Target User Manual Eng
Target User Manual Eng
Target User Manual Eng
1. Introduction ............................................................................ 2
2. System requirements ............................................................. 2
3. Fly NOW ! quick launch...................................................... 3
4. The Dashboard ....................................................................... 5
Print configuration ...................................................................................................................................................... 5
The controllers ........................................................................................................................................................... 8
The buttons ................................................................................................................................................................ 8
The axes .................................................................................................................................................................... 8
The keyboard ............................................................................................................................................................. 9
1. Introduction
T.A.R.G.E.T (Thrustmaster Advanced pRogramming Graphical EdiTor) is a software suite which lets you test,
configure and program Thrustmaster controllers. All of the features can be accessed from the softwares main page.
This page is called the Dashboard.
All Thrustmaster controllers are Plug and Play; installing and using this application is therefore optional. However, if
you want to use profiles, change the control sensitivity or just get the maximum out of your purchase, T.A.R.G.E.T.
will be your loyal ally.
Thrustmaster products such as the HOTAS COUGAR are famous for their exceptional programming. The downside
of this power was the use of a programming language in a non-user friendly text format. In order to make this power
accessible to as many people as possible, Thrustmaster has developed an application which can satisfy both
beginner and expert users: T.A.R.G.E.T.
By default, a DirectX controller only generates information related to its nature. With T.A.R.G.E.T you can add
keyboard and mouse functions. This will allow you to be more effective, to use buttons and axes as you like and use
the keyboard as little as possible, as this hinders you from becoming fully immersed in the game. In certain cases,
you can even correct software ergonomics or functionality faults.
These items of equipment are often called programmable controllers; however, you must not be intimidated by these
terms as in practice, "programming" a joystick simply means associating an input (a button or axis) with an output (a
function, keyboard key emulation, etc.).
With T.A.R.G.E.T, you can create complex programs using only your mouse, according to the Drag and Drop
principle.
There are several levels of programming complexity to allow you to start using the application:
Basic will be ideal for starting out, or for creating a simple profile quickly.
Advanced lets you use the advanced functions offered by a top-of-the-range customization application.
Script lets you use the full power and flexibility of T.A.R.G.E.Ts script-based system.
2. System requirements
PC
Desktop/laptop PC with Intel Pentium III/Athlon 1GHz processor or higher
512MB RAM
Operating system: Microsoft Windows Vista/7/8/10 (32 & 64-bit)
16-bit, 1280 x 960 video resolution
100MB free hard disk space
To use it, the first thing to do is to teach "Fly NOW!" which simulator you want to use: simply click the Add button. A
new window opens.
In the Path field, click the Browse button and indicate the path to the applications executable file.
Warning: certain programs require specific commands to be launched; this is the case for the DCS series. In this
case, the best thing to do is to right-click the shortcut to the simulator on your desktop. Select Properties and copy
the contents from the target field. Then all you need to do is copy and paste this to the Path field in the T.A.R.G.E.T
window.
In the Associate Configuration field, click the Browse button and select the profile that corresponds to the
selected simulator. The T.A.R.G.E.T profiles are .fcf or .tmc type files.
Finally, click the Add button. This is how you add new simulators to the Fly NOW! quick launch.
The first thing to do once you have accessed the simulator is to configure the axes in the simulators Options menu.
You will only need to do this once.
When you exit the simulator, you will need to shut down the T.A.R.G.E.T configuration by clicking the Stop button in
the top right of the T.A.R.G.E.T Wizard Running Script window.
Fly NOW! lets you quickly launch a simulator and its associated configuration.
My Configuration Files lets you launch, edit or print a configuration quickly. Double-click on a configuration
to launch the editor. Right-click to open an action menu. These are stored under 2 tabs: Custom for
personal creations; and Stock for the files provided with T.A.R.G.E.T.
The right-hand section is dedicated to editing and managing Thrustmaster USB peripherals.
The Run Configuration button lets you execute a configuration and thereby activate programming for your
controllers.
The lower windows correspond to the controllers that you currently have connected. Certain windows may
contain a button if the peripheral suggests operating options.
