OpusFSI Flight Simulator Interface for and
The OpusFSI Live Camera Interface
Opus Software Limited
Live Camera is a standard feature within the OpusFSI
Flight Simulator Interface for the Microsoft's Flight Simulator X and Lockheed
Martin Prepar3D simulators. Live Camera provides you with a user-friendly
interface for creating, controlling and managing virtual cockpit,
2D cockpit, external aircraft, and world views for your flight simulator system.
Live Camera enables you to create many useful views that are
not included as standard in your sim and also control the transition
speed between these different views.
You are not limited to
VC cockpit views, you can create superb external aircraft views, even
sweeping panoramic views with the use of multiple monitors or even
You may assign a group
of views with the same key (or joystick button) then use the key/button
to cycle between them using your configured transition speed to slowly
and smoothly fly from one view to another. You can create walk around
sequences and nice fly around sequences.
This can be coupled
with Live Camera Control and
a dedicated 6-axis GamePad controller to wander or float around the
cockpit or exterior to your heart's content.
Dynamic Head Movement (DHM) of course is a big plus as you can enable it
for certain cameras and not others. For instance you can enable it for
the Captains and First Officers views but disable it for a close up view
of the MCP, Overhead panel, pedestal, or throttle quadrant.
Your standard hat
switch will work fine since it alters PBY and does not interfere with
XYZ, so DHM will not be affected.
Finally of course, you
can assign joystick buttons to each view so you can switch from one view
to another very efficiently and a far lot easier than using the default
sim view cycling. You can jump from Captains view to Overhead and back
again, or directly to the pedestal etc.
In short, the options
are endless and infinitely more flexible than the default views which
seem quite limited after you get used to using and switching between
your own specified cockpit and external views. The sim is infinitely
better after you get it configured up with a good selection of cameras
and can efficiently switch between them, or just sit off the wing tip
Camera views are
displayed either automatically when an aircraft is loaded by configuring the
view as Default, or they can be displayed in flight with a keyboard key or
joystick button which you have pre-configured.
turbulence effects you must either
DHM Options in the Server's Configure dialog or
Live Camera and create and display a camera view.
General DHM (Dynamic Head Movement) Options include
DHM and aircraft turbulence for VC, 2D and opus custom external view modes. Each view mode has its
own configurable DHM settings that can be adjusted by
you and are relevant to all aircraft.
Live Camera DHM is associated with VC camera views. Dynamic
Aircraft Movement is associated with 2D scenic views. A camera view
may be associated with a single aircraft, group of aircraft, or all
Although you will
experience some level of turbulence with other weather engines enabled, for
optimum effect enable the OpusFSI weather engine. The Opus turbulence is
intelligently controlled by the LWE which knows all the meteorological
conditions surrounding your aircraft, can even take into account atmospheric
effects and gradients and can take into account additional site effects etc.
In addition to the
standard non-windowed views Live Camera
allows you to create multiple Windowed
Views on your server and client systems. Windowed views are ideally suited
to computer systems equipped with either multiple screens or single large
screens. Windowed views cannot be associated with joystick buttons or keyboard
keys, they are automatically opened when the aircraft is loaded. DHM cannot be
specified for windowed view types.
Camera views can
greatly enhance your flight simulator experience on both standalone and
networked systems by providing easy view control with the press of a
joystick button or the use of an assigned keyboard key sequence. The
same joystick button or keyboard input can be assigned to multiple
camera views. In such cases, repeated use of the assigned button or key
will cycle through the assigned camera views.
The cycle will apply to the aircraft associated with the camera
view, which may be a single aircraft, a group, or all aircraft according
to what you have configured. In addition you can use the shortcut
control button/key assignments to restrict the cycle views forward and
backward between identical view modes, that is, between the same virtual
cockpit, 2D cockpit, or External Aircraft camera views for the currently
On networked systems Live
Camera provides you with the means to create a multitude of display options
including wide sweeping panoramic views of the outside world. Joystick buttons
and keyboard sequences can be assigned to individual views or multiple camera
views spanning the networked system. Duplicated button or key assignments permit
simple and fast coordinated changes to your multi-screened display with a single
button press or key stroke.
All camera views are
created, controlled and managed from the main 'flying' server system, with live
view adjustment for each of your client system camera views. Each
camera view may be a associated with either a single aircraft, a group, or all
aircraft according to what you have configured.
Live Camera features a Dynamic
Head Movement (DHM) or 'camera shake'
utilizing actual real-life captured 3D accelerometer for the taxiing,
takeoff, and landing phases of flight. The DHM is configured
within and associated with each camera view. In order to produce the most
realistic head movement, all DHMs are based on actual real-life 3D accelerometer data, captured on Boeing 737-800
airliners and a Europa XS Tri-Gear light aircraft. Special low pass filters have
been developed to remove all traces of engine vibration. We have conducted
extensive taxiing trials, multiple takeoffs and landings on hard surfaced
runways to prepare the accelerometer data. Data comparisons between heavy and
light aircraft have also allowed us to mimic the speed dependencies and subtle
changes in the natural frequency within the captured data. The end result is an
ultra-realistic flight simulator experience.
· Live Camera provides a user-friendly interface for creating, controlling and managing virtual cockpit, 2D cockpit, external aircraft, and world views.
