The ThrustMaster Mark II WCS Command and Control Center (C&CC) help file. NOTE: Use the FIND option in the upper right section of the screen to locate a function you need help with. i.e. to see the help section on Option "A. Create/Edit File" in the WCS MARK II Main Menu Block, place the mouse cursor on Find and click your left mouse button. Then, at the "Search String?" prompt in the upper left corner of the screen, type a "|" (vertical bar) - usually produced by a "Shift-\" key combination on the keyboard and leave a single space and then type A. then click on the left mouse button. Click on Find again to find any other occurrances of the same text string, if there are any. For all NEW text searches, click on the Home option in the upper right corner of the screen and start your search from the beginning of the help file. NOTE: See the HELP screen in the internal ADV file editor for help on programming your ADV files with the new Mark II WCS program codes. |===============================| | FUNCTION KEYS MAIN MENU LINE: | |===============================| The function keys are located at the bottom of the Main Menu screen of the C&CC. Several functions are assigned to the function keys for quick access. These functions are: ============= | F1 - Help | ============= Displays this text. ============= | F2 - TMSA | ============= TMSA is a diagnostic program that allows you to verify the operation of your Thrustmaster FCS/RCS/ACM system. It works by looking at the data from the ACM card in exactly the same way as a game program would and then showing you what that data looks like. It is very useful for verifying hardware operation and for troubleshooting joystick related problems. TMSA Display: The main feature of the program display is the graphical display in the lower right corner. It gives a visual indication of the values being returned from the X and Y inputs from the FCS as well as the input which is used for the RCS. The FCS position is traced in BLUE, while the RCS position is traced in RED. Directly above the graphical display is the button state readout. This shows the current state of the 4 analog button inputs. A '1' indicates that the button is ON, and '0' indicates that it is OFF. Above the button display in the upper right corner of the screen is a digital display of the analog values which TMSA is reading from the ACM card. Values are displayed for all four analog inputs. The 'X' and 'Y' values are associated with the normal FCS joystick functions. The 'HAT' value shows the value being seen for the 'hat switch' on the Thrustmaster FCS. Finally, the values for the 'RUDDER'input show the values for the RCS. If you aren't using a Thrustmaster FCS or Rudder Pedals, then these last two inputs may be disconnected or they may connect to a second joystick or other device. The values displayed are still valuable for analysis, no matter what is currently connected to the game card. For each of the inputs, there are four values displayed. The uppermost value is the 'CENTER' value, and is the value which the input was returning when the display was last cleared. Below that are the 'MAX' and 'MIN' values. These show the highest and lowest values that have been returned from the input since the TMSA program was started. Finally, the 'RAW DATA' values are shown. These values track the current values being returned from the input. Using TMSA: Whenever you start TMSA, the first thing you should do is to center the FCS and RCS, then press a key or pull the trigger on the FCS. This will clear and center the graphical display and set things up for further operation. You may need to do this twice to get the display totally cleared. ACM Calibration: The next step is to adjust the ACM card to it's normal 'calibration' setting. First you must place the Mark II mode switches to the proper position. Place the RED mode switch in the DIGITAL position and the BLACK mode switch in the ANALOG position. If you have an FCS connected, simply release the hat switch so it goes to the center position, then adjust the knob on the ACM card to give a RAW DATA value for the HAT of 82. If you are not using an FCS, then you should adjust the ACM card until the values for the 'X' and 'Y'axes are about 100 with the stick centered. This 'calibration' position has been found to work well with many pieces of software, and is a good first try when you are attempting to get a new piece of software to work. Unfortunately, there is no absolute 'best' position, since every program uses a slightly different method to read the joystick. For any particular program, some experimentation may be necessary before optimum performance is realized. Once you have adjusted the ACM card to the calibration position, press a key or pull the FCS trigger to recenter the graphical display. The system is now ready for check out. Testing the FCS X and Y Axes: The FCS X and Y axes are the ones that transmit stick position information to the ACM card and thus to the game software. The first test is to verify that both axes are basically operational, Move the stick through the full range of its travel in all directions. The graphical display should respond by drawing a blue 'fan' pattern around the center of the display in response to stick movement. While you are doing the above, watch the display for any erratic operation. The fan should be generated smoothly. While there is always a little 'noise' on any joystick system, the fan should not jump wildly around from point to point on the screen. Position should be easily controllable. If this is not the case, the most likely culprits are dirty pots in the FCS, a loose connection somewhere in the system, or a broken wire in the FCS or its associated cabling. If you only get a horizontal or vertical line on the screen, then one of the FCS axes or one of the ACM inputs is not functioning. If you've got another joystick handy, you can plug it in instead of the FCS. If the problem persists, it would indicate a malfunction in the ACM card. If the problem disappears, then the FCS is the likely place to look. Check the connections to the ACM card to make sure they are secure. If those are okay, then the problem may be in the FCS itself. If everything seems to be working, center the FCS again and clear the display screen by pressing a key. The next thing to check for is the symmetry of joystick values around the center stick position. The value at center is displayed at the top of the screen and is set when you clear the display. Move the stick full left and full right, noting the maximum and minimum values which are returned. Repeat the test using the 'Y' axis values and moving the stick fully forward and fully back, again noting the minimum and maximum RAW DATA values obtained. These values should be about equally distant from the center value for the 'X' axis. For instance with a center value of 100, you might see a minimum of 10 and a maximum of 190. The difference between minimum and center and the difference between maximum and center are both 90 so the stick is 'symmetrical' around the center position. These difference values are never perfectly equal, and this doesn't normally impact too seriously on game play. If they differ by more than 30% or so, though, it can result in poor control response, usually indicated by more control movement in one direction than in the other. There are other possible causes for this type of behavior, though, most of them are related to the game software. If the values in TMSA are symmetrical, then the problem lies elsewhere. If the values in TMSA are not symmetrical, it usually indicates that the pots in the FCS have shifted and may need readjustment. Another important thing to check for is the relationship between the center value and the minimum value for each axis. For the 'X' and 'Y' axes, the minimum value should be 3% to 10% of the center value. One final thing to check for is that the center values of both 'X' and 'Y' values are approximately equal. Again, they will never be identical, but the difference should be no more than 30% or so of the average center value for the axes. This again would indicate that the pots in the FCS require some adjustment. Testing the Hat Switch: Testing the Hat Switch is very easily accomplished. First, be sure to set the switches on the Mark II to the correct position. Place the RED Mode Switch in the DIGITAL position and the BLACK Hat Mode Switch in the ANALOG position as described under ACM adjustment. Next check the ACM adjustment to be sure the RAW DATA value for the HAT is set at 82. Readjust the ACM if necessary. Next, move the Hat Switch to the 3 o'clock, 6 o'clock, 9 o'clock, and 12 o'clock positions, noting the RAW DATA value for the HAT at each. The values you read should be: center position - adjusted to 82 12 O'clock position - approximately 2 3 O'clock position - approximately 20 6 O'clock position - approximately 40 9 O'clock position - approximately 60 Be careful to get the Hat Switch to EXACTLY the 12, 3, 6, or 9 O'clock positions. If you move a little off the position in either direction, you may contact two positions at once. This will cause an erroneous reading. It is usually very easy to tell if you've got the right position or not by watching the numbers in the RAW DATA column. You can usually 'feel' your way into it. The values should be within a few counts of those specified if the ACM has been properly calibrated. If they are significantly different, then a problem with the Hat Switch is indicated. Testing the FCS Buttons: To check the operation of the FCS buttons, first set the RED switch on the Mark II to ANALOG position, then switch the RED switch to CALIBRATE position. If this procedure is not followed, you may disable the PC keyboard. If this happens, then put the RED switch back in the DIGITAL position and press Button #1 on the Mark