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Ori

CH Fighterstick USB with WoI

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Hello all,

 

I am new to the "third wire" simulations and to the fighter type sims.

 

I got the "CH Fighterstick USB" especially for it and trying to map the stick to match the sim's functions.

 

Please, can ANYONE give me a map to use in the simulator? I've tried all combinations in google (F-16 stick, Fighterstick etc...) for the right assignment for every button but I do not understand the terminology yet (word shortcuts) that they show on every real life "sidestick" sites.

 

Does the simulator have all those real life assignments? I've seen pictures that explain what each button does for example: what is SAM? ... Air Missle or RWS, ACM (A2G means Air to Ground, TWS is Target Weapon System, right?).

 

Please translate the whole map,

 

Ori, a novice. :)

 

this is just an example from http://www.xflight.de/ :

 

Target

Management Fwd: The TMS is a four-position, spring-loaded to center switch which controls target designation and data for the radar, electro-optical weapons, and various navigation/attack modes:

RWS: Command SAM

TWS: Designate Target

ACM: Boresight Scan

A2G: Designate Target Aft: RWS: STT -> SAM -> Search

TWS: SST -> Search -> RWS

ACM: 10 x 60 Scan

A2G: Designate Target Left: RCR (N/I) Right: RWS: Command TWS

TWS: Step Bug

ACM: 30 x 20 Scan

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Well, key/stick mapping is really up to you. Get a feel for it and assign a button that works for you. I've got a Saitek X52, have the radar, firing, air to air weapons selections, HUD mode, ECM/Chaff/Flare and camera controls on the stick, and the throttle the air to surface weapon selection, air/wheel breaks and flaps. Other visual commands and extra radar commands are handled on my keyboard.

 

In TW, the acronyms you've got listed are as follows:

 

RWS: Range While Scan (I don't think this one is modeled)

TWS: Track While Scan

ACM: Air Combat Maneuvering (or, with respect to radars, "ACM mode" or Boresight, i.e. locks up the first thing that flies into the beam)

A2G: Air to Ground

STT: Single Target Track (when you've got lock on a single target)

SAM: Surface-To-Air Missile, though the context makes me think otherwise...

Edited by Caesar

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Well, key/stick mapping is really up to you. Get a feel for it and assign a button that works for you. I've got a Saitek X52, have the radar, firing, air to air weapons selections, HUD mode, ECM/Chaff/Flare and camera controls on the stick, and the throttle the air to surface weapon selection, air/wheel breaks and flaps. Other visual commands and extra radar commands are handled on my keyboard.

 

In TW, the acronyms you've got listed are as follows:

 

RWS: Range While Scan (I don't think this one is modeled)

TWS: Track While Scan

ACM: Air Combat Maneuvering (or, with respect to radars, "ACM mode" or Boresight, i.e. locks up the first thing that flies into the beam)

A2G: Air to Ground

STT: Single Target Track (when you've got lock on a single target)

SAM: Surface-To-Air Missile, though the context makes me think otherwise...

 

Thank you very much for the translations :)

 

as for the "mapping it as I please" policy, I rather find or map myself the "real thing" as it is in the real F-16 (exept the POV hat of course...) and WITHOUT the "pro throttle" which I do not have YET... :)

 

Thanks again, Ori.

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Based on what I've read on the F-16's stick:

 

Your trigger should fire the gun. In Real Life the two-position trigger controls the gun camera and gun firing, the first click is gun camera and laser ranging if equipped, second is firing. In TW, there is no actual gun camera and the gun is radar ranged, so you'd still want your second position to be "fire primary gun." The first position is nothing.

 

The button to the top right of the stick near the trigger is a multi-functional button that depends on what mode the aircraft is in, if there's weight on wheels, etc. In air to air mode its function is "Missile Step"; so set it to "select next air to air weapon"

 

Next, the top left button on the flat face is your missile/ordinance firing button or "fire selected weapon."

 

The large hat switch to the right is "Trim". The ThirdWire series does not model trim, however I believe someone figured out how to simulate it; use the search to find it. Basically it just takes the place of your keys on your keyboard to make minute inputs to help fly the a/c when the load is asymmetric.

 

The lower hat switch is display control for the MFD's; if you want multi functionality, I'd set this one as "next/previous HUD mode" and "next/previous radar mode."

 

The switch to the lower left on the flat face is "target management"; set it to "next radar target," "previous radar target," "next ground target," and "previous ground target" (up/down/left/right)

 

The thumb switch beneath the flat face is "countermeasures management" which controls the complex programs for ECM in the F-16. It is a four-way switch, so if I were you I'd set three of the directions to CM's: one direction is "ECM on/off (toggle)," the next "Chaff," the next "Flare." Those directions are up to you.

