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- Contents
- HARDWARE AND SOFTWARE RECOMMENDATIONS 2
- CONNECTION 2
- INSTALLING THE SOFTWARE 4
- QUICK DEFINITIONS 4
- TESTING YOUR MARK II WCS 6
- YOUR FIRST DOWNLOAD 8
- BASE MODE AND HAT MODE SWITCH 9
- HAT MODE SWITCH 12
- BASE MODE SWITCHING RULES TO REMEMBER 12
- PROGRAMMING AND THE MARK II WCS 13
- PROGRAM EXAMPLE 15
- CREATING YOUR OWN PROGRAMS 20
- Step One - Create Program 20
- BASIC PROGRAMMING TIPS 21
- Step Two - Saving 23
- Step Three - Downloading 23
- Step Four - Running HOTAS 24
- THROTTLE TYPES 25
- Type One 25
- Type Two 26
- ANALOG THROTTLE 27
- PROGRAMMING THE TRIGGER 27
- FCS AND WCS SUPPORTED SOFTWARE GAMES 28
- CALIBRATING THE WCS FOR DIGITAL THROTTLE 29
- KEYTEST 29
- DETENT TENSION ADJUSTMENT 29
- LED LIGHTING 30
- TMSA 30
- GAME CARDS 31
- WCC-REMAPPER 33
- WCS2 TOOLS 35
- APPENDIX 37
- OPERATIONAL PROBLEMS/TROUBLESHOOTING 37
- KEYBOARD COMMAND CODES 40
- THE MARK II WCS WEAPONS CONTROL SYSTEM
-
- Congratulations on your purchase of the Mark II Weapons Control
- System - the most sophisticated and flexible PC game controller
- available. The Mark II WCS allows you to program the Mark II WCS
- and the Mark I Flight Control System, create multiple function
- buttons and macros. The Mark II WCS also features a non-volatile
- memory chip, retaining any single program you have downloaded to
- it, even when your computer's power is turned off. To change
- your Mark II WCS programs, simply download a new file, which will
- copy over the previous file.
- Please read all of the instructions carefully before beginning.
- HARDWARE AND SOFTWARE RECOMMENDATIONS
-
- 1 - DOS 5.0 or later.
-
- 2 - IBM specification, dual port game card - NOT DUAL CONNECTOR
- - DUAL PORT (see "Game Card" section Pg. 31)
- IMPORTANT - If you are using a joystick or yoke with its own
- throttle input device you MUST disable it.
- CONNECTION
-
- ALWAYS TURN OFF ALL POWER WHEN CONNECTING OR DISCONNECTING THE
- MARK II WCS.
- 1 - Turn off your computer.
-
- 2 - Plug your joystick into the 15-pin connector on the Mark II
- WCS.
- 3 - Plug your keyboard cable into the 5-pin connector on the Mark
- II WCS. (If you have a mini 6-pin connector you will need a pair
- of adapters. You can find adapters at your local electronics
- store, or ThrustMasterr.)
- 4 - Plug the Mark II WCS keyboard cable into your computer's
- keyboard port.
- 5 - Plug the Mark II WCS's 15-pin cable into your game card. If
- you are using rudder pedals, plug the Mark II WCS 15-pin cable
- into the rudder pedal Y-cable. Then plug your rudder pedals into
- your game card.
- 6 - Turn on your computer.
-
- NOTE - You will not be able boot up your computer with the Base
- Mode Switch in the forward position. If you do, you will
- probably get a keyboard error message. To clear the system place
- the 3-way Base Mode Switch in either Analog or Digital position
- and press button one (pinky button) on the Mark II WCS a couple
- of times. Then try re-booting your system.
- INSTALLING THE SOFTWARE
-
- Follow the directions on the software label. Place the Mark II
- WCS disk into your disk drive. Move to your disk drive root
- directory and type: README.1ST |MORE and press enter. (Please
- note that the | character is shown on your keyboard as a
- segmented vertical line). Follow the on-screen instructions. Once
- the install program runs it will create two directories and
- install all the appropriate files. The software will install the
- Mark II WCS program on your hard drive under the directory MARK
- II. It will also create a directory called REMAP, where the WCC
- re-mapper program will be installed (see Pg. 33), and a directory
- where WCS TOOLS will be loaded (see Pg. 35).
- QUICK DEFINITIONS
-
- FCSÖ - ThrustMaster's Flight Control System (joystick).
-
- MARK II WCSÖ - ThrustMaster's Weapons Control System (throttle).
- RCSÖ - ThrustMaster's Rudder Control System.
-
- Base Mode Switch - This is the red three-position switch on the
- top of the Base of the Mark II WCS. Each position is defined on
- the Base as Calibrate, Digital, and Analog.
- Hat Mode Switch - This is the black two-position switch on the
- top of the Base of the Mark II WCS. Each position is defined on
- the Base as Digital and Analog.
- Rocker Switch - This refers to the red three-way switch on the
- handle of the Mark II WCS.
- AB Detent - Roughly 2/3rds up on the throttle throw is a notch or
- click. This is to signal entry into AfterBurner stages for those
- games using afterburners.
- Idle Detent - Just forward of the full off position is another
- click or notch. This detent is used to indicate idle on the
- throttle throw.
- Hat Switch - This is the four-position switch on the very top of
- the ThrustMaster FCS. Mounted on the top of the switch is a
- black "HAT". Normally this switch is used for looking out of the
- cockpit of your chosen aircraft.
- HOTAS - Hands on throttle and stick. With the FCS plugged into
- the Mark II WCS a true HOTAS system is created.
- Naturally Occurring Characters - These are keyboard characters
- that you can see displayed on your computer's screen. For
- example, if you press the "H" key it will generate a lower case
- "h" or if you press the shift-key and the "]" key, this will
- generate a "}" character. These are naturally Occurring
- characters. A non-natural character is as a key press that does
- not generate a visible character. For example, if you press the
- "delete" key on your keyboard it does not generate a visible
- character.
- No-Op character - These are keyboard characters that do not
- perform any function in the software you are using. For example,
- in Yeager's Air Combat the " ? " is not used for any purpose. If
- you didn't want a button or Rocker position to perform any
- function in Yeager's then you would use this character in your
- programming.