II. Once the Mark II has been placed in calibrate mode, press the four buttons on the FCS one at a time. Each button should cause one of the indicators in the Button Display to change from a '0' to a '1'. The trigger is on the left, UB is next, then MB and LB. If any of the indicators fail to change, first go back and check that you have followed the above directions to get the Mark II into calibrate mode. If the problem persists, it may be a bad connection to the ACM card, or a bad button in the FCS. When the test is complete, be sure to return the RED mode switch to the DIGITAL position. Failure to do this may result in the keyboard becoming disabled. If this happens, place the RED switch in the DIGITAL position and press Button #1 on the Mark II a few times to restore normal operation. Testing the RCS: The RCS looks much like a joystick with only an 'X' axis, and the testing procedure for it is essentially the same as for the FCS 'X' and 'Y' axes. The graphical display traces RCS position in red, and since there is only one axes involved, moving the pedals normally results in a horizontal red line, providing that the joystick is not moved at the same time. The tests for the RCS should include testing on the graphical display to verify basic operation, and a check to see that the minimum and maximum values are approximately symmetrical around the center point. The RCS should also be checked to see that the minimum value is less than one-third of the center value. If either the symmetry or minimum value checks indicates a problem, readjustment of the pot in the RCS is probably needed. As with the 'X' and 'Y' axes, if the values are symmetrical in TMSA, then the RCS is okay insofar as providing equal control movement in both directions. Testing the Mark II Throttle: You can test the throttle handle on the Mark II using TMSA also. First, place the RED Mark II switch in the ANALOG position and place the BLACK switch in the DIGITAL position. This places the Mark II in analog throttle mode. The value for the throttle will be shown in the HAT column of the TMSA display. The values displayed should be minimum with the handle full forward and maximum with the handle full back. Values should change smoothly. The range will be something less than the 'X' and 'Y' axes show, and are generally not particularly critical. Using TMSA with Non-Thrustmaster Equipment: TMSA can also be used to check equipment not manufactured by Thrustmaster. In general the ACM adjustment procedure can be done with most adjustable game cards. If you're using a non-adjustable card or built-in game port, then you will not be able to set the range of values that TMSA will display, but the tests for general operation,symmetry, and minimum value can still be performed in essentially the manner described. Testing the Hat Switch is a little more difficult, but basically the values for the hat positions should be near 0 at 12 o'clock and about 25%, 50% and 75% of the value at hat center for the 3, 6, and 9 o'clock positions respectively. Troubleshooting Control Problems: Whenever a control problem is encountered, there are several possible causes. Determining where the problem lies can be done most easily by approaching it in a logical manner. By far the majority of control problems are not caused by the failure of a piece of hardware, but rather by some interaction between the hardware and the software, or between two pieces of hardware. Hardware Problems: The largest single cause of control problems is that of having two or more game ports in the computer which are active at the same time. This most frequently happens when a new game card is installed and the existing game port is not disabled. It can also happen when something like a sound card, which has a game port on it, is installed without first disabling the port. There is usually a jumper someplace which can be removed to disable the port. Check the manuals that came with your equipment for the location of the jumper. You must have only one port enabled for the control system to function properly. Ports are usually found on multi-io cards, sound cards, some motherboards, and of course game cards. Look on the back of the computer for the tell-tale 15-pin joystick connectors. Also carefully check any multi-io cards, since they frequently have ports which are connected via ribbon cable to a 15-pin connector. Even if the connector is not installed, the port may be active and can cause problems. Looking for more than one active game card: We have included a software program named gameport.exe that will test any 15-pin connector that you plug a joystick into to determine whether the card this connector is on is disabled or active. To use this program, simply plug your MARK II WCS 15-pin game card cable into each 15-pin connector you find located at the back of your computer and run the program C:\MARK2\REMAP\TESTCARD.BAT from the option K. Run Program section of the Miscellaneous Main Menu Screen. When you run this program, make absolutely certain that you have unplugged all other joysticks, or rudder pedals from all 15-pin connectors located on the back of your computer that you are not testing at that time. Test each 15-pin connector you find - one at a time and make sure your FCS or PFCS or other joystick is plugged into the 15-pin connector on the Mark II WCS. The program will tell you if the 15-pin connector you are currently testing by the above means is active. If you find more than one 15-pin connector located at the back of your computer that is active, and the two 15-pin connectors are NOT located on the same card, then the card that you do not intend to use MUST be disabled. Look at the documentation for that card for the means to accomplish this. Sound cards almost all have 15-pin connectors on them and they can all be disabled without diabling the sound card portion of the card. Their manual will instruct you on how to accomplish this either by pulling a jumper on the card itself, or by a software code you enter in either your CONFIG.SYS or AUTOEXEC.BAT files. One common example would be the Pro-Audio Spectrum (tm) 16 card. It has a line you enter into your CONFIG.SYS file that looks like this: C:\PROAUDIO\MVSOUND.SYS D:3 Q:5 J:0 The J:0 will disable the joystick port on this card and you will still be able to enjoy all the sound generating capability of the sound card. If, on the other hand, a J:1 appears on this line and you normally operate your Mark II WCS and FCS(PFCS) from a different game card, then you have a second active game card (the PAS-16 joystick connector) which is sure to cause you some problems in some software programs. The SoundBlaster (tm) sound cards use a jumper located on the card itself that must be pulled off in order to disable the game card portion of the sound card. Checking the Hardware Itself: The next thing to check is the hardware itself, not because it is the most likely suspect, but because the TMSA program makes it easy to quickly verify that the hardware is working and eliminates that from the equation. Look at the procedures above and check things out as they describe. Remember, if TMSA can read and respond correctly to your hardware, then the game program should be able to do that too. In fact, if any game program will work with the hardware, then the hardware must be good. If it was broken, it would be broken everywhere. If there is something wrong with the hardware, TMSA will show you that. If the testing indicates that the hardware is good, then it is good, and you must look elsewhere for the culprit. Software Problems: Where else can you look? Well, the only place is in the software itself. Unfortunately, many game programs do not do a very good job of reading joysticks and devices connected to the game port. The programmers frequently don't leave enough margin to allow for the variations that occur with different game ports and input hardware, and with the speed of the CPU. The result is poor to useless control response. Outside of a few basic problems like thermal drift or the lack of support for both sets of joystick inputs, most joystick/game card combinations actually 'work' just fine. Most Common Software Problem: The most common problem encountered in software is caused by the faster CPU speeds that are prevalent today. The basic joystick is used to control a timer, the position of the stick determining how long the timer runs. The software must start the timer, then measure the time period to determine what the current joystick position is. Most programs do this by simply starting at 0 and counting up until the timer runs out. The problem is that how fast the software counts is determined by CPU speed, whereas the timer itself is completely independent of CPU speed. It only depends on the stick position. When the CPU speed goes up, the software counts faster, producing a larger number for the same time period. These speed-related problems frequently occur when a user upgrades his system. A shiny new '486 is used to replace a dusty old '286 and suddenly the joystick doesn't work. This is almost invariably caused not by the joystick, but by the software not being able to deal with the increased machine speed. In many programs, there is a maximum value which the software is allowed to count to. Once that value is reached, the software stops counting, whether the timer is done or not. This can cause problems of various types. One frequently noted is that you have more control to the left and forward of center than you do to the right or back of center. The software has reached its maximum value and simply can't count to a high enough value to represent the stick position. In extreme cases, the high value will be seen as an open stick, and the joystick will be disabled. Zero Time Timeouts: A second area that creates problems in the software is that