i still have my copy of tach. last time i played it i still had a ****ty x52 with a deadzone the size of jupiter. maybe should try it on my ch gear.
seriously if youre gonna make a case against joysticks in space sims, im surprised you haven't brought up freelancer. thats one of those games where joysticks would not have worked at all. joysticks are great for flying, not so great for aiming. i used a ch profile that mapped out the mouse position based on the position of the stick, it was crude but functional. however it was impossible to hit anything, the joystick resolution being much lower than the pixel resolution of the screen, caused the crosshairs to jump around quire a bit restricting aiming. of course it was trying some new ideas that give it a lot of brownie points. but freelancer was always a love-hate affair for me. i mean there were things about that game that i really liked, vast universe, open ended gameplay, dynamic politics and economy, i even liked the control scheme somewhat. there were many things i hated too, ****ty story, impossible to skip cut-scenes, no long term maintenance of online servers (the game was later hacked to use 3rd party servers), modding it sucked, and it really ****ed with my preference to use inverted y in mouse games (it just dont work in that game).
i dont really support the idea that the lack of joysticks killed space sims (but i do insist that all space sims offer good joystick support, and i mean joystick support, not xbox gamepad support). id actually blame the bloating of the games industry. back in the day you had small games studios, and miniscule budgets, and studios could freely develop into niche markets. when studios got bigger they needed to turn bigger profits to sustain themselves, and thus only focused their attention to making games in popular genres, or trying to emulate previous successful titles.