- TESTING YOUR MARK II WCS
-
- First, test your HOTAS system and make sure everything is working
- properly. Move to your Mark II directory by typing CD\markII, and
- then type TESTMK2 . This will initiate the test. Follow the on
- screen instructions CAREFULLY. When the Calibration routine asks
- you to place the Mark II WCS Base Mode Switch in DIGITAL , PLEASE
- MAKE SURE IT IS IN DIGITAL POSITION. After the calibration
- routine is complete the program will download a test file. Once
- the download is 100% complete you will need to clear the Mark II
- WCS and check the input of all functions at the prompt. To clear
- the Mark II WCS press button 1 (pinky button) on the handle a few
- times. Make sure you have both mode switches in the Digital
- position.
- The buttons on the WCS Mark II WCS and ThrustMaster FCS should
- generate the characters listed below. (Please note that the
- output on button 1 will vary depending on the position of the
- Rocker [RKR] switch on the handle). A forward movement of the
- throttle should generate series of small letter i's, one capital
- E and five capital I's. Pulling back on the throttle should
- generate capital D's, one capital L and a string of small d's.
- FCS
-
- TRIGGER = Trig
- HAT UP = U u
- HAT RT = R
- HAT DN = D d
- HAT LF = L
- HAT MD = Mid
- UP BTN = Top
- MD BTN = Mid
- LW BTN = Bot
-
- WCS
-
- BTN 1 = (RKR UP) U1 (RKR MD) M1 (RKR DN) D1
- BTN 2 = 2
- BTN 3 = 3
- BTN 4 = 4
- BTN 5 = 5
- BTN 6 = 6
- RKR UP = U
- RKR MD = M
- RKR DN = D
- THROTTLE INCREASE = i's, E, I's
- THROTTLE DECREASE = D's, L, d's
-
-
- Now that we have your Mark II WCS up and running, it is time to
- download a functional program. YOUR FIRST DOWNLOAD
-
- We have included a number of game program files which you can
- download and use immediately. A list of all included game files
- can be found in the MARK II directory. Go to the MARK II
- directory and type DIR to see the list. The game files will have
- an extension of .ADV. Pick the file you want to download and
- type DOWNLOAD (FILE NAME).ADV [ENTER]. Follow the instructions
- on your screen until the downloading process is complete. Once
- the download is complete place the Base Mode Switch in either the
- Digital or Analog position.
- Anytime you place the three-way Base Mode Switch into the
- calibrate position your Mark II and keyboard will be temporarily
- frozen in preparation for download. When you return the Base Mode
- Switch from the forward position to the Digital or Analog, it
- will be necessary to CLEAR the system. This is achieved by
- pressing button 1 on the Mark II WCS handle once or twice. You
- will know the system has been cleared when the Mark II WCS begins
- to generate characters again.
- The Mark II WCS will retain this program until you download
- another program. Each new download will replace the previous
- program.
- We have included a list of text files for each included game file
- that will explain what each button should do in the simulator.
- The text files also contain information that will help you in
- programming, and help you utilize your Mark II WCS to it
- fullest. To view a particular text file, move to the MARK II
- directory and type TYPE (FILE NAME).TXT |MORE [ENTER].
- Before you begin playing, you must decide which positions you
- want the Base Mode Switch and Hat Mode Switch to be in. Read the
- "BASE MODE SWITCH AND HAT MODE SWITCH" section thoroughly, for
- further details.
- BASE MODE AND HAT MODE SWITCH
-
- On the Base of the Mark II WCS are two Mode Switches. The red
- Base Mode Switch affects throttle on the Mark II WCS. The black
- two-position Hat Mode Switch affects the Hat Switch on the FCS.
- BASE MODE SWITCH
-
- Definition of three-positions
-
- 1 - With the Base Mode Switch in Calibrate position, the Mark II
- WCS is automatically in download status.
- 2 - With the Base Mode Switch in Digital position, the entire
- Mark II WCS and the FCS buttons are converted to Digital output.
- (The only exception is the trigger on your joystick. The trigger
- is always passed as Analog and will function as it was designed
- in the game you are using. There is the option of programming the
- trigger. Please see "Programming the Trigger" Pg 27).
- 3 - With the Base Mode Switch in the Analog position, the Mark II
- WCS throttle is converted to Analog, while all else remains in
- Digital.
- Definition of Inputs
-
- DIGITAL INPUT - A keyboard input; functions are routed through
- the keyboard.
- ANALOG INPUT - Functions are routed through the game card.
- Digital and Analog Throttle Options
-
- There are two options to choose from when using your Mark II WCS
- throttle.
- Digital - When you have the Base Mode (red switch) in Digital,
- the throttle runs through the keyboard using keyboard characters
- as input for throttle increase and decrease. The throttle will
- generate whatever characters you have programmed on the throttle
- line of your game file. Occasionally, you may have to calibrate
- your Mark II WCS for Digital throttle. (Please see "Calibrating
- Digital Throttle" Pg. 28).
- Analog - With the Base Mode Switch in the Analog position, the
- throttle runs through the game card. Using electrical input for
- throttle increase and decrease, the throttle ignores the
- programmed throttle characters. Although the throttle characters
- are ignored it is still necessary to have commands on the
- throttle line of your program. Analog throttle can only be used
- in simulators that support an Analog throttle and have an Analog
- calibration routine. Generally, Analog throttle is defined in
- simulators as a second joystick or throttle wheel. If you choose
- to use Analog throttle, refer to each individual software manual
- for their calibration routine.
- Generally, Analog throttle is more reliable and responds more
- quickly than Digital input. There are many games, however, that
- don't have an Analog throttle option. For this reason, we've
- provided the Digital position.
- If you choose to use Analog Throttle input you must have the Hat
- Mode Switch in the Digital position. If the Hat switch and the
- Throttle input were both in Analog they would conflict with one
- another, as they run off the same electrical line. HAT MODE
- SWITCH
-
- Digital and Analog Options
-
- When the Hat Mode Switch is in Digital position, the Hat is
- routed through the keyboard and generates the characters you've
- programmed. Usually, you will need to deselect ThrustMaster FCS
- support in simulators to avoid conflict when using Digital Hat.
- When the Hat Mode is in Analog position, the Hat is routed
- through the game card and will function as determined by your
- game software. In Analog, the Hat will ignore anything you have
- programmed to it in your Mark II files. If you choose to use
- Analog Hat, remember to select ThrustMaster support in the
- software you are using.