on some game cards the timer times out in zero time when the stick is hard left or full forward. Many programs see the zero width pulse as a disconnected stick and will disable it. There is nothing inherently wrong with the zero time. It is consistent with acceptable joystick operation, but the software will not deal with it correctly. Delayed Timer Starts: Some game ports have timers which don't start right away. There can be a very brief delay before timing begins. Some programs see the timer as finished, because they look at it before it gets started. This generally results in total loss of control. All of these problems can be dealt with by properly written joystick routines. If you encounter some of these problems and your hardware checks out okay, you should contact the people that wrote the software and let them know about the problem. If enough people complain, perhaps they will do a better job in the future with their joystick routines. ThrustMaster's Speed-Adjustable ACM Game Card: The Thrustmaster ACM card is designed to avoid as many of these problems as possible. It provides an adjustment which lets you speed up the timer to compensate for routines which count too fast. It includes circuitry to ensure that a zero- length timer period does not occur. It uses fast, high- quality components to avoid the problems with the timer starting late. And it uses very stable timing components to avoid heat-induced drift. It will solve most of the problems that software can create, but not all of them. Some problems simply cannot be dealt with in the hardware. Patch Programs: The software distributed with the distribution diskette includes a number of patches for various programs to cure joystick related software problems. They are located in the C:\MARK2\MK2UTILS directory. If you are having trouble with a particular program, check here for any patches which may be available. ================ | F3 - Keytest | ================ Keytest is a diagnostic program that allows you to verify the programming of the WCS. If you get a blank screen or a screen that shows just a few graphics, and does nothing, there are two solutions. The first is to run the keytest from the DOS prompt and type: c:\>KEYTEST /T This will allow the program to run in text mode. The second solution is to modify the WC Command Center 'MARK2.CFG' file. Scroll down to the line that says: KEYTEST= . After the equal sign you can put TEXT for the text mode. Also, be aware that keytest, when run in the default VGA (KEYTEST /V) mode will display characters more slowly since it will scroll through the entire list of keys you have already generated each time a new key is generated. This is not usually a problem on the faster computers, and this may be changed in a future version. If you are unhappy with the speed of operation of Keytest in GRAPHICS mode, then use TEXT mode. When Keytest is started, the Num-Lock, and Caps-Lock, keys are shut off. If your MARK II is programmed to use a key press from the extended keypad, that requires the Num Lock key to be on, it will not show up in this program. Other keys that may not show up are keys which you also may see nothing displayed on your screen from the DOS prompt. Several Alt-Function keys are an example of this. If in doubt, simply exit to the DOS prompt and try the key combination there and look to see if it is displayed on the screen. As an illustration of this go to the DOS prompt and, with the Num Lock key on, press and release the '5' on the numeric keypad - you will see a 5. Now press and release Num Lock to turn it off and press 5 on the keypad again - you will see no response at the dos prompt. Similarly you will see no response in Keytest. Experiment with the Function keys from the dos prompt. Try F1, then Shift-F1, then Ctl-F1, and then Alt-F1. These keys which do not show a response on your screen at the dos prompt are called non-native keys. To exit Keytest, simply press the Escape key on your keyboard two times in succession. ============== | F4 - Files | ============== Displays files found in the selected directory. To view a file in a directory other than the default directory that shows when you first select this, put your mouse cursor on the ".." and click your left mouse button. Use the indicated arrows on the right side of the screen to scroll the list up and down. You may also use the Page Up, Page Down and arrow keys on your keyboard as you can elsewhere. Note the F2-Del box in the upper right corner of the screen. If you scroll the display down until a file name is highlighted and then either put the mouse cursor on this box and click on the left mouse button, or simply press F2 on the keyboard, this file will be DELETED!!! This is true in any of the displays that you see the F2-Del option box displayed. ======================================= | F5 - User programmable function key | ======================================= This allows the user to program this function key to run your favorite flight simulation or other program directly from the Main Menu Screen. You can set the F5 key to run your favorite program by editing the MARK2.CFG file and then scrolling down to the USERTITLE= and entering the title you wish to see displayed next to F5 in the Main Menu Screen. Then change the USERPROGRAM= option to the {Drive}:\{Directory}\{Filename.ext} of the program you wish to run by putting your mouse cursor on the F5 at the bottom of the Main Menu Screen and clicking with your left mouse button or simply by pressing F5 on the keyboard. Additionally, put the name of an ADV file in the USERDL= and the program will prompt you with a message asking if you would like to download the ADV file you input prior to running the program. You may answer by moving your mouse cursor over the Y or the N and clicking on your left mouse button, or by simply pressing the appropriate key on the keyboard. ================================================ | F6 - A second user programmable function key | ================================================ This allows you to program a second program you would like to run when pressing on or clicking on F6 in the Main Menu Screen. The procedure for setting the F6 option up is the same as for F5. Just edit the MARK2.CFG file and then change the USERTITLE2=, USERPROGRAM=, and USERDL2= options. ============== | F7 - About | ============== Display the beautiful title page for this program. ============== | ESC - Exit | ============== Exit the Mark II Command and Control Center |=============================| | WCS MARK II MAIN MENU BLOCK:| |=============================| This menu group is designed to manage .ADV files for the WCS Mark II. NOTE: PLEASE NAME ALL ADV FILES YOU CREATE WITH A '2' FOR THE LAST DIGIT IN THE FILNAME! This will assist everyone in knowing that the file is intended to be used with the improved microcode for the Mark II WCS and not for he original Mark II WCS microcode. i.e. Always name the files with a name like {filenam2.ADV} 'filenam' can be any name you choose that identifies the program the ADV file is intended to be used with. ======================= | A. Create/Edit File | ======================= NOTE: The editor runs in high resolution, if you are unable to move your mouse cursor to all areas of the editor screen, you will need to contact the maker of your mouse to obtain a new mouse driver that will handle higher resolution modes. Many mouse makers, such as Logitech have BBS' that you can easily download new drivers from. Check your mouse manual for telephone numbers. This option invokes the internal editor that not only shows the file you are editing, but allows you to save them, load other files, and create new files. To "Create" a new ADV file, simply move your mouse cursor to the File box you see when you first click with your mouse on A. Create/ Edit File, and type in a name for the file you wish to create that is different from the name of an already existing ADV file. When you press Enter on the keyboard, the program will add the ADV extension for you and load a ready-to use template file to act as a guideline for you to use to develop your file. There is an ADV file included named PLANNER.ADV which you can load into the editor from this screen that will aid you in laying out your ADV files prior to programming them. When you enter the editor, the Caps Lock key on your keyboard will automatically be turned on. If you wish to turn it off, simply press and release Caps Lock on the keyboard. The Editor is set to default to the "Partial" screen view so that you will see the Help Window to the immediate right of the Edit screen. You can click on the small F10 at the upper right corner of the Edit screen to expand the Edit screen accross the entire horizontal width of the screen. Click on the small F10 in the upper right again and the Edit screen will return to the partial view showing the Help window once again. You may also just use the F10 key on the keyboard to accomplish the same. Please refer to the Mark II WCS Manual for definitions of which commands are active while in the menu. Also, note that at the very bottom of this screen most of the program keynames have been entered so they can easily be remembered. You can place your mouse cursor on any of these keys or program symbols (such as /T or REM) and click your left mouse button and this key or symbol will be entered on the "EDIT" line displayed immediately above the symbol box. Keep in mind that when you do, a blank space will be entered to the left of the symbol or key. Please make sure that you have properly positioned the "EDIT" line cursor prior to selecting a key from the bottom window or you may not accomplish what you intended. Note that the "EDIT" line will always display the line which is highlighted in the "EDIT" screen above. When you first type a key on the keyboard, you will immediately see it displayed in both the "EDIT" line and on the highlighted line in the "EDIT" screen above. Here is a summary list of the active keys in any File Directory Box you see when you first select an option from the Main Menu: =============================== | KEYS - FILE DIRECTORY BOXES | =============================== UP ARROW - Move the highlight to the previous file or selection. DOWN ARROW - Move the highlight to the nexe file or selection. PGUP - Scroll the file list up. PGDN - Scroll the file list down. ENTER - Select the highlighted file and continue with the program. F2 - The delete key (will Nuke whatever is highlighted so use carefully !!) Here is a summary list of the active keys in the WCS2 Editor: ====================== | KEYS - WCS2 EDITOR | ====================== INSERT - Toggle insert mode on/off - cursor size changes. DELETE - Delete the current character where the cursor is placed. HOME - Jump to the first character or beginning of line. END - Jump past the last character of to the end of the line. PGUP - Scroll up the list of lines displayed in ADV file. PGDN - Scroll down the list of lines displayed in ADV file. BACKSPACE - Delete the character to the left of the cursor. LEFT ARROW - Move the cursor one position left. RIGHT ARROW - Move the cursor one position right. UP ARROW - Move to the previous line in displayed ADV file. DOWN ARROW - Move to the next line in displayed ADV file. ENTER - Accept changes to current line and move to next line. CTRL-RIGHT ARROW - Move cursor to next word in the displayed line. CTRL-LEFT ARROW - Move the cursor to the previous word in the line. CTRL-Y - Delete the entire hightlighted line (same as F3). CTRL-END - Delete from the cursor to the end of the line. TAB - Tab forward X spaces - x = TABSETTING=x in the MARK2.CFG file. SHIFT-TAB - Move b ackward X number of spaces - see TAB. CTRL-Q - Exit the WCS 2 Editor and ignore all changes. Same as ESC. ESC - Exit the WCS2 Editor and ignore all changes. Same as CTRL-Q. F1 - Brings up the File directory window to display all ADV files. F2 - Add a blank line above the current line. F3 - Delete the current line Same as CTL-Y. F4 - Move to the previous line. Same as UP ARROW. F5 - Move to the next line. Same as DOWN ARROW. F6 - Save the current file using the filename at the top of window. F7 - Save the current file to a different filename. F8 - Save the current file and exit the WCS2 Editor. F10 - Toggle the WCS2 Command Help Window on/off. ======================== | KEYS YOU CAN PROGRAM | ======================== You can program any key on the keyboard onto a button on your ThrustMaster Mark II WCS and FCS(PFCS). The following keys, however must be programmed with the indicated designation below: Keyboard: ENT - Enter BSP - Backspace TAB - Tab LSFT - Left Shift RSFT - Right Shift LCTL - Left Control RCTL - Right Control LALT - Left Alt RALT - Right Alt The above are all treated as though they are "separate" keys pressed on the keyboard to perform some action in a game or sim. Use LSFT, RSFT, LCTL, RCTL, LALT, RALT for any sim or game that specifies that a SHIFT key, CONTROL key, or ALTERNATE key actually perform some function in the game when pressed or when pressed and held down by themselves. i.e. Xwing fighter from LucasArts (Tm) uses the LCTL or RCTL key held down in conjunction with moving the joystick to roll the fighter. This is the same as BTN UB LCTL it is NOT the same as BTN UB CTL. CTL is a "modifier" to another key, not a key in itself - see below. (Note - Macros - USE THE MODAL KEYS - SHF-key, CTL-key, ALT-key) SHF CTL ALT Use SHF, CTL, or ALT to designate any {key} that the sim or game specifies is to be used ALONG WITH the SHIFT, CONTROL, or ALTERNATE keys to perform some action in a game or sim. The above are "modifiers" and are to be used in conjunction with separate keyboard keys to perform a function in a sim or game. i.e. SHF t is the same as T, therefore SHF t is not needed T is all that is needed. Likewise, SHF 8 is the same as * and * is all that is needed. SHF F1 means the F1 key "modified" by the SHIFT key to perform a function in a game or sim. Therefore SHF F1 must be used since there is no 'native' function for a SHF F1 in DOS. SHF CTL ALT {key} means {key} "modified" by the SHF CTL and ALT keys to perform a function in a game or sim. SPC - Space Bar INS - Insert DEL - Delete LAROW - Left Arrow RAROW - Right Arrow UAROW - Up Arrow DAROW - Down Arrow HOME - Home END - End PGUP - Page Up PGDN - Page Down ESC - Escape CAPS - Caps Lock SCRLCK - Scroll Lock or SCRLK - Scroll Lock SHF CAPS - is a valid key beginning with Version 1.18 of C&CC. Numeric Keypad: NUML - Num Lock KP/ - Keypad / KP* - Keypad Asterisk KP- - Keypad Minus KP+ - Keypad Plus KPENT - Keypad Enter KP. - Keypad Period KP0 - Keypad Zero KP1 - Keypad One KP2 - Keypad Two KP3 - Keypad Three KP4 - Keypad Four KP5 - Keypad Five KP6 - Keypad Six KP7 - Keypad Seven KP8 - Keypad Eight KP9 - Keypad Nine ===================== | PROGRAMMING CODES | ===================== The following are program code designations: /U - Rocker switch up /M - Rocker switch middle /D - Rocker switch down Note: /U, /M, /D are only valid ON a BTN line. They instruct the program what key to generate when that BTN is pressed or released, based on the position of the rocker switch at the time the BTN is pressed or released. RKR UP and RKR DN code lines have nothing to do with /U, /M, or /D, or vice versa. Either will work with or without the other included in an ADV file. The microcode inside the WCS II senses the position of the rocker switch. The ADV file RKR UP /P and RKR DN /P commands simply tell the chip what key to produce when the rocker switch is MOVED up or down. The RKR UP /R and RKR DN /R commands simply tell the chip what key to produce when the rocker switch is MOVED to the middle position. The /U, /M, & /D commands simply tell the chip what key to produce when a certain Button is pressed or released and the rocker is already in the Up or the Middle or the Down position. /N - Force a non-repeating key (AVOID if POSSIBLE - Use RATE line command instead wherever possible - /N consumes more memory than RATE does) A /N is not necessary on most buttons, only if you cannot get the desired results by adjusting the RATE command to a longer delay time. Each use of /N consumes a byte of memory, RATE consumes a byte of memory no matter what it is set to. /T - Toggle - First /T = 1st press of key Second /T = 2nd press of key Note: If you have one /T (toggle), then you MUST have a 2nd /T. You can not specify more than ONE set of toggles per button based on the position of the rocker switch. i.e. - BTN 1 /U /T x /T y is permitted /M /T a /T b is permitted /D /T c /T d is permitted BTN 1 /T x y z /T a b c is permitted BTN 1 /T /P a /R b is permitted /T /P c /T b is permitted THE ONLY WAY YOU CAN GET MORE THAN TWO TOGGLE POSITIONS ON A SINGLE BUTTON IS TO PROGRAM THE EXTRA ONES TO A DIFFERENT ROCKER POSITION AS IN THE FIRST EXAMPLE ABOVE! BTN 1 /U /T x /T y /T a /T b is NOT permitted /M /T c /T d /T e /T f is NOT permitted /D /T g /T h /T i /T j is NOT permitted BTN 1 /T x y z /T a b c /T e f g /T h i j is NOT permitted BTN 1 /T /P a /T b /T c /T d is NOT permitted /P - Button is pressed (Make) /R - Button is released (Break) Note: If you do not have a /P (press), then you cannot have a /R (release). i.e. You cannnot do: BTN 1 x /R y You can do BTN 1 x or BTN 1 /N /T x /T y, etc. If you do not want a /R (release) then a /P is unnecessary. i.e. You can do BTN 1 /P x, but it uses more memory than BTN 1 x which will do the same thing. Pressed Buttons may or may not repeat - it's up to you. /P x - will repeat as long as the BTN is pressed. /P x x - will NOT repeat since it is a macro. /P /N x - will NOT repeat since you programmed it not to. Released Buttons will NEVER repeat (and you don't want them to. You would not be able to stop them.) /R x - will NOT repeat. /R x x - will NOT repeat. ============================= | PROGRAM LINE DESIGNATIONS | ============================= REM - Comment a line. Any ADV file can have an unlimited number of lines, but the maximum that will load into the internal editor is 200 lines. If an ADV file exceeds 200 lines, the program will automatically load the file into the DOS EDIT.COM editor. All text beyond the REM statement is ignored by the compiler so you can enter REM at the beginning of a line or after any program commands are entered and the text beyond the REM will be ignored. GAME - This line MUST appear in ALL ADV files. There are three (3) GAME Types that correspond to the three available Throttle Types: Type 0 - Analog throttle - no THR statement, no BTN MT. Type 1 - Repetitive presses of the same keyboard key, Type 2 - Successive presses of keyboard keys (1 thru 0, for example) RATE - The rate delay between key generation - approximately in milliseconds. Range allowed is from 20 to 200 milliseconds. Low RATE (i.e. 20 will be short delay) High RATE (i.e. 100 will be long delay - helps avoid double- presses of keys.) NOTE When any of the BTN lines are programmed in your ADV file then pressing that button looks to the program like you pressed a key on the keyboard. The commands are generated through the keyboard cable and thus are DIGITAL. They will not operate through the game card in ANY case with the WCS II itself, and the FCS(PFCS) buttons will only operate through the game card if you plug the FCS(PFCS) directly into the game card itself and not the WCS II. BTN TG - The trigger on your FCS(PFCS). Do not program this unless the trigger performs no useful function in the program. If you do, and the program asks for a button press during joystick calibration, it will be expecting an analog button press. If you have programmed the trigger it will also see a keypress when you press the trigger and not work properly. Programs that do not have a function built in for the trigger will not ask for a button press during calibration (i.e. FS4 and FS5 from Microsoft.) The trigger is also BUTTON 1 on all joysticks and it operates on the joystick A (or 1) port. BTN UB - The button located at the top of the handle next to the "hat" switch on the FCS(PFCS). This is BUTTON 2 on all joysticks - it also operates on the joystick A (or 1) port. BTN MB - The button located on the left side of the handle of the FCS PFCS. This is BUTTON 3 on a second joystick. It operates on the joysick B (or 2) port. BTN LB - The button located on the bottom front side of the FCS(PFCS). This is BUTTON 4 on a second joystick. It operates on the joystick B (or 2) port. The following relate to the "hat" switch located at the top center of the FCS(PFCS): (When the BLACK hat mode switch is in the ANALOG position - the "hat" functions through the game card and will rely on support programmed into the game by the game programmer. You would put the BLACK "hat" switch in ANALOG and the RED mode switch in DIGITAL ALWAYS when you wish to use the "hat" with built-in game software support for the hat. Both the "hat" switch and the WCS II throttle will operate on the joystick B (or 2) port Y-axis line and will conflict with each other if you try to use both as analog. The RED mode switch switches the WCS II throttle handle between ANALOG (game card) and DIGITAL (keyboard). BTN HU - The "hat" switch when pushed to the 12 O'clock position. BTN HR - The "hat" switch when pushed to the 3 O'clock position. BTN HL - The "hat" switch when pushed to the 9 O'clock position. BTN HD - The "hat" switch when pushed to the 6 O'clock position. BTN HM - The "hat" switch when sitting in the center position. BTN 1 - Button 1 on the WCS II Handle. BTN 2 - Button 2 on the WCS II Handle. BTN 3 - Button 3 on the WCS II Handle. BTN 4 - Button 4 on the WCS II Handle. BTN 5 - Button 5 on the WCS II Handle. BTN 6 - Button 6 on the WCS II Handle. CAUTION: Check your ADV files for extra spaces between keys. For example: BTN 1 /T x /T y will work fine. BTN 1 /T x /T y will generate an error message when you try to download it. NOTE: When any of the BTN lines are programmed in your ADV file then pressing that button looks to the program like you pressed a key on the keyboard. The commands are generated through the keyboard cable and thus are DIGITAL. They will not operate through the game card in ANY case with the WCS II itself, and the FCS(PFCS) buttons will only operate through the game card if you plug the FCS(PFCS) directly into the game card itself and not the WCS II. RKR UP - The rocker is in the up position - NOT THE SAME AS /U which is used on a BTN line to indicate the command to be generated when the rocker switch is in the up position. A command does not have to be programmed to RKR UP to make /U work on a button line, and if you don't program RKR UP, then leave the line completely out. RKR DN - The rocker is in the down position - NOT THE SAME AS /D which is used on a BTN line to indicate the commadn to be generated when the rocker switch is in the down position. A command does not have to be programmed to RKR DN to make /D work on a button line, and if you don't program RKR UP, then leave the line completely out. Rocker middle position - the rocker in the middle position is controlled by programming a /R on either or both the RKR UP and RKR DN lines above. For this reason you should always program a RKR UP and a RKR DN line. That way you have four modes available to you based on the rocker switch on the handle's position. Mode 1 - RKR UP - designated as RKR UP /P {key or keys} Mode 2 - RKR from UP to middle - /R {key or keys} Mode 3 - RKR DN - designated as RKR DN /P {key or keys} Mode 4 - RKR from DN to middle - /R {key or keys} You can assign different functions to each of the four modes. The following commands are used ONLY WITH GAME TYPES 1 AND 2!!! THR - The throttle line statment. This MUST appear with any GAME 1 or GAME 2 lines in and ADV file. This MUST NOT appear with GAME 0. See the Help window or your WCS Mark II manual for a more in-depth description of the THR statement and how to program it properly. BTN MT - The control of the area when the throttle handle is from all the way off to idle detent. This MUST NOT appear with GAME 0.This is designated as follows: BTN MT /P {key or keys} - This will generate the key or keys you indicate when you pull the throttle handle back from the idle position to the full off position. CAUTION: If you place a single key here, when you pull the throttle handle back to off from idle it will send a repeating key that will continue to repeat unless you press another button on the WCS II handle or hit a key on the keyboard. Due to this, you should always precede a single-key function on the BTN MT line with a /N (non-repeating key code). i.e. - BTN MT /P /N x will not generate a repeating 'x' key. BTN MT /P x will. BTN MT /R {key or keys} - This will generate the key or macro you indicate when you push the throttle handle forward from all the way off to the idle detent. It will not repeat. It will not work if you do not have a /P assigned to the BTN MT line. The proper way to enter this line is: BTN MT /P {key or macro} REM {any comments......} /R {key or macro} REM {any comments......} NOTE: When any of the BTN lines are programmed in your ADV file then pressing that button looks to the program like you pressed a key on the keyboard. The commands are generated through the keyboard cable and thus are DIGITAL. They will not operate through the game card in ANY case with the WCS II itself, and the FCS(PFCS) buttons will only operate through the game card if you plug the FCS(PFCS) directly into the game card itself and not the WCS II. NOTE: Print out the help file and print out one of the simpler ADV files we have included and refer to this section while looking at the ADV file. You will soon discover that what at first looks like some foreign language is really nothing more than abbreviations for simple English. For example: RKR UP is Rocker Up, /U is used to designate the same thing when used on a BTN (Button) line like BTN UB (Button Upper Button). Not too tough, huh? 8) ====================== | B. View/Print File | ====================== Allows you to read or print a file in the selected directory. You can set printer options in the MARK2.CFG file by editing it. The options are self-explanatory and are described in the MARK2.CFG file. ==================== | C. Download File | ==================== Brings up the file list of ADV files in your C:\MARK2\PROGRAMS subdirectory and when you highlight an ADV file and click with your left mouse button on that file, starts MK2LOAD.EXE. You will be prompted by MK2LOAD what to do to accomplish the download process. Please do this slowly at first and FOLLOW THE PROMPT INSTRUCTIONS EXACTLY AS YOU SEE THEM. IF YOU DON'T EXECUTE THEM PROPERLY YOU MAY HANG UP THE CHIP IN THE MARK II AND HAVE TO START OVER AGAIN BY PRESSING THE RED MODE SWITCH TO THE ANALOG POSITION AND THEN BACK TO THE CALIBRATE POSITION BEFORE WAKING THE PROCESSOR UP. You may even see the Num Lock, Caps Lock, and Scroll Lock keys on your keyboard flashing when you press button 1 on the WCS handle to start the download. If you do, you will have to download the file one more time in order for the download to be accomplished. If you take a little extra time in the beginning, then the download process will become easy for you and will work every time. If you don't you can create problems for yourself by trying to be in too big of a hurry. The download now occurs in under 5 seconds. The little extra time it takes until you get comfortable and familiar with the download process is not going to age you very much. 8) ======================== | D. Calibrate Mark II | ======================== If you click on this option, you will be prompted to make sure you really intended to do this. If you do, then simply left-click with your mouse on the "Y". If not, then press "N". We have had a large number of users who are very confused by the Calibration routine here. This routine will NOT calibrate your throttle if you intend to use it as an analog throttle (i.e. the RED mode switch is placed in the ANALOG position). It merely calibrates the throttle for DIGITAL throttle commands (i.e. the RED mode switch is in the DIGITAL position). If you run this and you are not getting keys generated when you are at the DOS prompt or in a program when pushing the throttle handle forward or pulling it back, then: 1. FIRST ALWAYS check to make sure you DOWNLOADED an ADV file that actually has DIGITAL throttle commands in it. Look for the line that says THR X X .......... X. 2. SECOND - make sure you have the RED mode switch in the DIGITAL positon. 