USER'S GUIDE 
 
 
INTRODUCTION 
Before reading this section, you should have read the FLCS Installation  
And Quick Start Guide, installed the FLCS software, acquainted yourself  
with the very basic operation of the FLCS 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-16 FLCS Flight Control  
System. 
 
In this guide you'll learn: 
What took place during the installation process. 
About reading and understanding B50 files. 
How to edit B50 files and create new ones. 
More on downloading and game play options. 
How to effectively use the MARK II WCS with the FLCS. 
 
 
PLEASE!  READ through this entire section BEFORE you begin to 
work through step by step with the C&CC running. 
 
What Happened During FLCS Software Installation? 
When you loaded the FLCS software into your computer the installation  
routine created a directory on your hard drive titled TM.  Within the  
TM directory two sub-directories were also created: 
TM\B50PROGS:All the predetermined B50 files were stored here. 
TM\UTILS: Joystick/TSR diagnostic programs were stored in this 
directory. 

Please DO NOT change the locations of the installed files or rename  
the directories.  The FLCS software program checks the specific  
whereabouts of these directories and files for information on how  
to operate the FLCS and FLCS/MARK II WCS properly. 

The installation routine also added C:\TM to the path of your  
Autoexec.bat file.  Which simply means you can run the C&CC from  
any prompt. 
 
 
UNDERSTANDING & USING THE COMMAND AND CONTROL CENTER 
 
 
CHAPTER 1:  REVIEWING THE C&CC CORE MENU 
Enter the C&CC and bring up the Core Menu screen as  
described in the FLCS Installation and Quick Start Guide.   
This is the menu screen from which you were able to view,  
print, and download the B50 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 (checks Joystick calibration). 
F3-Keytest - Run Keytest. 
F4-Files - View/Access Files in C:\TM. 
F5-Falcon3 - Play Falcon3 (if you have game)2. 
F6-HORNET - Play Hornet (if you have game). 
F7-About - ThrustMaster Info - Address, phone, etc.... 
Esc-Exit - Exit TM C&CC. 
 
 
CHAPTER 2:  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\B50PROGS.  The default filename extension will be  
*.B50.  All the B50 files that have been included with the FLCS  
software are placed in this directory and have the file extension of  
.B50.  To the right of the filename extension bar appear a set of  
parenthesis followed by the extension *.B50 and another set of  
parenthesis followed by the extension *.M50.  A "check mark"  
will appear in the set of parenthesis preceding the *.B50 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\B50PROGS.  

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.  
 
2.1:  Reading B50 Files 
In the Quick Start Guide you downloaded a B50 file for running  
FLCS with your flight sim or other application.  Let's review  
by using the ACES.B50 file as an example. 

Highlight the file as before and enter the file by clicking on  
it with your mouse or pressing Enter.  The file on your screen  
will look similar to the one that follows. 

REM 
REM The file name of this file is ACES.B50 
REM 
REM                 Aces of the Pacific 
REM 
REM                 F16C Block 50 FLCS ADV file 
REM 
REM                 Written and Tested by David Dickinson - August, 1994 
REM +____________________________ 
REM Mark II WCS Base Switch Settings                                  
REM Black Hat switch = Digital                               
REM Red Switch  = Digital                            
REM +____________________________ 
REM +____________________________ 
REM Game Settings: (Settings required for this game to use WCSII) 
REM +____________________________ 
REM 
REM Choose Normal JOYSTICK in AOTP 
REM 
REM 
REM +__________________________+ 
REM  Place Mdef files below this line (i.e. Mdef Newname) 
REM +__________________________+ 
MDEF ACES 
REM +____________________________+ 
REM  Change 'TEMPLATE' to the name of the MDF file that you  
REM  want your ADV file to reference.  For example, if you   
REM  create a new ADV file called NEWSIM.ADV, you might want 
REM  the line above to read 'Mdef NEWSIM'.                   
REM +____________________________+ 
RATE 70 
REM +____________________________ 
REM  Place special macros below this line (i.e. @macroname, etc) 
REM +____________________________ 
USE WCS 
REM +____________+ 
REM FLCS Buttons Commands:   
REM +____________+ 
 
BTN S1 Viewtoggle 
BTN S2 Bombs 
BTN S3 Guns 
BTN S4 Unjam 
 
BTN H1U Lookup 
BTN H1L Lookleft 
BTN H1R Lookright 
BTN H1D Lookback 
BTN H1M Lookforward 
 
BTN H2U SendMessage 
BTN H2L Msg"break_left" 
BTN H2R Msg"break_right" 
BTN H2D AbortMessage 
 
BTN H3U Msgoption1 
BTN H3L Msgoption3 
BTN H3R Msgoption4 
BTN H3D Msgoption2 
 
BTN H4U Msgoption5 
BTN H4L Msg"get_on_wing" 
BTN H4R Msg"clear_tail" 
BTN H4D Msg"attack_all" 
 
REM +____________+ 
REM WCS II Buttons Commands: 
REM +____________+ 
REM @DigitalThrottle 
 
BTN T1 MaxSafePower 
BTN T2 Autopilot 
BTN T3 Rockets 
BTN T4 Tanks 
BTN T5 Bail 
BTN T6 /T DiveBrakes /T WheelBrakes 
BTN T7 /P /N Flaps /R /N Flaps 
BTN T8 /P /N Gear /R /N Gear 
 
 
Reading the file you will see a number of lines beginning with the  
word "REM".  "REM" is a standard DOS command that tells your  
computer to ignore any characters or text that follow the  
command.  "REM" is used primarily for making notations within  
files.  For example the first line in the file Aces.B50  
reads:  The file name of this file is ACES.B50. 

As you scroll down the file with your arrow keys, you  
will see other REM statements like the name of the game,  
manufacturer, etc..., and other useful information. 
Further down you will notice that the button code lines  
are followed by descriptions (macros) of what the buttons  
or switches on the FLCS or FLCS/WCS will activate within  
the game.  In the B50 file for "Aces of the Pacific" for  
example, the first button command code looks like this:   
BTN S1 Viewtoggle.  Translated the code tells you that:  
button number one (S1) on the FLCS will switch (toggle)  
visual position (view) from inside the cockpit to outside  
the aircraft.  BTN H1U Lookup would interpret as: Hat button  
number one (H1) when pushed up (U) would give you a view  
above your aircraft (Lookup).   
 
 
CHAPTER 3:  REVIEWING CORE MENU OPTION "B" DOWNLOAD FILE 

Select option B from the Core Menu.  This will bring up the screen  
pictured in figure 9. (SEE MANUAL) 

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 *.B50 
or *.M50.  Make no changes and go to the next screen. 

At the next screen the title bar reads C:\TM\B50PROGS, 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  
B50 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 FLCS 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  
FLCS. Respond accordingly. 

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

Exit C&CC, enter your game and have fun! 
 
CHAPTER 4:  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 RUN PROGRAM screen.  At the near  
top left will be a small box containing a number.  Next to the  
box will be a path statement bar containing the "highlighted"  
file.  As you scroll up or down the files the corresponding  
number in the box and the file in the bar will change.  The  
Run Program files contain path statements for most existing  
flight sims/games in addition to other applications.  Highlight  
the path statement for your game.  If you are unsure of your  
path statement, refer to the game instruction manual.  The  
path statement for "Aces over the Pacific looks like this:   
C:\DYNAMIX\ACES.  This will tell your computer that "Aces of  
the Pacific"  can be found on the hard drive labeled C:,  
that the directory is labeled DYNAMIX and that within that  
directory the game, is filed under the label ACES. 

Remember:  You cannot run a game that you don't have on  
your hard drive.  Be sure you are selecting a path statement  
for a game that you have previously installed. 

Once you have highlighted the path statement for your game,  
press enter or double click on the line with your mouse.   
If your path statement is not in the list of existing files,  
you may type in the path statement.  Note that the flashing  
"cursor" is under the "C" prompt in the path statement bar,  
just begin typing.   

Note:  If you changed the "Path" of your game when you installed  
it to your hard drive(s), Run Program will not function properly  
unless you type it in as directed above. If you wish to modify the  
Run Program files SEE ADVANCED USER'S GUIDE PAGE 3.38. 
At the next screen, RUN OPTIONS, you will see a Program  
bar and within that bar, your game path statement.  Below the  
Program bar is the Download bar. 
 
Here you will want to see the B50 file that matches your game.   
As an example, the B50 file for "Aces of the Pacific" would be:  
ACES.B50.  Below these two bars and on the left of your screen  
you will notice three smaller bars.  The first two are:  Select  
Download File and View Download File.  These bars function exactly  
like options A and B of the Core Menu.  The last of the three bars  
is:  Edit Download File.  Editing of download files will be discussed  
later in this guide.  To the right of the three option bars are two  
bars labeled: Run Program and Cancel.  Cancel will place you back at  
the Core Menu.  Run Program activates the download routine. 
Click on "Run Program" with your mouse or press the "R" key.   
Run Program will take you through the download routine and then  
directly to your game. 

If your are using the same game as you did earlier, "Run Program"  
will prompt you that the B50 file for your game has been previously  
downloaded.  Click on the "N" or press the "N" key.  You will go  
directly to the game you have selected.  When you exit your game  
you will be returned to the C&CC Core Menu screen. 
 
CHAPTER 5:  USING CORE MENU OPTION "D" CREATE/EDIT FILE 

Using option "D" you can modify existing B50 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 B50 file. 

5.1:  Learning 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 - *.B50.  We will discuss the *.M50 files shortly.   
If the "check" mark does not appear inside the parentheses of the  
*.B50, move it there by clicking between the parentheses or typing  
*.B50 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 B50 file ACES.B50, 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 (B50) file. 
F5 - Load the matching Macro (M50) 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 "Aces of the Pacific"  
the path statement would look like this:  C:\TM\B50PROGS\ACES.B50. 
Next is the FILE "window" which contains the B50 file you selected  
for modification.  It is within this window that you make all the  
changes to your B50 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 B50 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 FLCS and your other  
applications much easier. 
 
5.2:  Editing B50 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 ACES.B50, the first button command line reads: BTN S1 Viewtoggle.   
Referring to the FLCS Quick Installation Card you can see that button  
S1 is the right index finger button on the upper side of the FLCS.   
With your mouse or arrow keys, place the cursor at the end of the  
command line.  Using the "Back Space" key, carefully erase the  
macro Viewtoggle.  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 away from the 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 MaxSafePower 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 "Aces" should look like this:  BTN S1 MaxSafePower. 