· Live Camera provides a user-friendly interface for creating, controlling and managing multiple windowed views providing greater flexibility and support to cockpit builders and all systems equipped with multi-screened computers.
· Live Camera stores separate sizes and positions for all docked and undocked Windowed views, allowing the user to save different preferred window position and sizes.
· Live Camera creates, controls and manages all views from the 'flying' server system, with live view adjustment for each of your client system cameras.
· Live Camera allows joystick buttons and keyboard key sequences to be assigned to individual or multiple views. Live Camera does not require you to make any changes to the control assignments.
· Live Camera enables default views to be specified facilitating the use of multiple screens or the creation of panoramic views over networked systems.
· Live Camera provides both coarse and fine zoom control for all camera view types.
· Live Camera gives full control over Dynamic Head Movements all based on real-life 3D accelerometer readings.
· Camera Import and Export options are included. User Camera Definition Files (CDFs) are available on our Downloads page for import.
addition to the above features, the OpusFSI server and client programs provide Save
Win, Restore Win, Open Win, and Close
Win button options to assist you in controlling your windowed views, both
docked and undocked.
the exception to the Save Win button, these options are duplicated within the
simulator's OpusFSI Menu as Restore
Windowed Views, Open Windowed Views,
and Close Windowed Views options,
press ALT if the menu is not displayed.
The add-on menu has entries for Open
Camera Dialog, Open Panning Sequence, Open Live
Camera Control which is described in the OpusFSI_v5
User Guide, and Play Panning
Sequence which is described in this document here.
For P3D there are also options for displaying Observe Views for
the Departure, Destination and Alternate stations.
For P3D there are also options for displaying Observe Views for the Departure, Destination and Alternate stations.
If you have previously
used a 3rd party add-on for camera views then ensure your camera views are restored
to the sim default, for EZCA run the configuration utility and select the
"Restore" function otherwise EZCA camera definitions are not removed
from the aircraft config files and will conflict.
Ensure you have
selected and loaded an appropriate aircraft within the FSX or Prepar3D
To see the main form of
the server program you must be running FSX or Prepar3D in windowed mode.
Click on the server's Configure
button to display the Configuration dialog.
1. If the Enable
Live Camera checkbox is unticked then tick it now and restart the
server program in order to configure your aircraft camera files.
you are using Prepar3D then enable the Prepar3D
PDK Interface to provide a
more efficient Live Camera, Live Camera Control, and DHM eye point
control. Refer to the OPUSPDK_SETUP text file to set up the Prepar3D
OpusPDK interface. If you encounter problems (errors in the Spy window)
then you can disable the PDK.
N.B. If you
subsequently untick the Enable Live
Camera checkbox then the Opus camera definitions will be removed
from the aircraft camera files when the server program is shutdown.
1a. Tick the
Play Sound on View Change if required. This defaults to the
standard windows 'ding' sound (Ding.wav) but you can provide your own \OpusFSI_v5\Camera.wav file if you require a different sound.
Live Camera Control option can be used to enable or disable the Live
Camera Control (LCC) feature which is used to adjust the eye point within
VC, 2D, and custom external camera views. This is independent of Live
Camera and is described in the OpusFSI_v5
3. Tick Enable
TrackIR if required.
4. The Run
TrackIR High Priority option will affect the priority of the Opus
FSITRACKIR program as well as any active Natural Point TrackIR4 or
TrackIR5 programs. Enable this option if you have problems with TrackIR
smoothness after tuning the TrackIR scan speed option.
5. The TrackIR Scan Speed can be altered from 6ms to
60ms. The default is 12ms, try this setting first, and
if TrackIR is jerky then adjust this setting (try 25-30) in conjunction
with your TIR device Speed and Smoothness settings to reach an optimum
effect. If you set the scan rate too high it stutters, if you set it too
low it jumps.
minimize the TrackIR program when not in use to improve sim performance.
6. & 7. The XYZ raw data scaling (0.5 to 2.0, default 1),
and PBY raw data scaling (0.5 to 2.0, default 0.75) can be adjusted on the fly
from within the Configuration dialog.
The PBY setting should
be adjusted in conjunction with the TIR device speed setting to determine the
range of head movement and how far you can see behind you.
General DHM options 8,
are an alternative to Live Camera, and apply to all aircraft.
If Live Camera is enabled these general DHM options are automatically disabled.
A simple dialog is used
to manage the camera views. A separate dialog provides 'live' adjustment
of all server and client views through the dialog's camera control
The Camera Management
dialog is displayed by clicking on the Cameras
button on the FSI SERVER's main form.
The Camera dialog will automatically hide the
FSI SERVER program's main form before being displayed
in its last known screen position. The dialog can also be minimised down to the
taskbar to assist those with limited screen space.
The Camera Management dialog is used to perform all general camera management functions, that is,
To display the current Camera List.
To change the order of the cameras within the Camera List.
To Create or add new cameras to the Camera List.
To copy or Clone a camera within the Camera List.
To modify or Edit a camera within the Camera List.
To remove or Delete one or more cameras from the Camera List.
To Import one or more cameras stored in a Camera Definition File.
To Export one or more cameras into a named Camera Definition File.
Review and change the Input Device to Sim Joystick mapping.
