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Posted

This one is definitely sillier but, some time ago maybe 2.7'ish, we used to have the ability to pause then accelerate the F11 free cam to match the speed of the aircraft we are filming. This was super beneficial in creating content as we didn't have to constantly scroll to catch up to the aircraft (for those of us without friends to fly chase plane for us). Would like to see it again some day. Also, the ability to move the camera while padlocked would be super awesome as well. 

This vid starting at 22:38 help to explain it a bit better:
 

 

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Posted

It's a bit unclear what you feel is missing. The new cinematic camera can do a lot of what you had to do manually with the F11 camera before, and of course, the free cam itself is still around (with proper WASD controls and even a “sprint” button to move around really quickly). The old controls still work, but have become a bit more complex with the new options they've added.

Are you looking for specifically a speed matching function so you don't have to fiddle with the mouse wheel to stay in place?

Is it the ability to look off-axis (without using headtracking, which sort of provides that by default)?

Or is it the behaviour while the game is fully and/or active paused that you want changed?

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted

@Tippis Specifically, its the ability to accelerate the free cam while paused (either active or standard). It was a feature in the earlier versions of DCS but removed.  If there was a match speed function added, that would be even better! 

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Posted

Ok, that makes a bit more sense. Lost functionality is always tricky since it occasionally went a way for a good or technically complex reason.

On the one hand, it makes sense that “pause” is “pause” and that controls don't really work, but on the other hand, some of them do work still so I wonder if it's somehow linked to how the camera exists in the world. If it's treated like some kind of pseudo-vehicle that, like everything else, can't be interacted with during pause (and the manual camera slewing is simply explicitly set apart from that), then it would probably be tricky to get it back.

On the other hand, since we know for a fact that even the full pause isn't… well… fully pausing everything, it would indeed be neat to get some of that non-world-interaction back. I wonder how much work it would be to make a clearer distinction between “pause”, maybe as a sort of world-scale (rather than just player-scale) active pause, and a full on freeze that truly only allows for camera manipulation.

So basically, +1, but I have a sneaking suspicion that it's trickier to get back than it seems.

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❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted

Understandable. I figured the inner workings of the system were fairly complex (well beyond my comprehension). I reckon if quality of life improvements had to be made and this one went away to facilitate them, then it is definitely worth the trade off. 

Thanks! 

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