OMG...
I hope noone here will argue that physics is wrong? I truly hope so.
In mechanics, when you have a body, you have following parameters:
Both force and torque vectors are always applied to center of mass. The only exception is when the body is fixed with less than 6 degrees of freedom (i.e. on a hinge). With helicopters - this is not the case. They have full 6 DOF of motion.
Hence, when you have torque applied, in the reference frame fixed to the helicopter, it will always rotate around center of mass. Period. No other options possible. That's the basics of physics.
When the helicopter is moving, it may appear to a stationary observer that the body of the helicopter is rotating around some other point. For example, when performing funnel maneuver, the body of the helicopter will seem rotating around a vertical axis starting at the funnel focus. However, if we look from the helicopter's point of reference, the rotation will always be around CoM. Period. End of story. What you see is NOT what you get, unlike Microsoft Word.
And - surprise, surprise - aerodynamical forces and torques are just parts of the "total force" and "total torque" vectors. It may look as if it works otherwise - but it is not. It's all the same equations -
F = M*(dv/dt) (Second Newton's law, I hope you know at least as little as that)
T = I*(dL/dt) (torque equals inertia tensor multiplied by angular acceleration)
All the aerodynamical calculations are applied on top of that - to get the forces and torques. They are complex and different, yes. But when the aerodynamic stuff is done, Mr Newton takes the wheel - and all goes according to his laws.
Hence, Mr. Fri13, yes, I compare my physics background and experience in aerodynamic modelling to your ostensibly hardly finished high school physics. Surprise again - all macroscopic bodies comply to the same newtonian physics, be they helicopters, planes, or anything else. ISS motion is described by the same equations that apply to a bowling ball, WWI fighter, WWII fighter, modern fighter, ballistic physics, basketball, volleyball, gyroscopes, mechanical clock, lawnmovers, parachutists, skateboards and policemen.
And for the reference: yes, I've played DCS: Black Shark, Lock On series, Falcon 4 (plain and AF) and Orbiter space sim. I've also developed a couple of addons for Orbiter. In RoF, I've worked on physics of the Fokker triplane - there, we had some problems with actually making the thing fly like IRL - because NACA wing profile data does not give any information regarding the interactions of three closely-placed wings.
In all of these simulators, the model I've described is in the base of everything (except some scripted spins in Falcon 4 and Lock On). You can ask developers of any of those sims - or you can ask BIS developers. They've done good job with the TKOH flight model. Obviously, the answer that it's the same good ol' physics will surprise you.
Don't tell me *I* don't know physics.
EDIT: Damn it, I've fell to a manipulative troll. Shame on me.
Good job, Mr. Fri13. I hope your pimpled personality feels much better now.