Aces of Thunder Review โ Cockpits, VR and Rough Edges
Aces of Thunder promises a cockpit-first WWII flight sim made for VR. Esprit de corps in the planes is real, but clunky VR menus, spotty HOTAS support and performance issues hold it back. A mixed bag for flight-sim fans.
I went into Aces of Thunder excited: a Gaijin-built, cockpit-first WWII sim that promised fully interactive cockpits and native OpenXR VR support sounded like my kind of project. On paper it hits many of the right notes โ legendary aircraft roster, cockpit-only dogfights and hangar roaming โ but in practice the launch build feels uneven. There are genuine moments of shine (beautiful cockpits, satisfying flight feel at times) and some maddening design choices (menus, limited interactables). If you like War Thunder but wanted a leaner, VR-centric experience, this will look dangerously close to that dream โ just with a few nails sticking out.

Dogfights From the Seat of Your Pants
The core of Aces of Thunder is simple and immediate: you sit in the cockpit, you look, you fly, you fight. Matches and missions are presented strictly from the cockpit view โ no third-person vultures here โ which gives duels a tense and personal feel. Flying the P-51 or the Spitfire in VR is unexpectedly satisfying: the models are weighted, control response is believable and you can feel when a turn bleeds speed. That said, the available player actions are narrower than I hoped. Most interactions boil down to stick, throttle and a handful of toggles; many systems (radiators, nuanced engine management) are abstracted away or handled via radial menus. After a few sorties that lack of physical switches starts to itch for anyone used to fully interactive sims.
When the Cockpit Is Gorgeous โ But Partly Frozen
What truly sets the game apart is its attention to cockpit detail: instrument faces, wear marks, and the tactile scale of gauges are lovingly reproduced. Walking around the hangar between missions is a neat touch and the VR-ready cockpits sell presence better than their pancake screenshots. But that polish is inconsistent. Several players (and I experienced this too) noted limited in-cockpit interactivity โ many levers remain decorative โ and the VR hand collisions can feel fiddly. Menus and radial UI designed for motion controllers are often awkward with HOTAS setups, so you find yourself juggling control schemes instead of flying. Itโs a clear case of ambition (fully modeled cockpits) bumping into rushed or incomplete interaction systems.
Graphics, Sound and Stability โ A Mixed Bag
Visually the planes and cockpits look very good up close, with convincing materials and readable dials when you lean in. Outside the canopy, terrain, vegetation and distant models sometimes suffer from aggressive post-processing, aliasing and LOD pop โ especially noticeable in VR. Audio is competent: engine roar, wind and weapons have punch and directionality. Unfortunately performance and stability at launch are shaky for some users; I saw reports of stutters, crashes and inconsistent framerates even on modern rigs. OpenXR and broad headset support are a win, and HOTAS can be bound, but the lack of polished binding UI or axis curve tools makes fine-tuning frustrating. In short: memorable cockpit fidelity, bumpy exterior visuals, and tech issues that will need follow-up patches.

Aces of Thunder is a promising cockpit-first flight sim that lands awkwardly at launch. I enjoyed the close-up cockpit work and occasional satisfying dogfights, but clumsy VR menus, spotty HOTAS support and technical hiccups make this a buy-for-later title unless youโre willing to tolerate rough edges. If Gaijin backs it with rapid fixes and better input tools, it could become a top-tier VR air combat sim; for now, consider waiting for a polish patch.







Pros
- Highly detailed cockpits and authentic plane roster
- Cockpit-only dogfights deliver immersive, tense encounters
- Native OpenXR VR support and hangar exploration
- Good baseline flight feel when systems behave
Cons
- Buggy or awkward VR interactions and menus
- HOTAS binding and fine-tuning tools are lacking
- Performance and visual inconsistencies outside cockpits
Player Opinion
Player feedback on launch is loud and blunt: many praise the idea and some of the core visuals, but recurring complaints dominate. Common themes are unreliable VR controller interactions, awkward menu systems that force motion controllers even when using HOTAS, and inconsistent HOTAS support โ users struggle to bind axes and expect axis curves or ramp controls that are missing. Performance reports vary: some get smooth 90fps runs, others hit stuttering and crashes. Several reviews compare it unfavorably to War Thunder (and VTOL VR for raw cockpit interaction) and call the launch closer to a tech demo than a finished sim. That said, a vocal subset defends the game: they configured HOTAS successfully, enjoy the cockpit immersion and say the dogfights feel rewarding when systems work. If you follow patch notes, the consensus is: potential is there, but wait for fixes if HOTAS/VR fidelity matters to you.