On networked OpusFSI systems, cameras for the server system or any individual client system can be displayed by first selecting the required system using the Select Computer System button option at the top of the Camera Management dialog. On standalone OpusFSI systems this option is greyed out and disabled. The box to the right displays how many systems have been detected. The box below that displays how many views are configured, and the box below that displays the number of world views configured.
The radio buttons filter the listed view types, you can choose to list All, VC, 2D, Aircraft (external aircraft), World or Observer cameras.
Observer cameras for P3D
All Observer camera views are defined and created on start up of the
FSISERVER program allowing them to be selected and viewed from within the P3D simulator (via the simulator's View menu). The 'Views -> Observer Management' option can also be used to delete any obsolete Observer views or views that have been renamed (note - at present there is no mechanism through SimConnect or the PDK to delete obsolete Observer views).
The Live Camera Add-ons menu includes 'Observe Departure View', 'Observe Destination View', and 'Observe Alternate View' (for Alternates 1 through to 4) automated camera options. These options can be used to create and display an Observer view for the selected Departure, Destination, or Alternate location (determined from the Weather dialog settings). The resulting Observer is created at the aerodrome's latitude and longitude, placed 200 feet above the ground and configured to automatically track the user's aircraft.
Within the Camera List d denotes a default view, w denotes a windowed view, t
denotes TrackIR limits have been set for the view, x denotes the
view has been disabled. A (C) suffix indicates that it is a
'cloned' view. An (R) suffix
indicates the camera has been re-assigned.
The next column denotes whether a World Views (World) camera is Fixed or Tracks the aircraft, for other camera types it indicates how many aircraft types have been assigned, shown as either All or a number.
The Details button is used to display a Camera Details form which indicates all the most important configuration details for the highlighted camera. These details include all main configuration options, the Transition and Zoom settings, and the assigned aircraft types.
displayed Camera List for the chosen system can be restricted to all
cameras assigned to a specified aircraft type using the List Cameras for
a Specific Aircraft Type
button option. When the Camera List is restricted the Import options are greyed out and disabled.
If you only have "All aircraft types"
to choose from in the camera list then set the
"C:\OpusFSI_v5\FSISERVER.EXE" file properties (compatibility tab)
to "Run as Administrator".
The Joysticks button option is used to review and change the Input Device to Sim Joystick mapping. Check the order of the joystick devices in the sim and the order of the devices in the OpusFSI Spy window. They should be in the same order. If they are not you can change the order in the 'Input Device To Sim Joystick Mapping' dialog by using the dropdown boxes on the right.
changing the joystick numbers to match the controller order within the
simulator's Controls Settings the Remap Devices/Joysticks button
will change all assigned joystick numbers for Cameras, Panning
Sequences, and Shortcut Commands and save the new Device/Joystick
mapping data in the relevant JOYSTCKS.DAT file. The Renumber
Joysticks Only button option will change the assigned joystick
numbering for either the Cameras, Panning sequences, or Shortcut
Commands (depending on the mode) without changing the current
If not loaded at the time, all client system cameras will be automatically remapped when they are next loaded by the SERVER program.
Changing the Order of Cameras
To change the order of a camera within the Camera List, first click on the camera you wish to move, this will highlight the single camera within the Camera List, then use the Up Arrow or Down Arrow keys to move the highlighted camera up and down the list.
Creating a New Camera
To create a 'new' (blank) camera view simply click on the Create button option along the bottom of the Camera Management dialog. Select the appropriate radio button on the dialog for either Virtual Cockpit, 2D Cockpit, External Aircraft, World View or Observer View (P3D only)and click OK.
option first creates a new or
blank camera then opens the Camera Editing dialog ready for you to edit
the newly created camera view.
Newly created camera views are automatically named 'Camera View X', where 'X' is the next camera number in the Camera List. You should change the camera name to something more meaningful (e.g. 'C172 - Captain') in the Camera Editing dialog. It is best to adopt a standard naming convention such as 'Global <description>' for global views, and '<aircraft> <description>' for aircraft specific views (e.g. '737 Left Side View').
To copy or 'clone' an existing camera view, first click on the camera you wish to clone, this will highlight the camera within the Camera List, then click on the Clone button option along the bottom of the Camera Management dialog. The Clone option first takes an exact copy of the camera you have selected then opens the Camera Editing dialog ready for you to edit the newly cloned camera view.
Cloned camera views will adopt the name of the original camera with an added '(C)' suffix to indicate that it is a 'cloned' view. You should change the camera name to something more meaningful (e.g. 'C172 - Captain') in the Camera Editing dialog.
Editing an Existing Camera
To alter or 'edit' an existing camera view, first click on the camera you wish to edit, this will highlight the camera within the Camera List, then click on the Edit button option along the bottom of the Camera Management dialog. The Edit option opens the Camera Editing dialog ready for you to edit the selected camera.
Deleting a Single Camera
To remove or 'delete' a single camera view, first click on the camera you wish to delete, this will highlight the camera within the Camera List, then click on the Delete button option along the bottom of the Camera Management dialog. The Delete option will prompt you to confirm the operation, click 'Yes' to confirm and delete the selected camera, press 'No' to abort the operation.
When you delete a
camera view these changes will not be noticeable until you either
restart the sim, or reload a completely different aircraft type forcing FSX
to reload the modified cfg file.