 

As with the F-14, the F-16's paddle is emergency autopilot disengage or "interrupt", but because autopilot is a toggle, set the paddle to autopilot. That way you're at least half right.

 

The pinky switch's functionality of FOV (Field of View) selections for sensors, is not modeled. Leave that one blank, or find a function that seems prudent to use.

 

 

There ya go.

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WOW!

 

You really know your stuff, don't you?

 

That was helping me alot! I saw the diagrams and explanations on 2 sites but never really got the hang of it.

 

Your description made sense and helped me with WoI specifically in a way that I understood it better than ever.

 

Many thanks again.

 

Ori.

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Guest 531_Ghost

Well Ori, if you are looking for a Command File for CH Products Control Manager, you can find it HERE<-- Right click save as, into your Control Manager Maps Folder as a .cmc

 

It'll look like this:

 

// CMC Command File
//
//	 Game Title: SFP1/WOV/WOE
//	 Written By: Michael Sexton
//	  Edited By: Ken King
//		   Date: 05-23-06
//
// Flight Controls
//
Elevator-Pitch-UP					 KBDOWN
Elevator-Pitch-DOWN				   KBUP
Ailerons-Roll-RIGHT				   KBRIGHT
Ailerons-Roll-LEFT				   KBLEFT
Rudder-Yaw-RIGHT					 .
Rudder-Yaw-LEFT						 ,
Throttle-UP							   =
Throttle-DOWN						   -
Thrust-Vector-UP					 HOLD CTL =
Thrust-Vector-DOWN				   HOLD CTL -
Auto-Pilot							   a NULL
Wing-Leveler						   A
Next-Waypoint						   w
Prev-Waypoint						   W
Map										   m
Flaps-Down							   f
Flaps-Up								 v
Speed-Brake-Open						 s
Speed-Brake-Close			s
Wheel-Brakes						   b
Landing-Gear						   g
Arrester-Hook						   h
Cycle-Nav-Light						 CTL l
Drag-Chute							   CTL b
Eject									   SHF ESC
Jett-Drop-Tanks					   CTL d
//
// Weapon Commands
//
Next-AA-Weapon						 BKSPC
Prev-AA-Weapon						 SHF BKSPC
Next-ATG-Weapon						 \
Prev-ATG-Weapon						 |
Fire-Primary-Gun					 SPC
Fire-Sel-Weapon					 ENT
Open-Bomb-Bay						   CTL o
Close-Bomb-Bay			   CTL o
Jettison-Weapons					 CTL j
Next-Ripple-Quan				   ]
Prev-Ripple-Quan				   }
Next-Ripple-Int					 [
Prev-Ripple-Int				   {
//
// HUD Modes
//
Next-HUD-Mode						   '
Prev-HUD-Mode						   "
Next-Gun-Group						;
Prev-Gun-Group						 :
//
// Countermeasures
//
Flare									   x
Chaff									   c
Chaff-Flare				  c x
ECM-Jammer							   z
//
// Radar Commands
//
Toggle-Radar						   CTL KBPGUP
Next-Radar-MODE						 KBPGUP
Prev-Radar-MODE						 SHF KBPGUP
Next-Radar-RANGE					 KBPGDN
Prev-Radar-RANGE					 SHF KBPGDN
Next-Radar-TARGET					 KBHOME
Prev-Radar-TARGET					 SHF KBHOME
Acq-Radar-Target				   KBINS
Acq-Vis-TGT-On-RDR			 SHF KBINS
Reject-RDR-TGT					   CTL KBDEL
//
// Visual Targeting Commands
//
Sel-TGT-Closest-To-Cntr		 KP*
Sel-Air-Target					   t
Prev-Air-Target						 T
Sel-Closest-Air-TGT			   CTL t
Sel-Ground-TGT					 e
Prev-Ground-TGT					   E
Sel-Closest-GND-TGT			 CTL e
Sel-Last-Radio-TGT			   r
Sel-Last-Radio-Caller			 R
Sel-Radar-TGT						 CTL r
Sel-WPT-As-TGT				   CTL w
Target-Friendly						 y
Target-Prev-Friendly			   Y
//
// View Commands
//
Cockpit-View-FRONT					F1
Cockpit-View-LEFT					  F2
Cockpit-View-RIGHT					F3
Cockpit-View-UP						  SHF F1
Padlock-View							F4
Cockpit-Toggle						  KP.
Chase-View								F5
Next-Aircraft-View					F6
Prev-Aircraft-View					SHF F6
Next-Ground-Target-View			  F7
Prev-Ground-Target-View			  SHF F7
Target-View								F8
Player-to-Target-View				SHF F8
Target-to-Player-View				CTL F8
Weapon-View								F9
Player-to-Weapon-View				SHF F9
Weapon-to-Player-View				CTL F9
Fly-by-View								F10
Prev-Fly-by-View					  SHF F10
Tower-View								F11
Prev-Tower-View						  SHF F11
Action-View								F12
Free-View								  CTL F12
//
// Snap View Commands
//
Snap-View-FRONT						  KP8
Snap-View-FRONT-RIGHT				KP9
Snap-View-RIGHT						  KP6
Snap-View-REAR-RIGHT				KP3
