The M122 100 lb photoflash bomb illumination lasted just 1/5 of a second. It relied on tripping the shutter on the camera with a photocell when the flash went off to expose the image. This method avoids being illuminated by your own light source for more than an instant, as happens with a parchute flare.
This short illumination period makes taking the picture in CFS3 problematic as you would never know when the 1/5 of a second will happen to hit ctrl+;. For this implementation I've stretched the time slightly to 1/2 second with a 1/10th fade-in to catch your attention. To take a picture you have to watch carefully and be very quick on the pause key; then you'll have time to select the desired camera view and take the shot.
The illumination effect is not drawn by AnKor's shaders if you are not looking in their direction so it might seem like you've had a dud if too much time passes without seeing a flash after dropping one. Sometimes changing your viewing position can provide a better success rate in seeing the flash.
Photographer - Use F3 to make the cockpit invisible before taking photos. Use ctrl + ; to take photos. You are in control of the aircraft so maneuvering for the best shot is possible. Be careful not to get disoriented by the oblique views. Using F5 to see the artificial horizon and altimeter to help maintain your proper flight attitude is important for the photo intrepreters but you may also want to hide it before you take the final shot to prevent obstruction the view. Using P to pause the game makes it easier to take a moasic series from a fixed location. Each view has a slightly different parallax so panorama creation is not possible without some image distortion.
The Photographer can select different camera views using the hat switch or num pad keys. - TrackIR Head Movement Should Not Be Used
1. Oblique Left is looking down (75 deg) and to the left side of the direction of flight (-60 deg)
2. Rear View (Check Six Position)
3. Oblique Right is looking down (75 deg) and to the right side of the direction of flight (60 deg)
4. Oblique Left is looking down (60 deg) and to the left side of the direction of flight (-60 deg)
5. Default Position is looking straight down (90 deg) with the direction of flight at the top of the screen.
6. Oblique Right is looking down (60 deg) and to the right side of the direction of flight (60 deg)
7. Oblique Left is looking down (45 deg) and to the leftside of the direction of flight (-60 deg)
8. Oblique Forward is looking down (75 deg) with the direction of flight at the top of the screen.
9. Oblique Right is looking down (45 deg) and to the right side of the direction of flight (60 deg)
Additional views can be created for an unexpected target of opportunity by banking and pitching the aircraft. Photography can occur at a range of altitudes, and the [ and ] keys can be used to fine tune the field of view to best frame the area of interest.
This short illumination period makes taking the picture in CFS3 problematic as you would never know when the 1/5 of a second will happen to hit ctrl+;. For this implementation I've stretched the time slightly to 1/2 second with a 1/10th fade-in to catch your attention. To take a picture you have to watch carefully and be very quick on the pause key; then you'll have time to select the desired camera view and take the shot.
The illumination effect is not drawn by AnKor's shaders if you are not looking in their direction so it might seem like you've had a dud if too much time passes without seeing a flash after dropping one. Sometimes changing your viewing position can provide a better success rate in seeing the flash.
Photographer - Use F3 to make the cockpit invisible before taking photos. Use ctrl + ; to take photos. You are in control of the aircraft so maneuvering for the best shot is possible. Be careful not to get disoriented by the oblique views. Using F5 to see the artificial horizon and altimeter to help maintain your proper flight attitude is important for the photo intrepreters but you may also want to hide it before you take the final shot to prevent obstruction the view. Using P to pause the game makes it easier to take a moasic series from a fixed location. Each view has a slightly different parallax so panorama creation is not possible without some image distortion.
The Photographer can select different camera views using the hat switch or num pad keys. - TrackIR Head Movement Should Not Be Used
1. Oblique Left is looking down (75 deg) and to the left side of the direction of flight (-60 deg)
2. Rear View (Check Six Position)
3. Oblique Right is looking down (75 deg) and to the right side of the direction of flight (60 deg)
4. Oblique Left is looking down (60 deg) and to the left side of the direction of flight (-60 deg)
5. Default Position is looking straight down (90 deg) with the direction of flight at the top of the screen.
6. Oblique Right is looking down (60 deg) and to the right side of the direction of flight (60 deg)
7. Oblique Left is looking down (45 deg) and to the leftside of the direction of flight (-60 deg)
8. Oblique Forward is looking down (75 deg) with the direction of flight at the top of the screen.
9. Oblique Right is looking down (45 deg) and to the right side of the direction of flight (60 deg)
Additional views can be created for an unexpected target of opportunity by banking and pitching the aircraft. Photography can occur at a range of altitudes, and the [ and ] keys can be used to fine tune the field of view to best frame the area of interest.