All the camera views
for your main flying server system, or standalone single PC system, are
stored in the OpusFSI_v5\FSXSERVER.CAM file for FSX, or FSESERVER for
FSX-SE systems, or P3DSERVER.CAM for P3D. You can delete all camera
views and start afresh simply by renaming or deleting this file prior to
running the FSI SERVER program.
Client views are stored in <clientname>.CAM.
Previous version _SE and _P3D client CAM files are renamed automatically
on first use by both the FSI SERVER and FSI CLIENT programs.
You will have a backup
if you mistakenly delete a view and wish to restore it, see the Camera
Views Backup section below.
Deleting a Group of Cameras
To remove or 'delete' a group of camera views, first select the group of cameras you wish to delete, this will highlight them within the Camera List, then click on the Delete button option along the bottom of the Camera Management dialog. The Delete option will prompt you to confirm the operation, click 'Yes' to confirm and delete the selected cameras, press 'No' to abort the operation.
The Import option is greyed out and disabled when the current Camera List has been restricted to a specific aircraft type. Any cameras which match existing camera names are not imported.
You can 'import' one or more cameras stored in a Camera Definition File (CDF) by clicking on the Import button option along the bottom of the Camera Management dialog. This option will first display the Open File dialog ready for you to select the required CDF, Camera Definition File. You can click on the 'X' in the top right-hand corner of the Open File dialog to abort the operation. Otherwise, navigate to the required folder and select the required named CDF file, then click on the Open button option.
You will then be asked if you want to change the assigned aircraft types for all the cameras within the CDF to be imported. This is so that you can import cameras for use on a range of a similar aircraft type(s). For example you could import the Lancair Legacy cameras for use on the Maul etc.
Click 'No' to accept
the previously assigned aircraft types. Click 'Yes' if you want to
re-assign or change the assigned aircraft types. If
you select Yes then a list of aircraft types is displayed for your
selection. Click with the mouse to select an aircraft from the list, use
<CTRL><left_mouse_click> to select multiple items from the
list, use the standard windows method to select a consecutive group
(click on the first item then <SHIFT>< left_mouse_click> on
the last item). Each entry you select will turn the selected line blue. If you opt to re-assign
the aircraft types then an '(R)' suffix will be appended to each camera
name to indicate the cameras have been re-assigned.
If you make a mistake and wish to remove the imported cameras simply select them in the Camera List and click on the Delete option.
Two Opus CDFs are
supplied in the OpusFSI_v5 folder (Opus_PMDG_737NGX.CDF
containing camera definitions for the PMDG 737NGX and RealAir Lancair
Legacy aircraft respectively. A
selection of CDFs are also available on our Downloads page for import
but CDFs cannot be imported if they were saved on newer versions of
After importing edit the
camera view to change the key/button assignments for the views if
This option will first display the Save File dialog ready for you to select
the required CDF, Camera Definition File, or type in the required file
name for the new CDF file to be created. You can click on the 'X' in the
top right-hand corner of the Save File dialog to abort the operation.
Otherwise, navigate to the required folder and select the required named
CDF file or type in your file name, then click on the Save button option.
If the file already exists you will be asked if you want to replace it and overwrite the file storing the current selected cameras. Click 'No' to abort. Click 'Yes' if you want overwrite the file.
Selecting Cameras within the List
The standard Windows 'Left Click', 'Ctrl + Left Click' and 'Shift + Left Click' actions can be used to select cameras from within the Camera List. All selected cameras are highlighted with a blue background within the Camera List.
Move the mouse over the required camera and left click on the mouse to select a single camera within the Camera List.
Ctrl + Left Click
Move the mouse over the required camera then hold down the Ctrl key and left click on the mouse to select an additional camera.
Shift + Left Click
Move the mouse over a camera then hold down the Shift key and left click on the mouse to select all the cameras inclusively, between the previous selected camera and the current camera.
Where are my Cameras Stored
All cameras are stored in an appropriately named CAM file within your x:\OpusFSI_v5 folder, where 'x' identifies your installation drive letter.
The FSXSERVER.CAM file stores all cameras created on your main server system for use with the Microsoft FSX Flight Simulator.
The FSESERVER.CAM file stores all cameras created on your main server system for use with the FSX Steam Edition Flight Simulator.
The P3DSERVER.CAM file stores all cameras created on your main server
system for use with the Lockheed Martin Prepar3D Flight Simulator.
Files with names in the form of <ComputerName>.CAM store all cameras created on the named client system. The client computer name will have a suffix of '_P3D' appended if the user has selected the Lockheed Martin Prepar3D Flight Simulator type. For example <ComputerName>_P3D.CAM. The actual client systems can use either simulator type, this does not have to match the server but usually does.
Any time the cameras are stored to disk a backup file is created with the same filename as above with the date stamp _DDMMYYY appended. Where 'DD' is the current day, 'MM' the current month, and 'YYYY' the current year. Hence, previously backed up CAM files can easily be copied and renamed to restore the cameras from a previous date.
N.B. You can reuse your FSX (or FSX Steam Edition) Opus configured cameras in P3D by copying FSXSERVER.CAM (or FSESERVER.CAM for SE) to P3DSERVER.CAM and vice versa.
This section describes camera editing for VC, 2D and external aircraft
cameras, for World Views please refer to the appropriate section of this
The basic steps
involved in creating a camera are,
Add or Clone a Camera
Assign Aircraft Types to the Camera
The Camera Editing
dialog is used to perform all general editing of a camera view, that is,
To change the camera
To change the assigned
To change the camera
view mode and options.
