So I have the basic understanding of how to make the PiP show up on screen with modules in the editor, but I cannot figure out how the vehicles are doing it. To me it reads as if it their should be a variable that is the "Eye" for the pip camera, a variable for the direction of the camera, and then the thing it renders on. So after debpoing the A3 files, specifically the Humvee vehicle I noticed this code that was called during the init class for the base humvee. class RenderTargets { class Driver_display { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderVisionMode = 0; renderQuality = 2; fov = 0.7; }; }; }; So pip1_pos and pip1_dir are memory points in the model is is calling to. And here I have them placed But my issue is the render target, I assumed it wanted me to make a selection for the screen in the 0.000 and pilot lods called rendertarget0. Didn't work. Afterwards I did some digging around in the files and found #(argb,512,512,1)r2t(rendertarget0,1.0) as a material for the hunter.p3d. So I tried making a rvmat with a stage that referred to that, then applying that material to the screen selection. I'm guessing this is more of a scripting thing, than a modelling issue, and this is what the code I ahve so far looks like class acc_ipip : ItemCore { scope = 2; displayName = "Ipip"; picture = "\A3\weapons_F\Data\UI\gear_acco_aco_CA.paa"; model = "*****\ipip.p3d"; descriptionShort = "ICU"; usePip = 1; class ItemInfo : InventoryflashlightItem_Base_F { mass = 2; RMBhint = "Thermal Imagery"; modelOptics = "\A3\Weapons_F\empty"; optics = 1; class RenderTargets { class Gunner_display { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderVisionMode = 0; renderQuality = 2; fov = 0.7; }; }; }; }; }; But it doesn't work, however, what it does do is draw 4-5 shadows on the ground evenly spaced from me in the shape of the attachment If anyone else has any discoveries, it'll be greatly appreciated.