ive done this on one ship with cutting edge builds. so its very possible. my code is far from perfect and the scripting system is always subject to change. heres my code, it worked on bobs last build (which as far as i know is in cvs).
$Subsystem: stick_pitch, 1,1.0
$animation:script
[
Angs = stick_pitch.Orientation
d = Self.DesiredRotationalVelocity.x /60
if(Angs.p < d)then
Angs.p = Angs.p + Self.RotDamp * ba.getFrametime()
elseif(Angs.p > d)then
Angs.p = Angs.p - Self.RotDamp * ba.getFrametime()
end
stick_pitch.Orientation = Angs
]
$Subsystem: pilot_stick, 1,1.0
$animation:script
[
Angs = pilot_stick.Orientation
e = Self.DesiredRotationalVelocity.y /5
f = Self.DesiredRotationalVelocity.z /1
if(Angs.h < e)then
Angs.h = Angs.h + Self.RotDamp * ba.getFrametime()
elseif(Angs.h > e)then
Angs.h = Angs.h - Self.RotDamp * ba.getFrametime()
end
if(Angs.b < f)then
Angs.b = Angs.b + Self.RotDamp * ba.getFrametime()
elseif(Angs.b > f)then
Angs.b = Angs.b - Self.RotDamp * ba.getFrametime()
end
pilot_stick.Orientation = Angs
]
$Subsystem: copilot_stick, 1,1.0
$animation:script
[
copilot_stick.Orientation = Angs
]
$Subsystem: throttle, 1,1.0
$animation:script
[
Angs = throttle.Orientation
d = Self.DesiredVelocity.z*1.4 - 110
Angs.p = d * ba.getFrametime()
throttle.Orientation = Angs
]
now this is for what youd find on a passenger jet, flight yoke and throttle.
the throttle stick is just a subobject with the center at the pivot point. stick pitch is the point at which the stick columb rotates, the pilot and copilot yokes are children of the stick pitch. i havet done rudders cause you never be able to see them. its crude and might not work on every model without tweaking. post shaders wel be able to do animated panels with shader based rtt.