EAW Community Addons and Files   5-03-2018

Written and Edited By: MarkEAW
Text written by: Max188, JWC, Wudpecker, DBond, NJG88, Shogun, Major Lee, Cord, Serb, AngleOff, Anton8, Erwin J, Pobs, Chompy, No105_Archie, Skylark, Huntress, Knegel, RedEyes, McGruff_GS, BlackLion, Major Lee, -E, Fox2, Bandit, Mosi, many others.

Web Download Links
-Sandbagger's Tally-Ho Site and File Archives - You can find most of these downloads there.
-Mark's EAW Mediafire File Archives- You can find even more of these downloads here.


About Different Add-On Types | About The Community | EAW Version








SKINS :: 3D Plane Models









How Add-Ons Work In EAW | Building An Enhanced EAW | Prepping For The Add-ons and Mods
Backup a Copy of EAW | Multiple Copies of EAW | Briefly Recommended Add-ons | Beefing Up Stock ETO
Beefing Up With A Manager Program


This help document is to provide information on the various additions done by the EAW community, most of this material was done in the late 1999 year and on into the early 2000's to 2005 and some beyond. It's not a complete list of what I have at Mediafire (as linked at the top of the page) nor is it everything available, but it includes a lot of the more popular files. This help document is still in a very early design stage despite the numerous revisions. It will be revised further to contain rewritten text, moved sections, more add-on , mods and tool information, including troubleshooting, technical support and some background information on select items. Any help is appreciated.

To someone just starting their pilot career in EAW and downloading mods, It will be a bit overwhelming. You will learn that it is difficult to keep track of all the changes made by all the various modders, artist and programmers, with all the excellent add-ons available. You will be just wondering what to get and use first since there is so much to choose from, and this really is understandable, we all been their. When you finally begin noticing the details about all the mods available, you will come to understand that it's almost like you have bought several Flight Simulators together and trying to figure them all out at once. To help the new pilots get in the air as quickly as possible while still experiencing some of the best the EAW community has to offer, I've combined several sources of information primarily from the years 1998-2002 and added a bunch of newly written text to make this Community Add-ons and Files Help Document, a truly modernized piece of helpful info. I have also added more text to offer some suggestions and mod instructions.

The community has produced many excellent new and enhanced Theater of operations for EAW complete with new terrain, planes, in-game screens, campaigns, sounds, speech packs and more. Virtual Pilots can now choose from hundreds of planes and fly in many different theaters and campaigns such as; Flying a Zero in the Pacific, a Yak in the Eastern Front, or just a Spitfire over the English Channel, there is something for everyone. The list goes on and on, the amount of excellent add-ons available, of every type is truly amazing. However, This Help Document by no means is or will it ever be a complete list of add-ons and mods.

About Different Add-On Types:
You also should be aware that there is a difference between something called an add-on, modification and tool etc. Knowing this, take care when placing any type of files into your games folder. Read the instructions here and the ones that come with the specific archive you download to know how to install and use them. Most of all keep track of what you install into the games folder as you will need to know in the future what is what.

About The Community:
The EAW Community (of 1998 to about 2005) are a loosely structured collection of programmers, artists, modelers, and enthusiasts who have contributed their expertise to the relentless pursuit of immersion in World War II air combat. Enjoy and appreciate the outstanding work presented here in the file archives and other places of these good folks who keep real life Veterans' and their planes, their experiences, and their memories alive in a virtual form. The community in later years (after 2002) is similar but greatly reduced in size. Mostly players are all that's left (after 2008).

EAW Version:
Before applying any add-ons, please understand 99% of the downloads available are for straight stock EAW v1.2. For ease of use of these add-ons and tools, its best to start with MicroProse's final official v1.2 patch. For more information see my Manually Install Help Document to get the game succesful from the CD to your computers Hard Drive, then patched to v1.2 (or beyond). See my HexEditied Patches Help Document which includes information for a v1.2 NoCD exe and the eaw.ini settings that are needed for the NoCD to function.



European Air War (EAW) was released on October 31, 1998 published by Hasbro, under the developers name, MicroProse. It was a marvel, with 20 Flyable planes and a possible 256 planes in the air at one time, out beating any other WWII Combat Sims of the time and afterwards. At twelve months old it was considered a classic but still full price on the store shelves. Given that it's had a few budget re-release's; on July 24, 2000 by Hasbro “Classic Series” and on June 8, 2001 by Infogrames, then again in 2002 by Atari. It's a must have if you're even vaguely interested in WWII combat flight simulators, or think you might like to try it one day.

From 1998 to 2002 and beyond there was an enormous mod scene that produced enhancements and add-ons, like; new aircraft, flight models, skins, sounds, cockpits, campaigns, terrain textures, terrain objects, skys, horizon clouds, etc, all available to change the way the stock EAW looked and behaved, partially unrecognizable. This was and is one of the major reasons for the games popularity. (Special attention must go to Paulo Morais for all his genius in designing all the necessary tools to work with all EAW files and Charles Gunst for providing basic add-ons as Enemy Coast Ahead (ECA), ECA Panel and the massive EAW Editing Notes. Without the contributions of these two men no campaign would have been made. The very first campaign add-ons, that most have studied and used as major examples of how campaigns needed to be done, were made by them. "1942 Turning Point in Europe" and the first "1940 Battle of France" were designed by Paulo Morais and Charles Gunst respectively.) Many more tool programmers and modders where present during this time, witness there accomplishments as you browse through this help document. The EAW improvements have come in almost every area of modding and hacking at the exe and game data level...

Then the source modifications; In August 2005 the EAW community officially obtained the source code and has since modified the game to be easier to mod and to have higher quality graphics with more special effects...

With all of these existing and wonderful add-ons, then more source modifications on the way, European Air War keeps getting better and better. I hope you will rediscover EAW and use many add-ons to tweak the game to what you prefer and find it as enjoyable as we all do.




This section of the site aims to provide information regarding many of the larger mission packages, that in some cases include nearly full conversion of the game to cater to a new theater of operations.



Related Download Links:


People have put together new campaigns/theaters that consist of small additions rolled into one. Downloading these packages of add-ons. They are almost a new game in each case. Choose what looks interesting. It's probably best to make a new folder with a complete copy of the 1.2 version of EAW, Just copy the game all over to a new empty folder. Then one add-on scenario is copied into that. (It takes up more hard drive space to have a separate copy for each scenario, but it avoids wondering what went wrong with any particular one. When you get one right, it stays right.)

Later on you might want to try Pacific Tide (more or less Pacific Air War II). There's also terrains, skins and buildings for a North Africa / Mediterranean experience. Campaigns, career and missions that go beyond the defaults to add to the immersion of EAW and also allow you to experience different aircraft, both to fly yourself and to fight against.



GreatShot II: (GreatShotII.zip 133MB)
by Phil 'RAF_Black Adder' Lawrence.
...is the standard "new" look at the basic European Air War Game (upto Nov 16 2003)...compiled add-ons featuring the work of the EAW community...has lots of Hi Res objects...probably the best single download to see what is possible would be this compilation...a self installing upgrade package that will upgrade a 1.2 stock patched install of EAW to improve the graphics and flight models of the basic game...

For EAW 1.2 compiled from existing modders' campaigns and files. 'GREAT SHOT II' EAW Super Upgrade added;
-THE BATTLE of MIDWAY 4 - 7 June 1942
-ARDENNES December 1944
-BATTLE of BRITAIN (original) June - September 1940
-WAR IN EUROPE 1943 - 1945
-MALTA 1941 - 1942  5/Sept/03 - To include the Beaufighter aircraft.

A full manual for this add-on is filename "Manual V2.pdf" (1.95MB).
**************************** Attention ****************************
- Remove the file eaw16.hm before playing online!
You can replace it from the extras directory if you wish to have the hills included in online games. If all others in the online game have this file loaded, then you can leave it in.
- This installation was developed on a Voodoo 5500 3DFX card, 256 RAM and runs perfectly. famous last words!
- You may wonder why some of the add-ons you would like to see are not in by default. Well, that's because they have caused problems with GLIDE. They are probably included in the \Extras directory folder anyway, so you can try them out.
If all goes "Tango Uniform" you can always reinstall.
Turn the Volume UP and enjoy the game in its new form!

Run the self installer:
To simply install this Campaign straight into a clean EAW 1.2 "full" install of the box version of EAW with all aircraft, cockpits terrains, speech etc as selected by Black Adder. You will also notice that the install includes an "Extra's folder" where alternative and extra planes, cockpits, ground objects etc can be substituted in Great Shot.
By playing with these you will realize two things. 1. you can replace and delete certain items such as terrains or skies very easily. 2. You have to do it by trial and error as some combinations will conflict.

The "Great Shot! II " installation can be installed to a v1.2a (516kb) installation as well. If you do not install to a fresh clean install of v1.2 or a 1.2a installation then "Great Shot! II" will not work properly. Be warned! Not compatible with the Code Groups EAW v1.28d 1024.exe without modification. (Also check out the OAW Pack for v1.2 for a more updated compiled from modders' type of add-on from the year 2005).


Spain war 1937: (spain2.lzh 16.2kb)
by Matsu.
Spain celebrated the 1930s in social contradiction and confusion . As a result of the election, a so-called government was established in the left wing federation consisting of the Communist Party, the Socialist Party, the anarchist, etc., but the power of the left and the right is close, and from the internal confrontation of the People's Front, the government I could not cope with the confusion over Spain. Patriotic soldiers including Mora, Franco and Vital in such Spain's current situation stood up to overthrow the government to regain order through military rule. They had received great support from the military and thought that they could overthrow the government in a short time. However, this idea is out. The People's Army Cabinet surprisingly resists stubbornly. Three years of destruction and slaughter began.

This scenario is a short campaign reproducing the air battle early in the Spanish war, remodeled in 1940 . Several biplane machines will appear in this scenario, so we recommend that you obtain those skin skins. For biplane skin, MUSGROVE'S EAW ANNEX is good. 

Spain place name file added.


Storm of the Brunete in 1937: (storm2.lzh  8kb)
by Matsu.
In 1937, in Spain's civil war, was followed by the battle of the ups and downs over the capital Madrid. Offensive of the Franco forces took place in July, became the great battle called "battle of Brunete". Become the draw to this battle in the end, Franco army prevails in Germany advanced fighter Bf109B first introduced in the group, took over the command of the air from the Soviet conquerors of Spain until it's empty, I-153 and I-16. Approximately 100 aircraft's loss of the Republican Army in the battle of Brunete. It for 20 aircraft over loss of the Franco side, within the bf109 2-3 machine was.

Adaptation of the 1940 campaign in this scenario are ten missions short scenario dealt with the Condor Legion Bf109 and s.s.r. (Soviet Army) I-16 fighter. Air Force appeared to consider the scale of aerial warfare in the Spain war and Germany one, Soviet Army side 2 and less.

Soviet bombers appeared SB-2, but SB-2 aircraft skin is not so far. It is recommended to substitute in a PE-2 skin so bad feel dressed with mosquito. You can download Cord's EAW Page.

Spain names files have been added.


Poland 1939: (Poland1939.zip 18kb)
by Emil and Per "vonOben" Rasmusson
Participate in the Blitzkrieg against Poland or try to defend your country against the German invaders...1939 Invasion of Poland.
In this campaign, they are flying in 1939. On the German side are Bf109 E-1, Do17, Hs123 and others, on the Polish PZL P.11, PZL P.24.
To play this campaign you have to download the following programs: EAW Patch 1.2, ECA Panel 3.4, ECA 1.4, and of course the aircraft skins that are in this campaign.


Polish Place Names: (POLISH TARNAMES.ZIP 3kb  or  Polish Tarnemes.zip)
by Emil and Per "vonOben" Rasmusson


Winter War 1939-1940: (winter2.lzh 16kb)
by Matsu.
It is a short scenarios dealt with the air battle of the war in late 1939 and early 1940, happened, Soviet Union and Finland during the winter war. Finland has only less than 50 fighters had helped on the incompetence of the Commander of the Soviet army, has fared. This scenario is modification of the campaign in 1943, Germany army only. Select the Germany army in 1943 after installation, so to play. You can't play to choose the United Kingdom and the United States. Also, had to be turned on from the relationship of ECA control panels and fuselage skins Allied aircraft to use on the Germany side, so installation is cumbersome became. Sure to read the Readme. Finland side appeared two Squadron (Squadron name and history are accurate is not). Given the somewhat aggressive roles including ground attack for one and another interception Centre. Way is endured the struggle at that time Finland air force interceptor mission is scrambled with the siren always. Frankly speaking, the degree of difficulty is high. The enemy is on the performance is also the number. Soviet bombers was scheduled initially, PE-2, what I also cannot catch up with Finland army Fokker D-XXI so changed to IL-4.

Use the winter terrain data for atmosphere?

Finland-names and class file was added.


France 1940: (new_french_campaign_40.zip)
by Charles Gunst.
(yes, the same Charles Gunst who made ECA!) has come out with a campaign for France 1940. It provides a rough approximation of a 1940 French campaign and single missions for both the Luftwaffe and Armee de l'Air, with the following aircraft (ECA Control Panel v3.1 is required to use this patch):

Hurricane: Morane MS.406
Spitfire I: Dewoitine D.520
Spitfire IX: Caudron C.714
Spitfire XIV: Bloch MB-155
Typhoon: Curtiss Hawk 75A
Tempest: Bloch MB-152
Mosquito: Potez 631 (or Potez 630)
P38J: Fokker G-1 Mercury
B26: Amiot 354 B4
Fw 190A: Macchi C.200
Ju 88A: Ju88A (or Do17Z)

All of the appropriate 1940 aircraft should show up in missions from time to time. There will be greater variety in campaign missions than in the standard EAW 1940 campaigns, including sweeps for the Armee de l'Air, and bombing, interception and interdiction missions for the Luftwaffe.

The Germans have the Bf109E (E3, E4 E8 and now the E1 as alternatives using ECA ControlPanel v3.1) and Bf110c as before, plus the Macchi C.200, as flyable fighters; and the He111, JU88A (or Do-17Z) and Ju87 as bombers.

The Armee de l'Air (R.A.F.) has the Morane MS.406, Dewoitine D.520, Caudron C.714, Bloch MB-152 and MB-155, Curtiss Hawk 75A, Potez 631 and Fokker G-1 Mercury as flyable fighters; and the Potez 630 and Amiot 354 as bombers.

All of the 1940 fighters listed above are flyable in 1940 single misions (the Fokker G1 is in the P38J slot, so you have to go to USAAF page to select it).

They, and all of the 1940 bombers as well, are also all selectable in campaigns, simply by using the ECA Control Panel Squadron Editor. All that you don't get with the France 1940 patch is squadrons already set up with each available fighter and bomber aircraft to select from (as I provided in ECA v1.4).

The reason for this is that there is only a small number of squadrons in the 1940 campaign (10 RAF and 9 Luftwaffe); and a number of people preferred to have more fighter squadron options, and fewer bomber squadron options. This is mainly because most people do not ever fly a full bomber campaign - the life expectancy is too short. A similar logic applies to the Bloch MB-155, Fokker G1 and Macchi C.200 -they played only a short or minor part in the whole 1940 campaign, and to have included a squadron of them (out of 9 or 10) would have unbalanced the campaign.

But if you do want a bomber career, or a career in the Bloch MB-155, Fokker G1 or Macchi C.200, simply use the Squadron Editor program to select it in your campaign squadron.

The French campaign starts on 10 May 1940. There are no changes to the map (hopefully someone, sometime, will work out how to change airbase ownership), so it is geographically still BoB, but the variety of missions is much greater (sweeps and interdictions for the Armee de l'Air, interceptions and interdictions for the Luftwaffe, and so on).


Invasion of France 1940-Modified: (france40.zip 8kb  or  France40Campaign2.zip)
by Charles Gunst and Dominique Legrand.
Modified Charles Gunst's original work and made several revisions! This enables you to participate in the "Battle for France 1940" scenario. For use his other EAW utilities, ECA Control Panel v3.2 and ECA v1.4 This campaign uses a new frontline which now fits to the French border. Thus, the French bases are located in France.
To play this campaign you have to download the following programs: EAW Patch 1.2, ECA Panel 3.4, ECA 1.4, and of course the aircraft skins that are in this campaign.


1940 RAF French Campaign: (1940francerafedition.zip 50kb)
by BlueBaron.
...Unzip these files to your EAW folder and play. To uninstall, delete the files from your EAW folder.


1941 Mediterranean: (med1941b.zip 12kb)
by Emil and Dominique Legrand.
Developed a campaign for the Mediterranean theater in 1941. This enables you to fly in the Mediterranean in 1941 with historical squadrons. Old Versions: med1941.ZIP


1941 to 1942 Burma Campaign: (Burma campaign.zip)
by Steve Daly.
This is a modified American,German and British 1943 campaign with Modified Frontline, to resemble the airwar in China-Burma during December 1941 to July 1942 , when the 1st AVG "Flying Tigers" are combined with the USAAF


1942 Turning Point in Europe: (1942-TurningPoint.zip 389kb)
by Paulo Morais.
1942 Turning Point in Europe its an addon for European Air War from Microprose that introduces a number of changes on the original data trying to model the aircraft and actions that occurred in that year of the war. Since EAW release that I wondered why Microprose didn't modelled a continuous campaign starting in this year to the end of the war as it was a year of great changes. In fact this year saw events like the probing landings at Dieppe, a very fast rate of replacement of aircraft with new versions in a continuous effort from both sides to get a significant advantage, the first daylight raids by the 8th Air Force and the start of a cross-channel offensive by the RAF.

This addon try to fill this gap in a simplified way. Due to limitations on EAW original design it was necessary to replace the BOB campaign and all of their specific aircraft to attain the initial objective of getting a continuous campaign until the war end. A number of small changes to the other campaigns were also introduced to model some aspects of the air war that can give more variety and enjoyment to one the finest WWII aircombat simulation ever produced.

Replaces the BOB Campaign with a realistic 1942 one. The BOB planes were replaced by other ones, the Hurricane I with the Mk II b/c the Spit I with the V, the Me110c with a Fw190A4, the Me109E with a 109F and the Stuka with a Fw190F. It uses the available 3D definitions for example for the Spit Mk5 the 3d definition of the Spit Mk IX.
The 1942 campaign covers the time of the cross channel offensive of the RAF and for the Germans a lot of fighter bomber intercepts and some Jabo attacks. Greatest thing is to carry your pilot from 1942 into the 43/44 campaign.

