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Opus camera view question

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With the recent update I've decided to finally bite the bullet and address getting turbulence working.  To do that, I know I have to configure a camera view, but here's the rub for me... I've set up my yoke to allow easy control of both zoom and eye point in the 3D cockpit, I'm used to this structure and I like it, so all I really want to do is set up a basic pilot's position view and be able to use my controls to make minor shifts in zoom and eye point as needed while flying.

 

I've set up a basic view for one of my planes and it looks fine.  However, any changes I make in zoom and eye point after startup are nullified the instant I start taxiing and DHM kicks in.  The viewpoint snaps back to whatever was originally defined.  I'm sure (well, I HOPE anyway) that I'm missing something simple.  Any thoughts or suggestions would be appreciated.

 

Scott

  • Commercial Member

You are not missing anything.

 

DHM does not alter the zoom but does control the eye point (that's the only thing it can do) and there is only one eye point. Hence, you clearly cannot have two separate controls both trying to change the eye point for the view. There is no facility to read the eye point in FSX so the two controls are simply at odds with each other.

 

I just use the standard FSX hat switch to pan around the VC view, this alters the PBY and does not effect the XYZ of the eye point. The VC DHM alters the XYZ and does not affect the PBY, so there is no conflict. This is the only way you can pan around. You should use this in addition to creating multiple VC views which allow you to move around the VC cockpit.

 

Stephen

  • Author

Thanks for the quick response, Stephen.  Yes, no problems with panning at all, it's moving in out and changing eye level that was the issue.  Thanks for the explanation on eye point.  I'll stop trying to make the system fit the old way I flew, get some additional views configured, especially for sitting higher and lower in the seat, and see if I can get my old habits to adapt.

 

Scott

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