The first video only really shows why it is a silly idea. I've even added some touch controls to my PDA app for Elite which works in a similar way via Oculus Dash i.e landing gear up / down, station menu control etc buttons - one thing I learnt was that after 5 minutes it grew old and I rarely use the feature now desipte spending some time coding it.
I'm not opposed to the overall idea in general, but with that said I wouldn't want development time diverted away from far, far more critical / long awaited new features and fixes / updates for existing ones.
In honesty montion control in Elite wouldn't get much use, just as with racing sims - you are better off using the right tool for the job. Wheels / HOTAS's are both far more precise and immersive than motion control for these types of games. Switching between input devices, even for non critical tasks is not that pleasent either.
I like when an answer is thought out, like yours, CylonSurfer. What follows is my opinion, not a fact and I respectfully disagree with yours on both the precision and immersion fronts

. My view on it is slightly different than OP though,
I want to get rid of HOTAS completely, not emulate it!
I
used to be against and also thought HOTAS was superior. Until this one day, when I tried
X-Rebirth VR. At first I tried it with HOTAS, of course, because motion controls for space sim?! Give me a break! But... the number of bindings was large and I wanted to play, so... I skipped configuring HOTAS and tried with default settings and VR controllers because why the hell not. I will do the tutorial, I will know what to bind, etc...
So I started playing. At first it was ridiculous. No, that is not precise, come on, where are you flying... Stop, not in the waaaaaall... Then the moment came:
Oh wait. Wait a frikkin second. It all starts to click in... Oh my god how could I be so blind! After about five minutes, your brain adapts to new control scheme... And it's pure bliss. With Viwands + trackpads, steering your ship is like
the future. HOTAS doesn't even come
CLOSE. In fact I now view it as a primitive device it is... For a F18/C it is cool... but for a starship? Oh no no no. It belongs in XX century with these things called "aeroplanes".
I know,
blasphemy, right? Well... no. After you make a pass along a space station structures, slaloming between pillars, making tight turns to avoid collision and doing things which should net you "reckless flying" fines, you don't wanna go back. Literally you don't. Turning, strafing - just by turning your wrists and using the trackpads (even with their current lame vive implementation), aiming your weapons using your eyes (weapon cursor can follow headset movement)... it simply becomes second nature just after a few minutes, and you're left wondering why don't all the games use it and try to imitate gamepads / joysticks... I believe the only way it can get better is the Oculus Touch version, because it allows your hand to rest naturally, whereas Vive wands require an angle.
You stay completely in control of your ship, and can pull all sorts of crazy manoeuvrers like you were born behind these controls... And the fact that you aim with your gaze (well, head), makes the only argument one might have - that HOTAS is more "precise" for aiming - moot. TBH I believe laser-tracked Viwands are more precise than HOTAS with variable resistors and springs any day, but I digress...
This video (worth watching whole, but he talks a bit about the controls in the first 2 minutes, and then later) tries to explain it. It's like with VR. You cannot explain it, you have to experience it. This guy tried XRVR with a HOTAS, and like me tested out motion controls, thinking it would be a gimmick and now he doesn't want to go back.
[video=youtube_share;LhbAvl_fdsI]https://youtu.be/LhbAvl_fdsI[/video]
Yes, I know XR is a different game and you control it through menu system, and it's not what OP really wants (because he wants interactive VR cockpit). That said, I love interactive cockpit in DCS World's F18/C Hornet. Almost makes the other not full interactive planes "unflyable" ;-) Yeah it would require heavy coding on FDev's part, an UI overhaul and a dev time which is better spend on new "exciting" features (whatever Braben is currently "excited about"). But please stay open minded. Not like the quoted posts below...
Your problems are of your own making. HOTAS and voice is so obviously the optimum solution. Sad we’re at the stage where plugging in a joystick and putting in on a desk is too much trouble for some people.
(...)
HOTAS and voice are so obviously the best.
Well, do you even have VR for starters? Have you tried different control methods? Or are you just "obviously" stating your opinion as an axiom? Sad we're back to the stage where "
them cows would lose milk from all these darn railways"... Btw. I agree with OP, HOTAS
is/feels clunky after flying with motion controls for a while.
I think it's unreasonable of FD to expect it's customers to have a pc.
They should let my play by thought control on my Samsung galaxy s6 and gear VR...
Amusingly, there are scientific experiments with thought controls with HTC Vive. Don't get your hopes up, we're far from real breakthrough, but real life is actually ahead of your sarcasm lol.
[video=youtube;5SVhrlyNMWU]https://www.youtube.com/watch?v=5SVhrlyNMWU[/video]
Bottom line: I used to be against, thinking VR controls would force me to transition from Viwands to HOTAS to Vivands to HOTAS, but it is simply not true. Proper motion controls supersede HOTAS entirely. At least
I think so, but if you look on YT, there are other videos who share similar outlook. And you can even join VR controller with a joystick if you're so inclined and cannot relinquish your precious warthog or saitek
Just don't be afraid to try new things.