CAM by SEPA.gg 0.15.0 community preview — Feature and option reference These are the controls exposed by the current desktop interface. Ranges are UI ranges. Defaults describe a new profile; saved preferences, previous tuning and explicit layout/tune selection can produce different values. Native units are not calibrated metres or an accurately scaled physical drone model. WORKSPACES AND SHARED CONTROLS Camera: live offsets and lens relative to the selected driving camera. Fly Free: assisted world-camera movement and saved views. FPV Drone: Acro body rotation, thrust, gravity, drag and saved flight starts. Mods: discover, review, install and restore camera XML/INI source files. Game folder: select the installation containing ForzaHorizon6.exe; changing it restarts the camera service with control released. Connect to FH6 / Reconnect: establish a connection with control released. Start camera / Enable camera / Arm drone: request the corresponding control. Release: return control to FH6; flight origin is cleared. Light / Dark: persistent theme; Dark is the new-install fallback. Quick guide: the question-mark help button. Stream panel: compact controller; entering retains the session and pins it. Keep on top: toggle the full studio's topmost setting. Window buttons: minimize, maximize/restore and close; closing releases control. Restart camera service: shown after a stopped service; returns disconnected. Dismiss message / library notices: hide feedback or expand warning details. Camera and flight share one connection. Browsing pages does not arm flight or switch the prepared flight mode. Prepare Fly Free / Prepare FPV Drone loads that mode's settings and releases the old mode, requiring a fresh origin. CAMERA LIBRARY Camera angles and Saved fine tunes are searchable by name/description. There are 14 supplied starting angles: Native framing Zero offset; blend 0.60 s; Current game camera Calm offset Y +0.05, Z -0.25; blend 1.20 s; Current game camera GAP · chase Native pose, forward toward car; 1.20 s; Chase high Close chase Y +0.02, Z +0.55; 0.65 s; Chase high Wide chase · live Y +0.10, Z -1.10; 1.00 s; Chase high Low chase Y -0.35, Z -0.20, pitch -3°; 0.80 s; Chase high High chase Y +0.70, Z -0.80, pitch +6°; 1.00 s; Chase high Left shoulder X -0.65, Y +0.10, Z -0.30, yaw +5°; 0.80 s Right shoulder X +0.65, Y +0.10, Z -0.30, yaw -5°; 0.80 s Left quarter X -1.20, Y +0.10, Z -0.10, yaw +14°; 1.20 s Right quarter X +1.20, Y +0.10, Z -0.10, yaw -14°; 1.20 s Rear-facing Yaw 180°; blend 1.20 s; Chase high Cockpit · lower Y -0.04, Z +0.08; blend 0.50 s; Cockpit Hood · lower Y -0.08, Z +0.10; blend 0.50 s; Hood Shoulder and quarter presets suggest Chase high. Unlisted pose components are zero. These are starting offsets; fit and directions must be checked in-game. Wide chase changes depth, not FOV. GAP and Rear-facing point different ways. Starting angles preserve the current lens; saved fine tunes restore their lens. Save fine tune: name up to 64 characters; stores pose, lens, blend and suggested view. Keep both numbers a copy; Replace retains the previous file in history. Compare previous camera: recalls the previous angle/lens; available after a previous selection has been remembered. It is not a side-by-side view. Import: preview compatible JSON, rename and add/keep both/replace. Does not change the current camera. Files over 64 KiB are rejected by the import dialog. Export: save the current fine tune as .live.json; Show file reveals the output. Hide/Show camera library: changes workspace layout. CAMERA > FINE TUNE > FRAMING Side (X) -10 to +10 u, step 0.01; reset 0 Height (Y) -10 to +10 u, step 0.01; reset 0 Depth (Z) -10 to +10 u, step 0.01; reset 0 Yaw -180° to +180°, step 0.5°; reset 0 Pitch -89° to +89°, step 0.5°; reset 0 Roll -180° to +180°, step 0.5°; reset 0 Blend time 0–5 s, step 0.05; 0 instant; starting Native framing is 0.60 s Reset framing Resets all six pose components, not lens or blend time Suggested game camera offers Current game camera, Chase high, Chase low, Cockpit, Hood and Bumper. Set the matching view manually in FH6. A change here releases control. Values are relative offsets, not Fly Free world coordinates. CAMERA > FINE TUNE > LENS Follow game: native game/mod FOV; the initial zero-offset preset follows game. Fixed lens: explicit FOV. Selecting it uses the existing valid FOV or 60°. Lens angle: 25–130°, step 1°. Find your frame: Tight 35°, Balanced 60°, Wide 95°; each selects Fixed lens. Composition preview has Orbit/Lens, Reset 3D orbit, Side view and Top view. Orbit allows dragging. These affect the illustration only. It shows 60° for a native lens rather than measuring FH6's actual lens. Final framing is in-game. Numeric controls accept direct entry and sliders. Enter or leaving a field commits a valid number; arrow keys adjust a step. Escape restores the field's displayed value, and the app's release/cancel behavior may also apply. Invalid Camera values are highlighted and release control until fixed. FLY FREE > POSITION Capture origin / Recapture origin: record a fresh normal driving-camera pose. Enable camera / Resume camera / Unlock & rearm: enable with fresh neutral input. Lock position: hold the frame; explicit resume required. Release: return game control and discard the captured origin. X · Across / Y · Height / Z · Depth: absolute position, ±300 u of the captured origin on each axis; step 0.1. The 300 u boundary locks flight when reached. Orientation: Yaw -360° to +360°; Pitch -90° to +90°; Roll -180° to +180°; step 0.5°. These are explicit framing angles. Field of view: 25–110°, step 1°; starts from the captured native pose. Top down: pitch straight down and reset roll, leaving position unchanged. Aim at origin: aim toward the captured point and reset roll; move away first. Undo move: recall the previous stored framing change; no flight-path recording. FLY FREE > MOTION Camera speed: Precise = 1 u/s; Normal = 10 u/s (default); Fast = 45 u/s. Movement direction: Level plane (default) moves in the horizontal plane; Where you look follows camera orientation. Height input remains world-up/down. Smoothing: 0–2 s, step 0.05, default 0.25 s; eases movement velocity changes. Look rate: 10–360°/s, step 5, default 90°/s. Precision: 0.15× translation and angular rate. Boost: 2×. Precision wins if both are held. These are fixed modifiers, not separate sliders. Motion changes save and lock flight; explicitly resume after adjustment. FPV DRONE > TUNING Preview a flight tune: Cinematic, Freestyle or Chase. Previewing does not apply. Apply flight tune: saves selected physics and camera tilt, locks flight and preserves input mappings and field of view. Current: shows the matching tune or Custom. A new untouched profile is Custom, even if the preview selector shows Cinematic. Restore previous tune: available after applying a tune in the current session; swaps to the previous settings and locks. It is not saved as a history library. Manual changes save automatically, show Custom when no tune matches, and lock. Option UI range / step New-profile default Center response 10–100% / 5% 100% Rotation smoothing 0–0.20 s / 0.005 s 0.04 s Motor response 0–0.30 s / 0.005 s 0 s Pitch rate 30–720°/s / 10 360°/s Roll rate 30–720°/s / 10 360°/s Yaw rate 30–720°/s / 10 180°/s Maximum speed 0–100 u/s / 1 0 = Auto, 100 u/s ceiling Air resistance 0–0.15 / 0.001 0 Thrust 1–60 / 1 24 Gravity 0–30 / 0.1 9.81 Drag 0–5 / 0.05 0.30 Center response softens small calibrated inputs, preserving full-stick rate. Rotation smoothing eases angular-rate changes. Motor response eases thrust changes; 0 responds immediately. Pitch/Roll/Yaw rate set full-stick rotation. Thrust sets acceleration at full throttle along body-up; gravity pulls down. Drag damps velocity; Air resistance adds resistance as speed builds (0 omits the added resistance). These are camera-simulation parameters, not certified real-world airframe values. A speed cap limits motion, not throttle percentage. Tune values Cinematic Freestyle Chase Center response 35% 50% 45% Rotation smoothing 0.08 s 0.025 s 0.05 s Motor response 0.12 s 0.045 s 0.075 s Pitch / Roll rate 220 / 220 600 / 650 350 / 350 °/s Yaw rate 140 400 220 °/s Maximum speed 28 60 45 u/s Air resistance 0.018 0.007 0.012 Thrust 22 42 32 Gravity 9.81 9.81 9.81 Drag 0.18 0.10 0.22 Camera up-tilt 10° 25° 20° Cinematic favors gentle response; Freestyle