Here are instructions on how to add and edit external (F10 key) camera views in USAF. You will need the following tools: WinHex hex editor and this template that I have prepared for it. The shareware version of WinHex only lets you save files up to 250 KB but that's more than enough for any p3d. First off, install WinHex and put the template file in the main WinHex directory.
In this example I'll show you how I transfered the external views from the F-15C model to the F-111 model which originally didn't have these. Now start WinHex and open up the F-15C model file. This is located in the \Resource\3DObjects\Controllable_Aircraft\f15c\ directory inside the main USAF directory. You'll want to open the file called f15c_h.p3d. Next, open f111_h.p3d which is the file we want to edit. Always remember to make back up copies of the files.
In the beginning of the F-15 file right after f15c you can see entries like gearcam, gearcamd, leftpyloncam and so on. As you can see the entries make up pairs. The one without the the d in the end defines the camera location and the one with the d defines where the camera points at.
In the hex view to the left, right after f15c you can see the values 04 07. The 07 is the length of the name gearcam that is to follow. Now you'll want to select everything from 04 07 to tailcamd. From the menu select Edit-->Copy Block-->Hex Values Ctrl+Shift+C. Do not copy anything else to the clipboard while we find a place to put that data into. Switch to the F-111 file view. Once there, put the cursor over the position right after ailerr, then select from the menu Edit-->Clipboard Data-->Paste Ctrl+V. Now we have added some of the required data. In the beginning, before f111 locate the hex value 0E. This is the number of children objects in the file (the parent is f111 and therefore it's not included in this number). This value has to be increased because we have added objects to the file, otherwise USAF will crash when you try to fly a mission with this plane in it. So click on the number in the hex view and change it to 16, because we have added 16 - 0E = 8 objects.
Now we'll still have to transfer the actual data. In the F-15 view find the second entry for gearcam. Locate the hex values 01 04 before it. Select everything from 01 04 up to but not including 01 04 before ailerl and Copy. In the F-111 file view find the second entry for enginer1 and scroll down until height comes up and locate the values 01 04 before it. These values identify the beginning of a new object. Put the cursor over the the 01 and Paste the data.
Save the file and we're all done now. Take a look at the new views in the game, if you feel like the views need some adjusting follow on to the next part below.
Open the file in WinHex and locate the second entry (the actual data that defines the view) for the camera location or view point that you want to edit. Right after the name there are the following hex values 05 40. These denote a transformation matrix. This is the sole data for a camera object. Now, put the cursor over 05 and open the Template Manager (Alt+F12). If you have put the template in your WinHex directory there should be the following entry in the window that appears: P3D TM Pixel P3D file transformation matrix. Click on Apply! and the values should appear in a window. If the Identifier field does not read 05 40, you've got the wrong position, DO NOT change anything, close the window and readjust your position ;). If it does it's okay to start editing the values. The grayed out fields are data that you shouldn't change anyway. This template can be used to edit any transformation matrix in p3d files. For the camera views we are mainly interested in the values in the Row4 fields which form the translation part of the matrix. The three values are respectively x, y, and z translations. These are relative to the origin which lies in the center of the fuselage of the aircraft. To see your adjustments you will have to start the game, but pretty soon you should be able to figure out how they affect the views.
This is basically directed towards people who are making new 3d models. Just create a targeted camera in 3ds max and name the camera and its target following the naming convention of the original models. This should be enough to make them work. Remember that you must create all of these cameras for them to work in the game. Here's the list: