Strategy
Gaming
FEATURE
Combat Simulations is dedicated entirely to military simulations and related hardware.
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iF22
if22.F22 and M22 Files
To make use of these files, simply cut and paste to a text editor and name them
accordingly: if22.f22 for the first file, and if22.m22 for the second. Note that
this m22 file is identical to the one on the CD. To use the f22 file with your FLCS
rename it to if22.b50 and rem the PortB1 line.
REM F22/TQS PROGRAMMING TEMPLATE
REM
REM .f22 FILENAME: iF22______
REM ________________________________________________________________________
REM
REM NAME OF GAME AND PUBLISHER: iF-22 by Interactive Magic__________________
REM ________________________________________________________________________
REM
REM ************************PRELIMINARY SETTINGS**************************
REM
REM INCLUDE THE 'USE TQS' COMMAND TO USE YOUR TQS.
REM INCLUDE THE 'USE WCS' COMMAND TO USE YOUR WCS MARK II.
REM
USE TQS
REM
REM INCLUDE THE 'USE FCLK' COMMAND TO BASE CHARACTER TIMING ON THE SIMULATOR.
REM
REM THE 'RATE nnnn' COMMAND IS USED TO CONTROL BUTTON PRESS AND RELEASE
REM RATES, WHERE nnnn IS A NUMBER BETWEEN 0-1000.
REM
RATE 50
REM
REM ***********************MACRO DEFINITION FILE***************************
REM
MDEF if22
REM
REM CHANGE 'TEMPLATE' ABOVE TO THE NAME OF THE M50 FILE THAT YOU WANT YOUR
REM B50 FILE TO REFERENCE. FOR EXAMPLE, IF YOU CREATE A NEW B50 FILE FOR A
REM SIM CALLED NEWSIM.B50, YOU MIGHT WANT THE LINE ABOVE TO READ:
REM 'MDEF NEWSIM'
REM
REM ****************************FLCS SETTINGS******************************
REM
REM FIRST TRIGGER CLICK
REM
BTN TG1 FireGuns
REM
REM SECOND TRIGGER CLICK
REM
REM
PORTB1 is TG1
REM
REM BUTTONS S1 THRU S4 (S1=INDEX FINGER, S2=THUMB, S3=PINKY, AND
REM S4=PADDLE SWITCH ON FLCS).
REM
BTN S1 ArmWeapon
BTN S2 FireWeapon
BTN S3
BTN S4 ChaffAndFlares
REM
REM HAT SWITCHES H1 THRU H4.
REM
REM H1=LARGE HAT AT TOP OF F22 Pro
BTN H1U /O /N LookFront
/I /N LookFront&Up
BTN H1D /O /N LookBack
/I /N LookBack&Up
BTN H1L /O /N LookLeft
/I /N LookLeft&Up
BTN H1R /O /N LookRight
/I /N LookRight&Up
REM
REM H2=SMALL HAT BELOW BUTTON S2
BTN H2U LookUp45
BTN H2D LookDown45
BTN H2L LookLeft45
BTN H2R LookRight45
REM
REM H3=SECOND LARGER HAT BELOW H1
BTN H3U SelectNextWeapon
BTN H3D SelectNextTarget
BTN H3L GearUpDown
BTN H3R FlapsUpDown
REM
REM H4=HAT ON LEFT SIDE OF F22 pro
BTN H4U NextMFDMode
BTN H4D PreviousMFDMode
BTN H4L PreviousMFD
BTN H4R NextMFD
REM
REM ****************************TQS SETTINGS*******************************
REM
REM BUTTONS T1 THRU T10 ARE USED BY THE TQS.
