Jets I don't think it would matter much, there shouldn't be a lot to think about there. But more analog aircraft there's bobweights, stick forces from control surfaces fighting airflow, and weight and stability effects from %MAC.
typically all warbirds (and some jets) have trim operation force done natively, telemffb is open source so technically you can make the stick shake when you get ghosted on tinder
@Red Magic It seems you are looking for very realistic FFB representation like many of us would like to have. Unfortunately we are not there yet at least not with DCS. The ingame FFB is made for the old weak FFB sticks like MSFFB2. What that means is that for example in P-51 you get completely loose stick on the runway and stiffening forces during takeoff but the maximun stiffness happens already at around 200mph as the old sticks didn’t have enough force to emulate stiffening forces any further. My understanding is that to have more realistic FFB there would need to be access to better telemetry data from DCS and then make the feedback profile and effects almost completely with telemFFB. Then we could have all the effects you (and many others) are looking for (realistic spin effects for pedals and stick etc).
I think SRS is able to access in-cockpit animations and read/control them. A lot of flight envelope stuff can be probably well-enough inferred through a program just reading the cockpit
I don’t have any idea about programming either. I just have high hopes and some vague idea of how an aircraft should feel like. I think there is a bunch of talented guys doing the programming but it is good to also have someone telling what kind of forces / feel the pilot feels through the stick so these things could be programmed.