In fact this is a complex topic.
Because when you shake a bit too much the view you’re no longer able to handle cockpit buttons with your mouse, which is really a bad for sim pilots.
They should find a very balanced setting and put an amount of effect slider in the settings to satisfy all gamers.
Chaseplan does that. Sliding all parameters, it’s great. Unfortunately not for msfs at the moment
turbulence , touchdown,roll and pitch ,camera shake is not working at all,is a bug? or someone can tell me how to open this?
They spoke about it in the latest Q&A. It’s properly coming with the next sim update. They had trouble with the parameters & getting it to work only when it was supposed to which meant they could only set it to a tiny amount of 2mm shake making it barely noticeable. They’ve now been able to adjust it all properly to only work when it’s meant to & it will now be at 2cm with the update & much more realistic.
Seb said the camera shake at touchdown will be increased with Sim Update 10 and they’re testing it now. I didn’t hear him say it would be adjusted anywhere else, just touchdown.
There are some people that want to disable the camera shake entirely, which is a separate wishlist, so that still needs to be addressed as well.
would be nice ! voted
FSRealistic Pro V2 has been released now. Bought it and yes, it has camera shake. Not quite as good as X-Plane’s “Headshake” plugin, but “still ok”.
I do not own it because all the videos we can see do not convaince me. Shacking is to lite and/or not realistic on landing and almost absent on taxi, which is not normal.
I also want Asobo to work on wing tips vibrations that today are unpresent.
Ok after using it on several flights I have to say that FSRealistic’s camera shake cannot keep up with X-Plane’s HeadShake. No way. FSRealistic’s effects feel “tacked on”, arcade-like and unrealistic. I don’t even know if it is FSR to blame or Asobo.
Returned to X-Plane, graphics are a bit worse but everything else is way superior to MSFS.
One day we’ll get this type of cloud effects in-sim.
Any news on this topic? Has Asobo even commented on the lack of this feature? After the release of the A2A commanche which has this built in to the accu-sim, I have stopped flying/buying other planes. They just feel so dead and boring in comparison. For this reason alone I will most likely convert to X-plane in near future when I have upgraded to a 4090 card. FSrealistic is unfortunately not an alternative, because their implementation of camera shake is wrongly affected by rudder movements, which again is most likely due to limited SDK from Asobo. It really is a shame that this issue is not being addressed. And if this is not included in MSFS2024 neither, I simply will not buy it. For the record, I am flying in VR.
compared to the non existent camera shake in MSFS, the Headshake plugin for X-Plane is lightyears ahead!
The A2A add-on AccuFeel for FSX was for me one of the best.
This actually wouldn’t be realistic at all, unless you were trying to simulate how a camera sees the takeoff. It’s kind of like lens flare or the silly limited dynamic range in the sim - not how the human eye/brain perceive things.
In reality, your brain smooths out the bounce and shake, and you perceive your sight picture as a stable scene. I really hope they don’t add more theatrical effects.
As a VR user without motion platform, I find this the best way to translate turbulence. At least it tricks my mind and stomach into to feeling something is going on, especially in combination with good sounds like the comanche provides.
Well, so… theatrics. If they were to add something like this, I really hope it’s optional (like lens flare) and not baked in (like the limited dynamic range/ dark cockpits when looking outside issue.).
I get that some people apparently want to simulate being a GoPro mounted in an airplane, where these kinds of effects would be useful… but some of us are trying to simulate the experience of being a human flying an airplane, and these kinds of things are just really cheesey.
In the VR example - how easily would you be able to hand fly an instrument approach to minimums, keeping that scan tight, in moderate turbulence with your instruments bouncing all over your field of view? It wouldn’t be very doable, but a human in an airplane can do this no problem… it really takes a level of turbulence where your eyeballs are uncaging in your head before you start having trouble seeing things.
With the comanche I have no issues at all reading the instruments during turbulence and minimums. I do it all the time. The effect is adjustable from disabled to max puking.
Dont tell others how to feel, and I definitely don’t feel it as being a GoPro. If that it is your experience, fine, but no reason to get arrogant and expecting others to feel samewise… “but some of us are trying to simulate the experience of being a human flying an airplane, and these kinds of things are just really cheesey.”
I’m not telling anyone how to feel, because I’m not talking about anything subjective. A human being, in an airplane, doesn’t experience “camera shake”. The effect is named that because it’s what CAMERAS experience.
Rather than camera shake which would imply the scene being viewed through a camera, some structural vibration of the airframe upon touchdown could work well I feel.
The effect of the vibrations would depend on how hard the landing is.
A2A has done this really well with Comanche where you can see the visors vibrate and shake on touchdown. Even taxiing on bumpy surfaces or grass can cause vibrations which looks authentic.
For turbulence, there is an option in the Comanche to select VR which simulates real life turbulence really well. I have done some really bumpy VR flights with no problems scanning the instruments or outside.
Hopefully Asobo can take a leaf out of A2A’s book and bring this to more of the default planes in the future.
I am obviously talking about the psychologial effect camera shake has and how it induces a feeling in the body that resembles turbulence. I am fully aware of the physics, how objects move in real life both intuitively and mathematically speaking and how the human body/sight/balance organ compensates for motion. Have you tried the comanche in VR and with VR turbulence on?