Snap-View-REAR-LEFT					KP1
Snap-View-LEFT						  KP4
Snap-View-FRONT-LEFT				KP7
Snap-View-UP							KP5
Snap-View-DOWN						  KP0
View-Zoom-In							KP+
View-Zoom-Out							KP-
//
// Communications Commands
//
Press-To-Talk				LCTL
Radio-Comm							   TAB
//
// Wingman Commands
//
WM-Attack-My-Target				   TAB 1 1
WM-Cover-Me							   TAB 1 2
WM-Break								   TAB 1 3
WM-Rejoin-Formation				   TAB 1 4
WM-Radar-On/Off						 TAB 1 5
WM-Jettison-Drop-Tanks			 TAB 1 6
WM-Status-Check						 TAB 1 7
WM-Return-to-Base					   TAB 1 8
//
// Flight One Commands
//
F1-Engage-Aircraft					 TAB 2 1
F1-Engage-Ground-Targets		 TAB 2 2
F1-Break								   TAB 2 3
F1-Rejoin-Formation				   TAB 2 4
F1-Radar-On/Off						 TAB 2 5
F1-Jettison-Drop-Tanks			 TAB 2 6
F1-Return-to-Base					   TAB 2 8
F1-Change-Formation-Spread-Out		TAB 2 7 1
F1-Change-Formation-Close-Up		  TAB 2 7 2
F1-Change-Formation-Fluid-Four		TAB 2 7 3
F1-Change-Formation-Wall				TAB 2 7 4
F1-Change-Formation-Box			  TAB 2 7 5
F1-Change-Formation-Arrowhead	TAB 2 7 6
F1-Change-Formation-Wedge			TAB 2 7 7
//
// Flight Two Commands
//
F2-Engage-Aircraft					  TAB 3 1
F2-Engage-Ground-Targets			TAB 3 2
F2-Break									TAB 3 3
F2-Rejoin-Formation					TAB 3 4
F2-Radar-On/Off						  TAB 3 5
F2-Jettison-Drop-Tanks				TAB 3 6
F2-Return-to-Base						TAB 3 8
F2-Change-Formation-Spread-Out		TAB 3 7 1
F2-Change-Formation-Close-Up		  TAB 3 7 2
F2-Change-Formation-Fluid-Four		TAB 3 7 3
F2-Change-Formation-Wall			TAB 3 7 4
F2-Change-Formation-Box			  TAB 3 7 5
F2-Change-Formation-Arrowhead	TAB 3 7 6
F2-Change-Formation-Wedge			TAB 3 7 7
//
// Flight Three Commands
//
F3-Engage-Aircraft					  TAB 4 1
F3-Engage-Ground-Targets			TAB 4 2
F3-Break									TAB 4 3
F3-Rejoin-Formation					TAB 4 4
F3-Radar-On/Off						  TAB 4 5
F3-Jettison-Drop-Tanks				TAB 4 6
F3-Return-to-Base						TAB 4 8
F3-Change-Formation-Spread-Out		TAB 4 7 1
F3-Change-Formation-Close-Up		  TAB 4 7 2
F3-Change-Formation-Fluid-Four		TAB 4 7 3
F3-Change-Formation-Wall			TAB 4 7 4
F3-Change-Formation-Box			  TAB 4 7 5
F3-Change-Formation-Arrowhead	TAB 4 7 6
F3-Change-Formation-Wedge			TAB 4 7 7
//
// Flight Four Commands
//
F4-Engage-Aircraft					  TAB 5 1
F4-Engage-Ground-Targets			TAB 5 2
F4-Break									TAB 5 3
F4-Rejoin-Formation					TAB 5 4
F4-Radar-On/Off						  TAB 5 5
F4-Jettison-Drop-Tanks				TAB 5 6
F4-Return-to-Base						TAB 5 8
F4-Change-Formation-Spread-Out		TAB 5 7 1
F4-Change-Formation-Close-Up		  TAB 5 7 2
F4-Change-Formation-Fluid-Four		TAB 5 7 3
F4-Change-Formation-Wall			TAB 5 7 4
F4-Change-Formation-Box			  TAB 5 7 5
F4-Change-Formation-Arrowhead	TAB 5 7 6
F4-Change-Formation-Wedge			TAB 5 7 7
//
// Squadron Commands
//
SQ-Engage-Aircraft					  TAB 6 1
SQ-Engage-Ground-Targets			TAB 6 2
SQ-Break									TAB 6 3
SQ-Rejoin-Formation					TAB 6 4
SQ-Radar-On/Off						  TAB 6 5
SQ-Jettison-Drop-Tanks				TAB 6 6
SQ-Return-to-Base						TAB 6 8
SQ-Change-Formation-Spread-Out		TAB 6 7 1
SQ-Change-Formation-Close-Up		  TAB 6 7 2
SQ-Change-Formation-Fluid-Four		TAB 6 7 3
SQ-Change-Formation-Wall			TAB 6 7 4
SQ-Change-Formation-Box			  TAB 6 7 5
SQ-Change-Formation-Arrowhead	TAB 6 7 6
SQ-Change-Formation-Wedge			TAB 6 7 7
//
// Tactical Air Command Center Commands
//
TAC-Request-Help						TAB 7 1
TAC-Request-Vector-Nearest-Target	TAB 7 2
TAC-Request-Vector-Primary-Target	TAB 7 3
TAC-Request-Vector-Home-Base	TAB 7 4
TAC-Repeat-Mission-Status			TAB 7 5
//
// Camera Commands		 
//						 
Camera-Pan-Down						  ALT KBDOWN
Camera-Pan-Left						  ALT KBLEFT
Camera-Pan-Right					  ALT KBRIGHT
Camera-Pan-Up							ALT KBUP
//
// Multiplayer Commands
//
Chat-to-All								`
Chat-to-Enemy							~
Chat-to-Friendly					  CTL `
Chat-to-Current-Target			  ALT `	
//
// Simulator Commands
//
Exit-Mission							ESC
Pause										ALT p
Quit										ALT q
Time-Compression					  ALT t
Normal-Time								ALT r
Advance-Clock							ALT c
Screen-Shot								PRTSC
Jump-to-Next-Mission-Encounter	ALT n

