From post: 171774, Topic: tid=11528, author=Vice wrote: Certain view modes require disabling the HUD and hence, automatic navigation systems. This is intentional, both for internal functionality reasons and for gameplay limitation reasons. For reference, here are the view modes that do not require disabling the HUD and/or automatic navigation systems followed by those that do:
HUD and/or automatic navigation systems active:
- Cockpit Forward
- Cockpit Padlock
- Cockpit 3D Head Tracking
- Cockpit Mouselook
- Cockpit Left/Right/Rear/Above Views
- Chase Camera
- Chase Camera Left/Right/Rear/Above Views
Requires inactive HUD/navigation systems:
- Player to Tracked Target
- Tracked Target to Player
- Flyby View
- Cinematic View
While you are mentioning this I have a question: How come there is no Below View?
It would sure be handy like when in inertial Mode and Strafing Up and Down in an asteroid field - you can look at what's above you but not what's below.
I guess it's because there is no Cockpit glass for downnward view - but couldn't there be a "camera Below" view or something?
Correct, the emphasis is on view control options prioritized to the pilot's perspective, although not a strict rule obviously. Another factor includes running out of available default keys to bind the option to, saving the few remaining ones for other options that became important to players/design.
I use the 'Top Gun' technique of rolling 180 degrees and looking up - useful when flying up a station to get level with the entrance. Not so good for combat though!
2 Vice: if the coding isn't too difficult and given that many players have extra buttons on their controls, I would like to see the down view a an option. A player could then choose whether they are happy to dedicate a button (or a 8 way hat switch) to looking around.
Callsign: Incoming
Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam