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- USER'S GUIDE
-
-
- INTRODUCTION
- Before reading this section, you should have read the FLCS Installation
- And Quick Start Guide, installed the FLCS software, acquainted yourself
- with the very basic operation of the FLCS and spent some time enjoying
- your favorite flight simulation or other game. Now you're ready to
- explore the truly amazing versatility of the F-16 FLCS Flight Control
- System.
-
- In this guide you'll learn:
- What took place during the installation process.
- About reading and understanding B50 files.
- How to edit B50 files and create new ones.
- More on downloading and game play options.
- How to effectively use the MARK II WCS with the FLCS.
-
-
- PLEASE! READ through this entire section BEFORE you begin to
- work through step by step with the C&CC running.
-
- What Happened During FLCS Software Installation?
- When you loaded the FLCS software into your computer the installation
- routine created a directory on your hard drive titled TM. Within the
- TM directory two sub-directories were also created:
- TM\B50PROGS:All the predetermined B50 files were stored here.
- TM\UTILS: Joystick/TSR diagnostic programs were stored in this
- directory.
-
- Please DO NOT change the locations of the installed files or rename
- the directories. The FLCS software program checks the specific
- whereabouts of these directories and files for information on how
- to operate the FLCS and FLCS/MARK II WCS properly.
-
- The installation routine also added C:\TM to the path of your
- Autoexec.bat file. Which simply means you can run the C&CC from
- any prompt.
-
-
- UNDERSTANDING & USING THE COMMAND AND CONTROL CENTER
-
-
- CHAPTER 1: REVIEWING THE C&CC CORE MENU
- Enter the C&CC and bring up the Core Menu screen as
- described in the FLCS Installation and Quick Start Guide.
- This is the menu screen from which you were able to view,
- print, and download the B50 file used to play your first game.
-
- The C&CC Core Menu displays a single menu box in the center
- of the screen designated Throttle and Stick Controls. Within
- the menu box are four options: A. View/Print File, B. Download File,
- C. Run Program and D. Create/Edit File. At the bottom center of
- the menu box you will see F10 Full Menu. You will see more of
- the F10 menu later in this guide. Other options are cover in the
- Advanced User's Guide.
-
- At the very bottom of your computer screen are function key
- identifications:
- F1-Hlp - On-screen help.
- F2-JSTK - Run TMScope (checks Joystick calibration).
- F3-Keytest - Run Keytest.
- F4-Files - View/Access Files in C:\TM.
- F5-Falcon3 - Play Falcon3 (if you have game)2.
- F6-HORNET - Play Hornet (if you have game).
- F7-About - ThrustMaster Info - Address, phone, etc....
- Esc-Exit - Exit TM C&CC.
-
-
- CHAPTER 2: REVIEWING CORE MENU OPTION "A" VIEW/PRINT FILE
-
- Select option A from the Core Menu. This will bring up the
- "View/Print Throttle and Stick" Directory and Filename screen.
-
- The default directory (the directory pre-programmed to appear)
- will be C:\TM\B50PROGS. The default filename extension will be
- *.B50. All the B50 files that have been included with the FLCS
- software are placed in this directory and have the file extension of
- .B50. To the right of the filename extension bar appear a set of
- parenthesis followed by the extension *.B50 and another set of
- parenthesis followed by the extension *.M50. A "check mark"
- will appear in the set of parenthesis preceding the *.B50 extension.
- At this time, Do not make any changes to this screen. You will
- learn more about modifying this screen later. For now,
- familiarize yourself with the layout of the screen and then
- select OK to move on.
-
- You should now be looking at a screen with the title bar Files
- in C:\TM\B50PROGS.
-
- To the right of the title bar is [F2] Del. Pressing the F2
- key or clicking on this area with your mouse will remove the
- highlighted file from the directory. As a safeguard, a
- message box will appear when F2 Del is activated prompting
- you to answer yes or no with respect to continuing with the
- deletion process. Directly below the title bar you will see
- Directory or filename: with a file name appearing that
- corresponds with the filename highlighted in the list of files.
- By highlighting different files with your arrow keys you can
- change the file that appears in the directory filename box.
- Identifying the columns above the file listings are File (file name),
- Date (date of creation), Time (time of downloading) and Size
- (number of bytes). Below the listed files you have information
- regarding the total number of files, total number of directories
- and the amount of free (usable) space available on your hard drive.
-
- 2.1: Reading B50 Files
- In the Quick Start Guide you downloaded a B50 file for running
- FLCS with your flight sim or other application. Let's review
- by using the ACES.B50 file as an example.
-
- Highlight the file as before and enter the file by clicking on
- it with your mouse or pressing Enter. The file on your screen
- will look similar to the one that follows.
-
- REM
- REM The file name of this file is ACES.B50
- REM
- REM Aces of the Pacific
- REM
- REM F16C Block 50 FLCS ADV file
- REM
- REM Written and Tested by David Dickinson - August, 1994
- REM +____________________________
- REM ▌Mark II WCS Base Switch Settings
- REM ▌Black Hat switch = Digital
- REM ▌Red Switch = Digital
- REM +____________________________
- REM +____________________________
- REM ▌Game Settings: (Settings required for this game to use WCSII)▌
- REM +____________________________
- REM
- REM Choose Normal JOYSTICK in AOTP
- REM
- REM
- REM +__________________________+
- REM ▌ Place Mdef files below this line (i.e. Mdef Newname)▌
- REM +__________________________+
- MDEF ACES
- REM +____________________________+
- REM ▌ Change 'TEMPLATE' to the name of the MDF file that you ▌
- REM ▌ want your ADV file to reference. For example, if you ▌
- REM ▌ create a new ADV file called NEWSIM.ADV, you might want▌
- REM ▌ the line above to read 'Mdef NEWSIM'. ▌
- REM +____________________________+
- RATE 70
- REM +____________________________
- REM ▌ Place special macros below this line (i.e. @macroname, etc)▌
- REM +____________________________
- USE WCS
- REM +____________+
- REM ▌FLCS Buttons Commands: ▌
- REM +____________+
-
- BTN S1 Viewtoggle
- BTN S2 Bombs
- BTN S3 Guns
- BTN S4 Unjam
-
- BTN H1U Lookup
- BTN H1L Lookleft
- BTN H1R Lookright
- BTN H1D Lookback
- BTN H1M Lookforward
-
- BTN H2U SendMessage
- BTN H2L Msg"break_left"
- BTN H2R Msg"break_right"
- BTN H2D AbortMessage
-
- BTN H3U Msgoption1
- BTN H3L Msgoption3
- BTN H3R Msgoption4
- BTN H3D Msgoption2
-
- BTN H4U Msgoption5
- BTN H4L Msg"get_on_wing"
- BTN H4R Msg"clear_tail"
- BTN H4D Msg"attack_all"
-
- REM +____________+
- REM ▌WCS II Buttons Commands:▌
- REM +____________+
- REM @DigitalThrottle
-
- BTN T1 MaxSafePower
- BTN T2 Autopilot
- BTN T3 Rockets
- BTN T4 Tanks
- BTN T5 Bail
- BTN T6 /T DiveBrakes /T WheelBrakes
- BTN T7 /P /N Flaps /R /N Flaps
- BTN T8 /P /N Gear /R /N Gear
-
-
- Reading the file you will see a number of lines beginning with the
- word "REM". "REM" is a standard DOS command that tells your
- computer to ignore any characters or text that follow the
- command. "REM" is used primarily for making notations within
- files. For example the first line in the file Aces.B50
- reads: The file name of this file is ACES.B50.
-
- As you scroll down the file with your arrow keys, you
- will see other REM statements like the name of the game,
- manufacturer, etc..., and other useful information.
- Further down you will notice that the button code lines
- are followed by descriptions (macros) of what the buttons
- or switches on the FLCS or FLCS/WCS will activate within
- the game. In the B50 file for "Aces of the Pacific" for
- example, the first button command code looks like this:
- BTN S1 Viewtoggle. Translated the code tells you that:
- button number one (S1) on the FLCS will switch (toggle)
- visual position (view) from inside the cockpit to outside
- the aircraft. BTN H1U Lookup would interpret as: Hat button
- number one (H1) when pushed up (U) would give you a view
- above your aircraft (Lookup).
-
-
- CHAPTER 3: REVIEWING CORE MENU OPTION "B" DOWNLOAD FILE
-
- Select option B from the Core Menu. This will bring up the screen
- pictured in figure 9. (SEE MANUAL)
-
- The title bar in this screen reads: DOWNLOAD THROTTLE AND
- STICK FILE. This screen looks the same as the first screen
- you reviewed after selecting option "A", except you will not
- see the sets of parenthesis followed by the extensions *.B50
- or *.M50. Make no changes and go to the next screen.
-
- At the next screen the title bar reads C:\TM\B50PROGS, and is
- exactly the same as the screen from which you were able to view
- and print your selected file under option "A". Highlight the
- file you wish to download using your arrow keys (choose the
- B50 file for your game). Press enter once or left click on
- the highlighted file.
-
- You are now looking at the download screen which should not need
- any further clarification. You are prompted through each step and
- it is simply a matter of following the on-screen instructions.
-
- Download your file.
-
- Remember: The FLCS contains a non-volatile memory chip that
- will retain any downloaded file even after you turn off your
- computer. If you are downloading the same file as you did
- when working through the Quick Start Guide, you will receive
- a message reminding you that the file has been previously loaded
- and do you wish to proceed. Answer "yes" (press "y" key) and
- go through the steps again. You will also be prompted as to
- whether you wish to setup the MARK II WCS for use with the
- FLCS. Respond accordingly.
-
- After completing the download procedure you are returned
- to the Core Menu.
-
- Exit C&CC, enter your game and have fun!
-
- CHAPTER 4: LEARNING CORE MENU OPTION "C" RUN PROGRAM
-
- The "Run Program" option permits you to enter, exit and change
- games very quickly.
-
- From the Core Menu, select option "C".
-
- You will now be viewing the RUN PROGRAM screen. At the near
- top left will be a small box containing a number. Next to the
- box will be a path statement bar containing the "highlighted"
- file. As you scroll up or down the files the corresponding
- number in the box and the file in the bar will change. The
- Run Program files contain path statements for most existing
- flight sims/games in addition to other applications. Highlight
- the path statement for your game. If you are unsure of your
- path statement, refer to the game instruction manual. The
- path statement for "Aces over the Pacific looks like this:
- C:\DYNAMIX\ACES. This will tell your computer that "Aces of
- the Pacific" can be found on the hard drive labeled C:,
- that the directory is labeled DYNAMIX and that within that
- directory the game, is filed under the label ACES.
-
- Remember: You cannot run a game that you don't have on
- your hard drive. Be sure you are selecting a path statement
- for a game that you have previously installed.
-
- Once you have highlighted the path statement for your game,
- press enter or double click on the line with your mouse.
- If your path statement is not in the list of existing files,
- you may type in the path statement. Note that the flashing
- "cursor" is under the "C" prompt in the path statement bar,
- just begin typing.
-
- Note: If you changed the "Path" of your game when you installed
- it to your hard drive(s), Run Program will not function properly
- unless you type it in as directed above. If you wish to modify the
- Run Program files SEE ADVANCED USER'S GUIDE PAGE 3.38.
- At the next screen, RUN OPTIONS, you will see a Program
- bar and within that bar, your game path statement. Below the
- Program bar is the Download bar.
-
- Here you will want to see the B50 file that matches your game.
- As an example, the B50 file for "Aces of the Pacific" would be:
- ACES.B50. Below these two bars and on the left of your screen
- you will notice three smaller bars. The first two are: Select
- Download File and View Download File. These bars function exactly
- like options A and B of the Core Menu. The last of the three bars
- is: Edit Download File. Editing of download files will be discussed
- later in this guide. To the right of the three option bars are two
- bars labeled: Run Program and Cancel. Cancel will place you back at
- the Core Menu. Run Program activates the download routine.
- Click on "Run Program" with your mouse or press the "R" key.
- Run Program will take you through the download routine and then
- directly to your game.
-
- If your are using the same game as you did earlier, "Run Program"
- will prompt you that the B50 file for your game has been previously
- downloaded. Click on the "N" or press the "N" key. You will go
- directly to the game you have selected. When you exit your game
- you will be returned to the C&CC Core Menu screen.
-
- CHAPTER 5: USING CORE MENU OPTION "D" CREATE/EDIT FILE
-
- Using option "D" you can modify existing B50 files to suit your
- own personal tastes or you can create new files for games that
- will be released in the future. To get you started, we will
- first cover editing an existing B50 file.
-
- 5.1: Learning the Editor
-
- Selecting option "D" will move you to the CREATE/EDIT THROTTLE
- AND STICK FILE screen. This screen is identical to the first
- screen in option "A" except for the title bar. Within the
- sets of parenthesis you can place a "check" mark for the
- extension of the files you wish to edit. For the moment, leave
- it where it is - *.B50. We will discuss the *.M50 files shortly.
- If the "check" mark does not appear inside the parentheses of the
- *.B50, move it there by clicking between the parentheses or typing
- *.B50 in the filename extension bar. Click on "OK" or press Enter
- twice (once if you typed in an extension and the "cursor" is
- flashing in the extension bar.
-
- The next screen is entirely the same as the file screens you have
- seen using options "A" and "B". Select the B50 file ACES.B50, and
- move to the EDITOR screen.
-
- Along the top of the screen you will see the title of the screen
- and a row of function keys:
-
- F1 - View and select a different file.
