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We didn’t want to go with simple systems where the weapon would "break" apart if it collides or gets stuck (like in some popular VR gun ranges), so we adapted our break-action weapons approach for lever-actions.
Lever-action controls in VR are a tough one, and every dev has their own solution. Pavlov has a pretty solid take on it, though still not perfect, but it feels satisfying to use.
We’re planning some internal weapon code refactoring in 2025 and hope to improve this interaction as well.
So far a good example in my opinion was H3VR's lever action controls. Because you can either pump the back hand sort of like a pump action, or tilt the back hand down like you'd expect, or even a mix of both. It's super easy to cycle shots that way.
Try thinking less sim control, more action star. It helped me a ton. I played mostly H3 and Pavlov too. Once I got more in the mind of action star just flipping the gun against real gun instincts but like you would do in a movie, it became very comfortable. Double rosewoods are mega fun with that technique.