A few thoughts from an Engineer who flies - but not in sims, but has had a passing interest in their design and certification.
Certain things are very hard to get right in a sim - these are yoke / pedal feel, lining up the view between windows, and the slip-ball (you wouldn't believe the engineering fudges that go into the slip-ball in a sim).
So, what I'd suggest is ignore those and apply a little gamesmanship.
- Use one view at a time, and ignore peripheral vision through the other windows, unless the design team were particularly inspired they'll be slightly wrong and confuse you.
- If turning, ignore the slip-ball as far as possible and simply use the amount of rudder you would normally.
- Judge control input by position, not by force. This is totally counter-intuitive but matches the way the sim "thinks".
- Rely upon instruments, they're much easier for the programmer to get right than the view.
- And if all else fails, point out forcefully that you'd never display such poor airmanship as to get into that position in the first place.
G
N.B. And the word from a friend who writes the software for these things, usually on the night shift, is that the best way to win a dogfight between two simulated A320s is to turn the ground off when the chap in the other aircraft isn't looking.