.TOPIC:
Contents

THRUSTMASTER F-22 USER'S GUIDE 

                  ThrustMaster Command and Control Center
                    Copyright 1996, ThrustMaster Inc.

    Click on a topic:

USING HELP
F-22 INSTALLATION
INTRODUCTION
REVIEWING THE C&CC CORE MENU
REVIEWING CORE MENU OPTION "A" VIEW/PRINT FILE
REVIEWING CORE MENU OPTION "B" DOWNLOAD FILE
LEARNING CORE MENU OPTION "C" RUN PROGRAM
USING CORE MENU OPTION "D" CREATE/EDIT FILE
MARK II WCS CHANGES AND MODIFICATIONS
ADVANCED USER'S GUIDE
BUTTON MODIFICATION COMMANDS
ADDITIONAL PROGRAMMING OPTIONS
OTHER MENU OPTIONS
TM.CFG SETTINGS
CONTACTING THRUSTMASTER


.TOPIC:
F-22 INSTALLATION
F-22 INSTALLATION:

1)   Turn your computer "Off".

2)   Locate the keyboard port on your computer and unplug the keyboard. 
     Plug the F-22's keyboard connector into the computer's keyboard 
     port. 

     Note: If your keyboard uses the larger 5-pin connectors for the 
     keyboard, a pair of adapters will be needed for converting 
     PS/2-style to 5-pin connectors.

3)   Plug the keyboard connector into the back of the F-22.

4)   Locate the 15 pin game port connector on your computer.  If you have 
     more than one game port connector on your system you should disable 
     all ports except for the one you intend to use.  See your hardware 
     manuals for information on how to do this.

     Warning: If you have a network card installed in your computer, check 
     if the network connector also is a 15-pin connector. DO NOT install 
     your F-22 on to a network card. Damage to computer components and/or 
     the F-22 may occur.

5)   If you have the F-22 flight stick and no additional flight equipment:

         a. Plug the F-22's 15-pin connector into the gameport connector 
            on your computer's gamecard.

     If you have the F-22 flight stick and rudder pedals but no WCS Mark 
     II throttle or TQS throttle:

         a.  Plug the F-22's 15-pin connector into the y-connector on your 
             rudder pedals.  Plug the gamecard connector on your rudder 
             pedals into the gameport connector on your computer.

     If you have the F-22 flight stick and either a WCS Mark II or TQS 
     throttle, but no rudder pedals:

         a.  Plug the F-22's 15-pin connector into the gameport connector 
             on your WCS Mark II or TQS throttle.

         b.  Plug the gamecard connector on your WCS or TQS to the 
             gameport connector on your computer's gamecard.

     If you have the F-22 flight stick and either a WCS Mark II or TQS 
     throttle, and rudder pedals:

         a.  Plug the F-22's 15-pin connector into the y-connector on 
             your rudder pedals.  Plug the game card connector on your 
             rudder pedals into the gameport connector on your WCS MK II 
             or TQS.

         b.  Plug the gamecard connector on your WCS or TQS to the 
             gameport connector on your computer's gamecard.

6)   If you have a TQS and a mouse:

     a. Connect the mouse directly to your TQS throttle controller and then 
        connect the mouse extension cable from your TQS to the serial port 
        connector on your computer.

7)   Turn your computer "On".

8)   Change to the F-22 program directory (normally C:\TM\F22), type "F22" 
     and then press ENTER (to run F22.BAT).

.TOPIC:
USING HELP

Selecting a Help link:
----------------------
With a mouse - click on phrases outlined by two triangles.  With the 
keyboard - Press TAB or Shift-TAB to select a link.  Press ENTER to jump 
to that topic.

Scrolling the Help window:
--------------------------
With a mouse - click on the horizontal or vertical scroll bars.

With the keyboard - press the cursor navigation keys.

Closing the Help window:
------------------------
With a mouse - double click on the window's control box icon in the upper
left corner of the window.  With the keyboard - press Ctrl-F4.

Command Buttons:
----------------
Applications may use one or more of the following command buttons.  Use a 
mouse to click a button or press the letter mentioned below.

Contents - displays a table of contents for the application's Help.  Press 
C to select Contents.

Search -  opens a dialog box that lists all available Help topics.  Select 
a topic from the list box and press ENTER.  Press S to select Search.

Back - jumps to the last Help topic viewed.  Press B to select Back.

History - lists the last 20 Help topics viewed.  Jump to a topic by 
selecting from the list box and pressing ENTER.  Press T to select 
History.

Copy - copy the current topic or a portion of the current topic to the 
clipboard.  You can then exit help and paste the contents of the clipboard 
into your program file.

Print - print the current topic or a portion thereof to your printer or a 
file.

.TOPIC:
INTRODUCTION
INTRODUCTION:

Before reading this section, you should have read the F-22 Installation
And Quick Start Guide, installed the F-22 software, acquainted yourself  
with the very basic operation of the F-22 and spent some time enjoying  
your favorite flight simulation or other game.  Now you're ready to  
explore the truly amazing versatility of the F-22 Flight Control  
System. 
 
In this guide you'll learn: 

        - What took place during the installation process.
        - About reading and understanding F22 files. 
        - How to edit F22 files and create new ones. 
        - More on downloading and game play options. 
        - How to effectively use the TQS with the F-22. 
 
 
What Happened During Software Installation?

When you loaded the F-22 software into your computer the installation  
routine created a directory on your hard drive titled TM.  Within the  
TM directory an additional subdirectory was also created: 

TM\F22PROGS: All the predefined F22 program map files were stored here. 

.TOPIC:
REVIEWING THE C&CC CORE MENU
REVIEWING THE C&CC CORE MENU:

Enter the C&CC and bring up the Core Menu screen as
described in the F-22 Installation and Quick Start Guide.   
This is the menu screen from which you were able to view,  
print, and download the F22 file used to play your first game.    
 
The C&CC Core Menu displays a single menu box in the center  
of the screen designated Throttle and Stick Controls.  Within  
the menu box are four options:  A. View/Print File, B. Download File,  
C. Run Program and D. Create/Edit File.  At the bottom center of  
the menu box you will see F10 Full Menu.  You will see more of  
the F10 menu later in this guide.  Other options are cover in the  
Advanced User's Guide. 
 
At the very bottom of your computer screen are function key  
identifications: 

F1-Hlp  - On-screen help.
F2-JSTK - Run TMScope (joystick diagnostic program). 
F3-Keytest - Run Keytest. 
F4-Files - View/Access Files in default directory (C:\TM\F22). 
F5-F22 PCX - View picture of F-22. 
F6-TQS PCX - View picture of TQS throttle. 
F7-About - ThrustMaster Info - Address, phone, etc.... 
Esc-Exit - Exit TM C&CC. 
 
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REVIEWING CORE MENU OPTION "A" VIEW/PRINT FILE
REVIEWING CORE MENU OPTION "A" VIEW/PRINT FILE:

Select option A from the Core Menu.  This will bring up the  
"View/Print Throttle and Stick" Directory and Filename screen. 

The default directory (the directory pre-programmed to appear)  
will be C:\TM\F22\F22PROGS.  The default filename extension will be  
*.F22.  All the F22 files that have been included with the F-22 
software are placed in this directory and have the file extension of  
.F22.  To the right of the filename extension bar appear a set of  
parenthesis followed by the extension *.F22 and another set of  
parenthesis followed by the extension *.M22.  A "check mark"  
will appear in the set of parenthesis preceding the *.F22 extension.   
At this time, Do not make any changes to this screen.  You will  
learn more about modifying this screen later.  For now,  
familiarize yourself with the layout of the screen and then  
select OK to move on. 

You should now be looking at a screen with the title bar Files  
in C:\TM\F22\F22PROGS. 

To the right of the title bar is [F2] Del.  Pressing the F2  
key or clicking on this area with your mouse will remove the  
highlighted file from the directory.  As a safeguard, a  
message box will appear when F2 Del is activated prompting  
you to answer yes or no with respect to continuing with the  
deletion process.  Directly below the title bar you will see  
Directory or filename: with a file name appearing that  
corresponds with the filename highlighted in the list of files.   
By highlighting different files with your arrow keys you can  
change the file that appears in the directory filename box.   
Identifying the columns above the file listings are File (file name),  
Date (date of creation), Time (time of downloading) and Size  
(number of bytes).  Below the listed files you have information  
regarding the total number of files, total number of directories  
and the amount of free (usable) space available on your hard drive.  
 
.TOPIC:
REVIEWING CORE MENU OPTION "B" DOWNLOAD FILE
REVIEWING CORE MENU OPTION "B" DOWNLOAD FILE:

Select option B from the Core Menu.

The title bar in this screen reads:  DOWNLOAD THROTTLE AND 
STICK FILE.  This screen looks the same as the first screen 
you reviewed after selecting option "A", except you will not 
see the sets of parenthesis followed by the extensions *.F22 
or *.M22.  Make no changes and go to the next screen. 

At the next screen the title bar reads C:\TM\F22\F22PROGS, and 
is exactly the same as the screen from which you were able to 
view and print your selected file under option "A".  Highlight 
the file you wish to download using your arrow keys (choose the  
F22 file for your game). Press enter once or left click on  
the highlighted file. 

You are now looking at the download screen which should not need  
any further clarification.  You are prompted through each step and  
it is simply a matter of following the on-screen instructions.   

Download your file. 

Remember:  The F-22 contains a non-volatile memory chip that  
will retain any downloaded file even after you turn off your  
computer.  If you are downloading the same file as you did  
when working through the Quick Start Guide, you will receive  
a message reminding you that the file has been previously loaded  
and do you wish to proceed.  Answer "yes" (press "y" key) and  
go through the steps again.  You will also be prompted as to  
whether you wish to setup the MARK II WCS for use with the  
F-22. Respond accordingly. 

After completing the download procedure you are returned  
to the Core Menu.   

Exit C&CC, enter your game and have fun! 

.TOPIC:
LEARNING CORE MENU OPTION "C" RUN PROGRAM
LEARNING CORE MENU OPTION "C" RUN PROGRAM:

The "Run Program" option permits you to enter, exit and change  
games very quickly. 

From the Core Menu, select option "C". 

You will now be viewing the F-22 Program Commander menu screen. 
Press F1 to call up the Program Commander help system.  Double
click on a menu entry to run that selection.  When you exit your
game you will be returned to the menu screen. 

Remember:  You cannot run a game that you don't have on  
your hard drive.

.TOPIC:
USING CORE MENU OPTION "D" CREATE/EDIT FILE
USING CORE MENU OPTION "D" CREATE/EDIT FILE:

Using option "D" you can modify existing F22 files to  suit your  
own personal tastes or you can create new files for games that  
will be released in the future.  To get you started, we will  
first cover editing an existing F22 file. 

Learning To Use the Editor 

Selecting option "D" will move you to the CREATE/EDIT THROTTLE  
AND STICK FILE screen.  This screen is identical to the first  
screen in option "A"  except for the title bar.  Within the  
sets of parenthesis you can place a "check" mark for the  
extension of the files you wish to edit.  For the moment, leave  
it where it is - *.F22.  We will discuss the *.M22 files shortly.   
If the "check" mark does not appear inside the parentheses of the  
*.F22, move it there by clicking between the parentheses or typing  
*.F22 in the filename extension bar.  Click on "OK" or press Enter  
twice (once if you typed in an extension and the "cursor" is 
flashing in the extension bar. 

