User manual — Pioneer Access

Complete guide to playing Pioneer Space Sim blind with the Pioneer Access mod. This manual ships with the mod package (as MANUAL-USUARIO-EN.md and MANUAL-USUARIO-EN.html) and you can open it from the game itself (main menu → About Pioneer Access → Open the user manual).

Pioneer Access makes the whole game playable without sight. No screen, menu or game feature is left out: menus, saves, options, flight, stations, trade, missions, star navigation, hyperspace, combat with audio radar, gamepad and mining.

The complete key and gamepad map is also in a separate document, TECLAS (main menu → About Pioneer Access → Open the key and gamepad map).


1. What Pioneer Access is

Pioneer is an open-galaxy space sim: you trade, take missions, travel between stars and fight. Pioneer Access makes it accessible:

2. Requirements

You do not need to install anything else: the mod package includes everything (voice bridge, NVDA library, installer).

3. Installation

  1. Unzip the Pioneer Access package into any folder.
  2. Open the folder and run Instalar.bat. The installer:

No administrator rights needed. When it finishes, press a key to close the window.

To uninstall: run Desinstalar.bat from the same package. It does not touch your saved games.

Important: always use the shortcut

4. First launch

When you open "Pioneer Access":

  1. A minimized window opens (the voice bridge) saying *"Pioneer Access voice bridge started"*.
  2. The game starts. When it reaches the main menu you will hear: "Pioneer Access loaded".
  3. If NVDA is running it will speak through NVDA; otherwise through the Windows voice.

When you close the game, the bridge closes by itself.

5. How the mod speaks

6. Keys

The mod's keys are chosen so as not to clash with any game key. You can also reassign them all to whatever key, button or trigger you prefer (see 6.2.1). The complete map is in the TECLAS document.

6.1 General and menu navigation

Navigation (when a virtual menu is active — in the main menu there always is one):

When an item opens a text editor (names, save as): type with the keyboard (letters, numbers, space, hyphen, period; Shift for uppercase), Backspace deletes, Up arrow re-reads the text, Enter accepts and Escape cancels.

Global (always work):

⚠ Keys you should NOT press (they do hidden game things): F7 with any modifier starts or aborts the hyperjump; Ctrl+F8 triggers a test explosion; Ctrl+F9 quicksaves; Ctrl+F10 opens a developer viewer; Ctrl+F11 reloads graphics; Ctrl+Delete reloads modules. And Shift+Escape through Shift+F5 are the game's time acceleration (paused / 1x / 10x / 100x / 1000x / 10000x) — those you can use on purpose.

In the main menu, besides the game's options, there are two mod entries: Accessibility options and About Pioneer Access (open the manual, open the key and gamepad map, the first-steps guide, and the mod's details).

6.2 Main menu, saves and options

Everything is handled with the navigation keys from 6.1. What each screen contains:

6.2.1 Remapping controls and configuring the gamepad

In Options → Controls → choose the page (ship controls, view…) → the group → the action. Each action offers a primary and an alternative binding (axes also: gamepad axis, positive and negative key):

  1. Enter on the binding: the mod says "Press the new key or combination".
  2. Press the desired key or combination; the mod announces what it captured.
  3. Enter saves, Escape cancels, R captures again.

The mod's own actions are also assignable, but NOT on this game Controls screen — instead in Accessibility options → Mod shortcuts (main menu). There you have the 16 actions (repeat announcement, mute, flight menu, the eight reports, radar mode, target attacker, next ship, weapons report, aim tone) with clear names. They come unassigned — the manual's fixed keys always work —, but you can give them any key, button or gamepad trigger (same spoken-capture procedure).

Configuring the gamepad axes: in Controls, your gamepad appears with its name; Enter opens it and lists its axes. Each axis lets you adjust the deadzone (how far you must move the stick before it starts acting, arrows ±0.05) and the response curve (±0.1), and toggle half-axis mode. Changes are saved on leaving with Escape.

6.3 Flight: status queries

During the game, hold Ctrl and press F1 to F6 to hear a one-off report (the game uses F1 to F8 without Ctrl for its windows; they don't clash):

And two reports on the number keys (no modifier, only in the flight view and with menus closed):

6.4 Flight: flight menu, autopilot and communications

F10 opens and closes the flight menu (navigated like any mod menu):

Automatic announcements (without pressing anything): all new radio messages; docking clearance granted/denied/expired; take-off, landing, docking and undocking; autopilot finished or error; alerts (nearby ship, we're being fired at!); hostile missile launched; hits with hull and shield status; collisions; weapon overheated (past 90 % temperature, so you release the trigger before it stops firing); target destroyed when you shoot down an enemy ship (so you know it's down and can move to the next); new combat rating when you rank up from your kills; mission completed or mission failed when one of your missions resolves (in addition to the client's radio message); fuel warnings at 50/25/10/5 % and out of fuel; the five onboard alarms explained (hull temperature, just enough fuel to brake, atmospheric pressure, dangerous descent, collision course — plus their sirens); time acceleration changes; view change; rotation-damping changes (the flight assist; the game key is C): as soon as it turns off you hear "Rotation damping off! The ship will rotate freely." and when re-enabled "Rotation damping on"; sphere of influence when the orbital reference changes; "start braking!" when you approach your navigation target too fast to stop in time; jump countdown and arrival; planned maneuver warnings (1 minute, 10 seconds, now); cargo and fuel scooping and jettisoning; reputation changes; crew joining and leaving; system explored; autosaves; mission scans (range enter/exit, pause, progress at 25/50/75/90 % and complete); and ship destruction with its cause.