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 FLCS or FLCS/MARK II WCS 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", "AcesII", 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 B50 file you are editing. 
 
5. 3:  Editing a Macro File with the Editor 

Every B50 file has a matching MACRO (M50) 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 B50 file.  Select  
the same file. 

At the "Editor" screen and in the file window, scroll down to the  
button command line for BTN S2 Bombs.  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 "Bombs".   
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 Bombs (line 48), 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 dropping bombs  
during your game.  You ran Keytest7 to check it out and found  
S2, when pressed generated F9.  You referenced the game manual  
and discovered that the keyboard command for bombs should be  

BSP (Backspace). 

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 BSP ("backspace") and click on it with  
the left mouse button (Keyboard user's will need to type in  
"BSP" - ALL Caps.) The key code for backspace will appear after  
the macro "Bombs" in the light blue bar.  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. 
 
5.4:  Creating a New B50 File 

Perhaps the most exciting feature of your FLCS is the ability 
to create new B50 files.   Allowing you to make your FLCS 
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 B50 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 B50 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 "FLCS PROGRAMMING TEMPLATE".   

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

C:\TM\B50PROGS\NEWGAME.B50. 

At the top of the template are REM statements that provide space 
for you to: enter the B50 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. 
 
5.4.1: Preliminary Settings 

The first REM statement after "Preliminary Settings" reads: "INCLUDE 
THE 'USE WCS' COMMAND TO USE YOUR WCS MARK II WITH 
THE FLCS".  "USE WCS" follows two lines below.  You need not 
change or delete "USE WCS".  This line has no effect on FLCS only 
users.  Additionally, by leaving "USE WCS" in the B50 file, you will not 
need to edit these files later should you elect to include a MARK II WCS 
in your setup. 

5.4.2: 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 FLCS 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 100ms, then 
adjust the setting up/down according to how your game performs.  
Usually, you will not have to adjust from 100ms, or very slightly. 

NOTE:  Some game software programs read keyboard buffer information 
very slowly.  While playing "Wing Commander" for example, you push 
the MARK II WCS 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 100. 

Before moving on, SAVE your work by clicking/pressing F6-Save.  Your 
B50 template will be saved under the filename NEWGAME.B50.  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. 
 
 
5.4.3: Macro Definition File 

Before you can begin to add macros to your new B50 file, you must 
name/create the matching MACRO DEFINITION FILE (MDEF).  
MDEF files are recognizable by the .M50 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 
B50 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 B50 file as before, then select F5-MF to move to the 
Macro Definition File TEMPLATE. 
 
5.4.4: Constructing the MDEF File 

This screen is very similar to the B50 file template.  At the top of the 
screen you will see the complete path/filename for your new MDEF file: 
C:\TM\B50PROGS\NEWGAME.M50.  Directly below is the title bar 
reading:  FLCS 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 KEYS10.  Using this screen and your game manual, you 
will construct the macros to run your new game using the FLCS. 
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 build your own macro.   

Scroll down to the Miscellaneous Box, which will be a the end of the 
macro template.  Place your cursor just under the Box (line 243 - Eject) 
and press F2-Ins.  Eject will be moved down and you will now have a 
"blank" line in which you can type in the macro name and assign the 
corresponding key codes.  Remember, macro definitions contain no 
spaces between the words.  However, for the sake of clarity, upper case 
characters can be used at the beginning of each word.  Type in the macro 
GreaseMufflerBearing for this example and assign F12 as the key code. 

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" and "F". You have just 
created a macro/macro that will perform both functions with one press of 
the designated button/switch on the FLCS or MARK II WCS. 
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.  For example, you should not see the macros that you 
deleted and you should see the new macro GreaseMufflerBearing.  These 
changes will also appear in the macro window when you return to the 
B50 ("root file") for "NEWGAME". 

5.4.5: 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 B50 file template. 
Now you are ready to start entering your macros to assign the 
button/switches on the FLCS and/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 click13. 
 
 
5.4.6: TRIGGER 

The FLCS has two trigger positions.  BTN TG1 the first trigger click 
will function in the ANALOG MODE.  This means that TG1 will 
perform as your game software dictates, which is normally to fire 
weapons14.  Do not remove the REM command at the beginning of this 
line at this time.  Removing the REM command changes the TG1 to 
DIGITAL MODE which will allow you to assign a designated function 
to BTN TG1, but may not permit you to calibrate the FLCS in your flight 
sim.  Using TG1 in digital mode is not recommended until you are more 
familiar with the FLCS ThrustWare.  The second trigger click BTN 
TG2, is digital and available for any selected function. 

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 
WCS, you will need to REM the THR (throttle) statement line found 
near the end of the B50.  

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

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

 
5.4.7: Checking Your Work with Keytest 

Now you are ready to test the buttons and switches on your FLCS or 
FLCS/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 (figure 11),( SEE MANUAL), 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 M50 file.  All of the buttons and switches 
on the FLCS will generate a specific keyboard character(s), 
the character(s) you assigned to define the macro in the 
MDEF M50 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 
FLCS or FLCS/MARK II WCS.  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 MARK II WCS buttons and switches will also generate codes.  
However, please remember, if you have already been using the Mark II 
WCS, see the section on using the MARK II WCS with the FLCS on 
page 2.27 of this guide for changes.  The "RKR" (rocker) switch for 
example has been modified. 

