_  = function(p) return p; end;
name = _('My 3 Screen');
Description = 'Configuration with 3 identical monitors each with its own camera'
Viewports = 
{
     Left = 
     {
          x = 0;
          y = 0;
          width = screen.width / 3;
          height = screen.height;
		  
          viewDx = -1;  -- -1
          viewDy = 0;
		  --[[viewDx & viewDy: 
		  They define the viewing angle of the image. Dx and Dy can be decimal fractions. A greater absolute value of Dx makes the image look like it's being panned more sideways. But with that value, you need to physically rotate your left and right monitors more out of alignment with the center monitor to match the visual effect in the game. If this feels unconfortable and you decide to tune the values down, you might end up with something like 0.8 or 0.9(can't remember exactly), and find out that the images on the left and right monitors partially duplicate the center image along the joining edges.--]]
		  
          aspect = screen.aspect / 3;
     },

     Center = 
     {
          x = screen.width / 3;
          y = 0;
          width = screen.width / 3;
          height = screen.height;
          viewDx = 0;
          viewDy = 0;
          aspect = screen.aspect / 3;
     },

     Right = 
     {
          x = screen.width * 2 / 3;
          y = 0;
          width = screen.width / 3;
          height = screen.height;
          viewDx = 1;	-- 1
          viewDy = 0;
          aspect = screen.aspect / 3;
     }
}


UIMainView = Viewports.Center

--[[
also you can use "displays" table  to perfectly match you configuration .
it is generated by DCS automatically.
displays table is contains information about all currently attached displays 

for example my setup is :

displays = 
{
	[1] = 
	{
		x = 0,   -- note : x == 0 and y == 0 is always mark primary windows display 
		y = 0,
		width  = 1920,
		height = 1200
	},
	[2] = 
	{
		x = -1440,   -- mark that secondary display is on left side of primary display
		y = 0,
		width  = 1440,
		height = 900
	},
	...  for all displays 
}

screen table also contain x, y members which mark top left corner of DCS window 

note about fullscreen :  directx  doesn't allow fullscreen applications with resolutions more than primary display can handle,
so multimonitor presets in DCS will fall back to windowed mode if fullscreen initialization failed  ( this info also will be printed to dcs.log)

for reconfigure viewports setup for each unit type independently you can declare here function 

function  reconfigure_for_unit(unit_type)   --unit type is string with unit name
	if unit_type == "A-10C" then
          
		Viewports  = ... define new Viewports table 
		-- also you can define cockpit displays viewports here 
		RIGHT_MFCD = ... define new RIGHT_MFCD  viewport 
		  
	else 
	    Viewports = ... define default for others 
		RIGHT_MFCD = nil  -- remove for others 
	end
end

--]]