- F2 - Insert a line in the file.
- F3 - Delete a line in the file.
- F4 - Load Root (B50) file.
- F5 - Load the matching Macro (M50) file
- F6 - Save modified file using same filename.
- F7 - Save the file under different filename.
- F8 - Exit the Editor.
-
- Immediately below is a path statement bar. For "Aces of the Pacific"
- the path statement would look like this: C:\TM\B50PROGS\ACES.B50.
- Next is the FILE "window" which contains the B50 file you selected
- for modification. It is within this window that you make all the
- changes to your B50 file.
-
- At the top right of the file window is F-10. Clicking on F-10 or
- pressing the F-10 function key will activate another window within
- the Editor which will provide you with information relating to the
- highlighted line. When activated, the file window will be smaller
- and F-10 will still appear in the upper right. Clicking on the F-10
- again will "close" the information window and return the file window
- to normal size. Give it a try and use your arrow keys to move up and
- down within the file.
-
- At the bottom left of the file window is the line: Select-Copy-Delete-
- Paste. These are tools to aid you in the editing process. At the
- bottom middle you will see Line 1 or 2, etc..., indicating what
- line you are currently on within the file.
-
- Dividing the upper and lower window is a "blue" bar that currently
- contains no information. You will see how this bar functions as
- you work through editing a file.
-
- Below is the MACROS window. This window contains all of the
- available macros (button functions) for use in the B50 file you
- are editing. In the upper left of the window you will note the
- word Keys, in the middle is MACROS and at the far right you will
- see Page.
-
- Clicking on Keys will change the macros listed in the screen to
- a layout of your keyboard across the upper half, and below will
- appear File Commands, Modal Keys and Toggles. The word Macros
- has changed places with Keys and moved to the left. Clicking
- on Macros will take you back. Both of these screens in the
- lower window will be used to modify the file in the "Editor"
- window during the editing process. Page allows you to move
- through the pages of macro definitions by clicking with the
- left mouse button. Clicking with right mouse button will
- take you back through the pages. There are a total of
- nine pages available for macro definitions.
-
- Note: If you are not using a mouse, you cannot access the
- Macros/Keys screens. You will still be able to edit files,
- however your editing options will be limited. You are encouraged
- to purchase a mouse, it will make using the FLCS and your other
- applications much easier.
-
- 5.2: Editing B50 Files with the Editor
-
- Using your mouse or arrow keys, scroll down the editing window until
- you reach the first button command line and its macro.
-
- In ACES.B50, the first button command line reads: BTN S1 Viewtoggle.
- Referring to the FLCS Quick Installation Card you can see that button
- S1 is the right index finger button on the upper side of the FLCS.
- With your mouse or arrow keys, place the cursor at the end of the
- command line. Using the "Back Space" key, carefully erase the
- macro Viewtoggle. You should end up with: BTN S1, with the flashing
- cursor next to 1 (if you are using a mouse). Place the cursor one
- space away from the 1 if you are using your keyboard.
-
- Note: If you went too far and erased part or all of the button
- code, exit the "Editor", do not save and re-enter. The line will
- be as it was before. When you are more familiar with buttons and
- codes, you can merely type in the portion you may have erased.
- Now, find the macro MaxSafePower in the MACROS window. Then
- click on the macro. It will appear on the command line next to
- BTN S1 in the file window. The finished button command line change
- for "Aces" should look like this: BTN S1 MaxSafePower.
-
- Key board users, begin by making sure your cursor is one space away
- from the button code, then type in the macro exactly as it appears
- in the macro screen. NO SPACES between the words. You may wish to
- capitalize the first letter of each word to make it more readable.
- Note: If you are not using a mouse, you're going to be limited to
- viewing the macros on the first page only. When you are experienced
- enough to construct your own macros this will not be a problem.
- Consequently, we have selected a macro that is on the first page.
- That's all there is to it! Select the button command you wish to
- change, erase the current macro and replace it with another.
- Once you learn how to build your own macros, you'll be able to
- configure your FLCS or FLCS/MARK II WCS in just about any manner
- you wish.
-
- CLICK on F7-Save_As, or press the F7 Key. You will be prompted
- to name the file. Type in a name (up to 8 characters), like
- "Edit", "AcesII", etc.... This will keep the original file
- from being lost. When you are more experienced you can elect
- not to rename your changed file if you chose. Choosing F6-Save
- would save the change and replace the B50 file you are editing.
-
- 5. 3: Editing a Macro File with the Editor
-
- Every B50 file has a matching MACRO (M50) file where all the macros
- are defined. To edit an existing macro, enter the "Editor" in
- precisely the same way you did when editing a B50 file. Select
- the same file.
-
- At the "Editor" screen and in the file window, scroll down to the
- button command line for BTN S2 Bombs. With your RIGHT mouse
- button click on the MACRO (just clicking on the black line won't work).
- This will change the lower "dark blue" bar to a "light blue" and
- within the light blue bar, reveal the macro definition for "Bombs".
- In addition the MACROS window will change to the KEYS window.
- Note: Keyboard users, PRESS F5 to open up the entire matching
- macro file. You may then follow along, but you need to type in
- the appropriate changes as you did previously. You will also
- need to reference page A.5 of the Appendix for a list of keyboard
- character definitions.
-
- Because this is a hypothetical example, the button code line for
- BTN S2 Bombs (line 48), will be correct. Let's assume however,
- that an error was made in defining the original macro. You've
- discovered the mistake because button S2 wasn't dropping bombs
- during your game. You ran Keytest7 to check it out and found
- S2, when pressed generated F9. You referenced the game manual
- and discovered that the keyboard command for bombs should be
-
- BSP (Backspace).
-
- Begin by placing your cursor after the "incorrect" macro definition
- in the light blue bar and erase it using your backspace key.
- In the KEYS window, find BSP ("backspace") and click on it with
- the left mouse button (Keyboard user's will need to type in
- "BSP" - ALL Caps.) The key code for backspace will appear after
- the macro "Bombs" in the light blue bar. After the change is
- made, click on or press F6 to save the correction. You will
- be prompted to save or cancel.
-
- You may double check your work to be sure the change was saved
- by "right" clicking on the line again. Keyboard users will
- need to re-enter the matching macro file as before to check
- corrections.
-
- Note: If you should receive an "Error Message", read the
- information very carefully. You will be given information
- as to the type of error and the applicable line. After
- responding to the error message, you will be placed on
- the line in question to make any necessary adjustments
- or changes.
-
- Tips for Keyboard Users: A character will be replaced
- (typed over) when the "flashing line" cursor (_) is located
- below the character. A character will be moved one space
- to the right and the typed character "inserted when the
- "flashing box" cursor () is located over the character.
- Pressing the "Insert" key on your keyboard toggles between
- these two cursors.
-
- 5.4: Creating a New B50 File
-
- Perhaps the most exciting feature of your FLCS is the ability
- to create new B50 files. Allowing you to make your FLCS
- HOTAS system totally compatible with any flight sim, game
- or other application that is currently available, or that
- will be available in the future.
-
- Once again, select option "D" from the Core Menu, at the
- CREATE/EDIT THROTTLE AND STICK FILE screen select "OK". At
- the B50 file screen, locate the "Directory or Filename" bar.
- The cursor will be flashing within the bar and under the current
- filename. Type in the name of the new file for the B50 you wish
- to create (you may use as many as 8 eight characters) For our
- purposes, use the filename "NEWGAME".
-
- After typing in the new name, press the "Enter" key. The
- next screen is identical to the screens used for editing
- an existing file, except that it now contains a file "Template"
- with the title bar "FLCS PROGRAMMING TEMPLATE".
-
- Over the title bar you will see the full path and name of your new file:
-
- C:\TM\B50PROGS\NEWGAME.B50.
-
- At the top of the template are REM statements that provide space
- for you to: enter the B50 filename, put in a description of the
- game, who wrote the game and the date, name of the publisher of
- the game and the full name of the game. Using your mouse or arrow
- keys, place the cursor on the appropriate line(s) and fill in some
- hypothetical information. Then continue to scroll down the template.
-
- 5.4.1: Preliminary Settings
-
- The first REM statement after "Preliminary Settings" reads: "INCLUDE
- THE 'USE WCS' COMMAND TO USE YOUR WCS MARK II WITH
- THE FLCS". "USE WCS" follows two lines below. You need not
- change or delete "USE WCS". This line has no effect on FLCS only
- users. Additionally, by leaving "USE WCS" in the B50 file, you will not
- need to edit these files later should you elect to include a MARK II WCS
- in your setup.
-
- 5.4.2: Setting RATE
-
- The next line item that you will need to address is the RATE setting of
- your game.
-
- RATE is the speed at which the FLCS generates keyboard characters.
- These characters are then stored in the keyboard buffers. Rate
- settings are defined in milliseconds. For example, a rate setting
- of 20ms would generate characters quickly, while a rate setting
- of 1000ms (1000ms=1sec) would generate characters very slowly
- (for a computer). Begin by setting the RATE at 100ms, then
- adjust the setting up/down according to how your game performs.
- Usually, you will not have to adjust from 100ms, or very slightly.
-
- NOTE: Some game software programs read keyboard buffer information
- very slowly. While playing "Wing Commander" for example, you push
- the MARK II WCS throttle forward to full power and it should generate
- 50 throttle increase characters. However, during this time "Wing
- Commander" is busy executing graphics or sound. As a result, you lose
- characters because the buffers were full and your computer (controlled
- by your game software) may have read only half the characters generated
- during the throttle increase. You're at half throttle! If you find
- yourself in a situation where you are losing characters, adjusting
- the rate setting may be the solution to enhancing your game play.
- Enter the RATE setting by placing the cursor one space to the right of
- RATE on the template and type in 100.
-
- Before moving on, SAVE your work by clicking/pressing F6-Save. Your
- B50 template will be saved under the filename NEWGAME.B50. You
- will receive an error message. This is due to the fact that the template
- has not been completed. The error message will give you the option of
- restoring or continuing. Select Continue to save the work you have done
- so far.
-
-
- 5.4.3: Macro Definition File
-
- Before you can begin to add macros to your new B50 file, you must
- name/create the matching MACRO DEFINITION FILE (MDEF).
- MDEF files are recognizable by the .M50 filename extension. Place the
- cursor to the right of the word "TEMPLATE" on the line and using the
- back space key, erase the characters. Leaving one space between the end
- of the characters "MDEF"(Macro Definition) and your file name. Enter
- the filename "NEWGAME" for the MDEF file . In most instances you
- would want to use the same name for your MDEF file as you did for the
- B50 file (you can use up to eight characters). Your result should look
- like this: MDEF NEWGAME.
-
- NOTE: There may be instances where you would want to use the
- filename of an existing MDEF file. If you currently own "Aces Over the
- Pacific" and "Aces Over Europe" by Dynamix you know that both games
- use the same keyboard functions. A year from now if Dynamix should
- release a new game, chances are good that the game will utilize the same
- keyboard functions as the previous games. Using the same MDEF file
- saves considerable time.
-
- Now, save your B50 file as before, then select F5-MF to move to the
- Macro Definition File TEMPLATE.
-
- 5.4.4: Constructing the MDEF File
-
- This screen is very similar to the B50 file template. At the top of the
- screen you will see the complete path/filename for your new MDEF file:
- C:\TM\B50PROGS\NEWGAME.M50. Directly below is the title bar
- reading: FLCS MACRO DEFINITION FILE TEMPLATE.
-
- As before, fill in the appropriate information in the blanks provided at
- the beginning of the template for name of the Game, date, etc....
- Continue moving down the template until you reach the first set of
- macros listed under THROTTLE CONTROLS. Here, you can begin to
- create and define the macros for the new game.
-
- Using your mouse, go to the top of the MACROS window and on the top
- left, click on KEYS10. Using this screen and your game manual, you
- will construct the macros to run your new game using the FLCS.
- NOTE: On any computer keyboard there are two types of keys - keys
- that generate a character (visible) on your computer screen when
- pressed; a, b, >, ?, etc... and keys that do not generate a character
- (invisible); back space, tab, delete, etc....
-
- The first macro is EngineStart =. Place the cursor one space to the right
- of the "=" character. Referring to your "hypothetical" game manual, let's
- assume that the key code command11 to start engines is "\", a Visible
- keyboard character. Type in the character, or if you prefer, use your
- mouse to highlight the character in the KEYS window and left click.
- The result will look like this: EngineStart = \.
-
- Note: When using a mouse and the KEYS window, you need not place
- your cursor one space away from your macro or the last character in
- your macro definition. The mouse will insert the space for you.
- Adding Invisible keyboard characters to your file is just as easy.
- Let's assume that the key to activate GearUp is "Back Space".
- Looking at the KEYS window you will see the code "BSP". You may
- type in "BSP", however clicking on the appropriate key code may
- save you time over typing and certainly help prevent errors.
- The GearUp macro will appear like this when completed: GearUp = BSP.
-
- Some game operations will require using strings of Visible or
- Invisible characters to define the macro function such as:
- u u u or F5 F6. Others will use combinations of both Visible
- and Invisible characters like: Ctrl F6 * or SHF F1 g. Add
- these to your macros using the same procedures. Either type
- them in or use the mouse. Remember, there must be a single
- space between each separate key code command.
-
- NOTE: You do not have to type in a word, or use the mouse to enter an
- Invisible key code when the complex key is used in a combination that
- produces a visible character. For example, shift key - 8 produces the
- visible character "*". Simply press the "8" key while pressing and
- holding the shift key. The character "*" will be produced on the macro
- line.
