Hi everyone — brief intro: I’m developing an external IR finger-tracking pointing device for VR cockpit interaction, mainly for flight sim users. The project is Talos: IR Finger Tracker by SimVRTech. There’s a basic overview here for context: https://simvrtech.com/
I’m not posting to promote it — I’m trying to better understand the correct technical approach for MSFS 2024 VR before going too far down the wrong path.
The issue I’m investigating is the MSFS VR cockpit cursor/raycast behavior. From testing, it does not seem to behave like a simple 2D Windows cursor at the center of the screen. It seems more like an internal VR ray/collision cursor that responds to relative mouse movement and may retain its last ray/cursor state.
What I’m looking for is guidance on the SDK/API side:
Is there any supported way in MSFS 2024 to query, reset, re-anchor, or influence the VR cockpit mouse/raycast cursor?
More specifically:
I’m not looking for general user troubleshooting. I’m trying to understand the supported architecture options: firmware-only relative mouse, Windows companion app, SimConnect, mouse injection, Input Events, or something else.
Any pointers to SDK docs, sample code, DevSupport threads, or known limitations would be appreciated.
I’m not posting to promote it — I’m trying to better understand the correct technical approach for MSFS 2024 VR before going too far down the wrong path.
The issue I’m investigating is the MSFS VR cockpit cursor/raycast behavior. From testing, it does not seem to behave like a simple 2D Windows cursor at the center of the screen. It seems more like an internal VR ray/collision cursor that responds to relative mouse movement and may retain its last ray/cursor state.
What I’m looking for is guidance on the SDK/API side:
Is there any supported way in MSFS 2024 to query, reset, re-anchor, or influence the VR cockpit mouse/raycast cursor?
More specifically:
- Does SimConnect expose anything useful for the VR mouse/raycast cursor position or origin?
- Are any camera/view SimVars expected to reflect live VR headset movement?
- Do camera reset events affect the VR mouse/raycast cursor, or only the camera/view?
- Are Input Events a viable aircraft-specific workaround for interacting with cockpit controls without relying on the VR mouse ray?
- Is MSFS VR cockpit interaction driven by normal Windows cursor position, relative/raw mouse input, internal raycast state, or some combination?
I’m not looking for general user troubleshooting. I’m trying to understand the supported architecture options: firmware-only relative mouse, Windows companion app, SimConnect, mouse injection, Input Events, or something else.
Any pointers to SDK docs, sample code, DevSupport threads, or known limitations would be appreciated.