With a little Editing you can have different skins for the variants. I don't know if MSskins is still available, but you can also use skins available from all over the net.

TPE gives you a more realistic feel for the 1942 planes and missions, better than ECA Panel can ever address it. It features a fully working 1942 campaign with the right squadrons and mission types and not just the planes.



TPE42 Skin Batch File: (?? ??kb)
by Tannethal
I have done a small batch file that changes inside the 3dz files of TPE42 the pointer that refers to the skin texture file, so no hex editing is required. Different skins to distinguish variants! It's not a skin manager, it just allows you to use third party skins for the Sub variants of the Fw190(A8, A4, F8) and for the Messerschmitt 109F & G. So far not for the Spitfire MkVb, the reason is described in the readmep.txt.

The Thing is in the original TPE files, Paulo Morias uses for the the same 3d definition files (3dz files) for the 190A4 as for the Fw190A8. Inside the 3dz files (on top) there are pointers to the skin files. You can hex edit it and make them point to the original skin names used in the Slot before. For example: for the Fw190A4 look inside the 3dz files for p190atex.pcx and name the pointer P110ctex.pcx. Then you have to place the Skin files of a 190 into the EAW folder named P110ctex / tes / tra.tpc. And then you will have different skins for 190A4 and A8. It's important to place a p????tra.tpc file cause otherwise EAW will then use the original one.

Same procedure for the Me109F (109g to 109e) 190F8 (190a to ju87)! For the Hurricane IIc you only have to place a Hurri skin you like into the EAW folder, cause there are no different versions. The only one I found to be tricky was the Spitfire, cause this one uses mixed definitions of the Mk I and IX. I had once changed all Pointers in the MK Vb definition files to sp2a, which resulted into a fine skin but a totally weird propeller, that wasn't transparent anymore.


1942 TPE Skin Pack: (42tpesk.exe 1.5MB)
by Paulo Morais
Skin pack for 1942 Turning Point in Europe...


1942: Turning Point in Europe Revision B: (1942tpe.zip 381kb)
by Paulo Morais. 
"1942: Turning Point in Europe" (Revision B), or TPE42 as it's often called for short. This is still one of the best. TPE is an excellent add-on for EAW that substitutes the stock EAW BoB campaign, making more planes available and remodeling those involved in the BoB campaign with one starting in April of 1942. It progresses through 1943 and 1944. The Hurricane MKII has to be tried! With 12 guns you can see why this was a bomber buster! This package also remodels many German aircraft, giving bombing capacity to the ME626. There are a few extra squads to join up in the campaign too. This install and interface can be a bit tricky, but the benefits definitely outweigh the learning curve, if only to fly the Mossie and ME410. Comes with some utilities including a CDF-file extractor, DOS utilities; snd2raw.exe and raw2snd.exe.

Ghost aircraft problem:
Using ECA, ECApanel or any other addon that changes PLANES.DAT on top of 42TPE after installation without following the procedure to disable the addon will cause ghost planes. Also Incorrect installation.
For correct operation of 42TPE addon the contents of the Zip (a self extract EXE) file must be expanded to certain EAW sub-folders. That should be automatic if the correct name of EAW folder was provided. Afterwards, a MS-DOS batch file named INSTALL.BAT (or just INSTALL) must be run to extract files from original EAW data files and apply modifications to them. This file should be inside a new folder created by the above installation procedure named 42TPE.
For further details about installation and usage instruction please refer to the included readme.txt file.

You are not really supposed to use ECA and TPE42 at the same time. TPE42 includes a couple of batch files (DISABLE.BAT and ENABLE.BAT) which allow you to "turn off" and reinstate TPE42 as you wish. Try it with ECA and ECA Control Panel both removed from the EAW directory (the folder where eaw.exe is located) before you attempt to set up TPE42.


1942-1945 European Theatre of Operations: (1942 ETO.zip 494kb)
by Emil and Paulo Morais
New campaign with several features, incorporating and expanding the 1942 - TPE campaign.


1942 Caucasus: (caucasus1942a.zip  or  Russian1942a.zip 20kb)
by Emil and Dominique Legrand.
He has produced a new campaign set during the important fighting in the Caucasus of the Russian Front. Off to the Eastern Front you go to either defend the Russian motherland or to cover the Wehrmacht's offensive. Replaces the Battle of Britain Campaign with one starting in June of 1942, when the German summer offensive "Operation Blau" starts. The aim of this campaign is to simulate the air and air to ground war on the Russian Front.


1942 Guadalcanal: (guadalcanal.zip 21kb)
by Emil.
This time he has given us a campaign set on Guadalcanal! Participate in the famous battle in the Solomon Islands that marked the turn of war fortune in the Pacific Theatre of War.


Tunisia 1942 - Operation Torch: (Tunisia1942.zip 20kb)
by Emil.
Replay the Allied operations and attempt to drive the Axis forces out of Africa once and for all...


New Guinea Campaign v1.0: (EAWNG.zip)
by Erin Sparks. ?RockHPI?


New Guinea 1942 v1.1: (eawng111.zip through eawng118.zip)
by RockHPI.
Made a campaign for the Allies vs. the Japanese in New Guinea.


4 Aircraft for NG: (New Guinea.zip)
by Norman Walker.
4 aircraft for the New Guinea Campaign...


1941 Oahu Hawaii Islands Scenario v1.0: (oahu.zip 490kb  or 1941OahuHawaiIslandsScenariov1.0.zip 490kb)
by Woolfman.
The Oahu scenario has been built as a Hawai Islands terrain with some of the targets from 7th December 1941.


Continuation War in 1943: (cont2.lzh 78kb)
by Matsu.
6/1941, Germany, "Operation Barbarossa", launched the invasion of the Soviet Union. Finland Finland declares neutrality to protect the winter burning hatred of war and regain its attitude was hardly neutral and to say the least. And re-opened the hostilities between Finland and the Soviet Union. "Finland is not an ally of Germany. Only have operations at the same time "the Finland Government announced no persuasive saddening, and Finland is on the road to ruin Germany forcibly pulled went. In the misery of the small country.

This scenario is a modification of the campaign in 1943, 1943 Finland air force activity reaches its crescendo, received Bf109G scenario. Winter war as Germany army only. Select the Germany army in 1943 after installation, so to play. You can't play to choose the United Kingdom and the United States. Also, had to be turned on from the relationship of ECA control panels and fuselage skins Allied aircraft to use on the Germany side, so installation is cumbersome became. Sure to read the Readme.

Finland-names and class file was added.


Jet Fighters of 1943: (Jet.lzh 3.23kb)
by Matsu.
If in the 1943 stage Me262 combat up had? It is said that if scenarios. You can choose to play the Germany army in 1943. Non-United Nations are playable, but enemy planes appeared Me262 especially doesn't change. No Add-ons required to play.


Mosquito bomber squadron: (Mosquito2.lzh 4.95 kb)
by Matsu.
Itself without the mosquito bombing campaign scenario. In 1943, in the campaign of remodeling, in the long term is the length of about 25 times. From the mosquito, is naturally RAF-only scenarios. ECA and ECA Control Panel is required to play this scenario. Be sure to get the ECA, please install. Mosquito in the ECA is a machine gun-equipped fighter types. However, the play speed only to leave their life in the unarmed aircraft historical aircraft to have demilitarized type mosquito data files are for those who want.

Is increased the cities targeted · · ·.


Strategy No.1 PAW scenario: (I-GO.lzh 5.03kb)
by Matsu.
Operation I-Go Japan Navy 1943 years 4 May 7 from day 4 May 16 in a series of air offensive that was carried out over a period of days, is the last of the strategy fifty-six Yamamoto took the helm. It was a strategy that was carried out until the joy of using the aircraft carrier on the ground base, but the strategy failed, Yamamoto 56th also lost his life. This scenario was remodeled in 1943 , only for the Japanese army. Therefore , please choose the 1943 German Army to play . We recommend using Japanese speech pack and topographical data of the Pacific Ocean.


Let's go to the circus! It is!: (circus.lzh 2.36kb)
by Matsu.
At the end of 1940 , the UK who survived the Battle of Britain finally gets offensive. It was a plan to destroy German fighter aircraft that attracted a large number of escorts aircraft with a small number of bombers as a trick. According to the result, the series of offensive named "Circus Strategy" was a failure. The damage to the ground facilities was minor, and the German fighter of the day also did not attempt to intercept the British. By remodeling the 1943 campaign, you can choose RAF and Luff Buffet.


Focke Wulf Ta 183 "Huckebein" Add-On v1.0: (Ta183_Add-On_v10.exe 216kb)
by Paulo Morais and Christian Mosimann.
Aircraft Add-On for European Air War. Represents a hypothetical aircraft which actually never flew. Data on paint schemes, flight models, careers, etc., are mostly fanciful and without historical basis, although there are a few scant details available about the actual project. The Basic package contains the installer/de-installer, 3d-model and skin, full nomenclature change, new objects-screen and I./EKdo 183 career.

Historical Background:

In mid-1944, the OKL presented Focke-Wulf with the task of developing a single-seat fighter propelled by the new He S 011 jet-engine and carrying 2-4 MK 108 cannons with a speed of approximately 1000 km/h at 7000 m altitude. Soon, because of the company's rapid progress on the project, Focke-Wulf received a manufacturing contract for new aircraft with the designation Ta 183. The first operational model was meant to be equipped with the Jumo 004 axial turbojet engine, which had a proven performance record in the Me 262, while subsequent models were planned to carry the He S 011.
The first combat-unit was planned to become operational in autumn 1945. However, the war came to an end soon after the design work was started.

The plans for this revolutionary aircraft were copied several times after the war by famous aircraft engineers. The name Huckebein comes from Hans Huckebein, a mischievous little raven from a tale by Wilhelm Busch.

Technical Data:

Fixed Weapons: 2 x 30 mm Mk108 (lower pair)
2 x 20 mm MG151/20 (upper pair)
Ammunition: 60 rd/gun (MK 108), 100 rd/gun (MG151/20)
Loadout: R4M or W.Gr. 21 rockets, 500kg bombs or droptanks
Span: 10 m (32' 9.7")
Length: 9.2 m (30' 2.2")
Height: 3.9 m (12' 9.5")
Engine: Heinkel S 011 turbojet
Max Speed: 962 km/h (597 mph)
Thrust: 1,300 kg (2,866 lbs)
Rated Altitude: 7,000 m (22970 ft)
Ceilling: 12,000 m (39370 ft)
Climb Rate: 1,200 m/min (3940 ft/min)
Fuel Capacity: 1565 liters (345 gallons)
Wing Area: 19.72 sq. meters (212.9 sq. ft)
Weight Loaded:  4,430 kg (9,780 lbs)


To install the package, follow these steps - it is strictly recommended not to switch a single one for correct use.

After you got the installation-file called Ta183_Add-On_v10.exe, and follow the installation dialog after executing the file. After this initial step, follow the next ones as follows:

1.: If you use ECA: Choose in ECA Panel the planes you like to see for 1945, do not choose the Ta 183A-1 under the 109K-slot. Note that the Bf 109G will be replaced afterwards.
If you use other flightmodels or add-ons, note that nothing will be changed for any aircraft that is not the Bf 109G.

2.: Execute Ta183.bat by double-click in the \Ta 183 Add-On\3dz\Ta183\ folder to install the Ta 183 Add-on to EAW. Backup copies will be made of all files that have to be replaced. This batch-file will add the flightmodel, career, nomenclature and artwork changes to EAW.
Note that the installation process will show in the DOS-box sometimes error-messages like missing files, etc. Ignore that please, everything will work correctly.
Keep in mind that from now on, as long as the Add-On is installed, all changes with ECA for other planes will immediately remove the Ta 183 flightmodel in the Bf 109G-slot. If you use ECA when the Ta 183 is installed, you have to install the add-on again.

3a.: Start EAW. The Ta 183A-1 is now available in Single Missions as the former Bf 109G, for flight by the user or as opponent in Allied fighter missions.
The cockpit is the one of the Me 262 with edited covers for the former instruments of the second engine, the wing-view is completely new shaped with correct wing-angle and colour. You will have full access via armament board in the hangar to rockets, bombs and droptanks.
In the 1944-career, the first German squadron is now I./EKdo 183, equipped at the beginning with Me 262, the missions start in July 1945.

3b.: For use of a different skin, use the skin-packages as like other skins for EAW-aircraft. All 3d-data is included, so they can be configured as like all the other skins with new models, etc. in Stab or Skins-n-More.

4.: The other additions to the Ta 183 Add-On like the new screens or the sound and radio-enhacement are separate downloads, so it's up to the users if they want to use them or not.

5.: For uninstall, execute un_Ta183.bat to restore your former EAW-installation and remove the Ta 183 Add-on from your sim.
Note that this procedure does not change the screens or sounds you installed as well, the Ta 183-screens and sounds have to be removed manually or with the configuration of Stab or Skins-n-More.

Other Downloads Related To This Add-On:
(Ta183_Add-On_v10_readme.zip 8kb) - Info page, printable v1.0.
(Ta183_Savegame.zip 61kb) - Special EAW-community career savegame for I./EKdo 183, player is Oberstleutnant, difficulty normal, long duty, limited supplies. Note that the player name can be edited with ECA Panel Squadron Editor.
(Ta183_Screens.zip 811kb) - A mainscreen and new hangar-pictures to replace the old Bf 109G hangar are included to this package. Two kind of aircraft selection screens can be chosen, eighter the GUI-Pack version, based on the work of Steven White, or the version of Paul "Shatterer of Worlds" Wilson.
(Ta183_Sounds.zip 238kb) - by Cord Hartmann, Enhanced radio chatter for the Ta 183 Huckebein Add-On for Allied pilots, plus new sounds for the jet engine and rockets
As the Ta-183 substitutes one of the Bf-109 models, the radio chatter of Allied pilots will be inaccurate if they encounter the new jet aircraft.

If you want the Allied pilots referring to "Jet fighters!" rather than "109s!" when encountering the Ta-183 in combat, you have to drop the following files into your EAW folder:

Us2_047.snd "Jerry fighters!" (original: "109s!")
Us3_057.snd "Jet fighters!" (original: "109s!")
Us4_057.snd "Jet fighters!" (original: "109s!")
Us5_057.snd "Jet fighters!" (original: "109s!")
Uk2_047.snd "German fighters!" (original: "109s!")
Uk3_057.snd "Jet fighters!" (original: "109s!")
Uk4_057.snd "Jet fighters!" (original: "109s!")
Uk5_057.snd "Jet fighters!" (original: "109s!")

Remember that the new radio calls will be used for the remaining Bf-109's also - so it's your decision if you want to use them at all...

The following skins are all hypothetical colour schemes, and, as such, have no historical basis. Their markings are for the first Gruppe of a Jagdgeschwader, as represented in the career.
Included to the skin-packages are all 3d-files and a virtual cockpit for the Me 262 by Migge, which is shared with the Ta 183. The skins can be configured as usual with Skins 'n More or Stab.
(Me262_EKdo183.zip 252kb) - Messerschmitt Me 262A-1 I./EKdo 183 (fictional) Lechfeld, July 1945 *Main work by Serb.
(Ta183_White1.zip 215kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Lechfeld, Summer 1945 *Seperate package of the basic skin.
(Ta183_White7.zip 207kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Lechfeld, Summer 1945
(Ta183_White2.zip 215kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Lechfeld, Summer 1945
(Ta183_White3.zip 242kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Lechfeld, 1945
(Ta183_NF.zip 218kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Lechfeld, Summer 1945 *Nightfighter camouflage
(Ta183_White4Winter.zip 222kb) - Focke Wulf Ta 183A-1 I./EKdo 183 (fictional) Briest, Winter 1945
(Ta183_Desert.zip 214kb) - Focke Wulf Ta 183A-1/Trop I./JG 27(fictional) North Africa, 1945/1946

The I./EKdo Ta 183 career:
by Steffen Tanneberger.
This is a hypothetical Ta 183 career in EAW for the fictional Ta 183-Erprobungsgruppe, I./EKdo 183, starting in July 1945. The date, of course, has no historical basis, since WWII had already ended by May 1945. In this career, at the beginning of July 1945, I./EKdo is still equipped with the Me 262 for training in jet fighters, but the first Ta 183A-1's will soon be delivered for operational duty.

This is a hypothetical Ta 183 career in EAW for the fictional Ta 183-Erprobungsgruppe, I./EKdo 183, starting in July 1945. The date, of course, has no historical basis, since WWII had already ended by May 1945.

In this career, at the beginning of July 1945, I./EKdo is still equipped with the Me 262 for training in jet fighters, but the first Ta 183A-1's will soon be delivered for operational duty.

At the start, based at Lechfeld, you will fly mostly as air superiority fighters against waves of bombers and their escorts of the U.S. 8th Air Force and the RAF. Note that Germany will lose the war in any case, regardless of the combat success of I./EKdo 183.

The career adjusts the frequency of USAAF escort fighters in favour of the P-51D, since P-47's were not frequently employed as bomber escorts near the end of the war. Also, the probability of flying missions against the RAF and their fighters has been increased. The career will finish around December 1945, depending on the combat success of your squadron.

Career83.sve is a saved game, based on the career which has a normal difficulty and all limitations enabled for a more realistic picture of late-war Germany. Furthermore, the names of the pilots in this career are "Germanized" names of well-known people belonging to the EAW community (kills/sorties values are, for the most part, randomly generated).

Note that using ECA Panel's Squadron Editor, it is possible to edit the any of the pilots' names.


Ta152 Career:
by Claudio Wilches.
A fabulous example of a "what if" campaign, He has compiled a career for you in this German super plane which in reality arrived in service only in the last weeks of the war.