- When you use the Hat in the Analog position you must have the
- Base Mode Switch is in the Digital position. The Hat Analog and
- throttle Analog use the same electrical line and therefore cannot
- be used at the same time. Please see the table on Pg. 11 for
- further clarification.
- BASE MODE SWITCHING RULES TO REMEMBER
-
- 1 - The Calibrate position on the Base Mode Switch is used, in
- most cases, for the downloading process.
- 2 - Anytime you put the Base Mode Switch in the Calibrate
- position, it freezes the keyboard and the ThrustMaster controls
- to prevent accidental input. When you return the Base Mode
- switch to either the Digital or Analog positions, you must clear
- the Mark II WCS by pressing button one, to regain keyboard input.
- A good rule to remember is, if you experience problems with the
- Mark II WCS or FCS not generating characters...press button 1 on
- the WCS handle. 3 - Occasionally, when you put the Base Mode
- Switch in the Calibrate position, the download sequence may not
- be initiated. If this occurs, reset the Base Mode Switch by
- putting it in the Analog position and returning it to the
- Calibrate position. If you still encounter difficulty initiating
- the download sequence, return the Base Mode switch to Analog,
- press button 1 on the WCS handle a few times, and briskly pop it
- into the calibrate position.
- PROGRAMMING AND THE MARK II WCS
-
- Welcome to the exciting and wonderful world of programming. The
- Mark II WCS software will allow you to program additional
- functions to your Mark II WCS and Mark I FCS that you never had
- before. Some of these functions include:
- 1 - Programming macros to a single button press (i.e.. with a
- single press of the macro-programmed button, you could drop two
- flares, one chaff and eject from your burning plane).
- 2 - Programming button functions dependent upon the position of
- the three-way Rocker Switch on the Mark II WCS handle. (For
- example, a single button could function as guns, missiles or a
- gun camera depending on the position of the Rocker Switch.)
- We will be using the DOS editor to create and edit programs for
- the Mark II WCS. If you aren't familiar with DOS editor, it may
- be helpful to read up on it before continuing. DOS 5.0 or later
- are the only versions that have DOS editor. If you have an
- earlier version, we suggest you use Notepad in Windows or Text
- File Editor in Geoworks or any other DOS text editor you may
- have. Some of the instructions pertaining to DOS Editor will not
- pertain to you if you are using a different program.
- PROGRAM EXAMPLE
-
- At the MARK II directory, type EDIT EXAMPLF3.ADV [ENTER]. DOS
- Editor will automatically engage and the file below should appear
- on your screen. This file is a functional program for Falcon
- 3.0. We are going to use it to describe each command line, how
- it works and what functions it will perform. Each Command Line
- below, corresponds to a button or function switch on the FCS and
- Mark II WCS. Refer to the Figure on page 14 so you know which
- button each command line is referring to. Each Command line
- consists of two separate entities; First - a standard command
- code (in bold), which must always be present, second - a series
- of arguments (in italics) which are the commands you enter to
- program each button function on the Mark II WCS and FCS. Please
- Note- the bold and italics are only added here for ease of
- differentiation between the Command Code and arguments.
- FCS
- GAME 1
- BTN TG (optional-please see Trigger Programming)
- BTN UB ENT
- BTN MB BSP
- BTN LB RU n RM n RD \
- BTN HU 3 8
- BTN HR 6
- BTN HD 5 5
- BTN HL 4
- BTN HM ~
- WCS
- BTN 1 RU DEL INS DEL RM DEL INS DEL RD g
- BTN 2 RU F8 RM ' RD f
- BTN 3 b
- BTN 4 t
- BTN 5 x
- BTN 6 z
- RKR UP F5
- RKR MD F6
- RKR DN F7
- THR 40 5 = - / / . ,
-
- We will now go through each command line and define what each
- argument is programmed to do. The Command Codes for each line (in
- bold) can also be used as a reference when creating your own
- program. For any program to run successfully it's imperative that
- each Command line contain the Code Names exactly as they appear
- (in bold).
- FCS - This line will never have arguments programmed to it. This
- Command Code indicates that the FCS buttons are to be programmed.
- GAME 1 - Game 1 command defines the Digital throttle types you
- may use. There are two types of Digital throttle to choose from.
- Type One throttle uses continuous characters, such as a series of
- +++++++ signs for increasing throttle and a series of ----- for
- decreasing throttle. Type Two throttle uses sequential
- characters, such as 1 2 3 4 etc. for throttle action. In the
- EXAMPLF3 program we use Type One throttle, so Game 1 is entered
- on the command line. If Type Two throttle was used in the game,
- we would have entered Game 2 on this line. One or the other must
- be present. If you use Analog throttle this line will be
- ignored. NO change will be necessary. (please see "Throttle
- Types" on Pg. 24).
- BTN TG - The trigger will always be passed as Analog, and will
- function as the game designed it. Generally, you will not need to
- have this line on your programs. There is however, an option for
- programming the trigger. (Please see "Trigger Programming"
- section on Pg. 27)
- BTN UB - This button performs a single function. It will select
- A-A weapons when pressed. BTN MB - This button performs a single
- function. It will select A-G weapons when pressed.
- BTN LB - This button is programmed to perform three functions,
- depending on the position of the Rocker Switch on the WCS handle.
- We entered "n" for Rocker Up (RU) and Rocker Middle (RM), and a
- backslash for Rocker Down (RD). So, if the Rocker Switch is in
- the up or middle position, IFF is activated. If the Rocker
- Switch is in the down position, ILS is activated. You can program
- any button on the FCS, except for the Hat Switch, to perform
- three different functions depending on the Rocker Switch position
- (on the handle of the Mark II WCS).
- NOTE - Button Codes (RU, RM and RD) were used for this command
- line. If you want to program other buttons in this manner, you
- must use the same Rocker Position Button Codes. Enter the
- function after each rocker position command. If you want the same
- function in two of the rocker positions, enter the same character
- after both positions. Remember to single space between all
- arguments.
- BTN HU - The Hat Up position is a two-stage toggle. We programmed
- it to toggle between Front View (3) and Padlock View (8). If you
- push the Hat up once, Front View will activate. Push the Hat up
- again, and Padlock View will activate.
- NOTE - You must enter two arguments on this line. If you enter
- one, the up view will not work. If you only want one view, enter
- the same character twice. The HU and HD will not allow macro
- programming.