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hI,

 

i do not understand, this file as .cmc will create a FIGHTERSTICK BUTTON map?

 

The default is already is in the game isn't it?

 

I need an accurate F-16 map that I can copy into the stick itself.

 

Cheers, Ori.

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If you are wanting a to have set up like Falcon 4.0 then you are going to be disappointed. This series doesnt support those kind of functions. This CMC that 531 Ghost has made will give you the most bang for your buck. I use it myself.

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Guest 531_Ghost
hI,

 

i do not understand, this file as .cmc will create a FIGHTERSTICK BUTTON map?

 

The default is already is in the game isn't it?

 

I need an accurate F-16 map that I can copy into the stick itself.

 

Cheers, Ori.

 

You're not understanding what the Command File (.cmc) is? Well, have you read The Control Manager For Dummies Guide? <-- Click there. Are you using, Click here.-->Control Manager? If not, may I suggest you do as it'll give you every bit of programming capability you can imagine. Now, if you are flying Falcon 4.0 Allied Force you can get a complete .map HERE. Have fun!

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C'mon give me a break would ya? ;) I said I am new at this...

 

I know how to use the control manager to a degree, mapping buttons and swtiches, but where does a .cmc file come in this picture? I added the FIGHTERSTICK map and by following Caesar's instructions I went into the WoI options and changed everything by hand.

 

I'd love some more in depth explanations for next time, the TP maybe... for now it works fine as it is... remembering it is something else ;) but with time I will.

 

Can anyone recommend the best weapons to arm my F-16 in a "single mission" session?

 

You know... what kind of weapons to use in air to air mission and how to arrange them on my jet.

 

And last but not least how to fire them without MISSING. Locking properly and other things that do not appear in the .pdf clearly enogh.

 

Thanks everyone for the support, Ori. A happy new fighter pilot, ISRAEL is my home after all... :)

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Guest 531_Ghost

That's why I suggested the Dummies Guide :wink: And in this case, Caesar's instructions may not have been the best to follow. Sorry Caesar, it's a control issue :wink: That said, you can set your .map to do exactly what he suggests, as I have done in my Falcon 4.0 Allied Force .map. That Command File (.cmc) is based on the default keys.ini in the game, all of them. You're best to set up a .map in Control Manager, download the .map, exit Control Manager, go into the game and assign your axes ONLY, the rest will already be assigned per the .map you made in Control Manager.

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And please!!! Don't forget to read the pdf file that's in the /manual folder. It explains a LOT about how the radars work.

 

Wrench

kevin stein

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And please!!! Don't forget to read the pdf file that's in the /manual folder. It explains a LOT about how the radars work.

 

Wrench

kevin stein

 

I said I did!!! Please.

 

Ori.

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Guest 531_Ghost

Please? Please what? Make a .map for you? Translate the .pdf? What?

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