Pacific Tide - Solomons War: (several files, complete download is 11200kb)
by Steve Daly and Jim Farmer
have taken the best additions currently available and with a little magic of their own have created the first installment of the European Air War Pacific Theater entitled: Pacific Tide. But the big question is, "Is it worth the download?" You bet it is! This great package transforms your European Air War game to the Pacific Theater of operations! And like the original European Theater this can only get better!
So what do you get: A variety of pacific themed screens, a new game map which replaces Europe, new squadron names and histories, Japanese in-flight speech, a 1942 Guadalcanal Campaign for US and Japanese and much, much more. A long list of contributor's have made this addon possible and are listed in the readme file. If however you were looking for carrier operations to be included you have still a bit of wait, they are not found here. But as Steve and Jim explain in their readme file "no real carrier ops (didn't have time…leaving this up to moogy's great Midway add-on)". Also you will need to download the 1942 era Pacific aircraft, they are not included in this package but can easily be found elsewhere, check our destinations for a listing of EAW sites from where you can obtain them. A listing of the aircraft featured in Pacific Tide can be found when using ECA Control Panel or in the Pacific Tide Read-Me file. Installation is foolproof, simply follow the step by step instructions and since you will be making a separate install of EAW for Pacific Tide, there is virtually no chance that you will disrupt your current EAW setup! There are three separate Pacific Tide Files you will need and three other required files for this package to work properly. Hats off to Steve and Jim for an excellent addon and many thanks to all of the other folks who have allowed their respective work to be included in this fine package. Welcome to air combat in the tropics, EAW Pacific Tide style!
So what's new in version 2? Well, forget about hunting all over the net for the appropriate pacific aircraft. They are now included! The boys have also slaved away and patched up those missing terrain files as well as a variety of other tweaks and fixes. They have also attempted to make other pacific addons not included with Pacific Tide V2.0 compatible with V2.0 (can anyone say Moggy?). If you have a desire to fly the tropical skies within European Air War than PTV2.0 may just by your ticket to pacific theater air warfare. A word of caution is in order here however. Installation requires a clear head, the patience of Job, and a working familiarity with utilities such as "campaign mover" and "front-line mover" (found elsewhere), as well as a nimble ability in manipulating files in windows. That said you may want to read the Pacific Tide V2.0 readme as a starting point to see if you are up to the task that this installation will require.


Pacific Tide - Desktop Icons: (Eaw_Paw_Pt_customIcons.zip 8kb)
by Ben Millican.
collection of icons...


Sighted Main Body (The Battle of Midway): (several files, complete download is 7030kb)
by Moggy, Captain Kurt
"General quarters! All hands man your battle stations!" greets you as you get your first glimpse of the new mainscreen for Moggy's ambitious Midway addon scenario for European Air War. Amazingly a flight sim intended to depict the European air war has been transformed once again through sheer determination and force of will into a pretty fair representation of a pacific air war campaign, specifically the battles at Midway Island on the 3rd through the 6th of June 1942. Moggy's Midway addon is the only mod to model aircraft carriers, much less carriers for both the Japanese and US forces. What Moggy's carriers lack in pristine good looks (the carriers are about even with the water line for example) they more than make up for with functionality (you can land and take off from them) and they certainly help to enhance that all important "immersion factor."
Installation is pretty straightforward and even the most inept computer jockey should be able to wrestle this installation process into submission once they do a quick read through of Moggie's excellent readme file. Particularly inspiring is his introductory history of this very important conflict, which itself is a highly recommended read! Moggy has also enlisted the help of Captain Kurt and several other skin masters to provide you with the appropriate Japanese and U.S. aircraft. If you are looking to expand your European Air War experience Moggy's Midway addon certainly deserves a spin on your hard drive.


Desert Air War:
by Emil, Pilot Officer Prune, max188, Mosi, dancho, and Pobs.
Desert Air War is a completely new theater for EAW that models the air war over the North African Western Desert in 1941-1942.  This add-on is a comprehensive set of files that include new planes, terrain, objects, maps, campaigns, missions, hangers, and screens specific to the Desert Air War.  In short, a completely new EAW experience that puts you in the middle of the North Africa and Mediterranean action! 


Battle of Britain Campaign:
by Emil.


Spanish Air War:
by Pobs.
The probably most complete EAW add-on setup is probably SAW. It provides very good ground object graphics placed in very exact locations on the terrain. Also the ground object damagemodel (using the included SAW EAW.exe) fits the weapons used (unlike stock EAW, where you can kill all and everything with an .30cal). The skins are also rather good and the FM/DM are fun as well...


The Generals War:
by Ray Otton
A 'what if Hitler had waited' scenario...


IRAQ 1941:
by Moggy.


Improved Battle of Britain:
by ?


1942 Battle of Europe: (Europe1942tpe.zip 389kb)
by ?
...The possibility to fly for elite German squadrons JG2, JG26, also an English 610 Squadron...
To play this campaign you have to download the following programs: EAW Patch 1.2, ECA Panel 3.4, ECA 1.4, and of course the aircraft skins that are in this campaign.


1943-45 Battle of Germany:


1944 Normandy D-Day:
by ?


1944 Battle of the Bulge:
by ?


Fading Sun: (FadingSun1.ZIP through FadingSun4.ZIP)
by RockHPI.
...Flying Tigers in China...China Campaign...


Korean Air War:
by Ade Kelly.
...New, Fly Jets and a Helicopter...


by ?
...very close in feel to the DAW theater...


Secret Weapons of the Luftwaffe / S.W.O.T.L.:
by ?
...EAW SWOTL...a remake of the actual separate PC game where you can fly oddly created aircraft...a "what if" scenario that takes off from LucasArts old game. What if these aircraft had fought?


Russian Air War:
by Knug.
...The Winter One is most interesting for comparison with the other game called IL-2...


by ?.


Lake 1 Mission: (Lake1MissionNotUnified.zip 233kb)
by RAF_Roy.
same as OAWunified Final Lake_1 mission (s-Lake.zip), It is in a "scenario" folder, for OAW128. OAWunified! apparently already includes this scenario.
The Lake mission area is located in the default EAW world in the area of Switzerland. I only altered the hills elevations in those areas (if somewhat crudely). The specific custom terrains do matter if added, It does not include a terrain, but the BoB Autumn one worked well when I tried, even Euro Winter. The default terrain blends in good.


FC Mission v2: (M-fc2.zip 90kb)
by RAF_Roy.
OAW Mission "FC" (ver.2). Do not use in OAWunified! Its already included.


Mission 1: (M-1.zip 166kb)
by RAF_Roy.
(original release) OAW Mission 1 (Final). Do not use in OAWunified! Its already included.


At The Gates Of Walhalla v0.1: (gow01.zip)
by Pedro Alvim.
Historical career files for European Air War. These files are based on historical accounts. They try to recreate in EAW the careers of aces and their units at some point in WW2.


Campaign Switching batch: (Sneaky's batch Files.zip  or  campaignbatch.zip)
by Phil Hawkeye. Sneaky and Musgrove
campaign switching batch files: Batch files for Mediterranean, France 1940,Guadalcanal and New Guinea Campaigns. Of course, you can use all four, or chose the ones you want.


Torch Campaign: (Torch.zip)
by ...


Corsair Campaign Fix: (CorsairCSF10b.zip)
by JWC.


Burma Campaign: (burma_campaign.zip)
by SDaly.


Nachtjager: (??)
...very popular offering of night fighter airwars...


OAW Pack and File Manager - Unified: (OAWunifiedV1.01_french.zip 46.1MB , OAWunifiedV1.01_german.zip 46.1MB , OAWunifiedV1.01_usuk.zip 46.1MB)
by MrJelly, Dumoulin, Knegel, and RAF_Roy
OAW Unified Final v1.01 Release, Overview:
A complete package for EAW - European Air War by the OAW OnlineAirWars Unified Team. If you never experienced the modern updated EAW(2005), or haven't flown it lately with the latest High Resolution 3D Aircraft and Ground objects, and all the extras, this OAWunified will set you up very completely, and you will be "Blown Away" by the difference between this and the original stock game. (OAW is not a different version of EAW. It allows you to switch between flight models, missions, skins, terrains graphics, and different versions of eaw.exe such as 1.2, 1.2a and the nightpatch. It also lets you manage ECA.)

This was the last 'OAW Unified' to support stock EAWv1.2. It is a self installing exe that will set up all the subfolders and files needed for a pretty good base set of community made mods included. This package is a self-installer setup containing compressed files of @ 46MB which sets up everything for you. (The expanded size of @ 90MB is the total size the OAWunified will need on your hard disk).
To avoid problems and make it easy on yourself, all you need is to have a fresh "clean" Full install of EAWv1.2 ready. Download the OAWunifiedV1.01 zip version for the language of interface you wish (there are 3 possibilities as listed: US-English or française or Deutsch).

Then you just launch the OAWunifiedV1.01.exe and the setup starts. (The setup is just like most professional program installers - also works in all Windows since 9x, to Xp or 2000, 2003 etc.) During setup you will have to "Browse" to direct it to your folder that EAW is set up in (normally \European Air War , if you have a default setup - that is; this is the folder containing the eaw.exe and the files EAW uses to run properly, like the .CDF 's ,etc.)
The installer handles all details thereafter, only at last gives you the option of having a desktop icon or not, You can choose yes or no on that. However it will make icons also in your windows start menus for OAWSelect (the program for OAW that controls all fileloading for EAW) and also a sub-program called "Autoscriptget" which is a tool you might need later if new 'scripts' for OAW Select are made - it can download them easily from my server to proper OAW autoscripts folder. ("autoscripts" are merely text files that contain folder and file lists for OAW Select to load particular modifications - they are not "programming scripts" and contain no "code" so they don't make a security risk for your computer)...

The installer also invisibly sets up needed Visual Basic "runtimes" and 2 .ocx files for Windows which are needed by OAW Select program for operation. (These are the the only "registry" entries it makes to your computer other than the simple "shortcuts" mentioned above.)

That's it! You are ready to fly OAWunified , and with a very nice selection of available EAW add-ons already included!
The magnitude of the Package: There are 503 folders and 6,240 files after installation of OAWunified. This includes @ 178 excellent Aircraft "Skins" with 3D models, skins include the most modern cockpits the community had, including the more detailed sharp cockpit instruments, new Flight models (Knegel's latest RP (Realistic Patch v2.6) for the aircraft which are the best we have to offer and thoroughly balanced by our chief EAW ACE Ralf "Knegel", which result in many hard core Simmer's opinions; some of the most realistic of all WWII fighter Simulations! 

But don't worry - These are all easily managed by the OAW Select program by MrJelly for EAW use. Terrains, ground objects and targets, Skies, winter and summer configurations, Desert, Pacific, ETO and Russian Theatres, Many missions scenarios for these theatres are specially coded to be able to function both Online and Offline "Single Missions", and many, many extras. ("Campaigns" are not included in the package.) Countless rebuilds of the files and structures by "Knegel" and "Dumoulin" and all the hours of testing by them and everyone at the launchpad. However we consider it a small price to pay for the thousands of hours of contributions by the entire EAW community on game modifications that are made easily available in one concise setup for EAW players pleasure in this offering! Remember, You only need to have one installation of EAW (apart from back-up copies, or a special installation needed for a campaign which includes modified eaw.exe and other files.)

If you are going to fly online it is advisable not to mess around adding too many extras to it, but for offline play only then this forms the basis on which you can build almost infinite selections of mods to fly...Many of players had two installs, one for offline, which can have more add-ons added to it, and an online one which is left as a standard setup for online flying. Keep in mind this manager at times can be quite confusing and complicated. No insult to its designers and programmers, who tried to incorporate many features rolled into one program. But it can leave a new pilot gasping for breath.


The OAW and how it works.

To understand how it works you first need to understand how EAW itself works.

How EAW works:

If you did a clean full install of EAW then you would end up with a folder called European Air War.
Inside this folder there will be 21 "cdf" files like "Fonts.cdf"
There will also be the eaw.exe (the program file) and a handful of other files.
When you first run EAW it will generate the "eaw.ini" file which stores your preferred settings.
It will probably generate the "Hof.dat" file and a "Savedata" folder.
If you use the 1.2 patch (as most online gamers do) then there an "extra.spt" file is put
into the folder, and this file is necessary for the 1.2 patch to run.

The EAW program operates by getting the data that it needs from those 21 "cdf" files.
If you choose a game where you fly a Spitfire 1a against some Me 109 Es then the program will
use the "SP2A.FLT" file and "109E.FLT" files which are stored along with 28 others in the
"Flt.cdf" file.
It would also use the "planes.dat" file which is stored in the "Data.cdf" file.

Now, if you make a copy of the "planes.dat" file, and edit it so that the Spit 1A has a top speed of
500 mph, and eight 30mm cannon with 1000 rounds each, and leave this edited copy in the EAW
folder then the next time EAW runs it will use this new version of "planes.dat" rather than
the default one in the "Data.cdf" file.

This is how all "mods" work, whether it is the flight models, aircrafts skins, terrains, maps,
sounds etc. Files are placed in the EAW folder and used by EAW in preference to the default
ones in the "cdf" files.

Normally this does not cause any problems for offline gaming, but it is a very different story
for online gaming.
If I were to host an online game running the default EAW, and you try to join my game, but
with the "planes.dat" file with the eight 30 mm cannon Spit 1a in your EAW folder, then as soon
as you come into the game I would receive an error message. It would indicate that you have
different data. Even if you chose a non-modified plane instead of your SuperSpit, it would make
no difference. The game will not launch and we cannot fly together. The same would happen if
one of us had the 1.2 patch and the other had the 1.2a patch. All players in agame must have
compatible software. Just one rogue "flt" file left in the EAW folder will cause an error,
unless every player in the game has exactly the same file. The game would not launch and the
other players would wait in frustration.

Quick Description to what OAW does with your game:

1) It copies files from the folders that you select and puts those copies in the EAW main game directory. If you have multiply versions of eaw.exe, it can copy one of them (such as the HexEdited EAWv1.26E exe) from the OAW managers \E folder into the EAW main directory, overwriting the eaw.exe already there, if one is present.
2) It lets you change the eaw.ini for a game, thus using the settings in the new eaw.ini file, such as changed extra squads, or screen resolution settings.
3) It handles "LDR" scripts if you ask it to. (LDRs are inserted into the game exe to add or fix features).
4) It can undo any changes you asked it to make, if you want them undone.
5) It re-names music folders so you can choose different ones.
6) It saves your career information in "SD" folders, so that you can resume a career.
7) When it re-starts it reloads the back-up copy of your eaw.ini from in the \OAW folder in case you changed one for an online game, but would not want the change to be permanent. So its important not to make changes to the eaw.ini when its located in the games main directory. So users must be reminded to make a copy of their preferred eaw.ini and place it in their \OAW folder if they make a change to it in their EAW main folder.

Long Description to what OAW does with your game (The OAW Solution):

If you install the OAW software it puts the OAWSelector.exe in your EAW folder, plus a few other
files which OAW needs, but do not affect EAW in any way. It also creates an OAW folder within your
EAW folder. The OAW folder is the key to the new organized system.
Within it you can store downloaded folders from the OAW site, or make new ones of your own.
These special folders must have names beginning with certain letters.
Flight model (FM) folder names must begin with "F-" like "F-Nightfighter".
Mission folders must start with "M-" like "M-Pacific"
Skin folders start with "S-", Terrain folders with "T-", other graphic or general folders begin with "G-"
and you can also have "Version" folders which begin with "E-" such as "E-1.2a" or "E-nightpatch".

When the "OAWSelector.exe" runs it will read the names of these special folders, and list them as
available for selection in a drop-down list.
With all the folders other than the graphic "G-" folders, only one choice at a time can be made. At the end
of each set of choices is the "Default EAW" option.
Now if I choose the "F-Nightfighter" as my flight model, then OAWSelector reads all of the
files in the "F-Nightfighter" folder, and puts a copy of each in the EAW folder.
The same happens with missions, skins and terrains.
Later, if I switch to a different flight model then the OAWSelector reads the names of all of the
files in the "F-Nightfighter" folder, and then deletes any copies of them from the EAW folder.
Then it reads the files in the newly chosen "F-" folder, and copies them into the EAW folder.
Alternatively, if I choose "Default EAW" as the FM then it would delete all the files which were
copied when the previous FM was chosen.

In this way, OAWSelector allows you to choose which folders you want to load, and allows you to
switch from one to another, and to go back to default EAW. It is simply a management tool for your
EAW folder. It is not a replacement system, or a mod, or anything else- it is simply a reliable
management tool.


OAW Air War Help and Hints:

Even though the OAW package was made or utilized for a number of other reasons, one can use it as a simple multi type of manager; Skin manager, terrain, sky, object, scenario, graphics, sound, etc. manager. It can be fairly easy.

The folder name system in OAW is provided to give you a way to differentiate your files, but you are not required too. Only put *.ter files in \T folders  (Terrain). You can actually put them in any folder you like. It's just simpler to identify them by placing terrain files in \T folders. (It's still best to stick with this naming method so not to loose track of your custom add-on files).
Obviously, two files of the same name, cannot reside in the same folder. So when you use OAW, you should use it in a default clean EAW 'install' with nothing else in it (no Terrain files, skins, etc). Anything you load from the OAW manager will load from there respected folders into the default main folder of your game, and then be removed from the main folder if you reset OAW. (they are only copied to the main folder, there not 'moved', so there is a original copy that remains in place back in the OAW folders. Resetting OAW only cleans out by deleting the custom files in the main game directory).


OAW and Loading Add-ons:

You can load anything you want, anytime you want. You can load scenarios, campaigns, exe's, anything. For instance, I want to load VBHs MartianAirWar,.....I put it all in a \Q folder, so I just load that folder, I want to add VB's arc-bridge and hanger,.......I put them in a \G folder, so I just add that folder. (You just must remember, that two files of the same name cannot reside together in the same folder.) So if you load, for instance, a FM for a 190-a8, then load another 190-a8 latter, the 190a8.flt file you loaded last will overwrite the previous 190a8.flt file that was loaded.

--An 'undocumented feature' is that your can add in your own engine sounds to an aircraft file. The engine sound file (or any sound you set up) will be used for that aircraft. It will also be used for all aircraft of that type engine, such as rotary or inline engines. For online play, use OAW Unified and don't change anything in it.

Anything you load in OAW, shows up on the 'AutoScripts + What's Loaded' Tab. Again, If you give your current setup a name and save it as an autoscript, it is a one-click load for next time you want to use it, instead of having to make all the same selections again. If you want to know whats in the autoscript next time you decided you want to use it then you simply goto the 'AutoScripts + What's Loaded' Tab, select "all files" near the top left to list your setups and select the autoscript name that you want. The bottom left light blue screen will show whats 'inside' it.