- BTN HR - We programmed Right View on this Hat position (Hat
- Right).
- BTN HD - This position (Hat Down) is also a two-stage toggle.
- Two arguments must be entered with a single space in between. We
- programmed the same function (Back View) on both positions, so
- the toggle will not be apparent. Macro programming is not
- available on this line.
- BTN HL - We programmed Left View on this Hat position (Hat Left).
-
- BTN HM - We entered a No-Op character for this position. This is
- done so that the Hat up, down, left and right views remain when
- the Hat returns to the center or middle. If we entered an
- operational character it would be activated when the Hat is
- released from any other position.
- Now we move to the WCS portion of the program.
-
- WCS - This line will never have arguments programmed to it. This
- command code indicates that the WCS buttons are to be programmed.
- BTN 1 - This button has a macro and a single command depending on
- the position of the Rocker Switch. With the Rocker Switch in the
- up position, button one will activate one chaff, one flare and
- another chaff (macro). The same is true if the Rocker Switch is
- in the middle position. If the Rocker Switch is down, button one
- activates landing gear (single command).
- NOTE - For characters that are not "naturally occurring" (such as
- Delete or Insert), refer to "Keyboard Command Codes" (appendix -
- Pg. 39-41) for the proper designation.
- BTN 2 - This button has a single command for each position of the
- Rocker Switch. If the Rocker Switch is up, button two activates
- Radar Scan Distance. If the Rocker Switch is in the middle, it
- activates Increase Ripple. If the Rocker Switch is down, it
- activates Flaps.
- BTN 3 - Button three activates one function - Brakes.
-
- BTN 4 - Button four activates one function - Target Select.
- BTN 5 - Button five activates one function - CLR Lock.
-
- BTN 6 - Button six activates one function - Radar Lock.
-
- RKR UP - Rocker Up has a single function - NAM.
-
- RKR MD - Rocker Middle has a single function - ACM.
-
- RKR DN - Rocker Down has a single function - GM.
-
- THR - This line programs information for Digital throttle
- performance. The first argument records the number of throttle
- steps it takes to reach full throttle. In this case, it takes 40
- equal signs to reach full throttle.
- The second argument records the number of afterburner steps. It
- takes five throttle steps for this afterburner.
- Argument three records the character for increasing throttle.
- The equal sign increases throttle for Falcon 3.0.
- Argument four records the character for decreasing throttle. The
- minus sign decreases throttle for Falcon 3.0.
- Argument five records the character that EXITS afterburner (the
- slash).
- Argument six records the character that ENTERS the afterburner
- (also the slash).
- Argument seven records the character that increases afterburner
- (the period).
- Argument eight records the character that decreases afterburner
- (the comma).
- NOTE - All eight arguments were used for Falcon 3.0, which is the
- maximum amount of arguments for this line. However, the number
- of arguments you enter will depend on the simulator. You must
- have throttle arguments in all your Mark II WCS programs, even if
- you intend to use the Analog throttle option. For more
- information, refer to the "Throttle Types" section on Pg. 24.
- SUMMARY
-
- The above example provides you with the basic format necessary to
- create your own programs and even edit existing files with the
- Mark II WCS software. The bold Command Codes will appear in every
- program you create and are the foundation for successful
- operation of your HOTAS system. The "arguments" are the variable.
- You program the arguments, telling the program what funcitons you
- want the buttons to perform. Now you are ready to begin your own
- programming.
- CREATING YOUR OWN PROGRAMS
-
- Step One - Create Program
-
- We have included a basic template for you to use when setting up
- your own programs. The Template.mk2 file, in the Mark II WCS
- software, will provide you with the Command Codes already in
- place. All you will need to do is know what arguments you want on
- which buttons of your HOTAS system. Retrieve the template file by
- typing EDIT TEMPLATE.MK2 at the MARK II directory prompt. DOS
- Editor will pull up the file with a list of the Button Code
- Names, beginning with FCS. We strongly suggest that you move
- around in DOS EDITOR with your mouse cursor or arrow keys. Using
- the ENTER key on you keyboard will undoubtedly create confusion
- as it adds spaces between the lines. Please note the following
- tips when programming.
- BASIC PROGRAMMING TIPS
-
- 1. Macros can only be programmed to BTN 1 - 6 on the WCS, BTN
- UB, MB and LB on the FCS handle, and Hat positions BTN HR and HL.
- 2. Always leave a single space between each argument on the
- command line.
- 3. If you want a non-operational button, delete the entire line
- in your program. However, you must always have the three RKR
- commands and Throttle arguments present in your program. If for
- some reason you don't want the RKR commands to perform a function
- then you must enter a no-op character. A no-op character is a
- character not used in a particular game. For example: if you
- don't want the RKR UP to perform a function then you might enter
- a ( ~ ) character, assuming it does nothing in the game you're
- playing.
- 4. All Command Codes (BTN UB, GAME 1 etc.) and all on the
- commands on the Keyboard Code List (appendix - pg. 40 -42) must
- be entered in capitals.
- 5. You can program RKR UP (rocker up), RKR MD (rocker middle)
- and RKR DN (rocker down) positions to any BTN (button) line
- EXCEPT the "HAT" positions (BTN HU, BTN HR, BTN HL, etc.).
- 6. Make sure you differentiate between lower and upper case
- characters. The Mark II WCS programming software is case
- sensitive. If you enter an upper case letter (capital or shifted
- character) when the simulator uses a lower case letter, the
- button will not perform as you expect.
- NOTE - Many of the software manuals and keyboard layouts are not
- accurate with respect to lower case and upper case. For example,
- AV8B Harrier states that a capital F activates flares, when in
- fact it does nothing. The flare is only deployed when the lower
- case f is pressed. You should check your games once with the
- keyboard before programming.
- 7. The BTN HU (Hat up) and BTN HD (Hat down) positions are
- always two-stage functions. You must enter two arguments on these
- lines. If you want only one function activated when you move the
- Hat Switch up or down, then use the same argument twice. Remember
- that Macros are not available on these lines.
- 8. For some simulators, you might want to confirm the number of
- throttle steps. Count from engine off to full power and full
- throttle to shut-off. For example, some games will spool the
- engines up to some pre-determined RPM with one press of the
- throttle key, therefore requiring more deceleration characters
- than acceleration. Enter the greater number of throttle steps if
- there is a difference between acceleration and deceleration.