-
- Once you have completed defining all the macros that apply to your
- game (remember, this is practice, so just enter a few codes on various
- macros), delete the unused macros.
-
- To delete macro lines, highlight the macro line you don't need/want,
- press F3-Del. You will be prompted as to whether you wish to delete the
- line, answer yes or no. This is a "fail safe" device that gives you the
- opportunity to be sure you are on the line you wish to delete.
-
- TIP: If you are deleting a number of lines, you can use the
- Select/Copy/Delete/Paste options at the bottom left of the File window.
- Highlight the line, left click on Select and a "check" mark will be place
- to the left of the line. Continue until all the lines you wish to
- delete are "marked". Now click on Delete.
-
- Note: You will not receive a "Fail Safe" prompt, so be sure of
- your selections. To remove a "mark", just reverse the process.
-
- If you should have a macro in your game that has not already been
- provided, you can build your own macro.
-
- Scroll down to the Miscellaneous Box, which will be a the end of the
- macro template. Place your cursor just under the Box (line 243 - Eject)
- and press F2-Ins. Eject will be moved down and you will now have a
- "blank" line in which you can type in the macro name and assign the
- corresponding key codes. Remember, macro definitions contain no
- spaces between the words. However, for the sake of clarity, upper case
- characters can be used at the beginning of each word. Type in the macro
- GreaseMufflerBearing for this example and assign F12 as the key code.
-
- You can also create macros that perform more than ONE function.
- Macro/Macros can be very useful. If the hypothetical game designated
- the "C" key for Chaff and the "F" key for Flare, as opposed to one key for
- both, these commands can be combined rather than creating a macro for
- each. Find the section of the MDEF template for COUNTER
- MEASURES. Within this list you will find the macro line for
- ChaffandFlare =. Enter the characters "C" and "F". You have just
- created a macro/macro that will perform both functions with one press of
- the designated button/switch on the FLCS or MARK II WCS.
- Save the modifications that you have made to the MDEF template.
- In the MACRO window at the bottom of the screen you will see a
- number of changes, which take place only after you have saved the work
- you have done. For example, you should not see the macros that you
- deleted and you should see the new macro GreaseMufflerBearing. These
- changes will also appear in the macro window when you return to the
- B50 ("root file") for "NEWGAME".
-
- 5.4.5: Special Notes
-
- All macro definitions (key code commands) must be separated by a
- single space.
-
- Macro names must be one continuous word, caps may be used for easier
- reading.
-
- Most games are "CASE" sensitive. If you use a lower case "a" where
- your game manual calls for an upper case "A", the game will not
- perform as expected. Additionally, some software manuals are not
- accurate with regard to upper and lower case. Check your game
- functions once on your keyboard for accuracy before constructing
- macros.
-
- If you are using any keypad numbers in your MDEF file (KP7, KP9,
- etc...), it is usually necessary to have the NUMLOCK (number lock)
- engaged and the NUMLOCK light on. If using HOME, END, etc..., the
- NUMLOCK should be off.
-
- As you delete and insert lines in the MDEF editing/creating window you
- will disrupt the original layout. If you would like to re-organize,
- you'll have to insert/delete the character "~", save the changes
- and observe the results. You'll soon see what must be done to
- re-organize the look of the file. Additionally, any characters
- entered after the "~" character will be displayed in red. This
- is how the red text boxes in the MACRO window are created.
-
- Press/click on F4-RF to return to the B50 file template.
- Now you are ready to start entering your macros to assign the
- button/switches on the FLCS and/or WCS.
-
- Find the first BTN line, BTN S1. Using your mouse or keyboard, place
- the macro EngineStart on the line. Remember the macro key code for
- EngineStart was "\", you'll see it later.
-
- At this point, it's simply a matter of following these easy steps:
-
- 1) Select the individual button/switch you wish to use.
-
- 2) Highlight the line.
-
- 3) Move the cursor to the right of the BTN code. Remember, your
- mouse will insert the require space for you.
-
- 4) Place your mouse pointer on the macro you wish to assign in the
- MACRO window and click13.
-
-
- 5.4.6: TRIGGER
-
- The FLCS has two trigger positions. BTN TG1 the first trigger click
- will function in the ANALOG MODE. This means that TG1 will
- perform as your game software dictates, which is normally to fire
- weapons14. Do not remove the REM command at the beginning of this
- line at this time. Removing the REM command changes the TG1 to
- DIGITAL MODE which will allow you to assign a designated function
- to BTN TG1, but may not permit you to calibrate the FLCS in your flight
- sim. Using TG1 in digital mode is not recommended until you are more
- familiar with the FLCS ThrustWare. The second trigger click BTN
- TG2, is digital and available for any selected function.
-
- That's really all there is to it. After assigning the buttons/switches
- you wish to use, delete any remaining BTN lines. If you are not using a
- WCS, you will need to REM the THR (throttle) statement line found
- near the end of the B50.
-
- Remember the tip on using Select/Copy/Delete/Paste.
-
- Now it's time to save the file, print out a copy, download to the FLCS
- and run the Keytest program to see if all the buttons/switches generate
- the characters you selected.
-
-
- 5.4.7: Checking Your Work with Keytest
-
- Now you are ready to test the buttons and switches on your FLCS or
- FLCS/WCS. With your mouse, click on "F3-KeyTest" located at the
- very bottom of the C&CC screen or press the F3 control key on your
- keyboard if you aren't using a mouse.
-
- In this screen (figure 11),( SEE MANUAL), you will be able to see
- buttons and switches generate keyboard characters as you activate them.
- For example, press BTN S1 and on the left of the screen near the top,
- a button code will appear, in this case the "\" used for the
- macro EngineStart, the character you assigned to BTN S1 when
- creating the new MDEF M50 file. All of the buttons and switches
- on the FLCS will generate a specific keyboard character(s),
- the character(s) you assigned to define the macro in the
- MDEF M50 file. Try them all. Do they generate the character you
- selected to represent each button or switch?
-
- Please note: Using Keytest is an elective step and need not be used every
- time you download a file. However, running through it now will help
- acquaint you with button/switch command codes and how they effect the
- FLCS or FLCS/MARK II WCS. Keytest can also be used as a trouble-
- shooting tool if you should experience problems during game play, so
- you should be familiar with how it operates.
-
- The MARK II WCS buttons and switches will also generate codes.
- However, please remember, if you have already been using the Mark II
- WCS, see the section on using the MARK II WCS with the FLCS on
- page 2.27 of this guide for changes. The "RKR" (rocker) switch for
- example has been modified.
-
- After you've finished testing all your buttons and switches, press the
- "Esc" (Escape) key twice to return to the Core Menu.
-
-
- USING THE FLCS WITH THE MARK II WCS
-
-
- CHAPTER 6: MARK II WCS CHANGES AND MODIFICATIONS
-
- Whether you are an experienced MARK II WCS user or new owner,
- there are some considerations to note when using your Mark II WCS
- with the FLCS. If you are a new user of the MARK II WCS, you will
- need to read the MARK II WCS Owner's Manual to more fully
- understand the following information.
-
- As you may already know, both units contain circuit boards and have the
- ability to be configured independently. This holds true even when the
- MARK II WCS is connected to the FLCS.
-
- Configured independently, the MARK II WCS may be utilized as
- described in the WCS Owner's Manual, using the MARKII.ADV files.
- However, using the WCS independent of the power and flexibility of
- FLCS will limit the versatility of the unit.
-
- When configuring the WCS with the FLCS using the FLCS B50 files, it
- becomes necessary to force the WCS to become slave to the FLCS by
- downloading a "slave mode" setup file to the WCS. When you download
- any of the B50 files you will be prompted as to whether or not you wish
- to use your Mark II WCS. Selecting "Yes" will download the slave mode
- setup file. When using the WCS in this manner, all button/switch
- configurations are handled through the FLCS. All the B50 files that
- came with FLCS software include configurations for the using the
- MARK II WCS.
-
- Note: If you chose to use the option of configuring the WCS
- independently (using ADV files), you must not download the
- FLCS/WSC setup file.
-
- The statement "USE WCS", is found in all B50 files included with the
- FLCS software. This is the statement that tells the system you are using
- the Mark II WCS with the FLCS. Without this statement the MARK II
- WCS WILL NOT function. Anytime you are editing or creating a B50
- file, include the USE WCS even if you do not currently have one.
-
- 6.1: Button Code Changes
-
- BTN code changes for the Mark II WCS are as follows:
-
- OLD NEW
-
- BTN 1 T1
- BTN 2 T2
- BTN 3 T3
- BTN 4 T4
- BTN 5 T5
- BTN 6 T6
- RKR UP T7
- RKR DN T8
-
-
- 6.2: Throttle Configuration
-
- The throttle input is accessed via the THR statement in the B50 file
- and is essentially the same as it was in the MarK II WCS software,
- supporting Types 1 and 2. However, there are a few minor changes in
- the way you configure the Mark II WCS throttle.
-
- The syntax has changed slightly to include the TYPE. For example:
-
- THR 1 20 5 = - / / = -
- interprets as: Throttle Type 1, 20 throttle steps, 5 AB steps. Throttle up
- and AB up characters are '=', Throttle down and AB down are '-', AB on
- and AB off are '/'.
-
- Similarly: THR 2 4 1 1 2 3 4 5
- represents a Throttle Type 2, 4 throttle steps, 1 AB step, throttle
- characters are 1 - 4, AB is 5.
-
- NOTE: GAME commands have been eliminated and specifying a type 0
- throttle as analog is not required. When throttle commands are not
- entered, the FLCS microcode passes the MARK II WCS as an analog
- throttle through the game card.
-
- 6.3: Calibrating for Digital Throttle
-
- After connecting the Mark II WCS to the FLCS and downloading a B50
- file, calibrate the throttle. This procedure needs to be performed only
- once, after connecting the MARK II WCS to the FLCS.
- From the Core Menu, select F10 Full Menu (see fig. 12). (SEE MANUAL)
-
- New users will note that the Full Menu is made up of 4 sub-menus,
- including the Core Menu at the upper left corner. Select Calibrate
- MARK II located in the lower right-hand corner of the screen, item
- "K". At the Calibrate Throttle screen, follow the on screen
- instructions very carefully. Remember, the B50 file you downloaded
- MUST have the throttle configured for digital characters, otherwise
- the calibration routine will not function properly.
-
- 6.4: Base Mode Switch And Hat Mode Switch
-
- The base mode switch on the Mark II WCS will continue to function as
- it was designed. When using analog throttle input, place the base
- mode switch in the analog position prior to entering your game.
- Use the digital position when digital throttle input is specified
- in your B50 file.
-
- The Calibrate or Download position on the MARK II WCS will not be
- utilized except when downloading for "Slave" mode (normally this will
- only need to performed once).
-
- The Hat Analog and Digital switch is not needed with the FLCS, place
- the switch in digital position and leave it there.
-
- 6.5: What Happened to the Rocker Middle Position?
-
- The three-way rocker (RKR) switch on the MARK II WCS has three
- positions; up, middle and down. The up and down positions are
- configured using the FLCS software. The middle position cannot be
- directly configured to a game function. However, it may be configured
- indirectly.
-
- If you think of the switch in terms of a button function this will make
- more sense. As you know, when you press a button there are two
- actions, press and release.
-
- When you move the RKR switch up or down, you only create a press
- action. The release action is generated when you return the RKR to the
- middle position.
-
- By using the button command codes, you can create a macro to use the
- center position. With the B50 codes /P (press) and /R (release) you can
- take advantage of the RKR middle position. For example, RKR down
- (lower flaps), RKR middle (raise flaps).
-
- 6.6: Throttle Digital Inputs
-
- Inputs T1 through T8 are used by the MARK II WCS in slave mode, and
- correspond to BTN 1 through BTN 6, and the RKR UP and RKR DN
- commands in the MARK II WCS command set. RKR UP and RKR DN
- automatically repeat. To defeat this function use RKR UP /P /N x /R /N x
- and RKR DN /P /N x /R /N x (x = any key(s) or macroname).
-
- Additionally, MT, the derived min throttle button, is supported when
- digital throttle is used by either throttle unit.
-
-
- HELP INFORMATION
- If you have questions that are not answered within these sections, there
- are other options available to you. Before making that long distance
- phone call check out the following:
-
- 1 F1-Hlp option. This is available from the Core/Full Menu screen, in
- the lower left hand corner. Press F1 and you have access to a help text
- file which you can scroll through. This has additional information that
- may be of assistance.
-
- 2 The FIND option. This is available from within many of the C&CC
- menu screens. Press "F" when you have the "FIND" option available in
- the upper part of your screen. It will then ask for "Search String?".
- Enter the " | " character (shift-\), a space, then the first few letters
- of the topic you would like searched. The help text file will now be
- searched for the string you entered. Press escape to exit.
-
- 3 In all the editing windows you have the F10 option. Pressing F10 will
- toggle a help window on and off. This help window has programming
- tips for the specific line you have selected.
-
- 4 Read the Troubleshooting section in the Advanced User's Guide.
-
- Whether you're new to ThrustMaster Products or a long time user, we
- know you'll really enjoy the power and the flexibility of the new F-16
- FLCS. When you're comfortable with all the basic functions we've
- outlined here, go on to the ADVANCED USER'S GUIDE section of this
- manual.
-
- THANK YOU AND GOOD FLYING!
