I should have mentioned this in my original post: To the users who say “My folder is empty!”,
You first have to store at least 1 custom cockpit viewpoint from inside the sim, THEN open the camera config folder. Here’s how to do it:
- Start a free flight in the aircraft of your choice. For this example, I’ll use the NX Cub. This free flight can either start at a runway end or at a parking pad.
- Move your eyepoint with the arrow keys to the middle on the cockpit, and then down, as low as the cockpit mesh will allow.
- Press CTRL-ALT and a number key of your choice, for example CTRL-ALT-6. This will store the new eyepoint, and you can recall it any time by pressing ALT-6.
- Now open File Explorer, and navigate to: “C:\Users[Your User Name]\AppData\Local\Packages\Microsoft.Limitless_8wekyb3d8bbwe\LocalCache\SimObjects\Airplanes\Asobo_nxcub\presets\Asobo\nx_cub_advert\config\cameras.CFG”.
- Open the file in any text editor. If this is the first time that a custom cockpit eyepoint has been defined, you will find a single block of data, that looks like this:
[CAMERADEFINITION.1]
Title=“6”
Guid=“{2C0F25B1-E3E7-438F-BAD8-8AA79DAA3DC7}”
UITitle=“6”
Description=“”
Origin=“Virtual Cockpit”
Track=“None”
TargetCategory=“None”
ClipMode=“Normal”
SnapPbhAdjust=“None”
PanPbhAdjust=“None”
XyzAdjust=0
ShowAxis=“NO”
AllowZoom=1
InitialZoom=0.35
SmoothZoomTime=5
BoundingBoxRadius=0.1
ShowWeather=0
CycleHidden=0
CycleHideRadius=0
ShowPanel=0
MomentumEffect=0
ShowLensFlare=0
PanPbhReturn=0
SnapPbhReturn=1
InstancedBased=0
NoSortTitle=0
Transition=0
Category=“Cockpit”
SubCategory=“Custom”
SubCategoryItem=“None”
InitialXyz= 0.252656, -1.427341, -1.888824
InitialPbh= 0.416841, -0.019782, -0
Look at the last two lines of this data block, at the “InitialXyz” and “InitialPbh” numbers.
Initial XYZ is the location of the camera relative to the origin point of the aircraft model, and Initial PBH defines the direction vector that the camera is looking in, by P=Pitch, B=Bank, and H=Heading.
Now, to make this camera eyepoint always open OUTSIDE of the cockpit mesh, so that you can freely move the camera anywhere you want in the Sim, change the “Y” value of the InitialXyz. In this example, it’s -1.427341, which is the lowest point of the cockpit mesh. If you change this to, say, -4.0, the camera will now be well below the cockpit mesh and outside of the airplane.
Change the X and Z values to zero, and change all three of the Initial PBH values to zero, and you will have defined the camera to look straight ahead, from a point 4 meters below the bottom of the cockpit mesh. Save the file.
NOTE: If you have not already done so, go into Keyboard Configuration and define the (right) ALT+UP key combo as “move eyepoint forward”, and (right) ALT+DOWN as “move eyepoint backward”.
- Now go back into the Sim and reset your flight. When the sim has finished re-loading, press (left) ALT-6. You should now be underground, looking into the ground mesh from below it’s surface, assuming you started the sim with the plane on the ground.
- Slowly raise the eyepoint with the UP arrow key, until the camera is a few inches above the ground surface. Then move the camera backwards or forwards with the (right) ALT UP or (right) ALT DOWN arrow keys, until the aircraft’s main landing gear wheels are visible at the edges of the window. Now press the CTRL-ALT-6 key combo again, to save this camera position to the config file.
Now that you have one custom camera config that’s outside of the restriction of the cockpit mesh, you can move the camera around to wherever you like: for example the wingtips or top of the vertical stabilizer, with the camera pointing at the cockpit, or directly at the ground, or behind the aircraft, whatever you like. The plane’s controls work normally, because as far as the sim is concerned, you are still “in the cockpit”. Having a groung-looking camera positioned just above the ground, between the main landing gear, can help you practice descent and make very smooth, low-G touchdowns. Having a camera 3 or 4 meters above the cockpit can help you steer around the taxiways of an airport, especially in planes with poor visibility out of the cockpit, or while taxiing tail-draggers.
You might ask, “why do some aircraft let me push a camera outside of the cockpit without having to define a custom camera?” The answer is that not all aircraft that are flyable in MSFS 2020 and MSFS 2024 have a cockpit mesh defined in the model.. This is especially true of third-party aircraft. Almost all of the official Asobo planes have a cockpit mesh that will not allow you to move your eyepoint outside of the plane unless you define a camera eyepoint that is outside of the mesh as in the above instructions. Most of the planes I’ve acquired that were ported into MSFS 2020 from FSX don’t have cockpit mesh restrictions, and some of the new third-party aircraft built from the ground up for MSFS 2020 and 2024 also don’t have cockpit mesh restrictions. I wish Asobo would just get rid of this annoyance, or make it a option that users can enable or diasble as they want.