6.5 Stations: services, markets and bulletin board

On docking (or on entering the station view), the station menu opens by itself with the same services and in the same order a sighted player sees. It is navigated with the normal keys; Escape in the station's main menu returns to the flight view (just like in the game).

The menu remembers which service you were in the last time you docked. Market warnings ("you don't have enough money", "out of stock"…) are read and closed with Enter or Escape.

Bulletin board and missions

6.6 Player and ship information

On entering the game's information view (the F3 key in flight, the game's own) the spoken menu opens with its six sections; Escape returns to flight:

6.7 Star navigation and hyperspace

Star navigation opens in two ways: by entering the game's sector map (F5 in flight) or from the flight menu (F10 → Star navigation). It replaces the 3D map with lists:

The jump itself is done from the flight menu: "Start hyperspace jump" once you have a target set. The countdown, the trip and the arrival are announced automatically.

6.8 Combat and audio radar

Combat keys (number keys, only in the flight view and with menus closed):

How the radar sounds (with a radar installed, like the game's): each contact emits a short beep panned to its side (left/right by its bearing; the ones behind sound muffled). The closer it is, the more often it sounds. Timbres: ship = medium beep, missile = insistent high pitch, station = low, others = soft. The radar "rotates" between contacts so they don't overlap.

Without a radar installed the sound radar doesn't go silent: it switches to a proximity mode using the same indicators a sighted player sees without radar (the bodies in front of you, up to about 1000 km). It sounds the same (same timbres and side panning), but it only detects what is ahead and gives no 360° clock bearing or contacts report (key 6), which do need a radar. As soon as you install a radar you get full coverage.

Aim tone (with a combat target set): a six-step scale — the higher the pitch, the more centred the target is on your nose; when you nail it a chord sounds and you hear "On target!": fire with Space (or the trigger you assigned to the gamepad, see 6.9). If the target goes off screen, the tone drops to the minimum and sounds muffled. The tone also pans to the target's side: turn towards where it sounds.

Automatic bearing: with a target set, each time its clock hour changes you hear it ("3 o'clock"); Ctrl+F5 gives the full report (distance, closing, target's hull…).

Defence: "X has launched a missile!" as soon as a ship fires one, and "Incoming missile!" when it appears on the radar; in the flight menu (F10) you have Activate ECM (when ready) and Launch missile at target; each of your launches is confirmed ("Missile launched, 2 left"). Hits you take are announced with your hull and shields.

Your first combat: accept a combat or assassination mission from the board with an armed ship. In the zone: 2 to target the hostile, listen to its clock, turn until the tone rises, "On target!" → fire (Space or your gamepad trigger). If it fires at you, you will hear the alert and the hits; Ctrl+F4 for your status. With 3 you switch target if there are several.

6.9 Complete gamepad scheme

With any connected controller (Xbox layout as reference; on other controllers the buttons may change name or position). Connecting and disconnecting are announced:

Firing and piloting with the gamepad are GAME actions (not the mod's), so you assign them once in Options → Controls with spoken capture (the game also reads the gamepad's buttons and triggers; have the controller enabled on that same screen):

Note: the D-pad is not available to the mod (engine limitation); use the stick for menus. While a mod menu is open in flight, the ship ignores the controller; close it (B) to fly again.

The complete gamepad scheme and all the game keys (weapons, flight, camera, time…) are in the key document: main menu → About Pioneer Access → Open the key and gamepad map.

7. The mod's sounds and their meaning

Interface sounds; volume and toggle in Accessibility options:

Radar and combat sounds (all pan to the contact's side):

8. Playing guide for blind players

In the game itself: main menu → About Pioneer Access → First-steps guide — ten spoken steps that take you from creating the game to collecting your first delivery (and what to do if there is danger). The step-by-step first combat is in section 6.8 of this manual.

Extra tips:

9. Accessibility options

In the main menu → Accessibility options (Enter changes each value and announces it; they save themselves in Documents\Pioneer\pa-config.txt):

10. Manual, keys and "About the mod" from the game

In the main menu → About Pioneer Access:

For these two documents to open, always start with the "Pioneer Access" shortcut (it is the voice bridge that opens the browser; the game alone cannot).

11. Troubleshooting

12. Credits

Author: Héctor J. Benítez Corredera. Copyright 2026.

Pioneer Space Sim (GPL v3) · NVDA controller client (NV Access) · sounds from the accessibility mods community · built with the Accessibility-Mod-Template.