Space Engineers

Space Engineers

3,269 ratings
Camera Panning - rotate camera view (+reset 1st person character view)
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
76.528 KB
25 Nov, 2016 @ 4:51pm
5 Dec, 2023 @ 1:17pm
14 Change Notes ( view )

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

In 1 collection by Digi
Digi's Space Engineers mods
50 items
Description
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]
Popular Discussions View All (4)
4
20 May @ 5:23pm
Bug reports
[ORG] Gears
0
15 Aug, 2022 @ 8:05pm
really want on xbox, pls help
YeetMasta
0
16 Mar, 2022 @ 1:36pm
Impossible de faire fonctionner le mod
[CDDN] DracusWhite
333 Comments
DanielV1 26 May @ 7:58am 
Can i change the max zoom in the camera? the default zoom seems quite low for me, and i would like to make some of the cameras to zoom more or less
Digi  [author] 9 May @ 11:07pm 
I'd say ask on the keen discord at #modding-art-sbc for any questions you might have

https://spaceengineers.wiki.gg/wiki/Modding is the general starting point, there you'll find how to make a local mod, and "Modifying Mods by Other Creators" with mod adjuster would be ideal in this case.

past that you need the other mod's files (or block IDs) to copy to your mod and start trimming, and the actual thing to change is: https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/CameraBlock_Definition#MinFov
Fox 9 May @ 9:12pm 
Im not a modder but I know some basic coding.
So detailed instructions would be VERY much appreciated.
Fox 9 May @ 9:11pm 
Hi Digi,
is it possible to add the 100 FOV to a diff camera mod.

This is the mod I want to edit:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2970717145

If it is possible just let me know what to do so I can edit it.
Digi  [author] 5 Feb @ 12:12am 
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 @ 7:37pm 
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 @ 5:14am 
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 @ 7:23am 
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  [author] 24 Jan @ 7:30pm 
@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 @ 2:38pm 
Could this be modified to rotate turret views as well? Those mounted on the bottom side of a ship could be useful.