3. THIRD - make sure you have PRESSED BUTTON ONE ON THE WCS II HANDLE a few times to wake the processor in the WCS II up. 4. FOURTH - check your THR statement in the ADV file to make sure the commands have been entered correctly and all the steps are there. NOTE: NORMALLY, IT IS NOT NECESSARY TO EVER HAVE TO RUN CALIBRATE MORE THAN ONE TIME - WHEN YOU FIRST HOOK THE WCS II UP TO YOUR COMPUTER. Once you have run it, you should not need to run it again - the first time you run it - it will be calibrated to your computer. Our experience thus far with problems with the WCS II not responding when a customer has called have been mostly related to the user not reading the instructions on the screen, not reading the manual, and/or forgetting to press button 1 on the WCS II handle to wake the processor up prior to trying to get throttle response. Another common problem we see in tech support is the user not under- standing the difference between ANALOG (GAME CARD) and DIGITAL (KEY- BOARD) input from the WCS II so, once again: ANALOG - THE RED MODE SWITCH IS IN THE ANALOG POSITION. The signal travels thru the game card and relies on the software program you are runnning (i.e. your flight simulator) to read and control the input. If you run ANALOG throttle for example - you will need to make a choice somewhere in that flight simulator for THROTTLE. Most often this will say something like - Throttle Slider, Throttle Wheel, 2nd Joystick, etc. With the new microcode in the WCS II chip, you will find very little, if any, reason to operate the WCS II with the BLACK hat mode switch in the ANALOG position which then would rely on whatever choices some programmer made for you as to what the hat switch will perform in the program. For a good example of what you can do with the hat switch in digital, see the ADV files XWING2.ADV and FS5NEW2.ADV. And remember, since you will always want to operate with the BLACK hat mode switch in DIGITAL, you will never want to choose "THRUSTMASTER FCS" as a control device in any simulator that offers support for it. YOU, the user, will decide what functions the "hat" switch and buttons will perform in your favorite program. You won't have to be stuck with what the programmer decided was best for you as you are with some joysticks that have support for extra buttons in a simulator. DIGITAL - THE RED MODE SWITCH IS IN THE DIGITAL POSITION. The signal travels through the keyboard cable and input lines. The program won't know if it is coming from an actual keyboard, or the WCS II itself. The WCS II buttons, the FCS or PFCS buttons and throttle movement will all look like you are pressing and releasing keys on your keyboard to the program you are running and it won't know it isn't a keyboard. Most simulators will not require you to actually SELECT to use a KEYBOARD for throttle commands. Most will simply detect that you are. If you programmed a throttle statement like: THR 25 5 = - / / . ,, then when you push the throttle forward from idle detent to the AB detent, the program will see 25 '=' keys and when you push it forward from the AB detent to full forward the program will see first a single '/' key and then 5 '.' keys. As far as it is concerned - you pressed them on the keyboard. Almost always you will run the WCS II with BOTH the RED and the BLACK mode switches in the digital position. The reason why is ALL simulators offer keyboard throttle input support and only a few offer ANALOG throttle support. |==================================| | WCS REMAP FILES MAIN MENU BLOCK: | |==================================| This menu group focuses on .RMP remap files. .RMP files allow the user to remap keys to alternate keystrokes and are loaded into memory via a TSR (Terminate and Stay Resident) utility. ======================= | E. Create/Edit File | ======================= Invokes WCC.EXE, the .RMP file editing utility. Click on Help in the WCC menu to read the help screen to learn how to use this useful utility. Also, Load the example F-15 RMP and BAT files to get familiar with how these files are set up and used and what they can do for you. One tip - you do NOT have to remap keys you do not wish to change. Often times we see RMP files that will show the user remapping each keypress everytime he creates a remap file - this is NOT NECESSARY. You ONLY need to remap the keys you really want to change. A way to tell if you have remapped a key you didn't need to: If the line looks like this: Remap Key Remap To Toggle To a a a You have just remapped an 'a' key to an 'a' key and told it to toggle to an 'a' key. This is not necessary. No matter what key it is. You only have to remap the keys you really want to change. The original keys in your remap will remain unchanged when you cause a remap table to be activated. The remap TSR only changes keys you tell it to. I have seen numerous examples of people doing this in a remap table: Remap Key Remap To Toggle To a b c q q q x w x p p p z z z g g g Users mostly do this because they think that since there are six buttons on the handle of the WCS II and they want to remap 'a' and 'x' in the above example, that they also have to remap the q, p, z, & g keys the other four buttons produce. They think that these keys will no longer be generated once the remap table is activated. This isn't true. The remap TSR simply reads the key output by the WCS II (or WCS I with or without UPROM upgrade - OR the keyboard for that matter) and translates it into the key you told it to change to, the remap TSR then simply feeds that to the keyboard buffer and the program doesn't care where it came from - it just sees whatever key the remap TSR has changed the keyboard scan code into. We are just very tricky people at ThrustMaster. 8) The following remap table will accomplish exactly the same thing: Remap Key Remap To Toggle To a b c x w x And whatever buttons the user had the keys q,p,z, & g assigned to will still generate q,p,z, & g when the button is pressed whether the remap table is active or not. When the remap table is active it will only change the a, and x in the above example. ====================== | F. View/Print File | ====================== Allows you to read or print a file in the selected directory. ======================= | G. Load/Unload File | ======================= Load the specified .RMP into memory, or remove an existing .RMP from memory. NOTE: The Mark II WCS C&CC will check to see if the remap TSR has been loaded into memory prior to attempting to load the TSR again. It will scan your memory and detect if the remap TSR is there. |==============================| | BATCH FILES MAIN MENU BLOCK: | |==============================| This menu group allows you to create and maintain a libray of batch files. Using batch files can simplify WCS Mk II operation. For example, a typical batch file might download an .ADV file to the Mk II, then execute the appropriate simulation automatically. ======================= | H. Create/Edit File | ======================= Invokes EDIT.COM (or an alternate editor specified in the MARK2.CFG configuration file), allowing you to create or edit files of your choice. Please try to remember to store all .BAT files you create to the subdirectory you have set the default to in the MARK2.CFG file. Normally this is C:\MARK2\REMAP. ====================== | I. View/Print File | ====================== Allows you to review or print the selected file. =============== | J. Run File | =============== Executes the specified .BAT batch file |================================| | MISCELLANEOUS MAIN MENU BLOCK: | |================================| The following additional functions have been added to make your life easier: ================== | K. Run Program | ================== Run the specified program. This can be a .BAT file, a private utility, a simulation program, or any other executable file you choose. The Command and Control Center completely unloads itself from memory, giving maximum memory to the called program. You can enter your favorite program by editing the MARK2.CFG file and adding a line PROG= in this format: PROG={Drive}\{Directory}\{Filename.ext} {Filename.ext} should be the name of the file you normally type to run this program. For example. To run Falcon 3.0 from Spectrum HoloByte, you normally change to the C:\FALCON3 subdirectory and type FALCON3 to run Falcon 3.0. This works because DOS finds the file FALCON3.EXE and runs it. It is best to type in the extension here so that there is no doubt which file you actually want to run. If you had a file named FALCON3.BAT and wanted to run FALCON3.EXE instead it is advisable to put FALCON3.EXE so the right file is executed. In addition - entering DL={filenam2.ADV} after the above line will automatically cause the RUN file section to prompt you and ask if you want to DOWNLOAD the {filenam2.ADV} prior to running the program. Simply place your mouse cursor on Y or N and click with your left mouse button or press the y or n key on the keyboard and your program will be launched. Therefore, to run a program like FALCON3.0 and at the same time be prompted if you would like to download F3DIG2.ADV you would enter the following in the program section of the MARK2.CFG file with any ASCII text editor: PROG=C:\FALCON3\FALCON3.EXE DL=F3DIG2.ADV Make sure you SAVE the MARK2.CFG file after making this change. Then when you select K.Run Program and highlight the line that now says C:\FALCON3\FALCON3.EXE, the C&CC will run Falcon 3.0. ================= | L. Dos Window | ================= Creates a DOS shell allowing you access to the command line without exiting the Command and Control Center. This screen is handy if you want to use your favorite DOS commands or to execute instructions like: c:\>copy c:\mark2\config.bac c:\mark2\mark2.cfg /v without the need to first exit the C&CC and going to the DOS prompt. From this screen you may either press and hold the Alt key and then press the l key to bring up a file list of the current subdirectory you are in. You may also move your mouse cursor to the ALT-L shown and click your left mouse button to bring up the file list. Once the file list is shown, moving your mouse cursor to the '..' and clicking on the left mouse button will switch you to the next highest directory level. If that is the root directory of your hard drive you will now see a listing of all the directories available on your hard drive. You can of course use the F2-Del option the same here as in the F4-Files option described above. You will be able to delete idividual files using F2-Del, but you cannot delete an entire directory with this option. ========================= | M. Configuration File | ========================= All aspects of the Command and Control Center are goverened by the MARK2.CFG configuration file. This menu option allows you to review or edit your configuration file. If you change your configuration file and it will not work, you will need to