The next screen is entirely the same as the file screens you have  
seen using options "A" and "B".  Select the F22 file AH64LB.F22, and  
move to the EDITOR screen. 

Along the top of the screen you will see the title of the screen  
and a row of function keys: 

F1 - View and select a different file. 
F2 - Insert a line in the file. 
F3 - Delete a line in the file. 
F4 - Load Root (F22) file. 
F5 - Load the matching Macro (M22) file 
F6 - Save modified file using same filename. 
F7 - Save the file under different filename. 
F8 - Exit the Editor. 

Immediately below is a path statement bar.  For "Apache Longbow"  
the path statement would look like this:

                 C:\TM\F22\F22PROGS\AH64LB.F22

Next is the FILE "window" which contains the F22 file you selected  
for modification.  It is within this window that you make all the  
changes to your F22 file. 

At the top right of the file window is F-10.  Clicking on F-10 or  
pressing the F-10 function key will activate another window within  
the Editor which will provide you with information relating to the  
highlighted line.  When activated, the file window will be smaller  
and F-10 will still appear in the upper right.  Clicking on the F-10  
again will "close" the information window and return the file window  
to normal size.  Give it a try and use your arrow keys to move up and  
down within the file. 

At the bottom left of the file window is the line: Select-Copy-Delete- 
Paste.  These are tools to aid you in the editing process.  At the  
bottom middle you will see Line 1 or 2, etc..., indicating what  
line you are currently on within the file. 

Dividing the upper and lower window is a "blue" bar that currently  
contains no information.  You will see how this bar functions as  
you work through editing a file. 

Below is the MACROS window.  This window contains all of the  
available macros (button functions) for use in the F22 file you  
are editing.  In the upper left of the window you will note the  
word Keys, in the middle is MACROS and at the far right you will  
see Page. 

Clicking on Keys will change the macros listed in the screen to  
a layout of your keyboard across the upper half, and below will  
appear File Commands, Modal Keys and Toggles.  The word Macros  
has changed places with Keys and moved to the left.  Clicking  
on Macros will take you back.  Both of these screens in the  
lower window will be used to modify the file in the "Editor"  
window during the editing process.  Page allows you to move  
through the pages of macro definitions by clicking with the  
left mouse button.  Clicking with right mouse button will  
take you back through the pages.  There are a total of  
nine pages available for macro definitions. 

Note:  If you are not using a mouse, you cannot access the  
Macros/Keys screens.  You will still be able to edit files,  
however your editing options will be limited.  You are encouraged  
to purchase a mouse, it will make using the F-22 and your other  
applications much easier. 
 
Editing F22 Files with the Editor  

Using your mouse or arrow keys, scroll down the editing window until  
you reach the first button command line and its macro. 
 
In AH64LB.F22, the first button command line reads:

                BTN S1 /I PrevEnemy /O NextEnemy

Referring to the F-22 Quick Installation Card you can see that button  
S1 is the right index finger button on the upper side of the F-22.   
With your mouse or arrow keys, place the cursor at the end of the  
command line.  Using the "Back Space" key, carefully erase everything 
back to BTN S1.  You should end up with: BTN S1, with the flashing  
cursor next to 1 (if you are using a mouse).  Place the cursor one  
space to the right of 1 if you are using your keyboard.   

Note:  If you went too far and erased part or all of the button  
code, exit the "Editor", do not save and re-enter.  The line will  
be as it was before.  When you are more familiar with buttons and  
codes, you can merely type in the portion you may have erased.   
Now, find the macro NextEnemy in the MACROS window.  Then  
click on the macro.  It will appear on the command line next to  
BTN S1 in the file window.  The finished button command line change  
for "AH64LB" should look like this:  BTN S1 NextEnemy. 

Key board users, begin by making sure your cursor is one space away  
from the button code, then type in the macro exactly as it appears  
in the macro screen.  NO SPACES between the words.  You may wish to  
capitalize the first letter of each word to make it more readable. 
Note:  If you are not using a mouse, you're going to be limited to  
viewing the macros on the first page only.  When you are experienced  
enough to construct your own macros this will not be a problem.   
Consequently, we have selected a macro that is on the first page.   
That's all there is to it!  Select the button command you wish to  
change, erase the current macro and replace it with another.   
Once you learn how to build your own macros, you'll be able to  
configure your F-22 or F-22/TQS in just about any manner you wish.
 
CLICK on F7-Save_As, or press the F7 Key.  You will be prompted  
to name the file.  Type in a name (up to 8 characters), like  
"Edit", "AH64LB2", etc....  This will keep the original file  
from being lost.  When you are more experienced you can elect  
not to rename your changed file if you chose.  Choosing F6-Save  
would save the change and replace the F22 file you are editing. 
 
Editing a Macro File with the Editor 

Every F22 file has a matching MACRO (M22) file where all the macros  
are defined.  To edit an existing macro, enter the "Editor" in  
precisely the same way you did when editing a F22 file.  Select  
the same file. 

At the "Editor" screen and in the file window, scroll down to the  
button command line for BTN S2 MasterArm.  With your RIGHT mouse  
button click on the MACRO (just clicking on the black line won't work).   
This will change the lower "dark blue" bar to a "light blue" and  
within the light blue bar, reveal the macro definition for "MasterArm".   
In addition the MACROS window will change to the KEYS window. 
Note: Keyboard users, PRESS F5 to open up the entire matching  
macro file.  You may then follow along, but you need to type in  
the appropriate changes as you did previously.  You will also  
need to reference page A.5 of the Appendix for a list of keyboard  
character definitions. 

Because this is a hypothetical example, the button code line for  
BTN S2 MasterArm, will be correct.  Let's assume however,  
that an error was made in defining the original macro.  You've  
discovered the mistake because button S2 wasn't arming weapons  
during your game.  You ran Keytest to check it out and found  
S2, when pressed generated F9.  You referenced the game manual  
and discovered that the keyboard command for MasterArm should be  

CTL m (Control key + m). 

Begin by placing your cursor after the "incorrect" macro definition  
in the light blue bar and erase it using your backspace key.   
In the KEYS window, find CTL ("Control") and click on it with
the left mouse button (Keyboard user's will need to type in  
"CTL" - ALL Caps.) The key code for CTL will appear after  
the macro "MasterArm" in the light blue bar.  Now type in lowercase
"m" after the CTL designation.  After the change is made, click
on or press F6 to save the correction.  You will be prompted to save
or cancel.

You may double check your work to be sure the change was saved  
by "right" clicking on the line again.  Keyboard users will  
need to re-enter the matching macro file as before to check  
corrections. 

Note:  If you should receive an "Error Message", read the  
information very carefully.  You will be given information  
as to the type of error and the applicable line.  After  
responding to the error message, you will be placed on  
the line in question to make any necessary adjustments  
or changes.  
 
Tips for Keyboard Users:  A character will be replaced 
(typed over) when the "flashing line" cursor (_) is located 
below the character.  A character will be moved one space 
to the right and the typed character "inserted when the 
"flashing box" cursor () is located over the character.  
Pressing the "Insert" key on your keyboard toggles between 
these two cursors. 
 
Creating a New F22 File 

Perhaps the most exciting feature of your F-22 is the ability 
to create new F22 files.   Allowing you to make your F-22 
HOTAS system totally compatible with any flight sim, game 
or other application that is currently available, or that 
will be available in the future. 

Once again, select option "D" from the Core Menu, at the 
CREATE/EDIT THROTTLE AND STICK FILE screen select "OK".  At 
the F22 file screen, locate the "Directory or Filename" bar.  
The cursor will be flashing within the bar and under the current 
filename.  Type in the name of the new file for the F22 you wish 
to create (you may use as many as 8 eight characters)  For our 
purposes, use the filename "NEWGAME". 

After typing in the new name, press the "Enter" key.  The 
next screen is identical to the screens used for editing 
an existing file, except that it now contains a file "Template" 
with the title bar "F-22 PROGRAMMING TEMPLATE".   

Over the title bar you will see the full path and name of your new file: 

               C:\TM\F22\F22PROGS\NEWGAME.F22

At the top of the template are REM statements that provide space 
for you to: enter the F22 filename, put in a description of the 
game, who wrote the game and the date, name of the publisher of 
the game and the full name of the game.  Using your mouse or arrow 
keys, place the cursor on the appropriate line(s) and fill in some 
hypothetical information.  Then continue to scroll down the template. 
 
Preliminary Settings 

The first REM statement after "Preliminary Settings" reads: "INCLUDE 
THE 'USE TQS' COMMAND TO USE YOUR TQS THROTTLE WITH 
THE F-22".  "USE TQS" follows two lines below.  You need not 
change or delete "USE TQS".  This line has no effect on F-22 only 
users.  Additionally, by leaving "USE TQS" in the F22 file, you will not 
need to edit these files later should you elect to include a TQS throttle
in your setup. 

Setting RATE 

The next line item that you will need to address is the RATE setting of 
your game. 

RATE is the speed at which the F-22 generates keyboard characters.  
These characters are then stored in the keyboard buffers.  Rate 
settings are defined in milliseconds.  For example, a rate setting 
of 20ms would generate characters quickly, while a rate setting 
of 1000ms (1000ms=1sec) would generate characters very slowly 
(for a computer). Begin by setting the RATE at 0 ms, then 
adjust the setting up/down according to how your game performs.  

NOTE:  Some game software programs read keyboard buffer information 
very slowly.  While playing "Wing Commander" for example, you push 
the TQS or MARK II throttle forward to full power and it should generate 
50 throttle increase characters.  However, during this time "Wing 
Commander" is busy executing graphics or sound.  As a result, you lose 
characters because the buffers were full and your computer (controlled 
by your game software) may have read only half the characters generated 
during the throttle increase.  You're at half throttle!  If you find 
yourself in a situation where you are losing characters, adjusting 
the rate setting may be the solution to enhancing your game play. 
Enter the RATE setting by placing the cursor one space to the right of 
RATE on the template and type in 0. 

Before moving on, SAVE your work by clicking/pressing F6-Save.  Your 
F22 template will be saved under the filename NEWGAME.F22.  You 
will receive an error message.  This is due to the fact that the template 
has not been completed.  The error message will give you the option of 
restoring or continuing.  Select Continue to save the work you have done 
so far. 
 
 
Macro Definition File 

Before you can begin to add macros to your new F22 file, you must 
name/create the matching MACRO DEFINITION FILE (MDEF).  
MDEF files are recognizable by the .M22 filename extension. Place the 
cursor to the right of the word "TEMPLATE" on the line and using the 
back space key, erase the characters.  Leaving one space between the end 
of the characters "MDEF"(Macro Definition) and your file name.  Enter 
the filename "NEWGAME" for the MDEF file .  In most instances you 
would want to use the same name for your MDEF file as you did for the 
F22 file (you can use up to eight characters). Your result should look 
like this:  MDEF NEWGAME. 

