GCU Grey Area wrote: ↑Sat, 17. May 25, 18:47
If the heading indicator was 'aligned' as you request it would no longer provide accurate information. It's normally above screen centre in external view due to the relative positions of the ship model & external camera. If the external camera position is moved e.g. to the side of the ship, the heading indicator moves correspondingly to show the ship's destination - it's now no longer above screen centre, it's off to one side (
screenshot). Only way to align heading indicator with screen centre would be to move the external camera position such that it is directly behind the ship. This may be undesirable however since in that position the ship itself would obscure the view ahead.
In a game, the camera represents the player's eye within the game world, and its center indicates the line of sight. Generally, the standard approach is to have the camera look straight ahead, meaning the line of sight is parallel to the vehicle’s heading. In a perspective projection setup, this means the camera’s center should align directly with the vehicle’s direction of travel. It doesn’t need to be positioned on the back of the vehicle—the key idea is parallel alignment. As long as it’s parallel to the ship, it can be placed anywhere relative to it. The rear camera placement is mainly to help players better perceive the vehicle’s position. When the camera is inside the cockpit, it’s referred to as the F1 cockpit view. If it’s positioned in front of the vehicle, some racing games call it the bumper view.
What you're describing—looking to the right while turning right—is also common, as it mimics how people naturally drive vehicles. However, such dynamic camera movements can cause motion sickness, which is why many games provide options to adjust the camera's movement amplitude or simply turn it off.
Now, looking at the image you uploaded: you're turning right, but the center of the camera is positioned to the left of the ship’s heading. This means the camera is actually looking to the left, which directly contradicts your claim.
As a result, it feels counter-intuitive and awkward for players. It goes against the direction of movement, making it harder to track targets, and the excessive camera movement can cause motion sickness. I honestly don’t see any upside to this approach.