copy the backup config file into the active configuration file. In order to make this easier for you we have included a batch file that will do this for you in the Option K. Run Program section. The name of this batch file you will see is C:\MARK2\REMAP\RESTCFG.BAT. Simply choose the Run Program option K, and place your mouse cursor on the C:\MARK2\REMAP\RESTCFG.BAT line and click the left mouse button twice or press the Enter key on your keyboard and the batch file will run and then you will be returned to the ThrustMaster Command And Control Center with the default MARK2.CFG file restored to its original settings. Do not delete or copy over the file CONFIG.BAC located in the C:\MARK2 directory, or the default MARK2.CFG settings will be lost. Note: You can run any of the BATCH files found in the Run Program Options from the BATCH FILES Menu Block Option J as well. Should you choose to edit the configuration file, the following is an explanation of the MARK2.CFG file: ==================== | Mark II Settings : ==================== Allows you to change the directory and setup of the Mark II .ADV files. MARK2= This sets the directory path so that the C&CC can find your ADV files. We suggest you leave this at the default of C:\MARK2\PROGRAMS. MARKIIEXT= This sets the default extension of all the program files you do for the Mark II WCS. We suggest you always use the extensionf ADV for all your program files. This will allow all Mark II WCS users to easily identify them if you post them on BBS' and online services. You can use a different extension of any 3 characters that DOS will accept, but it's not a good idea. The C&CC will add this automatically and will use this to display the file lists you see when using options A, B, C, & D in the WCS MARK II Menu Block. TEMPLATE= This tells the C&CC what version of the three included Template files to load when you click on Option A. Create/Edit File in the WCS MARK II menu block and type in a name of a new file in the file list screen. There are three template files included: TEMPLATE.MK2 - This is for the old style Mark II WCS ADV files. TEMPLA_2.MK2 - This is for the new style Mark II WCS ADV files. TEMPLA_3.MK2 - This is also for the new style Mark II WCS ADV files and you may use this if you prefer. VERSION= This tells the C&CC if you have the old microcode or the new microcode chip in your Mark II WCS. Use ORIGINAL for the old code chip and use NEW for the new microcode chip. MARKIIEDITMODE= This will allow those of you who don't wish to use the built in editor to use the DOS editor EDIT.COM instead. Use INTERNAL for the internal editor and EXTERNAL for EDIT.COM. MKIIDOWNLOAD= This tells C&CC which download program to run to download your ADV files. Use DOWNLOAD.EXE for the old microcode and use MK2LOAD.EXE for the new microcode. TABSETTING= This will control the TAB spacing in the C&CC internal editor and the file list screens you see when you choose an option in the C&CC. For example, if this Help file appears to be out of alignment on each line, then TABSETTING has likely been changed from the default of 5. If you change this back to 5, your Help file will appear properly aligned on the screen again. FILEWINDOW= This sets the default screen you see when you first enter the C&CC internal editor. PARTIAL will show the split screen with the HELP window covering the right 2/3 of the screen and the EDIT screen covering the left 1/3 of the screen. FULL will shoe the EDIT screen covering the full width of the screen and you will need to press F10 or click on the small F10 symbol in the upper right corner of the EDIT screen to make the HELP window appear. DLMETHOD= This sets the download method. We built in a second method of downloading in case we ran into some other weird hardware scheme. If you can't get your Mark II WCS to download with the default method, you can try the backup method. But, the backup method is slightly slower, although it's better at fooling proprietary schemes that block access to the keyboard channel that we must use to download through. Use 1 for the default, faster method and 2 for the slower backup method. ================== | Remap Settings : ================== Allows you to change the directory and setup for the REMAP files. REMAP= This tells C&CC where to look for the REMAP TSR files. We suggest you leave this at the default of C:\MARK2\REMAP. REMAPEXT= This tells C&CC what type file to look for when you click on the options E, F or G in the WCS REMAP FILES Menu Block. We suggest you leave this as RMP or you can have all kinds of problems. MEMTEST= This is the DOS memeory test used to detect the presence of a prior loading of the REMAP TSR. This should NEVER be changed from the default of MEM /D. ======================= | Batch File Settings : ======================= Allows you to change the text file editor and directory for batch files. EDITOR= This will allow you to enter the path and filename of your favorite text editor if you don't wish to use DOS' EDIT.COM to edit BAT(CH) files. You may add /H if you do use EDIT.COM to enable your display to show the maximum number of lines it is capable of displaying when running EDIT.COM. i.e. EDITOR=EDIT.COM /H. As long as you have EDIT.COM in a subdirectory named C:\DOS, the C&CC will find it. If you have it elsewhere, make sure the path it is in is included in your AUTOEXEC.BAT file. If the above conditions are true and C&CC still cannot find EDIT.COM, then you likely have not installed the DOS EDIT.COM file to your DOS subdirectory. This should be done immediately. Consult your DOS manual on how to do this. BATCH= This tells the C&CC where to locate your BAT(CH) files that relate to the Mark II WCS and the ADV files you will use. We suggest you also don't change this from the default of C:\MARK2\REMAP because when you installed the C&CC several BAT files were loaded that will look in certain subdirectories for files they need to execute properly. If you are having a problem running some of the included BAT files, and you changed the default Drive (C:) or PATH (\MARK2 or \MARK2\PROGRAMS or \MARK2\REMAP or \MARK2\MK2UTILS), when you installed the C&CC files this is the most likely reason the included BAT files won't run. C&CC will be looking for them in C:\MARK2\REMAP and even if it does find them some of them will then look in other subdirectories like C:\MARK2\MK2UTILS for files that BAT file needs to execute correctly. NOTE: Some of the BAT files included are designed to run flight simulation programs which you may not own and may not have any interest in owning. You may delete them. Others may include utilities that you do not yet have that either enhance the flight simulation or the use of your ThrustMaster controls or even fix various problems with the joystick routines in these programs. If you do not have these utilities, or you do have them and they are installed in directories other than the directories that the batch files are designed to look for them in, simply edit the batch files and change the directory to the one you do have the utility installed in, or copy the utility to the directory that the batch file is looking for it in. All the utilities (shareware) that the batch files are looking for are included in the C:\MARK2\MK2UTILS directory in files that are either in ZIP format (if a large file), or in unzip format if a small file. Please View the TEXT file using Option N. View/Print A Text file to view the READWCS2.TXT file for an explanation of how to obtain the necessary utilities needed to unzip the files. If you are not already familiar with the ZIP utilities, they are easily obtained by downloading them from a BBS in your area. See also the related text file that describes what each of the included utilities does. NOTE: Some of the included BAT files (TESTCARD.BAT, TESTKYBD.BAT, and TESTMK2.BAT) should not be deleted from the Run Program option screen. Our technical support personnel may request that you run these files if you develop a problem and call our Technical Support Department. You may run these BAT files yourself to see what they do - there are ECHO statements included that will tell you what the program file you are about to run does and what you should expect to see when you do run it. If you are NOT experiencing a problem with your ThrustMaster Mark II WCS or other ThrustMaster controls, then running these files is not going to help you find problems that do not exist. But many of you will run these files simply because they are there and we are all curious. It is perfectly OK to run any of the above files - they will not harm your computer hardware or software in any way. BATCH_ECHO= This will allow any ECHO or REM statement included in BAT files to show up when you run them. Several of the included BAT files have ECHO statements and they tell you how to run the files and what the files do for you. We suggest you do not change this from the default of ON. ========================== | Miscellaneous Settings : ========================== This allows you to change other functions not related to others, such as the user defined programs, keytest setup mode, and credit display. KEYTEST= This tells the Keytest program which mode to run in. There are two modes: 1. GRAPHICS - Much prettier and a lot slower way of displaying keys. CAUTION: Some video cards may have problems displaying this mode of Keytest properly. If it doesn't work for you, then use the default mode. 2. TEXT - Much faster and works with all video cards. Use this if you have display problems with the GRAPHICS mode. HELP= Tells the C&CC program what file to display when you click on the F1-Hlp option at the bottom of the Main Menu screen. If you are not into typing up your own help file for the C&CC program, then use the default file - MK2HELP.TXT. If you want to do a better help file than this one, then go ahead - but send it to me, OK? 8) USERTITLE= Tells the C&CC what title you want to display opposite the F5 option at the bottom of the Main Menu Screen. Enter the name of your favorite program you will run with the option below. USERPROGRAM= Tells the C&CC what drive, path and filename and extension to use to run your favorite program that you entered a title for in USERTITLE. Type in yours using the following format: {Drive}:\{Directory}\{Filename.ext}. Be sure and enter the extension so the correct filename is run and not a BAT or COM file of the same name. USERDL= Tells the C&CC what ADV file to ask you if you want it to download prior to running the USERPROGRAM you entered above. Click on Y if you do and click on N if you don't want the file downloaded first. Enter this in the following format: {Filenam2.ADV}. C&CC will find it if you have the above MARK2= Drive and Path entered properly. If you wish to be presented with a list of all ADV files in the C:\MARK2\PROGRAMS directory, then enter USERDL=*.