NOTE:  There may be instances where you would want to use the 
filename of an existing MDEF file.  If you currently own "Aces Over the 
Pacific" and "Aces Over Europe" by Dynamix you know that both games 
use the same keyboard functions.  A year from now if Dynamix should 
release a new game, chances are good that the game will utilize the same 
keyboard functions as the previous games.  Using the same MDEF file 
saves considerable time. 

Now, save your F22 file as before, then select F5-MF to move to the 
Macro Definition File TEMPLATE. 
 
Constructing the MDEF File 

This screen is very similar to the F22 file template.  At the top of the 
screen you will see the complete path/filename for your new MDEF file: 
C:\TM\F22\F22PROGS\NEWGAME.M22.  Directly below is the title bar 
reading:  F-22 MACRO DEFINITION FILE TEMPLATE. 

As before, fill in the appropriate information in the blanks provided at 
the beginning of the template for name of the Game, date, etc....   
Continue moving down the template until you reach the first set of 
macros listed under THROTTLE CONTROLS.  Here, you can begin to 
create and define the macros for the new game. 

Using your mouse, go to the top of the MACROS window and on the top 
left, click on KEYS.  Using this screen and your game manual, you 
will construct the macros to run your new game using the F-22. 
NOTE:  On any computer keyboard there are two types of keys - keys 
that generate a character (visible) on your computer screen when 
pressed; a, b, >, ?, etc... and keys that do not generate a character 
(invisible); back space, tab, delete, etc....   

The first macro is EngineStart =.  Place the cursor one space to the right 
of the "=" character.  Referring to your "hypothetical" game manual, let's 
assume that the key code command11 to start engines is "\", a Visible 
keyboard character.  Type in the character, or if you prefer, use your 
mouse to highlight the character in the KEYS window and left click.  
The result will look like this:  EngineStart = \. 

Note:  When using a mouse and the KEYS window, you need not place 
your cursor one space away from your macro or the last character in 
your macro definition.  The mouse will insert the space for you. 
Adding Invisible keyboard characters to your file is just as easy.  
Let's assume that the key to activate GearUp is "Back Space".  
Looking at the KEYS window you will see the code "BSP".  You may 
type in "BSP", however clicking on the appropriate key code may 
save you time over typing and certainly help prevent errors.  
The GearUp macro will appear like this when completed:  GearUp = BSP. 

Some game operations will require using strings of Visible or 
Invisible characters to define the macro function such as:  
u u u or F5 F6.  Others will use combinations of both Visible 
and Invisible characters like:  Ctrl F6 * or SHF F1 g.  Add 
these to your macros using the same procedures. Either type 
them in or use the mouse.  Remember, there must be a single 
space between each separate key code command. 

NOTE:  You do not have to type in a word, or use the mouse to enter an 
Invisible key code when the complex key is used in a combination that 
produces a visible character.  For example, shift key - 8 produces the 
visible character "*".  Simply press the "8" key while pressing and 
holding the shift key.  The character "*" will be produced on the macro 
line.   

Once you have completed defining all the macros that apply to your 
game (remember, this is practice, so just enter a few codes on various 
macros), delete the unused macros. 

To delete macro lines, highlight the macro line you don't need/want, 
press F3-Del.  You will be prompted as to whether you wish to delete the 
line, answer yes or no.  This is a "fail safe" device that gives you the 
opportunity to be sure you are on the line you wish to delete. 

TIP:  If you are deleting a number of lines, you can use the 
Select/Copy/Delete/Paste options at the bottom left of the File window.  
Highlight the line, left click on Select and a "check" mark will be place 
to the left of the line.  Continue until all the lines you wish to 
delete are "marked".  Now click on Delete.  

Note: You will not receive a "Fail Safe" prompt, so be sure of 
your selections.  To remove a "mark", just reverse the process. 

If you should have a macro in your game that has not already been 
provided, you can add your own macro.  Just press F2 to insert a
blank line, then type in the name of your macro followed by the
equal sign ("=") and the macro definition itself.

You can also create macros that perform more than ONE function. 
Macro/Macros can be very useful. If the hypothetical game designated 
the "C" key for Chaff and the "F" key for Flare, as opposed to one key for 
both, these commands can be combined rather than creating a macro for 
each.  Find the section of the MDEF template for COUNTER 
MEASURES.  Within this list you will find the macro line for 
ChaffandFlare =.  Enter the characters "C F".  You have just 
created a macro that will perform both functions with one press of 
the designated button/switch on the F-22 or throttle (TQS or MARK II). 
Save the modifications that you have made to the MDEF template. 
In the MACRO window at the bottom of the screen you will see a 
number of changes, which take place only after you have saved the work 
you have done.

Special Notes 

All macro definitions (key code commands) must be separated by a 
single space. 

Macro names must be one continuous word, caps may be used for easier 
reading. 

Most games are "CASE" sensitive.  If you use a lower case "a" where 
your game manual calls for an upper case "A", the game will not 
perform as expected.  Additionally, some software manuals are not 
accurate with regard to upper and lower case.  Check your game 
functions once on your keyboard for accuracy before constructing 
macros. 

If you are using any keypad numbers in your MDEF file (KP7, KP9, 
etc...), it is usually necessary to have the NUMLOCK (number lock) 
engaged and the NUMLOCK light on.  If using HOME, END, etc..., the 
NUMLOCK should be off. 

As you delete and insert lines in the MDEF editing/creating window you 
will disrupt the original layout.  If you would like to re-organize, 
you'll have to insert/delete the character "~", save the changes 
and observe the results.  You'll soon see what must be done to 
re-organize the look of the file.  Additionally, any characters 
entered after the "~" character will be displayed in red.  This 
is how the red text boxes in the MACRO window are created. 
 
Press/click on F4-RF to return to the F22 file template. 
Now you are ready to start entering your macros to assign the 
button/switches on the F-22 and/or TQS or WCS. 

Find the first BTN line, BTN S1.  Using your mouse or keyboard, place 
the macro EngineStart on the line.  Remember the macro key code for 
EngineStart was "\", you'll see it later. 

At this point, it's simply a matter of following these easy steps: 

 1)      Select the individual button/switch you wish to use. 

 2)      Highlight the line. 

 3)      Move the cursor to the right of the BTN code.  Remember, your 
         mouse will insert the require space for you. 

 4)      Place your mouse pointer on the macro you wish to assign in the 
         MACRO window and click. 
 
 
Trigger Commands

The F-22 has two trigger positions, defined as BTN TG1 and BTN TG2.
In order to enable use of the first trigger press (TG1) as analog
joystick button 1, you must have the following line in your
F22 file:

                       PortB1 IS TG1


That's really all there is to it.  After assigning the buttons/switches 
you wish to use, delete any remaining BTN lines.  If you are not using a 
TQS or WCS, you will need to REM the THR (throttle) statement and MT
(minimum throttle) lines found near the end of the F22 file.  

Remember the tip on using Select/Copy/Delete/Paste. 

Now it's time to save the file, print out a copy, download to the F-22 
and run the Keytest program to see if all the buttons/switches generate 
the characters you selected. 

 
Checking Your Work with Keytest 

Now you are ready to test the buttons and switches on your F-22 or 
F-22/WCS.  With your mouse, click on "F3-KeyTest" located at the 
very bottom of the C&CC screen or press the F3 control key on your 
keyboard if you aren't using a mouse. 

In this screen you will be able to see buttons and switches generate
keyboard characters as you activate them.  For example, press BTN S1
and on the left of the screen near the top, a button code will appear,
in this case the "\" used for the macro EngineStart, the character you
assigned to BTN S1 when creating the new MDEF M22 file.  All of the
buttons and switches on the F-22 will generate a specific keyboard
character(s), the character(s) you assigned to define the macro in the 
MDEF M22 file.  Try them all.  Do they generate the character you 
selected to represent each button or switch? 

Please note: Using Keytest is an elective step and need not be used every 
time you download a file.  However, running through it now will help 
acquaint you with button/switch command codes and how they effect the 
F-22 or F-22/TQS.  Keytest can also be used as a trouble-shooting tool if
you should experience problems during game play, so you should be familiar
with how it operates.

The TQS and MARK II WCS buttons and switches will also generate codes.

After you've finished testing all your buttons and switches, press the 
"Esc" (Escape) key twice to return to the Core Menu. 

.TOPIC:
MARK II WCS CHANGES AND MODIFICATIONS
MARK II WCS CHANGES AND MODIFICATIONS:

Whether you are an experienced MARK II WCS user or new owner,  
there are some considerations to note when using your Mark II WCS 
with the F-22.  If you are a new user of the MARK II WCS, you will 
need to read the MARK II WCS Owner's Manual to more fully 
understand the following information. 

As you may already know, both units contain circuit boards and have the 
ability to be configured independently.  This holds true even when the 
MARK II WCS is connected to the F-22. 

Configured independently, the MARK II WCS may be utilized as 
described in the WCS Owner's Manual, using the MARKII.ADV files.  
However, using the WCS independent of the power and flexibility of 
F-22 will limit the versatility of the unit. 

When configuring the WCS with the F-22 using the F-22 F22 files, it 
becomes necessary to force the WCS to become slave to the F-22 by 
downloading a "slave mode" setup file to the WCS.  When you download 
any of the F22 files you will be prompted as to whether or not you wish 
to use your Mark II WCS.  Selecting "Yes" will download the slave mode 
setup file.  When using the WCS in this manner, all button/switch 
configurations are handled through the F-22.  All the F22 files that 
came with F-22 software include configurations for the using the 
MARK II WCS.  

Note:  If you chose to use the option of configuring the WCS 
independently (using ADV files), you must not download the 
F-22/WSC setup file. 

The statement "USE WCS", is found in all F22 files included with the 
F-22 software that are designed to work with the WCS Mk II throttle.
This is the statement that tells the system you are using
the Mark II WCS with the F-22.  Without this statement the MARK II 
WCS WILL NOT function.  Anytime you are editing or creating a F22 
file, include the USE WCS even if you do not currently have one. 
   
Button Code Changes 

BTN code changes for the Mark II WCS are as follows: 

OLD             NEW 
 
 BTN 1           T1 
 BTN 2           T2 
 BTN 3           T3 
 BTN 4           T4 
 BTN 5           T5 
 BTN 6           T6 
 RKR UP          T7 
 RKR DN          T8 
 
 
Throttle Configuration 

The throttle input is accessed via the THR statement in the F22 file 
and is essentially the same as it was in the MarK II WCS software, 
supporting Types 1 and 2.  However, there are a few minor changes in 
the way you configure the Mark II WCS throttle.   

The syntax has changed slightly to include the TYPE. For example: 

THR 1 20 5 = - / / = -  

interprets as: Throttle Type 1, 20 throttle steps, 5 AB steps.  Throttle up
and AB up characters are '=', Throttle down and AB down are '-', AB on 
and AB off are '/'.  

Similarly:  THR 2 4 1 1 2 3 4 5 

represents a Throttle Type 2, 4 throttle steps, 1 AB step, throttle
characters are 1 - 4, AB is 5. 

NOTE:  GAME commands have been eliminated and specifying a type 0 
throttle as analog is not required.  When throttle commands are not 
entered, the F-22 microcode passes the MARK II WCS as an analog 
throttle through the game card. 
 
