|
CH Products Throttle Quadrant USB
Back to Page
1
Description and Function
The
CH Throttle Quadrant is appropriately and very descriptively
named; it is a rectangular six-lever throttle quadrant with
six two-way spring centering switches on the facing side.
It clamps to a desk or table top with what appears to be the
same clamps as on CH Products 'Yoke' controllers. The throttle
knobs are interchangeable allowing several combinations of
colors and shapes among the throttle levers. Each Throttle
has two detents in the aft, or throttle closed, position.
The detents are the 'extra' 12, or pseudo buttons on the TQ.
The additional 12-pseudo buttons cannot be directly activated
without lever movement. As previously stated, Windows does
not recognize the additional buttons in the standard game
controller applet until Control Manager has been installed.
Once that's accomplished then Windows displays a six-axis,
24 button unit.
Control Manager software allows you
to configure the throttle levers in several ways. The default
lever control assignment is as an axis (DirectX Mode). If
the game function you want to use a given lever for does not
allow axis assignments, then you have the choice of two different
ways to assign keystrokes in Programmed Function mode, they
are Up/Down or Positional.
The Up / Down function is used with
'increase' and 'decrease' keys. It has two zones, one above
and one below the detent, with a minimum of two positions
and a maximum of 100. There are also separate assignable detents
that are specific for each direction of lever movement
i.e. increasing direction key assignments and decreasing direction
key assignments. The Positional mode has two sections, the
Min Zone Keys below the detent and the Normal Zone Keys above
the detent. The keys assigned here will activated in proportion
to the position of the lever.
The six two-position momentary switches
on the front of the TQ are programmed just like standard CH
controller switches/buttons using CM software. CM is very
intuitive and I am sure that it will satisfactorily fulfill
the needs of most users. For the really adventurous MAP makers
CH Products included a text based scripting utility called
CMS (Control Manager Scripting). It can write more complex
command algorithms when the CM GUI just won't do
I have
used CMS with other CH units. It is a very useful programming
utility, but it is definitely more complex and will take some
time to learn.
The TQ in
Games: FS2004, CFS 3 and Pacific Fighters
FS
2004 was initially selected due to its very realistic engine
control emulation and interface. It seemed the most appropriate
game to begin my evaluation. The TQ was added to my current
CH HOTAS FS 2004 Control Manager Map of Fighterstick, Pro
Throttle, and Pro Pedals. The process went quickly and was
easily accomplished. The only real limitation I had was running
out of available axes on a single controller; eight is the
maximum. Control Manager software provides a solution by allowing
the creation of another virtual controller (when the map is
'activated), and therefore an additional set of axes. The
only limitation is the ability of the intended game to recognize
and use multiple controllers. Most recent flight sims do have
this capability so it should not cause a problem in most situations.
FS 2004 does indeed recognize multiple controllers; in fact
it allows the assignment of three separate controls per engine
for up to four engines. If you assign each engine with a throttle,
prop, and mixture that's a total of 12 axes for engine control!
If you had a B-17 or B-24 add-on for FS2004 you would need
TWO
yes TWO CH TQ's for engine management alone! That's
a whole lot o' levers! "Everybody grab a throttle! We're
going around!"
Go
To Page 3
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|