I'm new enough to the game myself to remember my own learning difficulties.
Rightly or wrongly this is the way I do it and it works for me.
Firstly I have the mouse in my left hand(X&Y set for views) with the scroll wheel controlling prop pitch. Joystick in right hand for everything else. Left hand mouse took me a week of practice but now it's even more natural than the right.
I had skill levels set to veteran and that worked from the outset.
To start set throttle to 15% open.
Prop pitch fully fine(all the way back)
Fuel on, both mags on. For speed right click in and out of VC to hit buttons either side especially the Hurri.
2 pumps on the primer and as you hit the start button offset the torque with a bit of right rudder and aileron.
Release brakes, ease pitch fully forward while controlling aileron and rudder.
Ease in throttle to 95% also controlling rudder and aileron.
Tail lifts at about 55mph and torque decreases.
I hold her down and don't unstick until about 95mph
The reason is that a higher takeoff speed gives you more manouverabilty very early, important for ground attack exercises.
Once airborne I leave the throttle at 95% and use the pitch control to adjust speed in battle.
The most important instrument is airspeed, watch it like a hawk, it takes practice to understand prop pitch but basically course gives you more grip up to the point where it begins to slow you down. You can use fine pitch in a dive to also slow you down.
You haven't asked for landing but i assume you'd like to do that.
First find the field(radio if you can't see it.)
Having ascertained the wind direction, fly abeam the field on the reciprocal heading.( my maths is poor so I add or subtract 200 and then apply the other 20)
Watch your compass as you turn onto the wind heading and you should then see the field in front of you.Keep an eye on altitude, I use a target altitude of 500' and descend from that. (flat turns can be difficult at first and remember that with a plane on its side, the rudder performs the function of elevator.)
The main problem I had with landing was judging the distance. Initially,it's better to make a longer approach and keep nudging the throttle to keep it flying.
After a while you'll be able to turn and drop it in from inside the airfield boundary.
Prop pitch fully course( more grip to accelerate should you need to.)
Open canopy( This game is so good that the open canopy actually slows you down ! You may wish to leave it closed on takeoff for increased speed)
Throttle back, speed drops to 140, flaps down and gear down. Target touchdown speed is about 80.
Small throttle increases just to ensure that you don't drop too low.
As wheels touch the deck and you're certain that you'll stay down, pitch to fully fine to help with the braking. 50mph and you can start stabbing the wheel brakes to bring you to a stop.( With pitch fully forward until touchdown you have the grip to accellerate and go around again.)
The Spit is more slippery than the Hurri and you may find that on approach your airspeed is too high to get flaps and gear down. If you don't want to do a go round you can waggle the rudder to scrub off some speed. This is why I find 500' to be the maximum height as I start my approach, any higher and the glidepath is too steep and you'll come in too hot and high.
If you train at Tangmere you can taxi to the pub for a couple of well earned pints( Tea from the wagon at Kenley just doesn't cut it.)
Here's my flying, so if you think it's rubbish you can ignore all i've just said.http://www.youtube.com/watch?v=uo9kFCYPH8E
Happy flying and remember a good landing is one you walk away from.
"Only birds and fools fly and even the birds don't fly at night"