Calibrating for Digital Throttle 

After connecting the Mark II WCS to the F-22 and downloading a F22 
file, calibrate the throttle.  This procedure needs to be performed only 
once, after connecting the MARK II WCS to the F-22.   
From the Core Menu, select F10 to obtain the Full Menu.  
 
New users will note that the Full Menu is made up of 4 sub-menus, 
including the Core Menu at the upper left corner.  Select Calibrate 
MARK II located in the lower right-hand corner of the screen, item 
"K". At the Calibrate Throttle screen, follow the on screen 
instructions very carefully.  Remember, the F22 file you downloaded 
MUST have the throttle configured for digital characters, otherwise 
the calibration routine will not function properly. 
 
Base Mode Switch And Hat Mode Switch 

The base mode switch on the Mark II WCS will continue to function as 
it was designed.  When using analog throttle input, place the base 
mode switch in the analog position prior to entering your game.  
Use the digital position when digital throttle input is specified 
in your F22 file.  

The Calibrate or Download position on the MARK II WCS will not be 
utilized except when downloading for "Slave" mode (normally this will 
only need to performed once). 

The Hat Analog and Digital switch is not needed with the F-22, place 
the switch in digital position and leave it there. 
 
What Happened to the Rocker Middle Position? 

The three-way rocker (RKR) switch on the MARK II WCS has three 
positions; up, middle and down.  The up and down positions are 
configured using the F-22 software.  The middle position cannot be 
directly configured to a game function.  However, it may be configured 
indirectly.   

If you think of the switch in terms of a button function this will make 
more sense.  As you know, when you press a button there are two 
actions, press and release.   

When you move the RKR switch up or down, you only create a press 
action.  The release action is generated when you return the RKR to the 
middle position.   

By using the button command codes, you can create a macro to use the 
center position.  With the F22 codes /P (press) and /R (release) you can 
take advantage of the RKR middle position.  For example, RKR down 
(lower flaps), RKR middle (raise flaps). 

Throttle Digital Inputs 

Inputs T1 through T8 are used by the MARK II WCS in slave mode, and 
correspond to BTN 1 through BTN 6, and the RKR UP and RKR DN 
commands in the MARK II WCS command set.  RKR UP and RKR DN 
automatically repeat. To defeat this function use RKR UP /P /N x /R /N x 
and RKR DN /P /N x /R /N x (x = any key(s) or macroname). 

Additionally, MT, the derived min throttle button, is supported when 
digital throttle is used by either throttle unit. 

.TOPIC:
ADVANCED USER'S GUIDE
ADVANCED USER'S GUIDE:

INTRODUCTION 

Welcome to the Advanced Users Guide.  This guide will provide you
with tips for optimizing your system, as well as additional  configuring 
options for your  F-22 and/or F-22 and TQS or WCS controls. 
Much of what you will read is based upon the assumption that you have 
read the Installation and Quickstart Guide as well as the Users Guide.   
Before we get into the advanced configuring options let's review a few 
basics. 

SUPPORTED SOFTWARE GAMES 

When using the F-22 it will be necessary to de-select the 
"ThrustMaster" options in the game setup.  This is due to the fact that 
when you select ThrustMaster in a game setup option and then calibrate 
your stick, the calibration routine will look for an analog "Hat" switch.   
None of the "Hat" switches on the F-22 are analog devices.  Since the 
calibration routine will see no analog "Hat" it will likely hang up and 
freeze.  To avoid this problem only select "Joystick" in the setup 
options for your game.   

It is also important to note that many programs will begin by asking 
you to calibrate your joystick by moving your joystick to the upper 
left corner and pressing  the trigger, or button #2, and so forth.  
If you have a keyboard character programmed to the trigger (BTN TG1) 
it may cause problems in the calibration routine.  In most instances 
the routine will be looking for an analog signal only.  If it sees a 
digital key press or a combination of digital and analog it may 
interpret that as you bypassing the calibration routine, and hence, 
kick you out of the routine.  

Sometimes this can be the case with button #2 (on the F-22 button #2 is 
BTN S2) as well.  If the game calibration routine ask for a button #2 
press and you have a keyboard character programmed to it, you may get 
the same results. 

If you encounter either of these problems, you will need to go into the 
F22 file you are using and add the following lines:

                     PortB1 IS TG1
                     PortB2 IS S2


You should also place a REM in front of the BTN TG1 and BTN S2 lines to
ensure that these buttons produce analog output only.

Game Setup Using The Mark II WCS 

If you are using a ThrustMaster TQS or WCS (with throttle input as Digital
(i.e. generating keyboard characters) always de-select the ThrustMaster 
throttle option in games that have this choice available in the setup, 
then select keyboard.  In addition, if you're planning on using your TQS or
WCS as an analog throttle device you will most likely select joystick 2, 
throttle wheel, or throttle slider.   
 
GAME CARDS 

Your game card will be the functional foundation for your new F-22 flight
stick. The F-22 will only work as well as the game card used with it.  

A game card is actually a circuit board attached to your computer's 
motherboard.  The industry standard requires that the joystick connector 
on a game card be a 15 pin connector.  Any 15 pin connector you find on 
your computer is therefore designed for game controller input. For this 
reason it is important that you are aware of the type of game card you are 
going to use. 

To get full function and proper range from your F-22, (P)FCS, rudder 
pedals etc., YOU MUST HAVE AT LEAST A DUAL PORT GAME CARD.  Please do not
get this confused with a two-connector or two-plug game card.  When we
refer to PORTS we refer to the CIRCUITRY on the card itself.  A dual port
game card is one that is designed to support two, two-button joysticks.
Often times these two ports are called "A" and "B".  A single port game
card would only have an "A" while a dual port game card would have an "A"
and a "B".  For specific details on the features of your game card refer
to your game card owner's manual. 

The following is a list of tips to help you determine if your game 
card is capable of supporting your ThrustMaster controls.  While 
we recommend the ThrustMaster ACM game card for maximum performance, 
there are a number of combinations possible in game cards currently 
out on the market.  One or more of these may already exist on your 
computers system.  For example: any game cards have only one 
connector, but actually access a dual port card. An example of 
this would be many of the sound cards available on the market.  
Often times they will include a game card and joystick connector.  
This type of game card will support your ThrustMaster controls.  
However, please note that with the faster 486 + computer systems, 
these combination Sound/Game cards are generally not optimal for 
game play. More information on this problem can be found in the 
reference section of the card's manual. 

Many game cards have two connectors and are dual port cards. In these 
instances there is a primary connector that accesses both ports. The other 
connector accesses the "B" port only.  Your ThrustMaster controls can be 
used successfully on these game cards.  Remember to plug your controls 
into the primary connector only.  

Some game cards have one plug or connector and are only wired for one 
port. This is typical of many Multi I/O cards (cards with parallel, serial 
and game port combinations). These Multi I/O game ports can be found 
on many of today's computers and most often will not support all your 
ThrustMaster controls.  WE STRONGLY  RECOMMEND THAT ALL MULTI I/O GAME
PORTS BE DISABLED AND NOT USED. In some instances you may not know how to
disable your Multi I\O game port or see no way to disable it.  If you
encounter difficulties you will need to refer to your owners manual or
contact your  computer dealer.  NOTE - In order to effectively disable
most game ports you must pull jumpers (little clips) on the card itself.
For details, see your game card owner's manual. 
 
Ideally, you will have disabled your sound card's game port and your 
Multi I/O card game port.  This will necessitate the purchase and 
installation of a game card that supports your ThrustMaster controls.  
We highly recommend a dedicated speed adjustable game card such as 
the ThrustMaster ACM game card. 

Dual port game cards are necessary because your ThrustMaster controls 
require the information from, and access to, both ports on a game card.  
Please also remember that you cannot have more than one game card 
active and running at the same time. If two cards are running at the same 
time they will conflict with each other, causing your controls to work 
erratically and inconsistently.  This condition is true of all IBM, and 
IBM compatible computers. 

Now that we have that out of the way we are ready to move on to the 
additional button configuring options. 

.TOPIC:
BUTTON MODIFICATION COMMANDS
BUTTON MODIFICATION COMMANDS:

Button modification commands provide additional versatility and 
functionality to your F-22 and/or TQS or WCS buttons and switches.  They
can be used to do anything from toggling a designated button between as 
many as 15 different macros, or performing one macro on the press of a 
button and another on the release.  There are literally hundreds of 
different ways your buttons and switches can be configured.      

These commands are typically placed in your F22 files immediately after 
the Button Codes  (i.e. BTN S1) and just before the Macro names.  To 
learn  more about Button Modifications Commands and how they're 
used, read on. 

The following is a list of the available Configuring Codes and their 
definitions.  Button Modification Commands  are additional options that 
may be used with the standard Button Codes and Macros. They are not 
required. 

TOGGLE CODE (/T) 

Using the /T toggle code in a BTN line will allow any combination of 
eight buttons to toggle between as many as 64 separate macros. This 
means that you may choose to use this toggle option on four F-22 
buttons and four WCS buttons (provided you are using the WCS), or have 
six toggling buttons on the WCS and two on the F-22, and vice versa,etc. 

Note - You can place toggle codes on Hat switches but you are limited to 
only two toggles per Hat position. 

Let's look at an example: 

BTN S2 /T Chaff 
       /T Flare 
       /T ScreamForHelp 
 
In this example BTN S2 (button #2) is using the toggle option.  When 
button #2 is pressed it will toggle through "Chaff", "Flare", and 
"ScreamForHelp".   

Basically, if you use more than two toggle commands, the button or 
switch programmed with toggles will cycle through the toggles 
sequentially.  When the last macro has been toggled, it will begin the 
sequence again, starting with the first macro. 

PRESS AND RELEASE CODES (/P and /R) 

/P - Command 

This command indicates that the specified macro which follows is to be
generated upon the press of the button or switch.   
The /P is designed to be used in conjunction with the /R.   

/R - Command 

This command indicates that a character is to be generated upon the
releasing action (letting up) of a button or switch.   
The /R must be used in conjunction with the /P command.  If no /P is 
present then using a /R will cause an error message to appear when 
downloading.   

For example: 

BTN S2 /P Chaff 
       /R Flare 

In this example BTN S2 (button #2) is using the press and release 
option.  When this file is downloaded to the F-22 button #2 will 
generate the Chaff macro when pressed, and Flare macro when released. 
When using the press and release commands remember to include both 
the /P and /R and their respective definitions. 

FORCE SINGLE CHARACTER GENERATE CODE (/N) 

Using the /N command in a button or switch line forces the macro
defined character to generate only once per press of this button. 

For example: 

BTN S2 /N FireMissles 

In this example BTN S2 (button #2) is using the /N option.  You should 
recognize that the "FireMissles" has been defined in the adjoining M22 
file.  Let's say "FireMissles" is defined as an "X".   
Normally, without the /N option, button S2 would generate "X's" as long 
as button 2 was held down.  With the /N in the command line, button 2 
would only generate one "X" per press.  This is what we mean by forcing 
single character generation.   

