|Written and Edited by: MarkEAW
Written Text: From source mod readme's, forums, research, the MPS
manual and patch readme's and the game.
Related Download Links:
FPS (Frames-Per-Second) Display | Two Functions Assigned To One
The independent CodeGroup source code modifications of EAW, versions 1.28 and up introduced some major additions and changes with
different functions added to the game, some of the changes where
done to the ini file, only those changes are noted in this help
Please see my
Inside the Eaw.Ini Help Document for the stock official MPS settings.
These new functions
presented here revise the
stock eaw.ini file and will make it in-compatible with
previous EAW versions (sometimes even for later EAW versions).
The changes that the FXEXE EAW version may introduce to the
noted in my FXEXE
Patches Help Document.
- Width=1024 -
- Height=768 -
At 1024x768 is when the graphic details really begin to pop. (In EAWv1.28 the 1024x768 POV was properly increased, you sit back
further away from the dash, you will notice the FOV is actually larger than
normally the widest 800x600).
"Know Bugs and Feature Ideas Help Documents" and read the VIDEO
Section and topic of FIELD OF VIEW (FOV)
for more details
about Wide Views, Field of View, Point of View and Resolutions.
When using a res other than the default (EAWv1.28 defaults to
1024x768), when the game loads you will no longer see the "Fuel
Gauge" loading screen, there will only be a blank screen.
(Source mods have increased/up scaled the size of the Virtual Cockpit screens
from 800x600 to
1024x768 to smooth out the edges some what, however they remain less in detail
overall.) The Virtual cockpit also lacks things like
cockpit bullet hole effects, oil smudges and viewable rear gunners. There is no fix for this in any version or code modified EAW game.
The HUD data Display and in-game chat messages can become small
and hard to read at much higher resolutions. If you use EAWv1.28
and above, those source mods have a new setting built in, see your eaw.ini file, HudFontSize=1
give a larger font.
The size of the screen will effect
the games Frames Per Second. You want the frame rates ideally at 30FPS
or more, but above 15FPS so the game will operate correctly. For
an example, If the
game is running smooth when you enter dense bomber formations
your doing well. In EAWv1.28 and above, CTRL-G gives the FPS in the top right
- TestDrawPrimitive=0 - ?Forces to re-detect video card,
It's unclear what this does??
The D3D "Workaround"
There is a method where we're able to
'trick' some cards into supporting (or at least trying to
support) DirectDrawPrimitive, which will enable the D3D graphics
mode for cards that don't usually support this feature. Please
keep in mind that (a) this won't work for all cards, (b) this is
a mostly un-tested feature and may cause unforeseen errors, and
(c) even if it does enable D3D, the game may still behave
unfavorably when run in this mode, with noted/predicted bugs
including misplaced textures and low frame rates.
So if you've read all of the above and are still willing to
give it a try (you can always change it back), follow these
1. In your European Air War folder, open the file called
2. Scroll down until you find the line that reads "TestDrawPrimitive=0",
3. Change the "0" to "1", and save the file.
4. Run the game and give it a shot, going to the
Graphics menu and selecting "D3D" if it's available.
[Keep in mind, to go back to the original setting, simply
repeat the previous, changing the "1" to "0".]
- DisplayDevice=1 - This is which video
card/graphics mode EAW has established as your D3D or 3DFX
You will want to set this to either 0 or 1 for the most part on
modern computers. Glide tends to be faster but does not support
The range of colors used to make the EAW aircraft skins
are in a defined set called an Indexed Palette. EAW can be
played under two different API's, one is D3D from Microsoft, and
the other is Glide from 3DFX. Under D3D, you can add colors to
the stock color palette, and D3D will display them properly.
Under GLIDE 2.43 if you add colors to the stock 8bit palette, they
will not display correctly. You will end up with very oddly
colored aircraft. However GLIDE 3.0 (which has been added to the
source modifications as of Feb 15 2016), supports colors
just like D3D does.
- CockpitProp=1 - 0/1 Toggle
- (for version 1.28c and above) When the
cockpit is "on" the propeller view can be enabled or disabled.
- PlaneSetNumber=1 - (for version 1.29? and above)
Determines which set of planes are used. Set from outside the
game normally but can be changed from in game. This only
influences the game if there are additional plane set folders in
the currently used "Scenario folder". Number "0" is default and
as long no other plane set is loaded, the plane set from the
CDFs are used.
- PropRotationSpeed=8 - (for version 1.28e and above)
This will effect how the spinning prop looks from the cockpit
view... different PC´s can't display all the same rotation
speed... , so it was increased and made adjustable...
- ColourMain=2 - (for version 1.28 and above) ??