Print configuration
The Print button in the GUI Configuration Files area generates an image that displays the functions mapped on
buttons. The way in which button functions are displayed is generated automatically: that is why sometimes the text
box positions dont seem to be optimized. The Print function can generate 2 kinds of images. You can switch
between them by selecting the type in the lower left-hand corner:
Table Mode is more basic (you have to know the names of your controller buttons) but displays a wider range of data
(highly recommended for advanced configuration files).
HOTAS Warthog Joystick Control center deadzone: displays a window used to enable and disable the center
deadzone on the joystick. You will probably not notice the deadzone with a "stock" joystick, but if you use a "grip
extension" mod, we recommend that you deselect this box.
Control LED State: opens a lighting management window where you can turn LEDs "ON" or "OFF" and adjust
backlighting intensity. T.A.R.G.E.T supports some devices that were developed a long time before the software was
created. The MFD lighting support in the T.A.R.G.E.T software is a bonus. If you are experiencing issues like MFDs
not responding, simply unplug and then reconnect the MFDs. This can happen if the USB port was in "sleep" mode
while the MFDs were not being used. You will also notice that if you move the Backlight intensity slider too quickly on
a large number of values, the MFD will freeze for a few seconds (saturated by data), before reaching the right
intensity value.
The buttons
The buttons may have a range of appearances: a joystick trigger, a push button, and also more complex assemblies
that feature several buttons within the same mechanism, such as a Hat, a tilt button or lever (toggle switch with
several positions).
A temporary push button such as the OSB of an MFD or the S2 (Weapon Release) of a Warthog delivers two types
of state information:
ON
OFF
We also consider that it gives us two other items of information; namely, its state changes:
OFF to ON
ON to OFF
Therefore, this gives us four pieces of information that we can use on a simple push button. It is up to us to choose
the information or several pieces of information which correspond to what we want to do.
There are different types of buttons: although the information delivered is identical, their mechanisms may vary. We
therefore need to know how the button behaves. In the previous example, we have chosen an MFD's OSB button.
This is a very simple component: it changes to ON when you press it, and returns to OFF when you release it.
A toggle switch, such as the HOTAS Warthogs APU START, behaves differently. When you activate it, it goes from
OFF to ON. When you release it, it remains in the ON position; only intervention by the user will allow it to return to
OFF. We therefore have the same amount of information that can be used, but the button behaves differently. We will
need to take this into account or use it when allocating functions.
If you fail to take this into account, you may end up with what is called a sticky key: a keyboard key that is
permanently pushed down (in a virtual sense). This may saturate the keyboard buffer after a few seconds, and cause
unwanted reactions.
The axes
The axes are used to control "proportional" commands (steering wheel, joystick). An axis has a physical run
comprised of a fixed range of values (0 to 256, for example) according to the position of the control lever; this will be
on one of the values within the range. There are two types of axis, namely centred and slider axes:
A centred axis is fitted with a mechanical system which will return the control to the centre of the value
range (such as in a joystick or steering wheel).
A slider axis will not necessarily have a mechanical recall system. If there is a recall, it will be to one of the
extreme axis values, such as an accelerator pedal.
Axes are therefore generally used to control a mechanical or electronic element which has a large number of values.
Depending on their ergonomics, they will be more or less suited to a particular control category:
An axis controlled by a throttle lever will naturally be intended to control an engine speed or an element
which may be retracted or partially deployed, such as an air brake.
An axis controlled by a rotary button will be more adapted to controlling a parameter such as radar range.
You are of course free to choose the role of each element.
Note: Certain simulators do not necessarily allow you to control all parameters via an axis. In that case, you can
program your controllers axis to behave like a keyboard: this is called a digital axis. In this way, you will compensate
for any gaps in the software, while enhancing ergonomics.
The keyboard
In practice, 80% of a profile will be dedicated to reproducing keyboard actions. You must therefore understand the
keyboard fully.
The keyboard is, of course, made up of keys: these are no more or less than temporary push buttons. Windows
therefore provides us with state change information:
We find the same types of data as on a joystick button. We therefore have the information we need to analyze and
reproduce the keyboard behaviour easily.
Now that we have a better idea of whats involved, the most significant part of the process involves understanding the
chronology of an "event" that we want to reproduce with our commands. To get the most out of the possibilities
offered by T.A.R.G.E.T, we sometimes need to combine several events to automate certain actions. You will create
the best configurations by thoroughly analyzing your requirements and the processes involved.
