The Aces High View System
by Hammer
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Knowing how to use your views in Aces High is critical. Without the proper use of views, you will not be able to track a target or watch for danger around you. The more views you have immediate access to,
and the better you are at using them, the more successful you will be in combat.
The View System
There are four parts of the view system which you can control in Aces High: View
Mode, View Direction, View Transition, and Head Position.
View Mode
The view mode is the perspective which you are viewing from. The view mode is
controlled using the F1 - F6 keys on your keyboard. The default mode is
internal, i.e. the pilot's/driver's seat. The view modes and the associated Function
key are:
[F1] Default View- Internal view with snap mode of transition (discussed below).
[F2] Internal View Mode- Internal view without changing your transition mode.
The following view modes (F3 - F6) are only available on bombers or in the
training arena during on-line play.
[F3] External View- Perspective keeps its position relative to the plane. This
view is also available in fighters while they are on the ground.
[F4] Chase View- Like External View, but with a lag.
[F5] Fixed View- Takes you to an external view that is fixed in space.
[F6] Bomb Sight- Takes you to the bombardier position on planes that have them.
View Direction
The view direction in Aces High, like most flight simulations,
is based around the keypad on your keyboard. You can change the direction you are
looking by pressing the key corresponding to the direction you want to look.
The view keys are
7 = Look Front Left
8 = Look Forward 9 = Look Front Right
4 = Look Left 5 = Look Up
6 = Look Right 1 = Look Back Left 2 = Look Back
3 = Look Back Right 0 = Look Down
These keys can be combined to give you combinations. Pressing the 5 and 2 key
simultaneously results in Look Back Up.
Views can also be controlled
using hat switches or buttons on your controllers. Most hat switches on
joysticks are
8-way hats. The 8 directions your hat moves correspond to the outside keys on
your keypad as shown by the illustration to the right. You can also map
different views or functions to your hat or hats. Your controller functions can also be used in conjunction with the number-pad to
create combinations. For example, moving your hat to the right (Look Right - the
direction of the 6) and pressing the 5 key (Look Up) on your keypad would result
in Look-Up-Right.
View Transition
The view transition controls what happens when you switch from one view
direction to another. There are 3 ways to transition. You select the transition
using the F7 - F9 keys on your keyboard. The default transition is the "snap"
mode, which does a quick pan of the camera, emulating you turning your head,
until the desired view is reached. The transitions and their associated Function key
are:
[F7] Snap Mode- The camera quick-pans between each of your views. Useful in
keeping your orientation of where you are looking.
[F8] Pan Mode- Camera pans using the view keys. When you release the key, the
view stops moving. Useful mostly in external views because of the slow panning
speed.
[F9] Instant- Views shift instantly without the pan of the snap mode. Quickest
transition between views.
Head Position
What you see in your view from a plane, ground vehicle, or boat represents the view from a
"head
position". This head position is adjustable for each view direction. The default views represent a
central head position and are usually not the best. You
will want to adjust them to maximize your field of view and to look around
obstructions such as canopy frames. The bad news is you will have
to do this for every view you use and you will have to do it in every aircraft.
The good news is how much difference a little adjustment can make AND you only
need to make the changes once since your modified views are saved.
Views are adjusted using the arrow keys and the Page Up and Page Down keys. The
arrow keys move your head position backwards, forwards, and side to side while
the Page Up and Page Down keys move your head position up and down.
To adjust your head position, select the view direction you wish to adjust by
pressing and holding the appropriate key (or key combination) on your keypad.
Once you are looking in the right direction, you can move your head position
using the arrow keys for direction, up with [Page Up], and down with [Page
Down]. Once you have the view you want, save it using the [F10] key. Repeat this
for each view in each plane you fly. To take a view back to its default
position, press the [Home] key.
As an example, in the Spitfire Mk V, the default view to the rear is mostly
obscured by the headrest. When you use the Look Back view (2 key on number-pad)
you find yourself staring at the headrest with almost no visibility to the rear
of your aircraft. Now, while holding down the rearview key, move your head
position around using the arrow keys and the [page up]/ [page down] keys.
Continue to hold the Look Back key and notice how you can position your
head higher and over to one side so as to see to the rear
better. Before releasing the 2 key, press F10 to save the adjusted head
position. Now, at any time when you use the Look Back view, you will see your
customized head position rather than the default. You can do this with any view,
modifying it to your own liking and often being able to fine-tune your head
position to remove any obtrusive canopy framing or other items that might block
your view.

Spitfire Mk V Default 6'oclock View
Spitfire Mk V Adjusted 6 o'clock View
Now that you understand how to adjust your views in Aces High, you can save
yourself some time by downloading Murdr's
Head Positions. These cover most of the planes in the set. To use them,
simply copy the .hps files into your Aces High II\settings\planes folder.
