Please improve VR controller's interaction physics model

Please make VR controller interaction more physcal, and less like a pointing device. “Direct” mode should be the default (instead of “laser” mode). You should be able to “bump” into switches to flip them. At the moment, VR controllers act more like a mouse: clicking on things interacts with them. And while rotational controls exist, they are very rough and imprecise. It can be improved by more immersive and realistic operation: When approaching a switch, while trigger is depressed, the motion should flip the switch in the direction of the hand movement. That way you can realistically and predictably flip switches. Grabbing and rotatind should be precise and coarse/fine speed should be demendant on wrist rotation speed (with haptic rotation “ticks”) . Grabbing throttles and other engine control levers on multi-engine planes should be done together by grabbing the center between levers, and not individually as it is now. To summarize in one sentence: to maximize immersion, please make VR controllers model human hand actions as much as possible, instead of mostly just emulating a 2D controller (a mouse).

totally agree with you, the VR interaction needs improvement big time! (especially for addon aircraft); the default aircraft are flyiable in VR (with controllers) and they solved the issue of multiple throttle levers manip. (thanks Asobo), but it’s not a complete interaction, as you say, it should be like grabbing the middle for all the levers together and maybe picking on the side if you wish to move a single lever (like in an eng. failure scenario for example); another big lack of interaction are the other “levers” in the cockpit, including gear, flaps, speedbrake, nose wheel steering tiller,… the interaction is still very basic and as you said, is more using a mouse through vr controllers with increase/decrease-type interaction, not immersive at all…