I know this will remain a dream, but what are we if not dreamers? Having played around with Spad.Next for flight sims (MSFS mainly) it strikes me how much more powerful this method of control input is compared to in game binding schemes. For those that don't know, Spad.Next is a companion program that you start up before starting your flight sim. Instead of doing your controller setup in the sim, you do the setup in Spad.Next. Why would you do that I hear you ask? Well because Spad.Next has access to both reading and writing every single sim-variable in game. If I have a panel with a display and I want that display to show me my heading in degrees? No problem. If I have a rotary encoder (like you have on say a Virpil Throttle base) and I want that to control my desired altitude setting in the AutoPilot? No problem. If I want multiple axis to control the same input, like having both a left stick and a throttle with a mini-stick to control thrust? Just bind both, no problem. If for some strange reason I want a single button that sets my desired height to 10.000 feet, my desired heading to 180 degrees, adjusts my throttles to 90%, sets my vertical speed to 2000 fpm, sets my autopilot to heading mode and turns it on? No problem. Any scenario you can dream of you can use Spad.Next to setup. If CIG made an API for this software you could keep the in-game bindings newbie friendly, while allowing those with lots of flightsim gear to truly use their peripherals properly. CIG were asking for feedback on the keybindings a while back, and I hope this could actually become an option for them to check out.