To change the assigned
joystick button or key sequence.
To change the TrackIR
option and head movement limits.
To adjust the zoom
level for the camera view.
To adjust the eye point
for the camera view.
A camera is selected
for editing in the Camera Management dialog using one of the Edit,
Clone, or Create options, or alternatively by double-clicking on a camera
using the left mouse button (which is the same as highlighting and using
the Edit option).
Normally a camera is
created or edited with the view on the simulator's main display window
(or on the client system's main display window when editing a client
camera). However, camera management and editing of the server system's
cameras can also be done without running the actual simulator.
14. Changing the camera name
The camera name is
displayed and can be edited in the text box in the top left hand corner
of the Camera Editing dialog. Camera names should be chosen to indicate
both the assigned aircraft type and view. For example, 'B737 - First
15. Assign Aircraft Types
Camera views can be
associated with all aircraft, a group of aircraft or a single aircraft.
The camera can be assigned or associated with specific aircraft types
using the Assign Aircraft Types
to the Camera option. The first assigned aircraft type name is displayed
below the option along with the total number of aircraft types that have
been assigned (17).
You will be prompted as
to whether you wish to reassign multiple camera views. If you select Yes
then a list is displayed for you to select multiple views from. Next a
list of aircraft types is displayed for you to assign the view (or
multiple views) to.
Select the 'All
Aircraft Types' entry to make the view global, alternatively highlight
all the associated aircraft types. Use <CTRL><
left_mouse_click> to select multiple items from the list, use the
standard windows method to select a consecutive group (click on the
first item then <SHIFT> <left_mouse_click> on the last
item). Click OK.
N.B If you are editing
a view on a client and the client FSX is using a dummy or simple
aircraft (recommended for performance reasons when you are viewing
scenery only and not external views of the aircraft) then ensure your
assigned aircraft types are set to All
18. Select the Camera View Mode
It can be either,
There are no facilities within the sim that gives us the 6DOF control
over other view types.
It is pointless creating virtual cockpit views on a client system
since you can only monitor and control the flight from the main server
PC. DHMs will be most effective when used in conjunction with Virtual
Dynamic Aircraft Movements (DAM) has been implemented for the
server's 2D 'scenic' views where the aircraft is shaken instead of the
pilot's head. Please refer to the 2D
Adjust the eye point using the Camera Editing dialog
or the LCC
Adjusting the eye point using the Camera Editing
You can adjust the eye
point for the camera view using either the X, Y, Z, Pitch, Bank, and Yaw arrow keys (19)
or by setting the numeric values directly in the XYZ
PBY text boxes (20).
To enter a value into a XYZPBY text box, first click on the box, its
content will turn red indicating it is accepting a new entry, enter the
new value, then either press the <return> key or click for a
second time in the box. All distances are in meters and all angles in
All these commands are with reference to the aircrafts axes which
normally runs through the centre of the aircraft. The X axis moves the eye point left and right, the Y axis up and down,
the Z axis forward and back, and the Pitch, Bank, and Yaw movements are
The example dialog below shows arrow movements as seen from the pilot's seat.
The arrows operate in either continuous or stepped
In continuous mode clicking on any of the red buttons will stop the
motion. They are spread over the dialog to allow mouse selection without
too much hand movement, or hand-eye coordination. Also clicking more
than once on a green arrow button will speed up the movement in the
chosen direction, or slow down any motion in the opposite direction.
You can also alter the speed slider (22)
to modify the speed of the green arrow controls for altering the XYZ and
Use the Reset
button (19) if you want to return the
camera to its original (last saved) position.
If required use the Zoom button (23) to adjust the camera view's zoom settings.
The assumed default
zoom levels are 0.7 for VC views, 1.0 for 2D cockpit views, and 0.8 for
External Aircraft views, however Prepar3Dv3 uses different default zoom
levels for certain 'inbuilt' VC views. If your VC camera uses the
assumed default then the zoom level will not be changed when switching
cameras in the same mode. Therefore for Prepar3Dv3 we recommend using a
0.5 (non standard) zoom setting for ALL VC views, since this is
non-standard Opus will always set the zoom when first displaying the
default VC view and work from there.
The Camera Zoom Control
dialog provides both coarse and fine zoom control over the selected
Zoom control is a two
stage process within the simulator, the Coarse control sets the actual
base zoom level which can range from 0.3 (fully zoomed out) to 512
(fully zoomed in), the fine
zoom control makes fine adjustments to this zoom level by either 'fine
zooming' in a number of steps (positive) or 'fine zooming' out a number
of steps (negative).
To make efficient use
of the zoom control, first set the required base zoom level using the
Coarse zoom controls, the current zoom level is displayed in the green
text box and temporarily on the displayed view. After you have set the
Coarse zoom level finely adjust the zoom either in or out, the current
fine zoom step count (positive for fine zooming in, negative for fine
zooming out) is displayed in the green text box. The fine zoom rate
(number of steps per click) can be adjusted from 0 to 10 with the slider
Each time you adjust
the Coarse zoom level the fine zoom adjustment will be reset to zero.
Use the Reset
button to reset the zoom adjustment to its original settings.
