Combat Flight Simulator

"FLAGS TO FLY"-PACK NO.4

Unique HOTAS

  • F16 FLCS (sorry, no way...)
  • F22 Pro
  • SWF22
  • HOTAS Cougar (to come...)

  • March 30th 2001

  • July 19th

  • August 4th

  • August 24th

  • September 10th

  • January 16th 2002
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    THE VERY FIRST JOYSTICK SET-UPs WORLDWIDE
  • FEATURING "LINKED COMMAND-SETS"
  • FOR FULL-AUTOMATIC "FUZZY LOGIC" SELECTION AND PROCESSING OF "SHIFTED" FUNCTIONS
  • TO MANAGE AND ENHANCE THE PROVIDED CONTROLS AND KEY-MAPPING!


  • Hot!
     

    FEATURES:

    DETAILS:

    NOTES / INSTRUCTIONS:

    DETAILS:



    • FULL "DOGFIGHT"-TRIGGER:
    • mixed analog / digital operation, providing
    • the full total of all "primary weapons"-controls
    • mapped intuitively to the one-and-only single dual-stage "trigger",
    • Typically, the trigger will either fire the machine guns,
    • or fire the Cannon (with S3 held),
    • or switch to "full guns" as long as pulled through!

    • SWF22-users only might use the trigger to fire the selected primary weapon,
    • and toggle the active guns, i.e. MG or Cannon (with S3 held),
    • or switch to "full guns" by pulling through!

    • use "toggled-trigger" set-up instead
    • (instructions are included within the commented text-file...)


    • FULL "VIEW"-SUPPORT:
    • the full total of all 17 internal "snap"-views
    • and the full total of all 16 external "snap"-views
    • plus 8-way external "pan"-control


    • mapped intuitively to one single "coolie",


    • with automatic "fuzzy logic" shifting to the correct function
    • If you are in any internal view-mode ("cockpit"- / "virtual cockpit"- / "full screen"), the "coolie" will "pan" the corresponding view:
    • either 8-way for all "level"-views (without S3),
    • or8-way for all "45°-up"-views (with S3 held),
    • plus 1-way for "90°-up"-view (with S4 held).


    • If you are in the external view-mode, the same "coolie" will now
    • either "Snap" this view 8-way (without S3) for a quick "look-around" / "check 6" (and automatically reverse the camera's position and viewpoint, so that "left" will result in "snap over left wing" but not "move camera to the left of the aircraft")
    • or "Pan" this view (with S3 held) for "fine adjustment".

    • You must not activate any of the stick's buttons / hats before you start a flight


    • ...you should take a look at the included text-file
    • to enable synchronization of the whole set-up!


    • ...for more detailed information...
    • ...to understand WHY and HOW this set-up works...
    • plus exact view-"type"-selection with automatic HUD:
    • Due to the fact that MS' "view-system(?)" forces the usage of just two keys to cycle through both all "view-types" and all "HUD-levels" available rather than offering "direct access" to both each single "view-type"- and "HUD-level"-step via different keys (..."standard" for most flight-sims since years...), mixed with some "direct access" keys (for e.g. "external"- / "padlock"-view), any attempt to "toggle" only "special" view-types or -combinations (e.g. internal views leaving out external views - with or without additional HUD), requires a fixed "starting-position" with fixed "states" between each execution to work properly - any circumstance(s) different from the one(s) defined for this "toggle" simply must result in "out of synchronization" sooner or later (...forget the "later"!) as soon as you e.g. activate "padlock"...and forget to disable it again before "toggling" again!


    • This set-up is the very first world-wide to solve this problem (though not that of the "beta"-testers - who were not even irritated at least...): the idea is as easy as the programming is complicated (for details just take a look at the included text-file) - basically this set-up either redefines the conditions to match the current needs, or - if this should not be possible - simply does not allow "forbidden" commands and ignores the attempted "toggle" statement / request...
    • additional windows must not be opened during a flight:
    • MS' "view-system(?)" will be messed up: any "view"-commands will output to the "window" currently active, which as default is the "newest" one - not the "main window", i.e. your screen!


    • ENHANCING ANY LIMITS:
    • Including automatic temporary "override" of active "padlock" or "trim"-state
    • MS' "view-system(?)" does not support "pan-" / "snap-"-functions while e.g. "padlock'ed" or applying any "trim" (since both command-sets are assigned to the NUM-PAD and selected only by the state of NUMLOCK)...

    • ...as mentioned above, this set-up is able to redefine the conditions to match any current needs (in this case to temporarily disable any "padlock" or "trim" to enable e.g. a quick "look-around") for exactly as long as the "coolie" is used, and re-engage the interrupted function afterwards... automatically!
    • "padlock" must not be activated if there is no target to padlock
    • to keep synchronization of "view"-system:
    • if you should try to do so, the game will notify you: directly disable "padlock" by releasing the button on your stick!
    • if you should loose "padlock" after shooting down your target: disable "padlock" and then hit the key on your keyboard once!

    • automatic "trim enable / override / disable" functions
    • to set NUML "off" before applying any "trim" and reset it "on" after completion ... or some period no "trim" is used.
    • NUMLOCK-state must be "ON" before you start a flight
    • to initialize synchronization of "view"- / "trim"-system...


    • FULL "THROTTLE"-SUPPORT:
    • any "throttle / mixture" function mapped to the corresponding TQS' detents:
    • "Idle cut off" for "into MT",
    • "full rich Mix" for "out of MT",
    • "War Emergency Power" for "AB"...
    • the TQS-handle must not be in any detent position (i.e. MT / AB) but between both detents before you start a flight
    • to initialize synchronization of digital "throttle"-controls...
    • plus manual "mixture" and "prop pitch" controls mapped to ANT & RNG,
    • (...for any "purists" out there...)
    • both ANT & RNG must be centered before download / flight
    • to avoid "stuck" keys' / erratic output of assigned flags...
    • including automatic pop up of the "engines" panel (no. 2)
    • ...the very first time any of these controls is used...
    • both ANT & RNG must not be used before flight starts
    • to enable initialization...


    • ENHANCING "STANDARD"-HANDLING:
    • automatic "PULSE" replacing manual "Cycle" through functions:
    • usually, you "Cycle" through e.g. "Targets" by e.g. using any HAT's "Left"- & "Right"-Position ("next" & "previous"):
    • you press this position repeatedly until you can "Lock" the desired Target - manually, again and again... and again...
    • With "my way" of logical programming you simply hold the HAT at a position and wait till the desired Target is selected - now this HAT will "PULSE" all Targets for exactly as long as it is held - automatically!
    • ...if you should happen to "Cycle" too much, simply press S3 while still holding the HAT to reverse the direction of this "Cycle"-function -

    • opposite to "standard programming"'s scan process, the state of all BTNs involved (such as the "Shift"-Buttons S3 or the "Rocker / Dogfight Switch") will always be tracked and verified in ":real time":
    • any change of state will automatically result in the correct command to be output immediately - no need to manually release the HAT before adding S3 to force the desired output any more!
       


    • AND SO ON...
    • ...any function / command / task necessary / useful assigned to your stick:
    • this is what "HOTAS" really means!
    • ...keyboard not needed any more!