Try different Autoscript combinations:

1) Start OAW, click 'Reset All', go to the Autoscript section.
2) Now choose a M****.gup from the left hand list. If you mark a M****.gup autoscript, the related number will show up in a field below the list.
3) Now scroll down the list and mark a P*****.gup, its related number also will show up in the field, next to the M****.gup number.( don't pay attention to the S- and T***.gups, they get loaded automatically)
4) Now choose a season and click to 'Load this GUP combination'. The wanted setup will get loaded with skin, terrain FM etc.
5) If you mark an autoscript, the contents, which get loaded due to this autoscript, get displayed in the blue field, on the bottom, left hand. If you like real furrballs, go to the 'general settings' table and mark 'extra squad 4'(bottom right hand). If you set all number of planes to large (singlemission briefing in the hanger), you will find up to around 200 planes in the air!


What the Autoscripts in OAW are good for:

The Autoscripts are somewhat a simple text file, where some OAW-folder-names get stored. While running this scripts the listed OAW-folders get loaded.

What is so exciting regarding the Autoscripts??
1.With help of the Autoscripts we can load big setups, which consist of many different availabe addons, by one click!
2.We can create new autoscripts by will. For example we can have a ETO Winter1, ETO Winter2, ETO Simmer, ETO Spring, ETO autumn, BoB_clear_weather, BoB_bad_weather, BoB_1941 etc setups, which consist in big parts of the same addons, but in a total different meaning.
Most important here is that the user can create working setups, with for him working skins etc, this can help to solve graphical compatibility problems.
3. After loading of a setup, the player can change this setup like a 'by hand loaded' OAWsetup! So he can change the terrain, the Sky , the gunsight, the number of groundobjects, the trees, etc.
Very important to know its that the user of course need to have this addons available! OAW is a addon manager, it dont include many addons and dont create addons!!
4.If different users have exact the same addons, stored in the same OAW-folders, they can share Autoscripts!!

How do i create a own Autoscript of a preferred setup?
1.Load a setup by hand. (choose the wanted addons in the 'World settings and complete sets' and 'Planes and Single Skins' sections).
2. Test this setup. (play some games and look if all is fine).
3.Go to the 'Autoscript´s and whats loaded' section.
4. Look to the window in the center if all wanted addons are listed. Delete unwanted addon´s out of this list like in a normal text file.
5. Give your setups a name(insert it where 'Enter Autoscript Filename' stand) and click on 'Safe current settings' to store it.
Now your Autoscript will show up in the Autoscript list on the left side.

How do i delete a Autoscript?
1.Mark a Autoscript in the Autoscriptlist by a mouseclick.
2.Cick to 'delete this autoscript'.

How do i load a Autoscript?
1.Mark a Autoscript in the Autoscriptlist by a mouseclick.
2.Click to 'OK load this one'.
Mark: You can load different autoscripts to combine them into a more big setup!
Example: You can create a 'BoBAndy' Autoscript, which include the campaignfiles, hangerscreens, Mainscreen, Skins, FM/DM´s etc. Additionally you can create different 'seasonal' Autoscripts, with different weather, terrains, trees (winter, summer Autumn etc). So you load the BoBAndy Autoscript and after this you can load a special season.
If you have stored the different addons like i have recommended it so often (the Help_Foldercontets.txt in your OAWfolder should help), you can switch between different Autoscriptsetups without the need to reset all completely!!

With help of sensible spitted campaigns and other addons in combination with the Autoscripts you can enhance the possibilities by alot!! The main idea was to offer as many EAW addons already packed in OAW-folders, so that as many people as possible have the same setup! Then onlinegaming can be very variable and easy.


The 'gup' Autoscripts:

'Gup' stands for 'Ground up' and and represent a setup´s which consist of addons which are available in OAWbasic04.

For now there are 14 different Gup´s (01Gup-07Gup, 11Gup-17Gup). They include 7 different planesetups, 1. EAWrp2.6 default, 2. EAWrp2.6 ETO_1(mainly 1941), 3. ETO_2(this also can be a desert setup), 4. ETO_3 (mainly mid war), 5. ETO_4 (mainly late war), 6. East early, 7. East late. This 7 planesets get combined with two different onlinemissions [ M 1(Onlinemission1) and M 2(Flying Circus 2)].

Dumoulin made fitting 'Gup Skinsets' to this Gup missions, so every user can have the right skins to the right FM´s!
The Gup Skinsets of course are not static Skinpacks! They are singleskins which get laoded via the included '**Gup+Summer Skins' Autoscripts.
But every user of course can create own preferred skin Autoscripts that fit to the Gup´s, if he have the needed Skins on his Hard Drive(This is probably something for more advanced users).

All this is still in the beginning! Later more Gups will follow, with different planes (pacific), other onlinemissions (Island missions) and hopefully other terrains (Pacific).

For now the Gups are still somewhat in beta stage, cause they don't got used that often (unfortunately), but maybe soon others will offer preferred Autoscripts, based on the for all available OAWbasic6.04 and Gup_Skins addons and maybe other specially for OAW packed addons, which probably will be available soon.


About GUP and OAW autoscripts:

Apart from the earliest versions of the OAWSelector, we have been able to use the OAWSelector to set up complex combinations of folders, save the setups as autoscript files, and at a later date load the same complex combination of folders by a single mouseclick on the autoscript, and another on the "load" button. This saves heaps of time and effort.

In the past, individual users tended to name folders as they wished, so my autoscript which loads "F-Ralf's2.6", "P-00 Mossie", and "L-Smooth Hilly" would not load anything on another user's computer which has the three folders named differently, even though their contents match perfectly. Each user would need to set up and save up their own, simply because they may name their folders differently.

So we pursued the idea of using standardized folder names for the OAW folders that we make available for downloading. That way we can also supply ready made autoscripts, such as this one:
D interdict2
F 1(EAWrp2.6)
L 1(smooth-hilli-world)
M 1(OnlineMission1)
U 1(TransparentAirfield)
This is the "03Gup+Summer_Skins" autoscript, which is one of a package available from the OAW download site.

Three of us used a similar one to this online. We agreed which one, and with two mouseclicks (the first to clear the EAW directory) the whole complex setup was loaded, including several alternative planes in the various slots, such as the P40E in the Tempest slot, plus appropriate skins.

So we all loaded exactly the same set-up, because our folders are all named the same, so there were no incompatibility errors ("..warning Player has different aircraft data..." etc). We were off to our game in the shortest possible time.
This is the GuP concept working as it was intended to work.

I have been involved in some discussion regarding blocky props and strange effects from skins. This system can virtually eliminate that, because the "A-" folder method which loaded the skin-set for a "P40" in the Tempest slot, automatically deletes the copies of the individual files, before it loads another skin for the same slot. Individual skins for individual planes are loaded, rather than a complete skin set for a given scenario. There could be a problem if a complete skinset is loaded, which includes 12 tempest files, but then you load an alternative which only uses 9 files, so 9 of the 12 are over-written, but three remain, and may cause problems. This should never happen if the inividual skins are loaded, via the autoscript.

I strongly recommend this system, and thank Ralf and Dumo for their hard work in making this material in ready made packages available to all users.


OAW and Magic Numbers:

A OAWunified quick help for set a game ONLINE with the "magical numbers" feature....

1- Choice of the kind of terrain (Desert)
2- Choice of the GUP (P03.GUP)
3- Choice of the mission type (Islands close)
4- Loading of the elements (Load this GUP configuration)
5- The configuration is loaded and already a magical number appear(0503)
6- Choice of the AI planes to appear in the game (10 SpitV)
7- All the planes are set up (SpitV - B-17G - BF 109F-4 - Ju87B)
8- The magical number is made (Load and copy to clipboard 22061710050300) and you past it to the chat room .....
9- The joining player copies the magical number and go in the main OAW window and put his mouse pointer on the little case left side of the Autosetup button...and the magical number appear and the Autosetup button coming active.
Clik once this button...and all the files are loaded.
Please allow the files to load (see the active OAW banner up) before any further moves.


OAW and Loading Add-ons for Online:

If you want to fly online, you most likely need a similar setup in the main folder that other players are using, So you would normally "reset-all" in OAW, then select what you need from the 'World Settings' Tab for online play, like a different Flight Model(FM) than what you have been using offline. At this time, Online players only need to really have the same Flight and Damage model (fm/dm) in place. So you can add whatever skins, skies, terrains, and effects you want. (However having an un synced game can and will cause performance problems, some users may resort to "texture cheating" where players will use a light-colored sky and winter terrain so they can spot enemy planes better, and they might change some of the skins for easier spotting....and so on....)

And once you have established what you want loaded, you can just save it as an autoscript, for even easier one-click loading at a later time, next time you need the specific set of add-ons to be present again.


OAW Needs to be Reset?:

If OAW fouls up, go to the \OAW folder near the bottom and find "Folders Loaded.txt". Delete everything and put it back. You will also find your original eaw.exe and eaw.ini file there, To avoid loosing your "Configured Game" changes during a reset. Make changes to your ini file in the OAW folder instead of the games main folder. Because the old eaw.ini is reloaded as well. Or just copy your "Configured Game" changes--they are in the main directory eaw.ini that's gonna get destroyed when you play again--and replace the eaw.ini one in the OAW folder. Yeah, it's hard to remember to do that. If you do add alot og stuff, be sure and hit "Reset All" before exiting OAW. Not doing that can mess things up...


OAW and Modifying The Game /!\:

/!\ For modders, It's advised NOT to make or modify new files within a games main directory that has OAW installed for that game folder. Example for changing and play testing. As it's very easy (due to OAW not moving files) but rather deleting files from the games main directory when certain functions are used in OAW , such as Reset and Delete All. Also your newly customized files can also be easily over written with files with the same name stored in the OAW sub folders. /!\ OAW modders are advised to load their own stuff from the OAW folders ONLY. /!\

Charles Gunst's ECAPanel Integrated into OAW:

This excellent program allows EAW pilots to fly a whole range of planes in many different scenarios.
A number of online squadrons use ECA and support it strongly.
However, one problem is that the ECA files are installed and run from the EAW folder. So if you
choose "Western 43" then 30 "flt" files, a "planes.dat" plus some other "dat" files are generated
in your EAW folder. This is fine if the other online players both have, and only use, ECA. The problems
occur when someone wants to fly only has EAW 1.2 and they cannot join a game. The ECA files are not
compatible with the default EAW files, error messages appear, the games will not launch, players
get frustrated, and some get to the point that they no longer fly online. This makes me very sad,
because once you have developed sufficient skill and confidence to fly against online opponents
then offline play is second rate, unless you are practicing the skills that you need to become a
better online player. It is most disappointing to lose players because of online compatibility problems.

OAW and ECAP (Combining ECA and OAW):

To set up ECAP to work with OAW is simple.
1) Make a new flight model folder named: "F-ECA" and put it in the "OAW" folder.
2) Unzip the ECAPanel and ECA 1.4 zip files into this folder. (Copy your ecapanel.exe and ecapanel.dat files into it)
3) Make a shortcut to the ECAPanel.exe on your desktop.

4)Running ECAP; Click the shortcut and run ecapanel.exe, making your choice of planes, or global settings as usual.
The ECAPanel utility will generate the files, the various .dat and .flt files in the "F-ECA" folder, but they remain in the "F-ECA" folder, not in the EAW folder.
5) Then you load the OAWSelector and select "F-ECA" as your flight model. This copies all of the files that ECAP
generated into your EAW main game folder. (unless you need to make more selections such as skins or terrains
that you  want to use to complement the eca setting that you have chosen.) You are then ready to fly!
6) Run EAW.

Note about Aircraft names:
They are in two distinct file types.
The first is "pnames.str" and ECA generates a new one when you select planes from it.
The second is "picpln a/b/g.mnu". These three files are menu files which contain the position of the rectangles on the American, British and German aircraft selections screens where text appears if your mouse is over the area. These three files also contain the text that is displayed.
Unfortunately, ECA does not edit these files, so you see the stock names as you describe.
However, if you use OAW, and load an alternative plane for a slot, then the OAWSelector will generate new "picpln a/b/g.mnu" files, so you do see the correct name displayed on those menu screens.

Also remember that the ECApanel is a FM/DM switcher, without skins. You can load the wrong skin to the wrong FM/DM and the other way around!!...

Changing the ecapanel selection:

It is important that any ecapanel generated files are removed from
the main eaw main directory first, so select the EAW Default FM to do this
for you.

The great benefit of OAWSelector, is that if you need to switch to another flight model, or to default
EAW, then it is a matter of one mouseclick, and the ECAP copies will be completely removed from the
EAW folder. In this way a group of ECAP enthusiasts could accommodate a newbie online who does not
yet have ECA, and only has EAW 1.2. They switch to 1.2 by selecting the EAW Default FM, the newbie
gets a game, and maybe we have one more online player that we might have otherwise lost.

Then back to step 4 above.


OAW Hassles with other Data Files?

95% of the problems that we have had have occurred because a new user has tried to install OAW in
an EAW folder which already has ECAP installed in it. Then when another FM is selected OAW
overwrites some ECAP files, and ECAP no longer works properly, and because there are still some
old ECAP files remaining in the EAW folder a "Different Data" error is generated for an online
game, everyone gets frustrated, and the new OAW user blames OAW. All ECAP files need to be deleted
before OAW is installed, and ECAP set up in the "F-ECA" folder as documented above.


Other OAW matters:

When OAW first runs it will make a copy of your eaw.exe, and your eaw.ini in the OAW folder.
After that it reads these copies every time you launch OAW, and makes a copy in the of both in
the EAW folder. Some new users of OAW have used a clean install, and installed OAW before
running EAW. This means that no eaw.ini file has been generated, and OAW cannot find one to
make a backup copy. This generates a missing file error. So, do not install OAW in a newly
installed eaw folder before you have run eaw.
If you modify your eaw.ini settings, and want to retain them then make a copy of the new eaw.ini,
and put it in your OAW folder. If you do not do that, then next time OAW runs, then a copy of
your old eaw.ini will be made, and it will overwrite the new eaw.ini that is in your EAW folder.

To avoid other hassles download all the files necessary, including the VB6 runtime files, and follow the guidelines presented here.


Why was it done this way and our way of thinking?

One of the original concepts was to allow different levels of difficulty for an online game.
The "Disable/enable keyboard control" options allow you to fly, for example, with cockpit only
views, no icons, and so on, in an online game when all of the players have agreed to use the same
The cheatcheck feature will generate a "Different Data" error if a pilot claims to be using
cockpit only view, but actually has the free cockpit view enabled, which gives this pilot an
unfair advantage if the others do not have the cockpit free view. Obviously, thes modifications
to the eaw.ini file are of a temporary nature, maybe for one game only. Checking/unchecking the
various boxes modifies the eaw.ini file in the eaw folder, and gives you the setup you want for
that game, but next time you load OAW a copy of your normal eaw.ini file is placed in the EAW
folder, based on the backup that it has stored in the OAW folder.

The eaw.exe is copied so that you can use different versions. I have an "E-12a" folder, an "E-Tanks"
folder (with the newly modified eaw.exe which has more realistic damage models for ground objects),
and an "E-Nightpatch" folder with Dom's nightpatched eaw.exe file which I use for the nightfighter missions.
Each of these exe files has been renamed where necessary to "eaw.exe" and they can be selected from the
Versions panel. However, whem I next run OAW the normal default eaw.ini is copied from the backup made
and stored in the OAW folder, and placed in the EAW folder.


Adding Skins in OAW:

In your "Skinfolder" of OAW you have all the defaults slots presents .
They are like this.....:

A-00 P38H A-09 HURR A-16 109E
A-01 P38J A-10 SP2A A-17 109G
A-02 P47C A-11 SP09 A-18 109K
A-03 P47D A-12 SP14 A-19 110C
A-04 P51B A-13 TYPH A-20 110G
A-05 P51D A-14 TEMP A-21 M410
A-06 BB17 A-15 MOSQ A-22 190A
A-07 B24A A-23 190D
A-08 B26A A-24 262A
A-25 J88A
A-26 J88C
A-27 JU87
A-28 H111
A-29 V1V1

You see ...all the planes have a code for be represented. (add the necessary prefix for the skin according to his slot).
So for add a plane...take EG one FW190A you will create a new folder in the "skinfolder" like this one:

And put inside this folder all the files of the skin.
For have a description of the skin you will have to put the "readme" text of the skin..in a file you will name "contents.txt". And for illustration you will put a JPG image of the plane with as dimensions..400 X 300 pixels.
(.) mean is a default plane ..the A8
The content of A-22-190A(.)_1

If you want keep tidy your skin folder you will put this folder if you use a FW190 A R8:


Extracting a Skin or any other add-on out of zip file, do this:

OAWunified use this logic:
[Slot number and name]

In brackets:

1) a '.' let appear the deault skin of the skin slot always on the top of a list.

2) a planedescribtion, if the skin vary from the default plane of the used slot.
A-00-P38H(Hu2)_* --> HurricaneII in the P38H slot
A-00-P38H(Blenh)_* --> Blenheim in the P38H slot

3) The season: If no season is listed, its a summer skin, wint = winter, trop= desert.
This represent one Bf109F summer, winter and desert skin.

Behind the brackets we write the number of available skins for the same plane in a sequence.
This represent 3 skin for the P39 in the P51D slot.

I personally don't write special description of a plane into a foldername, we have the 'contents.txt' to do this!!
In the foldername i only make a different between real visible differences. Therefore i dont make a different between a 109F2 and 109F4, or a P38H, J and L, such special differences find place in the contents.txt.
Of course there is a greyzone at what moment it make sense to include a special description into the foldername. For example almost all FW190A´s did look almost exact the same, the biggest different we can see if one plane only have 2 x 20mm instead of the 4 x 20mm, but´such a setup every of the 190A´s could show, so i store all 190A´s with only 2 x 20mm in a A-22-190A(.F***)_* folder, cause the 190F´s, same like the G´s only had 2 x 20mm.
What skin fit to my wanted setup, i can read and see in OAW due to the contents.txt and picture of the skin.