REM
BTN T2 /U SendUHF
/M LockTarget
/D DeselectTarget
BTN T3 /U SendIFDL
/M AutoShootList
/D AutoShootList
BTN T4 /U SendGuard
/M RadarOnOff
/D RadarOnOff
BTN T5 /U ArmAll
/M ArmAll
/D PadlockView
BTN T6 /U AirBrakeOnOff
/M AirBrakeOnOff
/D AirBrakeOnOff
rem BTN T7 /U
rem /M
rem /D
rem BTN T8 /U
rem /M
rem /D
BTN T9 /U JettisonStores
/M WheelBrakesOnOff
/D ABOnOff
BTN T10 /U AutoChaffFlare
/M IFFCheck
/D ECMOnOff
REM
REM BUTTONS T11-T14 CORRESPOND TO THE FOUR MOUSE DIRECTIONS, AND WILL
REM GENERATE A REPEATING CHARACTER AS LONG AS THE TRACK BALL IS BEING
REM ROLLED. BUTTONS T11-T14 ARE DESIGNED FOR USE IN SIMS THAT DON'T
REM SUPPORT THE MOUSE DIRECTLY. IF YOUR SIM INCLUDES MOUSE SUPPORT, THEN
REM YOU SHOULD OMIT BUTTONS T11-T14.
REM
rem BTN T11
rem BTN T12
rem BTN T13
rem BTN T14
REM
REM
REM Range knob settings
REM
RNG RadarMFDRange
REM
REM Antenna knob settings
REM
ANT ZoomViews
REM
REM THROTTLE COMMANDS. NOTE: OMIT THE 'THR' STATEMENT TO USE THE THROTTLE AS
REM AN ANALOG DEVICE.
REM
REM THR 1 10 1 = - 0 0 KP* KP*
REM
REM USE THE MINIMUM THROTTLE BUTTON SETTING TO CONTROL THE THROTTLE WHEN
REM PULLED FULLY BACK.
REM
REM
REM ***********************************************************************
M22 or M50 File
~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºTHROTTLE CONTROLSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
EngineStart =
ThrottleUp =
ThrottleDown =
MinThrottle =
MaxThrottle =
CruiseThrottle =
ABOnOff = KP*
IncreaseBurner =
DecreaseBurner =
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºTAKEOFF & LANDINGº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
GearUpDown = g
GearUp =
GearDown =
GearUpDown =
FlapsUpDown = h
FlapsUp =
FlapsDown =
FlapsUpDown =
WheelBrakesOnOff = w
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºVIEW COMMANDS º
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
SwitchViews =
CockpitView =
LookFront = KP5
LookFront&Left =
LookFront&Right =
LookFront&Up = KP5 KP8
LookUp = KP7
LookBack = KP0
LookBack&Left =
LookBack&Right =
LookBack&Up = KP0 KP8
LookLeft = KP1
LookLeft&Up = KP1 KP8
LookRight = KP3
LookRight&Up = KP3 KP8
LookDown =
LookUp45 = KP8
LookDown45 = KP2
LookRight45 = KP6
LookLeft45 = KP4
OutsideView =
View Front =
ViewBack =
ViewLeftSide =
ViewRightSide =
ViewBottom =
ViewTop =
ChaseView =
TrackView =
SatelliteView =
GroundView =
TargetView =
WeaponsView =
PadlockView = F3
FreeFloatingView =
RotateViewLeft =
RotateViewRight =
RotateViewUp =
RotateViewDown =
ZoomViews = 1 5 , . LSFT
ZoomViewIn = .