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

USING THE FLCS WITH THE MARK II WCS 
 
 
CHAPTER 6:  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 FLCS.  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 FLCS. 

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 
FLCS will limit the versatility of the unit. 

When configuring the WCS with the FLCS using the FLCS B50 files, it 
becomes necessary to force the WCS to become slave to the FLCS by 
downloading a "slave mode" setup file to the WCS.  When you download 
any of the B50 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 FLCS.  All the B50 files that 
came with FLCS 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 
FLCS/WSC setup file. 

The statement "USE WCS", is found in all B50 files included with the 
FLCS software.  This is the statement that tells the system you are using 
the Mark II WCS with the FLCS.  Without this statement the MARK II 
WCS WILL NOT function.  Anytime you are editing or creating a B50 
file, include the USE WCS even if you do not currently have one. 
   
6.1:  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 
 
 
6.2:  Throttle Configuration 

The throttle input is accessed via the THR statement in the B50 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 FLCS microcode passes the MARK II WCS as an analog 
throttle through the game card. 
 
6.3: Calibrating for Digital Throttle 

After connecting the Mark II WCS to the FLCS and downloading a B50 
file, calibrate the throttle.  This procedure needs to be performed only 
once, after connecting the MARK II WCS to the FLCS.   
From the Core Menu, select F10 Full Menu (see fig. 12). (SEE MANUAL)   
 
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 B50 file you downloaded 
MUST have the throttle configured for digital characters, otherwise 
the calibration routine will not function properly. 
 
6.4: 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 B50 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 FLCS, place 
the switch in digital position and leave it there. 
 
6.5: 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 FLCS 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 B50 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). 

6.6: 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. 
 

HELP INFORMATION 
If you have questions that are not answered within these sections, there 
are other options available to you.  Before making that long distance 
phone call check out the following: 

1 F1-Hlp option.  This is available from the Core/Full Menu screen, in 
the lower left hand corner.  Press F1 and you have access to a help text 
file which you can scroll through.  This has additional information that 
may be of assistance. 

2 The FIND option.  This is available from within many of the C&CC 
menu screens.  Press "F" when you have the "FIND" option available in 
the upper part of your screen.  It will then ask for "Search String?".  
Enter the " | " character (shift-\), a space, then the first few letters 
of the topic you would like searched.  The help text file will now be 
searched for the string you entered.  Press escape to exit. 

3 In all the editing windows you have the F10 option.  Pressing F10 will 
toggle a help window on and off.  This help window has programming 
tips for the specific line you have selected. 

4  Read the Troubleshooting section in the Advanced User's Guide. 
 
Whether you're new to ThrustMaster Products or a long time user, we 
know you'll really enjoy the power and the flexibility of the new F-16 
FLCS.  When you're comfortable with all the basic functions we've 
outlined here, go on to the ADVANCED USER'S GUIDE section of this 
manual. 

THANK YOU AND GOOD FLYING! 
 

 
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  FLCS and/or FLCS and 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. 

FCS AND WCS SUPPORTED SOFTWARE GAMES 

When using the FLCS 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 FLCS 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 FLCS 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 
B50 file you are using and either remove the BTN TG1 line and/or the 
BTN S2 line all together, or REM them.  This will cause these buttons to 
be analog devices only, passing through the game card without any 
digital input.   

Game Setup Using The Mark II WCS 
If you are using a ThrustMaster 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 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-16 
FLCS. The F-16 FLCS 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-16 FLCS, 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's 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. 
 
CHAPTER 7: BUTTON MODIFICATION COMMANDS 

Button modification commands provide additional versatility and 
functionality to your FLCS and/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 B50 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 FLCS 
buttons and four WCS buttons (provided you are using the WCS), or have 
six toggling buttons on the WCS and two on the FLCS, 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 FLCS 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 M50 
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 FLCS 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 FLCS 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 /D codes are available when using the Mark II WCS.  
These codes can be used to modify all the buttons and switches on the 
WCS and FLCS to different sets of commands depending upon the 
position of 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 FLCS) would generate 
"AirAirRadar" when button #1 was pressed, and when the three-way 
rocker switch on the WCS handle was in the upper position.  
"NavRadar" would be generated when button #1 is pressed and the three-
way rocker switch was in the middle position.  And finally, when the 
three-way rocker switch was in the down position, button #1 would 
generate "GroundRadar". 

For more details on this configuring option please read your 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) 

Four of the buttons on the FLCS can be used as either analog devices, 
digital devices, or both.  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 B50 file.  By 
using the /A command the buttons can do both at the same time. 
The buttons that have this capability are the S2, S3, S4, and TG1.  
Whether these buttons operate in Analog, Digital, or both depends upon 
how the BTN line is defined. 

Normally a BTN line for switch S2 might look like -  

BTN S2 CloakingEngaged 

Using the following options in your B50 file will have the following 
effect: 

Delete the entire line = Analog only 
Place a REM statement before the line = Analog only 
Include BTN statement with definition = Digital only 
Include BTN statement but no definition = No Digital or Analog 
Include BTN statement with /A and definition = Digital and Analog 
Include BTN statement with /A and no definition = Analog only 


Now let's review.   

