[Utility] Aurora Vibra — Haptic Vibration Feedback for Winwing Joysticks & Throttles in War Thunder & Flight Sims!

Greetings, pilots!

Many of us fly using Winwing hardware (Ursa Minor sidesticks, Orion bases, throttle panels). The devices are great, but there’s a long-standing issue: War Thunder does not natively support tactile haptic feedback (Rumble/vibration) on these devices, leaving us flying with a completely “dead” stick.

I am developing an open-source utility called Aurora Vibra. Originally created for MSFS, I expanded it to parse War Thunder telemetry (via local port 8111) and translate flight physics into full-fledged haptic feedback on stick and throttle motors.

A major update is out! All presets and parameters were tuned and calibrated on physical hardware.

🚀 Eight Haptic Effects Breakdown

1. Gunfire (Weapon #1 — Machine Guns)

Not just a flat rumble during a burst, but a shot texture generator: software PWM with a 6.5 Hz carrier frequency, 33% duty cycle, 12% cycle-to-cycle amplitude jitter, and a 41 ms attack time on the leading edge of the burst. Jitter is essential — without it, a firing burst feels like a flat motor hum rather than mechanical gunfire.

2. Gunfire (Weapon #2 — Autocannons)

A separate preset with a distinct character: 4.3 Hz carrier, 40% duty cycle, 3% jitter, and a raised floor of 100. Heavier and more measured — tuned specifically for autocannons, whereas the first preset is tailored for machine guns.

  • Key Feature: The two weapons are routed to separate hands. Weapon #1 goes to the joystick, and Weapon #2 goes to both throttle motors. Feeling two distinct calibers in different palms creates an immersive experience without blending into mud.

3. Stall Buffet

Driven by real-time Angle of Attack (AoA) telemetry rather than a simple boolean flag. Vibration starts early in a ~4.9° AoA pre-stall warning zone, smoothly ramping up as you approach the stall boundary — giving the pilot tactile warning to unload the stick.

  • At the exact moment of stall, a distinct pulse (1.5x multiplier) fires for 0.25s.
  • Uses a 5 Hz sawtooth wave with an effect ceiling of 80.
  • Includes a 3° hysteresis zone to prevent the stall kick from re-triggering repeatedly during boundary turbulence.

4. Vne Overspeed

The speed threshold is pulled from an aircraft speed limit table covering ~1300 roster machines via exact aircraft model matching. Features a smooth ramp-up over a 10 km/h window prior to the limit, holding at peak intensity beyond it.

  • Flap Positions Included: The effective limit automatically tightens to the structural destruction speed of the flaps at their current deployment angle (combat, takeoff, landing; boundaries calibrated at 26.5% and 66.5%). With landing flaps extended, the overspeed effect triggers much earlier, exactly as it should.

5. Landing Gear Overspeed (Vlo)

A standalone effect triggering strictly when the gear is deployed, calculated against the structural limit speed of that specific aircraft’s landing gear. Uses a wider ramp-up window (20 km/h instead of 10 km/h) so the tactile feel stands out from regular Vne overspeed.

6. Flaps Movement

An actuator drive hum that operates while surfaces are actively moving — driven by real position changes rather than keypress inputs.

7. Landing Gear Extension/Retraction & Door Thump

Simulates the mechanical rhythm of the gear operating sequence during travel, combined with a distinct thump upon locking into the fully extended or retracted positions.

8. Engine Start and Shutdown

A complete state machine driven by RPM and power telemetry:

  • Cranking phase at 1.5–6.5 Hz with amplitude scaling alongside RPM gain.
  • A distinct 0.3s “catch/ignition” pulse when the engine fires up.
  • Smooth decay as it settles into stable idle.
  • Shutdown follows its own dedicated sequence with two distinct pulses.
  • Air-spawn protection: A 1-second telemetry stabilization window prevents treating a mid-flight spawn as a cold engine start.

🛠 Features & Functionality

  • Flexible Routing: Route any effect to Joystick, Throttle, or both simultaneously (except gunfire, which uses dedicated fixed routing as described above).
  • Individual Intensity Sliders: Tune each effect to your preference.
  • Per-Aircraft Profiles: Settings auto-save per aircraft model and automatically load when switching aircraft.
  • Automatic Game Detection: Simultaneously polls War Thunder, MSFS, and X-Plane 12; active game control is passed automatically to whichever sim is running, updating the UI accordingly. Manual override available if two games are running at once.
  • Dual-language UI (English & Russian) with a live telemetry view panel to inspect real-time data incoming from the simulator.

📥 Download & Try It Out

Portable application — no installation required (unzip and run):

👉 GitHub Release: Releases · chegevarko1982/aurora-vibra · GitHub

Feedback, testing on different aircraft models, and suggestions are welcome! ✈️

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