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F16wcs.m50
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Text File
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1998-03-10
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5KB
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184 lines
rem ╔═══════════════════════════════════════════════════════════════════════╗
rem ║ FLCS MACRO DEFINITION FILE TEMPLATE ║
rem ║ Macro Definition File For: Joint Strike Fighter______________________ ║
rem ║ ║
rem ║ Created By: Sander Johansen for Innerloop____________Date:10 sep. 1997║
rem ║ ║
rem ║ Load this file when creating a macro definition file for your flight ║
rem ║ simulator. Remember, there is a 400 line limit to M50 files! ║
rem ╚═══════════════════════════════════════════════════════════════════════╝
rem DELETE ANY UNUSED COMMANDS AND USE SAVE_AS TO SAVE UNDER A DIFFERENT NAME
~╔═════════════════╗
~║THROTTLE CONTROLS║
~╚═════════════════╝
EngineStart = `
ThrottleUp = =
ThrottleDown = -
MinThrottle = 1
MaxThrottle = 0
AfterburnerOnOff =
~
~
~
~╔═════════════════╗
~║TAKEOFF & LANDING║
~╚═════════════════╝
Gear = g
FlapsUpDown = f
BrakesOnOff = b
~
~
~
~
~╔══════════════╗
~║VIEW COMMANDS ║
~╚══════════════╝
Virtual = F2
FrontHMD = F1
LookFront KP0
ViewLeft = KP7
ViewRight = KP9
ViewBehind KP8
OutsideView = F3
Chasecam = F4
Wingman = F5
Planes = F6
Vehicles = F7
Ground = F8
Incoming = F9
Outgoing = F10
Secondary = F11
Target = F12
View_Next = INS
View_Previous = DEL
ZoomViewIn = RAW (#E0 #7D #F0 #E0 #7D)
ZoomViewOut = RAW (#E0 #7A #F0 #E0 #7A)
~
~
~
~
~
~╔═══════════════╗
~║FLIGHT CONTROLS║
~╚═══════════════╝
AutoPilot = a
BrakeOnOff = b
LeftRudder = ,
RightRudder = .
JettisonFuel =
JettisonStores =
AutoThrottle = t
LevelOff = l
Matchtarget = m
~╔════════════════╗
~║HMD/MFD COMMANDS║
~╚════════════════╝
nightVision = CTL n
HMDNav = n
HMDSls = s
ControlMFD = KP1
StatusMFD = KP2
InfoMFD = KP3
AttackMFD = KP4
StrategicMFD = KP5
OffensiveMFD = KP6
MFDOnOff = ALT 1
MouseEnable = LALT
~
~
~╔══════════════╗
~║RADAR COMMANDS║
~╚══════════════╝
RadarOnOff = r
RadarModeCycle = CTL r
SelectNextTarget = TAB
SelectPrevTarget = CTL TAB
IncreaseRange = x
DecreaseRange = CTL x
~
~
~
~
~╔════════════════╗
~║WEAPONS COMMANDS║
~╚════════════════╝
FireCannon = CTL SPC
CycleAAWeapons = ENT
CycleAGWeapons = BSP
FireSelectWeapon = SPC
DeliveryModeA2G = d
PrevDelModeA2G = CTL d
Hatch = h
~╔═══════════════╗
~║COUNTERMEASURES║
~╚═══════════════╝
Chaff = c
Flares = z
ECMOnOff = e
~╔══════════╗
~║NAVIGATION║
~╚══════════╝
NAVModeOnOff = n
NextWaypoint = w
PrevWaypoint = CTL w
ILSOnOff = s
TerrainOverlay = CTL t
ObjectOverlay = CTL o
~
~
~╔══════════════╗
~║SPECIAL MACROS║
~╚══════════════╝
rem NOTE: You must use either analog throttle or digital throttle, but not
rem both. Some flight sims support both methods of throttle control. The
rem following information should help you to decide which method to choose.
rem
rem In order to use analog throttle with the FLCS, simply delete any
rem reference to 'THR' in your B50 file. Digital throttle is specified as
rem follows:
rem
@DigitalThrottle = THR a b c d [e f g h i]
rem
rem The '@DigitalThrottle' macroname should be used with flight simulators
rem which use characters generated from the keyboard to control throttle
rem response. Flight sims which use digital throttle fall into one of two
rem categories - they either use a certain character (usually '=' or '+') to
rem increase throttle and another character (usually '-') to decrease
rem throttle, or they use a set of sequential characters (usually '1' thru
rem '9') to increase and decrease throttle. Which type of flight sim you
rem have dictates whether you specify a '1' or '2' after the 'THR' parameter
rem shown above. Flight sims which use continuous keypresses of a single
rem character to increase or decrease throttle should be specified as
rem 'THR 1' and sims which use sequential characters require 'THR 2'.
rem The remaining parameters (b thru i) are used as follows:
rem
rem b = number of throttle steps to reach full throttle
rem c = number of afterburner steps (use '0' if none)
rem d = throttle increase character (THR 1) or sequence of characters
rem from min-max throttle if THR 2
rem e = throttle decrease character, if THR 1, or sequence of
rem characters used in afterburner, if THR 2
rem
rem The remaining arguments [f g h i] only apply to THR 1 simulations:
rem
rem f = character that enters afterburner
rem g = character that exits afterburner
rem h = character that increases afterburner
rem i = character that decreases afterburner
rem
rem
@StandardViews1 = BTN H1U a BTN H1R b BTN H1D c BTN H1L d BTN H1M e
rem
rem The @StandardViews1 macroname can be used to assign keys for the
rem different positions of the hat 1 switch on your FLCS. In order to use
rem the @StandardViews1 macro in your .B50 file, you must replace the
rem letters a,b,c,d, and e above with the proper keypress designations from
rem your flight simulation. Similar macros can also be created for hat
rem switches 2 thru 4.
~╔═════════════╗
~║MISCELLANEOUS║
~╚═════════════╝
Eject =
BackUp =