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CH Products Throttle Quadrant USB
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Once Control Manager was configured
and my FS 2004 Map downloaded I proceeded into FS 2004 to
configure the in-game assignments. This was more complicated
than it sounds
It had absolutely nothing to do with
the TQ... It is the complexity of FS 2004's control system.
To correctly configure FS 2004 you must pay close attention
to control axis assignments, sensitivities settings and dead
zone settings. The first few attempts to fly the DC-3 proved
frustrating until I noticed that the sensitivities and dead
zone settings for a few of my 'extra' axes were turned all
the way down. Once they were properly adjusted everything
worked flawlessly. It was really fascinating watching individual
in-game throttles, prop levers and mixture levers move proportional
to my inputs on the TQ
It really adds to the immersion
factor and feels almost eerie! Take a closer look at the screenshot
with the photo inset to get a better idea of what I mean.
This made flying that old FS 2004 DC-3 much more fun
I may have to spend some more time with this 'boring' civilian
flight simulation! Lets move on to an 'action' flight sim
and see how the TQ handles that genre aviation gaming
Since
I already had the FS 2004 Map loaded and my installation of
Microsoft's Combat Flight Simulator 3 control assignments
are configured similarly, CFS 3 was the next logical challenge
for the TQ. I had to spend a little time locating and assigning
in-game engine controls to the correct axis settings, but
once completed the TQ performed flawlessly. It added another
layer of depth to this classic, sometimes under appreciated,
combat simulation. The ability to easily and accurately manipulate
complex engine controls in a true to life manner really does
add a level of immersion not easily duplicated! Once again,
I was fascinated just watching the in-game throttle, prop,
and mixture levers accurately move, directly replicating my
inputs on the TQ. (Yes its true
simple minds are easily
entertained!). I had a blast just flying around playing with
the engine controls
I am actually now considering purchasing
some of the add-on pay-ware titles for the MS flight sim series
Oleg Maddox's Pacific Fighters is
one of my favorite games; I play it almost to the exclusion
of everything else. I really had high expectations for the
TQ in PF's multi-engine aircraft. Unfortunately I discovered
that PF has some limitations that restrict the accurate engine
control the TQ was designed for. Oleg's great flight sim lacks
the ability to assign different control axes to each engine
in multi-engine aircraft. There is only one engine and one
prop axis; additionally the mixture and supercharger can only
be controlled via keyboard commands. In multi-engine aircraft
you must select the engine to individually adjust, perform
the control input, and then reselect 'all engines'. This is
an awkward way to operate in a 'combat' situation. Even the
TQ's industry leading programmability cannot fully work around
this problem. The only real solution would be a PF patch to
allow separate axes assignments to individual engines and
their subordinate controls.
The single engine aircraft in PF were
a different story, the TQ once again proved to be a very useful
and realistic tool. I mounted the TQ alongside of my CH Pro
Throttle in a position that would be appropriate in a real
aircraft. I then configured my HOTAS in the following mode:
CH Pro Throttle slider as the throttle axis, the first TQ
lever as the prop axis, and the next TQ lever as the mixture
control via keyboard positional commands (Be advised this
was a pretty useless control assignment as the mixture control
in PF is NOT very realistically modeled on aircraft with auto-mixture).
This configuration allowed me to use complex engine controls
in a very realistic, natural, and intuitive manner. The unused
levers on the TQ were quickly assigned to other functions
like landing gear, hook, supercharger control, and tail wheel
lock. It just FEELS more correct to drop the hook with a throw
of a lever instead of a 'peck' on a keyboard! A noticeable
but minor distraction is caused by PF's heavy use of 'toggle'
controls instead of single discrete key assignments, occasionally
you end up 'out of sequence' with your control input. A simple
solution is available; just ensure that all your controls
are in the correct position prior to beginning the game.
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