What Hoppie said in point two above is what I was alluding to with a new approach to flight sim graphics. You can guarantee buttery smooth motion without any jerkiness if you factor in motion blur.
Of course, without motion blur, the higher the FPS the more smooth, especially when the landscape that's depicted is changing rapidly (like if you're in a tail spin). Without motion blur, given a certain rate of change of what's being depicted, then more FPS means more smoothness.
But think about your favorite movie where things rush by really fast, say perhaps, the assault on the Death Star from Star Wars. You watch that in the theater and don't discern any jerkiness, despite watching it at 24 fps. The reason is that individual frames that contain motion are blurred.
How we could do this in a sim is to calculate frame A. Then calculate frame B. Then project frame 1, which is an interpolation of A towards B, blurring the things that move. (A dot that moves from one location on frame A to another location on frame B would look like a smear on frame 1.) Next, calculate frame C, then project frame 2, which is an interpolation of B towards C.
Repeat this ad infinitum, and you would get cinema-quality effects at only 24 fps, leaving, in theory, excess computer time to work on other things.