Its difficult enough learning an ordinary size new sim, but with 300
megabyte programs like Falcon 4.0, combined with learning the controls
and working with a new HOTAS set up, never mind poorly written manuals,
the task can seem Herculean. Whether you're new to air combat sims, or
have a few years under your belt, here are some tips that can go a long
way toward easing the pain.
The primary objective here is get all the reference materials
you need organized into a form that you can quickly reference while the
game is running. We all know how impossible it is to leaf through a
book while our desktop is covered with controls, wires and keyboards.
These tips are designed to help you get around that.
What you'll need:
Heavy duty file folder
Ring binder
Hole punch
Pack of 60 lb. multicolored paper
Liquid glue stick
Copy machine
Manuals may or may not contain all the information you need, but
even if they do, even if there are good diagrams and screen shots,
they're usually out of the order in which you need to reference them.
What we're going to do here is put those diagrams and lists into the
right order. Let's say you're using something like the AN/APG-68 radar
in Falcon 4.0 that seemingly has endless pages that are extremely
difficult to memorize. In fact, in the F4 manual you'll find the
illustrations for those pages scattered throughout the manual. This is
not very helpful, so we need to get them in order.
To put them in useable order, remove all the relevant pages
from the manual and photocopy them. I'll bet it will take you longer to
just find them than what I suggest you be doing next. Most of these
will photocopy even better than they appear in the manual, and since
they are very small, try enlarging them if your copier has that
capability. Then take a pair of scissors and cut them out.
After they're all cut out, arrange them in the order in which
they would be used with each of the basic radar and HUD modes. That is,
the way they would appear if you cycled the pages normally. Next, paste
them onto the 60 lb. paper in this order. Or, when working with a
smaller sim, I simply pasted them into the heavy duty file folder. This
proves useful because I can stand the partly open folder up on my desk
without having pieces of paper laying around.
To get them in order, start up the sim and pause it. Then
cycle the various modes and paste them up in the order they appear.
What could be easier?
Repeat this process for the HUD and any other combination of
controls that you may want to have quick reference to. Do the same
thing for radio commands or any other listings of information that
you'll need.
HOTAS files are equally difficult to memorize, and some like F4 can be huge. No problem if you're using a programmer like Fox2 Pro
for Thrustmaster, which allows you print out both your joystick and
macros in an orderly manner. Again, I print out the file and macros.
This comes out in a long list, so I then make sure that each category
of controls has an identifying header, then take a scissors and cut out
each group of controls and paste them into a two-column format that
fits onto one 60 lb, 8.5 x 11 card. This I stand up next to my monitor
so its directly inline with my vision for quick reference.
[Note: 60 lb. paper (normal is 20 lb.) goes through my
Hewlett Packard 1150C and 650 inkjet printers no problem, even though
the manual says not to. Although I have done it on my $2500 laser, I do
worry that it will damage the sensitive platten, and only print heavy
paper when absolutely necessary.]
Voila! No more ripping through books and reams of paper on my desk
trying to find out which button to push while there's a SAM honing in
on my belly. Figure that this method is going to cut down the learning
time by at least 50%, probably more. What the sim maker didn't do for
you is well worth the effort of doing yourself.
Once all this copying, cutting and pasting is done, next it gets hole
punched and put into a ring binder so it doesn't get lost with the
reams of paper that litter my office. And by maintaining a binder file
on each of my sims -- including readme files and all the great stuff I
find on the web -- I end up with an invaluable file on my sim. Its also
a great place to keep notes of any changes you made, like those obscure
file names of patches and so on, or the additional lines you had to add
to exbat or whatever. No need to search a program to find out which
patch is installed.
Screen Capture Method
Another method of doing this is to take screen shots from within the
program. I made a large panoramic paste up of the entire Falcon 4.0
cockpit this way. If you have Adobe Photoshop, you should be able to
run it simultaneously with the sim (No, I don't mean with a campaign
running!!!), cutting and pasting as you go along. Yes, P'shop will take
direct captures from most sims without any filters. Just push Print
Screen with the sim paused. Open a new, blank file in P'shop and then
click Paste. That's all there is to it.
