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Hello everyone, I've been struggling with CH Control Manager. I have a CH Flight Sim Yoke and CH Pro Pedals and I'm trying to use them to play TIE Fighter 1995 CD Edition. I've read so many things and watched many youtube videos but I'm still completely at a loss as to how to do this. I've been trying for over a month now. I know I posted something similar to this in the other thread I started, but I'm hoping that someone who hasn't looked in that thread will see this and help me. I'm getting so desperate.

So here's what I want to do: standard roll and pitch on the yoke, yaw on the pedals.

I also have my preferred button assignments here:

1. Fire
2. Fire
3. Select previous available target (Y)
4. Select next available target (T)
5. Toggle shield configuration (S)
6. Select firing mode (X)
7. Toggle beam weapon on/off (B)
8. Cycle through available weapons (W)
9. Match speed with currently selected target (Enter)
10. Order wingmen to attack your target (Shift+A)
11. Direct energy from shields to lasers (;)
12. Direct energy from lasers to shields (')
Hat: Cockpit view
Throttle: Standard throttle controls
Prop 100%: Engage Hyperdrive (H)
Mix 100%: Engage/disengage SLAM overdrive (N)

(based on http://www.chproducts.com/files/chproducts/Flight-Sim-Yoke-Button-Assignments.pdf)

Playing this game with a yoke and pedals has been on my mind for months and months and months. I don't want to have wasted so much money on this expensive equipment without nothing to show for it. Can someone PLEASE walk me through this? Any help is appreciated.
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Tie Fighter really isn't made to be played with yoke and pedals.
Yoke is feasable but not as practical as a stick+throttle HOTAS and there literally is no use for pedals in this game at all since there is no separate roll axis, not even using the keyboard commands so essentially you have nothing to map in the profile, not even using scripts.
Even as Yoke I think it would have been better to use the Eclipse rather than the Flight Sim because the former seems to have more buttons.

Anyway, word of advice:
map the shift key to a button for button combinations, mapping shift+A is superflous and this way you can use most commands just with the buttons on the yoke (the A button by itself is useful in escort missions).
Mapping two fire buttons is nonsensical since Tie Fighter has only one, you may use the second trigger as button 2 for roll.
You can map the hat to the energy systems (F8,F9,F10 plus the S button for shield arcs) to the hat and use the shift key to transfer energy (if I recall shift+F10 transfers laser energy to shields, viceversa for shift+F9), visuals aren't really that necessary and most of the time you will use the radar in battle and since you are strapped for buttons they are expendable.

PS: now that I think of it you can assign one of the pedals (the toe breaks I mean) as HOLD LSHIFT instead of a button on the yoke if I remember correctly and another as the SLAM system, thus freeing a couple more buttons.

PPS: another advice: in the CH manager you can actually choose which buttons are button 1 and button 2 in dxmode (the two triggers are best for this on a Yoke), only manually map the other buttons.

PPPS: map the nearest enemy fighter button or the cycle enemy fighter attacking you button somewhere on the yoke, either will be the button you will be pressing more often after the fire button.

PPPPS: use the refcard as a reference and fly a few combat chamber missions to try your profile before starting the campaign.
Post edited January 25, 2017 by Det_Bullock
Thank you for your response. I'm not sure what your point is about the roll axis. Literally one of the only things I know about Control Manager is that you can combine the yoke and the pedals so that the game reads it as one controller. I want "move yoke left" to be the same as "hold down right mouse button and move mouse left" and "push left rudder pedal" to be "move mouse left". Are you saying this isn't possible?

The rest of what you're saying is already beyond what I understand about how to use Control Manager, though.

Here's a step by step of what I've done so far:
open control manager
click Map Wizard
select FS Yoke and ProPedals
okay
answer "yes" to "Do you want the Wizard to combine your controllers?"
select "4 axes" under Max Axes and "32 Buttons" under Max Buttons
Yes for CMS
Finish

After that I'm left with the screen in the attached image. I have no idea what to do after that. I don't know how to assign buttons. I don't know how to assign axes. What step do I take from here?
Attachments:
Post edited January 25, 2017 by Deianera
avatar
Deianera: Thank you for your response. I'm not sure what your point is about the roll axis. Literally one of the only things I know about Control Manager is that you can combine the yoke and the pedals so that the game reads it as one controller. I want "move yoke left" to be the same as "hold down right mouse button and move mouse left" and "push left rudder pedal" to be "move mouse left". Are you saying this isn't possible?
Exactly.
Tie Fighter (DOS version) only has pitch and yaw, by pushing button 2 pitch becomes throttle and yaw becomes roll.
The game was made with cheap flightsticks in mind which at the time had only two axis and 2 buttons, the windows version added the option of a separate throttle axis but it's a makeshift axis similar to what you can create with control manager.
Perhaps there is an advanced script for that, but I can only do simple maps.
avatar
Deianera: The rest of what you're saying is already beyond what I understand about how to use Control Manager, though.

Here's a step by step of what I've done so far:
open control manager
click Map Wizard
select FS Yoke and ProPedals
okay
answer "yes" to "Do you want the Wizard to combine your controllers?"
select "4 axes" under Max Axes and "32 Buttons" under Max Buttons
Yes for CMS
Finish

After that I'm left with the screen in the attached image. I have no idea what to do after that. I don't know how to assign buttons. I don't know how to assign axes. What step do I take from here?
Don't use the wizard, create a profile from scratch by using "adding peripheral".

Now, when you select a button or an axis in the image you will see there is a "DXmode" tickbox, when you unselect it you will see there will be an open field that lets you add a keyboard command for that button to emulate.
However it's not as straightforward as typing the key you need emulated, to know what corresponds to what open the Key Check (to the left of the calibration icon), when the small window is open whenever you press a key you will also see the corresponding command that corresponds to that keyboard key.
It can literally be ANY key of the keyboard.
The same thing can be done to an axis to an extent, but there are two options: one ("position") lets you create a list of keys to press while moving the axis (you can put the lift of the speed presets to program the throttle this way) or use the other option ("up/down") which should press a button when you move the axis one way and another when you move it in the other direction (never got the hang of this option actually, I only know what's supposed to do).
The main advantage of this is that you aren't limited by the game configurator, for example my HOTAS as a whole has more keys than directX can handle in games that only accept one device, so by mapping virtual keystrokes I can exceed that limit, and I can also use shift+key combinations by mapping a button to the shift key so that I can have both the normal function and the "shift+key" alternate function in the game without needing to map them to separate buttons.
To use the hat in such a way you need to deselect "use as pov" and then deselect "dx mode" for every direction needed (I never use diagonals, they are difficult to press reliably so I usually leave them unmapped in DX mode).

Now, regarding standard DX mode settings: "dx device" or "directX device" is the virtual device to which the axis or button is attributed while "dx axis" or "DirectX control" are the function that's attributed to the button or axis by directX, you can for example use the main trigger as button 3 instead of the default "button 1" or take a button or axis from another CH device and attribute it to "ch device 1", disable it completely by selecting "none" in either the device or axis/control field or even attribute mouse functions to the axis or button selected (with this thing you can literally use your yoke as a mouse in windows for example).

I'm attaching a few images from my Tie Fighter CH profile to try and give you an idea.
Attachments:
map_mode.jpg (103 Kb)
pov.jpg (101 Kb)
shift.jpg (102 Kb)
Post edited January 26, 2017 by Det_Bullock