In fact it's the same as suggested by Ratrace.
We want to delete the X and Y entries and replace those with the one. More interesting is that I've never bothered to configure through CFS3 but only through the Saitek/Madkatz program. Seems doing it through the CFS3 might be worth investigating.
OLD
</Device> <Device Type="Saitek Pro Flight X-55 Rhino Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
<Axis ID="Throttle" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
New XCA entry
</Device>
<Device Type="Saitek Pro Flight X-55 Rhino Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>