Manually Configuring Input Devices
When you first download the Targetware system, it will be configured
to place the basic flight controls to the X, Y, and RZ axes of the
first joystick attached to the computer (see diagram below). You are
not limited to this setup, however. You can configure Targetware to use
just about every input device that can be hitched up to your computer.
This section describes how to manually customize your input settings to use your
joystick, rudder pedals, throttle, mouse, or any other standard input
device.
Note:
You do not have to edit your input devices
by hand. You can use the Settings section of Targetware
to change stick settings and key assignments in a
point-and-click environment. See Keys,
Controls, and Calibration for more information.
This document is a reference to those who want to
adjust the input.txt and joystick.txt
files by hand with a text editor.
Standard Flight Controls
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| X Axis: Roll (Ailerons) |
Y Axis: Pitch (Elevators) |
RZ or R Axis: Yaw (Rudders) |
The input.txt File
The input.txt file governs the use of all the hardware that
interacts with the game: keyboard, mouse, joysticks, etc. It is a
simple text file that can be modified with any text editor. The
input.txt file is divided into several sections based on function.
The parameters for each section are different, therefore, each
section will be discussed separately.
Make sure to save a backup copy of your customized input.txt file when
upgrading Targetware. Because Targetware is still in beta testing
and changes to the input.txt file are likely, you may have to re-enter all
of your custom settings. By keeping a backup file, you can refer
to it to accomplish this easily.
Changing Input Devices
The [Joystick] section of the input.txt file matches flight
control axes (yaw, pitch, RPMs, etc.) to devices, such as joysticks,
rudder pedals, and throttles. Currently, there are six different axes
that can be controlled: Yaw, Pitch, Roll, Throttle, RPM, and Prop
Pitch (by default, RPM and Prop Pitch are not mapped to an axis).
To change which control is mapped to an axis, open the input.txt file in
a text editor and look at the [Joystick] section. You will see the
following:
Yaw = JS_1_AXIS_RZ
Pitch = JS_1_AXIS_Y
Roll = JS_1_AXIS_X
Throttle = JS_1_AXIS_Z
RPM =
Prop Pitch =
As you may have guessed "JS_1" refers
to the first joystick (or other input device with
axes) plugged into your system. In this setup, Yaw,
Pitch, Roll, and Throttle are all mapped to the first
joystick. If, however, you have a separate USB rudder
pedals device that is acting as device 1 (the second
device!), then you would change the Yaw line to read
as follows:
Yaw = JS_2_AXIS_RZ
Customizing your joystick settings is as easy as that. Eventually,
you will be able to control each engine throttle, RPM, Mixture, and
Prop Pitch with separate axes... provided you have some kind of mega
control system, of course.
The joystick.txt File
After you calibrate your joysticks, a file called
"joystick.txt" will be automatically
created in your /Targetware/ folder. The Joystick.txt
file controls additional settings for each axis that
may be useful in getting your devices to behave as
desired.
- Deadband
- Saturate
- Scale
- Slider
In joystick.txt, the settings for each axis of a joystick or other device
looks like this:
[Joystick 1 Axis X]
center = 0.000000
min = -10000.000000
max = 10000.000000
deadband = 0.000000
saturate = 1.000000
scale = 3
The Center, Min and Max values
are best set using the device calibration tool within
the Targetware interface.
Deadband is used to set an area in your device movement in
which no input will be translated to the game. This helps loose or wobbly joysticks
prevent accidental input that can make the game unnecessarily difficult. Acceptable
values range from 0.0 to 1.0. Deadband ignores input from the center out. Thus,
the greater the value, the farther away from the center position that no input
will be
used. Essentially, deadband gives no response over the inner X percent of device
movement.
Saturate is essentially the opposite of Deadband. It gives
full response in the outer range of a devices moment. The range is determined
by the specified value.
Scale controls the game responsiveness of a given device.
It defines a parabolic curve. The greater the scale value, the steeper the
curve, and thus, the more sensitive the game will be to movement at the edge
of a device's range and the fine control you will have near the device's center.
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