Set up camera views in Prepar3D, bind pan and zoom controls, save custom viewpoints, edit camera definitions and fix views that reset.
Set up camera views in Prepar3D by assigning view-category, view-cycle, pan, zoom and eyepoint commands in the Controls settings. In flight, cycle to the required camera, adjust it with mouse look or a hat switch, then save persistent viewpoints through Prepar3D’s camera manager or a backed-up camera configuration.
How Prepar3D camera views work
Prepar3D organises cameras into categories, with several individual views inside each category. Cockpit, virtual-cockpit, aircraft and tower views may therefore require two commands: one to change category and another to cycle through cameras in that category.
With many default control profiles, S changes the view category and A selects the next camera within it. Holding Space while moving the mouse commonly provides mouse look, while the plus and minus keys adjust zoom. Verify these assignments in your installation because imported profiles, add-ons and different Prepar3D versions can replace them. Prepar3D inherited much of this system from FSX, so our FSX view-cycling and eyepoint reference also explains the underlying conventions.
How do I assign Prepar3D camera controls?
Assign separate controls for selecting a camera, looking around, moving the eyepoint and changing zoom; these actions are not interchangeable.
- Open the Controls settings. From Prepar3D’s Options menu, open the keyboard or controller assignments page. The exact layout varies by major version.
- Bind camera selection. Find the commands for changing view category and selecting the next or previous view within that category. Put them on buttons that are easy to reach without releasing the flight controls.
- Configure panning. Assign a joystick or yoke POV hat to the pan directions. For mouse look, retain or assign the mouse-look command and test whether it operates as a hold or toggle.
- Assign zoom and eyepoint movement. Bind zoom in/out plus eyepoint up, down, left, right, forward and back. Add a reset-view command so an accidental movement can be undone quickly.
- Remove conflicting assignments. Check the keyboard, mouse and every connected controller. Two devices sending pan or view commands commonly cause jumping, drifting or unexpected view changes.
- Test inside and outside the aircraft. Some commands behave differently in a virtual cockpit, a fixed external camera and a tracking camera.
What is the difference between pan, eyepoint and zoom?
Pan changes where the camera points, eyepoint movement changes its physical position, and zoom changes the field of view.
- Pan to look at instruments, windows or another part of the aircraft without moving the camera itself.
- Move the eyepoint to set the pilot’s seat position or create a wing, cabin or instrument-panel viewpoint.
- Adjust zoom to change how wide or narrow the scene appears. Excessive zoom can make the cockpit look compressed or stretched.
A mistake we see constantly is using zoom to correct a poor seating position. Set the eyepoint first, centre the view, and then make a modest zoom adjustment. This gives a more natural instrument scale and reduces distortion.
How do I save a custom camera view?
The easiest persistent method is Prepar3D’s camera-management interface, where that interface is available in your version.
- Load the exact aircraft variant. Camera positions are based on that model’s geometry, so a useful position in one aircraft may be inside a wall or outside the cockpit in another.
- Select a suitable starting camera. Start from a virtual-cockpit camera for an interior view and an aircraft or external camera for a wing or spot view.
- Position the camera. Use eyepoint movement, pan and zoom until the framing is correct.
- Open camera management. Use Views and then Manage Cameras if those options are present. Create or copy a camera, give it a distinctive name and retain an origin appropriate to the view.
- Reload and verify it. Cycle through the relevant category after restarting Prepar3D. Confirm that the position, zoom and cockpit geometry still load correctly.
Saving a flight is not a dependable substitute for creating a camera definition. A saved flight may remember some view state, but add-on updates, aircraft changes and camera utilities can alter the result.
| Method | Best used for | Main limitation |
|---|---|---|
| Live pan, zoom and eyepoint controls | Temporary adjustments during a flight | The exact position may not persist |
| Manage Cameras | Normal saved viewpoints without hand editing | Available settings differ between Prepar3D versions |
| Camera configuration files | Precise, repeatable or shareable definitions | Requires backups and careful editing |
| View Groups | Multiple windows and multi-monitor layouts | Each rendered view adds a performance cost |
When should I edit camera definitions manually?
Edit the configuration when you need exact placement, an aircraft-specific view, or a property that the camera-management interface does not expose.
- Exit Prepar3D completely. Editing while the simulator is running risks having your changes overwritten when it closes.
- Locate the correct file. Aircraft-specific definitions normally appear as
[CameraDefinition.n]sections in that aircraft’saircraft.cfg. User-level cameras are normally stored in%APPDATA%\Lockheed Martin\Prepar3D vX\cameras.cfg, where the folder name matches the installed major version. Add-on aircraft may keep their configuration inside a separate package folder. - Make a backup. Copy the original configuration somewhere outside the aircraft or simulator directory before changing it.
- Copy the closest existing camera. An interior camera should be based on another virtual-cockpit definition; an external view should use an external definition. This preserves rendering properties such as
OriginandClipMode. - Give it a unique identity. Use a unique section number, title and GUID. Reusing another camera’s GUID can cause one definition to replace or hide the other.
- Change only the necessary values. Position, orientation and zoom are normally controlled by entries such as
InitialXyz,InitialPbhandInitialZoom. Adjust position values in small increments and leave unfamiliar properties unchanged. - Restart and test. Confirm that the camera appears in the expected category and that the aircraft interior, panels and exterior model render correctly.
For a graphical alternative to hand editing, our CameraPosition X overview for FSX and P3D explains what the utility does, while the CameraPosition X operating instructions cover selecting, adjusting and saving positions. Check that any older utility supports your exact Prepar3D version and add-on layout before relying on it.
To see how finished blocks are structured, the worked CRJ camera-definition example includes ready-made cockpit and exterior definitions. Treat it as a syntax example rather than pasting its coordinates into an unrelated aircraft.
Why does a custom camera disappear or reset?
A disappearing or resetting camera usually means the wrong configuration was edited, the definition has a duplicate identifier, or only a temporary in-flight position was changed.
- The camera never appears: check for a duplicate GUID, malformed section heading, wrong aircraft folder or an add-on with separate configuration files for different variants.
- The view returns to its old position: close Prepar3D before editing, confirm the file is writable and check whether an aircraft update replaced
aircraft.cfg. - The cockpit interior disappears: the definition probably uses an external origin or unsuitable clipping settings. Copy a working virtual-cockpit definition from the same aircraft instead.
- The view moves twice or will not stay centred: remove duplicate POV, mouse-look and pan assignments. Temporarily disable any camera add-on that intercepts native controls.
- The position works in one aircraft but not another: camera coordinates are model-relative. Build a separate definition for each aircraft rather than sharing coordinates blindly.
- The cockpit looks distorted: reset zoom, establish the eyepoint position first and then use a moderate field of view.
Can I use different cameras on multiple monitors?
Prepar3D can place separate camera windows on multiple monitors by creating additional views, undocking them and assigning the required camera to each window.
If your Prepar3D version includes View Groups, use them to store a repeatable multi-window arrangement. Avoid stretching one cockpit view across monitors with sharply different angles; separate correctly oriented views give better geometry. Extra windows require additional rendering, so reduce scenery, shadow or reflection settings if performance falls noticeably.