Lock camera to horizon (in steps) option for better wind effects in VR

If we would have a option to lock the camera to the horizon in VR, then we could feel the planes movement more similiar to 2d monitor mode. Every racing sim I played so far, had this optional for a reason.

Currently the VR cam is locked to the plane, which means that absolutely no plane movements are “viewable” if we dont look outside and can see something static like the ground.

Here is a random video on yt which describes the differences What is Lock to Horizon and Why is it more realistic (sim racing) - YouTube

Of course it shouldnt be a absolute hard lock to horizon, but some delay behind the movement of the static cam would help, I think Project Cars 2 had a setting like this, like you could do 30% lock to cockpit and 70% lock to horizon or similiar.

I find the current solution very unfortunate for all the nice wind and turbulence settings, which aren´t really “feelable” in VR as long as we dont look at the cockpit and something static like the ground at the same time. Flying in night or high altitude in vr let all these effects basically vanish, because of the cameras 100% hard lock to the cockpit.

That’s totally unrealistic to what it’s like when flying a plane. Racing on a road or water surface is not the same as flying in 3D space. If you get the opportunity to take a flight in a small plane you will quickly see the difference.

The sim is correct in this aspect of its modelling.

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What we have now is also “unrealistic” in VR, as I highly doubt that your head is fixed through magic to the cockpit in real life.

Anyway, that thread was not about what is realistic or not, as long as we dont have a full motion simulator with VR its never going to be super realistic and even then I doubt that we can simulate what our inner ear is doing in real life.

Its just about giving us an extra option for the people who wants it, no one will force you to go into options menu and select it.

Have you seen this topic and please vote for a better VR implementation.

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Agreed, there should be some level of stabilization to the VR “camera”. In RL, in a plane, which is bouncing up and down from turbulence, your head/neck provide some natural stabilization that isn’t afforded in VR. I once smacked my head on the roof of my C172 while leaning forward to the radio stack and a pocket of rough air came along. I think at least providing an option for people to choose stabilization or not, would indeed be more helpful and I’d argue that some stabilization to the horizon within a certain G load is more realistic.

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I agree with this one. The “other” sim is amazing in VR and handles this quite well.

Wish we could mod custom cameras into the game so we could do this ourselves.

I would like something a little different though. I developed a camera mod for BeamNG called “Enhanced Interior Camera” and implemented smoothing using linear interpolation; sort of like a low pass filter. While your view isn’t locked to the horizon, it smooths out turbulence of the vehicle so that your view outside of the vehicle is stable.

The result in VR is a much smoother and more immersive experience while still allowing your view to tumble around.

I agree that something needs to be done to improve the visual impression that the nose is diving or climbing, especially in helicopters. Knowing if I’m hovering or if I’m tilting while close to the ground would really help when flying in 2D. I prefer to fly in VR, but in my experience, switching to VR disables my mouse control over the cockpit instruments and the resolution takes a massive nosedrive in order to be playable at any FPS.

No, it’s fine as it is and aligns with my experience flying gliders and GA aircraft.

I’ve flown in small aircraft and helicopters before as well. In helicopters in the pilot seat, you can definitely see a drop in the nose when tilting forward which is absent in the sim. It’s not “camera locked to horizon”, but what the OP is requesting is something similar to what exists in Assetto Corsa Content Manager which really improves the feel of the car moving around the driver which has that name. He’s asking for something like a physics based dynamic camera movement based on the movement of the airframe and how that impacts the pilot’s head tilt, yaw and roll as well as any lateral or longitudinal displacement based on the relationship between the movement of the aircraft and the pilot.

Dynamic head movement exists in MSFS (you can see the values in FlightSimulator.CFG file), but doesn’t seem to be working in MSFS 2024. I tried editing the values for MSFS 2024 and it didn’t have any effect for me, probably because I’m using TrackIR.

You can try to edit the values yourself here:
C:\Users<your user name>\AppData\Roaming\Microsoft Flight Simulator 2024\FlightSimulator2024.CFG