- ColourAxis=3 - (for version 1.28 and above) default color of text on new Axis plane
selection screen (10)
- ColourAllied=3 - (for version 1.28 and above) default color of text on new Allied plane
- QuickVersion=0 - (for version 1.28 through 1.28c, and
likely 1.28d. However in v1.28e there is reason to believe more
new code was used and changed the behavior of this setting even
Instant Mission (as it's known in v1.28 and up on the in game
main menu) relies on settings configured in game on the "Single
Mission Parameter Screen" plus this QuickVersion= setting...for
what the mission will be like...in effect allowing you more
control (more than stock v1.2) over how the Instant Mission will
"0" default Quick Start (random mission type) (??same
as stock v1.2??)
"1" very small battle size + random
mission type. Good random mission setup if you just want a quick
fly , Bombers only will get interdicts.
"2" very small battle size + last
selected mission type (single mission setup) Quick way of
launching a single mission you might have set up for training ,
Bombers only will get interdicts.
very small battle size + Fighter sweep , Bombers only will get
small battle size + Escort , Bombers only will get interdicts.
*All the information I have on this new setting is vague and I
apologies, if you can help sort out the details, please send me
Also to set your plane type and country you can set in the
.ini or go in-game by way of the single mission plane selection
screen (1.28e era) and select your plane then go back to main
menu and then launch quick mission. I THINK the \savedata folder
in the EAW root has files in it with the MSNXX.DAT name. Each
time you launch a Quick Mission one of those files with all the
parameters gets used, apparently one after the other...
Quick Missions are different than any other mission
types. Due to the way EAW sets them up,
"the rules it can use are / can
be - different." It is in a way a combination between
single, campaign and / or online mission. That is to say
aircraft bases, etc, takeoff can spawn outside the frontlines,
and so forth. Mission files can be coded differently, etc.
The way a "Quick Start" mission works in stock v1.2 is it's
really based off the last configured settings on the Single
Mission Parameters screen (the last MSNXX.DAT mission file in the \savedata
folder). Then the Quick Start randomizes some of those settings
on it's own to produce a further randomized single mission, it
will not be exactly the same as if you played the Single Mission
on it's own. For an example: If you set to intercept B-17s in
the single mission parameters, in Quick Start you might end up
against B-26s or B-24s, because Quick Start doubles the
randomization, by adding it's own layer.
- KeyboardLanguage=0 -
(for version 1.28 and above) This changes the keyboard to different national settings.
- FlakAccuracy=2 -
(for version 1.28 and above) Affects only the heavy flak, The effectiveness of the flak
depends to both values, Accuracy and Rof. Experiment with them. The default is
"=2" Appropriate values range from 1 to 5.
- FlakRof=2 - (for version 1.28 and above) Affects
the Rate of fire of only the heavy flak, The effectiveness of
the flak depends to both values, Accuracy and Rof. Experiment with them. The
default is "=2" Appropriate values range from 1 to 5.
- WW1TakeOff=1 - (for version 1.28a, not sure if this
is in any other version) Gives the across the paddock take off
for fighters on a grass runway (0 uses the 1.2 default).
- HudFontSize=0 - 0/1 - (for version 1.28 and above) Toggles the HUD's
font from stock to Large Font Bold,
a value of 1 improves
legibility at high resolutions.
- GunSightSize=1024 - (for version 1.28 and above)
possible values are 800 to 2100 - Sets the Gunsight Reticule
size/diameter. Note: "1550" is the maximum that fits nicely on the
current Spitfire gunsight glass. Using this value, the wingtips of a
fighter fit into the circle at a range of about 150 yards.
- OldStyle=0 - 0/1 - (for version 1.28 and above) Toggles
New or Old Plane Selection Screens; 0 will give you the later,
two screen (Allied/Axis) system, where any plane marked as
flyable is listed for selection. In EAWv1.28c/d all plane sets
but the V1 are flyable. A value of 1 will use the old original v1.2 style three plane screen
selection layout. Note: In the older system the "bombers" were
never displayed for selection as they where not flyable. (If you
load an older add-on flightmodel, often the bombers are not
flyable.) This setting does not affect the menu screen size.
- GroundBattle=1 - (for version 1.28 and above) 0 is No
ground battle, 9 is max action, explosion artillery activity on the ground
when you are close to the frontline. The default is "=3" "=0"
disables the ground battle action. The higher the value the more
impacts happen. Depending to the PC´s performance at some stage
the FPS might suffer.
- ComputedGunsight=300 -
(for version 1.28 and above) 0=
disabled; fixed gunsight. The "gyro" gunsight only works in "gunsight
mode" (1st step zoom). It gets adjusted to the movements of the
currently toggled target (icon), otherwise to the closest
target. The gunsight adjusts the reticle in relation to your
own and the targets G-force. The gunsight currently got
activated only for the P51D, P47D, Me262A, Bf109K, FW190D9,
Spit14 and TempestV triggered by an planes.dat value.
Note: (for version 1.28c and above)
The "computed Gunsight" has been
"fixed". Before the EAW v1.28c release some of the code for this was
lost, and it has been re-introduced, re programmed in.