When creating a profile, you will therefore choose the peripherals that will be used to interact with this virtual
controller.
Reduces the number of operations: one global profile for everything, rather than one profile for each
controller.
T.A.R.G.E.T provides you with two tools, to help you get the most out of its features:
A very easy-to-use graphical interface which covers most needs. It generates .fcf and .tmc files.
A text language interface (Script) to integrate highly advanced functions into your files: the format for Script
files is .tmc.
Its two methods are complementary: one is highly accessible, while the other is very powerful.
Note: The files created with the graphical interface may be modified with the script editor, in order to enhance them
with very advanced possibilities. However, the opposite is not possible.
The default location for script files created via the graphical interface in Windows 7 is the following:
C:\Users\USERNAME\AppData\Roaming\Thrustmaster\TARGET\Scripts
When you launch T.A.R.G.E.T, you arrive at the main Dashboard page.
To create a profile, click the New Configuration button in the right-hand My Controllers window.
Name will be filled in with the name we want to give the configuration.
Basic or Advanced will be selected according to the complexity of the key assignments we wish to create.
This page lets you select the controllers you want to use in your configuration. Simply tick the box to the bottom right
of each element for that element to be integrated into your configuration.
Once you have made your selection, click Next in the bottom right corner.
The tick boxes are green for controllers that are currently connected. The boxes are yellow for controllers that are not
connected, to warn you that they are missing.
You can create a configuration without any peripherals being connected, or create configurations which
include peripherals you do not have; this will not adversely affect the proper functioning of your
configuration in any way.
This page lets you link the physical axes of your controllers with the axes of the T.A.R.G.E.T virtual controller and
refine their sensitivity.
Note: the selected combination is not definitive. You will be able to adjust these values later on by using the Load
Configuration button via the Dashboard.
The left-hand window called Configure axes mapping is a list of the axes provided by your peripherals. As the axes
names are not necessarily very clear, simply place the mouse pointer over the name of the axis (in blue) to see the
3D representation of the controller become animated, and the arrows corresponding to the axis flash.
Next to each axis is a drop-down menu which allows you to assign one of the 8 axes supported by Windows (via
DirectX). We suggest that you keep the default configuration.
With certain peripherals such as the HOTAS Cougar, you will have to load a specific program into the Cougar Control
Panel to get the most out of its possibilities. In particular, you will have to make the RDR CURSOR axes visible.
WARNING: the default mapping for axes used by T.A.R.G.E.T employs the original default controller mapping. Most
of the time, this may result in redundant uses for axes. These redundancies may be a source of control conflicts or
strange in-flight reactions. To avoid this, be sure to select different DX axes for each physical axis on the controller.
DirectX standards limit the number of input axes per device to 8. If you create a virtual device using a combination
with more than 8 physical axes, you will have to unlink/disable some of these axes. You will be able to use the
disabled axes digitally using them for keyboard emulation, for example (please see the Programming an axis
section of this manual for more information).
To disable a physical axis linking to a DirectX axis, simply select the status NONE.
Example:
The rudder shares axes already used by the joystick (DX_X_AXIS and DX_Y_AXIS). This will create a conflict and
make your favorite game unplayable as soon as you start to use the TFRP rudder.
Use the interface to replace both the TFRP RUDDER RRIGHT and RMIDDLE DirectX axes with an unused axis in
each instance.
To customize a curve, simply click on the green arrow to the right of the axis name that you want to edit in the
Configure axes mapping window.
Reverse Axis: by ticking this box, you will reverse the operating direction of the axis, and the minimum
value will become the maximum. In DCS Flaming Cliffs 2 and Blackshark, you will need to reverse the SCY
axis if you use the Warthog Throttle Slew Control.
Absolute or Relative: by default, your axes operate in an absolute manner: the value sent to DirectX
directly reflects the position of the axis. If you are using mouse axes, however, you will see that this control
mode is unsuitable: if your axes are equipped with a recall to neutral, the mouse pointer will constantly
return to the centre of the screen. To avoid this, simply switch the axis to Relative mode by ticking the
corresponding box: in general, this is vital when using a mouse pointer. In applications such as Lock On
Modern Air Combat and its add-on Flaming Cliffs 1, this function lets you correct the behaviour of the TDC
(Target Designation Cursor) displayed on the HUD. By default, assigned to an axis, the TDC will behave in
an absolute manner, when it should move in a relative manner.