If you left the BTN S2 line completely out of your B50 file or REM'ed it 
out, that switch will only function as an Analog device.  It will then 
perform whatever the game software designates. 

If you left the button code line BTN S2 in you B50 file there are two 
possible choices.  If you do not define BTN S2 with a macro, the button 
will not function as either an Analog or Digital device.  In essence it 
will not work at all.  We do not recommend using this option for 
obvious reasons.   

If you do define the BTN S2 line with a macro, as we did with 
"CloakingEngaged", the button will function as a Digital device only. 
The third option is to use the /A command.  This command is designed 
to be used in the following manner.  By placing this command following 
the BTN S2 statement and then following it with a macro definition, this 
button becomes both Digital and Analog.  This means that when BTN S2 
is pressed it will function as the game software designed AND as you 
programmed in your B50 file. 

And one final note, if you use the /A command in your B50 without a 
definition the button or switch will function as an Analog device only.  
You should not use this method if you are trying to achieve the Analog 
function. 
 
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 Force Analog (/A) command precedes /I, /O, /T, /P, & /R. 

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

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

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

BTN S2 /U /A /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 /A /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 /A /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 B50 file.  You must strictly adhere to the order described 
above or you will experience problems when saving your files. 


CHAPTER 8: OTHER BUTTON MODIFICATION 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.  TG1, by default is an analog button so you do
not need to use the /A with that command.  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 B50 file.   

For example: 

USE WCS 

SWAPTG 

RATE 75 
 
 
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 
FLCS 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 B50 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 FLCS 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 FLCS 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.  Please 
read "Repeating Characters" section below for additional information. 
Note - The RATE parameter is overridden by the use of the USE FCLK 
statement, although if FCLK input is not received by the processor for 
about 3 seconds, the FLCS will revert to normal operation and the RATE 
parameter will take effect.  Please see "Use FLCK" command pg. 3.23. 
 
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 B50 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 M50 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 FLCS (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.  (See "Rate Settings" pg. 3.16) 

If adjusting the rate doesn't work, you can use the /N.  As you might 
recall this is one of the button modification codes (See "Force Single 
Character Code" pg. 3.6).  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 FLCS software is configuring digital 
keyboard characters to the Joystick axis on the FLCS.  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 FLCS 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 FLCS 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 FLCS will be assumed 
analog and will function as a normal joystick.  
 

B50CAL.EXE & MK2CAL.EXE (Option E and 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 FLCS Calibration 
program.  The FLCS calibration program can be found under option E in 
the full menu.  To get to the full menu press F10 from the standard menu 
screen. 

FLCS Calibration is similar in function to MK2CAL.EXE.  One BIG 
similarity is that when you run FLCS 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 B50CAL 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 
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 WCS II, a throttle wheel, a throttle slider, a second 
joystick y-axis.  All these units are identical in function - 
although they look different. 

The only time Mark II Calibrate and FLCS Calibrate can be used is 
after key presses are downloaded to the input that you are calibrating.  
Mark II Calibrate will calibrate the Mark II WCS throttle handle 
spreading the KEYS you have programmed to it across the throttle 
travel.  If you have no keys downloaded, or you have the WCS II 
in analog mode, and you run Mark II Calibrate you will spread 
nothing over the throttle travel and the next time you attempt 
to use an ADV file with digital throttle commands in it (i.e. 
the WCS II RED mode switch is used in digital), the throttle will 
appear to not work properly and you will have to run Mark 
II Calibrate to fix it. The same is true for the digital inputs 
that FLCS Calibrator, calibrates. 

CONFIGURATION STATEMENTS 

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

This instructs the FLCS to activate the MK2 Slave mode.  This allows 
the Mark II WCS to be used with FLCS B50 files, and to include all the 
specific commands for the MK2 configuring.  When this statement is 
present in the B50 file, the C&CC will download a special file to Mark II 
WCS so that all the configuring is handled through the FLCS. 
Normal MK2 configuring commands are suspended in this mode, the 
inputs being referenced in the FLCS B50 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 FLCS.  Please read the "Using the Mark II with the 
FLCS" section in the User's Guide.   
 
USE FCLK 

FCLK = Frame Clock 

This instructs the FLCS 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 FLCS at the rate of one per 
frame. If an FCLK input is not seen by the FLCS processor for a period 
of approximately 3 seconds, the FLCS 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 FLCS 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). 
 
 
CHAPTER 9: OTHER MENU OPTIONS 

Included with your F-16 FLCS 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).  

QUOTECOLOR = Foreground color used to display quotations.  A description 
		of all color settings is provided in TM.CFG.  
		The background color is always black (color 0). 

BYLINECOLOR = Foreground color used to display quotation bylines. 
		 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  
C&CC's core menu screen. 
 
 
 
B50 FILE EDITOR CUT, COPY AND PASTE FEATURE 

Now you can cut, copy and paste B50, and M50 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 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 FLCS.   

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 B50 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. 
 

RUNNING YOUR FLIGHT SIMS FROM THE C&CC MENU (F5 and F6 Option). 

