How to make a/c camera positions?
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Thread: How to make a/c camera positions?

  1. #1

    How to make a/c camera positions?

    I was wondering how to create or adjust aircraft camera positions for FSX when looking at external model? Can anyone help or tell me which points adjust what.

  2. #2
    Charter Member 2011
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    the camera definitions are kept in the aircraft.cfg under the [General] heading, heres a quick rundown of each line:

    [CameraDefinition.x] the X must be the next number in the sequence
    Title = "Right Wing" name of the view
    Guid = {C690EAFD-223A-42d0-99E0-681ADF93BB59} not needed, just use the same line
    Description = View from the right wing tip looking at the cockpit description of the view
    Origin = Center where the veiw swings around, so centre is the centre of the aircraft
    SnapPbhAdjust = Swivel allows the camera to pan
    SnapPbhReturn = FALSE no idea, best left alone
    PanPbhAdjust = Swivel allows the camera to pan
    PanPbhReturn = FALSE no idea, best left alone
    Track = None no idea, best left alone
    ShowAxis = FALSE show the axis, best left alone
    AllowZoom = TRUE allow zoom, TRUE or FALSE
    InitialZoom = 1.0 initial zoom lever
    ShowWeather = Yes show weather yes/no
    InitialXyz = 9.0, 0.38, -1.5 camerea postion, first set of numbers move the camera postion port and starboard, minus numbers move it port, positive numbers move it starboard. Second set of numbers move it fore and aft, minus numbers are aft. Third set of numbers move it up and down, minus numbers are down
    InitialPbh = 5, 0, 280 no idea, best left alone
    XyzAdjust = TRUE allow eyepoint movement like in the vc
    Category=Aircraft the category the view shows up when you right click
    ClipMode=Minimum no idea, best left alone
    yes i know i cant spell half the time! Thank you kindly to those few who pointed that out

  3. #3
    EgoR64
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    Very Cool, Thanks Stiz - did not know this, never played with these. Can you have a Camera view in different location in the pit ??

    It is Very similar with the Mission Cameras, the initialXYZ's do similar also there is a fourth Parm for Distance to the Object, Also you can strap the camera to an alternate static or moving object or AI. Pretty Slick !!

    Cheers !!

  4. #4
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    yea you can, its pretty much the same, just make sure theres 3 numbers in the camera definition bit:

    [CameraDefinition.001]
    Title = "Front Seat"
    Guid = {195EAB58-9E4A-4E2A-A34C-A8D9D948F078}
    Origin = Virtual Cockpit
    MomentumEffect = Yes g effect movement yes/no
    SnapPbhAdjust = Swivel
    SnapPbhReturn = False
    PanPbhAdjust = Swivel
    PanPbhReturn = False
    Track = None
    ShowAxis = YES
    AllowZoom = TRUE
    InitialZoom = .7
    SmoothZoomTime = 2.0
    ZoomPanScalar = 0.75
    ShowWeather = Yes
    XyzAdjust = TRUE
    ShowLensFlare=FALSE
    Category = Cockpit
    PitchPanRate=20 speed of up/down pan rate
    HeadingPanRate=60 speed of left/right pan
    InitialXyz=0.0, -0.1, 0.7
    InitialPbh=0, 0, 0
    yes i know i cant spell half the time! Thank you kindly to those few who pointed that out

  5. #5
    Hi. The p,b,h are the pitch, bank and heading in degrees. Pitch is -90° to +90° (+pitch is down). Bank is -180° to +180°. Heading is 0° to 360°. Regards, Bob.

  6. #6
    Coastie Dolphins/Spartans CG_1976's Avatar
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    Thank you Stiz for a great explaination of this camera definitions. Makes it easier for me to understand. Ive spent the last few days pouring through the SDK Documents. Been trying to move the camera view from the tail of my iris AT6 to the nose camera underneth the fuselage.

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  7. #7
    N332DW
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    the snap/pan Return entries define whether or not the view goes back to initial when the hat switch is released ,, the inital PBH entry defines the camera vector (which direction the camera initially points) from the initialxyz position . clipmode will make a surface invisible if you get too close to it, like putting your head thru a wall, minimum means you can get pretty close before clipping occurs

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