Last updated: December 6, 2021
Here you can find what’s the current development state of the different core features of Tinker Pilot.
We are continuously working to bring to the game the most popular peripherals (you can also import your own models if you need to). Right now, these are the devices whose models are included:
- Saitek/Logitech X52 Pro HOTAS
- Saitek/Logitech X56 HOTAS
- Logitech Extreme 3D Pro Joystick
- Thrustmaster T.Flight X HOTAS
- Thrustmaster Warthog Stick and Throttle
- Thrustmaster T16000M Stick
- Thrustmaster TWCS Throttle
- VKB Gladiator MK.II
- VKB Gladiator K
- VKB Gladiator NXT
- VKB Gunfighter MK.III Modern Combat Edition
- VKB Gunfighter MK.III Space Combat Edition
- VKB Gunfighter MK.III WWII Combat Edition
- Virpil VPC Constellation ALPHA
- Virpil VPC MongoosT-50CM3 Throttle
You can optionally use hand tracking in Tinker Pilot. Seeing your virtual hands enhances your hand awareness while reaching for your physical devices and can also be used to interact with simple holographic controls.
The game supports the hand tracking systems that are currently available for PCVR:
- Leap Motion Controller and Stereo IR 170 from Ultraleap.
- Valve Index and HTC Vive camera-based hand tracking.
VR motion controllers can also be used to interact with holographic buttons and sliders in your cockpit, and we’re currently working in special virtual controllers for main ship control for those users who want to pilot with no extra hardware. These special controllers are not implemented yet, so if your intention is to pilot using only VR motion controllers, you may want to wait for future updates.
Custom models importing
Tinker Pilot offers predefined elements for you to customize your cockpit, and we’ll keep expanding the built-in library over time. However, if there’s something you miss, we provide you the tools so that you can easily import your own models and integrate them into the game.
Elements placement and scaling
Anything inside your cockpit (HOTAS, joysticks, holographic panels, screens, virtual buttons, etc.) can be placed and scaled to your liking, and the cockpit editor allows you to organize the different components as a hierarchy of elements so that you can access and edit the sub-elements, arrange the groups as you prefer or anchor them to your HMD or motion controllers.
Your cockpit does not have to be just a set of static objects in Tinker Pilot. A generic animation system allows you to easily add movement to any element or sub-element in your cockpit and connect it to your inputs or data provided by the ship systems.
This is great not only to make your virtual devices match the movements of your real devices, but also to add all sorts of effects to your virtual elements such as control panels or holographic controls.
Every ship system in the game is designed as an interface with a series of actions and data that can be accessed by any element of your customized cockpit. Any action or ship control can be connected to any of your inputs from either a physical device or holographic controller. And thanks to a bidirectional binding system, you can also bind any of the exposed data/telemetry to any cockpit indicator or as a trigger for further actions.
You can check the full list and descriptions of the currently implemented systems in the Ship Reference page.
Serial devices interface
A built-in serial communication interface allows two-way communication with external serial devices (e.g., Arduino boards) so that you can easily create your own input devices and add all kinds of hyper-reality effects to take your immersion to the next level.
Here you can find instructions on how to connect serial devices to Tinker Pilot.
These features are not implemented yet, so if you’re interested in using any of them in Tinker Pilot, you may want to wait for future updates:
- Motion simulators compatibility.
- Full VR motion controllers support (special virtual controllers for main ship control for those users who want to pilot with only VR motion controllers).