If you're using a Mark II WCS with the F-22 you will notice that T7 
(rocker up) and T8 (rocker down) usually use the /N code.  This is 
because the rocker switch is actually seen as a button device.   
When you move the rocker switch up, it is interpreted as pressing a 
button and holding it.  When you return the rocker switch to the middle 
position it is seen as releasing the button.  Therefore, when you put the 
rocker in the up or down position it will generate repeating characters 
until the rocker is returned to the middle.  To eliminate this potential 
problem, the /N option is used. 

Note - For additional discussion on uses of the /N option please read the 

Rate Settings and Repeating Characters section on page 3.16. 
By now you should have a pretty good feel for placing the configuring 
codes.  With the /N command there are a few do's and don'ts. 
Don't use it unless you have to, it uses up valuable memory. 
It cannot be used with the Hat Middle positions.  They cannot repeat 
macro commands. 
 
S3 IN/OUT CODES (/I and /O) 

The S3 In/Out codes relate to a specific hardware design enhancement 
within the F-22 stick.   

When the S3 button is held in (pressed) all buttons and switches using 
the /I and /O designation will perform a different set of functions.  When 
the S3 button is released the designated buttons and switches will return 
to their standard functions. 

The codes are /I and /O.  The /I code indicates that the macro which 
follows is to be performed when the S3 button is pressed and held.   
The /O code indicates that the macro which follows is to be performed 
when the S3 button is in the out position (not pressed). 
This In/Out capability will only occur when the buttons and switches use 
the /I and /O codes. 

For example: 

BTN S2 /I DropBombs 
       /O FireMissles 

In this example button S2 would perform "DropBombs" when the S3 
button is pressed and held.  When button S3 is not engaged button S2 
will perform "FireMissles". 

All buttons and switches can be programmed to take advantage of this 
option, except for the S3 switch itself, which does the In/Out toggling.   
Remember, when using this option, whatever functions you program to 
the BTN S3 line will be performed in addition to the switching function.  
We advise when using the In/Out function that you keep things simple, 
and not program anything to the BTN S3 line. 

ROCKER POSITION CODES (/U, /M and /D) 

The /U, /M, and /Dcodes are available when using the TQS or Mark II WCS.
These codes can be used to modify all the buttons and switches on the 
WCS and F-22 to different sets of commands depending upon the 
position of switch T7-T8 on the TQS or the three-way rocker switch on the
handle of the WCS.

For example: 

BTN S1 /U AirAirRadar 
       /M NavRadar 
       /D GroundRadar 
 
In this example BTN S1 (button #1 on the F-22) would generate 
"AirAirRadar" when button #1 was pressed, and when the three-way switch
on the TQS or WCS handle was in the left or upper position, respectively.
"NavRadar" would be generated when button #1 is pressed and the three-
way switch was in the middle position.  And finally, when the 
three-way switch was in the right (TQS) or down (WCS) position, button #1
would generate "GroundRadar". 

For more details on this configuring option please read your TQS or Mark
II WCS manual. 

HOLD CODE (/H) 

Hold Codes create the same results as normal repeating characters.
However, unlike normal repeating characters, they are not automatically 
terminated when another key is pressed.   

With normal repeating characters, the designated characters will be 
generated when you press and hold its associated button.  It will continue 
to generate the designated characters until the button is released or 
another button is pressed.  Configuring a /H to a button or switch will 
cause the Macro (keyboard character) which follows the /H to continue 
repeating as long as it is pressed, and it will continue to repeat even 
when another button is pressed.  To terminate the repeating, you would 
have to release the button or switch. 

For example: 

BTN S2 /H Guns 

The above would result in the following;  a single press code will be sent 
for the keyboard character that defines the Guns macro (e.g. G), and the 
release will be sent when the key is actually released.  It will not be 
interrupted by another button or switch press. 

This is useful for macros which involve aircraft control surfaces as it lets 
you hold the control surface in position even when other buttons are 
pressed. 

One note on the /H codes. They will not appear to be sending repeating 
characters.  So if you are in the "Keytest" program and you  hold it 
down, it won't look like it's repeating.   

ANALOG FORCE CODE (/A) 

The analog force command (/A) is no longer necessary with the F-22.
Any button or hat switch on the F-22 or throttle may be assigned to
produce analog joystick output using the 'PortBx' command.  Syntax for
PortBx command is:

        PortBx IS Button_or_Switch_Designation

        Where:

        PortBx = PortB1, PortB2, PortB3, or PortB4, corresponding to
                 joystick buttons 1-4.

        Button_or_Switch_Designation = any button or hat switch
                 position on the F-22 or throttle, e.g., S1, H2U, T4.

Any button or switch assigned to a joystick analog port can also be used
to produce digital output.  This means that in the analog mode they will 
run through the game card and function as your game software has 
designated.  In the digital mode these buttons will function through the 
keyboard, and will operate as you have designated in the F22 file.


BASIC RULES FOR USING SLASH CODES 

There are a few basic rules to follow when using forward slash codes (/).   

1 - They must be placed after the button and switch codes (i.e. BTN 
    S2 /H) 

2 - They must be placed before the macros (i.e. BTN S2 /H 
    SomeMacro). 

3 - There must be a single space before and after the forward slash 
    codes (see preceding example) 

4 - They must appear in a specific order when more than one type is 
    used for one button or switch (see "Slash Code Hierarchy" below). 
  
 
SLASH CODE HIERARCHY 

When using multiple slash codes for configuring a button or switch it is
important to use the correct hierarchy.  The ordering of slash codes 
would proceed as defined 

1 - The /U /M /D would precede all other slash codes.

2 - The In/Out (/I and /O) command precedes /T and /P/R commands. 

3 - The Toggle (/T) command precedes /P/R commands. 

4 - The Press and Release (/P and /R) commands are always last. 
 
The following is an example: 

BTN S2 /U /I /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
          /O /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
       /M /I /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
          /O /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
       /D /I /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
          /O /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})
             /T /P (SomeMacroName{s})
                /R (SomeMacroName{s})

It is important to note the sequence or hierarchy when using multiple
slash codes in a F22 file.  You must strictly adhere to the order described 
above or you will experience problems when saving your files. 

.TOPIC:
ADDITIONAL PROGRAMMING OPTIONS
ADDITIONAL PROGRAMMING OPTIONS:

SWAP TRIGGER COMMAND (SWAPTG) 

The swap trigger option allows the default trigger setup to be swapped.  
Normally TG1 (trigger position #1) is the first click encountered when 
squeezing the trigger. TG2 is the second click. By using the SWAPTG
statement you can reverse the two positions, making TG1 the second click
and TG2 the first.

To use the SWAPTG command just place the code in one of the blank 
lines near the top of your F22 file.   

For example: 

USE TQS 

SWAPTG 

RATE 25 


CHARACTER GROUPS 

In some instances you may desire to assign groups of functions to a
single macro or BTN line.  Using these grouping methods allows you to 
program a series of single characters to be seen as one entity, allowing 
button modifications to be used for an entire group of characters.  The 
F-22 software recognizes two methods of grouping characters: 

Parentheses grouping and Curly Brackets grouping.  

If you have read the previous manuals you already recognize that 
assigning a single character (or macro containing a single character 
definition) to a BTN line, will cause that character to continue repeating 
as long as you continue to hold that particular button down.   
However, when you program more than one macro or set of characters to 
a BTN line in your F22 file, they will all be generated one time per 
button press.   

Using character groupings allows you to program a group of functions 
(multiple characters or macros) to continue repeating sequentially as 
long as you hold the button down.  It also allows the group to be 
modified by slash codes.  Another type of grouping allows a designated 
group of characters to be pressed and held at the same time.  
 
Parenthetic Groups 

The first grouping method is enclosing multiple characters (or macros)
in parenthesis.  When multiple items are enclosed within parenthesis it 
"fools" the C&CC software into thinking it is one item.  Hence the 
ability for it to repeat when holding the button down.   

When a parenthetic group is sent, the items within it are processed in 
order, and complete press and release sequences will be generated for 
each item in the group.  For example: 

(a b c) 

This is sent as 'a' press, 'a' release, 'b' press, 'b' release, 'c' press, 
'c' release, just a sequence of key presses.  So for example, if BTN S1 
had been programmed using these characters it would look like: 

BTN S1 (a b c) 

When BTN S1 (button #1) was pressed it would continuously generate 
'abcabcabcabc....' so long as BTN 1 was held down.  When BTN 1 was 
released, the macro would continue until the current repetition was 
complete, (i.e. the last 'c' had been sent). 

If a second button is configured using parenthetic groups, and both are 
pressed and held, then both buttons will repeat, interweaving the macros 
as they are sent. This holds for all currently held buttons.  

For example, assume we program: 

BTN S1 (a b c) 
BTN S2 (D E F) 
BTN S3 (1 2 3) 

Now we hold all three buttons down. The output will be: 

abcDEF123abcDEF123abcDEF123 

and will repeat so long as the buttons are held. 

You also have the option of making one character a repeating macro: 

For example: 

BTN S1 (a) 

This would act much like: 

BTN S1 a 

but unlike a simple character definition, both press and release codes will 
be sent for each repetition when this button is pressed and held, rather 
than just the press code.  It will also repeat even though other buttons are 
pressed in the meantime. 

As mentioned earlier, parenthetical groups can also be modified with 
slash codes. 

For example: 

BTN S1 /T (A B C) 
       /T (D E F) 

Now, when BTN S1 is pressed it will toggle between the repeating (A B 
C) macro and the (D E F) macro.  All slash codes can be used to modify 
parenthetic groups 
 
Curly Bracket Groups 

The next type of grouping uses "Curly Brackets".  This grouping allows
a set of characters to be generated as though they were all being held 
down at the same time.  Like parenthetical groups, curly bracket groups 
are treated as a single entity for processing. 

For example: 

{a b c} 

is sent as 'a' press, 'b' press, 'c' press, 'a' release, 'b' release, 
'c' release, as if you pressed and held one key after the other, 
then released them in the same order. 

Also note that a curly bracket group can appear within a parenthetic 
group, but a parenthetic group may not occur within a simultaneous 
(curly bracket) group.  

Also note that a curly bracket group may be used in conjunction with a 
/H code, in which case all keys in the group will be held until the button 
is released.  

Please note - Because the F-22 software attaches special significance to 
the use of parenthesis and curly brackets, you must not use these 
characters [i.e. (  ) { }] for general use when defining macros.  Instead, 
you must use the following: 

SHF [ = { 
SHF ] = } 
SHF 9 = ( 
SHF 0  = ) 
 
 
RATE SETTINGS AND REPEATING CHARACTERS 

The Rate setting determines the rate at which characters will be
generated by the various buttons and switches on the F-22 and WCS.  
The larger the number used in the rate setting the slower the characters 
will be generated.  The smaller the number, the faster.  It is important 
to note that faster is not always better when setting the rate.   

For example: 

RATE nnnn 

Where nnnn is a number between 0 and 1000.  nnnn is roughly 
equivalent to milliseconds, so rate 1000 would mean that a press would 
occur over a time period of 1 second.  A release would also take a second 
so with RATE set to 1000, a press and a release would cause any other 
input from other buttons to wait for 2 seconds before they would be 
recognized.   

The rate setting plays an important role in repeating characters.

Repeating Characters 

Sooner or later you're bound to discover that sometimes a button will
continue to generate characters as long as you hold it down.  It's no 
accident.  As a matter of fact we did it on purpose.    