The computed gunsight now relates to the distance, rather than the enemy’s G-force.
The default setting for
this is 300 which sets the deflection range to 300 meters. You
can try variations, value is the distance at which the gun sight
works best in "meters".
- ExtraSquads=0 - This adds additional squadrons of
planes to each mission.
(for version 1.60) there was code added by MrJelly
to allow the ExtraSquads value to be transmitted to other
players from the host, thus this setting in EAWv1.6 now works in
version 1.28c and above)
Default is OFF (zero). Any number up to 17 may be entered.
Possible settings for v1.28c and up are:
"0" No extra squad.
"1-3" normal extra squad.
"4" all Bombers get two escorting fighter squads
"5" all US Bombers get two escorting fighter squads
"6" only 1940/43 US Bombers get two escorting fighter squads
"7" only 1944/45 US Bombers get two escorting fighter squads
"8" all US+Brit Bombers get two escorting fighter squads
"9" only 1940/43 US+Brit Bombers get two escorting fighter
"10" only 1944/45 US+Brit Bombers get two escorting fighter
"11" all Brit Bombers get two escorting fighter squads
"12" only 1940/43 Brit Bombers get two escorting fighter squads
"13" only 1944/45 Brit Bombers get two escorting fighter squads
"14" all Ger Bombers get two escorting fighter squads
"15" only 1940/43 Ger Bombers get two escorting fighter squads
"16" only 1944/45 Ger Bombers get two escorting fighter squads
"17" Fighter squads can have up to 64 planes, always two Bomber
squads will appear, instead of one.
(Set to 17 then make a single mission sweep and select up to 64
planes for your group. With this setting you can really reach
the EAW 256 plane limit.) Note: 17 disables en-route Random Encounter
> "17" No extra squad
version 1.28e and above)
Here's some more info on the 1.28e settings and corrections that Knegel later posted:
0 = US escort 1944/45 double
1 = big battle 1 (player always can have up to 16 fighters)
2 = big battle 2 (player always can have up to 16 fighters)
3 = big battle 4 (player always can have up to 16 fighters)
4 = no extrasquad, but the player always can have up to 16
5 = all nations get double escort in every year
6 = US get double escort in every year
7 = US escort 1943/44 double
8 = brit get double escort in every year
9 = brit escort 1943/44 double
10 = brit escort 1944/45 double
11 = brit/us get double escort in every year
12 = brit/us escort 1943/44 double
13 = brit/us escort 1944/45 double
14 = luft get double escort in every year
15 = luft escort 1943/44 double
16 = luft escort 1944/45 double
17 = large fighter squads (64 fighters) and double bombers
>17 = no extra squad at all.
Note: With EAWv1.28e the campaigns where US 4-Mots are involved
will get 2 escorting squads in 1944/45. This is a more realistic
result and look.
- Month=6 - (for version 1.28 and above) (the
possibility to play seasonal setups was implemented)
If the value is between 1 and 12 (January to December), EAW
1.28C will provide a steadily increasing mission date in single,
multiplayer and quick-mission mode, with every played mission.
This does not influence the career date!
The Month setting triggers the season in EAW if a seasonal setup
is present in the currently used "Scenario folder". In this way
the currently used month can determine the terrain and/or
weather setups to be used.
"21" triggers static "Spring" (also
in career mode), while the single mission date is randomized (as
in the default game).
"22" triggers static "Summer".
"23" triggers static "Fall (Autumn)".
"24" triggers static "Winter".
"25" triggers static "Light Winter"
All other values ( 0, > 12 & <
21 , > 25) disable the seasonal setup and the new mission data
If the seasonal setup is
activated, it automatically becomes a "host setting" in
multiplayer mode, so everybody in game will get the same
- Day=1 - (for version 1.28 and above) Here you can
select the wanted game date day (1 to 31). If the value is
bigger than then maximum possible number for the current month,
the game will switch to the next month.
If the "Date system" is disabled, the day value is randomized.
It does not apply to career mode.
- EnemyEncounter=1 - (for version 1.28 and above) 0 =
encounter, 512 = max probability. Try values up to 255, as
higher values produce higher probability to meet an encounter
This setting effects the probability for "Random" Encounters
Groups (actually they are not randomized, but the lot of
influencing factors make it look like random.) In
single missions and career mode, planes sometimes spawn as you
are on the way to a target somewhere in your area and
sometimes they take off from a base some miles away to intercept
Radar coverage related encounter groups appear mainly in the
air, rather big distances from their homebase, but a enemy base
will be near by somewhere. In rare random cases, bombers can
show up, instead of fighters.
encounters appear only (without radar help) if you get rather close
(within 35 miles) to an enemy base
in rather low altitude (below 1,200Feet). Here fighters only
will take off, if the base keeps fighters of the current mission
time period. This kind of encounter simulates an emergency
scramble, or and take off by chance. So its possible to actually
see a enemy squad taking off if your close enough to an enemy
Disabled Note: When ExtraSquad setting is 17 or 'Time Acceleration' is
active, and when you use 'Skip to next Encounter', Random
Encounters are turned off to avoid too many planes or CTD.
??I think Random Encounters maybe disabled completely for
Friendly groundstarted encounter groups are also
possible. If you spot them near by, you can call for help and
they will assist....read the next line below:
- FriendlyEncounter=0 - (for version 1.28 and above) 0
= disables; no encounter, 512 = max probability. Try values up
to 255, as higher values produce higher probability to meet an
- AutoCombat=0 - (for version 1.28 and above) Change to “1”
to turn ON. This allows you to fly on Autopilot and target enemy
aircraft or other objects. The AI (Artificial Intelligence) will
then fly your aircraft and pursue and shoot. Useful for both new
and experienced pilots to watch an “expert” fight, observe
and learn dogfight tactics.
- StaticCockpit=0 - (for version 1.28 and above) A value of 1 allows the original 640x480 cockpits
to be displayed with F1. A value of 0
disables all the 2D
cockpits. It is useful, if someone plays in 640x480 and does not
want to see the 2d cockpits (in add-on campaigns they normally
would not fit).
- FadeTime=500 -
(for version 1.28 and above) adjusts the screen
fade times, when you leave
one pre-game screen and enter another. The used value depends on
the player's preference, a maximum value is not known.
- MissionNum=0 - (for version 1.28 and above) ??
- OldDamage=0 -
(for version 1.28 and above) 1 enables a hardcoded EAW1.2
compatible bullet damage/gun power calculation and default v1.2 engine
overheat system management, which suits many of the older flight
models better. Also it will use a generic guns convergence
setting. This is good for backward compatibility for old campaigns
etc. (Note: This may have been removed in version 1.40.)
- SkillLevel=0 -
This setting is the same as going
in-game to 'Configure Game' then 'Difficulty' then 'Combat'
then 'Enemy Skill Level' setting. This option provides a quick
and easy way to modify the overall difficulty/AI
level of your opponents, and can be viewed as a ‘general’ enemy
skill level setting. You can choose between Green0(to
face inexperienced pilots), Veteran1(pilots who have been in a
few dogfights), and Ace2(the most experienced the enemy has to
offer). Be forewarned that the enemy skill level Ace is designed
to push even the most fanatic flight simulation veterans to the
limits of their abilities.
Pilot Skill Levels Explained Further:
There are four places in European Air War that allow you
to set the skill level of the pilot AI; one in Difficulty
(“Enemy Skill Level”), two in the Single Mission Parameters
(“Pilot Skill Level” for both friendly and enemy aircraft), and
one in the Multi-Player Session Parameters (“Pilot
Experience”). See SkillLevel in the [NetOption] section far
below to see how these two last settings effect the game.
version 1.28 and above)
Apparently the 'Enemy Skill Level' in stock default EAWv1.2 wasn't truly coded to
adjust the skill level of the AI, so the community coders of
v1.28 used this opportunity to use this so called 'unused' bit,
and replaced it with 'Player Skill.' So now EAWv1.28 and above
uses this for limiting viewing options, and limiting icon
display range. Effecting both online and offline play. These settings
limit the views as follows:
0 - all possible views are allowed, Green; The player get the
default view possibilities. Also this disables the 'Wet Starts'
engine management difficulty.
1 - No cockpit free front, Seasoned; (you can't turn off the cockpit) and
no rear view. The max icon range got minimized a bit; targeting is closer: (approx 9-10,000 FT before
you can lock.)
No external views, Almost all external views are disabled, only
the "free camera view" stay available.
So the player only can sit inside the cockpit and he can leave
his plane to move through the EAW world, by using the mouse (not
a real help while combat). Additionally the max icon ranges got
In the Mission or Session Parameters screen, there is an entry
option setting called ("Pilot Skill
Level" for Single Player or "Pilot Experience"
for Multiplayer), this is used to determine the AI skill level
to set the ability of the
friendly AND enemy AI planes.
However in Campaign Mode, the AI start out
green and progress from there, the related resulting squad files
influence the morale and skill.
As for your own skill, that is by
your personal abilities. (In multiplayer The online Host skill
setting is used, see SkillLevel in the [NetOption] section far
- Stalls=1 - 0/1 Toggles -
(for version 1.28a and above) Now it will disable ALL targeting
(not just padlocking), when the plane spins.
- RealisticGunnery=1 - 0/1 Toggles -
(for version 1.28 and above)
Note: the bullet damage/gun power gets increased by a factor of
1.5 when a value of 0 is set for off.
(for version 1.28c and above)
The new off setting was reprogrammed, realistic gunnery off now isn't
as easy as it was in v1.2, its only little more destructive in
comparison to a lot more destructive as it was in v1.2.