- 9. Make sure you use Keyboard Command Codes when using the CTRL
- or ALT combinations. For example, if you needed to use CTRL-F3,
- you would enter the following command; CTLD F3 CTLU (where CTLD
- is control down and CTRLU is control up). If you were to actually
- press CTRL-F3 on your keyboard the computer reads it as; Press
- CTRL and F3, then let up on CTRL. This produces an non-natural
- ASCII character that the Mark II WCS download program cannot
- recognize. For this reason you enter the arguments in the
- sequence manually. The same applies with the ALT key. Please see
- the keyboard command code list for the specific program entries
- in these types of situations. You do not have to enter the up and
- down Keyboard Codes for a shifted combination that produce
- naturally occurring characters. For example, if you wanted to
- program an asterisk you would press SHIFT-8 on your keyboard,
- which produces an asterisk. However, there are situations where
- you would have to use SHFTD and SHFTU combinations. Primarily,
- this is for non-natural occurring characters. For example a
- shift-F5 combination would require SHFTD F5 SHFTU.
- 10. If you are using arguments from the keypad check to see if
- the NUMLOCK light needs to be on or off. The NUMLOCK key should
- be on if you are using numbers from the keypad in your
- programming. If your using HOME, END etc., then the NUMLOCK light
- should be off.
- Step Two - Saving
-
- Now that your program is complete, you need to save it. In DOS
- editor there is a menu bar at the top of your screen. Click your
- mouse on FILE. Then, click on SAVE AS. Next, you need to name
- your program. We recommended that you use the game title you
- designed it for and a .ADV extension. For example, save Falcon
- 3.0 program as FALCON3.ADV.
- CAUTION - DO NOT just "SAVE" this file or you will lose your
- template. Whenever you are working from the Template file you
- will want to SAVE AS, and rename it.
- Now, you're ready to download to the Mark II WCS. Click your
- mouse cursor on EXIT and you will be returned to the Mark II
- prompt.
- Step Three - Downloading
-
- To download your program, type in DOWNLOAD (at the Mark II
- prompt) and the name of your file. For example, download the
- Falcon program by typing DOWNLOAD FALCON.ADV [ENTER]. The
- DOWNLOAD program will ask you to put the Base Mode Switch in the
- forward position, which starts the download process (see "BASE
- MODE SWITCH" Pg. 9-11). The length of the download procedure
- will vary depending on the complexity of the program. If the
- download procedure doesn't start, put the Base Mode Switch in
- Analog position and snap it forward to the Calibrate position.
- Once the download sequence is complete, put the Base Mode Switch
- in the Digital position. If you intend to use Analog throttle
- Remember to clear your WCS by clicking button one on the WCS a
- few times before proceeding. Quickly check all your buttons while
- at the Mark II prompt, pressing them to make sure they are
- generating the characters you just programmed.
- Exceeding memory - If you program too many rocker functions and
- macros, you can exceed the memory of the chip in the Mark II WCS.
- You will receive a message that states; "ERROR memory has been
- exceeded." It will also tell you which line has exceeded memory.
- By counting the lines (beginning with FCS) you can find which
- line has exceeded memory. Count the number of commands you've
- entered after the line that exceeded memory. Now you know how
- many commands have exceeded memory and how many you have to work
- with.
- Step Four - Running HOTAS
-
- Now that you have everything downloaded, select the Mode you want
- to operate in (see the table on pg. 11). Your WCS and FCS are now
- programmed and will become highly effective instruments of death
- in your hands. You're SET and READY TO GO!!! Happy Hunting! And
- CHECK SIX.
- THROTTLE TYPES
-
- Two types of Digital throttle action are available. Type One
- programming is for simulators that use continuous characters for
- throttle. An example of this type would be a series of +++
- characters for increasing throttle and a series of - - -
- characters for decreasing throttle.
- Type Two programming is for simulators that use a sequential
- list for throttle action - such as 1 2 3 4 5, etc. You can tell
- which type you have by reading your flight simulator manual.
- The third type of throttle input is Analog.
-
- Many of today's sims and games have the option of using either
- Type One, Type Two or Analog. Generally, Analog is the fastest
- responding throttle input, and is rarely subject to synchronizing
- (synching) problems. Synching problems are a result of the
- typematic rates established by game software, where keyboard
- inputs are lost in the keyboard buffers. Of the two types of
- Digital throttle, Type Two input is less subject to being lost
- than Type One.
- If you're using Type One throttle, follow the directions in the
- next section. If you're going to use Type Two, skip to the Type
- Two section.
- Type One
-
- 1. Enter the number of throttle steps required to reach full
- throttle. If you do not know this number, count the number of
- key-presses required to achieve full throttle in the simulator.
- It should be the same as the number of Key-presses used to return
- to throttle shut-off. If the two numbers are different, use the
- higher number. Enter the number as a two digit number, such as
- 06 or 13.
- 2. Enter the number of afterburner steps. (If the simulator
- does not have afterburner - enter 1.)
- 3. Enter the character used to increase throttle.
-
- 4. Enter the character used to decrease throttle.
-
- 5. Enter the character that EXITS afterburner. (If the simulator
- does not have afterburner, enter the throttle character used to
- decrease throttle.)
- 6. Enter the character that ENTERS afterburner. (If the
- simulator does not have afterburner, enter the throttle character
- used to increase throttle.)
- 7. Enter the character that increases afterburner. (If the
- simulator does not have afterburner, enter the throttle character
- used to increase throttle.)
- 8. Enter the character that decreases afterburner. (If the
- simulator does not have afterburner, enter the throttle character
- used to decrease throttle.)
- Type Two
-
- 1. Enter the number of throttle steps required to reach full
- throttle (including afterburner). There is a maximum of 15 steps
- allowed.
- 2. Enter the number of afterburner steps (if your simulator does
- not have afterburner, enter 1).
- 3. Enter the sequence of characters that moves the simulator to
- full throttle. Be sure to put a space in between. If it doesn't
- take 15 steps for the simulator to reach full throttle, you
- should enter no-op characters for the rest of the steps up to 15,
- or duplicate a few of the sequence characters. No-op characters
- are characters that the simulator doesn't use.
- Remember, if you are programming a Type Two throttle, you need to
- change Game 1 to Game 2 in your program.