-
-
-
- ADVANCED USER'S GUIDE
-
-
- INTRODUCTION
- Welcome to the Advanced Users Guide. This guide will provide you
- with tips for optimizing your system, as well as additional configuring
- options for your FLCS and/or FLCS and WCS controls.
- Much of what you will read is based upon the assumption that you have
- read the Installation and Quickstart Guide as well as the Users Guide.
- Before we get into the advanced configuring options let's review a few
- basics.
-
- FCS AND WCS SUPPORTED SOFTWARE GAMES
-
- When using the FLCS it will be necessary to de-select the
- "ThrustMaster" options in the game setup. This is due to the fact that
- when you select ThrustMaster in a game setup option and then calibrate
- your stick, the calibration routine will look for an analog "Hat" switch.
- None of the "Hat" switches on the FLCS are analog devices. Since the
- calibration routine will see no analog "Hat" it will likely hang up and
- freeze. To avoid this problem only select "Joystick" in the setup
- options for your game.
-
- It is also important to note that many programs will begin by asking
- you to calibrate your joystick by moving your joystick to the upper
- left corner and pressing the trigger, or button #2, and so forth.
- If you have a keyboard character programmed to the trigger (BTN TG1)
- it may cause problems in the calibration routine. In most instances
- the routine will be looking for an analog signal only. If it sees a
- digital key press or a combination of digital and analog it may
- interpret that as you bypassing the calibration routine, and hence,
- kick you out of the routine.
-
- Sometimes this can be the case with button #2 (on the FLCS button #2 is
- BTN S2) as well. If the game calibration routine ask for a button #2
- press and you have a keyboard character programmed to it, you may get
- the same results.
-
- If you encounter either of these problems, you will need to go into the
- B50 file you are using and either remove the BTN TG1 line and/or the
- BTN S2 line all together, or REM them. This will cause these buttons to
- be analog devices only, passing through the game card without any
- digital input.
-
- Game Setup Using The Mark II WCS
- If you are using a ThrustMaster WCS (With throttle input as Digital {i.e.
- generating Keyboard characters}) always de-select the ThrustMaster
- throttle option in games that have this choice available in the setup,
- then select keyboard. In addition, if you're planning on using your WCS
- as an Analog throttle device you will most likely select joystick 2,
- throttle wheel, or throttle slider.
-
- GAME CARDS
-
- Your game card will be the functional foundation for your new F-16
- FLCS. The F-16 FLCS will only work as well as the game card used
- with it.
-
- A game card is actually a circuit board attached to your computer's
- motherboard. The industry standard requires that the joystick connector
- on a game card be a 15 pin connector. Any 15 pin connector you find on
- your computer is therefore designed for game controller input. For this
- reason it is important that you are aware of the type of game card you are
- going to use.
-
- To get full function and proper range from your F-16 FLCS, FCS, rudder
- pedals etc., YOU MUST HAVE AT LEAST A DUAL PORT GAME
- CARD. Please do not get this confused with a two-connector or two-
- plug game card. When we refer to PORTS we refer to the CIRCUITRY
- on the card itself. A dual port game card is one that is designed to
- support two, two-button joysticks. Often times these two ports are called
- "A" and "B". A single port game card would only have an "A" while a
- dual port game card would have an "A" and a "B". For specific details
- on the features of your game card refer to your game card owner's
- manual.
-
- The following is a list of tips to help you determine if your game
- card is capable of supporting your ThrustMaster controls. While
- we recommend the ThrustMaster ACM game card for maximum performance,
- there are a number of combinations possible in game cards currently
- out on the market. One or more of these may already exist on your
- computers system. For example: any game cards have only one
- connector, but actually access a dual port card. An example of
- this would be many of the sound cards available on the market.
- Often times they will include a game card and joystick connector.
- This type of game card will support your ThrustMaster controls.
- However, please note that with the faster 486 + computer systems,
- these combination Sound/Game cards are generally not optimal for
- game play. More information on this problem can be found in the
- reference section of the card's manual.
-
- Many game cards have two connectors and are dual port cards. In these
- instances there is a primary connector that accesses both ports. The other
- connector accesses the "B" port only. Your ThrustMaster controls can be
- used successfully on these game cards. Remember to plug your controls
- into the primary connector only.
-
- Some game cards have one plug or connector and are only wired for one
- port. This is typical of many Multi I/O cards (cards with parallel, serial
- and game port combinations). These Multi I/O game ports can be found
- on many of today's computers and most often will not support all your
- ThrustMaster controls. WE STRONGLY RECOMMEND THAT ALL
- MULTI I/O GAME PORTS BE DISABLED AND NOT USED. In some
- instances you may not know how to disable your Multi I\O game port or
- see no way to disable it. If you encounter difficulties you will need to
- refer to your owners manual or contact your computer dealer. NOTE -
- In order to effectively disable most game ports you must pull jumpers
- (little clips) on the card itself. For details, see your game card owner's
- manual.
-
- Ideally, you will have disabled your sound card's game port and your
- Multi I/O's game port. This will necessitate the purchase and
- installation of a game card that supports your ThrustMaster controls.
- We highly recommend a dedicated speed adjustable game card such as
- the ThrustMaster ACM game card.
-
- Dual port game cards are necessary because your ThrustMaster controls
- require the information from, and access to, both ports on a game card.
- Please also remember that you cannot have more than one game card
- active and running at the same time. If two cards are running at the same
- time they will conflict with each other, causing your controls to work
- erratically and inconsistently. This condition is true of all IBM, and
- IBM compatible computers.
-
- Now that we have that out of the way we are ready to move on to the
- additional button configuring options.
-
- CHAPTER 7: BUTTON MODIFICATION COMMANDS
-
- Button modification commands provide additional versatility and
- functionality to your FLCS and/or WCS buttons and switches. They can
- be used to do anything from toggling a designated button between as
- many as 15 different macros, or performing one macro on the press of a
- button and another on the release. There are literally hundreds of
- different ways your buttons and switches can be configured.
-
- These commands are typically placed in your B50 files immediately after
- the Button Codes (i.e. BTN S1) and just before the Macro names. To
- learn more about Button Modifications Commands and how they're
- used, read on.
-
- The following is a list of the available Configuring Codes and their
- definitions. Button Modification Commands are additional options that
- may be used with the standard Button Codes and Macros. They are not
- required.
-
- TOGGLE CODE (/T)
-
- Using the /T toggle code in a BTN line will allow any combination of
- eight buttons to toggle between as many as 64 separate macros. This
- means that you may choose to use this toggle option on four FLCS
- buttons and four WCS buttons (provided you are using the WCS), or have
- six toggling buttons on the WCS and two on the FLCS, and vice versa,etc.
-
- Note - You can place toggle codes on Hat switches but you are limited to
- only two toggles per Hat position.
-
- Let's look at an example:
-
- BTN S2 /T Chaff
- /T Flare
- /T ScreamForHelp
-
- In this example BTN S2 (button #2) is using the toggle option. When
- button #2 is pressed it will toggle through "Chaff", "Flare", and
- "ScreamForHelp".
-
- Basically, if you use more than two toggle commands, the button or
- switch programmed with toggles will cycle through the toggles
- sequentially. When the last macro has been toggled, it will begin the
- sequence again, starting with the first macro.
-
- PRESS AND RELEASE CODES (/P and /R)
-
- /P - Command
- This command indicates that the specified macro which follows is to be
- generated upon the press of the button or switch.
- The /P is designed to be used in conjunction with the /R.
-
- /R - Command
- This command indicates that a character is to be generated upon the
- releasing action (letting up) of a button or switch.
- The /R must be used in conjunction with the /P command. If no /P is
- present then using a /R will cause an error message to appear when
- downloading.
-
- For example:
-
- BTN S2 /P Chaff
- /R Flare
-
- In this example BTN S2 (button #2) is using the press and release
- option. When this file is downloaded to the FLCS button #2 will
- generate the Chaff macro when pressed, and Flare macro when released.
- When using the press and release commands remember to include both
- the /P and /R and their respective definitions.
-
- FORCE SINGLE CHARACTER GENERATE CODE (/N)
- Using the /N command in a button or switch line forces the macro
- defined character to generate only once per press of this button.
-
- For example:
-
- BTN S2 /N FireMissles
-
- In this example BTN S2 (button #2) is using the /N option. You should
- recognize that the "FireMissles" has been defined in the adjoining M50
- file. Let's say "FireMissles" is defined as an "X".
- Normally, without the /N option, button S2 would generate "X's" as long
- as button 2 was held down. With the /N in the command line, button 2
- would only generate one "X" per press. This is what we mean by forcing
- single character generation.
-
- If you're using a Mark II WCS with the FLCS you will notice that T7
- (rocker up) and T8 (rocker down) usually use the /N code. This is
- because the rocker switch is actually seen as a button device.
- When you move the rocker switch up, it is interpreted as pressing a
- button and holding it. When you return the rocker switch to the middle
- position it is seen as releasing the button. Therefore, when you put the
- rocker in the up or down position it will generate repeating characters
- until the rocker is returned to the middle. To eliminate this potential
- problem, the /N option is used.
-
- Note - For additional discussion on uses of the /N option please read the
-
- Rate Settings and Repeating Characters section on page 3.16.
- By now you should have a pretty good feel for placing the configuring
- codes. With the /N command there are a few do's and don'ts.
- Don't use it unless you have to, it uses up valuable memory.
- It cannot be used with the Hat Middle positions. They cannot repeat
- macro commands.
-
- S3 IN/OUT CODES (/I and /O)
-
- The S3 In/Out codes relate to a specific hardware design enhancement
- within the FLCS stick.
-
- When the S3 button is held in (pressed) all buttons and switches using
- the /I and /O designation will perform a different set of functions. When
- the S3 button is released the designated buttons and switches will return
- to their standard functions.
-
- The codes are /I and /O. The /I code indicates that the macro which
- follows is to be performed when the S3 button is pressed and held.
- The /O code indicates that the macro which follows is to be performed
- when the S3 button is in the out position (not pressed).
- This In/Out capability will only occur when the buttons and switches use
- the /I and /O codes.
-
- For example:
-
- BTN S2 /I DropBombs
- /O FireMissles
-
- In this example button S2 would perform "DropBombs" when the S3
- button is pressed and held. When button S3 is not engaged button S2
- will perform "FireMissles".
-
- All buttons and switches can be programmed to take advantage of this
- option, except for the S3 switch itself, which does the In/Out toggling.
- Remember, when using this option, whatever functions you program to
- the BTN S3 line will be performed in addition to the switching function.
- We advise when using the In/Out function that you keep things simple,
- and not program anything to the BTN S3 line.
-
- ROCKER POSITION CODES (/U, /M and /D)
-
- The /U, /M, and /D codes are available when using the Mark II WCS.
- These codes can be used to modify all the buttons and switches on the
- WCS and FLCS to different sets of commands depending upon the
- position of the three-way rocker switch on the handle of the WCS.
-
- For example:
-
- BTN S1 /U AirAirRadar
- /M NavRadar
- /D GroundRadar
-
- In this example BTN S1 (button #1 on the FLCS) would generate
- "AirAirRadar" when button #1 was pressed, and when the three-way
- rocker switch on the WCS handle was in the upper position.
- "NavRadar" would be generated when button #1 is pressed and the three-
- way rocker switch was in the middle position. And finally, when the
- three-way rocker switch was in the down position, button #1 would
- generate "GroundRadar".
-
- For more details on this configuring option please read your Mark II
- WCS manual.
-
- HOLD CODE (/H)
- Hold Codes create the same results as normal repeating characters.
- However, unlike normal repeating characters, they are not automatically
- terminated when another key is pressed.
-
- With normal repeating characters, the designated characters will be
- generated when you press and hold its associated button. It will continue
- to generate the designated characters until the button is released or
- another button is pressed. Configuring a /H to a button or switch will
- cause the Macro (keyboard character) which follows the /H to continue
- repeating as long as it is pressed, and it will continue to repeat even
- when another button is pressed. To terminate the repeating, you would
- have to release the button or switch.
-
- For example:
-
- BTN S2 /H Guns
-
- The above would result in the following; a single press code will be sent
- for the keyboard character that defines the Guns macro (e.g. G), and the
- release will be sent when the key is actually released. It will not be
- interrupted by another button or switch press.
-
- This is useful for macros which involve aircraft control surfaces as it lets
- you hold the control surface in position even when other buttons are
- pressed.
-
- One note on the /H codes. They will not appear to be sending repeating
- characters. So if you are in the "Keytest" program and you hold it
- down, it won't look like it's repeating.
-
- ANALOG FORCE CODE (/A)
-
- Four of the buttons on the FLCS can be used as either analog devices,
- digital devices, or both. This means that in the analog mode they will
- run through the game card and function as your game software has
- designated. In the digital mode these buttons will function through the
- keyboard, and will operate as you have designated in the B50 file. By
- using the /A command the buttons can do both at the same time.
- The buttons that have this capability are the S2, S3, S4, and TG1.
- Whether these buttons operate in Analog, Digital, or both depends upon
- how the BTN line is defined.
-
- Normally a BTN line for switch S2 might look like -
-
- BTN S2 CloakingEngaged
-
- Using the following options in your B50 file will have the following
- effect:
-
- Delete the entire line = Analog only
- Place a REM statement before the line = Analog only
- Include BTN statement with definition = Digital only
- Include BTN statement but no definition = No Digital or Analog
- Include BTN statement with /A and definition = Digital and Analog
- Include BTN statement with /A and no definition = Analog only
-
-
- Now let's review.
