[SUGGESTION] Client Data Access API for Flight Instrument Panels & Controls

Since I was 5 years old I've wanted to build my own 'spaceship simulator'. Sadly, until Elite Dangerous came along, there was no software package worthy of the effort.

Broadly, what I'd like to see is the inclusion of a Client Data Access API designed to allow us to build and program additional hardware to act as Flight Instrument Panels and additional control interfaces. The model I have in mind would be applicable to all platforms - because the client retains 100% of the responsibility for communicating with the game servers, there's no risk of the API being exploited to provide an advantage for less-scrupulous players. Neither is this a suite of tools that could be used for modding - it just provides a way to read and write particular datarefs to / from the client.

What's Possible?

The perfect example of what I have in mind is provided by the flight simulator X-Plane (http://www.x-plane.com), and a company from Sacremento called Precision Flight Controls (http://www.flypfc.com). Using the 130-odd datarefs provided by X-Plane, and a little ingenuity, PFC manufacture and supply a wide range of FAA Approved Flight Training Devices from Desktop Training Systems worth around $8,000 through to Full-Motion Modular Flight Decks worth $100K+. ALL OF THEM WITH A SILLY LITTLE FLIGHT SIMULATOR GAME AT THEIR CORE!

What do we need from Frontier?

The excellent work done by Frontier to support VR Headsets and HOTAS Control Surfaces already goes a long way toward providing Client Data Access. In fact, I can already see the potential for a few custom hardware widgets talking to the client through Arduinos and USB Development Boards using only the configurable 'button' options available to us right now. What I'd like to see is access to data such as orientation (pitch/roll/yaw), current speed, distance to target, etc, etc, etc. Just make it available - and let us come up with the hardware and software required to build our toys!

Taking it a step further:

The DREAM end-point would be to be able to selectively remove the panels (Targeting Panel, System Panel, etc) and use the monitor as a 'cockpit window' with all other controls being possible through custom-designed-and-built control surfaces, including touch-screen Multi-Function Displays should we be so inclined. Essentially, I want to be able to play Elite Dangerous on something that looks like this:

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For inspiration, here's a link that shows the data X-Plane makes available: http://www.x-plane.com/manuals/desktop/index.html#datainputandoutputfromx-plane

Think of the longevity that such a SIMPLE feature could add to this game ...

Think of the children ... especially the children who LOOK like they're grown-ups ... PLEASE FRONTIER - FOR PETE'S SAKE THINK OF THE CHILDREN !!
 
You're not the only one that wants this kind of data from Elite :) Those of us with motion cockpits (or even just tactile feedback vibration setups) have been asking for an API like this to translate game motion into physical. Looks like your goal is a real-life physical representation of the cockpit, which is really cool. Others of us would be playing VR, but still want the motion feedback as if our bodies are in the ship.

We've been able to catch glimpses of this by hacks that read the motion values from memory, but Elite is updated extremely rapidly so the brilliant guy making the plugin (@value1 over at xsimulator.net) doesn't have time to work the extra job keeping his memory hooks up to date. I can tell you it's a pretty amazing experience, and it would be even better with true first party support. They've even added ground vehicles to the game for a whole different potential motion sim experience...
 
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