Use the Default
button to reset the zoom to its displayed default setting. The software
assumes a standard FSX or Prepar3D set up which uses a Coarse zoom of
0.7 for virtual cockpit view modes, 1.0 for 2D cockpit view modes, and
0.8 for all external views.
Once you have completed the zoom adjustment click on
the OK button to accept the
settings or Cancel to abort
the changes. The current zoom settings are displayed within the Camera
Control dialog in a text box below the Zoom button (23). The displayed zoom
setting shows the actual Coarse zoom level with either a '+' or '-'
symbol indicating any fine zoom adjustment.
Duplicate Zoom option
This option can be used to duplicate the current coarse and fine zoom settings across to all selected cameras. Only selected cameras of the same type (e.g. Virtual Cockpit, 2D Cockpit, or External Aircraft) will be affected by the duplicate action.
Once you select the Duplicate button a list of camera views are displayed for you to select from. You can use the usual methods to select items in the list. To select non consecutive items use left mouse click plus the ctrl key to select. To select consecutive items use left mouse click plus the shift key, (or drag left mouse button over the items) to select a consecutive block. Click OK to save, then click OK in the Camera Zoom Control dialog.
24. Adjusting the eye point using the LCC
As an alternative to the Camera Editing dialog features you can use Live Camera Control to adjust the eye point position. All changes and movements within the LCC are with reference to the 'current' eye point, hence they are labelled Left/Right, Fwd/Bwd, Up/Down, Pitch, Bank, and Yaw.
25. Joystick Button and Key Sequence
Windowed views cannot
be associated with a joystick button or keyboard key. Default views
don't need to be associated with buttons or keys if you don't have any
If you wish to
associate the camera view with a joystick button or keyboard key then
click within the button or key command text boxes to specify the
required assignment. When you click within the text box, the box will
empty and turn red indicating it is waiting for your entry. You can now
either click a second time to clear the entry, or press your desired
joystick button or keyboard assignment, (focus must be on
the simulator's window at this point).
OpusFSI will accept buttons 1
through to 32 of Joysticks 1 through to 8. All button and registered key
events are displayed within the Spy window when the button or key is
Joystick buttons and
keyboard key sequences can be assigned to views on the server and
multiple client systems, thereby allowing simple and fast coordinated
changes to the multi-screen displays.
Refer to the Assigning
Joystick Buttons and Keyboard Keystrokes section of this document
for further details.
26. Disable View
View option can be used to disable or enable a camera view for
selection and display. Changing this field for Windowed View types will
force the Camera Definitions within all aircraft.cfg files to
27. Default View
Tick the Default
View checkbox if you wish to create (or assign) a default view that
will be displayed on startup. You should only have one default view per
aircraft but if you have inadvertently created multiple default views
then OpusFSI will just pick the first one in the list. Windowed views
cannot be assigned as default views since a default view is always
displayed within the simulator's main window.
28. Windowed View
Tick the Windowed
View checkbox if you want a windowed instead of full screen display.
Windowed views are ideally suited to computer systems equipped with
either multiple screens or single large screens.
Windowed views cannot
be associated with joystick buttons or keyboard keys, they are
automatically opened when the aircraft is loaded. DHM cannot be
specified for windowed views. Windowed views cannot be assigned as
Windowed views are
displayed as new views within the simulator, these views can be left
docked or undocked manually before being positioned and sized, either
manually or automatically using the server program's Restore
camera view types (including windowed) are edited using the simulator's
main window since this is the only window that allows control over the
camera's eye position. Windowed views can either be global or associated
with specific aircraft groups. Up to nine windowed views can be
associated with each aircraft type on each of the server and client
computer systems, this gives a maximum of ten views displayable at any
one time on each system; typically far more than the simulator can cope
With the exception to
zoom adjustment, after making changes to any windowed views you must
force the simulator on the modified system to reload its aircraft.cfg
file. This can be achieved by first loading a different
aircraft type (not the same aircraft with a different livery) then
reloading your original aircraft. The simulator loads its aircraft
configuration file only on start up or after selecting a different type
Window View button (10a)
enables you to display an existing windowed view in order to align the
view you are currently creating. A list of windowed views will be
displayed, select one from the list with your mouse.
Refer to the Windowed
Views section below for further details.
29. Auto LCC Set
The Auto LCC Set camera edit option applies to all eye-point adjustable Live Camera views including Observer views. When the option is set Live Camera will automatically save all LCC Offsets each time you change camera views. It will be as if you have manually pressed the LCC Set option (or used the assigned Set Camera LCC Shortcut command) before selecting the new camera view onto the display. The option is automatically set to true when older version 4 CAM files are loaded and converted by the OpusFSI Version 5 software. All LCC offsets are reset on start up and after any camera editing.
The Transition Time value
allows smooth transitions
between virtual cockpit (VC to VC) and 2D scenic views (2D to 2D). A
value of 0 is used for instant camera transitions, otherwise the speed
can be set between 1 (fastest) to 255 (slowest). All Transition Speed
settings greater than 100 are scaled to provide a wide range of camera
transition times. A 'slowest speed' limit is imposed on the actual
transition speeds to provide more consistency in the transitions.
Different aircraft can have different VC panning rates.