Convert your screen caps to black and white to reduce file size, and
then you can use P'shop to enhance the captures if they don't come out
as clear as you'd like. Besides, they will print better in B&W than
with a color inkjet. On a laser, they come out beautifully.
Brightness/Contrast, Levels, and Unsharp Mask (filter) are three of the
most useful for enhancing your images to get that HUD or radar image
nice and crisp.
Developing HOTAS files
No matter how easy programming your controllers may be, its still hard.
Every sim is different, and there's just no way to remember what's what
if you play more than one game. This becomes even more complex if you
have more than one type of programmable HOTAS~ I've found that my
proficiency in file development really didn't begin to get off the
ground until I started keeping records of my good files: paper files,
that is. These are records of what I have or haven't done. There is so
much involved with each set of files that it really gets out of hand
fast.
Toward that end, I just find a suitable file on the internet and start
working with it. The problem, of course, is screwing things up and
ending up with a file that doesn't work. The best way to deal with that
is to keep a printed copy of the original so that you have a record of
the way it was. You could always rename the file, but then you'll end
up with an incomprehensible directory file full of unrecogniseable
names that will be long forgotten six months from now.
Rather than do that, just keep a printed original, plus a copy of the
current revision. Be sure to put the date and add REM statements in
your TM files to indicate what was done. This will eliminate most of
the confusion and has the benefit of coming out as easy notes on the
print out.
For example, we usually think of a change we want to make while flying.
If I don't make a note of it, I will soon forget, so all I need to is
grab my ringbinder and make the note on my printed working file copy.
The I make the change the next time I open it in my composer.
Which file do you start with? On the Joystick Configuration
page here at COMBATSIM.COM we currently have FOUR choices for Falcon
4.0 in Thrustmaster gear. Each of these choices has a slightly
different approach. Let's consider each approach in turn.
Maybe the best way to categorize TM programming is from
moderate to advanced, and then sub class each file by whether or not
you have secondary gear attached, like Saitek's PC Dash or Quickshot's
Masterpilot, and whether you choose to use the TQS cursor as your mouse
control.
The four files currently available here vary in their
programming methods. The first file (F4-tm.zip) uses the basic slash
code method where the button on the lower front of the F22 Pro is used
to modify keystrokes on the F22 and TQS so that each switch can send
two unique commands. This file also defines the cursor control on the
TQS as a mouse, though that setting is easy to change. Using the cursor
control as a mouse function allows you to scroll the fixed cockpit and
also move the radar cursors without taking your hands off your sticks.
The second file (f4-tm2.zip) uses the U,M,D method of
programming, where the dogfight switch position is used to modify each
button press so that up to three unique commands can be sent from each
position on the TQS or F22. This file is therefore more complex and
somewhat more flexible. It also assigns the TQS cursor as a mouse
function.
The third file (f4-tm3.zip) uses the slightly simpler slash
modifier method (S3 as /I modifier) and assigns each button on the TQS
as an analog key function. This means that the trackball on the TQS
functions as a cursor, but not as a mouse. Control is easier, but you
can't scroll your cockpit.
The fourth file most closely follows the settings in the actual
F16, and also uses the U,M,D method. It assigns analog commands to the
TQS trackball, and includes additional files for the Saitek PC Dash and
the Quickshot Masterpilot, configuring dual Masterpilots as the MPD
OMBs. The PC Dash file mimics the F16s ICP.
If you're flying more than one sim, print your HOTAS files on a
different color paper for each sim. That way they're easier to
identify.
Another thing you can do is to take the schematic for your controls
found in the manual and print those on heavy paper too. Now you don't
have to keep looking in the manual to find out which switch is which. I
stand them up on the desk in front of me, something that I can't do
with light paper copies.
Once you establish the pattern or habit of doing it this way, HOTAS
files just have a way of maturing very nicely without investing long
hours of programming.