1. The central deadzone, which will be used for axes which have a mechanical recall to the centre. This lets
you create a rest zone, if you want to have a neutral zone in the centre.
2. The Deadzones at the ends of the axis will be used to limit the travel necessary to attain the minimum and
maximum values before reaching the physical stops. This increases the sensitivity.
Zoom lets you limit or increase the sensitivity of the axis in a linear manner.
Example: If you want to control a designation slider in an application, and in practice it turns out to be too
sensitive, simply set the Zoom parameter to negative values to directly reduce the sensitivity of the axis. In
fact, the zoom in the negative values is a travel limitation (we zoom into the central values, which are
projected onto the total run of the axis). You will see that this parameter is very useful for setting the Slew
Control, which is much too sensitive in most applications.
The travel limitation may cause the axis not to be detected in the simulators control panel. We therefore
recommend that you leave Zoom at zero when assigning axes in the simulator. Once the detection has
been carried out and saved, you can edit your T.A.R.G.E.T configuration and adjust the values according to
your requirements.
Note: the zoom function is different from a curve setting, as if you set in to negative on an axis dedicated to
flight controls, you limit the travel of controls, and therefore the maneuverability of the plane. To alter a flight
controls sensitivity, it is best to use the curve function, which can reach all the values on an axis,
regardless of the setting.
Principle: in the zone where you are seeking precision: on the graph, the weaker the slope, the more
precise the control will be.
If you choose the S Curve parameter, a positive setting will reduce the sensitivity of the control around the
neutral point and will increase responsiveness at the extreme values. A negative setting increases the
sensitivity around the neutral point and decreases responsiveness at the extreme values.
The Value of Axis slider corresponds to the axis value sent by DirectX to the simulator.
As the 2 parameters are interdependent, you must proceed by making small corrections. There are several
ways to use this setting.
To obtain very precise control at high speed, increase the Value of Axis setting to around 75. With this
setting, we have reached 75% speed at 50% of Control Position, the physical run of the axis. We therefore
still have 50% of the upper run to control the last 25% of speed.
For very precise control at low speed, we will keep the Control Position at 50% and set the Value of Axis
at 25%.
Now that we have defined and set the behaviour for our axes, we only need to assign events to the buttons on our
controllers.
Select Control
Assign Parameters
Select Event
Operating principles
We will associate events with a button or axis. These events may be made-to-measure, or selected from a list that
we will have imported.
If you have a list of prefabricated events (macros), the configuration will be limited to:
Selecting a button in the left-hand window and sending it to the central window.
Selecting an event in the right-hand window and sending it to the central window, which contains the button
selected earlier.
Possibly defining the type of behaviour, and then saving the button/events association.
The bottom of the window contains the name of the controller and a Change Controller slider. This slider is used to
scroll through the different devices that you have selected in your configuration.
Pan pivots the controller; a click plus a slight movement of the mouse stops the rotation.
Zoom In lets you bring the controller closer for better visibility.
List lets you display a complete list of the buttons and axes available on the device. Once you are familiar
with the names of the buttons, this function will save you precious seconds. At the same time, each time the
mouse pointer passes over a button, the 3D object pivots to show which control it is.
You can also interact with the 3-dimensional view using only your mouse:
You can turn the controller along 3 axes by clicking on the 3D view and holding down button 1 on your
mouse.
You can shift the 3D object and the point of view by clicking in the 3D view with button 2 on your mouse and
holding it down.
The wheel on your mouse lets you zoom on the controller, exactly like the Zoom In and Zoom Out buttons.
Double-clicking a button automatically selects and sends it to the Assign Parameters window.
Selecting a button
You can use the mouse to select a button or an axis (symbolized by a blue arrow) on the controllers 3D view.
When your pointer passes over a button, the button lights up in green. Simply click on it and drag the mouse pointer
into the Assign Parameters window, keeping the mouse button pressed down. Double-clicking lets you avoid you
having to drag the button.
Once you are over the Assign Parameters window, just release the mouse button. The button name then appears
beside Control:. All we need to do now is assign it an event.
Define character generation rate: this parameter lets you set the speed for sending keyboard characters.
You may need to modify it if you see that the keyboard buffer is saturated (in that case, you will need to
increase this value).
Define pulse event time: this parameter defines the time for which a temporary keyboard combination is
pressed (when a key is pressed and then released right away). If you see that some of your pulsed keys are
not taken into account, increase the value for this parameter.
Select keyboard layout: this option is used to define the type of keyboard that will be used to enter keys in
the Wizard (please see the Graphical User Interface section of this manual for more details).
Set mouse sensitivity: Define the mouse cursor speed when the mouse is controlled with a button (like a
4-way hat).
Now let's focus on the main tool of the "Assign Parameters" Window: the Event configuration panel.
For a button:
The Event Name field must be filled in using the keyboard. Its role is limited to displaying the name of the function
we are going to create. This is the name which will be used in the Select Event window tree structure: therefore, it is
important that it be simple and clear. Examples: Fire Missile, Deploy air brake, Retract air brake, Navigation
lights ON, etc.
The Key Command field is an indicative field. It can only be filled in via the window activated by the Virtual
Game/Keyboard/Mouse button located to its right. It indicates the keyboard combination entered for this Event.
Once you have entered the combination, click the Save Key Command button located just below.
You must remember to click this button each time you have finished working with an event, whether during its
creation, or after making a subsequent modification.
This virtual keyboard also allows you to generate keyboard codes using the Use USB codes option. This is the best
way to create a file which is compatible with different international keyboards.
The Key Command field in the Assign Parameters window now contains the combination we have just entered.
The Type field defines the type of behavior for the key combination:
Pulse simulates a brief (temporary) press on the keyboard, even if the button remains activated or in the
on position.
Hold simulates pressing and holding the keyboard keys until the button is released.
Press simulates a continuous press on the key combination, even if the joystick button is released.
The Delay field lets you define a duration (in milliseconds) before executing the keyboard event. It may be useful
when generating several events from a single button.
Usage example:
We want to simulate a press on the spacebar for 2 seconds. Simply assign 2 functions to the same button: the first
will contain the Key Command: SPC and Type: Press settings. The second will again use Key Command: SPC,
but Type: Release with a Delay: 2000 [milliseconds]. When the button is pressed, a spacebar press order will be
sent, and then (2 seconds later) a spacebar release order will be sent.
The Sequence box lets you vary the event generated. An event list is created, and each time the button is pressed,
an event from this list will be sent.
The Comment field is simply used to note any comments you may have. It will be very useful to remind yourself why
you have used a particular function, if the event is not the only one associated with this button
The Save Event button must be pressed to save the action and its assignment to the button, even if you are simply
modifying a parameter.
The Add Event button lets you add several events to a single button.
Create a chain where all the events will be sequenced in a few milliseconds (except if some of them have a
defined Delay value).
Create a sequence where a different event will be generated each time a button is pressed.
Note: you can choose the event sequence order within a chain. In the Select Event window, select the event that
you want to move or cancel. In the Select Event window toolbar, the Delete, Up and Down buttons light up: they are
used to move or delete an event.
Creating a sequence
Select the button of your choice and send it to the Assign Parameters window.
Create your Event by ticking the Sequence box.
Click the Save Event button: the event is created in the tree structure in the Assign Parameters window. It is
preceded by an [S] to indicate that it is part of a sequence.
To add a new event to this sequence, modify the different fields that define the Event, and then click Add Event.
The second element in the sequence then appears in the tree structure in the right-hand window.
You can add as many events as you like.
Using the Select Event window toolbar, you can change the order of elements in the sequence, and delete elements.
LED Management
T.A.R.G.E.T allows you to manage the LED and backlighting power of the HOTAS Warthog Throttle and the MFD
Cougar Pack.
LED: you can control the status of the 5 green LEDs on the Warthog Throttle and the Left and Right LEDs
on each MFD Cougar.
Backlighting: you can control the backlighting intensity from null to full. The Warthog throttle offers 6 levels
of intensity, while MFDs have 256 different levels of intensity.
To be able to perfectly manage the lighting features of these devices, we suggest that you create an "Advanced
Configuration".