fast rotations; Chase balanced response for manually following a subject. Chase is not automatic tracking. Acro retains bank at centered sticks. Zero throttle still permits gravity. Precision/Boost scale body rotation rates only; they do not alter thrust, momentum or Maximum speed. Fly Free speed tiers do not set the FPV ceiling. FPV DRONE > LENS Field of view: 25–110°, step 1°, available after capture; captured pose is the starting lens. A lens-only change does not clear attitude/momentum. Camera up-tilt: 0–45°, step 1°, default 0°; changes where the camera looks relative to drone attitude. Saving tilt locks flight and can mark Custom. SAVED VIEWS / FLIGHT STARTS Current location: manual label, up to 80 characters; setting releases control. Save current view / Save flight start: name up to 64 characters and nonempty Estate / location; saves pose, lens and location in the prepared mode. Search collection: filters names/locations; collection groups by location. Load: same labeled location with an origin recalls within bounds; otherwise stages the view and requires travel and capture at that location. Delete: removes that entry. The combined view library supports 500 entries. Saved starts are not car teleports, Estate loaders, routes or recorded flights. INPUT > KEYBOARD & MOUSE (SEPARATE PER FLIGHT MODE) Keyboard control: default on. Mouse aim: default off. Switches save and lock. Mouse sensitivity: UI 0.01–1°/px, step 0.01, default 0.12°/px. Hold right mouse to aim; the cursor remains free and visible. Remap keyboard controls: focus a binding, press a key, then Save keys. Reset defaults: fills the draft with defaults; Save keys commits them. Fly Free defaults: W/S forward/back, A/D left/right, E/Q up/down, arrow keys aim, Z/C roll. FPV defaults: arrows pitch/yaw, Z/C roll, Space full throttle only if no mapped USB throttle axis. FPV does not use W/A/S/D/E/Q translation. Shared: Ctrl precision, Shift boost, F9 pause, F10 lock, F12 emergency release. F12 uses permitted app/game input focus; Ctrl+Alt+Backspace is the separately registered global release. No default keyboard Arm binding is exposed: use the app or map a controller Arm action. Typing/editing holds flight. INPUT > USB RADIO / GAMEPAD Input device: Keyboard / mouse only or an enumerated Windows controller. Refresh controllers: refresh discovery; release camera control before refreshing. Live axis monitor: raw axes with available device-specific labels. Channels: Fly Free Forward, Right, Up, Yaw, Pitch, Roll; FPV Pitch, Roll, Yaw, Throttle. Selecting a channel inspects it without starting detection. Detect movement: locks flight and listens up to 15 seconds, with direction guidance. Explicit start, Cancel/Escape, ambiguous-input and timeout feedback. Axis selector: manual assignment or Not mapped; shared axes are allowed. Mapped output / Throttle output: calibrated draft including inversion/response. Raw input · before tuning: unchanged hardware reading; stale input is withheld. Invert direction: reverse mapped output; saved only by Save mapping/Save changes. Lock & calibrate: capture center (or throttle low), sweep endpoints, Finish sweep. Fine-tune response: Deadzone 0–0.5, step 0.01; Expo 0–1, step 0.05. Generic new axis defaults: Min -1, Center 0, Max +1; Deadzone 0.05; Expo 0.25; Invert off. Calibration derives real endpoints. Throttle uses full low-to-high range, not a spring-centered zero. Controller buttons: Arm, Precision, Boost, Pause, Lock, Emergency. Each has a manual selector, Not mapped and Detect. Save mapping commits all draft edits. Save changes: inline alternative to Save mapping. Saving locks flight. Input setup blocks flight actions until finished/canceled and controls released. Neither learning nor calibration auto-saves or auto-arms. Arm requires fresh neutral input and a captured origin. Disconnection/focus loss cancels listening. A mapped USB throttle owns throttle even when keyboard input is also enabled. There are at most 32 saved device profiles per flight mode, including keyboard. XBOX LAYOUTS AND PERSISTENCE Four Windows XInput slots are selectable. A new slot gets the recommended layout; a saved slot restores its existing mapping. Apply Xbox layout resets the selected slot's axes, calibration, response and buttons, saves and locks. Keyboard/mouse preferences carry across devices within the selected mode. FPV RT throttle (recommended): left X yaw; right Y pitch (up = pitch down); right X bank (right = bank right); RT continuous throttle; LT unmapped. Before Arm drone, fully release RT and center both sticks. Confirm live throttle reads 0%; pulling the left stick down does not lower throttle. FPV Mode 2: same yaw/pitch/bank, left Y throttle. Hold the left stick FULLY DOWN and confirm live throttle reads 0% before Arm drone; keep it down while arming. A centered spring stick is about 50% throttle, not 0%, so centering it prevents arming. Center the other rotation axes, then raise throttle gradually after arming. Preview needs Apply Xbox layout. Fly Free: left stick translation, right stick aim, paired RT rise/LT descend. Equal pressures cancel; both released means no vertical command. Both modes: Menu Arm, X Lock, B Emergency/release, LB Precision, RB Boost. A, Y, View, LS, RS, D-pad and Pause are initially unassigned. Stick defaults: Deadzone 0.15, Expo 0.24, full calibrated range -1 to +1. Throttle / paired trigger lift: Deadzone 0.02, Expo 0. Profiles use slot identity, not hardware serials. A different slot is another profile; two pads occupying the same slot share it. Existing radio profiles survive switching. Choose the XInput entry over a duplicate generic device for independent triggers. No device selection, layout application or reconnect auto-arms. Release Menu and rearm deliberately after an interruption. MOD LIBRARY Choose mods folder / Change folder: select a source collection of ZIPs/folders. Rescan / Rescan folder / Try again: refresh the selected collection. Search name or source, All files / ZIPs / Folders, Clear filters: find variants. Progress / folder notices: scan status and incomplete/unreadable-source warnings. Review & install: inspect CameraPhysics.xml and/or CameraSettings.ini selection. Install files: preserve exact source bytes; back up current installed pair; retain the untouched installed counterpart for a partial mod. Installed on disk: disk state only, not confirmation of game-loaded state. Restart required: full FH6 restart after install AND restore. Restore files: restore latest backed-up pair; saved angles remain available. Discovery is bounded; oversized/mixed collections may be incomplete. Notices explain the encountered limit. Use a smaller camera-mod folder. Scanning skips dependency/application folders and links; Camera can remain responsive while the scan runs. Review/install wait for completion. If files change after review, review them again before installing. There is no live file-mod reload. STREAM PANEL / RECOVERY Camera, Fly Free and FPV Drone selectors; prepared-mode handoff; camera preset or saved view/start picker; capture/enable/arm; Fly Free speed; flight lock; on-screen movement/aim; USB throttle display; Release; theme; pin; studio return. Ctrl+Alt+S reveals the window when registered. Panel position is remembered. Use borderless/windowed FH6: topmost cannot reliably cover exclusive fullscreen. Global release: Ctrl+Alt+Backspace when registration succeeds. Escape releases in the main focused studio; an open dialog closes instead. During detection, Escape cancels listening and may also release; the Cancel button stops learning. Input loss, stale samples, focus outside CAM/FH6, editing and long stalls hold flight. Reconnection or service recovery never automatically arms it. Service failure: Restart camera service; local logs/camera-service-*.txt. Startup failure: local logs/desktop-startup-*.txt when writing a log is possible. PREVIEW LIMITS Offline checks cover code, fixtures and packaging; they do not certify visible FH6 behavior, physical Xbox hardware or radio compatibility. Confirm your game build and controller in a short parked session. There is no collision detection, calibrated metre scale, automatic location detection or input suppression for the game. Other camera tools must not compete for the same camera. Game updates can change compatibility. Individual device/driver combinations require acceptance testing.