In the lower window of the C&CC menu there are options for running 
your frequently used flight sims directly from the menu.  The default 
programs are Falcon 3.0 and Hornet.  If you have these games 
loaded on your hard drive, and placed in the default directory, you can 
use these options.  If you don't have Falcon or Hornet you can change F5 
and F6 options to games you do have.  They can be changed in your 
Mark2.CFG file.  For instructions on how to make this change see page 
3.38. 
 
JSTK/TMScope (F2 Option) 

Included with your F-16 FLCS 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 (I can hear all the wise cracks coming) 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), FLCS 
program files (*.B50, *.M50), 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. 
 
 
Boot Camp (Option G) 

Boot Camp is a separate stand-alone program which is now provided 
with your C&CC software.  Boot Camp provides you with a powerful 
tool for managing your computer's configuration.   

Today more than ever, it's almost impossible to find one configuration 
that can meet all of your gaming needs.  With MS-DOS versions 6 and 
higher, you can create a large multi-configuration CONFIG.SYS file that 
allows you to create a menu of options from which you can select the 
desired configuration.  The CHOICE command can also be used to 
control the execution of commands in your AUTOEXEC.BAT file.  An 
alternative approach is to create and manage separate AUTOEXEC.BAT 
and CONFIG.SYS files for various types of applications.  One benefit to 
this approach is that you can use DOS' MEMAKER utility or QEMM's 
OPTIMIZE to maximize the memory savings for each configuration.  
This cannot be done with a single, large multi-configuration file.  With 
Boot Camp, you can easily manage and control separate configuration 
files. 

Use the left and right arrow keys to move from window to window. The 
up and down arrow keys can be used to scroll the text in each window. 
You can also use the PgUp, PgDn, Home, and End keys within each 
window. To reboot with different AUTOEXEC.BAT and CONFIG.SYS 
files, select the appropriate file name in the 'FILE' window and press 
<ENTER>.  Make certain the 'FILE' window is the active window.  You 
can edit the indicated file by selecting its window and pressing 'E', or 
using your mouse to left-click on [FILE], [*.BAT], or [*.SYS].  NOTE: 
Press <ESC> at any time to exit from BOOT CAMP and return to DOS. 

CAUTION!  MAKE SURE YOU HAVE A BOOT DISK HANDY! 

You should *ALWAYS* have a boot disk handy prior to rebooting your 
computer with a new configuration.  You can make a boot disk from the 
DOS prompt by placing an unformatted disk in drive A: and typing 
'FORMAT A: \S'.  If you run into any problems when you reboot from 
your hard drive, use your floppy boot disk to gain access to your system, 
then edit your hard drive AUTOEXEC.BAT and CONFIG.SYS files as 
necessary to correct the problem.  When you reboot with a new 
configuration, backup copies are always made of the existing 
AUTOEXEC.BAT and CONFIG.SYS files (they are copied to the root 
directory as AUTOEXEC.BAC and CONFIG.BAC, respectively). 

HOW DOES BOOT CAMP WORK? 

BOOT CAMP provides you with a dynamic method for choosing, 
editing, and rebooting from a variety of AUTOEXEC.BAT and 
CONFIG.SYS file combinations.  You must first create a text file called 
BOOTCAMP.CFG.  This can be done with any standard text editor.  If 
you use your word processor, make sure you save the file as an ASCII 
file.  The contents of BOOTCAMP.CFG must follow a certain format for 
the program to work correctly.  The first time you run BOOT.EXE it will 
attempt to create BOOTCAMP.CFG for you by copying your existing 
AUTOEXEC.BAT and CONFIG.SYS files as ORIGINAL.BAT and 
ORIGINAL.SYS, respectively. 

Here is the format for each entry in the BOOTCAMP.CFG file: 

[NAME] 
Description 
 
[NAME] _ The root filename of the AUTOEXEC.BAT and 
	CONFIG.SYS files, stored as [NAME].BAT and [NAME].SYS.  
	[NAME] can be anything meaningful, like NORMAL.BAT and 
	NORMAL.SYS, or RAMDISK.BAT and RAMDISK.SYS.  
	[NAME] must contain only valid DOS filename characters. 
	You can have as many as 100 separate NAMES in BOOTCAMP.CFG 
	
Description _ up to 76 characters which describe the contents of a 
particular set of boot files, e.g., Falcon 3.0 - 622K RAM, 256K Cache, 
2+ Megs EMS. 

Each of these components must appear on a separate line. Here's a 
sample of a typical BOOTCAMP.CFG file: 

NORMAL 
622K RAM,SmartDrive,Mouse,2 Megs EMS 
VANILLA 
No TSRs or Drivers of Any Kind 
RAMDISK 
610K RAM,256K Cache,2+ Meg RAMDISK 
 
It's a good idea to use upper-case letters for the [NAME] lines 
so that they can be more easily distinguished. 

Next, you need to create separate [NAME].BAT and [NAME].SYS files 
for each menu entry using a standard text file editor (try DOS' 
EDIT.COM).  [NAME].BAT should contain all the commands you 
would use in the AUTOEXEC.BAT file for that application, while 
[NAME].SYS should contain the CONFIG.SYS file options.  [NAME] 
must match the root filename used in your BOOTCAMP.CFG file. 
All of the [NAME].BAT and [NAME].SYS files must be in your root 
directory, along with BOOTCAMP.CFG. 

