I am curious how many people are scripting vehicles with mouselook steering, and I would like to see people's experiences so far in relation to bugs, oddities, and gotchas that have been encountered. The reason for this is that in my own work with mouselook steering it seems to me that there are a few outstanding issues that are keeping mouselook vehicles from widespread use.
1) FUBAR'd camera on sim crossing. Sometimes when I cross sim boundaries, be it in the air or on the ground, the camera goes all wonky and mouselook control is no longer possible until I exit mouselook, cross a sim boundary again, and re-enter mouselook. I have reported this bug to LL.
2) Decoupled camera does not always work? The vehicle I am currently working with has multiple states and modes of operation within each state. I cannot get the decoupled camera to work under any circumstances, and at this point I can only assume it is because of my multiple changes of vehicle parameters since I have seen other vehicles with less complex implementations where the decoupled camera works just fine. Has anyone else experienced a problem similar to this?
3) A GOOD way to detect whether the client is in mouselook mode or not. I currently use a timer to test if a mouselook-only animation is playing or not. While this works, it seems like quite a hack and that it could be implemented a better way. Also the mouselook-only animation seems to have a higher priority as my custom sitting animation has the arms out holding the steering wheel... if I look to the right in mouselook, my arms go with even though my custom animation is priority 4.