Optimizing Your View System for Combat
Understanding what view options are available is the first step in optimizing
your system for the way you want
it to work for you when you are in your ride of choice. How you set up your
controllers will depend on what you have and your personal preferences. Your
main goal is to find a setup that is comfortable for you and which will allow
you to concentrate on the fight without having to look down to see what button
you should push. Some common methods, along with some tips to using them,
are listed below.
Keypad
The least desirable method for
tracking views is using the keypad. It is, however, the only option
available to those using a mouse or a joystick without a hat. There are those
who have used this method for years with great success even when they have hat
switches available.
One of the keys to success when using your keypad to control your views is to
fly with one hand on the keypad almost all of the time. You must
be able to press the appropriate key and/or key combination without looking down
at the keyboard. You don't have to spend a lot of time deciding
how you are going to set up your keypad - the default works fine. There are, however,
a couple of options you might want
to consider when using the keypad.
- Map Extra Keypad Keys to Common Flight Controls. While this strays a bit
from how to control your views, doing this will help you keep your hand on
your keypad which will help you maintain your views. The commands listed
below are some of the most common used during combat. If they are not
already on your joystick or other controller, use
Keyboard Mapping to map them to the keys around your keypad.
(/, *, -, +, ENTER, DEL).
- Throttle Up
- Throttle Down
- Flaps Raise
- Flaps Lower
- Trim Elevator Up
- Trim Elevator Down
- Alternate View for Look Forward (8 key). The default view (no input given) is directly
forward. This frees the Look Forward view (8 on keypad) for a different view such as
improving your view over the nose,
looking down at your instruments, or you can set it for some combination such as the often used
Look Front Up. Simply reposition your view while holding the 8 on your keypad, then save it.
Now, when you release the 8 key, you will have your normal forward view. When you press the 8 key,
you will have your adjusted view.
Single Hat Switch
A joystick with a single 8-way
hat switch, a trigger, and 3 thumb buttons is probably the most common setup in the game. By default, the hat switch gives you the
level view of each of the directions available in the game. The critical part to
using the hat switch is deciding how you are going to get the "up" view in each
direction.
There are several ways you can add "up" to a single hat switch view. You can use the
up button (5 on keypad) on your keyboard, map an up button to your joystick or other
controller, or use a different control mode. Let's go through some ways to get a
left/up view as an example.
- Keypad. To get a left/up view using your hat switch and keypad, simply move your hat switch
left and press the [5] on your keypad.
- Trigger as Up Button. While this may sound odd at first, it is actually a
very effective and efficient way of using a single joystick with a single hat. To use this method,
you must first map your trigger as "Look Up" and one of your thumb buttons as
"Fire All" (see
Controller Setup and
Calibration for instructions on how to do this). Now, to look up and left,
press the trigger with your finger and push the hat switch left with your thumb. Simple! You
don't have to worry about using the hat when you're shooting (the target should
be in your forward view!) so your thumb is free to press the thumb button you
have set to fire your weapons. This method also frees up your other hand for
other plane controls such as the throttle, flaps, trim, landing gear, etc.
- Different Control Modes. Another efficient method for getting up views is to
set a button on your joystick or keyboard / keypad to toggle between different control
modes and then set one control mode for level views and the other for the Up
views. If there is a button available for this on your joystick, it will once
again free your other hand for other flight controls. One thing that many
people like about this method is the fact you do not have to hold an extra
button down to get your up views. To use this method
, you must map a
Control Mode Toggle either onto your controller or onto your keyboard / keypad.
Once you have done this, map your hat switch views for Control Mode 1 as shown
below:
Control Mode 1 Control Mode Toggle = Select Mode 3 (or Mode 2 or Mode 4) 
7 = Look Front Left
8 = Look Front/Up
9 = Look Front Right
4 = Look Left
6 = Look Right
1 = Look Back Left
2 = Look Back
3 = Look Back Right
Once Control Mode 1 is set up, copy that setup to the control mode you are
going to use for your Up views. Note that I use mode 3 in my example. I do this
because Mode 2 is the default mode for vehicle controls. Once you have copied
Mode 1 to the mode you have chosen for your up views, map the button you are
using for your control mode toggle so it changes back to control mode 1 and then
set your hat up as follows:
Mode 3 (or 2 or 4)
Control Mode Toggle = Select Mode 1
7 = Look Front Up Left
8 = Look Up
9 = Look Front Up Right
4 = Look Up Left
6 = Look Up Right
1 = Look Back Up Left
2 = Look Back Up
3 = Look Back Up Right
Multiple Hat Switches
 Many players use more advanced
joysticks or HOTAS (Hands on Throttle and Stick) systems which allow them to
control most plane functions without moving their hands from their controllers
(hence the name!).
