Rear view

I did read through so there's no point in recycling here.

If I could have seen behind me on the occasions I was hit from the rear I would have not pulled up in front of them.. fact!
as for the all singing and all dancing camera's attached to space molecules... well I never got my head around driving that camera, far too complex for me... (though I did do the first version)
so a simple rear view (look behind cam) would have avoided the accidents, it's no good you telling me that there's all other sorts of junk that I can contort myself to use and "But and they only cover one area so they're pointless"... try telling that to your driving examiner... Mirror, Signal, Manoeuvre!



So how would a rear facing camera help you to avoid pulling UP in front of a ship moving forward? As the entire situations sort of already suggest that the the ship had already moved up pr where moving up when you started to move up. so it would be out of view of the rear facing camera. and since the station have landing pads all around, it is quite possible the ship from your perspective moved behind by moving down towards your landing pad, but it was simply moving up from their landing pad to be aligned with the station exit.



How wide angle do you expect this camera to have, as to much wide angle would also create other issues, as you are now trying to show even more information in a limited area. So wider angle, would mean smaller ships.

Where would the Camera be mounted? somewhere are the rear of the ship, bang in the middle? near the door? top? bottom?


Where would the display for the rear view camera be placed? the most logical, placement would be in one of the existing panels we have in the cockpit. So that would make the display area a fixed size and to be able to see anything else than straight behind the ship, we need a wide angle lens, this will in turn make an already small image even smaller, as we are now trying to fit even bigger view of the back into the limited area designed as the display.




So please, explain how it would work. Where would the camera be located, where would the display be located, what angle should have, etc.
Also how do you leave? do you thrust up from the landing pad until you are levelled with the exit? and then roll to adjust with the exit and move forward?
Or do you lift your nose up and goes towards the exit and then pulls down to align with the exit? This seems to be common practice by many players when starting near the rear of a station.
 
So how would a rear facing camera help you to avoid pulling UP in front of a ship moving forward? As the entire situations sort of already suggest that the the ship had already moved up pr where moving up when you started to move up. so it would be out of view of the rear facing camera. and since the station have landing pads all around, it is quite possible the ship from your perspective moved behind by moving down towards your landing pad, but it was simply moving up from their landing pad to be aligned with the station exit.



How wide angle do you expect this camera to have, as to much wide angle would also create other issues, as you are now trying to show even more information in a limited area. So wider angle, would mean smaller ships.

Where would the Camera be mounted? somewhere are the rear of the ship, bang in the middle? near the door? top? bottom?


Where would the display for the rear view camera be placed? the most logical, placement would be in one of the existing panels we have in the cockpit. So that would make the display area a fixed size and to be able to see anything else than straight behind the ship, we need a wide angle lens, this will in turn make an already small image even smaller, as we are now trying to fit even bigger view of the back into the limited area designed as the display.




So please, explain how it would work. Where would the camera be located, where would the display be located, what angle should have, etc.
Also how do you leave? do you thrust up from the landing pad until you are levelled with the exit? and then roll to adjust with the exit and move forward?
Or do you lift your nose up and goes towards the exit and then pulls down to align with the exit? This seems to be common practice by many players when starting near the rear of a station.

I'm not going to explain anything to you, not only do you use far to many words every time... taxing anyone's pateince you are not open to understanding, and assume that a camera would have a view from the bottom of a tube... so I end here
 
Is it possible to install (place) inside in the cabins of our starships a monitor screen with the ability to view the rear view, from a video camera installed behind the ship? Because it is very strange - not to have that opportunity in an age of advanced technology.

+Rep

I wish we had rear view cameras in the game like all those classic spaceship flying games from the 80's and 90's. In many you could press a button to switch to rear (or side) view just like in my Nissan today.

And for those who posted it might not be possible with today's graphics, it's a standard feature in the game "Project Cars" (a 2015 game with very detailed graphics and high FPS) and works in three monitor mode and VR.

1 So how would a rear facing camera help you...

2 How wide angle do you expect this camera to have...

3 Where would the Camera be mounted...

4 Where would the display for the rear view camera be placed....

5 Explain how it would work....

1) To see behind my ship. Could be to see if the Star is directly behind me, or if a Thargoid or Pirate is perusing me, or if my wingmates are tailgating in which case I'll hit the brakes lol

2) Let's just go with the same angle as my cars have, unless in testing a better one is found

3) How about right above the rear hatch, unless during testing a better location is found

4) I'd like an option to place it in the top middle of the hud, like a rear view mirror of a car, but I'd also like to disable it and call up a full screen view like Xwing

5) Just like a car rear view camera
 
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+1

I'd find this useful when using thrusters to manoeuvre around asteroids when deep core mining. It's good to know how much clearance you have when trying to wiggle between two massive rocks to line up a shot. A single button feature to briefly glance out back or a in-cockpit monitor would be useful.
 
I can still remember the satisfaction my father got back in 1984 when he'd use the rear view to target some pursuer, hit it at long distance with lasers and destroy it before it gave the least trouble, lol.
 
I'm not going to explain anything to you, not only do you use far to many words every time... taxing anyone's pateince you are not open to understanding, and assume that a camera would have a view from the bottom of a tube... so I end here

To many words? Not open to understanding? I am not the one trying to suggest something that does not make sense, and avoiding explaining how this should work.


Where did I assume it would be camera from the bottom of a tube?
 
+1

I'd find this useful when using thrusters to manoeuvre around asteroids when deep core mining. It's good to know how much clearance you have when trying to wiggle between two massive rocks to line up a shot. A single button feature to briefly glance out back or a in-cockpit monitor would be useful.

That would be a good use too if I ever get to doing some mining which is looking interesting now.
 
Greetings,

A rear view could work as in current TVs with PnP with a small display in the corner of the front display. Toggle it on/off with a command then another command to switch between the two. That wouldn't tax the graphics cards too much. They do it all the time in X-Plane 11 with weather displays and programming multiple views with keyboard commands.

The problem is a full screen rear view would generate 30 threads asking for rear weapons placement and target reticles to fire at enemy ships. That offsets the balance of how the combat game currently works and the Devs decided long ago they are not going there. In the original games it was a definite advantage when Thargoids interdicted a Cobra Mk III in witch space giving time on target while avoiding incoming fire. Imagine what an engineered Cutter in ED could do with it. Fly along with great speed using long range weapons to take out any incoming missiles, torpedoes, and enemies both NPC and PvP.

Their solution was a free camera system which shows every angle and still have control of the ship.

I own the Acorn Archimedes Elite version with the fuzzy dice. Being in the USA I had the computer shipped to the USA and a power supply to convert USA to UK power requirements. I LOVE the fuzzy dice! If the Frontier store ever puts them up for sale then my life playing this game is complete. :)

Regards
 
Then the question arises: why do some people put 3 monitors next to each other? And another question: what difference between rear view mirror and turning the head around 180 degrees?

Just to show off, obviously

desk-trader.jpg



That's actually real..
 
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This is why I asked what the use for this would be. And sofar I have not got any real usable use cases explained.
...

Leaving the station you could watch it recede much as Kirk ('Rear view Mr Sulu')did in Star trek. That's enough reason for me.

Could use the mostly useless groin monitor, look down and one of the options is Rear View.

@Op - for the moment what I have is a key setup for Camera Cockpit Front which looks backwards from the front of the ship. It's not ideal, but passable (plus actually does give a nice view around the ship too) and you can still pilot.

o7 CMDR [alien]
 
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