (and if you had a lot then that will likely be a primary reason why your plane is sluggish).
For sensitivity i would not use about 20 - 30 for pitch (but i have seen some guys say they use 0 now since changes), 0 for roll unless you have a dodgy deadzone then a bit, and rudder i think completely depends on what pedals you have. I use 30 but i have [Edited] CH pedals that work with springs so its often hard to keep small movements smooth when breaking spring tension.
I fly 109 too and i think it's very helpful to keep your stabiliser quite high, i normally stay at -50%, because in your attack dives you need the assistance from it to be able to pull up and out at high speeds now.
I'm not a pilot but from sim experience the rudder is used for 4 things off the top of my head.
1. Keeping your plane as aerodynamic as possible in straight flight (countering the inertia from the propeller direction), and turns. You can see the drag you're creating from the spirit meter panel)
2. Initiating rolls (and therefore turns). I find at least, applying rudder first a little bit before rolling kicks the plane over more smoothly and i believe it creates less drag but i could be talking bollocks.
3. last second aim adjustments
4. the opposite of 1 to lose speed if you want to, like in landing, turning your bird's arse to the wind to create as much drag as possible, i forget the name now.
THere may well be more but i'm fairly sure those are the most basic. And 3 is just my opinion i might be wrong.
Edited by Bearcat, 15 November 2017 - 02:05.