All the lighting actions are events: you will not find them in the wizard control list or imported event tree, but only in
the Virtual Keyboard/Mouse window (accessible via the 2. Assign Parameters wizard area). You must link these
light events to one control (button or axis).
Main rules:
LED commands can only be defined via the Virtual Game/Keyboard/Mouse panel.
To light up a LED, you must give it the Press event type. To shut it off, simply use the Release event type.
If the Warthog Throttle Backlight has been released, don't expect to light up anything on the Throttle (backlighting).
If the MFD Intensity has been set to zero, you will not be able to see any "ON" LEDs.
Control a LED
While editing a GUI configuration, first choose a control in the 1.Select Control left area of the main wizard page.
When youre done, name your event (such as "LED1 ON") in the Event Name dedicated field of the 2. Assign
Parameters window in the center of the screen.
Now it's time to select the LED that you want to control, so let's click on the Virtual Game/Keyboard/Mouse button
on the right of the Key Command field.
In the lower left corner of the new window, you will find a line used to control the Throttle lighting features. Click on
the 1 square button and check that the Key Command field is displaying the right LED. When youre done, click the
Save Key Command button in the lower right corner of the screen.
Now that we're back in the main Wizard screen, check the type of event defined for your control:
Once you've defined the Event type you need, simply click the Add Event button. Your new event is now displayed in
the "Event tree" of the 3. Select Event window.
Now it's time to select the backlighting intensity you want to apply to the HOTAS Warthog throttle. Click on the
Virtual Game/Keyboard/Mouse button on the right of the Key Command field.
In the new window, in the lower left corner, you will find a line used to control the Throttle light features. Move the
green slider completely to the left: this will define a zero Backlight value. Once the cursor moved, click the Intensity
button. The "LEDIO(Throttle)" command should appear in the Key Command field in the lower right part of the
window. When youre done, click Save Key Command.
Now that we're back in the main Wizard screen, check the type of event defined for your control. Notice that you can't
change the Type of event, as we have already defined the power status of the backlight in the previous screen. Now,
simply click the Add Event button. Your new event is now displayed in the "Event tree" of the 3. Select Event
window.
8. Programming an axis
If you want to allow an axis to trigger keyboard commands, simply select it and send it to the Assign Parameters
window.
You can generate a keyboard event from an axis. Simply define a value range on the axis which will trigger the event.
If you want to generate several events, simply create several zones.
Axmap2: generates an event when the axis reaches a predefined value range
Imagine that we want to control a Target Designation Cursor in a simulator with the HOTAS Warthog Throttle Slew
Control.
Each axis will be divided into 3 zones. The following is an example for the X axis:
We will choose a central deadzone of 20% of the run. We must therefore create (100-20)/2 = 40%, i.e. 2 zones of
40% at the ends of the axis.
Lets start with the zone on the left. Well define the zone using the 2 red sliders. For more accuracy, you can also
click the range adjustment buttons using your mouse.
Once this zone has been created along with a Hold keyboard event, we will save the EVENT. A pulsed event will not
simulate a continuous press on the left directional key, which is vital here.
Now that the first zone has been created, we just need to define the right-hand zone.
Lets modify the contents of the Event Name and Key Command fields, and create a zone between 60 and 100%.
We have now programmed our axis so that the Left arrow and Right arrow keys will be generated according to the
Slew Control position, while creating a neutral zone in the centre, making sure that no keyboard keys will be pressed
when the Slew Control is idle. Dozens of zones can be created per axis.
It displays a tree structure of the functions that you have assigned to your controller's buttons and axes, and lets you
manage the priorities when you have several functions associated with the same button.
By clicking the Import Events button, you can import the list of events from another file. Simply click on the event
and drag it to the Assign Parameters window. It is very simple and quick to create a file; you do not even need to
know the keys used by the simulator. If you have imported a .fcf type file, you will find all the event characteristics
(Event Name, Key Command, Type, Delay and Comment).
If you import a .ttm file, only Event Name and Key Command are available.
Once you have carried out your configuration, the window displays a real list of Events assigned to each button.
Double-click on the event to send it to the central Assign Parameters window.
The Up and Down buttons in the toolbar are used to change the order of events, when several events are assigned
to the same button.
Right-clicking on an event opens a menu allowing you to copy and paste events from one button to another.
Once you have launched the configuration, you now just need to test it.
To test your configuration, you have 3 tools that can be accessed directly via the 3 buttons at the bottom of the
T.A.R.G.E.T Wizard Running Script window.
The Device Analyzer allows you to view controllers axes and buttons. The left-hand window displays the actual
status of the different elements, while the window on the right displays the status sent by DirectX to the simulator. It is
the ideal tool for testing your reworking of the curves on the axes. You may select other controllers to be tested by
clicking on the round button in the top left.
The Event Viewer is intended above all to test the keyboard events generated by your configuration. Each action on
the keyboard is broken down into 2 components:
All of the keyboard actions are read as QWERTY. AZERTY keyboard users must therefore take this into account (for
example, pressing the a key displays a q).
This control panel is used to test the DirectX axes and buttons sent by your configuration. It is a simple and effective
tool, but will not help you test keyboard events.
Fire Weapon
Just like in real life, we will choose the Joystick S2 Weapon Release button.
In the software and for this airplane, this function is assigned to the key combination Ralt + Space (right Alt key +
spacebar).
In Flaming Cliffs 2.0, missile firing requires an extended press on the button. Therefore, a Pulse type event will not
be suitable, and we will have to select a Hold type event, able to replicate the long press.
Fire Cannon
This function will naturally be associated with the Joysticks TG1 trigger. For this event, we want the firing to be
continuous while the trigger is pressed: the event type will therefore be Hold. The key to press is the spacebar.
Select Cannon
To select the cannon, simply pressing the c key is enough. We will therefore just pulse this key when the S1 button is
pressed.
When pushed forward, we will enable/disable the continuous decoy release sequence, which corresponds
to a pulsed event (Lshift + q).
When pulled back, the Hat will activate the immediate launch of a thermal decoy and a radar decoy with a
Pulse + q type event.
Moving Hat 4 to the left will activate a radar decoy release via a Pulse + Insert.
Moving Hat 4 to the right will activate a thermal decoy release via a Pulse + Delete.
Finally, pressing the Hat will activate EMC electronic scrambling via a Pulse + e.
The Flaming Cliffs 2.0 commands do not allow us to correctly reproduce this behaviour. In fact, we only have all or
nothing commands: deploy the air brake, and retract the air brake.
Out of the different possibilities available, we will use the one that benefits from the physical specificities of our 3-
position button.
The extreme positions will send a pulse requesting air brake deployment (LShift + b), and the central position will
send a pulse requesting air brake retraction (LCtrl + b).
In this way, we can deploy the air brake permanently by pushing the button forward, or give air brake pulses (very
practical for formation flying) by moving the button backwards. In this last case, releasing the button automatically
retracts the air brake.
We have converted a lack of realism in the application into an ergonomic advantage, thanks to the button's physical
properties.
Note: for all toggle-type buttons which remain in position after user intervention, it is important to ask the question
whether the event should be pulsed or continuous.
Using an advanced configuration gives you more possibilities and flexibility. In addition to new functions, you will be
able to multiply the events assigned to buttons.
From an interface point of view, the Advanced mode only differs in the Assign Parameters window, where new
buttons appear:
Press
Release
All of these buttons can be used to multiply the configuration possibilities, providing you with maximum control.
Layers
U, M and D
Layers are a little like a building: on each floor, you can have different apartment configurations. In Basic" mode, you
only set up the ground floor. In Advanced mode, you can access new floors that you will set up to suit your needs.
At this point, we have programmed the default layer for our virtual device. In Advanced mode, we will be able to
access 3 other layers. Keeping up tradition, we have named the levels in correlation with earlier Thrustmaster
products.
They have been designed to be assigned to a 3-position toggle switch, but may be used on other types of buttons, as
we will see below.
You will store different or identical events in each layer. This therefore triples the number of control possibilities for
each button.
Example:
In the U layer, pressing the Joystick trigger will cause the Spacebar key to be pressed; in the D layer, the Enter key
to be pressed; and in the M layer, nothing at all.
Note: all of the buttons on your Thrustmaster controllers included in your configuration can use these layers: with just
a pair of MFD Cougars, you have 168 programmable buttons!
