Space Engineers

Space Engineers

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Camera Panning - rotate camera view (+reset 1st person character view)
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Type: Mod
Mod category: Script, Other
Dateigröße
Veröffentlicht
Aktualisiert
76.528 KB
25. Nov. 2016 um 16:51
5. Dez. 2023 um 13:17
14 Änderungshinweise (anzeigen)

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Camera Panning - rotate camera view (+reset 1st person character view)

In 1 Kollektion von Digi
Digi's Space Engineers mods
46 Inhalte
Beschreibung
This mod enables players to change the direction camera while viewing it.
Works for any camera block, modded or vanilla.

How to use in game
When you view a camera the mod will tell you the controls as a HUD notification.

Simply hold the LookAround key (default: LeftAlt) and move your mouse/arrow keys/gamepad right stick to rotate the view (pitch and yaw).

You can also swap the yaw control with the roll control by holding the Sprint key (default: Shift), very useful for ceiling mounted cameras as shown in the video.

To reset the view back to centered press the Change Camera View key (default: V).


Pitch and yaw angle limits are determined by the camera's raycast angle limit (which is default to 45 which means -45 to 45). Roll has no limit.

The view speed limit is also intentional to give a servo motor feel.

Different people on the same camera can look in their individual directions because the view is not synchronized.


Other effects
This mod also changes:
- The max FOV on the vanilla cameras to 100 degrees (because 60 was simply too low), this does not affect mod-added camera blocks. However it is fully compatible with mods that change things on the vanilla cameras (except of course the max FOV).
- Fixes the position of the camera being in the center of the block rather than close to the camera model itself. This affects all non-modded cameras that do not have a ModelOffset set to them (because that also moves the camera view).
- Camera key resets first person view orientation on characters if 3rd person is disabled.


Side notes
I've not used the vanilla roll controls (default Q/E) for rolling the view for 2 reasons:
- Alt+Q/E still operates gyroscopes and I can't stop that.
- It can get more confusing than it is now.


Known issues
- (PB scripts) When the host rotates a camera, the camera raycast will be rotated along with it until they leave the camera view; this does not affect DS since DS can't view cameras.


mod io?
Please read[gist.github.com]
Beliebte Diskussionen Alle anzeigen (4)
3
6. Aug. 2024 um 14:22
Bug reports
[ORG] Gears
0
15. Aug. 2022 um 20:05
really want on xbox, pls help
YeetMasta
0
16. März 2022 um 13:36
Impossible de faire fonctionner le mod
[CDDN] DracusWhite
329 Kommentare
Digi  [Autor] 5. Feb. um 0:12 
Weapon core has this as a dependency so it will bring it automatically, and WC itself is a dependency of any WC weapon.

You can turn off automatic dependencies in DS to prevent any mod from automatically adding dependencies, but be very careful with that too as it can also cause problems if you forget about it =)
SirFlutternutz 4. Feb. um 19:37 
I think I may be having the same problem as Agearten. I've disabled the mod in the world settings however I am still able to pan cameras in that world. I was attempting to troubleshoot a different problem we were having in multiplayer possibly involving cameras.
Sardaukai 2. Feb. um 5:14 
Hey Digi!
Is it possible to implement a kind of failover movement for grids that have Physics.Enabled set to false? My new implementation for the Frame Shift Drive works with this, so all camera panning does not work.
Agearten 31. Jan. um 7:23 
hi,finaly im sorry,the mod isnt the problem but the game itself,we get too many mods ans custom turret doesnt like 30 mods lol,the problem is not your mod sorry
Digi  [Autor] 24. Jan. um 19:30 
@Agearten
To remove mods you must remove them from the world, sub/unsub is only for mods to appear in the list in world settings, it doesn't dictate if the mod is used or not, worlds do that.

Also not sure how this has anything to do with turrets, but if you want me to look into the issue I'd like the world (you can publish it on steam as hidden and DM me the link for example).

@Caazego
This works by rotating the block itself which affects its visual model too, this is not noticeable on the camera as it's out of view but for turrets it would look strange =) and might have weird behaviors when host-player is doing it. This one would need to be done by Keen I'm afraid, and they've been asked to add a roll slider for cameras for a while now :/
Caazego 24. Jan. um 14:38 
Could this be modified to rotate turret views as well? Those mounted on the bottom side of a ship could be useful.
Agearten 24. Jan. um 12:59 
I couldnt uninstall this mod,he cause me soo many trouble,i literally cant use my turret because i install this mod,any idea how ican delete it please ?
🕊 Peace&Death ⚰ 24. Jan. um 8:20 
But this mod working fine. He was not the cause of the conflict.
🕊 Peace&Death ⚰ 24. Jan. um 8:19 
The Scope Framework mod turns out to cause errors with many other mods, and I do not know why. I manipulated the mod loader before each launch of the world, and the error disappeared again. I've noticed this with some other mods too.

I'll write to the creator of the mod if I'm not too lazy to sort out the logs ahahah
Digi  [Autor] 23. Jan. um 23:13 
@🕊 Peace&Death ⚰
From what you said on that mod's page I suspect you're talking about getting errors during loading so you can't load/join worlds anymore with this (or any of my other mods) yes?

That sounds like a mod has errors during *unload* of the previous world, preventing other mods from releasing events and file hooks... so when it tries to hook the file again in a different world, it fails.
You can exit game to temporarily remove this problem, but once you leave a world it'll happen again.

The file fail is a good early warning though. Look in the log for which mod has errors in unload and report that to them to fix (or at least to catch the errors).