- MidAirCollision=1 - 0/1 Toggles -
(for version 1.28e?? and above), the collision bubble is much
smaller, even when it's on = much harder to collide, seems
unrealistic for collision use.
"Sound Help Guide Documents" for further details on Sound and some
- SoundQuality=1 - 0/1 -
(for version 1.28 and above) New programming Forces 16bit as the
only available option, regardless what you have this set too, it will
always look for the 16 bit sounds and use the code that supports
- EngineVolume=36863 - Adjusts all engine sounds at
once, yours, enemy and friendly. Bear in mind that the engine
sound effects can clue you in to the health of your plane—your
engine may begin to labor before it actually fails. You can only
react in time if you hear the change in pitch. You probably
don’t want to turn these sound effects completely off.
(for version 1.28 and above) This only manipulates the players
own cockpit internal engine sound.
- ExternalVolume=36863 - Adjusts the enemies gun sounds and explosions.
(for version 1.28 and above) external engine sound is now
"Joystick and Remappable Key Help Documents" for details about
setting up your controls.
- Snapview Speed=5 -
(for version 1.28 and above) How fast in Milliseconds after releasing
the key will the view return to previous view. Adjustable head
panning speed for the snap views (when looking around by using the numpad keys programmed to the headswitch).
(for version 1.28d and above) These eight settings are new to EAW and where programmed in to
support three standard controllers. See my
CodeGroup Joystick and Remappable Help Document for details about
setting up your controller devices.
- Device1 Port=1 -
(for version 1.28d and above) defines which port to use for device
- Device2 Port=2 -
(for version 1.28d and above) define which port to use for device
- Device3 Port=3 -
(for version 1.28e and above) define which port to use for device
- Rudder Device=1 -
(for version 1.28d and above) defines which device the rudder is
- Throttle Device=1 -
(for version 1.28d and above) defines which device the throttle is on. The Mouse
wheel can be used as a throttle with a value of 0.
- Stick Device=1 -
(for version 1.28d and above) defines which device the stick is on
- Key Device=1 -
- POV Device=1 -
defines which device the hat is on...
- JoystickDeadZone=4 -
(for version 1.28 and above)
newer versions default to 4 as modern sticks are much better at
- Guns Convergence Z=0 -
(for version 1.28b and above) This
adjustable figure is in yards.
The z axe adjust the vertical (up/down) calibration. The more
positive the number the higher the aim point. The more negative,
the lower the aim point.
- Guns Convergence Y=0 -
(for version 1.28b and above) This
adjustable figure is in yards. The y axe adjust the (side to side) horizontal convergence.
The more positive the number the closer the convergence. The
more negative, the farther away the convergence.
In EAW1.2 the guns shoot strait forward with no
possibility too adjust any convergences as it's not implemented
in the game. This takes away much of the firepower of planes
with wing mounted guns. However v1.28 has this built in and was
adjusted by the designers by an external file per plane and set to
historical accurate distances used by the USAAF, RAF and
Luftwaffe. Using the Z and Y Convergence ini settings you can
now adjust your own distance. For an example: If
you adjust the y-axes to around 200 yard, you probably also need
to adjust the z-axes a little upward, otherwise the bullets will
pass the target below the target.
All planes have a historical
correct convergence setting by default, but they are not the
same in all planes (depending to the guns and normal mission
type the default convergence distance do vary a lot.)
When the Gun Convergence values = 0, the newly set
historical range defaults per plane are used; this means the
bullet streams meet up in a point of convergence, at a
historically accurate distance.
Wing mounted gun bullet streams have a X shape, not a Y, so it is
At long range wing mounted guns have a shotgun effect because they
spread out more (right guns towards the left and left guns
towards the right), but of course it is much better to get your
target closer to the convergence range, for effectiveness.
Convergence is only effective at or near convergence range. If
your too far from the convergence range for wing mounted guns,
then you'll have to put your sight on an
enemies wingtip to hit the fuselage and you will be hitting with
only one wing's worth of guns.
Typically real WWII pilots shot at 500m with
weapons being aimed at 250-300m. When shooting at bombers,
pilots would shoot within 500-800m. At or over 500m you
need to raise your gun to compensate for bullet drop. Just some
facts: 20mm have a useful range of more than 2km! and Air to
ground, a heavy MG is still effective at 1.5km. (In stock EAW1.2
and especially with ECA its pretty easy to hit and to kill on up
to 1.5km distance (2,000 or 2,500 even 3,000 feet are possible)
at all times).
The default convergence has changed a bit here and there
during development of the planes. Here are a few notes that are
a bit jumbled.
>Gun Convergence is adjusted to 300-350 yard for big MG´s
and cannons, while the small MG´s are adjusted to 200-250 yard.