A Little OAW History:

Before we had the source code a number of us used the OAW File Manager. I (MrJelly) wrote it originally to make a system which helped online players to ensure that their set-up was the same as the other players in their game. This avoided the "Player X has different aircraft data" EAW multiplayer errors which prevented the game from launching until Player X left the game. Player X would often modify his set-up, come back and still get the error. It sometimes took an hour between the host pressing "Launch" for the first time, and finally getting it to run. It was very frustrating for players! Then OAW evolved to meet users' requests and new capabilities were added. It became a general EAW filemanager, even though several people mistakenly believed that it was only for online players.

At the time we were still stuck with those horrible 30 plane files such as "pnames.str" and "planes.dat". "Planes.dat" files varied quite a lot, Ralf Knegel came up with an idea of having a set "planes.dat" file with a known location for the start of data for each slot. That allowed us to get OAW to load the new default files into the root folder, and then read scripts to modify the "planes.dat" data for a slot and the "pnames.str" file, and other files relating to aircraft selection. OAW would also load skins for each slot, so the overall effect was equivalent to the planeset system we have now in the source code modified game.

We released the "OAW Unified" package which included a skinfolder with over 200 skins, and some scripts which enabled a user to load a saved set-up in a single click. OAW also included a page which allowed the user to select the skins and flightmodels for each slot. This is when the "lazy skinner" effect really became evident because whole sets of skins were being loaded and the default files were not used. (The old-timer) skinners linked there skins to Microprose's EAW .TPC files in the stock 3D.CDF files. The maker is assuming that the default TPC in the "3D.CDF" will be used, and this is all well and good until the player loads his preferred skin for the 190A with a different version of the TPC file which will be used instead of the default one.

Even though we are using the DirSetExeManager programs a number of us still use OAW (in the year 2015). It enables modders to load the content of folders containing test versions of their files, to try them out in the game, and then to unload them safely without any need for copy and paste.


The OAW team:

Ralf "Knegel" is a key member of the OAW team. He has developed some much more realistic flight
and damage models for the standard aircraft, and came up with the concept of changing the eaw.ini
to set different levels of difficulty. The OAWSelector was written to enable players to easily
load one of these new FMs, and to set cockpit only/no icon settings for a game. These new FMs are
excellent, and we are close to releasing the OAW nightfighter package, with Lancasters, Halifaxes,
Mosquitos, Uhus and Black Widows.

RAF_Roy is the third and another extremely valuable member of the OAW team. He developed the
first OAW mission, which has only four bases available (Brussels, Grimbergen (Allied), St Trond
and Le Culot(Axis)). These bases are all close together, and it has enabled players to have online
games where all pilots can take off from their home base, and contact the enemy in a few minutes,
and if they survive they can return to their home base and land. This adds a vital new dimension
to online gaming.
Roy is currently developing new missions, and a tutorial which will enable other eaw enthusiasts to
develop their own missions.

MrJelly wrote the software, and help test the new FMs and missions.


The OAW team and the Online flyers:

Went a long way to carry EAW through the "dark days"(maybe 2002-2005) when people left EAW in droves and hardly an online game / friend could be found. At this point I'd (Raf_Roy) also like to point out: the OAW Team surely should now stand for the majority of people that became comrades in our squadron-like gathering. Not only just Knegel, MrJelly and Roy.

And much more than that; if you look at the Contributions made to EAW overall by individual members that were also gathered together by OAW and the spirit of OAW user's enthusiasm it is quite impressive! In fact most of the members of the present day Code Group (2008+) are/were OAW enthusiasts.

If you ask me the OAW spirit is the EAW spirit.
I know quite a number of great EAW members have never used OAW, but at least they do/did respect it and us!

Now that the new era of EAW is just around the corner OAW alone may not be the biggest thing to come to EAW since Gunst's landmark Enemy Coast Ahead, but for the past 5 years it was!

I like to congrat all for their outstanding effort and more importantly their team spirit and and undying enthusiasm for EAW!
-S!  RAF_Roy (1-09-2008)

OAW was a major undertaking to open up and attempt to organize the myriad of mods available for the game and as such it was a great effort and revolutionized online play. I take my hat off to the team for their effort, it is a real worthwhile project that has paid dividends to those that use it.
-Cheers  Pobs





Related Download Links:

The official MPS demo: (EAW_us_demo.EXE 14.32MB  or EAW_5MinPlayableDemo_Installed.7z  11.2MB or EAW_german_demo.EXE 14.9MB)
by MicroProse
The demo runs only in Software mode. The full game looks a lot better with D3D and Glide API's. The demo really does not give much of an impression of what the full patched EAW game is really like. You will be limited to just 640 x 480 resolution, default sounds and sights, default FM's, etc. In short, the demo will give you a "sort of" feel for what the sim 'used to be like', but it is nothing compared to what a modded EAW is like now! The demo however has a few ideas not implemented in the stock retail version; airfield buildings, like control tower, better defined and you can see the muzzle flashes from your cockpit. Example: the FW190 had muzzle blast graphics for the wing cannon that could be seen from the virtual cockpit and fixed views (a semi-transparent flame effect a little better than the standard orange flashes seen in the external views). However, the released version of the game seems to omit muzzle flashes altogether from the interior views.





This section has various custom made game exe's, some with the source code and some without. The official patches are listed as well.



Related Download Links:
-game-patch-codegroup - many but lacking downloads.

Some of the Source code modifications are compatible with the stock game, but It all depends on the custom version your using. Those source code modifications normally include many available adapted campaigns up converted to work with the new versions of EAW. Including New hires Skins and Sounds. Plus a whole lot more. (Note however, most of those new conversion and editing tools are not widely or publicly available). See my CodeGroup Patches Help Document to get an idea what the source modified versions have included.




Related Download Links:
-game-patch-fxexe - FXEXE Career file for use in stock v1.2. (I do not have the current FXEXE/AFB package posted here)
and some old VBH files.

You will also like to check out the FXEXE in my FXEXE Patches Help Document. It is v1.2 compatible, some add-on's may need adapting to the new FXEXE.




Related Download Links:

There are several unofficial Hex Edited executables that provide various changes, as I have some listed in my HexEdited Patches Help Document. All are compatible to work with these add-ons and tools. Among the mentioned is version 1.26e.

EAW v1.2a: (Eaw12a-NoCD.zip 515kb)
by DaveS.
An AI mod for European Air War. This is a hex-modified version of EAW version 1.2 that has some changes in the exe. Installing it won't break anything, so don't worry ... it works with all the other aircraft, terrain and skins out there.



Related Download Links:

Clean EAW 3v0.1: (CleanEAW3.zip 4.5MB)
by Raf Roy.
Move or Copy EAW 1.2 files to a New Folder. Has new Small EAW Copy option and also for XP (or other) Copies from CD and runs Sydbod's EAW1_26Epatch.exe (it is included). All CleanEAW3 really does for the XP option is it just copies the files from CD then launchs the v1.26e setup installer.
To Clarify:
* Yes Sydbod's 1.26E patch unaltered is included in the zip.
* CleanEAW3 only patches the Copy it makes from CD when you choose the (XP) EAW CD 1.26E patch option
* Just unzip the .zip to its folder and run CleanEAW3.exe
* If you use 'Copy EAW small size' you will have to change your eaw.ini Debug Path= pointer by hand
* Finally NoCD copy works for me! (Yes The 1.26E patch is a NoCD patch)


Fake EAW ISO: (EAWXISO.ZIP 1338bytes)
by RAF_Roy.
A fake EAW .iso to run the game with makeVCD / Daemon Tools / Make a Virtual CD Drive.


Trimmed Down Movies: (movies.zip)
by -E.
Save 290+ megs HD space on a full install. (Drop in your EAW dir, no more intro or plane movies thereafter)




Related Download Links:



Related Download Links:

EAW v1.2 Italian Update: (eawv1-2I.exe 738kb)
by EAW Team.
Aug 13 1999 update.


EAW v1.2 US/UK Update: (eawv1-2.exe 5.73MB)
by EAW Team.
Aug 12 1999 update.


EAW v1.2 German Update: (eawv1-2G.exe 5.73MB)
by EAW Team.
Aug 12 1999 update. If you have the Censored German version, you can patch it with the English v1.1 or v1.2. This will make all menus in English. You will also get the right plane markings, etc... :-)


EAW v1.2 French Update: (eawv1-2F.exe 5.73MB)
by EAW Team.
Aug 12 1999 update.


EAW v1.2 Spanish Update: (eawv1-2S.exe 5.73MB)
by EAW Team.
Aug 12 1999 update.




Related Download Links:

These are Reg Fixes for older older computer systems. So are quick fixes and some are instructions on how to manually fix the issue.


by Max188.


by Kay and Hawkman.


by Max188.


by Max188.


by ?


DirectDraw Compatibility Tool: (MenuScreenColorFix-DirectDrawComp-Vistaand7.7z 182KB)
by ?
...If you only need to correct the messed up colored menu screens, this registry program will help without having to use a Wrapper program. For WinVista and Win7 use...


w7ddpatcher: (MenuScreenColorFix-w7ddpatcher-Vistaand7.zip 47.2KB)
by Mudlord.
...If you only need to correct the messed up colored menu screens, this registry program will help without having to use a Wrapper program. For WinVista and Win7 use...




Related Download Links:

These are wrapper programs to allow older DirectX games to work on newer computer systems. These programs correct colors within the menu screens of EAW. They also allow you to avoid the 7217 graphical error message and other problems. For Win2000 to WinVista, possible use in Win7.


D3DWindower V1.88: (D3DWindowerEng.7z 393KB)
by memopen.
...Pass through type, designed for XP but works with Vista,7,8...


ddwrapper: (ddwrapper.zip 46.5KB)
by Aqrit.
...very small "program" - Pass through type...


DXWnd: (dxwnd_v2_03_34_build.rar 1.22MB)
by ?
...(I couldn't get this to work in Win7 properly with EAW)...


nGlide: (nGlide105_setup.exe 2.55MB)
by Zeus.
...for 3Dfx Glide video mode (translates back to D3D, restores Horizon Fog.)...





The section provides new Screens that are typically used at the beginning of a game, before flight.



Related Download Links:




Related Download Links:

Hangar Screen Pack: (hangar11.zip and update: hangarf1.zip)
by -E.
(Sequencing required with Enabler) Fix for 1.0 (included in v 1.1)




Related Download Links:

Besides what's listed below:
Also Christian Mosimann, Karel Struna, and Capitán Manduca have developed alternative Mainscreens.
Mosi I think he's got every possible situation covered, including 4 different "Winter" screens to a "Finnish Front" screen.
Capitán Manduca has designed some Mainscreens which feature pictures taken from footage of World War II airplanes.
Karel Struna has added his own touch to the Mainscreens with a couple devoted exclusively to the Battle of Britain and another dedicated to the Free French Pierre Clostermann.


Main Menu Screens
Another neat development are the new custom EAW screens that replace the original retro "movie poster" type to liven things up a bit. These screens appear 'behind' the right navigation with the main menu superimposed over them. There are ones available for each of the "new" theaters (Pacific, Mediterranean, Russian Front, etc., i.e., for the new terrain sets). You can use with STAB 1.3+ or drop in your EAW dir.


North African Screen: (na-main.zip ??kb)
by -E
...(multilingual version)...


Pacific Air War Screen: (pac-main.zip ??kb)
by -E
...(multilingual version)...


Mediterranean Screen: (med-main.zip ??kb)
by -E
...(multilingual version)...


Russian Front Screen: (win-main.zip ??kb)
by -E
...(multilingual version)...


European Air War Screen: (eur-main.zip ??kb)
by -E
...(multilingual version)...


Pacific Mainscreen: (pacificscreensgf.zip 360kb  or  pacificscreenvdo.zip 290kb)
by Lt. Toad.
...For Geoforce or Voodoo video cards. Unzip main2.pic and config.pic to your EAW folder and play. To uninstall, delete main2.pic and config.pic from your EAW folder.


Aircraft Selection Screens
You can also get new Aircraft Selection Screens.

Among many other modders, Paul Wilson and Jamie Richards have both released some fabulous-looking Aircraft Selection Screens. Paul Wilson (a.k.a. Shatterer of Worlds) has compiled no less than 19 (!) Aircraft Selection Screens for Single Missions.


Aircraft Selection Screen for Japanese aircraft: (japplanemenu.zip 206kb or JapPlaneMenu.zip 250kb)
by Jamie Richards.
Replaces the German aircraft selection screen with photos of Japanese aircraft...Plane menu.


Aircraft Selection Screen for the ECA Panel Russian Front settings: (rus-screens.zip 1070kb)
by Foxtrot.
Replaces all Single Mission aircraft selection screens with photos for the Russian Front settings of ECA Panel.


AC Selection Single Missions Screens For ECA 3.3: (ACscreensV2.zip 6MB)
by Paul Wilson.




Related Download Links:

You can get new briefing maps that can be simply dropped into your EAW directory. While the location of all the places on the map won't change (the locations will still be the defaults), the background colors WILL be different depending on the custom theater or front. If you use ECA Control Panel (mentioned in an other section), then you can change the names of the bases and targets in EAW to reflect the front that you choose. Use with STAB 1.3+ or drop in your EAW directory.


Winter Map For Russian Front: (win-map0.zip ??kb)
by -E.
...is snowy white!...For (in-game) in-flt / msn planning use


Desert/Mediterranean Map: (med-map1.zip ??kb)
by -E.
...map will be tan, with brown ranging across it...For (in-game) in-flt / msn planning use


Pacific Theater Map: (pac-map0.zip ??kb)
by -E.
...(blank) will be all pale blue...For (in-game) in-flt / msn planning use



Related Download Links:

In-flight European Map And Names v1.1c: (EUROMN11c.zip  or  EuropeanMapnamesv1.1c.zip 1.31MB)
by JWC.
...readable map...


In-flight European Map And Names v2.0a(BoB): (euromn20abob.zip or  EuropeanMapnamesv2.0a(BoB).zip 1.34MB)
by JWC.
...for the Battle of Britain named map...


In-flight European Map And Names v2.1b: (euromn21b.zip  or  EuropeanMapnamesv2.1b 1.34MB)
by JWC.
...for the 'standard' European named map...


In-flight North Africa Map And Names: (norafmn11c.zip  or  NorthAfricanMapnamesv1.1c.zip 574kb)
by JWC.
...for the North Africa named maps...


In-flight Pacific Map And Names: (pacmn11c.zip  or  PacificMapnamesv1.1c.zip 114kb)
by JWC.
...for the Pacific named maps...




Related Download Links:

Custom GUI Pack: (eawgui.exe 1,241kb)
by Stephen White.
...will liven things up a bit!...Replaces the original EAW menus interface with more atmospheric ones. Much of the interface design has been altered although the functionality remains the same. Old versions: v0.1B eawgui.exe 1,024kb




Related Download Links:




This section of the page provides information on the objects placed on the terrain, this includes Trees as they are objects aswell.

A couple other mods you will want are the hi-res objects provided by Harry McWilliams and Redeyes. These hi-res objects give you better detail in the buildings and ground objects. You may also want to grab the 3D Forest Kill by HarryM, this will eliminate the ugly 3D forests. Just unzip and copy the files from both these downloads into your EAW directory.



Related Download Links:

Special note about Airfields in EAW:
They are actually not part of the terrain but instead they are 3D objects! This is annoying because no matter what terrain you are using (snow, desert, Mediterranean, etc.), the airfield will always be in its original default green! Or at least, that used to be the case! But Major Lee discovered that ALL the 3D objects in EAW have skins, not just the airplanes. Now you can have airfields that match any terrain as mentioned in the terrain section up above. In fact, thanks to Major Lee's efforts, you can get a lot more than just airfield tiles; a whole host of "object skin" files have appeared! Such as vehicles and buildings.


Special Airfield.(tpc) Tiles
designed by Major Lee.
for the Winter and Mediterranean terrains, Hoover2701 made one for the desert, and -E came up with one for the Pacific which eliminates the runways and hides the buildings (no more odd-looking airbase in the middle of the water!)


HirRes Airfield Kit:
by Ghostboy.


HeavySnow Airfields:
by Six Pistols
...The runways were modified From The winter Runways Done by Max188


B26 Hanger Alt: (deserthangar1.zip 89KB)
by RAF_Roy.
My alteration to Vonbeerhofen's B26 Hangar.


3 Airfields: (3Airfields.zip 234kb)
by RAF_Roy.
3 Airstrip mods.


Transparent Airfields: (TransparentAirfield.zip  433kb)
by Moggy.
If you are tired of the same old green airfields, download this little airfield set, and let your airfields show the underlying terrain color....


Runways for Transparent Airfields: (summerrunways.zip and fallrunways.zip and winterrunways.zip and winterthawrunways.zip and desertrunways.zip and medrunways.zip)
by ??Major Lee??.
are specially done runway sets, designed to be used with the transparent airfield files. Each runway set is intended for use with an appropriate complete terrain set. Each set contains the files necessary to change all airfield roads and runways. For variety within the game, you do not have to install all runway files; for instance you could forego installing the "blkroad.tpc" file, and keep the black runway at Manston, or not install the "road" tpc files, and keep the concrete runways. Each file is simply a copy of one basic pcx file, which is included with each set. (Please feel free to modify and post, especially you terrain masters.)


Jungle Camouflaged Airfield Building Group: (Buildings_jungle_airfield.zip ??kb)
by Major Lee.
For those using Paul Wilson's Asian Mainland terrain set, here is a jungle camouflaged airfield building group. Use the Summer runways above, and the airfields become very hard to find.


Winter Airfield Kit: (winter_airfield_kit.zip ??kb)
by Major Lee.
includes snowy textures for the following: all airfield buildings, fuel dump, radar station, warehouses, train station and classic white parachute. The parachute and train station are on the same file, grnd06.tpc and grnd06s.tpc, so the train station is included with this set so you can continue to use the white parachute.


Airfield for Pacific Theatre (fixed): (pac-afld.zip ??kb)
by -E.
...removes runways & "hides" buildings...(best used with STAB 1.3+)




Related Download Links:

New "Mediterranean / Desert" Buildings: (Buildings.zip ??kb  or  Building_redtile_roof.zip)
by Geo.
has made some cool-looking building skins. The dreary gray ones that serve as the default buildings can be replaced with Geo's more colorful ones. These are tan with red roof's. They are perfect for both the desert and especially the Mediterranean terrains (or any other that you'd like to spice up!).


HeavySnow Buildings:
by Six Pistols
...These files are modified Versions of the buildings found on serbs site!


Camouflaged MTO/Desert airfield hangars and buildings: (MTO_buildings.zip ??kb)
by Major Lee.




Related Download Links:




Related Download Links:

Experimental Night Fighter Set: (NightFighter.zip ??kb)
by Moggy.
...Be careful not to hit the runway lights, as they are now "objects".....




Related Download Links:




Related Download Links:




Related Download Links:




Related Download Links:

HiRes Ground Objects and Targets:
by Ghostboy.


New Pacific Ground Targets Mod Pack: (GroundTargets.zip 170kb)
by Geo.
Several new ground objects including barges - for PTO use


Ground Targets: (Ground Targets.zip)
by Geo.
For use primarily with EAW Pacific Tarawa or Rabaul terrains, but individual ground objects can used in any terrain you wish.


Ground Targets v2: (GroundTargets_v2.zip)
by Geo.
High Resolution. Primarily for use with Pacific Tawara or Rabaul terrains, but individual objects can be used with any terrain. Includes static airplanes and PAW objects. 


Ground Objects and Weapon Loadout pcx files: (Ground Object Texture Files.zip ??kb)
by Moggy.
complete stock set...




Related Download Links:




Related Download Links:

HiRes Destroy Grey TMOD72:
by Ghostboy.


HiRes Transport Ship TMOD57:
by Ghostboy.


Landable Yorktown BETA: (CV.zip)
by Moggy.



Related Download Links:

New "DDLoco" for the Pacific: (ddloco10.zip 176kb)
by Harry McWilliams.
the "DDLoco", which is intended for use with the Pacific terrains and replaces the trains with a convoy of small ships. (As an added benefit, it makes the incongruous inter-island railroads disappear or at least less visible, depending on your video card) For use with Pacific Water Terrain especially CLumpkins Tarawa terrain. This replaces the train objects 3DZ files, changing the Locomotive into the destroyer and essentially hiding the other cars....The train track graphics are replaced with blue, still slightly visible because of the difference in resolution for the train track object. So if you keep a sharp lookout you can still find the "blue highway" which will lead to a ship.

This also replaces the radar control building and towers with some small PAW destroyer objects.
When they are destroyed a nice "oil slick" takes their place. In keeping with the object changes, the names for targets are changed as well. The "train" is divided into different ships components. If you want to revert back simply delete "tartypes.str" where these are held. Enjoy blasting the ships!


HiRes Train Set:
by Ghostboy.


HiRes Railway Lines Summer:
by Col. Gibbon.




Related Download Links:

Palm Trees: (Palmtrees.zip ??kb)
by Bluey T.
has made a replacement for the original EAW trees! Now you can have palm trees. This looks great in the Pacific PTO/MTO or in the desert!


3D Forest Kill v10-09-2000: (3dforestkill.zip 22kb)
by Harry M.
This kills only the 3D forests by replacing them with the Kubelwagen shadow. This is visible as a grey square on the ground, so it may not be appropriate with desert/med terrain. This mod does not change what an object "is", just what shape it wears. A tree is still a tree even if it is wearing a Kubelwagens shape, example: no points for shooting it.


KillEuroJunk v1.0: (KillEuroJunk.zip 98.1kb  or  windmillkill.zip ??kb)
by Harry McWilliams aka HarryM.
which eliminate much of the "ground clutter" found in EAW. This allows you to run Desert, Winter, or Mediterranean terrains with a ground object detail setting other than "Low", so you can still have buildings and such. Another benefit is the elimination of the blocky looking forests they are replaced by other single trees such as pines.


Resized Windmillkill trees v2: (ResizedWindmillkillTreesV2.zip 98.3kb)
by Per "vonOben" Rasmusson.
In HarryM's windmillkill add-on the ugly 3D forests are replaced with pine trees. These trees are much to big compared to the default 3D forests and the ordinary pine trees. I have resized the trees so they have the same height as the default 3D forests. This new version has also modified 3dz files.... Old Versions: ResizedWindmillkillTrees.zip 75.4kb



Related Download Links:




Related Download Links:

Desert Vehicles Pack 1: (DesertVehicles1.zip 237kb  or  DesVeh_1.zip)
by Martin Kubani.
Kübelwagen, halftracks and Allied trucks in desert camo - the ideal addition for a North Africa scenario. Glide and 3DFX compatible. This set includes both texture files and TMOD files. Add these to your MTO installation of EAW.


Opel Blitz TMOD53:
by Geo.


Kübelwagen TMOD54:
by Pobs.


Matilda Mk II TMOD56:
by Pobs.


Panzer III TMOD55:
by Pobs.


Ground Targets Modification: (Ginterdict1.zip 608kb)
by Pods.
Introduces groups of vehicles and other objects into the eaw world.
the interdict1 was a very early attempt to edit the world to give us specific targets in a limited area for online play. Basically it places a column of mixed tanks and other vehicles at the river crossing northwest of Leuven and puts german armour on the roads around Leuven itself... BUT... it does so by placing models into different slots to make use of their hit bubbles, which I couldn't edit back in those days, so I replaced the 'fort' with a King tiger for instance so that it could only be destroyed by direct hits from rockets or bombs or repeated blows from cannon fire.... and then edited the ttd file to put them onto the roads around Leuven. It would be very easy to replicate the effect with the modern editors Jell has given us but the original is probably not compatible on a number of counts with the 1.50 setup...




This section of the page provides the miscellaneous of items, some I don't know what they are used for in the game.

Misc Notes:

  • Any of these folders usually contain files that I know next to nothing about or are archives that consist of many variations of topics, so they don't fit into any other folder.



Related Download Links:

European Air War Screen Saver (eawssv10.zip 1.88M   or  eawScreenSaverv10.zip 1.43M)
By MeatWater.
This is a awesome European Air War Screen Saver. It has various images from EAW. Some of scenery, and of course some of combat.


European Air War Desktop Theme (eaw_theme.exe 980kb)
By Stephen White.
This is the European Air War Desktop Theme. It is one of those types of software that spice up your computer and of course personalizes it.


EAW Custom Icons: (eawicons.zip)
by -E.




Related Download Links:

Drop In Names:
by Stanley99.
Now you can go one step further! He has produced several files which allow you to use names from other nationalities. These are drop-in files---you just put them in your EAW directory and you'll have first and last names of pilots from the following countries:

      • Finland
      • Czechoslovakia
      • France
      • Canada
      • Russia
      • Italy

--If you fly a Japanese Campaign, you've probably already noticed that although the names of your AI mates are Japanese, the ranks are still German. But Stanley99 has solved that problem too! He has compiled and released a couple of files that will introduce Japanese ranks into EAW. So no longer will you have a "Hauptmann" in your squadron-----now you will have a "Tai-i"! This has already been incorporated into some downloadable campaigns. But if your Japanese campaign still has German ranks.


????: (Morepilots.zip ??kb)
by ??Charles??, ??JWC??, Opa??
In the EAW Battle of Brittain a German Staffel consists of 10 pilots, but since real Staffels had 12, this fix was made.


Non-Default Pilots Lists and Japanese Ranks: (???? ??kb)
by Karel Struna.
One annoyance in an RAF campaign is that your squadron mates almost always have English names, even if the unit you're assigned to is supposed to be a Free Czech, French, Norwegian, etc. squadron. Now you can change this if you are flying in a Czech or French squadron. He has developed two lists of pilot names you can use, one with Czech pilot names and the other with some Free French pilots. These are the names of REAL World War II pilots. To make the necessary changes to your squadron's pilot names, you'll need "ECA Control Panel" with Squadron Editor program or the "EAW Pilot" editor program. Then you just use the Panel or EAW Pilot to text edit the pilot names.




This section provides information on the available mods to customize your planes. Inside and out.



Related Download Links:

Plane-Cockpit Notes:

  • This contains the standard 2D Cockpits and the 3D Virtual Cockpits, Pilot Wing Views and Gauges. If your looking for a Cockpit for a particular type of plane and you do not find it here, it's best to also download all the plane skins for that type of aircraft, those archives will sometimes contain new cockpits within them.

There are several ways to improve the stock cockpit in EAW. One thing to realize about the Cockpits in EAW, is that they don't actual fit in the plane's model. There for Custom Wing Views and Prop Views must be made separately.

Cockpits can be added, made, switched, or modified. You will not be replacing the original cockpits to do it.

Installing Cockpits:
You would simply extract the cockpit files from your downloaded cockpit, dropping them into your EAW folder. EAW would load those files as your cockpit, instead of the game default cockpit. Note: the mod developers will have named the files so that EAW will load them for the correct plane--that is, a Hurricane cockpit would not be loaded for a Mosquito, if you chose to fly a Mosquito. If you download and extract a Hurricane cockpit into your EAW install, it would be used only if you chose to fly a Hurricane.

If you run a manager, then you would follow the given manager program instructions for where you drop the extracted files so that the manager can find them and use them.


Keeping Custom Cockpits:
Sometimes when your installing skins for planes they come with custom cockpit files. But you want to keep the files you already have for cockpits, like gauges, colors, wingviews etc..
Mark all the .tpc files for the cockpits you want to save as read only in Windows. This way when dumping in custom skins , you'll get a warning that the file exists with the same name.


Modified Bar P47c Cockpit
If you fly the "Razorback" version of P-47, then you already know that sometimes the large vertical bar in the windscreen can be rather annoying. At least it was there in the real Razorback P-47's. However, if you fly with ECA Control Panel, then you know that the P-47C cockpit is used for the cockpits of the Wildcat and the Hellcat. Here the appearance of the bar is not only annoying, it is not realistic at all, since these aircraft did not such a bar! There have been "bar less" or "thin bar" cockpits developed before, but they did not always work with some video cards or at certain resolutions, and the cockpit bar returns only when firing on some. But a solution is at hand!

Why would you want to remove the bar?
The center post obscures the target at some angles and ranges, making it difficult to observe the target aircraft's attitude (and thus predict its next move). In a real aircraft, a pilot should be able to move his head at least an inch or two to one side (even while pulling some G) in order to get one eye around the bar. Having a portion of your vision permanently blocked off, with no way to see "around the bar", is not really realistic. The only alternative is to turn the entire cockpit off and on intermittently, which is far less realistic than using a modified cockpit view! For the record, I personally prefer the "small bar" for this purpose---it does seem more realistic to have the post, just reduced in width.

P47C No-Bar Cockpit: (P47C-ck.zip ??kb)
by Matt Van Vleck.
...for voodoo users...


P47C No-Bar Cockpit: (p47c_nobar.zip 3.95kb)
Developed by Paulo Morais.
A modified 3dz file (wireframe) for the P-47C. P47 With the bar removed from the center of the windshield. This is independent of video cards and resolution settings---they work with anything!


P47C Thin-bar Cockpit: (p47c_lessbar.zip 3.95kb)
Developed by Paulo Morais.
A modified 3dz file (wireframe) for the P-47C. This is independent of video cards and resolution settings---they work with anything!


P47C front window: (?? ??kb)
by Charles Gunst.
Modified the P47C front windshield by removing the center post for 2D Cockpits. This is single file to cure the P47 cockpit bar visibility problem when flying the F6F Hellcat. It uses the P51B cockpit file. Simply copy the file P021VIEW.CPT to your EAW directory, and start EAW.


"Historically Correct" Messerschmitt 109E Canopy Framing: (?? ??kb)
by Capitán Manduca.
If you are a real stickler for historical authenticity, then you already know the canopy frame on EAW's version of the 109E is incorrect. But due to Paulo Morais's determination on how to edit the .3dz "wireframe models" in EAW, he has introduced the first historically accurate canopy frame for the Emil.


Instruments and Gauges
The stock cockpit instruments in EAW have never been the clearest, and if you run the higher resolutions beyond the 640x480 default you will only have the 3D virtual cockpit (and thus instruments which are not really readable). But there are now many "sharpened" instruments available to add. Migge and some of the other members of the EAW community have done some great virtual cockpit work, easily worth the small download.

Some "cockpit" upgrades already include sharpened instrument files along with the "view" files, so it would probably be unnecessary to add new instrument files for these aircraft, but if you download a whole pack of instruments it would also be more work to try to figure out which planes need them and which don't. You may find it much easier just to unzip ALL the new sharpened instrument files into your EAW folder, these new ones will overwrite the old ones. There actually maybe little noticeable difference between one set of sharpened instruments and the next, so it probably won't matter which instruments you have in your EAW folder. It should be remembered that there's only so much you can do with some aircraft: while most instruments become readable, there are exceptions like the Spitfire, where nothing can help the unreadable compass!

EAW uses two ".tpc" files to draw cockpits. The "P***v.tpc" file is the "v" file. It is the cockpit color (including the "instrument panel" itself) and also the views of your wings when you look out of the cockpit. The actual instruments themselves are found in the "x" file, "P***x.tpc". Therefore, the instruments are in a separate file from the rest of the cockpit. There can only be one file in the EAW folder with the same name, so if you already have one file (named, say, P190av.tpc......this would be the "v" file for the FW190A), and you add another "P190av.tpc" file, the first file would be overwritten (depending on how you are adding the new file, you may or may not be prompted about wishing to replace the existing file).

Create individual custom v files:
It is possible IF you have the .pcx files that your .tpc files were made with! All EAW art files begin in PCX format (example: Pp51dv.pcx). To convert them into the compressed format that EAW uses requires them to be run through a utility called PicPac. PicPac was released by Microprose in the latter half the year 1999 and is what all EAW skins makers use to convert their files to EAW's ".tpc" format.

PicPac transforms the files into the ".tpc" files that you place in your EAW folder (example: the file "Pp51dv.tpc" will be created after "Pp51dv.pcx" is run through PicPac. Many skins makers include the ".pcx" files that they use to make their skins so people CAN modify them as needed. If you download a "v" file that does not include the original ".pcx", then you can...

Once you have the original .pcx's for both files (the one whose cockpit colors you want and the file with the wing views you need) it is a fairly simple process to combine them. You will of course, need an art program that can work with PCX files. I use MS Paint for actual art file conversions, transferring the changed portions of the file into my art program and pasting them in there. MS Paint only works with Bitmaps (BMP format), so that's why you need another program which can work with PCX files. Anyway, once the ".pcx" file is modified to the specifications you want, you just run it through PicPac. Instructions on how to do this are provided in the Readme file for PicPac. They can seem a little complex at first to someone used to Windows because PicPac is a DOS program. But if you do everything right PicPac works just fine.

Some things to be careful about when modifying the EAW .pcx files are:

1) DO NOT use any colors besides those that are already in the PCX's. If you introduce colors that are not in the EAW palette you will have, um, an INTERESTING looking plane! (When PicPac first appeared, it seemed that everybody who tried it wound up with "psychedelic" aircraft! I think it took most of us a few tries to realize how to avoid this problem.) If I need to replace a color somewhere when I'm using Paint, I use the color-matching tool to use a color from somewhere else on the .pcx file. If I need a red, for instance, I can't use the red in Paint, I have to find a red color on the .pcx file.............Of course, if you're only pasting parts of one file onto another this shouldn't be a problem, since you're not really changing anything that doesn't already exist.

2) If you've looked at some of the .pcx files then you already know that they bear little overt resemblance to an airplane! You'll have to figure out what is what on the files! It's easier to do this on some files than others, and easier for some PARTS of airplanes than others.

3) Make sure that the resolution of your modified file is still 256 x 256. If it is anything else, you will get an error message when you try to run EAW. This message will say something to the effect of: "Pic wrong resolution". I'm not sure why, but a couple of times I've wound up with a modified file that is 256 x 255 or something like that. That is enough to prevent the game from starting. I'm not sure why this happened, but it was probably something that I did wrong! Anyway, it was pretty easy to fix: I just resized the .pcx file in my art program to the correct 256 x 256.

4) After you finish modifying the .pcx, running it through PicPac, and have a .tpc file that works, save a copy of both your .pcx and .tpc "v" files in a folder and label them so you know what they are and which airplane/skin combo they belong to. Then ONLY use a COPY of the .tpc file in your EAW folder. Remember that any time you add a new skin to the EAW folder, it MIGHT contain a "v" file (which could overwrite your "v" file). So never put your only copy of your modified file in the EAW folder!




Instruments Sharpened For 3D Cockpits : (instruments20.zip 599kb)
by Angeleyes 666th Red Skulls Squadron.
Complete Readable Instrument Collection. These TPC files apply sharpened instrument numbers in virtual cockpit view. old versions: Allied instr.only.zip 318kb , German instr.only.zip 250kb


Six Cockpit Interiors: (interior-six.zip)
by ?
Instruments are now readable for Spitfire Ia, IX and XIV, Mustang P51B and D and the Hurricane.


Cockpit Colors And Other Revisions
The internal cockpit colors of the Allied aircraft in EAW appear to be accurate. But the German aircraft have a seemingly inaccurate (and ugly) shade of blue. There are some add-on cockpits that recolor the German cockpits to a more accurate (and IMHO, better-looking!) grey that approximates RLM 66 (the shade of grey that Luftwaffe cockpits were most commonly painted in). (note: some of the following cockpits also include instruments in the zip file)

--Custom Cockpits for the Me109G and K, the Me110G, and the FW190D are available...

grey cockpit for the Me109E:
by JPI Jean Pigeon
made the first grey cockpit for the Me109E!

--Migge has made some great looking cockpits for Allied planes. You can find a terrific-looking one for the P-51D Mustang, and an almost photo-real one for the P-47D Thunderbolt. Also a new "Luftwaffe" collection of brand-new virtual cockpits for German aircraft. These are absolutely stunning! He has made gorgeous cockpits for the Typhoon and the Tempest as well.


HUD Fonts
The Font (really sprites) for the HUD display in flight is found in the FONTS.CDF file and are called TINYFONT.FNT and TINYFONT.FSP. The .FNT file is the font itself, and the .FSP controls the letter spacing.  Note: This font is also used during online Chat, some custom ones are so large or spaced far apart that text can wrap or not be displayed.

 Several people have made or combined different font types with different boldness and spacing. Some of the custom fonts require you to use a special hex edited eaw.exe that is tailored to use the font.
(You really can use the fonts without the hex edited exe's)...

However the available fonts files can be renamed to the EAW default names; Once you download them and rename them, simply take the two fonts files and copy the files tinyfont.fnt and tinyfont.fsp straight into your EAW folder to use, this should work, if it doesn't then EAW doesn't search for fonts outside of the .CDF file. (I haven't tested this)

Also remember you can change your HUD colors if they are too hard to see with the eaw.ini file.
See my Inside the EAW.INI Help Document for more information.

Large HUD Font: (LargeHUDFont.zip 8.82kb)
by VonBeerhofen.
These files will improve readability for on- and offline games. It was especially made to be used on larger monitors using higher resolutions. It will improve HUD and CHAT fonts and has the advantage that the game stays compatible online since it is only a graphical add-on as opposed to a change in the .EXE


Medium HUD Fonts v1.1: (MediumHUDfonts11.zip 31.6kb)
by Spit9.
These fonts are intended to be used with King Rat's patch for EAW (version 1.2b). The fonts are just a combination of two other EAW original fonts (MAINTALL.FNT and THICKFNT.FSP). There are two more fonts added....I called them SNIPER.FNT and SNIPER.FSP. These fonts are in fact the original POPSERIF3 pair that is inside FONTS.CDF, but now you don't have to extract them. They work with GeForce (and other Nvidia cards, as well as 3Dfx cards), giving a better visual at 1024x768, and also work in 800x600. Even in 1280x1024 they are very acceptable....


Large Font HUD with v1.2b: (eaw12b+nocd(LargeFontHUD).zip 520kb)
by King Rat.
Replaces the v1.2a eaw.exe by Dave S. Contains files to increase the heads up display (HUD) font size in European Air War. This is useful for higher screen resolutions for which the default font gets very small. LARGEHUD.FNT and LARGEHUD.FSP are the font files.  They are just an extraction and rename of one of the fonts (MAINTALL) included in the EAW font.cdf file.


Large Font HUD with v1.2.1: (eaw121 nocd(LargeFontHUD).zip 557kb)
by King Rat.
Replaces the v1.2 eaw.exe by MPS. Contains files to increase the heads up display (HUD) font size in European Air War. This is useful for higher screen resolutions for which the default font gets very small. LARGEHUD.FNT and LARGEHUD.FSP are the font files.  They are just an extraction and rename of one of the fonts (MAINTALL) included in the EAW font.cdf file.


Font Choices with 1.2.1: (eaw121+nocd(FontChoices).zip 572kb)
by Jaeger 02.
Replaces the v1.2 eaw.exe by MPS. Four Collected sets of Fonts.




Related Download Links:

The default EAW gun sight leaves a lot to be desired! Fortunately, there are now other options available. The stock version of EAW only allows for one sight to be used at a time for all aircraft. For the stock v1.2 game, in order to use a custom gun sight you must have a file named "GUNSIGHT.SPT" in the EAW directory. In v1.28 the code was changed by Ralf so each slot had a separate gsight**.spt 00 to 29. In v1.30 with no slots it became "gsight.spt" in the aircraft's FM folder. This of course continues in 140 and 150. However, If you have a preferred gunsight you can put it in the root folder as "gsight.spt" and it will be used for every aircraft type, like in the stock v1.2 game.

Installing Gunsights
 Just copy the particular gunsight that you want into the EAW directory (this is the folder where the eaw.exe file is located; normally this has the filepath of "C:\Program Files\MicroProse Software\European Air War"). NOTE that you will have to rename the gunsight file so that it is called "gunsight.spt". That is all there is to it.
For EAW v1.28 and above each slot had a separate gsight**.spt 00 to 29.
For EAW v1.30 or 1.40 or v1.50 use the file name "gsight.spt" in the root folder for all aircraft use.

Uninstalling Gunsights
To remove a gunsight, you can simply delete the "gunsight.spt" file from the EAW directory. Then you can return to the stock EAW gunsight (ugh!), or you can repeat the process, using a different sight.

Note About Using Managers
Basically, with the automatic gunsight movers, you can select individual gunsights with Skins-n-More and the Gunsight Manager program. If you want to use the Stab Manager program or the Theme Manager program to use whatever gunsight you want without changing other files, it will be harder to accomplish (although not impossible. See the individual managers for instructions.)


Gunsights SIGHTPAC: (PapaRomeo_Gunsights_Mk3.zip 183kb)
by PapaRomeo.
has developed a series of historically realistic gunsights for EAW. Included are German Revi sights, British gunsights for the Battle of Britain and later, and American and Japanese sights.

v1.01 of the gunsight pack included 9 authentic replacement gunsights. All of these sights were based on photographs of the illuminated reticules of the WWII aerial gunsights. The only exceptions are the two Japanese gunsights, which are based on versions created by Takuya Watanabe for Aces High. I've also included a "ring and bead" gunsight for those of you flying P-40s and other early-war fighters. The "Mark 2" Gunsight Pack; I added US N-3 and N-9 sights, plus numerous other enhancements. The MARK III gunsight pack includes 49(!) gunsights. New is a whole bunch of “high visibility” sights, more US sights, including the USAAF version of the Mark8, as well as three authentic ground attack sights. One download gives you all the sights you’ll ever need!  All my sights are supplied ready for use with Viper’s Gunsight Manager and are fully compatible with NVIDIA and 3DFX video cards.

EAW Gunsights: (????many separate SPT download files???? ??kb)
by Viper.
If you want a wide range of interchangeable sights, you're in luck! He has developed many different sights for use in EAW at 800x600 resolution. Gunsights designed for Standard, Spitfire, FW190, ME BF109, P51 Mustang, and P38. If you want to switch between different gunsights quickly, he even has a "Gunsight Manager" program which will swap them in and out.


Rigger's Gunsight Pack: (rigger gunsights.zip)
by Rigger.


High Visibility Gunsights: (HighVisibilityGunsights.zip 36.2kb)
by Rigger.
All of these gunsights are high visibility Red in color and are not historically correct. However, from my testing and those that have used them, they are said to be highly accurate when it comes to aiming.

LLv34 Alternate Gunsight: (gunsight.zip 2kb)
by LLv34_BlauKreuz, the CO of the Finnish-based online squadron LLv34.
If you are flying as a German pilot (or even if you're not!), I would highly recommend using this new cool-looking and usefull gunsight he developed. It really does seem to improve gunnery skills. To install, simply unzip the GUNSIGHT.SPT file into your EAW main directory.

Clear Glass / no-frost gunsight fix: (clearglass10.zip 431kb)
by Dan Shaw.
Another great option for the EAW gunsights has been developed. This is the "no-frost" gunsight fix. Finally, a clear view through the gunsight! This removes reflections on the gunsight glass to make targeting easier. This fix is not really a gunsight per se, but rather improves your view through the gunsight. It is compatible with the add-on gunsights, so there's no worry there.

I've always wanted to get rid of the glare graphics on the glass of the gunsights -- you know, the hazy translucent band that runs right up the middle of most of the gunsights in EAW. If you use the transparent cockpit cheat, you may never have noticed this, but it bugged the hell out of me.

HarryM told me what files I needed to look at, so I've modified the cockpit transparencies for all 20 flyable planes in the game. I left enough "frosting" at the edges of the glass to keep a bit of the 3D look, but most of the centre area should be clear. They make Viper's gunsight reticles look much better.

The readme includes instructions -- basically the mods are to *.tpc files that you can handle like skins. One thing I left out from the readme -- you are free to distribute and modify the files as you wish, though I would appreciate receiving credit.

BTW, if anyone wants to redo the glass in the P-47s -- please do! While I'm pretty happy with most of the other sights (especially the various Spitfire ones), I gave up trying to make the P-47's look good after about an hour. (I think the default sights looked pretty bad to begin with.) The transparency texture seems to be rotated about 45 degrees to the right, if that helps anyone figure them out.





Related Download Links:

EAW Effects Pack: (effects.zip 412kb)
by Max188.
A popular plane add-on. This provides better-looking smoke, fire, flak, and tracers. This add-on enhances many of the effects that EAW uses including smoke, fire, explosions, flak, hit debris, muzzle flash, and tracers. The game still renders these effects the same way, but the colors, textures, and detail are much improved.  This mod adds a lot to the visual quality of the game.


Flames Enhancement mod: (flames.zip)
by Max188.
A companion to the Effects Pack. If you want to add flames to burning engines, get this Flames Enhancement mod. It adds trailing flames to the black smoke from damaged engines. As a side effect, it also changes how ground fires and train engine smoke is rendered. Requires the Effects Pack above to already be installed.


HiRes Flak Pack:
by Ghostboy.


EAW People: (people.zip 129kb)
by Max188.
This improves the look of the people that you will see in EAW as both troops and civilians, including war casualties.  Basically, they are not blue anymore, and have been given somewhat of a face. They still don't look that great, but at least they are a bit more realistic.


Plane Rendering Mod: (rendermod.zip 183kb)
by Max188.
This modification replaces the planes.dat file so that planes are rendered at higher quality for longer distances. This makes it easier to identify the type and orientation of the plane at longer distances. It also increases the distance that planes are visible as dots. The rendermod is a must for no-icon-gamers, this give EAW a 100Miles advantage...default its maybe 40miles. By default EAW v1.2 replaces the close distance graphic too early with the middle distance view. You really could see a hard switch from an exact painted plane to a rough painted plane.

This is most beneficial for those who are running the game at high resolutions.  Included files are compatible with Default EAW, ECA, ECAO, BoB, 1942 ETO, Pacific Tide, and Midway campaigns.  (Please note that if you use Charles' ECAPanel, his latest version 4.2 incorporates the Plane Rendering Mod.)

EAW has five numbers for each aircraft, in the file PLANES.DAT, which regulate the distance at which the different 3DZ files are used. Call these:
Close (uses the detailed F.3Dz)
Medium (uses the medium M.3DZ)
Far (uses the flat-plane S.3DZ)
Line (uses the line T.3DZ)
and Maximum view distances (uses a dot)

The standard EAW numbers are
For small single-engined aircraft (more for larger aircraft):
Where 1 EAW unit is 21 feet (don't ask me why).

Using this Plane rendering mod will mean that your PC will have to use the most-detailed 3DZs for much greater distances. The advantage will be improved graphics, and a much reduced need for medium- and long-distance 3DZs. The disadvantage may be a frame-rate reduction, or possibly even a lock-up...From a quick test it would appear that this mod gives a decrease in frame rate of around 20-30% from normal on a old 1.1GHz Athlon Computer with a Ge3Ti200, 256Mb Ram...it will certainly fix that "half-plane" problem, that we get in the twin and four engined slots, especially with converted PAW aircraft (I think, from memory, that the reason for that was that PAW used two medium-distance 3DZs for twin-engined aircraft, where EAW has only one)...It also means one less big 3DZ model that modelers have to make working on new aircraft for these slots.


Plane Rendering Mod2: (rendermod2.zip)
by VonOben.
Has created some planes.dat files for several additional campaigns, including Poland 1939, France 1940, Mediterranean 1941, Caucasus 1942, and Tunisian 1942.


EAW Fuel Mod - includes Plane Rendering Mod: (combomod.zip 199kb)
by Max188.
EAW models fuel consumption within the game, but the  rates are set so low that you rarely, if ever, need to worry about fuel levels.  Plus,  the combat radius ends up being about double what is indicated in the game.  This mod sets the fuel consumption rate to 1.5 times the default for all planes, including AI. This makes the game more accurate and adds a new dimension to the gameplay of managing fuel in a more realistic manner. This mod also incorporates the Plane Rendering Mod.
Included files are compatible with Default EAW, ECA, ECAO, BoB, 1942 ETO, Pacific Tide, Midway, Poland, France, Mediterranean, Caucasus, and Tunisian campaigns.  Please note that for ECAPanel, you will need to use the Render Mod -Script- below.


EAW Fuel Mod Script - includes Plane Rendering Mod: (comboscr.zip 6kb)
by Max188.
Modify your own custom planes.dat file. This mod allows you to customize the fuel consumption rate to make the game more accurate, and adds a new dimension to the gameplay of managing fuel in a more realistic manner. Works with both the default planes or ECAPanel.  Also incorporates the Plane Rendering Mod into the script. Be sure to read the enclosed readme.txt file for important instructions and fuel guidelines. The script is written to use ASHE hex editor, you can download a free runtime version.  


Provisional Night Campaign Generator or PNCG: (Night_Careers.zip 38kb)
by DOM.
This DOS-utility edits campaign files' time-data so the missions are mainly carried out during the night. Please check the readme-file for more information about its use and effects. Consider this a - as the title states - provisional solution...


Main Executable Patcher For Night-Missions or MEPFN v.1.1: (MEPFN.zip 37kb)
by DOM.
This DOS-utility makes a backup of the EAW.exe file and patches it's internal time-table, so the sim is getting primary night missions in single missions and online-games. Please check the readme for further info.


EAW Flame effects, Air or Ground: (Pobsflames.zip 75.3kb)
by Pob's
...damaged plane engine flames and ground object damaged flames...




Related Download Links:

There are a number of Modification's out there. What you need to be aware of, is that these are designed to be placed directly into your EAW 1.2 system, and they will CHANGE the way all the aircraft in the game behave, and if you do not use one of the Plane/Flight Model Manager programs you will be stuck with most of these new modifications, unless of course you remove the custom flight model data files manually.

Why? What's the reasoning for all the various mods? How come we can't use just the plain old EAW 1.2 as it was put out by MicroProse? When EAW was released, in some pilots opinions, MicroProse had some major bugs in it. It seemed that the flight models were not quite right. Apparently the EAW Team designers were under pressure to release the product in time for the Christmas Rush. What came out initially was a version in which the British Planes seemed to have magical powers over all the other aircraft in the game, and naturally if you were involved in either a Luftwaffe Squadron, or an American Squadron you were sadly disappointed in the way the aircraft were modeled.

So each of these Modification's will change or alter the flight characteristics of the EAW Aircraft in some form or another. Some of them actually give you more aircraft than was originally in the game. Here's a short list of some of the various Modification's that you will most likely want to try. -EAW 1.2 - ECA/ECA CP - ECA Online - RIP - RIP PLUS - MSA are just a few.


Stuka Add-On
by Erwin von Helton.
An add-on for European Air War that allows you to fly the Stuka JU-87B1. Most of the work is done for you but you will need to perform a little hex editing to complete the add-on.


Junkers Ju-52/3m "Tante Ju" Add-on:
by Cord Hartmann


Flyable Boeing B-17F Flying Fortress Add-on: (fly_b-17f_pax.zip 1237kb)
by Pretzel.
This mod-pack enables the giant US 4-mot bomber to be player controlled!


Mistel: (mistel_v10.zip 12kb)
by Charles Gunst and Alessandro Borges.
Allows you to fly a FW-190 / Ju-88 Mistel combination in EAW--- Not compatible with Enemy Coast Ahead by Charles Gunst.


Armament mod: (vipers_gunpack.zip 530kb)
by Steelviper.
Different armament settings for various planes and more features...


German Gun Collection: (EAW GCC11.zip 250kb  or  GermanGunCollectionv1.1.zip 250kb)
by Christian Mosimann.
adds guns and changes values for the Luftwaffe. It doesn't work with ECA. Check the readme file for details. New features for all weapons shipped by German aircraft, given more realistic ballistics. Old version: EAW GGC10.zip 55kb


MSKINMOD: (mskinmod.zip 863kb)
Developed by Paulo Morais.
Multipurpose Skin, Flight/3DModel Replicator. Enables aircraft alterations like swapping flight characteristics and changing aircraft roster. (Paulo's work on the structure of EAW is responsible for making many of the Add-On advances that are listed on this page possible in the first place!), this utility makes it possible to swap virtually ANY plane in EAW for another. This includes skins, flight data, and everything else. You want an FW190D in two different aircraft slots at the same time? No problem. What? You want them on opposing sides? That can be done too! Like EAW Aircraft Edit, it may be a little too complicated for a new EAW player, but if you're up to it, MSKINMOD opens a whole host of possibilities!

a new utility for EAW. This program makes it is possible to fly sweeps against similar planes (e.g. Finnish Hurricanes vs Soviet Hurricanes) or to have several different looking, but same planes in the same game (e.g. LLv34 G-6 with JG5 G-6 fighting against EAF Spit9 and No609 Spit9). MSKINMOD works both offline and online. In online use all pilots in the same game have to have the same configuration loaded

a multipurpose Windows program capable of replicating all or just some parts of EAW aircraft data from slot to slot. Components from different aircraft can be mixed, in order to get new aircraft types or versions. The copy process is fully automated and is controlled by user editable configuration files. The configuration files can be easily distributed to insure that everything is consistent and allow for correct online usage. Many and very different types of modifications can be easily obtained, from just name or skin changes to fully featured addons passing through intermediate complexity modifications like:

- creation of similar aircraft duels (historical or just for fun);
- creation of multiple copies of the same aircraft using different skins in order to provide visual identification of squad members or squad cooperation against a common foe.

It is compatible with flight model modifications like ECA online, ECApanel or 42TPE. It can also be configured to make changing between this type of EAW modifications a much more easy and safe process. Some sample configuration files and skins are also enclosed. They are meant to show what can be done with the program.

You can fly the Me 410, Ju 88 in single missions when using the MSKINMOD program. Try swapping the Bf 110 C for the Me 410 and the Bf 110 G for the Ju 88. You will need to get some new skins from somewhere and also the canopy transparency files from PICPAC to make it all work. As far as I know this is the easiest way to swap flight models and 3DZ files.

Using the Mosquito->P38H slot as an example.
(Note: MSKINMOD has a mechanism that tries to make it more compatible with the concurrent use of other addons. Before applying any changes it checks for the presence of the files is going to use/modify in EAW folder. If they are present it is assumed that fact is known by the user and are meant to be used instead of any others that needed to be extracted from the original CDF files. You should try to start from the cleanest EAW configuration possible and progressively add new data to avoid problems.)

After firing MSKINMOD you enter the configuration editor by selecting
'Edit Current Configuration' and press Apply.

In the editor select the aircraft slot to change in the list box named 'Base Type' in this case the P38H is already selected.

In the listbox named 'Flight Model' select MOSQ.