When you place a macro in an F22 BTN line it will generate that 
command as long as you hold the button down.  It's the same thing as 
holding the key down on your keyboard.  However, there are certain 
button configurations that don't allow repeating characters. 

Generally speaking, if a macro contains only one command, be it a 
single character, or a shift, control, or alt character, it will 
repeat it.  The exception is when you have more than one command 
within a macro. 
 
For example, if we have a macro generate a "C" and an "F" this would 
not repeat.  If you pressed and held a button with this macro command 
you would only get one "C" and one "F". 

Most of the time you will never encounter any problems, but occasionally 
you might run into a situation where repeating keys can cause problems. 
For instance, there may be an instance where you have a single function 
programmed to a button and it doesn't appear to operate correctly in the 
game.   

Let's look at "BTN S1 Map" for example.  Assume that in our M22 file 
the Map macro for this button is defined as "z".  That means that this 
button will continue to repeats "z's" as long as you hold it down.   
Let's say you want to pull up the map in your game.  You press button #1 
on your F-22 (BTN S1) and the map appears, but then disappears.  It 
may be that the button is generating z's too fast.  You only need one "z" 
to pull up the map, but the button may have produced two "z's" before 
you released it.   

One method for resolving this situation would be to adjust the rate and 
slow down the speed at which the characters are generated.  In most 
cases this would work.

If adjusting the rate doesn't work, you can use the /N.  As you might 
recall this is one of the button modification codes.  Using the /N code
preceding a macro will force the button to generate a single character
per press.  The button #1 line would then appear as "BTN S1 /N Map".   

Always try and adjust the rate first, if you encounter a problem such as 
this.  Use the /N as a last resort, and remember that the /N would only be 
necessary with a macro that repeated, and of course was not functioning 
properly.  
 
REPEAT COMMAND ( RPT(nn) ) 

Using the RPT command instructs the characters or macros that follow
the RPT (nn) to repeat a specific number of times.  Where 'nnn' specifies 
the number of times the item is to be repeated, and is in the range 1-255.  
The item repeated would be the one which immediately follows the RPT 
command, (i.e., a repeat count could be applied to any single character 
or a group of characters and commands enclosed in parentheses). 

For example (in this example we will define button #1 with a keyboard 
characters instead of a macro name) : 

BTN S1 RPT(10) a 

would send 10 'a' characters. 

BTN S1 RPT(10) a b 

would send 10 'a' characters followed by 1 'b' character. 

BTN S1 RPT(10) (a b) 

would send 'ab' ten times in a row. 

BTN S1 (RPT(10) a b) 

would send 10 'a' characters followed by 1 'b' character, but since the 
whole thing is enclosed in parenthesis, it would be treated as a repeating 
macro and thus the 10 'a' 1 'b' sequence would repeat so long as the 
button was held. 

RPT counts cannot be 'nested', (i.e. only a single repeat count may be 
active at any time). For example: 

BTN S1 RPT(10) a RPT(10) b 

would be a valid statement, but: 

BTN S1 RPT(10) (a RPT(10) b) 

would not, since it asks that the second repeat count be repeated by the 
first. 
 
 
DELAY COMMAND 

The delay command lets you specify a time delay to be inserted in a 
macro. The syntax is: 

DLY(nnnn) 

where nnnn is the time in milliseconds. The DLY command can appear 
wherever a single character is legal, including being located within a 
parenthetic group. For example: 

BTN TG1 (SPC DLY(1000)) 

This would cause the trigger to generate a space character once per 
second so long as the trigger were held down. A BTN statement could 
include as many delay statements as were necessary. 
Note that the delay statement and the macro it appears with must play to 
completion before another key press can be recognized.  Thus a short 
delay will be found to be most useful, since a long delay will effectively 
shut down all other button inputs until it has completed. 
 
JOYSTICK INPUT 

Another option available with the F-22 software is configuring digital
keyboard characters to the Joystick axis on the F-22.  These can be 
programmed using the JSX and JSY instructions.  JSX corresponds to 
the X axis and JSY corresponds to the Y axis. Types 1, 2 and 3 
processing are all supported and are defined in the following manner:  

Type 1 will work somewhat like a Type 1 throttle and will be defined 
thus: 

JSX 1 nsteps left_char right_char center_char  

The 'nsteps' value will be the number of steps to move the F-22 from 
center to full left or full right.  The "left_char" defines what character 
will be generated when the stick is moved left.  The "right_char" defines 
what characters will be generated when the stick is moved right.  The 
"center_char" will be generated when the F-22 passes through the 
center position to keep synchronization.   

For example: 

JSX 1 5 a d s 

This would generate 5 'a' characters between center and full left when 
moving the stick from center to full left.  5 'd's would be generated when 
the stick is moved from full left to center.  An 's' would be generated at 
center, 5 more 'd's from center to full right, 5 'a's from full right to 
center, and an 's' at center again. 

Type 2 would again mimic it's type 2 throttle counterpart, generating 
specific characters for each position. 

JSX 2 nsteps full_left_chr.......center_char......full_right_char 

The 'nsteps' value would include all the characters and would  
necessarily be an odd number so that center could be determined. A  
typical statement might look like: 

JSX 2 5 a s d f g 

This would generate an 'a' at full left, 's' at partial left, 'd' 
at center, 'f' at partial right, and a 'g' at full right. 

A third type of joystick input will be supported for sims where the key 
has to be held down. 

JSX 3 < t > 

The center character will be included for sims that have a center stick 
command, but could be a non-active character. The basic difference 
between this type and a 3-step type 2 throttle is that the type 2 generates 
a complete key press - key release sequence, whereas the type 3 generates 
the key press when the stick is held left or right and the key release when 
released.  This allows the key to be 'held' through other button presses 
without releasing.  

If no JSX or JSY statement are present, the F-22 will be assumed 
analog and will function as a normal joystick.  


F22SETUP.EXE (Option K in Full Menu) 

If you decide to program the joystick axis, you will need to calibrate the 
axis for digital input.  This involves running the F-22 Calibration 
program.  The F-22 calibration program can be found under option K in 
the full menu.  To get to the full menu press F10 from the standard menu 
screen. 

When you run F-22 Calibration you MUST have JSX (digital key presses on
joystick X {roll} axis) and JSY (digital key presses on joystick Y {pitch}
axis) downloaded or you will be attempting to calibrate nothing and running
F22CAL will do nothing but occupy your time in a useless exercise of
pressing buttons and moving the stick back and forth. 

Simply put - if you use a joystick, or a throttle control (such as the 
TQS or Mark II WCS) as an analog input, the calibration is controlled 
by the software sim, game or program ALWAYS!  This is true for ALL 
joysticks and throttle controls run through a game card - whether 
it is a TQS or WCS II, a throttle wheel, a throttle slider, a second 
joystick y-axis.  All these units are identical in function, although
they look different.

CONFIGURATION STATEMENTS 

The F-22 uses configuration statements to instruct it on what other 
types of ThrustMaster controls are being used.   
 
USE WCS  

This instructs the F-22 to activate the MK2 Slave mode.  This allows 
the Mark II WCS to be used with F-22 F22 files, and to include all the 
specific commands for the MK2 configuring.  When this statement is 
present in the F22 file, the C&CC will download a special file to Mark II 
WCS so that all the configuring is handled through the F-22. 
Normal MK2 configuring commands are suspended in this mode, the 
inputs being referenced in the F-22 F22 file as T1 through T8, with T1 
through T6 corresponding to the BTN 1 through BTN 6 inputs. The T7 
and T8 inputs correspond to the RKR UP and RKR DN inputs.  
Note that there are changes in the configuring syntax when using Mark 
II WCS with the F-22.  Please read the "Using the Mark II with the 
F-22" section in the User's Guide.   
 
USE FCLK 

FCLK = Frame Clock 

This instructs the F-22 to base it's character timing on the frame rate of 
the simulator. This is useful for sims which only allow one character 
code per frame to keep the throttle and other characters synchronized 
with the sim itself. 

The characters will be clocked out of the F-22 at the rate of one per 
frame. If an FCLK input is not seen by the F-22 processor for a period 
of approximately 3 seconds, the F-22 will revert to normal operation, 
basing it's character timing on the RATE parameter. FCLK operation 
will resume as soon as the processor sees the FCLK signals begin again. 
FCLK signals are generated whenever a program accesses the joystick 
port. 
 
RAW KEYBOARD SCAN CODES 

If  for some reason you find the need, there is the option of using basic 
keyboard scan codes for defining the F-22 and/or WCS button and 
switch inputs.  For instance you may enter raw keyboard scan codes for 
those situations where a sim, game or program uses a non-native key 
(Print Screen, Pause/Break key, etc.) instead of the key designation.  
For a list of keyboard scan codes please see the appendix. 

For example: 

BTN S1 RAW (#1C #F0 #1C) 

would produce a press and release of the key " a", and 

BTN S1 RAW (#E0 #12 #E0 #7C #E0 #F0 #7C #E0 #F0 12) 

would produce a press and release of the Print Screen key. 

Note:  These likely will be turned into Macro's by ThrustMaster tech 
support personnel.  For example 

PrintScreen/P/R = RAW (#E0 #12 #E0 #7C #E0 #F0 #7C #E0 #F0  
#12). 
 
.TOPIC:
OTHER MENU OPTIONS
OTHER MENU OPTIONS:

Included with your F-16 F-22 software are a number of utility and 
diagnostic programs, as well as fun goodies.   
 
FIGHTING WORDS! 

A special file viewer has been added to C&CC which takes effect after a 
certain period of time has elapsed and the keyboard is inactive.  The 
following parameters must be defined in TM.CFG for this feature to 
work properly: 
    
    Parameter                 Description 
 
QUOTEFILE = Quotation file to display after DELAYTIME seconds of                
            keyboard inactivity.  The default setting is QUOTES.TXT. 

DELAYTIME = Duration of keyboard inactivity time, in seconds, before 
            QUOTEFILE specified above is displayed, e.g. DELAYTIME=300 
            would cause a delay of 5 minutes before displaying 
            QUOTEFILE (assuming there is no keyboard activity either).  

P = Pause   PgDn = Next Quote   PgUp = Previous Quote 
Any Other Key = Return to Main C&CC Screen 

NOTE: You can display quotes at any time by pressing <F9> at  
C&CC's core menu screen. 


F22 FILE EDITOR CUT, COPY AND PASTE FEATURE 

Now you can cut, copy and paste F22, and M22 file lines from within 
C&CC's editor at the click of a mouse button or the press of a key.  

Here's an example of how this feature works: 

1.   Select option "D" (Create/Edit File) at the main menu screen 
        and choose an existing file to edit.  This will place you in 
        the editor. 

2.   Use the up and down arrow keys or left-click with your  mouse to 
        move to a line in the file (any line will do).3. Press ALT-S to 
        "select" that line.  You'll notice that a small check-mark now 
        appears at the left margin of the screen, adjacent to the line 
        you just selected.  If you press ALT-S once more, the check 
        mark will disappear.  For now, leave the check mark there.  
        You can also select a line with your mouse by either 
        right-clicking on the far-left side of the screen 
        (where the check mark is visible), or left-clicking on 
        the bottom of the text window where the letter "S" appears 
        or where you see the word "Select."  You can select as 
        few or as many lines as you like.  When you're finished 
        selecting a few lines, continue with step 3. 

