camera to cockpit views

Gregory Paul

Charter Member
Is there a way to map the camera and cockpit views just like they are in FSX/P3D? I want to view to stay where I put it and not go back to the tail view forward when viewed from the outside. Or stay looking left, right, up, and down in the cockpit without have to hold the button.

Thanks for the help
 
Hi,

Is there a way to map the camera and cockpit views just like they are in FSX/P3D? I want to view to stay where I put it and not go back to the tail view forward when viewed from the outside. Or stay looking left, right, up, and down in the cockpit without have to hold the button.
Thanks for the help

Finding the best solution close to FSX takes some experimenting and understanding the logic of all the camera setting.

Best to watch this one: https://www.simflight.com/2020/08/19/msfs-tutorial-camera-setup/

Myselve just succeed in correctly mapping my 8-way POV on my Extreme3D Pro, to get the same effect as in FSX to view around in the cockpit.

Marcel
 
For the same view panning as in FSX/P3D, you just have to map your hat switch to the right key functions, as I've done and show here (note that you have to do it for both the external and cockpit cameras, but you can use the same hat switch). It's not worse than P3D, there are just a great many more camera options/key bindings that can be used.

 
BTW, the "Showcase"/Drone camera, by default, is mapped perfectly to an XBox One controller, and I would highly recommend getting one if you don't have one already, just for use with the showcase/drone camera.
 
It took me a few cycles to wrap my head around it and it has some idiosyncrasies and maybe a bug or two, but I think the MSFS camera system is pretty powerful. I would like to understand the drone camera's "target" concept. I haven't cracked that bit yet and I think it could put this system ahead of X-Camera. Squirrel's video was helpful:
 
For the same view panning as in FSX/P3D, you just have to map your hat switch to the right key functions, as I've done and show here (note that you have to do it for both the external and cockpit cameras, but you can use the same hat switch). It's not worse than P3D, there are just a great many more camera options/key bindings that can be used.

Thanks for the golden tip, John! What luxery it is to be back to normal re camera handling and losing that awful default nonsense ! :encouragement:

I'll try all that additional camera stuff once i have traveled around the world for the first time. (waiting for a fly-by camera, that's all i furthermore need really...:cool: )
 
Yes strange that they alter the views commandos so " backwords" and "upside down" , i get seasick too , vector problem ? , it never happen in FSX/P3D ? :dizzy: otherwise i like it very much , not the Numpad commandos doe ~ :bee:



HB
 
The only view I miss from old FS/P3D is the external orbit around the plane view, where it has some inertia as it pans. I actually enjoyed that mode. I usually just use the mouse when in external view now, but you have to have AP engaged, otherwise it get's confusing rotating the view with the mouse and flying at the same time.
 
Problem too is with Joystick quality/type. Mine is a Thrustmaster T16000M and it´s recognized by the game with only 4 POV hat positions. Up/Down//Left/Right. Saw a tutorial about reassigning pov hat with 8...usual four and up/right and left, down right/left. So, not able to make a circular view movement like I do in P3D and in tutorial. So, view options on 2020 may be excellent but not easy or practical to use...
 
Yes strange that they alter the views commandos so " backwords" and "upside down" , i get seasick too , vector problem ? , it never happen in FSX/P3D ? :dizzy: otherwise i like it very much , not the Numpad commandos doe ~ :bee:



HB

Actually, I have always mapped my commands to act like a control stick in an airplane, pull back to look up, push forward to look down, etc.. Fits my thinking better when I fly.
 
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