- ANALOG THROTTLE
-
- Analog throttle is available by placing the three-way Base Mode
- Switch in the Analog position. Now the throttle input is going
- directly through the game card, ignoring the throttle portion of
- your downloaded program. However, even when using the Analog
- throttle you must have GAME 1 or 2 specified as well as throttle
- arguments on the THR command line.
- You can use Analog throttle only when the game supports it. In
- Analog mode you will need to calibrate the throttle in the game.
- Please note that calibrating in the game for Analog throttle is
- NOT the same thing as calibrating in the Mark II WCS software.
- The CAL.EXE file is for calibrating Digital throttle.
- Remember, you cannot use Analog HAT when using Analog throttle.
- Both the Hat Analog and Throttle Analog run off the same line
- and only one can be used at a time.
- PROGRAMMING THE TRIGGER
-
- The trigger on the ThrustMaster FCS (or any standard Joystick) is
- designed to pass as Analog. It will function as designed in the
- games.
- You can however, program the trigger. Place the Command Code BTN
- TG in your program under the GAME 1 command, followed by your
- desired argument. The trigger will now perform as programmed by
- you, and by the game. For example - programming CTLD r CTLU on
- the trigger line in your Falcon program would turn the gun camera
- on and off as well as fire your weapons. To avoid confusion, we
- recommend that you do not program the trigger unless there is no
- function for it in the game.
- FCS AND WCS SUPPORTED SOFTWARE GAMES
-
- Always de-select WCS in games that have the option for WCS and
- select keyboard. If you're using Analog throttle you will most
- likely select joystick 2.
- In some instances it will be necessary to de-select FCS options,
- depending on your Mode Switch selection. The easiest solution is
- de-select ThrustMaster FCS in every game unless your using the
- Hat in Analog Mode. With the Hat in Analog it would be necessary
- to select the FCS option so the Hat will operate as designed in
- the game.
- NOTE - To use the FCS or other joystick as a regular joystick,
- switch the Base Mode Switch to the Calibrate position and press
- button 1 to clear the Mark II WCS. When you operate your FCS and
- Mark II WCS in the calibrate position the joystick acts just as
- it would if plugged directly into the game card, performing
- whatever functions the game determines. The Hat on the FCS must
- remain Digital as the Mark II WCS throttle automatically becomes
- Analog. The Mark II WCS buttons and Hat will still be
- programmable .
- You can also separate the Mark II WCS and your joystick and use
- them as individual entities. If you have an additional game card
- on your computer that has been disabled you can use this as a
- power source for the Mark II WCS. Plug your joystick directly
- into your active game card, and plug your Mark II WCS into the
- non-active game card. Your Mark II WCS will then function as a
- fully programmable Digital unit. The same results can be
- achieved with ThrustMaster's ACM game card. There are two
- connectors on the ThrustMaster game card, each accessing a
- separate dual port game card. One connector accesses an active
- dual port game card, while the other accesses a non-active game
- card. The second connector, although not active, will supply
- power.
- CALIBRATING THE WCS FOR DIGITAL THROTTLE
-
- Calibrate the Mark II WCS immediately after initial connection.
- You should not have to calibrate your Mark II WCS more than once
- or twice. However, if you suspect that your throttle characters
- are not being generated correctly, re-calibrate. We encourage you
- to run the Keytest program (see "KEYTEST" below) to verify the
- characters HOTAS is generating. Please remember that this
- calibration is for Digital throttle only. If you're using Analog
- throttle this calibration routine is not applicable.
- To calibrate, go to your MARK II directory and type CAL. This
- should start up the Mark II WCS calibration routine. Follow the
- on-screen instructions carefully, being sure that you place the
- three-way Mode switch in Digital Mode when requested.
- KEYTEST
-
- We have included a Keytest program with the Mark II WCS software.
- This program checks all the buttons on the HOTAS system and
- verifies the characters they are generating. To start the Keytest
- program type: Keytest at your Mark II directory and press
- enter. If you are not able to bring up the Keytest program then
- type: keytest /? .The Keytest /? will show you the two display
- options for the keytest program; Keytest /v and Keytest /t . One
- of these options should work.
- DETENT TENSION ADJUSTMENT
-
- The Mark II WCS has a tension screw for the throttle detents.
- Two Phillips screws are located underneath the Mark II WCS near
- the center of the base. Turn the smaller screw until the desired
- tension is obtained.
- LED LIGHTING
-
- The LED lights on the top of the Mark II WCS will indicate when
- certain functions are active. The top light is not functional at
- this time. It will be implemented in the future. The middle two
- LEDs indicate when Button 4 and Button 6 on the Mark II WCS are
- activated. The lower two LEDs indicate when the top and middle
- positions on the Rocker Switch are activated.
- TMSA
-
- Included with your Mark II WCS software is a diagnostic program
- called TMSA. From your Mark II prompt type: TMSA and press enter.
- A screen with two boxes and columns of data in the upper right
- hand corner will appear. The movement of your joystick will be
- shown in the right hand box as a "Star Shaped" figure. The upper
- right hand corner data will display the value readings from the
- "HAT" on your FCS, Mark II WCS Analog throttle, Joystick and
- Rudder input.
- When using a speed adjustable game card set the "HAT" value at
- approximately 82. Make sure that your Base Mode switch is in
- Digital and the Hat Mode switch is in Analog if your running your
- FCS through the Mark II WCS. With the Hat switch in the center
- position the value should be 82. With the Hat forward the value
- under the Hat column should change to approximately 2. Hat right
- should be around 20. Hat down - 40. Hat left - 60.
- To check the Mark II WCS Analog throttle, put the Base Mode
- switch in Analog and the Hat Mode switch in Digital. Throttle
- values should read under the HAT column as you move the handle
- forward and backwards. Ideally, the throttle should read around
- 10-15 in the full forward position.
- If your throttle reads something different, adjust the
- potentiometer by removing the Base of your Mark II WCS and
- rotating it. Gently rotate the potentiometer with a pair of
- pliers, while in the TMSA program, until the desired results are
- achieved.
- Your Rudder pedals should show input under the Rudder column.
- GAME CARDS
-
- Your game card will be the functional foundation for your new
- FCS. A joystick will only work as well as the game card it is
- plugged into. 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 FCS, 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
- owners manual.
- The following is a list of tips to help you determine if your
- game card is suitable for your FCS. There are a number of
- combinations possible in game cards currently out on the market.
- For example:
- ∙ Many game cards have only one connector, but actually access a
- dual port card, such as the SoundBlasterÖsound card. With the
- faster 486 + computer systems, these combination Sound/Game cards
- are generally not adequate for game play. The SoundBlaster game
- port in particular can suffer from timing problems. More
- information on this malady can be found in the back of your
- SoundBlaster manual in the appendix under "Quick Reference for
- Problem Solving". See "Problem: Joystick not working properly in
- some programs."
- ∙ Many game cards have two connectors and are dualport cards. In
- these instances there is a primary connector that accesses both
- ports. The other connector accesses the "B" port 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. 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. 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.
- Quality Dual port game cards are necessary because the FCS
- requires the information from, and access to, both ports on a
- game card (this is also true if you intend to run two, two-button
- joysticks at the same time). A dual port game card is essential.
- We recommend the ThrustMasterr ACMÖ 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.
- You cannot have another joystick plugged into your game card
- while using the FCS. If another joystick is plugged in at the
- same time you are running your FCS the two sticks will conflict
- and both will behave erratically.
- WCC-REMAPPER
-
- The WCC remapper program allows you create up to five alternate
- button Modes for your Mark II WCS, or WCS Mark I. This will allow
- you to press a pre-determined key or button to re-map your
- original Mark II WCS ADV files. Your buttons can then perform an
- entirely different set of functions. For example, in Falcon,
- using the Remapper, you could program a separate set of functions
- on your Mark II WCS buttons. One Mode could be for Air to Air
- action, another for Air to Ground action, and another for the
- Landing sequence.
- The use of WCC Remapper would proceed as follows:
-
- 1 - Create your Mark II WCS program for Falcon. Write down the
- key presses you have designated to the various buttons on your
- HOTAS system. These functions will be used as the foundation for
- setting up your WCC program.
- 2 - Lets say your original Mark II WCS set-up is designed around
- Air to Air combat and you want one Mode of your WCC program to be
- specifically for Air to Ground activities and another for
- landing. In the WCC program it asks you which keys you want
- changed, and what you want them changed to. For example, you
- might have button three of your Mark II WCS set-up for IFF in
- your download program. Now you want a separate Mode for Air to
- Ground, and you want button three to become Bomb Ripple. In the
- Remapper you would specify that you want key press n (IFF)
- changed to ' (Bomb Ripple). Continuing in this manner, specify
- only those keys you want changed with the implementation of the
- first Mode. For the second Mode follow the same procedure, once
- again using the original Mark II WCS program as your foundation.
- Having programmed two Modes in the WCC re-mapper you might have
- designated the F11 key as the toggle between the two Modes and
- the F12 key as the Remapper ON/OFF toggle. Lets say you chose
- Mode one, your Air to Ground Mode, as the start-up Mode. This
- will be the Mode that your Mark II WCS will be in at the start of
- your game. By pressing F12 to toggle the re-mapper TSR off you
- can return to your basic Mark II WCS program, or you could press
- F11 to toggle to the second Mode. While you only programmed two
- Modes with the WCC program there are actually three Modes
- available. The First, our basic Mark II WCS program which we
- set-up as Air to Air Mode. The second Mode which we created in
- Remapper, our Air to Ground Mode, and the third, a landing mode.
- To determine which Mode you are currently in, note what functions
- your buttons are generating and refer to your notes. Remember
- that once the TSR is loaded it is immediately active. To get back
- to your basic Mark II WCS program you will need to turn the TSR
- OFF using the re-map on/off toggle.
- 3 - You may or may not choose to use the BAT file creator in the
- WCC software. When you set up the BAT file it will load the REMAP
- file you just created, which is a TSR (terminate and stay
- resident) program. It will then load the game software you have
- designated. Once in the game, the TSR is active, using whatever
- Mode you have designated as the start-up Mode.
- NOTE - To manually load your Remapper TSR file type KBDRMP at the
- WCC directory. Then type TBL_FLL (filename).RMP. To un-install
- the re-mapper TSR type: KBDRMP and press enter. The TSR will
- then be removed.
- To use the WCC Remapper program, go to your REMAP directory by
- typing: CD\remap. Once at the REMAP directory type: WCC.
- Detailed instructions for using the WCC re-mapper program can be
- found in the HELP menu selection. Please be sure and read the
- WCC re-mapper instructions carefully for all the details on
- creating Mode files with WCC. These can be found in the help
- section of the WCC program.
- WCS2 TOOLS
-
- Included with your Mark II WCS software are a number of shareware
- programs. These programs are designed by ThrustMaster users and
- address things ranging from fixes for problem calibration
- routines to custom Hat switch programs. All the WCS2 tools should
- have been installed in a directory WCS2TOOL on your C drive. Read
- the READWCS2.txt in WCS2TOOL directory for further details.
- Most of these files are in a "Zipped" (compressed) format and
- will require "Un-Zipping before they can be used. The shareware
- version of PKZIP (PK204G.exe) has been provided, and should have
- been installed in the PKUNZIP directory on your C drive. PK204G
- is the utility program that you will use to "Un-Zip" the WCS2
- "Zip" files. You should read the README.DOC in the PKUNZIP
- directory for instructions on using PK204G.exe.
- FINAL WORDS
-
- The Mark II WCS is much like life, the more you know, the better
- off you'll be. However, there will always be something that
- doesn't make any sense. Every software writer has his/her own
- ideas about the way things should be done. We have tried to
- accommodate as many of the variations as we could find. If you
- encounter some oddity, try various set-ups and Mode combinations.
- If all else fails, give us a call.
- GOOD LUCK......and have fun!!!!!
-
- *ThrustMaster is a registered trademark of ThrustMaster Inc. and
- WCS, FCS, RCS, ACM and HOTAS are all trademarks of ThrustMaster
- Inc.
-
- FCC ID: KP3WCS
- This device complies with part 15 of the FCC Rules. Operation is
- subject to the following two conditions: (1) this device may not
- cause harmful interference, and (2) this device must accept any
- interference received, including interference that may cause
- undesired operation.