When used rationally, the layers may provide you with enhanced comfort and efficiency that you will truly appreciate.
To select a layer, simply activate the button that calls it up.
To provide even more possibilities, there is a sub-layer within each layer: this is the I/O Layer. This sub-layer has
been set up to function temporarily, but you are free to change how it operates. Access the I layer by pressing a
button which will act like a shift.
I to indicate that we are working in the layer where the shift button is pressed (In).
O to indicate that we are working in the layer where the shift button is not pressed (Out).
Using the I layer is perfectly adapted to the use of reverse or secondary functions. The I layer will be activated by a
button that is preferably temporary and easily accessible, such as the Paddle Switch (S4) on the Warthog handle.
Application example:
We can program the Slew Control button for the Lock Target function. It could be advantageous to program
the opposite function on the same button, and access the Unlock Target function when we press the
paddle (which acts like a Shift). This way it becomes easier to memorize a configuration.
By default, Hat 1 (Trim Switch) on the HOTAS Warthog handle controls the direction in which the pilot is
looking. If you press the Paddle Switch, the button is then used to adjust the trim. This provides enhanced
comfort and realism.
By using the layers, you can assign up to 6 different functions per button. The 58 buttons on our pair of MFD Cougars
therefore offers 348 programming possibilities!
The first step in creating an Advanced configuration is therefore to define the keys that activate the layers.
This is set in the toolbar in the Assign Parameters window, by pressing the Edit Layers button.
Note: the M layer does not have a control button, as it is the default layer: if you are not in one of the other layers,
then you must be in the M layer.
By default, the U, M and D layers are intended to be associated with a single 3-position switch, such as the Dogfight
switch on the HOTAS Cougar, or the Boat Switch on the HOTAS Warthogs right throttle.
If you want to control the selection of these layers on another type of button, you may need to change the layer's
behaviour. In fact, by default the layers are temporary: a layer is active while the button associated with it is pressed.
This works perfectly if you use traditional toggle switches (as they remain in the position you activate), but if you want
to control the layer selection with the temporary buttons on the base of T-16000M joystick, an MFD Cougar or a Hat,
it will soon become complicated to keep pressing this button while activating other buttons. To avoid this, you must
change the layer operating mode.
To change the layers behaviour from temporary mode to an alternative mode, simply tick the Toggle behaviour
box associated with each type of layer in the Edit Layers menu.
By switching the I/O layer to toggle mode, a short press with activate the I layer permanently. You will need to press
again to return to the O layer.
Now that the buttons and the layers associated with them have been configured, we just need to learn how to use
them.
You can use the mouse to select a button or an axis (symbolized by a blue arrow) on the controllers 3D view. When
the pointer passes over a button, the button lights up in green.
Simply click on it and drag the mouse pointer into the Assign Parameters window, keeping the mouse button held
down. Once you are over the Assign Parameters window, simply release the mouse button. The buttons name then
appears beside Control:.
Or else:
Double left-clicking on a button automatically selects the button and sends it to the Assign Parameters
window.
Clicking the List button in the toolbar displays the list of buttons available on the controller. Simply select the
one that interests you.
By default, this new event appears in all the layers. To assign it to a specific layer, we must switch off the layer or
layers in which we dont want it to be present.
Present only in the U layer, when the button which calls up the I layer is pressed:
If you want the same event in the U and D layers, you have to replicate it in each layer. If the event is a complex one,
use the copy and paste function (accessible via the right-click menu when you place the mouse cursor over an event).
When associated with a temporary button, you can convert an alternative state function to a temporary function.
Example:
You have 2 commands to control the cockpit views and map view. If we program the map view when the joysticks
Hat 2 is pushed up (Press function), and the return to cockpit view when the Hat 2 is released from its up position to
its central position ("Release" function), we can consult the map and return to the cockpit view in the blink of an eye,
or rather with a flick of the thumb.
Example:
We start by creating the Press event.
We then click the Save Event button, and create the release events.
Advanced mode therefore lets you multiply the assignment possibilities for each button. Once you are familiar with
this mode, if you want even more flexibility or to get the most out of T.A.R.G.E.Ts power, we suggest that you get to
know the advanced Script language.
For more information on the Script language, please refer to the T.A.R.G.E.T Script Editor Basics User Manual.
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