You can add an optional line to your BOOTCAMP.CFG file which Boot 
Camp uses to determine what text editor to run when you edit a Boot 
Camp file.  Just add a line to BOOTCAMP.CFG like this:             

EDITOR=FILENAME.EXT' 

If you use the 'EDITOR=' parameter in your BOOTCAMP.CFG file, 
make sure your path statement includes the directory which contains 
FILENAME.EXT.  If you omit the 'EDITOR=' setting from your 
BOOTCAMP.CFG file, Boot Camp will attempt to use DOS' 
EDIT.COM program. 

You can also add optional parameters to your BOOTCAMP.CFG file to 
control the color scheme.  The following is a list of the available color 
options: 

BackDropFG=       'Controls the foreground color for the panel 
			   'beneath the screen. 
BackDropBG=       'Panel background color. 
WindowFG=         'Foreground color for windows 2,3, and 4. 
WindowBG=         'Background color for windows 2,3, and 4. 
CursorFG=         'Foreground color, cursor line. 
CursorBG=         'Background color, cursor line. 
FileFG=           'Foreground color, boot file choice and 
			   'desription box. 
FileBG=           'Background color, boot file choice. 

Acceptable foreground color choices are: 

0=Black  1=Blue  2=Green  3=Cyan  4=Red  5=Violet  6=Brown 
7=White  8=Grey  9=BrightBlue    10=BrightGreen 
11=BrightCyan   12=BrightRed     13=BrightPurple  14=Yellow 
15=BrightWhite 

The background colors must be chosen from foreground colors 0-7.  As 
an example, the following color settings would make the window 
foregound color Black and the background color Cyan: 

WindowFG=0 
WindowBG=3 
 
When you select a file from the top-left window, the [NAME].BAT file 
is copied as AUTOEXEC.BAT and the [NAME].SYS is copied as 
CONFIG.SYS.  The program gives you the option of performing either a 
warm or cold boot. The computer then restarts with the new files and 
automatically installs your new configuration.  You can reboot directly 
from the DOS prompt by typing in 'BOOT NAME' and pressing 
<Enter>, where NAME is the root filename used for your 
AUTOEXEC.BAT and CONFIG.SYS files, stored as [NAME].BAT and 
[NAME].SYS. 
 
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. 
 
The 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 B50 files, how many spaces a TAB key will jump in the ADV 
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.  

Select option "K" [Run Program].   

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 
***C&CC CONFIGURATION FILE SETTINGS******* 
' 
NOTE: See F1-Hlp from main menu screen for valuable information on 
how to best utilize the features made available through this CFG file. 
' 
DOWNLOAD=B50LOAD.EXE  'C&CC download program;use 'B50LOAD.EXE' for the
				  'FLCS, MK2LOAD.EXE' for the new and improved WCS                        
				  'Mark II, or 'DOWNLOAD.EXE' for the original WCS. 

TM=C:\TM\B50PROGS     'Directory which contains FLCS files.  Use                               
				  'TM=C:\TM\MK2PROGS' if you have the WCS and NOT 
				  'the FLCS. 

TMEXT=*.B50           'Default extension for FLCS program files 

TEMPLATE=TEMPLATE.B50 'Template file to use when creating new 
				  'FLCS B50 files. Use 'TEMPLMDF.MK2' for 
				  'the WCS with the new chip and 'TEMPLATE.MK2' 
				  'for the older WCS with the original microcode. 

VERSION=NEW           'This setting is unnecessary if you have the 
				  'FLCS.  If you only have the WCS Mark II, 
				  'use VERSION=NEW' for the new chip or 
				  'VERSION=ORIGINAL for the older version of 
				  'the Mark II WCS. 

EDITMODE=INTERNAL     'Command & Control Center editor; use 'EXTERNAL' 
				  'for your DOS Editor, or 'INTERNAL for C&CC's 
				  'editor. 

TABSETTING=5          'TAB setting used during the edit of Mark II files. 

FILEWINDOW=FULL       'Size of top-left file window in Create/Edit File 
				  'screen; use 'FULL' or 'PARTIAL'. 

DLMETHOD=1            'Download method for C&CC; use '1' for default 
				  'method or '2' for the backup method. 

JOYCAL=TMS.EXE        'Default joystick calibration program. 

MENU=1                '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=128        'Set C&CC WCS default ram memory size. 
 
' 
'******************************SCREEN BLANKER***************** 
' 
QUOTEFILE=C:\TM\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. 

QUOTECOLOR=6   'Quotation foreground color (see Color Settings 
			'option below for a description of color codes).  
			'The background color is always 0 (black). 

BYLINECOLOR=2  'Byline foreground color. 
 
'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=FLCS Calibration       'Title For Menu Option "E". 

UTILPROG1=C:\TM\B50CAL          '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=DOS TEXT EDITOR        'Title For Menu Option "F" 

UTILPROG2=C:\DOS\EDIT.COM /H    '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=BOOT CAMP              'Title For Menu Option "G" 

UTILPROG3=C:\TM\BOOT.EXE        '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. 
 
'**********************************************************

 
EDITOR=EDIT.COM /H     '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\           'Directory for batch files. 

