Yeah, the major problem for me, is losing the laser pointer.
Also, I should put this front and center: when you duplicate the control movements of real machines, you can likewise reproduce their injuries. For example, conventional rotary-wing controls can be an ergonomic nightmare – the dreaded “helo hunch,” as it’s called. There is a balance to the pursuit of realism in simulations.
I do like the idea of additional customization/accommodation around the laser pointer, if practicable – turn it on, turn it off, something in-between or contextual, etc.
One thing I've learned about control design, in general, is that people can be remarkably adaptive and flexible.
For me, the visual reference “laser” from the controller, is far more important than any vector offset of a virtual finger. That’s more like catching a ball, and switching from a mitt to a bare hand.
Whenever I try to come up with a control scheme, I know I make compromises. I start with my own ergonomics, and then fit in the adaptations for a long list of fixed-wing and rotary-wing craft. It would be difficult to come up with a universal cockpit, which could accommodate the entire DCS World module portfolio, with hand clearance to all controls of every cockpit.
Some of that touchy-glove technology does seem interesting. Literally reaching out and flipping switches – that is fun! I’ll probably go get some of that stuff to have fun and play around with. However, I would not recommend that folks hold out their arms in free space for very long, operating virtual switches and holding virtual throttles/flight-sticks. That is a recipe for blown rotator cuffs. There’s also a serious problem in there with counter-conditioning to control loading, which is contra-realistic compared to any basic spring-centered control.
Tonight’s Existential Question:
Should the future of aviation be about conditioning pilots to adapt to many different aircraft, versus adapting the aircraft to a common interface, which could be controlled by many different pilots?