We have made the lighter guns (7.7mm and 7.9mm bullets) have
their historically shorter convergence range, about 250yards.
>Currently the small MG´s(Spit1a/Hurri/SpitIXc) are adjusted to around
500 feet, the big MG´s and cannons are at around 1000 feet. The MGFF
of the 109E are adjusted to around 600 feet.
>Gun Convergence for Spit1a and Hurri1a are around 600 feet, The big MG´s and cannons are most at around 1000 Feet. The 109E is a bit
closer and the 190A(inner wing) are a bit longer.
>Convergence default is set to about 600ft for 1940 planes and
to about 1000ft for 1943-45 planes.
Depending to the mission type its useful to adjust the
convergence up or down:
From testing out values, adjusting Y and Z from +10 thru -10; Y
at -5 and Z at -3 is seems to be more accurate from farther
away. But it needs to get adjusted for your current plane and
-Try the default convergence with Sweep missions.
-Try a Short distance convergence while Intercepting planes
with tail gunners that have a rather bad defense (small guns).
You should be-able to do most
damage with one ammoload.
-Try Long Range convergence versus
a 4 Mots (many heavy guns). This will allow you to shoot from
-Cannons in general cause good damage on long range and the
German planes have many guns often rather close to the fuselage,
so a long range convergence is ok.
-Also the Typhoon, tempest and P47D need a long distance
convergence(500-700 yards), when making an interdiction.
Also note that guns rate of fire is now modeled at their
historical rates, faster than stock EAW. (Stock EAW has always modeled each bullet, even when they fired straight
ahead like in v1.2, but the ROF was about half of real-life.)
- SkillLevel=2 -
(for version 1.28
This setting apparently is what now sets the AI Skill Level, I
take it that it is no longer an average setting, but more of a
definite skill level, as the averaging factor was apparently
removed in v1.28 and was replaced with the View Limitation
setting "Players Skill" under "Difficulty">"Combat" options
which limits in-game viewing abilities and icon range. (see the SkillLevel setting in
section way above for more information of the limited views
- NoAI=0 - 0/1 Toggle -
(for version 1.28 and above) "0" = with AI in your squadron, "1" = no AIs.
to remove any
AI planes from human squadrons in coop sessions. Note, however,
that without AI planes you will not be able to respawn
regardless of the AllowRespawn setting.
- AllowRespawn=0 - 0/1 Toggle -
(for version 1.28 and above) "0" = No automatic respawn, "1" = Allow
Respawn. if you
are the host of a multiplayer coop session and want to prevent
players from jumping into a new plane after dying or bailing out
(default is 1). This option doesn't appear in the session
details screen when everyone first connects, though, so make
sure everybody understands before you launch that they only get
one plane and one life (but can still stay and watch the action
if they get shot down). Remember you need some A.I. planes to
respawn into, so set the NoAI setting to 0. (Virtual servers can
be unstable at times, with large amounts of players in a game
you can just blow up after respawning cause of the amount of lag.)
(for version 1.29 and above) The
following values are only used if the player is the multiplayer
host, in which case the settings are also passed on to the other
players. In v1.40 they are set by an external frontend then read by
??- (for version 1.29 and above)?? I think this was
replaced later with PL settings listed below?? This
PlaneSetNumber setting was later moved to the Graphics section.
- Target= - (for version 1.29 and above) Target
- FriendlyPrimaryHB= - (for version 1.29 and above)
- FriendlySecondaryHB= - (for version 1.29 and above)
Allied Secondary Base
- EnemyPrimaryHB= - (for version 1.29 and above) Enemy
- EnemySecondaryHB= - (for version 1.29 and above)
Enemy Secondary Base
- FriendlySecondaryPL= - (for version 1.29 and above)
- EnemyPrimaryPL= - (for version 1.29 and above) ??
- EnemySecondaryPL= - (for version 1.29 and above) ??
- Sleep=400 - (for version ??1.28?? and above) ?what
does this do?
- SNAPVIEW FRONT=NUMPAD8 - Snap Views allow you to quickly scan
a field of vision using the numeric keypad. The key layout is
designed in a very easy to use, logical order.
In EAWv1.2 there is no possibility to look around canopy frames
and plating, however you still can see the icons through the
cockpit. (for version
1.28 and above) by using the snapviews, you can look around the
canopy frames and rear plating as the views where shifted a
little. (for version 1.28) If you push snapview front, the
pilot seat will move rearward a bit so you can see the gauges
and around the frames of the cockpit.
This is the old method for engines on or off found in stock v1.2 of the
game. (These are disabled/removed from EAWv1.28 and up)
- START ENGINE 1=SHIFT LBRACKET -
- START ENGINE 2=SHIFT RBRACKET -
SHIFT [ or SHIFT ] -
(for version 1.40 and above) Are
used to exit Multiplayer. (They appear to be hardcoded, rather
than in the ini file.)