BATCH_ECHO=ON          'Set ECHO "ON" or "OFF" in batch files. 
' 
******************MISCELLANEOUS SETTINGS**************************** 
' 
KEYTEST=TEXT            'Run Keytest in GRAPHICS or TEXT mode. 

HELP=C:\TM\B50HELP.TXT  'Help file. 

USERTITLE=Falcon3       'Title for user-defined program_1 (Option F5 
				    'on Main Screen). 

USERPROGRAM=C:\TM\F30ANLG.BAT  'Drive\directory\filename for user-defined                                                                
						 'program_1. 

USERDL=*.B50              'C&CC download file 

USERTITLE2=Hornet       'Title for user-defined program_2 (Option F6 on                          
				    'Main Screen) 

USERPROGRAM2=C:\TM\HORNTANL.BAT      'Drive\directory\filename for 
							  'user-defined program_2. 

USERDL2=*.B50             'C&CC download file 

CREDITS=ON              'Use ON to show credit screen at start-up, OFF                           
				    'to skip. 
 
*****************PROGRAM SETTINGS******************************* 
NOTE: A MAXIMUM OF 100 PROGRAMS ARE SUPPORTED 
SORTPROG=TRUE   'Sort programs in alphabetical order; use TRUE                           
			 'or FALSE. 

TRANSITION=TRUE        'Show transition screen before loading 
program                '(use TRUE or FALSE). 
 
'Type in the drive:\directory\filename for your favorite programs below: 

'Note - use DL=*.B50 to choose the B50 file to download from 
'a list of all B50 files in C:\TM\B50PROGS. 

PROG=C:\TAP\TAPCIS             
PROG=C:\AIRWAR\AIRWAR           DL=*.B50 
PROG=C:\B50TEST\FLCS-MK2.EXE    'Load FLCS/WCS II Interface program. 
PROG=C:\B50TEST\B50CAL.EXE      'Run Block 50 Calibrate Program. 
PROG=C:\DOS\MSD                 'Run Microsoft's Diagnostics Program. 
PROG=C:\DOS\HELP                DOS help file.            
PROG=C:\AOTK\AOTK.EXE           'Run Art of the Kill CD Rom. 
PROG=C:\CSERVE\CIM.EXE          'Run Compu$pend.   
PROG=C:\COMMS\TELIX.EXE         'Run Telix. 
PROG=C:\SPACESIM\SS1            DL=*.B50  'Microsoft Space Sim. 
PROG=C:\TM\EDIT.COM /H          'Run EDIT.COM in max lines mode.  
PROG=C:\TM\F30DIG.BAT           DL=*.B50 'Falcon - Digital Throttle. 
PROG=C:\TM\F30ANLG.BAT          DL=*.B50 'Falcon -Analog Throttle. 
PROG=C:\TM\FS5CESS.BAT          DL=*.B50 'FS5 - Cessna 
PROG=C:\TM\FS5LEAR.BAT          DL=*.B50 'FS5 - Learjet 
PROG=C:\TM\HORNTDIG.BAT         DL=*.B50 'Hornet -Digital Throttle.                          
PROG=C:\TM\HORNTANL.BAT         DL=*.B50  'Hornet - Analog Throttle. 
PROG=C:\TM\M29DIG.BAT           DL=*.B50 'MiG-29 Digital Throttle. 
PROG=C:\TM\M29ANLG.BAT          DL=*.B50 'MiG-29 Analog Throttle. 
PROG=C:\TM\TORNADO.BAT          DL=*.B50 'Tornado - Digital Throttle.                
PROG=C:\FCU\KCC.BAT             'Keyboard Commander Corps FCU Menu. 
PROG=C:\TM\PROGRAMS\EDIT.COM /H  'Run EDIT.COM in max lines mode. 
PROG=C:\TM\RESET.BAT            'Restore the TM.CFG file to the 
						  ' default settings. 
PROG=C:\TM\TESTCARD.BAT         'Test for active game card. 
PROG=C:\TM\TESTKYBD.BAT         'Test BIOS/Kybd Controller Compatability 
						  'against the 100 per cent IBM PC Standard. 


******************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=15    'Main menu title box (ink) color. 
BOX1PAPER=3     'Main menu title box paper color. 
BOX2INK=0       'Box 2 ink color (THROTTLE AND STICK CONTROLS SECTION). 
BOX2PAPER=7     'Box 2 paper color. 
BOX2TITLE=14    'Box 2 title (ink) color. 
BOX3INK=15      'Box 3 ink color (PROGRAMS/UTILITY SECTION).                                      
    BOX3PAPER=6 'Box 3 paper color. 
BOX3TITLE=14    'Box 3 title (ink) color. 
BOX4INK=15      'Box 4 ink color (BATCH FILES). 
BOX4PAPER=2     'Box 4 paper color. 
BOX4TITLE=14    'Box 4 title (ink) color. 
BOX5INK=0       'Box 5 ink color (MISCELLANEOUS). 
BOX5PAPER=3     '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=0               'DL Delay Before Keyboard Send in Milliseconds 
				    'i.e. DLDELAY=10 wait 10 milliseconds before 
				    'sending the download information to the 
				    'Mark II WCS. Use only if your Mark II WCS 
				    'refuses to download. 
 

