If you fly in a plane, you are in a metal can, flying high above the sky with other people. Why don’t you want to see how different Cabins and seats look like? It would be a great feature for more realistic experience
Cabin view
As a passenger, you can’t see what is going on at the front. But with a Cabin view, you can see enjoy all of the buttons, screens and other items. Every cockpit is unique, which is a cool experience. Maybe you make a goal, to see all cabins of all planes :D!
How would it work in the game?
At the top you see a bar with different camera positions. Maybe the cabin camera symbol could be a mini cockpit or the passenger view a passenger seat. In the cockpit you cat move but in the passenger view you can
Why is this a good idea?
It creates more realism and an interesting way to see the planes from the inside
thats the thing, they have to be modelled for each airplane type. So lot of work with unclear outcome. Will the players ever use it? Our experience says that some features repeatedly requested at the end are not used that much (External in Flight view as example)
Yeah, for sure. I meant on the 737 specifically - like you might be able to use the same model for the 737-600, -700, -800, and -900, but for the 737-700s that have the eyebrow windows, do they need an entirely different model than 737-700s without eyebrow windows? Or can you use fundamentally the same model and only replace the specific areas affected by said windows?
Also, interesting to hear about the inflight view. That tracks with my experience of it but still good to know.
I might be a bit of a party pooper here but I don’t think I’ve used the in flight cam since the day it was added, I’m not sure if I’m in a minority regarding this but if I’m not, it might be a lot of work for a small audience.
I havent either, and i dont see that many screenshots in it also. The use case i had envisioned was staying for like an hour to watch land scroll by but if there wasnt terrain, it wasnt honestly terribly interesting to me.
Good question — and it’s worth separating a few different aspects here.
For visual details like the eyebrow windows on the B737, the cockpit does not need to be redesigned from scratch. Those can be handled as an optional feature, enabled or disabled depending on the specific aircraft variant. In that sense, it’s mostly a visual configuration rather than a completely new cockpit.
However, when we talk about the Main Instrument Panel (MIP), the situation changes significantly. The difference between the B737 Classic and the NG / MAX versions is not cosmetic:
Classics use analog gauges
NG and MAX use glass cockpits with PFD and ND displays
At that point, you’re no longer switching features — you’re dealing with fundamentally different cockpit layouts, which would require separate implementations.
This is also where the discussion naturally shifts beyond visuals. Once a cockpit camera and functional instruments exist, the next logical question is whether the player could have any level of direct aircraft control. We already have elements pointing in that direction (such as the mini-game and cockpit view), but even very limited control would have a major impact on gameplay balance, performance, and overall scope.
So in short:
Small visual differences can be handled modularly
Major cockpit layout differences cannot
Any move toward aircraft control would need very careful consideration as a separate feature, not a side effect of cockpit visuals
It’s an interesting topic, but one with a lot of implications behind it.
Fascinating. The logical next question in that case is will the pilots do pilot activities? Will we see checklists at appropriate times? Will they interact with some or all components such as yoke/sidestick, throttle, gear levers, etc? Will the instrumentation just be a flat image or will critical instruments (turn and bank, attitude, etc) actually respond to the aircraft? Radios?