*. USERTITLE2= Tells the C&CC what title you wnat to display opposite the F6 option at the bottom of the Main Menu Screen. The two options following this, USERPROGRAM2= and USERDL2= should be input using the same convention as the USERPROGRAM= and USERDL= options listed above. But the files should relate to your second favorite program you enter to run when clicking on F6. CREDITS= Tells C&CC whether to display the Screen Credits or not when you first start the ThrustMaster Mark II WCS Command and Control Center. We know you will want to leave this set to ON so you can impress all your friends that you are keeping up with the Arms Race by having this nifty program and a ThrustMaster Mark II WCS and they aren't. Eat your heart out, buddy. 8) If, however, you aren't proud of being at the forefront of HOTAS technology in your own private Air Force, then set this to OFF. ==================== | Program Settings : ==================== You can setup up to 200 of your favorite programs to run from the WC Command and Control Center. SORTPROG= Enter TRUE if you would like the programs you enter here to be displayed in alphabetical order when you click on the K. Run Program option from the Miscellaneous Menu Block. Enter FALSE if you are into CHAOS. TRANSITION= Enter TRUE if you like seeing that pretty message when you click on an option that runs a program not under the control of the C&CC program file. With this set to TRUE, C&CC will completely remove itself from memory prior to running the program. Enter FALSE if you want to get that file to run faster without waiting for the C&CC program to unload itself from memory. ===================== | DL Query Settings : ===================== DLQUERY= This tells the C&CC that you want to be prompted before running one of the files you have entered that display when you click on the K. Run Program option. There are three choices you can enter here: 0 - Ignore any ADV files I entered to the right of a PROG= entry after a DL= and don't ask me if I want to download it - just run the program. (The "I didn't really mean it" option.) 1 - If the ADV file I entered to the right of a PROG= entry after a DL= exists, then ask me if I want to download it first. (The "I might want to run it and I might not want to run it - but at least have the courtesy of asking me first" option.) 2 - Hey, I don't want to be bothered with this asking stuff. If I took the time and trouble to enter a DL=, then when I try to run the related program download the darn thing - unless you can't find it. (The "Hey stupid, so do what I told you to do" option.) 3 - Preview the download file and edit it if you wish by clicking on Edit at the top of the screen. When you click on Edit, you will be switched to the editor screen with the ADV file you assigned already loaded. You can use the editor from this point on as normal, loading and modifying any ADV file, creating a new one, etc. When you exit the editor you will be returned to the downloading process. After clicking on the right mouse button from the view ADV file screen, your ADV file will be downloaded if you answer Y to the prompt. If you don't wish to download it at that time, click on N and the rest of the process will continue. To "bail out" at this point and return to the C&CC, hit the esc key or click on the right mouse button on an area of your screen outside the box with the Y/N prompt and you will be returned to the C&CC Main Screen. 4 - Preview the download file, then automatically download it. Enter the files you want to run and a related ADV file, if any like this for any ADV file in the directory named in the MARK2= option above: PROG={Drive}:\{Directory}\{Filename.ext} DL={Filenam2.ADV} Also, if you have the {Directory} included in your PATH = statement in AUTOEXEC.BAT you can enter the information as follows: PROG={Filename.ext} DL={Filenam2.ADV} or DL=*.* for a list of ADV files to choose from in the C:\MARK2\PROGRAMS directory. If you have more than one ADV file for a simulator and you would like to choose the ADV file you use prior to downloading then enter it like this: DL=*.* The above will present you with a complete listing of the files in the default directory you have assigned for the location of your ADV files. You can click on any one and continue with the downloading process based on the DLQUERY= option you have chosen to use. If, for some reason you have an ADV file stored elsewhere you want to run then enter the DL= like this: DL={Drive}:\{Directory}\{Filenam2.ADV}. ==================== | Printer Settings : ==================== Allows you to adjust your printer settings. PRPORT= Enter the number of the parallel port your printer is connected to. Choices are: 1, 2, 3, 4, or 99 for LPT1, LPT2, LPT3, LPT4, or picky printers. NOTE: If your printer refuses to print with PRPORT=1,2,3,4, then try PRPORT=99. LPP= Enter the number of Lines Per Page you want to print on each page. ^ ^ ^ CPL= Enter the number of Characters Per Line you want to print on each line. ^ ^ ^ LEFTMARGIN= Enter the left margin setting you want for documents you print. ======================= | C&CC Color Settings : ======================= Allows you to adjust the color for the Weapons Control Command Center. NOTE: REFER TO THE MARK2.CFG FILE ITSELF FOR THE PROPER NUMBERS TO DETERMINE THE COLORS. PAPER= The color of the background in all text viewing screens - like the one you are looking at right now, for example. INK= The color of the text in all text viewing screens - again, the one you are now looking at is one example. BOX1TITLE= The color of the Main Menu Title box text. BOX1PAPER= The color of the Main Menu Title background. BOX2INK= The color of the WCS MARK II box text. BOX2PAPER= The color of the WCS MARKII box background. BOX2TITLE= The color of the WCS MARKII box title text. BOX3INK= The color of the WCS REMAP FILES box text. BOX3PAPER= The color of the WCS REMAP FILES box background. BOX3TITLE= The color of the WCS REMAP FILES box title text. BOX4INK= The color of the BATCH FILES box text. BOX4PAPER= The color of the BATCH FILES box background. BOX4TITLE= The color of the BATCH FILES box title text. BOX5INK= The color of the MISCELLANEOUS box text. BOX5PAPER= The color of the MISCELLANEOUS box background. BOX5TITLE= The color of the MISCELLANEOUS box title text. ===================================== | MK2LOAD and MK2CAL Color Settings : ===================================== Allows you to modify the color settings for the download and calibrate screens. NOTE: The following settings refer to the colors of the MK2LOAD MK2CAL screens. MK2TITLEINK= The title block text. MK2TITLEPAPER= The title block background . MK2PROMPTINK= The prompt area text. MK2PROMPTPAPER= The prompt area background. MK2PROMPTTITLE= The prompt area title text. MK2MSSGINK= The message area text. MK2MSSGPAPER= The message area background. MK2MSSGTITLE= The message area title text. MK2BEEP= 1 - Beep at me when I press button 1 on the WCS II handle. 2 - Don't beep at me, I hate beeps - on my way home from work someone beeped at me and if I hear one more beep ...... MK2DIM= 1 - Dim the prompt after I press button 1. 2 - Don't dim the prompt after I press button 1. I'm just not into dim, it makes me think my eyes are going bad. NOTE: The above may not work if you change the MK2PROMPTINK= above to a "dim" color. You can't "dim" a "dim" color. If you want to dim the color, then use a bright color - like yellow. MK2DELAY= This will allow you to add a small adjustable delay at the beginning of each keyboard command transmission when you are downloading. If you leave this line out of your MARK2.CFG or set the MK2DELAY=0, then this delay will be ignored. Use the delay if you encounter some problem with downloading an ADV file. You can use any number. i.e. MK2DELAY=10 will set an approximate 10 millisecond delay at the beginning of a download to permit your keyboard to perform any non-IBM Standard crosstalk designed into it by the maker of your motherboard and/or BIOS. MK2DELAY=20 will set an approximate 20 millisecond delay and so forth. This will, however, slow down the rate of downloading so avoid using this if possible. =========================== | N. View/Print Text File | =========================== Allows you to view or print the specified file using the specified Printer and Color Settings above. Remember, if the alignment of the paragraphs and lines in a screen you view appears to be off it is probably because you have changed the TABSETTING= in the MARK2.CFG file to something other than the default of 5!!!! ========================= | O. System Information | ========================= Lists statistics about your computer, including amount of memory available, processor type, video type, etc. Please refer to your ThrustMaster Mark II WCS Manual for a more in-depth explanation of how to set up ADV files, etc.