Stuttering camera transitions
If you have set large
transition times (for a slower transition) then your sim will have to
process many more eye point adjustments. If your sim does not have
enough time to handle these it will ignore many of them and you could
end up with less than smooth motion. If so then you must set much lower
transition times. Also check TrackIR and other eye point adjusting
software, none of which will be compatible unless it is interfaced to
OpusFSI. Switching Vertical Sync (Nvidia Inspector) to 1/2 refresh may
fix the problem, if V.Sync is off or on it can cause stutter.
Use the DHM
checkbox to enable or disable DHM effects, disabling DHM will not change
any configured settings within the DHM dialog.
If required use the DHM
button (32) to specify any associated
Dynamic Head Movement.
Refer to the Adjusting
the Camera DHM section of
33. Disable TrackIR
TrackIR if you have enabled TrackIR (in the Config menu) but just
want it disabled for this particular camera view.
TrackIR On/Off button (12)
will disable/enable TrackIR just whilst editing the camera view.
34. TIR Limits
If required use the TIR
Limits button to create and specify any associated TrackIR head
movement limits. Refer to
the TrackIR Head Movement Limits
section of this document.
If required you can
assign panning sequences to the camera view. Click on the Panning button
and confirm whether you wish to change the assigned panning sequences
for multiple camera views. Select No if you just want the panning
sequence assigned to this camera view only. Select the required panning
sequences from the displayed list and click OK. The number of selected
panning sequences is displayed to the right of the Panning button on the
dialog. In flight when you select the Play
Panning Sequence key/button (configured in the shortcuts dialog) the
sequence will be played. If
multiple Panning Sequences have been assigned to the camera then the
on-screen Menu box will be displayed in flight allowing you to select
the required named Panning Sequence to be played.
Finally, when you have finished editing a camera
you should click on the OK
button to end the edit session. You can cancel or abort the edit
operation at any stage using either the Cancel
option or by clicking on the 'X' in the top right of the dialog.
After your changes have
been saved the software will automatically update the system and as a
result you may notice the default camera view, if any, will be
displayed. If you have selected one of your client systems then the new
camera configuration file will be transferred onto your client system
prior to reconfiguring all of the client system's aircraft.cfg files.
As an alternative to using LCC with a
dedicated 6-axis game pad controller, or our Panning
Sequences, to perform an aircraft walk around
or a fly around in flight you can create a set of camera views to pan
around the aircraft.
1. Create a series of external aircraft views, each view taking you around the aircraft on a walk or fly around.
2. You can use the up/down arrow keys in the Select Camera View list to reorder the views and keep them together as a group in your camera list. Name them all appropriately as an aid memoir, such as NGX Aircraft View 1 etc.
3. Assign a joystick button to the first view, and the exact same key sequence (e.g. shift X) to each of the aircraft views, including the first. The joystick button will then select the first view in the sequence. After which the assigned key can be used to cycle through each view in turn.
4. Assign a high (very slow) Transition Speed parameter to all the aircraft views in this sequence.
5. Save Cameras.
Now you can press the button to commence the walk around and press the shared key (e.g. Shift X) to cycle the views, resulting in a slow walk around the aircraft.
If you order the aircraft views carefully then you could simply assign the same button or key to all of the views, the first view in the list will be selected first. Remember you can reuse the same button or key sequence over and over again since all view cycling is aircraft specific. So shift X for example could be used for all walk around sequences on all aircraft.
You have a backup of your current CAM file in the OpusFSI_v5\FSXSERVER_UNDO.CAM
file for FSX, or OpusFSI_v5\FSESERVER_UNDO.CAM
for FSX-SE, or P3DSERVER_UNDO.CAM for P3D. So
if you delete something by mistake then for FSX just delete your
FSXSERVER.CAM file and rename FSXSERVER_UNDO.CAM to FSXSERVER.CAM (or FSESERVER_UNDO.CAM to FSESERVER.CAM for FSX-SE, or
P3DSERVER_UNDO.CAM to P3DSERVER.CAM for P3D).
The camera definitions
are also backed up into a date stamped file (e.g.FSXSERVER_04062014.CAM)
each time the camera views are saved via the Camera dialog's Save
Cameras or OK buttons.
the turbulence effects within 3rd party packages since they may conflict with
turbulence strength and frequency is determined by the LWE based on considering
many factors and the meteorological conditions surrounding your aircraft. These
parameters effect both the captured high and low frequency accelerometer data.
At low levels wind speed and gusts become a factor, one considering the
likelihood of rotor type turbulence, the other extending slightly to higher
elevations. But many factors are considered, temperature gradients, cloud bases
and depths, proximity of CBs and TCUs, etc. Clear Air Turbulence comes into
effect above FL200 when the GRIB option is enabled, note that FSX does not show
wing flex for Clear Air Turbulence.
see wing flex you must set advanced animations which is set via the FSX menu
option - Options, Settings, Display. Select the Graphics tab. To see changes to
the VSI etc enable the options for turbulence and thermal effects on the
aircraft in FSX (which is set via the FSX menu option - Options, Settings,
Display. Select the Weather tab.
Dynamic Aircraft Movements (DAM) for 2D Views
Dynamic Aircraft Movements (DAM) has been implemented for the server's 2D 'scenic' views only. To configure the effect, enable DHM on your 2D view and edit the DHM taxiing and landing parameters to your own preferences. The head acceleration effects do not use the accelerometer data and may not be noticeable in the 2D views. The current version is scaled with a 2D view offset by 1 metre in the y-axis. If necessary we will adjust the effect to suit the view's configured y-axis offset.