(for version 1.28 and above) EAW v1.28 includes Support for four
engines On and Off, instead of two.
- START ENGINE 1=CTRL 1 -
- START ENGINE 2=CTRL 2 -
- START ENGINE 3=CTRL 3 -
- START ENGINE 4=CTRL 4 -
Wuddy's wet-start feature may result in getting a blown
Your Engine may be damaged by repeated wet starts or jamming the
throttle forward too fast on a cold engine.
When starting your engine in 1.28c and above, you must be conscious of the
throttle setting. No throttle and it won't start. Too much, and
you'll get a "wet start", complete with flames and
dark smoke. Try a setting about 1/3 (40%) to 1/2 (50%) throttle. Then once
it starts, wait until the engine is running smoothly, ease the throttle forward if your engine is cold or
you could damage it.
Troubleshoot start up:
If your engine stalls on start-up you will get a "fuel pressure
low" warning message. It just means you have failed to get the
engine running. If you tried to use Autopilot, once the engine did die,
you need to disable autopilot and start manually. Also if you
press "Alt-N" with an un-started engine, you will get that
message as well. (Note: if you have set your throttle control
configured to your mouse wheel then there is no 'start' or
'finish' value on the roller, so just use the number 5 on your
keyboard before engine start-up to set the engine initially to
50% power. That effectively 'calibrates' your roller wheel on
To disable the "wet-start" management difficulty; Goto configure game(game
set-up)-> "difficulty" -> "combat" -> "Player skill" = green.
ALT E -
(for version 1.60 and above) Is used to turn on and off all engines at once.
(It appears to be hardcoded, rather than in the ini file.)
- THROTTLE 100%=SHIFT EQUALS -
(for version 1.28 and above), this also turns WEP (War Emergency
Power) on and off.
The WEP function; The 100% throttle key work as WEP toggle
button. At gamestart WEP is enabled (if the plane itself is
equipped with WEP). To prevent over heating while keeping as
much power as possible you can disable WEP. WEP is enabled when
you set your speed full throttle, less than that and you will
have WEP disabled. See my
CodeGroup Joystick and Remappable Help Document on how to use WEP
There's currently no independent engine throttle controls for
v1.28 and up, as it was not implemented once the four engine start
- THROTTLE ENGINE 1 UP=LBRACKET - This was removed in v1.28 and
- THROTTLE ENGINE 2 UP=RBRACKET - This was removed in v1.28 and above.
- THROTTLE ENGINE 1 DOWN=SEMICOLON
- THROTTLE ENGINE 2 DOWN=APOSTROPHE - This no longer functions in
v1.28 and above.
- FLAPS UP=SHIFT F - See next paragraph below
- FLAPS DOWN=F - (for version 1.28 and above) Many more planes
are equipped with combat flaps.
- WHEEL BRAKES ON/OFF=B - Standard Brake.
(for version 1.28e and above) The brakes work different now. The
"brake button" work more like a pedal now. Push it and the
brakes get released, push it again and hold it, the brakes get
enabled, release the button, the breaks get released. If you
hold the button down for around 8-10 seconds, the brakes get
After game start the brakes are enabled as usual, after a short
push they are disabled (as usual), but now the button work like
a pedal. Push the button equals
'brake', release the button equals 'no
brake'. If you push the
button around 8-10 seconds in a row, the brakes get static
enabled again. The new code brake routine is to help not to
collapse the fragile undercarriage. B will toggle your brakes
off when you first push it, but while landing, for instance, you
will need to hold the B button down, like a
Moving About on the Ground: (for version 1.28e and above) There
is code implemented for propeller thrust related rudder and
elevator influences when rolling on the ground. With this its
possible to turn the plane where you stand and you can raise the
tail right away, but you must be carefully not to nose over.
Full power, stick hard forward will end in a rather fast "nose
over". You can adjust this "nose over moment" by reducing the
throttle and elevator variation. Similar its with the rudder,
full throttle and full rudder (with brakes on) let the plane
turn slow to the wanted direction, if you now raise the tail, it
will turn way more fast.
The gun button setup was changed in v1.28 after a request and
vote, cause the default setup, with just one gun button allowed, was
found to be not historically correct. So for version 1.28 and above,
the ini settings below replace the Gun selection from v1.2
with a historically correct configuration. With this new gun
selection and fire system, EAW will now support two separate fire buttons. You can shoot all
guns with one button, but you also can set one fire button for the
main gun (smaller gungroup) and secondary guns (cannons or other MG´s).
Additionally you can set a button to disable a 3rd gungroup
(gunpods, outer wing cannons for example), which get fired with the
"fire secondary guns" button. It's a little confusing, but
it works. See my
CodeGroup Joystick and Remappable Help Document for more
detailed information about the 'Historically Correct Gun/Fire
Note: the default key assignments shown below are not ideal, read
the corresponding help document to learn more.
