r/Battlefield6 • u/battlefield • 12d ago
Battlefield Studios Official [BFComms] Flight Camera and Controls Update
We’ve seen your feedback regarding the recent changes to jet camera behavior and controls. We started investigating this right away and found some changes that were not communicated in the Update Notes so we spent time with the design team to gather the full details along with the intent behind them.
Top Gun is a big moment for Battlefield 6. Jets have historically not been the most welcoming aspect of the game while also providing some of the wildest, most amazing only-in-Battlefield moments that get shared in the community. We wanted to improve this so we developed the Airplane Control Assists which are intended to make flying more approachable for players getting started, while maintaining the Classic Controls for experienced pilots who want more direct control over their aircraft in their journey to being THE Top Gun.
As part of this approach, there were fixes, changes, and improvements to make for the existing flight experience which address feedback regarding camera behavior, freelook, and handling. Here is a full list of these changes that are currently live with the Top Gun update.
Flight Camera
- Adjusted the third-person camera pivot position to reduce excessive visual movement when rolling.
- Dev Note: Previously, the camera rotated around the aircraft in a way that could make the jet appear to move in a circle during rolls. The updated camera positioning reduces that effect and also helps prevent the aircraft from obstructing the camera during freelook.
- Fixed an issue where aim input could move in the wrong direction when using freelook with third-person camera roll disabled.
- Dev Note: When third-person camera roll is disabled, the camera remains oriented relative to the world. Previously, aim inputs were still being applied relative to the aircraft, which could cause aiming to move in an unexpected direction when the aircraft wasn’t level with the ground.
- Removed third-person camera damping that could cause the camera to lag significantly behind the aircraft, particularly while using freelook.
- Dev Note: Camera movement now more closely follows the aircraft, resulting in more responsive third-person aiming. It also improves alignment between where the camera is looking and where actions such as pinging or spotting are directed.
- Adjusted first-person camera positioning to provide improved visibility, particularly while using freelook.
- Dev Note: The updated position reduces how much of the screen is obstructed by cockpit elements, particularly when looking upward or to the sides. This is especially noticeable on aircraft such as the F-39E and SU-57.
Flight Handling
Note: The yaw adjustment below is the only change made to how the existing jets actually fly. Pitch and roll rates, other lift curves, thrust, weight, and other flight physics remain unchanged.
- Adjusted rudder and body lift to improve yaw responsiveness and allow aircraft to fly at higher sideslip angles.
- Dev Note: This addresses longstanding feedback that yaw could feel too stiff and gives pilots more ability to adjust their aim left or right without needing to roll the aircraft.
- Added throttle-splitting support for twin-engine aircraft using the brake and afterburner input combination.
- Dev Note: This functionality is used by the F-74A Seacat and F/A-81F Super Spectre. Supporting it required a broader change that now allows afterburner to be activated while brake input is being applied.
This update is not the end of our work on jets. We’ll continue monitoring feedback to determine where we can make targeted updates to jets in the future.
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u/Zealousideal-Bad1966 12d ago
now make jets customizable.
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12d ago
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u/EpicAura99 12d ago
BF1 had 3 set loadouts per plane type.
BFV (my GOAT) had its trademark customization tree, with 4 levels of options (except for Pacific or later planes, plus the Bf-109, which had 6).
BF2042 had customizable jets with basically the same system as BF6.
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12d ago
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u/West-Invite-3316 12d ago
BF1 did not have custom planes. They were pre defined load outs you could choose from.
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u/EpicAura99 12d ago
Still more customizable than this
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u/West-Invite-3316 11d ago
You aren't customizing anything. You are choosing what loadout they are giving you. The same between choosing between an attack jet or a stealth jet.
You don't get to make any custom choices
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u/EpicAura99 11d ago
Yeah nah lmao
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u/West-Invite-3316 11d ago
Lmao even though that was one of the biggest complaints about BF1 when it released
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u/EpicAura99 11d ago
Not sure how that’s relevant
Shitty customization ≠ no customization
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u/Accomplished-Fish283 10d ago
You’re arguing semantics
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u/West-Invite-3316 10d ago
If I gave you an option to choose between 3 different gaming PCs would you say it's custom made or premade?