3.   Selected lines can be deleted from the file or copied. Press ALT-C 
        to copy the lines you selected.  You can also press ALT-D to 
        delete selected lines.  Deleted and copied lines are copied 
        to a holding file in the C:\TM\F22 directory called TEMP.FLE.  
        Deleted lines are removed from the file and copied lines 
        remain.  You can copy or delete selected lines with your 
        mouse by left-clicking on the appropriate indicators at the 
        bottom of the text window. 

4.   Now that you've copied some lines from the file, you can paste 
        them back into the file at another location.  Use the arrow 
        keys to position the line cursor at another location and 
        press ALT-P.  You will be asked to confirm your choice.  
        Press "Y" or left-click on "Yes."  The lines you previously 
        copied will be pasted into the file just above the cursor.  
        You can copy or delete lines    from one file and paste them 
        into another.  The cut,    copy, and paste feature provides 
        you with a powerful tool for file creation and editing.  
        One note of caution: each time you copy or delete lines 
        from a file you overwrite the contents of TEMP.FLE, so make 
        sure you promptly paste any deleted or copied lines that you 
        need.  
 
Any editing changes you make to a file while in the editor will only 
become permanent if you save the file by pressing <F6>.   
 
CORE AND FULL MENUS (F10 Option) 

The core menu can be changed to the full screen.  Pressing F10 will 
toggle you between the two menu options.  For most people the standard 
menu offers all the necessary selections for maximizing all the functions 
of your F-16 F-22.   

The advanced menu offers a few additional options beyond those of the 
standard.  Many of the advanced options are explained in the following 
sections.  
 
CUSTOM WINDOW FOR USER PROGRAMS 

You can now display up to three menu items of your choosing in the 
upper right-hand window of C&CC's main screen.  The title displayed 
for this window is also user-definable.  Options for this feature are 
defined in the C&CC configuration file, TM.CFG. The following 
parameters in the TM.CFG file have been added to support this feature: 

Parameter                 Description 

TITLE = The menu title to display in the upper right-hand window. 

UTILITY1 = The name you would like to appear on the menu as option 
                 E, e.g. "Run Diagnostics." 

UTILPROG1 = The DRIVE:\DIRECTORY\FILENAME.EXT for menu          
                  option E, e.g. "C:\DOS\MSD.EXE." 

UTILDL1 = The Drive:\Directory\Filename for a F22 or ADV file to                        
                download in conjunction with UTILPROG1.  This   setting is              
                optional. 

UTILITY2 = The name you would like to appear on the menu as option F. 

UTILPROG2 = See UTILPROG1 above. 

UTILDL2 = See UTILDL1 above. 

UTILITY3 = The name you would like to appear on the menu as option G. 

UTILPROG3 = See UTILPROG1 above. 

UTILDL3 = See UTILDL1 above. 
 

JSTK/TMScope (F2 Option)

Included with your F-16 F-22 software is a diagnostic program called 
TM Scope or TMS for short.  This software provides you with a tool for 
diagnosing your controls and game card.  This program is accessed by 
selecting F2-JSTK from standard menu. 

(To learn how to use this diagnostic program please read the following 
information.)   

From your C&CC menu select JSTK from the bottom of the screen.  The 
TMS help that follows, provides the information that you will need to set 
TMS up on your system.  This will allow you to analyze and adjust your 
gaming hardware for best performance.   

Note - You must have a mouse to use the TMSCOPE program. 

TMScope Setup    

Before you can make full use of the TMScope program, you  must 
configure it to match the hardware connected to your system.  This is 
necessary so TMScope can accurately display and calibrate your control 
devices.  Setup  is accomplished by  using the Port Selector to choose the 
port you want to configure, then using the SET HARDWARE option to 
fill out an Equipment List for the selected port. 

Port ID's    

The ports are referenced with a number/letter combination which 
indicates the card number (1-4) and the port on the card (A  or B).  The 
TM ACM card with factory jumpers in place will use Ports 1/A and 1/B.  
Non-ACM cards and virtually all current software only support Port 1/A.   
There's a listing of all of the actual I/O ports for each ID in the 'HELP' 
section on the Port Selector.                 

Selecting Equipment    

When you select the SET HARDWARE option it brings up the TMScope 
Equipment List.   This shows all of the devices supported by TMS, as 
well as some generic options for devices that aren't specifically listed.  
Simply use the mouse to check the box next to each piece of equipment 
that you have connected to the port.  TMS will ensure that you don't 
assign conflicting equipment to a single port.   

Analog Types   

Most analog control devices fall into two groups, Centering and Non-
Centering. Centering devices are those that return to center position 
when they are released, like  joysticks, rudder  pedals, and steering 
wheels.   Non-Centering controls either return to one end of travel when 
released or else they don't return to any position at all. Throttles 
mechanisms usually fall into this category.    

Analog Input References    

TMS uses X1, Y1, X2, and Y2, to refer to the 4 analog inputs on the 
port.  These correspond to the way the inputs would be used if two 
joysticks were connected to the game port in a standard two stick setup.  
Other equipment may be used, for instance throttles and rudders, but the 
X1, Y1, X2, and Y2 input references are always used to refer to them 
throughout TMScope for consistency.                  

Generic Controls    

For equipment that isn't specifically shown on the Equipment List, you 
can use  the generic devices.  There are Centering and Non-Centering 
selections for all analog channels, as well as four references for analog 
buttons.  To use these, determine which of the analog and button inputs 
the device uses.  Then check all the inputs which are used, choosing 
Centering or Non-Cntrg for each analog input as appropriate.       

Saving Your Configuration    

Once you've checked off all the equipment for the selected port, press the 
DONE button to return to the main screen.  Repeat the process for all 
ports on which you have equipment connected.  When all ports have 
been configured, select the SAVE CONFIG option to save your 
configuration to disk.  It will be reloaded automatically when TMScope 
is run.  You'll need to reconfigure only if you change controls.      

Calibration Positions    

Whether a device centers or not determines its correct position for 
using the RECAL TMS option.  Centering type devices should be centered.  
Non-Centering devices should be set to their maximum value position.  
Control devices that  will return to one end of their travel when 
released do this automatically. Others need to be moved there.  
Use the 'Now' value in the Raw Data Display and move the control 
to the end that gives the highest reading.    
 
 
Sample Setup   

Suppose you have an FCS, an RCS, and a WCS MkII connected to your 
primary game port To set it up:     

1.      Use the PORT SELECTOR to set Port 1/A      
2.      Push  SET HARDWARE to bring up the Equipment List         
3.      Check the boxes marked RCS and WCS2/FCS/Hat              
4.      Push DONE to exit             
5.      Push SAVE CONFIG to save the configuration to disk           
6.      TMScope setup is complete    
         
Card/Port Selector    

The CARD/PORT Selector is in the top right corner of the main TMS 
screen.  It is used to select the game card and port.  TMS will use it for 
port analysis and hardware selection.  Port 1/A is the port which most 
applications use.    

Physical Port Assignments 

1/A - 201 - Currently the only dual-port address used by games. 
1/B - 209  
2/A - 203        
2/B - 20B     
3/A - 205        
3/B - 20D  
4/A - 207        
4/B - 20F    
 
Recal TMS    

The RECAL TMS Button is used to recalibrate the TMScope Display 
and to reset the values for MIN and MAX in the RAW DATA Display.  
To recalibrate, center sticks and rudders, release the FCS hat switch, 
and pull any throttles, etc all the way back, then just click the 
button.  This selection in no way affects the calibration of any 
of your controls when you are in a game.  

Recal Speed    

With the RECAL SPEED Button, you can set your adjustable-speed 
game card for a value which has been found suitable for use in most 
games.  To adjust card speed, center the joystick.  If you have an FCS the 
hat must be released.  If there's a WCS II, place the RED switch in 
DIGITAL and the BLACK switch in ANALOG.  Press and hold the 
RECAL SPEED button.  Adjust card speed to center the PORT SPEED 
meter.    

Set Hardware    

This selection brings up the Equipment Checklist for the port currently   
selected.  It is used to tell TMS what equipment you have connected to 
your game card so TMS can correctly display and calibrate.  To select 
equipment, use your mouse to check all of the boxes applying to the 
selected port.  TMS will not let you assign  two devices to any single port 
which would conflict with each other.   

Load Config   

Use this selection to load the current hardware configuration stored on 
disk. TMS will reload your configuration automatically when the 
program starts.          

Save Config 

Use this selection to save your current hardware configuration to disk.  
The configuration saved will be reloaded automatically whenever TMS is 
run, so you don't need to reconfigure each time.     

TMS Help   

The TMS HELP selection is used to access the TMS Help Screens.   

TMS Info    

The TMS INFO button will display Version and Copyright data about 
TMS.  Press a mouse button or key to exit this screen.                  

Exit TMS    

Use EXIT TMS or press ESC twice to leave TMS and return to DOS.   

Analog Display   

The Analog Display is the  main feature of the TMS Display.  It shows,  
graphically, the position of all four of the analog inputs on the currently 
selected port.  You can use the display to check the range of movement 
of your joysticks, etc.  In the lower left corner of the Analog Display is 
the FCS hat display.  It indicates the position of the FCS hat switch if 
your system includes one.          

Port Speed Display    

The Port Speed Display is located in the top left corner of the TMScope 
display.  It is used by the RECAL SPEED option to adjust the speed of 
your game card.         

Port Buttons Display    

The Port Button Display is used to indicate the current state of the 4 
switch inputs to the port.  It is located at the left of the TMScope 
display, just below the Port Speed Display.               

Raw Data Display    

The Raw Data Display shows Min, Current, and Max values for each of 
the ports analog inputs.  This display is right below the Port Button 
Display on the left side of the TMScope screen.  Use this display to 
check the range of  values returned by any of the four analog inputs on 
the currently selected port.  Min and Max values will be  reset by TMS 
whenever you recalibrate using the RECAL TMS Button.    
  
The File Viewer/Printer (Option "A") 

The file viewer is a simple program that allows you to view any DOS 
ASCII files, such as any WCS program files (*.ADV, *.MDF), F-22 
program files (*.F22, *.M22), or DOS Batch file (*.BAT). From within 
the viewer, you can also print the file you're looking at. The File 
Directory Window (explained earlier in this section) is used to help you 
select a file to view. The following keys are active from within the 
viewer: 

UP ARROW      Move screen one line up. 
 
DOWN ARROW    Move screen one line down. 
 
HOME          Show/Jump to the first line in the file. 
 
END           Show/Jump to the last line in the file. 
 
PGUP          The PgUp key is used to scroll up one screen. 
 
PGDN          The PgDn key is used to scroll down one                                         
                    screen. 
 
P             Press the "P" key to print the file you're                                      
                    viewing. You can setup the printer by using                             
                    various parameters in the MARK2.CFG file.                               
                    Refer to the MARK2.CFG section for more 
                    information on these settings. 

F             The "F" key is used to execute the Find                                        
                    command. This allows you to look for any                                
                    word in the current file. The word entered 
                    will be highlighted if found. 
 
