The techniques used to simulate flight in the original Microsoft flight simulator (not MSFS) are described in a paper by Michael Zyskowski published in the AIAA Modeling and Simulation Technologies Conference 11 -14 August 2003 Austin Texas. It uses a basic 6 degrees of freedom approach using standard equations of motion as driven by the usual non-dimensional aerodynamic coefficients. There are exterior methods of introducing "Realism Factors" to reduce the workload for novice users, but if they are ignored the result is accurate and in complete agreement with textbook theory. However, the coefficient values need to be correct and if not the airplane will behave accordingly (badly). If anyone is going to adjust these coefficients they should only make one change at a time, write down the result and if happy, go on to the next coefficient. This is a slow process but eventually you find less things to change because they are OK. The flight dynamics for Dino's Typhoon and F-35 both took me 6 months to get right, or as right as I could considering there is little released flight data. The performance was fairly straightforward. The handling had to simulate a fly by wire system which I assumed would be very effective. How they handle is as close to a Hawker Hunter as I could make it, crisp and clean and without the wall to wall buffet of the F-4 when turning hard, just the "feather's edge" that told you when the airflow was starting to break away slightly.
As regards gliders, the basic requirements are fairly simple. You need to design for two situations. First, for minimum rate of descent (max endurance) when circling in thermals and for minimum glide angle (max range) when going for distance. These two situations are achieved at different angles of attack and speeds, endurance is slower than range. They are at different points on a drag versus velocity chart. It is important to minimise induced drag which is due to spanwise flow and the long wing span of a glider helps that. Nevertheless, induced drag is typically 3 times as high as form drag when at max endurance speed. If you go slower the induced drag increases. For range you need to fly at the lower AOA and higher speed for L/D max.
Flap wise, apart from landing, you could use some flap depression to increase the lift coefficient for better endurance and some flap raising to straighten out the airfoil a tad and decrease induced drag. In a glider induced drag is always the issue.
All of the above should be possible with the standard FSX system. You may have to adapt what you do to cater for things the sim cannot do. For example, the Tornado has variable sweep, so I designed the basic airplane as having 60 sweep and then added flap to simulate the aerodynamic changes at 45 and 25 settings. You could design your glider as having raised flaps normal, then a small flap amount to simulate no-flap flight and more to simulate lowered flap. That is purely in the numbers, your model would show the raised flap.
Roy