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Posted (edited)

In 1st person cockpit view the view axes work normally, you move the mouse left to look left, right to look right, up to look up, scroll down to zoom out.

 

 

But in 3rd person external view, all 3 axes (X,Y and zoom) are inverted, when you move left it looks right, when you scroll down it zooms in.

 

 

In in the previous version, we had this workaround

but since a recent patch, this doesn't work anymore.

So instead of fixing the original issue, they have "fixed" our way to work around it.

 

 

Why is it inverted in the first place, what's the secret genial reason behind it? Why does it behave differently than what's the standard everywhere else?

Edited by BIGNEWY
fixed youtube
Posted

Don't know about scroll zoom, because I don't use it, but current camera rotation via mouse IS standard as everywhere else, including Il-2 GB and Il-2 CoD series. It's very intuitive actually, because it follows aircraft controls pattern: move forward - pitch down, move aft - pitch up, move left - yaw left, move right - yaw right.

 

I can understand that some folks might prefer having options, like in neverending bull..s..it debate of first person shooter gamers about mouse invert being "correct" or not, but what you consider an "issue" to "fix" here, isn't an issue for majority of flight sim players at all.

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Posted
Don't know about scroll zoom, because I don't use it, but current camera rotation via mouse IS standard as everywhere else, including Il-2 GB and Il-2 CoD series. It's very intuitive actually, because it follows aircraft controls pattern: move forward - pitch down, move aft - pitch up, move left - yaw left, move right - yaw right.

 

I can understand that some folks might prefer having options, like in neverending bull..s..it debate of first person shooter gamers about mouse invert being "correct" or not, but what you consider an "issue" to "fix" here, isn't an issue for majority of flight sim players at all.

 

That is NOT standard everywhere else. What you're talking about is roll, pitch, and yaw where you are the center of the rotation. When looking at objects as you do in 3D modeling software, it is called dolly and is reversed. And that IS standard.

 

Besides, if the in-game external view is standard, why is it reversed in the in-game Encyclopedia?

Posted (edited)
current camera rotation via mouse IS standard as everywhere else

 

 

No, it really isn't. Strike Fighters, War Thunder, Freespace - all have it like i've described (you move mouse left camera turns left), and most importantly, Tacview has it too.

 

 

Ok, i now understand that some people might like it as it is, but why not give us a choice?

 

 

The worst thing is that it's not consistent with the cockpit view. If it was same in both, we could easily invert the axis, the control settings have such option. But now when you invert it for external view, it's becomes wrong for internal view, and vice versa.

Edited by Youda
  • ED Team
Posted (edited)

Not sure about this, I will have to ask.

 

edit: Checked with the team it has been this way for some time.

 

the video example is from a outdated version of DCS.

 

thanks

Edited by BIGNEWY

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Posted

the video example is from a outdated version of DCS.

Yes, i know. But it worked until 2.5.6 (28.05.2020 according to changelog).

Note: I'm using stable, not open beta.

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