ZoomViewOut = ,
HighDetailView =
MedDetailView =
LowDetailView =
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºFLIGHT CONTROLSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
AutoPilot = a
AirBrakeOnOff = b
DiveBreakOnOff =
LeftRudder = z
RightRudder = x
YawLeft =
YawRight =
PitchUp =
PitchDown =
StickTrimUp =
StickTrimDown =
AutoTrim =
JettisonFuel =
JettisonStores = CTL j
JettisonAll =
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºMFD COMMANDSº
~ÈÍÍÍÍÍÍÍÍÍÍÍͼ
CombatMFDs = INS
StatusMFDs = HOME
NavigationMFDs = PGUP
UserMFDs = DEL
NextMFD = n
PreviousMFD = SHF n
NextMFDMode = m
PreviousMFDMode = SHF m
NextMFDItem = TAB
PreviousMFDItem = SHF TAB
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºHUD COMMANDSº
~ÈÍÍÍÍÍÍÍÍÍÍÍͼ
HUDOnOff =
HUDModeCycle = ;
HUDModeCycleBack = SHF ;
HUDAirToAir =
HUDAirToGround =
HUDColor =
HUDContrast =
HUDFLIROnOff =
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºRADAR COMMANDSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
RadarOnOff = r
RadarModeCycle =
AirRadar =
GroundRadar =
AutoShootList = s
SelectNextTarget = t
SelectPreviousTarget = SHF t
LockTarget = l
DeselectTarget = SHF d
IFFCheck = i
RadarMFDRange = 1 6 [ ]
IncreaseRange = ]
DecreaseRange = [
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~ºWEAPONS COMMANDSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
FireGuns = SHF SPC
UnjamGuns =
AirToAirWeapons =
SelectNextWeapon = ENT
SelectPreviousWeapon = SHF ENT
CycleWeapons = ENT
ArmWeapon = BSP
CycleAAWeapons =
ArmAll = CTL A
AirToGroundWeapons =
CycleAGWeapons =
PickleWeapon =
FireWeapon = SPC
GunCameraOnOff =
~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºCOUNTERMEASURESº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Chaff =
Flares =
ChaffAndFlares = c f
ECMOnOff = e
AutoChaffFlare = v
~ÉÍÍÍÍÍÍÍÍÍÍ»
~ºNAVIGATIONº
~ÈÍÍÍÍÍÍÍÍÍͼ
NAVModeOnOff =
DisplayWaypoints =
CycleWaypoints =
NextWaypoint =
PrevWaypoint =
ILSOnOff =
MapDisplay =
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~ÉÍÍÍÍÍÍÍÍÍÍ»
~º Comm
~ÈÍÍÍÍÍÍÍÍÍͼ
SendUHF = j
SendIFDL = k
SendGuard = SHF g
SendChat = '
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~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºSPECIAL MACROSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
rem NOTE: You must use either analog throttle or digital throttle, but not
rem both. Some flight sims support both methods of throttle control. The
rem following information should help you to decide which method to choose.
rem
rem In order to use analog throttle with the FLCS, simply delete any
rem reference to 'THR' in your B50 file. Digital throttle is specified as
rem follows:
rem
rem @DigitalThrottle = THR a b c d [e f g h i]
rem
rem The '@DigitalThrottle' macroname should be used with flight simulators
rem which use characters generated from the keyboard to control throttle
rem response. Flight sims which use digital throttle fall into one of two
rem categories - they either use a certain character (usually '=' or '+') to
rem increase throttle and another character (usually '-') to decrease
rem throttle, or they use a set of sequential characters (usually '1' thru
rem '9') to increase and decrease throttle. Which type of flight sim you
rem have dictates whether you specify a '1' or '2' after the 'THR' parameter
rem shown above. Flight sims which use continuous keypresses of a single
rem character to increase or decrease throttle should be specified as
rem 'THR 1' and sims which use sequential characters require 'THR 2'.
rem The remaining parameters (b thru i) are used as follows:
rem
rem b = number of throttle steps to reach full throttle
rem c = number of afterburner steps (use '0' if none)
rem d = throttle increase character (THR 1) or sequence of characters
rem from min-max throttle if THR 2
rem e = throttle decrease character, if THR 1, or sequence of
rem characters used in afterburner, if THR 2
rem
rem The remaining arguments [f g h i] only apply to THR 1 simulations:
rem
rem f = character that enters afterburner
rem g = character that exits afterburner
rem h = character that increases afterburner
rem i = character that decreases afterburner
rem
rem
rem @StandardViews1 = BTN H1U a BTN H1R b BTN H1D c BTN H1L d BTN H1M e
rem
rem The @StandardViews1 macroname can be used to assign keys for the
rem different positions of the hat 1 switch on your FLCS. In order to use
rem the @StandardViews1 macro in your .B50 file, you must replace the
rem letters a,b,c,d, and e above with the proper keypress designations from
rem your flight simulation. Similar macros can also be created for hat
rem switches 2 thru 4.
~ÉÍÍÍÍÍÍÍÍÍÍÍÍÍ»
~ºMISCELLANEOUSº
~ÈÍÍÍÍÍÍÍÍÍÍÍÍͼ
Eject =
PullRipCord =
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