ESC           Exits the File Viewer/Printer program. 
 
 
Using the DOS Window (Option L) 

The DOS Window provides a convenient way to run a variety of DOS 
commands without exiting the C&CC program. Simply type in a 
command like DIR and press ENTER to execute the command. 
Alternatively, you can also press ALT-L when in the DOS Window to 
bring up the File Directory Window (described in an earlier section), 
where you can change directories and delete files. 
 
.TOPIC:
TM.CFG SETTINGS
TM.CFG SETTINGS:

The TM.CFG file contains settings that determine how the C&CC 
program will run. It is here that you'll find the settings for the 
path to your F22 files, how many spaces a TAB key will jump in the  
Editor, the settings for screen colors and various other common as well 
as esoteric settings. (If you happen to make a mistake, we have included 
a .BAT file that will restore the  TM.CFG to its original default 
settings.  

When you select "M" for Configuration File in the main menu, C&CC 
will start the DOS Edit (EDIT.COM) program and load the TM.CFG file 
automatically. In order for the "M" option to work, C:\DOS needs to be 
in your Path statement in your Autoexec.bat. EDIT.COM is usually 
found in the default DOS directory and therefore should already be 
included in the path. If this option doesn't work for you, 1) check to 
make sure that EDIT.COM is in your DOS directory and 2) ensure that 
the directory where EDIT.COM resides is included in the DOS path. 
Please refer to your DOS manual in order to add the "PATH=" statement 
to your AUTOEXEC.BAT file and for more information about using 
EDIT.COM_the DOS editor. 

Tip: EDIT.COM is a text file editor that is included with every DOS 
versions 5 and 6. You can use your favorite text editor instead by 
changing the "Editor=" line in the TM.CFG file. 

TM.CFG is a regular DOS text file, or what is frequently called an 
ASCII text file. You can easily modify or edit this file with any ASCII 
text editor. The settings for the various parameters are simply typed in 
the common "parameter=setting" format. 

You can add comments to any line in the file by proceeding them with a 
single quote (the ' key, which is beside the ENTER and the semi-colon 
key). If the line begins with a single quote, the whole line is treated 
as a comment. Otherwise, the line is treated as a setting until a 
single quote is found_which signifies that the remainder of the line 
is a comment. The following is a listing of all the parameters that 
can be included in the TM.CFG file. If this file gets corrupted for 
some reason or another, simply run the RESTCFG.BAT file to restore 
everything to their default settings. To make editing this file 
easier, you'll find comments following each setting in the TM.CFG file. 

The following settings affect the Editor: 

TM SETTINGS 

'****************************F-22 Configuration File*************************
'
'  NOTE: See F1-Hlp from main menu screen for valuable information on how to
'        best utilize the features made available through this CFG file.
'
VERSION_NO=v1.61         'Software version number
HELP=F22HELP.TXT         'Help file
DOWNLOAD=F22LOAD.EXE     'C&CC download program
CALIBRATION=F22SETUP.EXE 'F-22 calibration program
JSDIAGNOSTIC=TMS.EXE     'Default joystick diagnostic test program
LOCATION=C:\TM\F22\F22PROGS  'Directory which contains F-22 map files
TMEXT=*.F22              'Default extension for F-22 map files
TEMPLATE=TEMPLATE.F22    'Template file for creating new map files
EDITMODE=INTERNAL        'C&CC map file editor; use "Internal" for program
                         'editor or "External" for DOS Editor
TABSETTING=5             'TAB setting used during the edit of Mark II files
FILEWINDOW=PARTIAL       'Size of top-left window used with internal map
                         'file editor; use FULL or PARTIAL
MENU=2                   'Use MENU=1 for simplified menu layout or MENU=2 
                         'for advanced menu layout.  NOTE: You can press 
                         '<F10> at the main menu screen to toggle between 
                         'the simplified and advanced menu layouts
MK2MEMSIZE=2048          'Set device RAM memory size.
'
'******************************SCREEN BLANKER********************************
'
QUOTEFILE=QUOTES.TXT          'Quotation file to display after {DelayTime}
                              'seconds of keyboard inactivity.
DELAYTIME=60                  'Time in seconds to wait before displaying
                              'the quotation file specified above.  Set
                              'DELAYTIME=0 to disable the screen blank
                              'feature.
'
'The following commands can be used when a quotation file is being
'displayed:
'
'          P = Pause   PgDn = Next Quote   PgUp = Previous Quote
'          Any Other Key = Return to Main C&CC Screen
'
'NOTE: You can display quotes at any time by pressing <F9> at the Main C&CC 
'Menu Screen.
'
'************************PROGRAM/UTILITY SETTINGS****************************
'
TITLE=PROGRAMS & UTILITIES        'Menu Title-Upper Right-Hand Box
UTILITY1=F22 Calibration          'Title For Menu Option "E"
UTILPROG1=F22SETUP.EXE            'Drive:\Directory\Filename For Menu
                                  'Option "E"
UTILDL1=                          'Drive:\Directory\Filename For
                                  'File to Download in Conjunction With
                                  'Utility Program 1.  This setting is
                                  'Optional
UTILITY2=Review Help File         'Title For Menu Option "F"
UTILPROG2=HELP.EXE                'Drive:\Directory\Filename For Menu
                                  'Option "F"
UTILDL2=                          'Drive:\Directory\Filename For
                                  'File to Download in Conjunction With
                                  'Utility Program 2.  This setting is
                                  'Optional
UTILITY3=Download Test File       'Title For Menu Option "G"
UTILPROG3=F22LOAD.EXE F22TEST     'Drive:\Directory\Filename For Menu
                                  'Option "G"
UTILDL3=                          'Drive:\Directory\Filename For
                                  'File to Download in Conjunction With
                                  'Utility Program 3.  This setting is
                                  'Optional
'
'****************************BATCH FILE SETTINGS*****************************
'
EDITOR=EDIT.COM    'Ascii text file editor (Use {filename.ext} of your editor)
                   'You may add the /H after EDIT.COM to display the maximum
                   'number of lines your video display will show.  Use
                   'EDITOR=EDIT.COM /H for max display line.
BATCH=C:\TM\F22    'Directory for batch files
'
'**************************MISCELLANEOUS SETTINGS****************************
'
USERTITLE=F22 PCX                      'Title for user-defined program_1 
                                       '(Option F5 on Main Screen)
USERPROGRAM=TMPCX FLCS.PCX             'Drive\directory\filename
                                       'for user-defined program_1
USERDL=                                'WCS MKII download file
USERTITLE2=TQS PCX                     'Title for user-defined program_2 
                                       '(Option F6 on Main Screen)
USERPROGRAM2=TMPCX TQSFLCS.PCX         'Drive\directory\filename
                                       'for user-defined program_2
USERDL2=                               'WCS MKII download file
CREDITS=ON                             'Use ON to show credit screen at 
                                       'start-up, OFF to skip
'
'*****************************PRINTER SETTINGS*******************************
'
PRPORT=1         'Printer parallel port (LPT1, 2, 3, 4, 99, or 999)
'                'NOTE: If your printer refuses to print, try PRPORT=99
                        or PRPORT=999
LPP=56           'Lines per page for file printing
CPL=78           'Characters per line for file printing
LEFTMARGIN=1     'Left margin for file printing
'
'*************************C&CC*COLOR SETTINGS********************************
'
PAPER=7            'Paper color for text viewing screens - choices are:
                   '0=BLACK 1=BLUE 2=GREEN 3=CYAN 4=RED 5=PURPLE 6=BROWN 
                   '7=WHITE
INK=0              'Ink color for text viewing screens - choices are:
                   '0=BLACK 1=BLUE 2=GREEN 3=CYAN 4=RED 5=PURPLE 6=BROWN 
                   '7=WHITE 8=GREY 9=BRIGHTBLUE 10=BRIGHTGREEN 11=BRIGHTCYAN
                   '12=BRIGHTRED 13=BRIGHTPURPLE 14=YELLOW 15=BRIGHTWHITE
'
BOX1TITLE=0        'Main menu title box (ink) color
BOX1PAPER=7        'Main menu title box paper color
'
BOX2INK=15         'Box 2 ink color (THROTTLE SECTION)
BOX2PAPER=2        'Box 2 paper color
BOX2TITLE=10       'Box 2 title (ink) color
'
BOX3INK=15         'Box 3 ink color (USER-DEFINED SECTION)
BOX3PAPER=1        'Box 3 paper color
BOX3TITLE=10       'Box 3 title (ink) color
'
BOX4INK=15         'Box 4 ink color (BATCH FILES)
BOX4PAPER=3        'Box 4 paper color
BOX4TITLE=11       'Box 4 title (ink) color
'
BOX5INK=15         'Box 5 ink color (MISCELLANEOUS)
BOX5PAPER=4        'Box 5 paper color
BOX5TITLE=14       'Box 5 title (ink) color

******COLOR SETTINGS FOR LOAD AND CALIBRATE PROGRAMS**** 
DLTITLEINK=15           'DL Title Block. 
DLTITLEPAPER=3          'DL Title Background. 
DLPROMPTINK=14          'DL Prompt Area Text. 
DLPROMPTPAPER=7         'DL Prompt Area Background. 
DLPROMPTTITLE=15        'DL Prompt Area Title. 
 
DLMSSGINK=15            'DL Message Area Text. 
DLMSSGPAPER=4           'DL Message Area Background. 
DLMSSGTITLE=14          'DL Message Area Title. 
DLBEEP=1                'DL Beep OFF=0, ON=1. 
DLDIM=1                 'DL Prompt Dimming OFF=0, ON=1. 
DLDELAY=100             'DL Delay Before Keyboard Send in Milliseconds 
                        'i.e. DLDELAY=10 wait 10 milliseconds before 
                        'sending download information. Use only if your 
                        'flight equipment refuses to download. 
DLDELAY2=3500           'Delay for F-22 synchronization
'***************************************************************************

.TOPIC:
CONTACTING THRUSTMASTER
CONTACTING THRUSTMASTER:

If you have problems with your F-22, please call ThrustMaster 
Technical support.  Phone support is available Monday-Friday, 7:00 - 6:00 
PST at (503) 615-3201.  See the listing below for email addresses and 
other on-line information.

In order to better assist with your problem we ask that you gather as much 
information as you can before calling.  Knowing the speed, make, and model 
of your computer system is very helpful information.  If possible, try 
using the F-22 on another computer.

The Service Department is available at (503) 615-3202. 
Note: All products being returned must have an RMA number issued by 
Service and Repair. Any product sent to ThrustMaster without an RMA number
will be refused and returned to the sender.

Online services

    Compuserve           -   GO GAMDPUB, 72662,2334
    America Online       -   ThrustMast  
    GENIE                -   Thrust.dude
    Prodigy              -   GVRR37A
    Internet email       -   techsupp@thrustmaster.com and
                             service@thrustmaster.com
    Web Site             -   http://www.thrustmaster.com


General address and phone numbers

    ThrustMaster, Inc.
    7175 NW Evergreen Parkway #400
    Hillsboro, OR 97124

    VOICE (503) 615-3200
    FAX   (503) 615-3300