- APPENDIX
-
- OPERATIONAL PROBLEMS/TROUBLESHOOTING
-
- Q - Why does my Mark II WCS give me a keyboard error and lock out
- my keyboard when I hook it up to my computer? A - There are a
- couple things you can try. First - Flip the Base Mode switch
- through all it's positions, press button 1 (pinky button) on the
- WCS, and return the Base Mode switch to Digital. Now turn off
- your computer system and start it again. Second - Try booting
- with a clean system boot disk, void of all TSR's. We do not
- recommend booting up into Windows. Third - Try booting with the
- WCS throttle handle in the center of the throttle throw, between
- AB and Idle detents. Fourth - If you are still not able to boot
- up with your Mark II WCS you may have a Keyboard BIOS
- compatibility problem. See ** for further details.
- Q - During Digital calibration of the Mark II WCS the program
- will not recognize the pressing of Button one on the WCS. A -
- Restart the Calibration program. Make sure you place the
- three-way Base Mode Switch in Digital when requested by the
- calibration routine.
- Q - The Download program will not start when I place the Base
- Mode switch in the Calibrate position. A - Restart the Download
- program. When asked to move the switch to the Calibrate position
- move it back to the Analog position first, then snap it forward
- to the Calibrate position.
- Q - One of my buttons is not working or it's generating the wrong
- function in my game. A - First - check your Mark II WCS program
- file. Make sure you have the argument entered correctly. Second -
- either in the Keytest program or at any prompt, check to see what
- character the button generates. Third - while in the game you're
- playing, check to confirm that the keyboard character you have
- programmed actually functions as it's supposed too.
- Q - The upper thumb button on the FCS does not roll my spacecraft
- in X-WingÖ. A - When the FCS is plugged into the Mark II WCS all
- the buttons (except the trigger) become Digital. Any program
- function that requires a continuous keypress, (where you have to
- hold the button down) cannot be duplicated when plugged into the
- Mark II WCS. When the FCS is routed through the Mark II WCS the
- buttons will only generate one character (or macro command) per
- button press. There is no way to duplicate a continuous keypress
- through the Mark II WCS. Two solutions are available. One -
- separate your Mark II WCS and FCS and use them as separate
- entities. Two - Place the Base Mode Switch in Calibrate position.
- (see FCS and WCS software supported game section for details.)
- ** If your Mark II WCS still does not download or allow you to
- boot up, you may have a keyboard BIOS compatibility problem. On
- your computers motherboard are two BIOS chips which are
- responsible for major operations in your system. One BIOS chip is
- the motherboard BIOS, the other is the keyboard BIOS. Often
- times the keyboard BIOS is referred to as the keyboard controller
- chip. These terms are synonymous. A few older versions of the AMI
- BIOS chips have been found to be potentially problematic, as well
- as a few clone AMI BIOS versions. If you have versions "D",
- "B", "8", "0" and "9" we encourage you to update your keyboard
- BIOS.
- To determine what version of keyboard BIOS you have, re-boot your
- computer system. During the boot up process you will see
- information flashing by. Press your PAUSE/BREAK key and the
- screen will pause. Hit enter to continue. You are looking for
- your AMI serial number, a lengthy string of letters and numbers
- following an AMI statement. The last letter or number in the
- string will determine the version of your keyboard BIOS. For
- example:
- AMI-40-0101-ZZ1123-00101111-060691-OPWB-F
- (this serial number tells us that the keyboard BIOS is an "F"
- series.) AMI-30-0000-01128-00101111-070791-S1SD-8
- (this version tells us that the keyboard BIOS is an "8" version.
- This has been identified as potentially problematic.)
- Generally, most keyboard controller chips are socketed and can be
- easily replaced. Keyboard BIOS chips are usually located on your
- computers motherboard near your keyboard port. For more
- information and ordering keyboard BIOS contact:
- TTI Technologies 1-800-541-1943
- 2432-A Palma Dr.
- Ventura, CA 93003
- Phone-805-650-2030
- Fax-805-650-6515
-
- AWARD keyboard BIOS chips are available directly from
- ThrustMaster. $10.00 + $1.00 shipping and handling.
- At this time we have also determined that ACER computer systems
- are potentially problematic. We are currently working with ACER
- for a solution. Contact ThrustMaster for the current status on
- this situation.
- If you continue to have problems with your Mark II WCS please
- call ThrustMaster Technical support. M - F 8:00 - 5:00 Pacific
- time. In order to better assist you with diagnosis of your
- problem we ask that you gather as much information as you can
- before calling. Knowing what brand of game card you are using,
- and speed, make, and Model of your computer system is very
- helpful information. We would also encourage you to try your Mark
- II WCS on other computer systems if available. This will help us
- determine if the Mark II WCS is faulty or if something in your
- system is creating a compatibility problem.
- KEYBOARD COMMAND CODES
-
- BTN... Define a button macro
- arg 1 Button #
- arg 2-n Keycode
-
- RKR... Define the rocker key return
- arg 1 Position (UP, MD, DN)
- arg 2 Shift state (ALT, SHFT, CTL, NONE)
- arg 3 Character
-
- The following keys have special designations;
-
- BSP Back Space
- TAB Tab
- CAPS Caps Lock
- ENT Enter
- LSFT Left Shift Key
- RSFT Right Shift Key
- LCTL Left Control Key
- LALT Left Alt Key
- SPC Space Bar
- RALT Right Alt Key
- RCTL Right Control Key
- INS Insert
- DEL Delete
- LAROW Left Arrow
- HOME Home
- END End
- UAROW Up Arrow
- DAROW Down Arrow
- PGUP Page Up
- PGDN Page Down
- RAROW Right Arrow
- NUML Number Lock
- KP7 Key Pad 7
- KP4 Key Pad 4
- KP1 Key Pad 1
- KP/ Key Pad /
- KP8 Key Pad 8
- KP5 Key Pad 5
- KP2 Key Pad 2
- KP0 Key Pad 0
- KP* Key Pad *
- KP9 Key Pad 9
- KP6 Key Pad 6
- KP3 Key Pad 3
- KP. Key Pad .
- KP- Key Pad -
- KP+ Key Pad +
- KPENT Key Pad Enter
- ESC
- F1
- F2
- F3
- F4
- F5
- F6
- F7
- F8
- F9
- F10
- F11
- F12
- SCRLCK Scroll Lock
-
- The following codes are the modal keys
-
- CTLD Control Key Down
- CTLU Control Key Up
- SHFTD Shift Down
- SHFTU Shift Up
- ALTD ALT Down
- ALTU ALT Up
-
- The following codes set the Rocker State key condition
-
- RD Rocker Down
- RU Rocker Up
- RM Rocker Middle
-
-
-
-
-
-