Dynamic Head Movement (DHM) for
Virtual Cockpit Views
though we allow DHM to be specified for all 'non-windowed' view types (Virtual,
2D, or Aircraft), the DHMs will be most effective when used in conjunction with
Virtual cockpit views.
enable Dynamic Head Movement for a specific camera view, first tick the Enable
DHM checkbox within the Camera
Editing dialog, then specify the required DHM
options within the Dynamic Head Movement dialog. This dialog is displayed using the DHM
dialog provides options and fine adjustment for both the camera view's Dynamic Head Movement or virtual cockpit camera shake, and the Automatic
Head Movement which can be used to automatically look into the turn when the
activation bank angle is reached.
Automatic Head Movement is
automatically disabled when you are using TrackIR.
You can use the DHM checkbox to enable or disable DHMs for a camera
view without affecting the current DHM parameters. You can also use the
OpusFSI Enable DHM and Disable
DHM add-on menu options or OpusFSI Shortcut
Controls to temporarily enable and disable all dynamic head
Dynamic Head Movement Dialog
or Heavy Aircraft
the appropriate aircraft type using the Light Aircraft or Heavy Aircraft radio
buttons. The aircraft type will affect both the natural frequency and the
relationship between ground speed and scaling of the accelerometer data. The
aircraft type also has an effect on the head movements related to the current
body acceleration data.
you want a Rotorcraft effect with increased vibration effects then select
either Light or Heavy and also tick the Rotorcraft checkbox (11).
DHM is determined by the current met conditions. You
can alter the strength or severity of the DHM using the sliders (2). A
setting of zero effectively disables the DHM (scaling of zero), a setting of 10
results in maximum scaling.
Enable DHM for Taxiing/ Landing Checkboxes
the appropriate Enable checkboxes to enable DHMs for the specified phase of
flight, Taxiing (3) and/or
Landing (6). If you enable DHM for Taxiing (3) then you will enable for all ground movements including the
takeoff phase. Ground vibration effects depict vibrations when power is applied
against the brakes and during the initial roll out.
the Body Acceleration checkboxe (4) to enable additional DHM effects resulting from the current body
acceleration data. For example, slight head movements forward and aft to reflect
the current acceleration and deceleration in the Z-axis.
the Turbulent Bumps checkbox (5) to enable occasional extra bumps as appropriate to METAR
conditions e.g. in cloud.
the Turbulent Motion checkbox (7) to enable constant turbulence as appropriate to METAR conditions.
You can decrease (8) or
increase (9) the effect.
the Vibration Effects checkbox (10) to enable aircraft vibration. The vibration effect is magnified
when Rotorcraft (11) is
Bump Aircraft in Turbulence
Tick the Bump Aircraft in Turbulence checkbox (12) to enable turbulence on the aircraft. When airborne the aircraft will bump in unison with the turbulent motions. Either the Turbulent Motion or Turbulent Bump options must be enabled for the effect to be seen. The sliders for Turbulent Motion, Turbulent Bump, Less Turbulence and More Turbulence all effect the Bump Aircraft severity.
OpusFSI beta 4.43.3 onwards uses our new injected turbulence and
shear data and disables all previous Bump Aircraft turbulence in P3D
which many sims and aircraft addons cannot cope with. If you want to
experience this 'physical' aircraft turbulence, you will have to enable
the simulator's Turbulence and Thermal Effects within its Weather
The Degrees Of Freedom DOF option can be set to 1,2, or 3 as
required. These settings are equivalent to turbulent jolts in Bank,
Pitch + Bank, and Pitch + Bank + Yaw respectively. You should set an
appropriate DOF to suit your preference and capabilities of the aircraft
sim. Set the lower value options if your aircraft sim has trouble
maintaining a heading.
Set a Delay value if you have problems with jerkiness or the
auto pilot in aircraft sims such as the Dash 8. The Delay factor (0..10 = Fastest
to Slowest, default 0) adjusts the Bump Aircraft frequency.
A General DOF Delay factor (15) (default 0ms) allows those who are experiencing DOF exceptions to slow the DOF updates down slightly so their simulators can cope. The delay factor can be set in any DHM dialog (bottom right numeric box) and can be adjusted between 0 and 50ms.
can tick one of the Test checkboxes to get some idea of the effects of the DHM.
This will not be identical to the actual DHM which has other dependencies, such
as ground speed, body acceleration, severity of landing etc.
Duplicate Head Movements
The Duplicate Head Movement (13) button allows the DHM and AHM settings for the current view to be duplicated into a number of other camera views selected from the displayed list box.
Automatic Head Movement (AHM)
Automatic Head Movement (14) is
described in the following section.
Assign Defaults sets
all checkboxes and sliders back to their default settings.
DHM effects will not be displayed correctly on systems with low frame rates. If
you are able to use the Smooth Head Movements of AHM then you should be able to
render the above effects correctly.
you can't see the DHM effect on your aircraft then set the
"C:\OpusFSI_v5\FSXSERVER.EXE" file properties (compatibility tab) to
"Run as Administrator". This can be done by right clicking on the
program in Windows Explorer or right clicking on the desktop shortcut.