There is no target deviation to hit (that would have just explode in terms of possible error sources) - the idea is completly "check if the player is idle" while flying from point a to point b.
Mabye some context will help:
Basically what is going on is, the following: the player will search an area for signals (there are 12 of them; and depending on the difficulty a certain target number to be found: 4/6/8/10/12). The player gets a HUD gauge to help them point into the right direction, a basic "its getting warmer"-type.
If the player is idle during the travelling, at hidden counter called INFLUENCE will go up. The gain of INFLUENCE is modified by proximitry to at set of envoirnmental hazards and is suspended if the player is close to a signal. Depending on how this shakes out I might even have the INFLENCE gain be modified by the duration the player is idle. I decided against a difficulty modifier and instead just increased the ammount of targets to be found.
If INFLUENCE reaches certain goals, *events will happen* and *indicators will appear*. If INFLUENCE exceeds a limit, the mission fails (a debrief by an external narratior cues you in what happened, and gives you a clue how to avoid it).
The idea is for INFLUENCE to make the mission more interesting but also be something scary; and to have the player themself decide "how close to the edge" they want to go.
The way this works out also is essential to be way, I can design slow decrease of INFLUENCE. Currently I only do a subtract INFLUENCE each time a signal is found.