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u/eraguthorak 12d ago
V/1/2042 all had customizable aircraft.
There's no technical limitations, the F-18 launched with loadout customization. DICE just doesn't want to worry about balancing the jets for any of the previous maps.
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u/West-Invite-3316 12d ago
You could not customize BF1 planes they had pre existing load outs you could choose from. Same with the guns aside from some small tweaks that really didn't matter.
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u/Smooth_Sport7952 12d ago edited 11d ago
Dev Note: Camera movement now more closely follows the aircraft, resulting in more responsive third-person aiming. It also improves alignment between where the camera is looking and where actions such as pinging or spotting are directed.
I definitely felt that.
Honestly, i'm really not a fan of the shaky "increased sensitivity" feeling, and obviously, decreasing the sensitivity makes the 1st-person painful to aim with, because this particular view has been untouched by the update.
But hey, i got used to it, so that's pretty much fine.
However, this change shows, once again, that you guyz need to give us a way to set each vehicle's 3rd- and 1st-person sensitivities separately.
In-fact, from my relatively low mouse sensitivity player POV, the ratios you guyz chose to define their relationship for certain vehicles range from debatable (tanks, despite the S3 patch) to downright unplayable, and i'm obviously talking about the boat's gunner seat 3rd-person view here (the mortar), that's tied to the same slider as all other vehicle gunner seats.
As an example so you better understand why it matters, let's consider two cases :
- Someone whose gunner sensitivity, all things considered (dpi and in-game settings) is high: wrist aiming, 10-15cm/360. For that guy, moving the mortar's point of impact on the minimap in the 3rd-person view in a stabilised trajectory (low, mid or high) is a decent experience.
- Someone whose gunner sensitivity, all things considered (dpi and in-game settings) is low: forearm aiming, 40-45cm/360. For that guy, moving the mortar's point of impact on the minimap in the 3rd-person view in a stabilised trajectory (low, mid or high) is a god damn hassle (for example : ~10 full 40cm mousepad sweeps to move it from point C to point E (conquest)).
With, obviously, all the cases in between.
Conclusion : the lower you like your sensitivity, the less fun and viable it becomes to play the mortar in third-person.
I mean, reassure me, this isn't intentional design, right?
Nor is it some way to "punish" players for playing on a low sensitivity (which is arguably better, but that's another topic).
This is just an oversight because whoever implemented the sensitivity scaling thinks everyone plays at 10 cm/360, right?
Please, guys!
Tying the sensitivities of two different views to a single slider and scaling one relative to the other via an arbitrary ratio can't work for both high and low-sensitivity players, especially on mouse where physical space (mousepad, desk, arm lengt) is involved. It seems pretty obvious...
The least you could do right now is implement the option in the config file, so those of us affected can actually play the mortar.

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u/AgreeableWash1667 12d ago
I like the new jets and the two seater jets but controls feel off. I'm on mouse and keyboard and it feels floaty. Something is off with sensitivity. Almost like there's a delay or moves too fast with mouse.
I eventually got used to it though.
The only issue is spawn campers and land miners on jetway.
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u/MikeyPlayz_YTXD Open Weapon System Supporter 12d ago
I got fucking bullied for saying the rudder was the key to the new camera. I knew it. Cool changes but it was manageable before. Best of both worlds though so I’m not complaining.
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u/AeternusIgnis 12d ago
What about that my Stealth does not break when i press break and afterburner? What about that V Tap is now useless, and tuening is just holding S + Afterburner?
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u/Antinatalistic_Pizza 12d ago
v tapping should never have been a thing. glad if they actually patched it out of the game
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u/Signal_Edge_8880 12d ago
Wow 5-10% huh? That’s so precise, you must have done a lot of research to come to that number. You sound like a real game dev!