- FIRE ALL GUNS=Joystick_Btn_1
- FIRE ADDITIONAL GUNS=S
- ADDITIONAL GUNS BUTTON SWAP=SHIFT S
- ADDITIONAL GUNS ON/OFF=Z
- FIRE PRIMARY GUNS=X
- FIRE SECONDARY GUNS=C
- PILOT MAP=ALT M -
(for version 1.60 and above) The Key you press to view the map
will also now exit the map, a toggle function.
- AUTOPILOT ON/OFF=A -
- WING LEVELER ON/OFF=SHIFT A -
(for version 1.28 and above)
AUTOCLIMB is available offline and online by pressing [SHIFT A] (then) [A]. This
feature puts the plane into a sustained climb that accounts for
engine temperature and power changes.
- ACCELERATE TIME=PAGE_UP -
(for version 1.28 and above) Time acceleration now goes in smaller
steps upward: 2,4,8,12,16,20,24,28,32,36 to max 40, this decreases
the probability of crashing by accident.
- NORMAL TIME=PAGE_DOWN - Sets Time back to normal with
one push of this key.
- BAIL OUT=ALT B -
(for version 1.28c and above)
Normally to Bail out you need to be rather slow and the plane
need to fly strait. If you bank to much or climb/dive to much,
or if you are to fast, you will hear a nasty "plonk", what means
that your pilot hit the plane. The bail out procedure got increased by one more safe
option, we implemented another possibility to bail out, even at
higher speed. Here you push the stick forward, then you hit "bail
out". Then your pilot will get sucked out of
the dead plane, without hitting anything, as long as the tail isn't damaged, this is the most safe
way to bail out.
- QUIT GAME=ESCAPE -
(for version 1.28 and above) You must hold down the ESC key
several seconds for it to function. This helps prevent anybody from
accidently hitting this key when a player is looking for the
This section of the document is to mention some unique aspects of
the eaw.ini file and controls.
FPS (Frames-Per-Second) Display
To check FPS in EAWv1.28 and above, use CTRL-G.
An information screen appears in the upper right with Frames-Per-Second
displayed, along with other aircraft info. Here are the obvious
ones, which are self explanatory:
and indicated airspeed in mph/kmph.
Introduced in the CodeGroups EAWv1.28c, the flightmodel has been
coded also to take the ammunition
weight into account. Look at the weight readout while you pull the gun
trigger, you can see the mass dropping very quickly. So a FW190A with ammo is around 250kg
more heavy. The P47 is around
450kg more heavy with ammo, while the 109G6(clean) just carry
around 90kg ammo and the Spit1a just around 75kg. So depending
on the current fuel and ammo load the performance relation
between different planes may vary a lot, (there performance will
change based on mass at the present time).
Introduced in the CodeGroups EAWv1.28c/d the supercharger altitudes are not static anymore!
There's a possibility to have more than one supercharger stage; all the values
float, depending on the current plane speed.
Most WWII planes used the so called RAM air effect, where the
plane speed was used to get a higher loading pressure for the
engine. Since the loading pressure is one main factor to define
the rated altitude of a plane, the rated altitude is related to
the speed. As result the rated altitude did vary, in particular
extreme and much better climb speed and Vmax(5000feet is more
The best ALT values are related to the two possible supercharger
stages; Each figure gives you the best performance altitude for
one of the supercharger stages. Try to stay near one of those
altitudes for best performance:
best Alt 1: current best Height (rated height, highest power) of
the 1st supercharger stage in feet
best Alt 2: current best Height (rated height, highest power) of
the 2nd supercharger stage in feet
best Alt diff: altitude difference to the current supercharger
switch height in feet
(when this value is = 0, you are in the current supercharger
switch height, often providing the worst power).
Like in reality the Heights are vary in big degrees related to the
current plane speed (ram air effect).
As such you will notice that the height varies with the
Important to know is that the engines wont overheat if the plane
is a little above the current rated altitude. This is because
above rated altitude the engines can't get loaded with the full
pressure anymore, as such the engine run more cool.
So if a plane has two supercharger stages, there is a altitude
band, above the 1st rated alt and below the supercharger switch
height, where the engine wont overheat and then again above the
2nd rated alt.
Two Functions Assigned To One Button...
In EAWv1.28 or above, if you want a clear rear view in virtual
cockpit quickly (since v1.28 adds rear plating to the VC views), you
can configure one button on your Joystick software to press 'Numpad
2 followed by Numpad Decimal' automatically for you, or if for some
reason you can't assign more than one key for each Joystick button
in your controllers software. Try to edit your eaw.ini placing the
same Joystick button for the above, making sure that snapview rear
is before cockpit on/off (as in default eaw.ini). Look below at the
example: (It will take two presses of button 10 on the Joystick)
If you don't use the snapviews in any other way (padlock or mouse
view instead), this maybe a better option: