![]() So, I’m keeping this for passenger view when possible (hopefully Microsoft will fix the movement inside the airplanes as I cannot do custom view for drone camera). ![]() Note: some planes allow for moving to the backseat as in Cub while others like Cessna, it’s not possible. Also 45 degrees are bit lower than what I want.Ĭustom Camera 5 → look front with a little to the bottom to show the trim wheel (personally, I prefer to see the wheel while adjusting the trim to set it visually to certain a position).Ĭustom Camera 8 → copilot view/ a bit closer (zoomed) to MFD/GPS screen Note: there are already dedicated shortcuts for 45 and 120 degrees cockpit quickview in camera views menu, you may use them if you like but I find custom camera better as I can use my free camera while using the custom view ( i.e., I can adjust custom camera when flying). My configuration is as followsĬustom Camera 7 → 45 degrees to the front left viewĬustom Camera 9 → 45 degrees to the front right viewĬustom Camera 1 → 120 degrees to the back left viewĬustom Camera 3 → 120 degrees to the back right view (we will assign the load shortcuts later below) Also make sure to click the numbers above the letters NOT the ones in the numpad. Important Note: use “LEFT” Ctrl and “LEFT” ALT. (A) Configure the first camera by positioning, for example, your view to be 45 degrees front view (you may use the free camera using the mouse to make the configuration precise including the desired zoom), then use the shortcut Ctrl+Alt+7 to save it on custom camera #7 The idea is to use one hand on the numpad of the keyboard or on the throttle buttons (as in TWCS throttle) to control the views. In the following, I’m sharing my configuration of custom cameras which made my experience much easier and enjoyable. I’m reposting it here in the public forum since the alpha forum cannot be accessed by newcomers. for details on how to configure hat switch please refer to my response to a question below in the chain of this post.Īs an alpha tester, I had several tries and I posted my setting which was liked by many.This is because I found it irritating and not natural to move from extreme left to extreme right back position with just the hat switch.I’m also sometimes using Translate key to move within the cockpit. In fact, my configuration is to use custom camera first then to use the hat switch to fine tune my view. Of course you can configure your POV/hat switch to look around inside the cockpit. ![]() Flight simulator has a robust camera system (if configured correctly). I would like to add illumination to the front panel, so if anybody can direct me to a tutorial or just give me some pointers it would be most appreciated.For a lot people, the cockpit views during navigation could be a challenge without head TrackIR / VR. I have included front side panels and rear door as well. Here is the opt for you to try in the meantime and hopefully 'sedenion' can produce something better later: Originally I had changed the cockpit mesh with weird consequences as addressed in previous posts on this thread, but this time I kept the existing mesh so that there should not be any issues. I have done some work adapting my textures to the original mesh just so that I don't have to look at the old low res front panel textures in missions for now. I notice from another thread that 'sedenion' may rework the yt1300 and Otana cockpits at a later stage and I look forward to this. I recently downloaded the latest update and was hugely impressed by the latest effects but was disappointed on starting a new campaign to still see the old Correlian transport cockpit panel still in use, though it was great to see some cockpit illumination on the rear panels. as Bluemax said, could really bring that model to life, even in back walls of the cockpit room. opt model x,y,z = 0,0,0 and can't be seen. Then it can safely move/rotate out of sight, since it' probably positioned at the center-interior of the. If something isn't suppose to move in the cockpit for example, then you could import a dummy/blank transparent mesh such as a tiny cube and move it up the list that spot. Basically all moving meshes need to be in the same index orders across all three. ![]() The mesh order index numbers start from 0 at the top to x at the bottom of window list when you open one of these. This tells the game to "move" that particular mesh(s) at some angle and back, and it affects all three. If there are any or hook sections there and I'm sure they are, look at their mesh index numbers (first number listed) on the line.
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