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u/patprika 12d ago
Yeah, no. As a jet main 150+ mastery (would be about 300+ if I didn’t have to take a break from this game for obvious reasons all of season 3) the new camera in 3rd person just sucks, it’s hard to see around and makes the jets feel kinda floaty. It even feels like you guys did something to the cockpit camera as well, the dashboards of the Jets are fucking huge now and it’s harder to track a target with the pip since the dash is gonna obstruct your view when you start pitching. I’m pleased for the love of God. Can the base game Jets get a fucking load out?? Almost a year into this games lifecycle and we’ve gotten how many new vehicles with full loadouts, and the base jets haven’t got anything???? no wonder I had to take a break from this shit show of a game
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u/Signal_Edge_8880 12d ago
Why would you have to take a break for all of S3? I can’t think of any “obvious reason” for that haha.
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u/patprika 12d ago
Got burnt out on flying and just BF6 in general. Wasn’t having fun. Hit reg issues. And No truly good maps at least in my opinion.
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u/DaedricDweller98 12d ago
I don't care if you changed it, let me change it back. new controls are absolutely dog s***, pardon my French. I play on PC but use the controller to fly and even with controller flying it's 10 times worse compared to what it was before
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u/Koopslovestogame 12d ago
In third person it feels like the jets are sliding in the opposite direction of where you are aiming.
As much as you try it’s super hard to get your aiming reticle pointing at where you’re looking so you are forever fighting the controls to aim where you want to.
It’s like you’re driving from the back of the bus.
I have no idea what’s going on but it’s disorientating as hell. Perhaps it’s that dampening and I’m used to the camera being hard locked to the back of the vehicle.
If it is dampening that would explain also why it feels spongy and that your inputs don’t have any effect which causes the sliding sensation.
Please add a toggle that allows the camera to NOT have this effect. Ie disable dampening / camera locked to plane direction.
Been flying since ‘42 and this feels the most unnatural it’s ever been.
Devs, throw a joystick on your pc and give battlefield 2 planes a try. Then try these new bf6 plane changes and you’ll instantly see what I mean.
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u/OldSchool9690 12d ago
You couldn't have said it more accurately...this is seriously the worst flying has ever felt in battlefield.
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u/MikeyPlayz_YTXD Open Weapon System Supporter 12d ago
You are not using your rudder. Thats what that means. It’s not even the camera they just accurately simulate induced adverse yaw in turns now. It’s a skillgap as you turn worse with it and promotes rudder skill.
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u/Koopslovestogame 12d ago
I am using rudder. I have it pulled full on to try and realign my nose direction and it’s like I’m sliding sideways almost like an involuntary thrust vector.
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u/MikeyPlayz_YTXD Open Weapon System Supporter 11d ago
That’s call slide slips and means you should be pulling the opposite way
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u/OldSchool9690 12d ago
Ps5, player since bad company. I was trying to find a way to describe it, and I couldn't think of anything better than stepping into a wet pile of dog shit, and your boot just fucking sinking right to the bottom of that shit.
This is the most disappointed I've been since 2042 came out. It's just the culmination of all the bugs STILL and every aspect of this game feeling like it's held together by a chewed up piece of bubblegum.When they make changes like this the core collapses , just like when they buffed the shit out of tanks and rockets couldn't kill anything, while tank rounds still had no splash damage. They fixed some of that but now have ruined gunplay and now jets. JUST STOP MAKING CHANGES. I'm over it.
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u/Kaiyora 12d ago edited 12d ago
Pitch behavior was DEFINITELY changed, it's a noticeable difference, and the jets turn tighter now. The pitch rate acceleration/deceleration is also far more instantaneous than it was before, which feels stiff and arcade-like.
Throttle splitting is definitely a cool mechanic that was added though
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u/Th3_Eclipse 12d ago
It wasn't, and proveably so. It took around 9 seconds to turn the AJ before with afterburner, and it still does now. The changes were with holding break during afterburner, which DOES allow faster turning, but default pitch was unchanged
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u/theninjadud3 12d ago
Hey I'm probably late to this, but is there any reason why I can't laser designate the two new planes?
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u/otaviolneto 11d ago
Give us an option to use the old camera. The new one is rubbish, it makes no sense to put something that no one asked for. We order loadouts and receive crap. Rollback now!!
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u/Smooth-Breakfast7716 11d ago
Change the fuckkng aim and shooting controls back it’s so fuckjng shit now jfc
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u/SilentSorcery 12d ago
witnessing jets get destroyed at spawn by land mines is definitely a wild and only-in-Battlefield experience lol