-
- If you left the BTN S2 line completely out of your B50 file or REM'ed it
- out, that switch will only function as an Analog device. It will then
- perform whatever the game software designates.
-
- If you left the button code line BTN S2 in you B50 file there are two
- possible choices. If you do not define BTN S2 with a macro, the button
- will not function as either an Analog or Digital device. In essence it
- will not work at all. We do not recommend using this option for
- obvious reasons.
-
- If you do define the BTN S2 line with a macro, as we did with
- "CloakingEngaged", the button will function as a Digital device only.
- The third option is to use the /A command. This command is designed
- to be used in the following manner. By placing this command following
- the BTN S2 statement and then following it with a macro definition, this
- button becomes both Digital and Analog. This means that when BTN S2
- is pressed it will function as the game software designed AND as you
- programmed in your B50 file.
-
- And one final note, if you use the /A command in your B50 without a
- definition the button or switch will function as an Analog device only.
- You should not use this method if you are trying to achieve the Analog
- function.
-
- BASIC RULES FOR USING SLASH CODES
-
- There are a few basic rules to follow when using forward slash codes (/).
-
- 1 - They must be placed after the button and switch codes (i.e. BTN
- S2 /H)
-
- 2 - They must be placed before the macros (i.e. BTN S2 /H
- SomeMacro).
-
- 3 - There must be a single space before and after the forward slash
- codes (see preceding example)
-
- 4 - They must appear in a specific order when more than one type is
- used for one button or switch (see "Slash Code Hierarchy" below).
-
-
- SLASH CODE HIERARCHY
- When using multiple slash codes for configuring a button or switch it is
- important to use the correct hierarchy. The ordering of slash codes
- would proceed as defined
-
- 1 - The /U /M /D would precede all other slash codes.
-
- 2 - The Force Analog (/A) command precedes /I, /O, /T, /P, & /R.
-
- 3 - The In/Out (/I and /O) command precedes /T and /P/R commands.
-
- 4 - The Toggle (/T) command precedes /P/R commands.
-
- 5 - The Press and Release (/P and /R) commands are always last.
-
- The following is an example:
-
- BTN S2 /U /A /I /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /O /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /M /A /I /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /O /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /D /A /I /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /O /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
- /T /P (SomeMacroName{s})
- /R (SomeMacroName{s})
-
- It is important to note the sequence or hierarchy when using multiple
- slash codes in a B50 file. You must strictly adhere to the order described
- above or you will experience problems when saving your files.
-
-
- CHAPTER 8: OTHER BUTTON MODIFICATION OPTIONS
-
- SWAP TRIGGER COMMAND (SWAPTG)
-
- The swap trigger option allows the default trigger setup to be swapped.
- Normally TG1 (trigger position #1) is the first click encountered when
- squeezing the trigger. TG1, by default is an analog button so you do
- not need to use the /A with that command. TG2 is the second click.
- By using the SWAPTG statement you can reverse the two positions, making
- TG1 the second click and TG2 the first.
-
- To use the SWAPTG command just place the code in one of the blank
- lines near the top of your B50 file.
-
- For example:
-
- USE WCS
-
- SWAPTG
-
- RATE 75
-
-
- CHARACTER GROUPS
- In some instances you may desire to assign groups of functions to a
- single macro or BTN line. Using these grouping methods allows you to
- program a series of single characters to be seen as one entity, allowing
- button modifications to be used for an entire group of characters. The
- FLCS software recognizes two methods of grouping characters:
-
- Parentheses grouping and Curly Brackets grouping.
-
- If you have read the previous manuals you already recognize that
- assigning a single character (or macro containing a single character
- definition) to a BTN line, will cause that character to continue repeating
- as long as you continue to hold that particular button down.
- However, when you program more than one macro or set of characters to
- a BTN line in your B50 file, they will all be generated one time per
- button press.
-
- Using character groupings allows you to program a group of functions
- (multiple characters or macros) to continue repeating sequentially as
- long as you hold the button down. It also allows the group to be
- modified by slash codes. Another type of grouping allows a designated
- group of characters to be pressed and held at the same time.
-
- Parenthetic Groups
- The first grouping method is enclosing multiple characters (or macros)
- in parenthesis. When multiple items are enclosed within parenthesis it
- "fools" the C&CC software into thinking it is one item. Hence the
- ability for it to repeat when holding the button down.
-
- When a parenthetic group is sent, the items within it are processed in
- order, and complete press and release sequences will be generated for
- each item in the group. For example:
-
- (a b c)
-
- This is sent as 'a' press, 'a' release, 'b' press, 'b' release, 'c' press,
- 'c' release, just a sequence of key presses. So for example, if BTN S1
- had been programmed using these characters it would look like:
-
- BTN S1 (a b c)
-
- When BTN S1 (button #1) was pressed it would continuously generate
- 'abcabcabcabc....' so long as BTN 1 was held down. When BTN 1 was
- released, the macro would continue until the current repetition was
- complete, (i.e. the last 'c' had been sent).
-
- If a second button is configured using parenthetic groups, and both are
- pressed and held, then both buttons will repeat, interweaving the macros
- as they are sent. This holds for all currently held buttons.
-
- For example, assume we program:
-
- BTN S1 (a b c)
- BTN S2 (D E F)
- BTN S3 (1 2 3)
-
- Now we hold all three buttons down. The output will be:
-
- abcDEF123abcDEF123abcDEF123
-
- and will repeat so long as the buttons are held.
-
- You also have the option of making one character a repeating macro:
-
- For example:
-
- BTN S1 (a)
-
- This would act much like:
-
- BTN S1 a
-
- but unlike a simple character definition, both press and release codes will
- be sent for each repetition when this button is pressed and held, rather
- than just the press code. It will also repeat even though other buttons are
- pressed in the meantime.
-
- As mentioned earlier, parenthetical groups can also be modified with
- slash codes.
-
- For example:
-
- BTN S1 /T (A B C)
- /T (D E F)
-
- Now, when BTN S1 is pressed it will toggle between the repeating (A B
- C) macro and the (D E F) macro. All slash codes can be used to modify
- parenthetic groups
-
- Curly Bracket Groups
- The next type of grouping uses "Curly Brackets". This grouping allows
- a set of characters to be generated as though they were all being held
- down at the same time. Like parenthetical groups, curly bracket groups
- are treated as a single entity for processing.
-
- For example:
-
- {a b c}
-
- is sent as 'a' press, 'b' press, 'c' press, 'a' release, 'b' release,
- 'c' release, as if you pressed and held one key after the other,
- then released them in the same order.
-
- Also note that a curly bracket group can appear within a parenthetic
- group, but a parenthetic group may not occur within a simultaneous
- (curly bracket) group.
-
- Also note that a curly bracket group may be used in conjunction with a
- /H code, in which case all keys in the group will be held until the button
- is released.
-
- Please note - Because the FLCS software attaches special significance to
- the use of parenthesis and curly brackets, you must not use these
- characters [i.e. ( ) { }] for general use when defining macros. Instead,
- you must use the following:
-
- SHF [ = {
- SHF ] = }
- SHF 9 = (
- SHF 0 = )
-
-
- RATE SETTINGS AND REPEATING CHARACTERS
- The Rate setting determines the rate at which characters will be
- generated by the various buttons and switches on the FLCS and WCS.
- The larger the number used in the rate setting the slower the characters
- will be generated. The smaller the number, the faster. It is important
- to note that faster is not always better when setting the rate.
-
- For example:
-
- RATE nnnn
-
- Where nnnn is a number between 0 and 1000. nnnn is roughly
- equivalent to milliseconds, so rate 1000 would mean that a press would
- occur over a time period of 1 second. A release would also take a second
- so with RATE set to 1000, a press and a release would cause any other
- input from other buttons to wait for 2 seconds before they would be
- recognized.
-
- The rate setting plays an important role in repeating characters. Please
- read "Repeating Characters" section below for additional information.
- Note - The RATE parameter is overridden by the use of the USE FCLK
- statement, although if FCLK input is not received by the processor for
- about 3 seconds, the FLCS will revert to normal operation and the RATE
- parameter will take effect. Please see "Use FLCK" command pg. 3.23.
-
- Repeating Characters
- Sooner or later you're bound to discover that sometimes a button will
- continue to generate characters as long as you hold it down. It's no
- accident. As a matter of fact we did it on purpose.
-
- When you place a macro in an B50 BTN line it will generate that
- command as long as you hold the button down. It's the same thing as
- holding the key down on your keyboard. However, there are certain
- button configurations that don't allow repeating characters.
-
- Generally speaking, if a macro contains only one command, be it a
- single character, or a shift, control, or alt character, it will
- repeat it. The exception is when you have more than one command
- within a macro.
-
- For example, if we have a macro generate a "C" and an "F" this would
- not repeat. If you pressed and held a button with this macro command
- you would only get one "C" and one "F".
-
- Most of the time you will never encounter any problems, but occasionally
- you might run into a situation where repeating keys can cause problems.
- For instance, there may be an instance where you have a single function
- programmed to a button and it doesn't appear to operate correctly in the
- game.
-
- Let's look at "BTN S1 Map" for example. Assume that in our M50 file
- the Map macro for this button is defined as "z". That means that this
- button will continue to repeats "z's" as long as you hold it down.
- Let's say you want to pull up the map in your game. You press button #1
- on your FLCS (BTN S1) and the map appears, but then disappears. It
- may be that the button is generating z's too fast. You only need one "z"
- to pull up the map, but the button may have produced two "z's" before
- you released it.
-
- One method for resolving this situation would be to adjust the rate and
- slow down the speed at which the characters are generated. In most
- cases this would work. (See "Rate Settings" pg. 3.16)
-
- If adjusting the rate doesn't work, you can use the /N. As you might
- recall this is one of the button modification codes (See "Force Single
- Character Code" pg. 3.6). Using the /N code preceding a macro will
- force the button to generate a single character per press. The button #1
- line would then appear as "BTN S1 /N Map".
-
- Always try and adjust the rate first, if you encounter a problem such as
- this. Use the /N as a last resort, and remember that the /N would only be
- necessary with a macro that repeated, and of course was not functioning
- properly.
-
- REPEAT COMMAND ( RPT(nn) )
- Using the RPT command instructs the characters or macros that follow
- the RPT (nn) to repeat a specific number of times. Where 'nnn' specifies
- the number of times the item is to be repeated, and is in the range 1-255.
- The item repeated would be the one which immediately follows the RPT
- command, (i.e., a repeat count could be applied to any single character
- or a group of characters and commands enclosed in parentheses).
-
- For example (in this example we will define button #1 with a keyboard
- characters instead of a macro name) :
-
- BTN S1 RPT(10) a
-
- would send 10 'a' characters.
-
- BTN S1 RPT(10) a b
-
- would send 10 'a' characters followed by 1 'b' character.
-
- BTN S1 RPT(10) (a b)
-
- would send 'ab' ten times in a row.
-
- BTN S1 (RPT(10) a b)
-
- would send 10 'a' characters followed by 1 'b' character, but since the
- whole thing is enclosed in parenthesis, it would be treated as a repeating
- macro and thus the 10 'a' 1 'b' sequence would repeat so long as the
- button was held.
-
- RPT counts cannot be 'nested', (i.e. only a single repeat count may be
- active at any time). For example:
-
- BTN S1 RPT(10) a RPT(10) b
-
- would be a valid statement, but:
-
- BTN S1 RPT(10) (a RPT(10) b)
-
- would not, since it asks that the second repeat count be repeated by the
- first.
-
-
-
- DELAY COMMAND
-
- The delay command lets you specify a time delay to be inserted in a
- macro. The syntax is:
-
- DLY(nnnn)
-
- where nnnn is the time in milliseconds. The DLY command can appear
- wherever a single character is legal, including being located within a
- parenthetic group. For example:
-
- BTN TG1 (SPC DLY(1000))
-
- This would cause the trigger to generate a space character once per
- second so long as the trigger were held down. A BTN statement could
- include as many delay statements as were necessary.
- Note that the delay statement and the macro it appears with must play to
- completion before another key press can be recognized. Thus a short
- delay will be found to be most useful, since a long delay will effectively
- shut down all other button inputs until it has completed.
-
- JOYSTICK INPUT
- Another option available with the FLCS software is configuring digital
- keyboard characters to the Joystick axis on the FLCS. These can be
- programmed using the JSX and JSY instructions. JSX corresponds to
- the X axis and JSY corresponds to the Y axis. Types 1, 2 and 3
- processing are all supported and are defined in the following manner:
-
- Type 1 will work somewhat like a Type 1 throttle and will be defined
- thus:
-
- JSX 1 nsteps left_char right_char center_char
-
- The 'nsteps' value will be the number of steps to move the FLCS from
- center to full left or full right. The "left_char" defines what character
- will be generated when the stick is moved left. The "right_char" defines
- what characters will be generated when the stick is moved right. The
- "center_char" will be generated when the FLCS passes through the
- center position to keep synchronization.
-
- For example:
-
- JSX 1 5 a d s
-
- This would generate 5 'a' characters between center and full left when
- moving the stick from center to full left. 5 'd's would be generated when
- the stick is moved from full left to center. An 's' would be generated at
- center, 5 more 'd's from center to full right, 5 'a's from full right to
- center, and an 's' at center again.
-
- Type 2 would again mimic it's type 2 throttle counterpart, generating
- specific characters for each position.
-
- JSX 2 nsteps full_left_chr.......center_char......full_right_char
-
- The 'nsteps' value would include all the characters and would
- necessarily be an odd number so that center could be determined. A
- typical statement might look like:
-
- JSX 2 5 a s d f g
-
- This would generate an 'a' at full left, 's' at partial left, 'd'
- at center, 'f' at partial right, and a 'g' at full right.
-
- A third type of joystick input will be supported for sims where the key
- has to be held down.
-
- JSX 3 < t >
-
- The center character will be included for sims that have a center stick
- command, but could be a non-active character. The basic difference
- between this type and a 3-step type 2 throttle is that the type 2 generates
- a complete key press - key release sequence, whereas the type 3 generates
- the key press when the stick is held left or right and the key release when
- released. This allows the key to be 'held' through other button presses
- without releasing.
-
- If no JSX or JSY statement are present, the FLCS will be assumed
- analog and will function as a normal joystick.
-
-
- B50CAL.EXE & MK2CAL.EXE (Option E and K in Full Menu)
-
- If you decide to program the joystick axis, you will need to calibrate the
- axis for digital input. This involves running the FLCS Calibration
- program. The FLCS calibration program can be found under option E in
- the full menu. To get to the full menu press F10 from the standard menu
- screen.
-
- FLCS Calibration is similar in function to MK2CAL.EXE. One BIG
- similarity is that when you run FLCS Calibration you MUST have JSX
- (digital key presses on joystick X {roll} axis) and JSY (digital key
- presses on joystick Y {pitch} axis) downloaded or you will be attempting
- to calibrate nothing and running B50CAL will do nothing but occupy
- your time in a useless exercise of pressing buttons and moving the stick
- back and forth.
-
- Simply put - if you use a joystick, or a throttle control (such as the
- Mark II WCS) as an analog input, the calibration is controlled by
- the software sim, game or program ALWAYS! This is true for ALL
- joysticks and throttle controls run through a game card - whether
- it is a WCS II, a throttle wheel, a throttle slider, a second
- joystick y-axis. All these units are identical in function -
- although they look different.
-
- The only time Mark II Calibrate and FLCS Calibrate can be used is
- after key presses are downloaded to the input that you are calibrating.
- Mark II Calibrate will calibrate the Mark II WCS throttle handle
- spreading the KEYS you have programmed to it across the throttle
- travel. If you have no keys downloaded, or you have the WCS II
- in analog mode, and you run Mark II Calibrate you will spread
- nothing over the throttle travel and the next time you attempt
- to use an ADV file with digital throttle commands in it (i.e.
- the WCS II RED mode switch is used in digital), the throttle will
- appear to not work properly and you will have to run Mark
- II Calibrate to fix it. The same is true for the digital inputs
- that FLCS Calibrator, calibrates.
-
- CONFIGURATION STATEMENTS
-
- The FLCS uses configuration statements to instruct it on what other
- types of ThrustMaster controls are being used.
-
- USE WCS
-
- This instructs the FLCS to activate the MK2 Slave mode. This allows
- the Mark II WCS to be used with FLCS B50 files, and to include all the
- specific commands for the MK2 configuring. When this statement is
- present in the B50 file, the C&CC will download a special file to Mark II
- WCS so that all the configuring is handled through the FLCS.
- Normal MK2 configuring commands are suspended in this mode, the
- inputs being referenced in the FLCS B50 file as T1 through T8, with T1
- through T6 corresponding to the BTN 1 through BTN 6 inputs. The T7
- and T8 inputs correspond to the RKR UP and RKR DN inputs.
- Note that there are changes in the configuring syntax when using Mark
- II WCS with the FLCS. Please read the "Using the Mark II with the
- FLCS" section in the User's Guide.
-
- USE FCLK
-
- FCLK = Frame Clock
-
- This instructs the FLCS to base it's character timing on the frame rate of
- the simulator. This is useful for sims which only allow one character
- code per frame to keep the throttle and other characters synchronized
- with the sim itself.
-
- The characters will be clocked out of the FLCS at the rate of one per
- frame. If an FCLK input is not seen by the FLCS processor for a period
- of approximately 3 seconds, the FLCS will revert to normal operation,
- basing it's character timing on the RATE parameter. FCLK operation
- will resume as soon as the processor sees the FCLK signals begin again.
- FCLK signals are generated whenever a program accesses the joystick
- port.
-
- RAW KEYBOARD SCAN CODES
-
- If for some reason you find the need, there is the option of using basic
- keyboard scan codes for defining the FLCS and/or WCS button and
- switch inputs. For instance you may enter raw keyboard scan codes for
- those situations where a sim, game or program uses a non-native key
- (Print Screen, Pause/Break key, etc.) instead of the key designation.
- For a list of keyboard scan codes please see the appendix.
-
- For example:
-
- BTN S1 RAW (#1C #F0 #1C)
-
- would produce a press and release of the key " a", and
-
- BTN S1 RAW (#E0 #12 #E0 #7C #E0 #F0 #7C #E0 #F0 12)
-
- would produce a press and release of the Print Screen key.
-
- Note: These likely will be turned into Macro's by ThrustMaster tech
- support personnel. For example
-
- PrintScreen/P/R = RAW (#E0 #12 #E0 #7C #E0 #F0 #7C #E0 #F0
- #12).
-
-
- CHAPTER 9: OTHER MENU OPTIONS
-
- Included with your F-16 FLCS software are a number of utility and
- diagnostic programs, as well as fun goodies.
-
- FIGHTING WORDS!
-
- A special file viewer has been added to C&CC which takes effect after a
- certain period of time has elapsed and the keyboard is inactive. The
- following parameters must be defined in TM.CFG for this feature to
- work properly:
-
- Parameter Description
-
- QUOTEFILE = Quotation file to display after DELAYTIME seconds of
- keyboard inactivity. The default setting is QUOTES.TXT.
-
- DELAYTIME = Duration of keyboard inactivity time, in seconds, before
- QUOTEFILE specified above is displayed, e.g. DELAYTIME=300
- would cause a delay of 5 minutes before displaying
- QUOTEFILE (assuming there is no keyboard activity either).
-
- QUOTECOLOR = Foreground color used to display quotations. A description
- of all color settings is provided in TM.CFG.
- The background color is always black (color 0).
-
- BYLINECOLOR = Foreground color used to display quotation bylines.
- The following commands can be used when a quotation file
- is being displayed:
-
- P = Pause PgDn = Next Quote PgUp = Previous Quote
- Any Other Key = Return to Main C&CC Screen
-
- NOTE: You can display quotes at any time by pressing <F9> at
- C&CC's core menu screen.
-
-
-
- B50 FILE EDITOR CUT, COPY AND PASTE FEATURE
-
- Now you can cut, copy and paste B50, and M50 file lines from within
- C&CC's editor at the click of a mouse button or the press of a key.
-
- Here's an example of how this feature works:
-
- 1. Select option "D" (Create/Edit File) at the main menu screen
- and choose an existing file to edit. This will place you in
- the editor.
-
- 2. Use the up and down arrow keys or left-click with your mouse to
- move to a line in the file (any line will do).3. Press ALT-S to
- "select" that line. You'll notice that a small check-mark now
- appears at the left margin of the screen, adjacent to the line
- you just selected. If you press ALT-S once more, the check
- mark will disappear. For now, leave the check mark there.
- You can also select a line with your mouse by either
- right-clicking on the far-left side of the screen
- (where the check mark is visible), or left-clicking on
- the bottom of the text window where the letter "S" appears
- or where you see the word "Select." You can select as
- few or as many lines as you like. When you're finished
- selecting a few lines, continue with step 3.
-
- 3. Selected lines can be deleted from the file or copied. Press ALT-C
- to copy the lines you selected. You can also press ALT-D to
- delete selected lines. Deleted and copied lines are copied
- to a holding file in the C:\TM directory called TEMP.FLE.
- Deleted lines are removed from the file and copied lines
- remain. You can copy or delete selected lines with your
- mouse by left-clicking on the appropriate indicators at the
- bottom of the text window.
-
- 4. Now that you've copied some lines from the file, you can paste
- them back into the file at another location. Use the arrow
- keys to position the line cursor at another location and
- press ALT-P. You will be asked to confirm your choice.
- Press "Y" or left-click on "Yes." The lines you previously
- copied will be pasted into the file just above the cursor.
- You can copy or delete lines from one file and paste them
- into another. The cut, copy, and paste feature provides
- you with a powerful tool for file creation and editing.
- One note of caution: each time you copy or delete lines
- from a file you overwrite the contents of TEMP.FLE, so make
- sure you promptly paste any deleted or copied lines that you
- need.
-
- Any editing changes you make to a file while in the editor will only
- become permanent if you save the file by pressing <F6>.
-
- CORE AND FULL MENUS (F10 Option)
-
- The core menu can be changed to the full screen. Pressing F10 will
- toggle you between the two menu options. For most people the standard
- menu offers all the necessary selections for maximizing all the functions
- of your F-16 FLCS.
-
- The advanced menu offers a few additional options beyond those of the
- standard. Many of the advanced options are explained in the following
- sections.
-
- CUSTOM WINDOW FOR USER PROGRAMS
-
- You can now display up to three menu items of your choosing in the
- upper right-hand window of C&CC's main screen. The title displayed
- for this window is also user-definable. Options for this feature are
- defined in the C&CC configuration file, TM.CFG. The following
- parameters in the TM.CFG file have been added to support this feature:
-
- Parameter Description
-
- TITLE = The menu title to display in the upper right-hand window.
-
- UTILITY1 = The name you would like to appear on the menu as option
- E, e.g. "Run Diagnostics."
-
- UTILPROG1 = The DRIVE:\DIRECTORY\FILENAME.EXT for menu
- option E, e.g. "C:\DOS\MSD.EXE."
-
- UTILDL1 = The Drive:\Directory\Filename for a B50 or ADV file to
- download in conjunction with UTILPROG1. This setting is
- optional.
-
- UTILITY2 = The name you would like to appear on the menu as option F.
-
- UTILPROG2 = See UTILPROG1 above.
-
- UTILDL2 = See UTILDL1 above.
-
- UTILITY3 = The name you would like to appear on the menu as option G.
-
- UTILPROG3 = See UTILPROG1 above.
-
- UTILDL3 = See UTILDL1 above.
-
-
- RUNNING YOUR FLIGHT SIMS FROM THE C&CC MENU (F5 and F6 Option).
-
- In the lower window of the C&CC menu there are options for running
- your frequently used flight sims directly from the menu. The default
- programs are Falcon 3.0Ö and Hornet. If you have these games
- loaded on your hard drive, and placed in the default directory, you can
- use these options. If you don't have Falcon or Hornet you can change F5
- and F6 options to games you do have. They can be changed in your
- Mark2.CFG file. For instructions on how to make this change see page
- 3.38.
-
- JSTK/TMScope (F2 Option)
-
- Included with your F-16 FLCS software is a diagnostic program called
- TM Scope or TMS for short. This software provides you with a tool for
- diagnosing your controls and game card. This program is accessed by
- selecting F2-JSTK from standard menu.
-
- (To learn how to use this diagnostic program please read the following
- information.)
-
- From your C&CC menu select JSTK from the bottom of the screen. The
- TMS help that follows, provides the information that you will need to set
- TMS up on your system. This will allow you to analyze and adjust your
- gaming hardware for best performance.
-
- Note - You must have a mouse (I can hear all the wise cracks coming) to
- use the TMSCOPE program.
-
- TMScope Setup
-
- Before you can make full use of the TMScope program, you must
- configure it to match the hardware connected to your system. This is
- necessary so TMScope can accurately display and calibrate your control
- devices. Setup is accomplished by using the Port Selector to choose the
- port you want to configure, then using the SET HARDWARE option to
- fill out an Equipment List for the selected port.
-
- Port ID's
-
- The ports are referenced with a number/letter combination which
- indicates the card number (1-4) and the port on the card (A or B). The
- TM ACM card with factory jumpers in place will use Ports 1/A and 1/B.
- Non-ACM cards and virtually all current software only support Port 1/A.
- There's a listing of all of the actual I/O ports for each ID in the 'HELP'
- section on the Port Selector.
-
- Selecting Equipment
-
- When you select the SET HARDWARE option it brings up the TMScope
- Equipment List. This shows all of the devices supported by TMS, as
- well as some generic options for devices that aren't specifically listed.
- Simply use the mouse to check the box next to each piece of equipment
- that you have connected to the port. TMS will ensure that you don't
- assign conflicting equipment to a single port.
-
- Analog Types
-
- Most analog control devices fall into two groups, Centering and Non-
- Centering. Centering devices are those that return to center position
- when they are released, like joysticks, rudder pedals, and steering
- wheels. Non-Centering controls either return to one end of travel when
- released or else they don't return to any position at all. Throttles
- mechanisms usually fall into this category.
-
- Analog Input References
-
- TMS uses X1, Y1, X2, and Y2, to refer to the 4 analog inputs on the
- port. These correspond to the way the inputs would be used if two
- joysticks were connected to the game port in a standard two stick setup.
- Other equipment may be used, for instance throttles and rudders, but the
- X1, Y1, X2, and Y2 input references are always used to refer to them
- throughout TMScope for consistency.
-
- Generic Controls
-
- For equipment that isn't specifically shown on the Equipment List, you
- can use the generic devices. There are Centering and Non-Centering
- selections for all analog channels, as well as four references for analog
- buttons. To use these, determine which of the analog and button inputs
- the device uses. Then check all the inputs which are used, choosing
- Centering or Non-Cntrg for each analog input as appropriate.
-
- Saving Your Configuration
-
- Once you've checked off all the equipment for the selected port, press the
- DONE button to return to the main screen. Repeat the process for all
- ports on which you have equipment connected. When all ports have
- been configured, select the SAVE CONFIG option to save your
- configuration to disk. It will be reloaded automatically when TMScope
- is run. You'll need to reconfigure only if you change controls.
-
- Calibration Positions
-
- Whether a device centers or not determines its correct position for
- using the RECAL TMS option. Centering type devices should be centered.
- Non-Centering devices should be set to their maximum value position.
- Control devices that will return to one end of their travel when
- released do this automatically. Others need to be moved there.
- Use the 'Now' value in the Raw Data Display and move the control
- to the end that gives the highest reading.
-
-
- Sample Setup
-
- Suppose you have an FCS, an RCS, and a WCS MkII connected to your
- primary game port To set it up:
-
- 1. Use the PORT SELECTOR to set Port 1/A
- 2. Push SET HARDWARE to bring up the Equipment List
- 3. Check the boxes marked RCS and WCS2/FCS/Hat
- 4. Push DONE to exit
- 5. Push SAVE CONFIG to save the configuration to disk
- 6. TMScope setup is complete
-
- Card/Port Selector
-
- The CARD/PORT Selector is in the top right corner of the main TMS
- screen. It is used to select the game card and port. TMS will use it for
- port analysis and hardware selection. Port 1/A is the port which most
- applications use.
-
- Physical Port Assignments
-
- 1/A - 201 - Currently the only dual-port address used by games.
- 1/B - 209
- 2/A - 203
- 2/B - 20B
- 3/A - 205
- 3/B - 20D
- 4/A - 207
- 4/B - 20F
-
- Recal TMS
-
- The RECAL TMS Button is used to recalibrate the TMScope Display
- and to reset the values for MIN and MAX in the RAW DATA Display.
- To recalibrate, center sticks and rudders, release the FCS hat switch,
- and pull any throttles, etc all the way back, then just click the
- button. This selection in no way affects the calibration of any
- of your controls when you are in a game.
-
- Recal Speed
-
- With the RECAL SPEED Button, you can set your adjustable-speed
- game card for a value which has been found suitable for use in most
- games. To adjust card speed, center the joystick. If you have an FCS the
- hat must be released. If there's a WCS II, place the RED switch in
- DIGITAL and the BLACK switch in ANALOG. Press and hold the
- RECAL SPEED button. Adjust card speed to center the PORT SPEED
- meter.
-
- Set Hardware
-
- This selection brings up the Equipment Checklist for the port currently
- selected. It is used to tell TMS what equipment you have connected to
- your game card so TMS can correctly display and calibrate. To select
- equipment, use your mouse to check all of the boxes applying to the
- selected port. TMS will not let you assign two devices to any single port
- which would conflict with each other.
-
- Load Config
-
- Use this selection to load the current hardware configuration stored on
- disk. TMS will reload your configuration automatically when the
- program starts.
-
- Save Config
-
- Use this selection to save your current hardware configuration to disk.
- The configuration saved will be reloaded automatically whenever TMS is
- run, so you don't need to reconfigure each time.
-
- TMS Help
-
- The TMS HELP selection is used to access the TMS Help Screens.
-
- TMS Info
-
- The TMS INFO button will display Version and Copyright data about
- TMS. Press a mouse button or key to exit this screen.
-
- Exit TMS
-
- Use EXIT TMS or press ESC twice to leave TMS and return to DOS.
-
- Analog Display
-
- The Analog Display is the main feature of the TMS Display. It shows,
- graphically, the position of all four of the analog inputs on the currently
- selected port. You can use the display to check the range of movement
- of your joysticks, etc. In the lower left corner of the Analog Display is
- the FCS hat display. It indicates the position of the FCS hat switch if
- your system includes one.
-
- Port Speed Display
-
- The Port Speed Display is located in the top left corner of the TMScope
- display. It is used by the RECAL SPEED option to adjust the speed of
- your game card.
-
- Port Buttons Display
-
- The Port Button Display is used to indicate the current state of the 4
- switch inputs to the port. It is located at the left of the TMScope
- display, just below the Port Speed Display.
-
- Raw Data Display
-
- The Raw Data Display shows Min, Current, and Max values for each of
- the ports analog inputs. This display is right below the Port Button
- Display on the left side of the TMScope screen. Use this display to
- check the range of values returned by any of the four analog inputs on
- the currently selected port. Min and Max values will be reset by TMS
- whenever you recalibrate using the RECAL TMS Button.
-
- The File Viewer/Printer (Option "A")
-
- The file viewer is a simple program that allows you to view any DOS
- ASCII files, such as any WCS program files (*.ADV, *.MDF), FLCS
- program files (*.B50, *.M50), or DOS Batch file (*.BAT). From within
- the viewer, you can also print the file you're looking at. The File
- Directory Window (explained earlier in this section) is used to help you
- select a file to view. The following keys are active from within the
- viewer:
-
- UP ARROW Move screen one line up.
-
- DOWN ARROW Move screen one line down.
-
- HOME Show/Jump to the first line in the file.
-
- END Show/Jump to the last line in the file.
-
- PGUP The PgUp key is used to scroll up one screen.
-
- PGDN The PgDn key is used to scroll down one
- screen.
-
- P Press the "P" key to print the file you're
- viewing. You can setup the printer by using
- various parameters in the MARK2.CFG file.
- Refer to the MARK2.CFG section for more
- information on these settings.
-
- F The "F" key is used to execute the Find
- command. This allows you to look for any
- word in the current file. The word entered
- will be highlighted if found.
-
- ESC Exits the File Viewer/Printer program.
-
-
- Boot Camp (Option G)
-
- Boot Camp is a separate stand-alone program which is now provided
- with your C&CC software. Boot Camp provides you with a powerful
- tool for managing your computer's configuration.
-
- Today more than ever, it's almost impossible to find one configuration
- that can meet all of your gaming needs. With MS-DOS versions 6 and
- higher, you can create a large multi-configuration CONFIG.SYS file that
- allows you to create a menu of options from which you can select the
- desired configuration. The CHOICE command can also be used to
- control the execution of commands in your AUTOEXEC.BAT file. An
- alternative approach is to create and manage separate AUTOEXEC.BAT
- and CONFIG.SYS files for various types of applications. One benefit to
- this approach is that you can use DOS' MEMAKER utility or QEMM's
- OPTIMIZE to maximize the memory savings for each configuration.
- This cannot be done with a single, large multi-configuration file. With
- Boot Camp, you can easily manage and control separate configuration
- files.
-
- Use the left and right arrow keys to move from window to window. The
- up and down arrow keys can be used to scroll the text in each window.
- You can also use the PgUp, PgDn, Home, and End keys within each
- window. To reboot with different AUTOEXEC.BAT and CONFIG.SYS
- files, select the appropriate file name in the 'FILE' window and press
- <ENTER>. Make certain the 'FILE' window is the active window. You
- can edit the indicated file by selecting its window and pressing 'E', or
- using your mouse to left-click on [FILE], [*.BAT], or [*.SYS]. NOTE:
- Press <ESC> at any time to exit from BOOT CAMP and return to DOS.
-
- CAUTION! MAKE SURE YOU HAVE A BOOT DISK HANDY!
-
- You should *ALWAYS* have a boot disk handy prior to rebooting your
- computer with a new configuration. You can make a boot disk from the
- DOS prompt by placing an unformatted disk in drive A: and typing
- 'FORMAT A: \S'. If you run into any problems when you reboot from
- your hard drive, use your floppy boot disk to gain access to your system,
- then edit your hard drive AUTOEXEC.BAT and CONFIG.SYS files as
- necessary to correct the problem. When you reboot with a new
- configuration, backup copies are always made of the existing
- AUTOEXEC.BAT and CONFIG.SYS files (they are copied to the root
- directory as AUTOEXEC.BAC and CONFIG.BAC, respectively).
-
- HOW DOES BOOT CAMP WORK?
-
- BOOT CAMP provides you with a dynamic method for choosing,
- editing, and rebooting from a variety of AUTOEXEC.BAT and
- CONFIG.SYS file combinations. You must first create a text file called
- BOOTCAMP.CFG. This can be done with any standard text editor. If
- you use your word processor, make sure you save the file as an ASCII
- file. The contents of BOOTCAMP.CFG must follow a certain format for
- the program to work correctly. The first time you run BOOT.EXE it will
- attempt to create BOOTCAMP.CFG for you by copying your existing
- AUTOEXEC.BAT and CONFIG.SYS files as ORIGINAL.BAT and
- ORIGINAL.SYS, respectively.
-
- Here is the format for each entry in the BOOTCAMP.CFG file:
-
- [NAME]
- Description
-
- [NAME] _ The root filename of the AUTOEXEC.BAT and
- CONFIG.SYS files, stored as [NAME].BAT and [NAME].SYS.
- [NAME] can be anything meaningful, like NORMAL.BAT and
- NORMAL.SYS, or RAMDISK.BAT and RAMDISK.SYS.
- [NAME] must contain only valid DOS filename characters.
- You can have as many as 100 separate NAMES in BOOTCAMP.CFG
-
- Description _ up to 76 characters which describe the contents of a
- particular set of boot files, e.g., Falcon 3.0 - 622K RAM, 256K Cache,
- 2+ Megs EMS.
-
- Each of these components must appear on a separate line. Here's a
- sample of a typical BOOTCAMP.CFG file:
-
- NORMAL
- 622K RAM,SmartDrive,Mouse,2 Megs EMS
- VANILLA
- No TSRs or Drivers of Any Kind
- RAMDISK
- 610K RAM,256K Cache,2+ Meg RAMDISK
-
- It's a good idea to use upper-case letters for the [NAME] lines
- so that they can be more easily distinguished.
-
- Next, you need to create separate [NAME].BAT and [NAME].SYS files
- for each menu entry using a standard text file editor (try DOS'
- EDIT.COM). [NAME].BAT should contain all the commands you
- would use in the AUTOEXEC.BAT file for that application, while
- [NAME].SYS should contain the CONFIG.SYS file options. [NAME]
- must match the root filename used in your BOOTCAMP.CFG file.
- All of the [NAME].BAT and [NAME].SYS files must be in your root
- directory, along with BOOTCAMP.CFG.
-
- You can add an optional line to your BOOTCAMP.CFG file which Boot
- Camp uses to determine what text editor to run when you edit a Boot
- Camp file. Just add a line to BOOTCAMP.CFG like this:
-
- EDITOR=FILENAME.EXT'
-
- If you use the 'EDITOR=' parameter in your BOOTCAMP.CFG file,
- make sure your path statement includes the directory which contains
- FILENAME.EXT. If you omit the 'EDITOR=' setting from your
- BOOTCAMP.CFG file, Boot Camp will attempt to use DOS'
- EDIT.COM program.
-
- You can also add optional parameters to your BOOTCAMP.CFG file to
- control the color scheme. The following is a list of the available color
- options:
-
- BackDropFG= 'Controls the foreground color for the panel
- 'beneath the screen.
- BackDropBG= 'Panel background color.
- WindowFG= 'Foreground color for windows 2,3, and 4.
- WindowBG= 'Background color for windows 2,3, and 4.
- CursorFG= 'Foreground color, cursor line.
- CursorBG= 'Background color, cursor line.
- FileFG= 'Foreground color, boot file choice and
- 'desription box.
- FileBG= 'Background color, boot file choice.
-
- Acceptable foreground color choices are:
-
- 0=Black 1=Blue 2=Green 3=Cyan 4=Red 5=Violet 6=Brown
- 7=White 8=Grey 9=BrightBlue 10=BrightGreen
- 11=BrightCyan 12=BrightRed 13=BrightPurple 14=Yellow
- 15=BrightWhite
-
- The background colors must be chosen from foreground colors 0-7. As
- an example, the following color settings would make the window
- foregound color Black and the background color Cyan:
-
- WindowFG=0
- WindowBG=3
-
- When you select a file from the top-left window, the [NAME].BAT file
- is copied as AUTOEXEC.BAT and the [NAME].SYS is copied as
- CONFIG.SYS. The program gives you the option of performing either a
- warm or cold boot. The computer then restarts with the new files and
- automatically installs your new configuration. You can reboot directly
- from the DOS prompt by typing in 'BOOT NAME' and pressing
- <Enter>, where NAME is the root filename used for your
- AUTOEXEC.BAT and CONFIG.SYS files, stored as [NAME].BAT and
- [NAME].SYS.
-
- Using the DOS Window (Option L)
-
- The DOS Window provides a convenient way to run a variety of DOS
- commands without exiting the C&CC program. Simply type in a
- command like DIR and press ENTER to execute the command.
- Alternatively, you can also press ALT-L when in the DOS Window to
- bring up the File Directory Window (described in an earlier section),
- where you can change directories and delete files.
-
- The TM.CFG Settings
-
- The TM.CFG file contains settings that determine how the C&CC
- program will run. It is here that you'll find the settings for the
- path to your B50 files, how many spaces a TAB key will jump in the ADV
- Editor, the settings for screen colors and various other common as well
- as esoteric settings. (If you happen to make a mistake, we have included
- a .BAT file that will restore the TM.CFG to its original default
- settings.
-
- Select option "K" [Run Program].
-
- When you select "M" for Configuration File in the main menu, C&CC
- will start the DOS Edit (EDIT.COM) program and load the TM.CFG file
- automatically. In order for the "M" option to work, C:\DOS needs to be
- in your Path statement in your Autoexec.bat. EDIT.COM is usually
- found in the default DOS directory and therefore should already be
- included in the path. If this option doesn't work for you, 1) check to
- make sure that EDIT.COM is in your DOS directory and 2) ensure that
- the directory where EDIT.COM resides is included in the DOS path.
- Please refer to your DOS manual in order to add the "PATH=" statement
- to your AUTOEXEC.BAT file and for more information about using
- EDIT.COM_the DOS editor.
-
- Tip: EDIT.COM is a text file editor that is included with every DOS
- versions 5 and 6. You can use your favorite text editor instead by
- changing the "Editor=" line in the TM.CFG file.
-
- TM.CFG is a regular DOS text file, or what is frequently called an
- ASCII text file. You can easily modify or edit this file with any ASCII
- text editor. The settings for the various parameters are simply typed in
- the common "parameter=setting" format.
-
- You can add comments to any line in the file by proceeding them with a
- single quote (the ' key, which is beside the ENTER and the semi-colon
- key). If the line begins with a single quote, the whole line is treated
- as a comment. Otherwise, the line is treated as a setting until a
- single quote is found_which signifies that the remainder of the line
- is a comment. The following is a listing of all the parameters that
- can be included in the TM.CFG file. If this file gets corrupted for
- some reason or another, simply run the RESTCFG.BAT file to restore
- everything to their default settings. To make editing this file
- easier, you'll find comments following each setting in the TM.CFG file.
-
- The following settings affect the Editor:
-
- TM SETTINGS
- ***C&CC CONFIGURATION FILE SETTINGS*******
- '
- NOTE: See F1-Hlp from main menu screen for valuable information on
- how to best utilize the features made available through this CFG file.
- '
- DOWNLOAD=B50LOAD.EXE 'C&CC download program;use 'B50LOAD.EXE' for the
- 'FLCS, MK2LOAD.EXE' for the new and improved WCS
- 'Mark II, or 'DOWNLOAD.EXE' for the original WCS.
-
- TM=C:\TM\B50PROGS 'Directory which contains FLCS files. Use
- 'TM=C:\TM\MK2PROGS' if you have the WCS and NOT
- 'the FLCS.
-
- TMEXT=*.B50 'Default extension for FLCS program files
-
- TEMPLATE=TEMPLATE.B50 'Template file to use when creating new
- 'FLCS B50 files. Use 'TEMPLMDF.MK2' for
- 'the WCS with the new chip and 'TEMPLATE.MK2'
- 'for the older WCS with the original microcode.
-
- VERSION=NEW 'This setting is unnecessary if you have the
- 'FLCS. If you only have the WCS Mark II,
- 'use VERSION=NEW' for the new chip or
- 'VERSION=ORIGINAL for the older version of
- 'the Mark II WCS.
-
- EDITMODE=INTERNAL 'Command & Control Center editor; use 'EXTERNAL'
- 'for your DOS Editor, or 'INTERNAL for C&CC's
- 'editor.
-
- TABSETTING=5 'TAB setting used during the edit of Mark II files.
-
- FILEWINDOW=FULL 'Size of top-left file window in Create/Edit File
- 'screen; use 'FULL' or 'PARTIAL'.
-
- DLMETHOD=1 'Download method for C&CC; use '1' for default
- 'method or '2' for the backup method.
-
- JOYCAL=TMS.EXE 'Default joystick calibration program.
-
- MENU=1 'Use MENU=1 for simplified menu layout or MENU=2
- 'for advanced menu layout. NOTE: You can
- 'press <F10> at the main menu screen to toggle
- 'between the simplified and advanced menu layouts.
-
- MK2MEMSIZE=128 'Set C&CC WCS default ram memory size.
-
- '
- '******************************SCREEN BLANKER*****************
- '
- QUOTEFILE=C:\TM\QUOTES.TXT 'Quotation file to display after
- '{DelayTime} seconds of keyboard inactivity.
-
- DELAYTIME=60 'Time in seconds to wait before displaying
- 'the quotation file specified above. Set
- 'DELAYTIME=0 to disable the screen blank feature.
-
- QUOTECOLOR=6 'Quotation foreground color (see Color Settings
- 'option below for a description of color codes).
- 'The background color is always 0 (black).
-
- BYLINECOLOR=2 'Byline foreground color.
-
- 'The following commands can be used when a quotation file is being
- 'displayed:
-
- 'P = Pause PgDn = Next Quote PgUp = Previous Quote
- 'Any Other Key = Return to Main C&CC Screen
-
- 'NOTE: You can display quotes at any time by pressing <F9> at the Main
- 'C&CC Menu Screen.
-
- *************PROGRAM/UTILITY SETTINGS****************************
- TITLE=PROGRAMS & UTILITIES 'Menu Title-Upper Right-Hand
- 'Box.
-
- UTILITY1=FLCS Calibration 'Title For Menu Option "E".
-
- UTILPROG1=C:\TM\B50CAL 'Drive:\Directory\Filename For
- 'Menu
- 'Option "E".
-
- UTILDL1= 'Drive:\Directory\Filename For File to Download
- 'in Conjunction With Utility Program 1. This
- 'setting is Optional.
-
- UTILITY2=DOS TEXT EDITOR 'Title For Menu Option "F"
-
- UTILPROG2=C:\DOS\EDIT.COM /H 'Drive:\Directory\Filename For
- 'Menu 'Option "F".
-
- UTILDL2= 'Drive:\Directory\Filename For File to Download in
- 'Conjunction With Utility Program 2. This setting
- 'is Optional.
-
- UTILITY3=BOOT CAMP 'Title For Menu Option "G"
-
- UTILPROG3=C:\TM\BOOT.EXE 'Drive:\Directory\Filename For Menu
- 'Option "G".
-
- UTILDL3= 'Drive:\Directory\Filename For File to
- 'Download in conjunction With Utility Program 3.
- 'This setting is Optional.
-
- '**********************************************************
-
-
- EDITOR=EDIT.COM /H 'Ascii text file editor (Use {filename.ext} of your editor) You may add the /H after
- 'EDIT.COM to display the maximum number of
- 'lines your video display will show. Use
- 'EDITOR=EDIT.COM /H for max display line.
-
- BATCH=C:\TM\ 'Directory for batch files.
-
- BATCH_ECHO=ON 'Set ECHO "ON" or "OFF" in batch files.
- '
- ******************MISCELLANEOUS SETTINGS****************************
- '
- KEYTEST=TEXT 'Run Keytest in GRAPHICS or TEXT mode.
-
- HELP=C:\TM\B50HELP.TXT 'Help file.
-
- USERTITLE=Falcon3 'Title for user-defined program_1 (Option F5
- 'on Main Screen).
-
- USERPROGRAM=C:\TM\F30ANLG.BAT 'Drive\directory\filename for user-defined
- 'program_1.
-
- USERDL=*.B50 'C&CC download file
-
- USERTITLE2=Hornet 'Title for user-defined program_2 (Option F6 on
- 'Main Screen)
-
- USERPROGRAM2=C:\TM\HORNTANL.BAT 'Drive\directory\filename for
- 'user-defined program_2.
-
- USERDL2=*.B50 'C&CC download file
-
- CREDITS=ON 'Use ON to show credit screen at start-up, OFF
- 'to skip.
-
- *****************PROGRAM SETTINGS*******************************
- NOTE: A MAXIMUM OF 100 PROGRAMS ARE SUPPORTED
- SORTPROG=TRUE 'Sort programs in alphabetical order; use TRUE
- 'or FALSE.
-
- TRANSITION=TRUE 'Show transition screen before loading
- program '(use TRUE or FALSE).
-
- 'Type in the drive:\directory\filename for your favorite programs below:
-
- 'Note - use DL=*.B50 to choose the B50 file to download from
- 'a list of all B50 files in C:\TM\B50PROGS.
-
- PROG=C:\TAP\TAPCIS
- PROG=C:\AIRWAR\AIRWAR DL=*.B50
- PROG=C:\B50TEST\FLCS-MK2.EXE 'Load FLCS/WCS II Interface program.
- PROG=C:\B50TEST\B50CAL.EXE 'Run Block 50 Calibrate Program.
- PROG=C:\DOS\MSD 'Run Microsoft's Diagnostics Program.
- PROG=C:\DOS\HELP DOS help file.
- PROG=C:\AOTK\AOTK.EXE 'Run Art of the Kill CD Rom.
- PROG=C:\CSERVE\CIM.EXE 'Run Compu$pend.
- PROG=C:\COMMS\TELIX.EXE 'Run Telix.
- PROG=C:\SPACESIM\SS1 DL=*.B50 'Microsoft Space Sim.
- PROG=C:\TM\EDIT.COM /H 'Run EDIT.COM in max lines mode.
- PROG=C:\TM\F30DIG.BAT DL=*.B50 'Falcon - Digital Throttle.
- PROG=C:\TM\F30ANLG.BAT DL=*.B50 'Falcon -Analog Throttle.
- PROG=C:\TM\FS5CESS.BAT DL=*.B50 'FS5 - Cessna
- PROG=C:\TM\FS5LEAR.BAT DL=*.B50 'FS5 - Learjet
- PROG=C:\TM\HORNTDIG.BAT DL=*.B50 'Hornet -Digital Throttle.
- PROG=C:\TM\HORNTANL.BAT DL=*.B50 'Hornet - Analog Throttle.
- PROG=C:\TM\M29DIG.BAT DL=*.B50 'MiG-29 Digital Throttle.
- PROG=C:\TM\M29ANLG.BAT DL=*.B50 'MiG-29 Analog Throttle.
- PROG=C:\TM\TORNADO.BAT DL=*.B50 'Tornado - Digital Throttle.
- PROG=C:\FCU\KCC.BAT 'Keyboard Commander Corps FCU Menu.
- PROG=C:\TM\PROGRAMS\EDIT.COM /H 'Run EDIT.COM in max lines mode.
- PROG=C:\TM\RESET.BAT 'Restore the TM.CFG file to the
- ' default settings.
- PROG=C:\TM\TESTCARD.BAT 'Test for active game card.
- PROG=C:\TM\TESTKYBD.BAT 'Test BIOS/Kybd Controller Compatability
- 'against the 100 per cent IBM PC Standard.
-
-
- ******************PRINTER SETTINGS*******************************
- PRPORT=1 'Printer parallel port (LPT1, 2, 3, 4, 99, or 999) NOTE:
- 'If your printer refuses to print, try PRPORT=99 or
- 'PRPORT=999
- LPP=56 'Lines per page for file printing.
- CPL=78 'Characters per line for file printing.
- LEFTMARGIN=1 'Left margin for file printing.
-
- ****************C&CC* COLOR SETTINGS********************************
- PAPER=7 'Paper color for text viewing screens - choices are:
- 0=BLACK 1=BLUE 2=GREEN 3=CYAN 4=RED
- 5=PURPLE 6=BROWN 7=WHITE
- INK=0 'Ink color for text viewing screens - choices are:
- 0=BLACK 1=BLUE 2=GREEN 3=CYAN 4=RED
- 5=PURPLE 6=BROWN 7=WHITE 8=GREY
- 9=BRIGHTBLUE 10=BRIGHTGREEN
- 11=BRIGHTCYAN 12=BRIGHTRED
- 13=BRIGHTPURPLE 14=YELLOW 15=BRIGHTWHITE
-
- BOX1TITLE=15 'Main menu title box (ink) color.
- BOX1PAPER=3 'Main menu title box paper color.
- BOX2INK=0 'Box 2 ink color (THROTTLE AND STICK CONTROLS SECTION).
- BOX2PAPER=7 'Box 2 paper color.
- BOX2TITLE=14 'Box 2 title (ink) color.
- BOX3INK=15 'Box 3 ink color (PROGRAMS/UTILITY SECTION).
- BOX3PAPER=6 'Box 3 paper color.
- BOX3TITLE=14 'Box 3 title (ink) color.
- BOX4INK=15 'Box 4 ink color (BATCH FILES).
- BOX4PAPER=2 'Box 4 paper color.
- BOX4TITLE=14 'Box 4 title (ink) color.
- BOX5INK=0 'Box 5 ink color (MISCELLANEOUS).
- BOX5PAPER=3 'Box 5 paper color.
- BOX5TITLE=14 'Box 5 title (ink) color.
-
-
- ******COLOR SETTINGS FOR LOAD AND CALIBRATE PROGRAMS****
- DLTITLEINK=15 'DL Title Block.
- DLTITLEPAPER=3 'DL Title Background.
- DLPROMPTINK=14 'DL Prompt Area Text.
- DLPROMPTPAPER=7 'DL Prompt Area Background.
- DLPROMPTTITLE=15 'DL Prompt Area Title.
-
- DLMSSGINK=15 'DL Message Area Text.
- DLMSSGPAPER=4 'DL Message Area Background.
- DLMSSGTITLE=14 'DL Message Area Title.
- DLBEEP=1 'DL Beep OFF=0, ON=1.
- DLDIM=1 'DL Prompt Dimming OFF=0, ON=1.
- DLDELAY=0 'DL Delay Before Keyboard Send in Milliseconds
- 'i.e. DLDELAY=10 wait 10 milliseconds before
- 'sending the download information to the
- 'Mark II WCS. Use only if your Mark II WCS
- 'refuses to download.
-
-
-