Cameras and flight control

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    Is it not possible for a non forward facing camera to control flight?

    I took off all the cameras on my ship except for one on the bottom to see if I could use it to control the ship to easily land it on a flat surface. Only get limited control, not full control including rotation or mouse movement. Is this by design or have I missed something?
    thanks!
     

    jayman38

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    I think the flight controls remain locked to the "forward" point of view, so you'll need to adjust for non-forward viewpoints.

    Downward viewpoint:
    Pitch (up and down) should remain the same.
    Roll and Yaw should be switched. (Use Left/Right to rotate, use rotate to turn) Additionally, Yaw will be inverted. (rotating left will turn the downward viewpoint right, and vice-versa.)

    Additionally, Forward/Reverse thrust and up/down thrust are reversed, so that up goes back, down goes forward, forward goes up, and reverse goes down. Left/Right thrust should remain the same.

    If you aren't getting any response at all for certain directional controls, that might be an actual bug.
     
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    I'm curious if they're going to change it at all or make it so you can have both control and non-control cameras. I had an incident where i was flying past a planet, went to a different view to take a look at it, instantly turned and crashed into it.

    Having options would be great.
     
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    Crimson-Artist

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    every time i turn around the non forward camera controls change. even now I dont ever fly a ship when looking out of a non forward facing camera

    But i did notice that atleast for a time they gave you standard flight like if you were looking out of a forward facing camera. I had though that this was intentional so players could create Slave 1 style ships
     
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    It is that way because the Great Grey One experienced himself powerless against this kind of bug plague. And yes, THIS IS A CRISIS!

    (Short: He was, so far, unable to get the transformation right.)
     

    Thalanor

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    I once tried my hand at a simple 3D space shooter, and all I can say is there is hardly something more infuriating than rotation issues.
    On a flat 2D landscape these problems do not arise, but in 3D things are alot more difficult. The abilities of the schine engine are already absolutely fascinating (it must have been a great deal of maths work to make AI turrets/ships aim for their targets, for instance).

    Still, wouldn't it technically be possible to just find a rotation matrix M that transforms the forward view to the rotated camera's view, then take the keyboard input as usual but multiply the resulting thruster output vector with the inverse of M?