

You have alot of work ahead of you but the quantity of buttons, dials, axis's, etc. FlightGear and X Plane use the same methods so everything regarding FlightGear should also work with X Plane. Just search out FlightGear Arduino and you will get 46K links to the FlightGear Wiki and probably some irelivent links too. They use USB to communicate Serialy, also over UDP with ethernet. In fact those sims are sometimes used by NASA and the FAA for real cockpit Simulation. I've seen sim cockpits with hundres of buttons, dials, displays on these sims. What FlightSim are you using? If you are using FlightGear or X Plane then you can have as many as you need. Be prepared for some learning curve if you never did anything like this. But I'm sure there are a couple of flightSim experts around who can help you. Regarding your flightSim questions I have to admit that I have no clue about this.

FLIGHTGEAR JOYSTICK HOW TO
There are examples showing how to use the library, you can also ask here or at the gitHub repo in case you have questions about the library Or you use the 4051 which is a 8bit version. You don't need to add 16 encoders to the 4067, 8 will work just as well.
FLIGHTGEAR JOYSTICK PC
Reading out encoders and communicating the values to the PC are two completely different stories. If windows sees only 8 analog inputs per device, would i need a switch to use each set of 8 dials? that would be inconvenient-i would have to flip a switch to use each bank of dials. I have an inkling of how this might be coded-but i'd have to study some examples. but since windows can only see 8 analog inputs per device, i do not see how that would work. or maybe i misunderstand how these luni from the page you linked But then i would need two usb cables-or maybe put a small usb hub in the box containing the luni from the page you linked since i am limited to 8 analog inputs per device, 2 teensy LC chips might be sufficient. When i say axis i mean a continuously variable input, like a joystick, a throttle, brake pedals, rudder pedals, lighting dials, radio tuning knobs. I also understand that most game controller coders usually think of a joystick because that is the most commonly used analog input. Also that's how DCS (a flight sim) labels them. I used the word 'axes' because that's how analog inputs are represented in windows, as an 'axis'.