The advantage to these systems
is you have multiple hat switches as well as extra buttons which allow you to
control a lot more things from your controllers. You have to be smart in how you
set them up to ensure you don't find yourself needing the same finger to do
too many things at once during a fight.
With multiple hat switches, you still have all of the options available with
a single hat switch plus you have the option of assigning a totally different
hat switch for your up views.
- Keypad. Same as above.
- Trigger (or other button) as Up Button. Same as above with a twist. With all the extra buttons available on HOTAS
setups, it is easy to find an available one on your throttle or joystick. The
key is to make sure you can easily transition views while keeping the enemy in
sight and still be able to do the other things necessary to fly and fight.
- Different Control Modes. Same as above with the same advantage of having
lots of extra buttons on your controllers to choose from for your mode toggle.
- Different Hat Switch. With extra hat switches available, you have the option
of actually assigning up views (up left, up right, etc) to a totally different
hat switch. This is done by mapping those views to the hat. This is a fairly
inefficient use of your controllers, though, as you could use those 8 hat
positions for other functions such as flaps, trim, gear, etc.
Track IR
Track IR (TIR
for short)
is a system which translates your head movements into changes of your view in
the game. As you turn your head or move your head position up, down, left or
right, your game-view will correspond. Many people in the Aces High community
are using Track IR with great success. There are some issues and some work-arounds
that you should be aware of if using Track IR.
Notes by Mace:
When using TIR the normal hat-switch or keyboard commands will override the view
angle commanded by the TIR; however, TIR will still allow you slide to side, raise up,
move forward/aft, etc. So, let's say you're looking up and forward with TIR and move
your POV hat switch to the right. Your view will change to your 3 o'clock position
looking directly out your right wing; however, you can still slide closer to the
canopy or slide left or right for a better view. This works for all of the previous
views programmed into your POV hat or keyboard; however the head position is the
standard default one, any head positions saved by using the F10 button do not work.
The most important use for this function is gunnery. By pushing the hat switch
forward (or kp8) your view ANGLE is slaved forward and perfectly aligned with the
forward axis of the plane. In addition to this you're now aligned with the firing line
of your guns, regardless of whether or not you can see the pipper in the gunsight. You
can slide to the side and forward a bit to see better while setting up a high-angle
deflection shot or move to the side to see around the canopy bows. In either case if
you fire your rounds will go directly to the center of your screen. It's a very useful
(some would say essential) capability. In addition to having outstanding forward views
you can also quickly release the POV switch to check six or scan around and then by
simply hitting the POV switch again go right back to perfect forward alignment.
One of the biggest problems people can have with TIR is setting the way TIR orients
it's views, unfortunately it gets complicated. There are two situations. In both of
these situations changes in viewing angle always works the same way, i.e., you rotate
your head left and look up and your view angle rotates left and up; however, there is
sometimes a difference in how TIR and AH handles movements such as sliding from side to
side, sitting up higher, moving your head forward, etc. These are called "translations"
and they're very different from the viewing angle. There are two possible ways for TIR
and AH to interpret translations, one is relative to your viewing angle and the other is
relative to your aircraft. The correct way is relative to your view angle. When
translations are correctly referenced movements appear to go in the direction you would
expect. Say you're looking forward and slide your head to the left. Your head position slides
toward the left side of the plane. When you turn around and look out your six and slide your
head to the left it should again move to the left RELATIVE TO YOUR VIEW. In other words, since
you're turned around looking behind the plane, a movement of towards your head's left means
you head should actually move toward the RIGHT side of the plane. Make sense? The problem
arises when TIR and AH are setup such that all translations are done RELATIVE TO THE AIRPLANE.
TIR acts as if you're always looking forward and any time you slide your head to the left it
will move toward the left side of the plane, regardless of where you're actually looking. So,
look forward and slide left and everything looks fine but look out your six and slide left and
your head appears to move RIGHT since a left translation will always move your head toward the
left SIDE OF THE AIRPLANE just as if you're looking ahead. If this is happening to you, you
need to check two control settings (one in TIR software and one in AH's) that affect this. The
latest TIR software has a setting called "TrueView" and AH has "TrackIR Object Relative Move".
Start out by turning both of these controls OFF. If your rear views are fine you're good to go,
if they're not then turn just TrueView on in the TIR software. There is no reason to have AH's
TrackIR Object Relative Move turned on. If you do it'll not only reverse whatever setting you
have in the TIR software but it disables the latest movement algorithms in TIR.
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