First post, by Great Hierophant
- Rank
- l33t
Has anyone have/had Gameport throttles or pedals from Thrustmaster or CH Products? I am curious to know how they work with DOS games. I know how their sticks work, but the throttles and pedals elude me to a certain extent. There is enough information about Thrustmaster readily available that everything is clear :
Thrustmaster put out a Flight Control System (joystick w/hat & four buttons), a Weapons Control System (throttle stick w/six buttons & three-position slider) and a Rudder Control System (two foot pedals). The basic models are not programmable. The early FCS sticks, including the Pro. Mark I and Mark II are not programmable and differ only in their build quality. The Weapons Control System Mark I only has an AT connector and can only simulate key presses, even for the throttle. It has 8 dip switches with unalterable presets. Even so, axis 3/X2 is used for rudders and axis 4/Y2 for the hat. Strictly analog/keyboard emulation allowed. This is what DOSBox natively supports.
The RCS does not allow you to press both pedals at one time, they will push one pedal back if you push on the other. Thrustmaster later made an identical functioning device called the Elite Pedals, but with cosmetic differences.
The Weapons Control System Mark II is externally identical to the Mark I in function but adds Gameport support for the Throttle and programmability. If you had all a joystick and rudder, or all three devices, you were supposed to connect them to the rudder, then the rudder to the gameport and keyboard port. Thrustmaster also released the F-16 FLCS and F-22 Pro sticks, which had more buttons/hats and were fully programmable and have an AT connector.
I know that if you use the WCS MKII with an older FCS stick, the hat may be programmable and the throttle replaces it on the gameport axis, or the hat may remain on the axis while the throttle simulates keypresses like on the old WCS. The other buttons on the FCS should also be programmable, as the WCS MKII can intercept them.
Thrustmaster's software would work to simulate button presses as key presses. The software would write the configuration to the stick and throttle.
If you did not have a separate throttle/rudder, in most games you could simulate the effect using two standard joysticks if they support it. The first joystick would act normally. The second joystick would use one axis (y-axis) for throttle and the second axis (x-axis) for rudder control. A throttle control, however, works best with a non-centering stick, and rudders work best with a centering stick. A Kraft-style stick that allows you to set the axes to free floating would be about the best you can do, or you can remove a spring from another stick.
Regarding CH's products, info is a little more sketchy :
The CH Pro Throttle (Gameport version) acts similarly to a WCS MKII in that it has a gameport and AT connector. It is programmable, at least in Windows 9x. You attach the joystick to its gameport, then its gameport goes to the computer. It uses an axis for the rudder control. You can also program the buttons of a standard stick as well if plugged into it.
CH Products made game port rudder pedals with heel-to-toe action. The CH Products Pro Pedals require two axes, one for the toe pedal action and one for the heel. This would give more precise control than TM's pedals, but requires a dual port card like, ironically, the Thrustmaster ACM card. It also requires in-game support. The CH Flightstick and Flightstick Pro both have a third wheel on their sticks for throttle control, so this would be either disabled when a real throttle was being used or otherwise the throttle would use axis 4.
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