If you want to preserve the British nationality for your Mosquito you don't need to touch the 'Nationality override' listbox.

In the '3D Model' listbox select MOSQ again.

If you have a new skin for the Mosquito please place the TPC files in the SKINSM folder. Afterwards you must provide the 4 letters after the P that identify a particular skin (pMOSQtex.tpc). You can use the button at the side (the one with 3 dots) to browse another folder and select the correct name. The 4 letters will be extracted for you automatically.

Next you must provide in the Edit box named 'On-screen name' the name you want to be shown. In this case 'Mosquito', 'Mosquito FB VI' or anything else is OK.

Finally the most important step. To make the changes permanent you must press the APPLY button at the top of the Dialogue box. Only after this action the changes are written to the current configuration file that will be used when you go back to the main interface and select 'Backup Data and Enable'.

If you plan to use other alternative configurations (Me410 in the same P38H slot) to avoid loosing the changes I suggest that you create a copy of the current configuration file by pressing 'Save To ...' and provide a meaningful filename in the old 8.3 format.



Enemy Coast Ahead or ECA: (eca14.zip 7616kb apox 7.6Mb)
by Charles Gunst.
Was one of the first FM add-ons made (released in October 1999). He has written some excellent add-ons to improve just about everything from the flight model of every plane down to the gun pattern. This lets you fly almost every EAW aircraft in campaign mode. To fly Bombers, the B-17, B-24 and V-1 you must use a pilot career, this is due to limitations of the ability to alter EAW's internal game structure.

A new set of *.flt files and *.dat files for EAW. He fixed some of the issues that 1.2 addressed as well as making some changes to 1.2. The airplanes are tougher, for example. I recommend using ECA (Enemy Coast Ahead) flight models even if you are going to fly the standard aircraft. This set of flight models should be used in conjunction with ECA Control Panel.  Note: This flight model set (ECA) should not be confused with the (ECAo) 'ECA Online' , a separate FM package.

The latest version of ECA v1.4 by Charles Gunst was updated for EAW v1.2. Flight models, while subjective, just feel right with the ECA add-on. Fly some previously un-flyable planes (except for the four-engine types and the V-1) the He-111, Me-410A Hornisse, Junkers Ju-88C "Wonder Bomber" and Junkers Ju-87B Stuka, De Havilland Mosquito Mark VI, the Martin B-26B Marauder and more. (Be warned, the Stuka is NO match for any Allied fighter. If you can complete a career in a Stuka, you have certainly earned your wings!). ECA modifies many of the files in EAW to add more realistic flight models, armor values and ballistics. This program is essential to get the most out of the sim, in ones opinion. The last official MicroProse patch reduced the armor values of all planes. For an example: One burst of .50 caliber or 20mm cannon fire is all it takes to claim a victory. So ECA increases the armor values to more acceptable levels. ECA makes significant changes to the weapons modeling, it uses the "real" velocities and rates of fire. (the stock EAW has very low muzzle velocities (far lower than in real life), resulting in excessive "bullet drop" at longer ranges and requiring more lead in deflection shots. It also has incorrect rates of fire.) ECA also introduces some new weapons. You may now choose to employ the Henschel HS-293 anti-ship rocket bomb. Panzerschreck anti-tank rockets. The famous Fritz-X. Napalm, and the SD-2 "Butterfly bomb", an early fragmentation weapon.

ECA 1.4 FULL is approximately an 7.6MB download. There is also an "ECA 1.4 Update" available (eca14upd.zip), this is 142Kb and is intended for people who already have any earlier version of ECA. (Use on top of 1.0, 1.1 or 1.2 install). The "Update" will bring the earlier versions of ECA up to 1.4 standard without the need for the 7.6MB download. But if you don't have an earlier version, then you will need the big download! The Fw-190A8 is now less-armored but far more maneuverable A4 model. By popular demand, the Bf-109K is now the K6 model, with an extra 2xMk 108 30mm cannon in the wings. Extensive changes have been made to weapons characteristics.

As far as the 3D shapes (Models) and skins go, these aircraft already exist in the sim, so there is nothing NEEDed to be added. Although all of the aircraft in EAW can stand a new skin add-on to make them visually more attractive.

ECA 1.4 does the following:
a) Allows you to fly 7 of the originally non-flyable aircraft in EAW plus the 20 original flyable ones. (the new ones are the Mosquito, B-26 Marauder, Ju87 Stuka, Ju88A, Ju88C, He111, and the Me410) It is still impossible to fly the four-engined B-17 and B-24, and of course the V-1 is non-flyable (always crashes when landing..... :)). The bad news: the new aircraft are only available in Campaign (Career) Mode. You still can't fly them in Single Missions or Quick Start Missions. And of course, EAW was not really designed for missions in some of these aircraft. So there are no campaigns built around the B-26 Marauder, for instance. If you fly the Marauder, you will get escort and fighter sweep missions (!), although these will not really stop you from hunting for ground targets to pulverize on your own!

b) Changes the flight models of all the aircraft to more realistic ones.

c) Makes SUBSTANTIAL changes to the gun modeling. "Regular" EAW is inaccurate in both muzzle velocity and rate of fire. All of the muzzle velocities in EAW are WAY too low. This leads to excessive loss of trajectory ("bullet drop") at longer ranges and makes it hard to hit anything unless you're right on top of it. The rate of fire problem goes both ways: some guns fire too fast, depleting ammo, while others fire too slow, causing fewer rounds to strike the target. ECA uses the real-life muzzle velocities and rates of fire. You can now shoot flatter at longer ranges (this is especially useful when attacking enemy bombers) and you won't need to lead the target quite as much for a deflection shot. The ECA Readme file includes information concerning how many seconds of firing time you have for each gun on each aircraft.

d) adds some new ordnance to the game (especially useful for the now-flyable bombers!)


Enemy Coast Ahead v1.4 offers many advantages over "stock" EAWv1.2:
First, the thing that a lot of people look at is the fact that ECA 1.4 allows you to fly 7 of the originally non-flyable (that is, YOU the human pilot could not fly them!) aircraft in EAW. (there are 20 normally flyable types; there are 10 more non-flyable ones) With ECA, you can fly the Mosquito, B-26, Ju87 Stuka, He111, Ju88A Bomber, Ju88C fighter, and Me410 fighter. You still cannot fly the four-engine bombers (B-17 and B-24) or the V-1 (no careers with that one, anyway :)). Bear in mind that while you can fly these aircraft, the missions you get will still be fighter missions since no one is able to edit the code for EAW yet. So while many of the careers these aircraft can be flown in will have a lot of attack or interdiction missions, there will still be an occasional figher sweep or escort mission, even if you're flying a Stuka (of course, if you REALLY like excitement...)! Also, the newly flyable aircraft are not available in single missions or quick start missions, only in campaigns.

Secondly, ECA 1.4 modifies the performance of many of the aircraft to be closer to reality. In regular EAW 1.2, the German aircraft don't seem to perform as well as they should (contrary to what some company programmers would have you think, German engineers were NOT trying to get their pilots killed---German aircraft were a lot better than made out in EAW 1.2!). American aircraft, too, seem to be a little toned down both in performance and maneuverability. ECA 1.4 addresses some of these problems and tries to correct them.

Thirdly, ECA 1.4 changes a lot of the gun modeling to be more realistic. In basic EAW 1.2, muzzle velocities are WAY too low and the rates of fire are off a little. ECA 1.4 uses the real muzzle velocities, so all your ammo is faster. This leads to far less "bullet drop", especially at longer ranges, and also means that a little less lead will be required to hit targets with deflection shots. ECA 1.4 also employs the real rates of fire; basic EAW 1.2 has some weapons firing too fast (which allows you to put more rounds on target, but depletes ammo more quickly than it should), and others too slow (the opposite effect: now it's hard to get kills). ECA 1.4 rectifies this.

Where ECA really shines, though, is with the "ECA Control Panel 2.0". This allows you to substitute several different flight models for each of the 30 aircraft in EAW. When all is said and done, you have about 150 different aircraft to choose from! ECA CP 2.0 includes Italian, Japanese, and Russian aircraft! Example: the Bf109G slot is used for eleven different aircraft! There are 2 versions of 109F, six 109G's, 3 Japanese Tony's, and an Italian Macchi C.205! ECA CP 2.0 also includes an editing function that allows you to modify information concerning your unit and the pilots in your squadron, including yourself! With this, you can move to another base, equip your squadron with just about any aircraft available in ECA CP 2.0, or refresh all your pilots Morale and Fatigue levels (yes, EAW does track this for your AI pilots!), among other things. But wait, v2.0 may be the latest version of ECA Control Panel, but v3.0 is just around the corner!


Flying the Non-Flyable:
ECA doesn't really "run"; it's simply a set of add-on files that will be in your EAW directory (the folder titled "European Air War" in which eaw.exe is located). In the readme file for ECA it lists all the filenames for ECA. There is no verification procedure. It either works (if all the files exist in your EAW directory) or not. If ECA works, it is installed O.K.
Stock EAW has 20 flyable airplanes, 9 non-flyable ones, and the V-1 (that is, not flyable by you the human player---out of the box, they could only be flown by the AI). ECA allows you to fly all of EAW's aircraft, 7 of them, EXCEPT for four-engine bombers (the B-17 and the B-24) and the V-1. This is the list of non-flyable aircraft that are now flyable:
1) De Havilland Mosquito VI
2) Martin B26B Marauder
3) Messercchmitt Me-410 Hornisse
4) Junkers Ju-88A
5) Junkers Ju-88C
6) Junkers Ju-87B Stuka
7) Heinkel He-111 H.

ECA in Single Missions:
Unfortunately, there is one problem. The now-flyable aircraft listed still cannot be flown in Single Missions or Quick Start Missions---they are only available in Campaigns (Career Mode) simply because the aircraft type were not originally flyable in stock EAW. I would love to be able to do single missions in the new planes, but single missions are controlled by a menu file, and the menu accesses an array, the location of which has not been found. I have asked Microprose for information about this, but with no success.


ECA in Campaigns:
a) Start a new career.
When you begin a new career or Campaign, you have a choice as to which unit you wish to fly with. Keep rolling through them on the selection menu and you will eventually find an aircraft you are looking for. The new aircraft should be available in the historically relevant periods. Cycle through the available squadrons in a campaign by clicking on the squadron name.

For an Example, In the German 1940 campaign, there are 9 available squadrons. As you cycle through you will see in succession 3 BF109E squadrons (II/KG2, III/KG2 and II/JG26), then I/KG51 (Ju88A), another Bf109E squadron (II/JG51), then III/StG2 (Ju87), II/KG53 (He111), and finally II/ZG26 and EGr210 (both Bf110). Likewise for the B26 in the 1943 and 1944 U.S. campaigns, the Mosquito in the R.A.F. 1943 and 1944 campaigns, etc.


ECA and Online Multiplayer:
If you have ECA 1.4 installed, you could only play online ANYWHERE with somebody else who has ECA 1.4 (and only ECA 1.4---i.e., not ECA Control Panel) installed. That is because in EAW v1.2, there is a "file checker" which makes certain that everybody in an online game has the same set of flight data for all of their aircraft. That prevents cheating (creating airplanes that are virtually unbeatable). ECA modifies some of the flight and gun data to make them more realistic, and these changes are what the file checker looks for. Note: The most common add-on in the olden days was to use "ECA Online".


About Single Mission and Bomber (Mosquito):
You will find you can no longer select the secondary aircraft (bombers) for an escort mission in....British fighters in a single mission.
This a quirk of using the EAW/ECA combination. In stock EAW, the only bomber available to the British for escort in Single Missions is the Mosquito. But in ECA, the Mosquito's designation has become a flyable fighter. Therefore, EAW no longer recognizes it as a bomber! The result: you can't escort it on an escort mission! Since it's the only British bomber in the game, that means no aircraft to escort as a British pilot! So it's just an inconvenience: it's the trade-off for being able to fly the Mosquito as a fighter-bomber, a side-effect of making the only British bomber in EAW into a fighter.

Bombers still get fighter sweeps in ECA, instead of Bomber missions....
Unfortunately, that's one of the limitations of ECA. You would need to change the mission structure but Microprose has not released the source code for EAW or anything like it that at the time these FM's where made.  As a result, it was impossible to introduce true bomber missions into the sim. The bombers will suffer from the difficulty of trying to fly bomber missions in a sim designed for fighter combat! The premature jettisoning of bombs and bombers turning back early seem to be manifestations of this. The same is true concerning the lack of fighter escort when you fly a bomber: they think you can take care of yourself (Your Bombers are truly viewed as fighters!). Remember EAW, like its competitors, was designed as a FIGHTER sim. All the missions are "fighter missions"----there really is nothing for bombers! There is currently nothing that can be done to change the missions.

There is currently no way to set up a campaign centered entirely on bomber or bomber-type missions. But you can minimize the number of "fighter-style" assignments and increase your attack missions by choosing your base campaign carefully. For instance, if you fly an Allied bomber (Mosquito or B-26), the 1944 Tempest campaigns are probably going to be a good choice. They will still have fighter sweeps and maybe an escort mission every now and then, but are heavy on airfield, radar station, etc. attacks and on interdiction missions (vs. mostly trains or half-track convoys). I think you have fewer good choices as a German pilot, but you might try Eprobungstaffel 210 in the Battle of Britain, which is supposed to have more fighter-bomber missions (I think). Charles Gunst has already done a great deal of this in the add-on campaigns that are part of ECA. But like I said, unfortunately, the fighter missions are one of the limitations that this great add-on (ECA) is forced to work under.

When Your Squad of Bombers drop their bombs before or shortly after take off:
It has something to do with EAW and unflyable planes, It's another side-effect caused by the basic fact that EAW is a single-seat fighter sim, and editing it to allow bombers to be flown is pushing it. If I hit the 'autopilot' key, your bombs will automatically drop. This seems unavoidable (as far as Charles Gunst has determined). But you can try the "Alt + N" method while you're still on the runway! Yes, this WILL eliminate the "thrill" of trying to coax a B-26 into the air off of a short runway, but it SHOULD get you and your squadron to the target area with all ordnance still on board. It will also prevent you from having to fly forever to get to the target!

Commanding Bomber Squad:
As far as commands go being the squadron CO allows you to give orders to the whole squadron. I would think that the best missions for bombers would be interdiction or other form of fighter-bomber missions since your designated target is already on the ground. That way, your AI mates should already be "locked" into that target. You would probably have to give them explicit orders to "target fighters" before they would go after enemy fighters. Unfortunately, this might not be an option on traditional fighter-type missions, since your AI pilots will likely be targeting enemy aircraft to begin with (there's no "target ground objects" command, just "attack ground targets") and there doesn't seem to be a reliable way to get them to change to a ground target!


Some more problems that can't be fixed with the EAW/ECA:
Most of the problems listed below are unavoidable (as far as Charles Gunst has determined).

-The STUKA. Aside from the missing dive brakes, this is the most workable of the new planes. The only issue with this one is the lack of escort. Since this plane replaced a 109 squadron, it is assumed as needing no escort. Thus the Stukas often do not get an escort, because EAW treats them as fighters, and fighters do not need one.
-With the Ju88 or the Heinkel-111 for an example, When the mission starts, note the position of my aircraft on the runway. This is important, because after takeoff, approximately 5 minutes into the flight, all the planes that were behind me on the flightline will dump their bombs into the trees and turn for home. Some will land back at the base, others will circle endlessly around the base. This happens every mission. And again, the jettisoning of bombs by the Ju88A and He111 is something a fighter would do (although interestingly, as an aside, fighters per se do not do it in combat - it must be related to the size of the bomb load).Hitting Alt-N should get you to the target with your bomb load - either shortly after take-off or on the runway.
-When you approach for landing with a Ju-88, as you get near the ground, the bomber will suddenly begin making pitching maneuvers towards the ground and back up again. This makes landing almost impossible. You usually will have to land on one wheel, and jam the stick in the opposite direction, and if your fast enough, the plane will slam down hard onto the ground and stick.



Enemy Coast Ahead Control Panel or ECAPanel: (ecapnl44.zip 238kb)
by Charles Gunst.
A nifty Windows based utility allows the player to choose different planes, variants and sub-variants. A companion program to ECA listed above. ECA Panel is an aircraft-swapping and squadron-editing program. Stock EAW has limit of 30 aircraft, 20 of which were originally flyable. With ECA (listed above), an additional 7 of the non-flyable aircraft are now flyable (although those are only available in campaigns). This ECAPANEL complements ECA by enabling easy swapping of hundreds aircraft flight models within the 30-aircraft limit. Older version: ECAPNL20.ZIP 387KB, ecapnl32.zip 489kb , ecapnl33.zip , ecacp34.zip, ecapnl35.zip , ecapnl36.zip 0.5MB , Ecapnl42.zip


ECAP Handles different aircraft settings:
It changes the names, flight models/damage models, armament, muzzle flash positions and ordnance loads of any aircraft you select. (what it does not do is load in the required skins(P****.TPCs) and the three dimensional models(P****.3DZ's), you do that manually or with a skin manager program.) Note: Every time the Panel is started, it automatically checks to see if the data in the Planes.dat and Flt files match what is showing in Panel's aircraft slots. If anything is different, Panel then rewrites the files to reflect the data in Panel.

Fly more than 300 different aircraft models in EAW. Now with Russian, French, Italian, Japanese and Pacific aircraft...Note: this changes the flight models, it improves the default planes so that the original over-modeling of Brit planes and under-modeling of US and Axis planes is reduced somewhat....it also adds the flight models of a huge range of new planes for the 'plane slots' in the original game...(it does not add the new 3Dz shapes or new skins for the new planes so you have to install those plane files separately), If you don't then the plane you set in ecapanel will 'look' the same as the stock plane occupying that slot in game, but will 'fly' like the new one...


ECA improved with ECA Panel:
When you add ECA Panel to ECA that's when things REALLY begin to take off. Panel lets you choose between flight models for over 200 different aircraft! ECA and ECA Panel do not include skins and shapes; you still have to load them separately (but that's not very hard). It is ECA Panel's ability to create so many different flight models that takes EAW into a whole new realm: brand new theaters like the Pacific, the Mediterranean, or Russia, and even lets you fly some of the lesser known aircraft. (It also lets you fly some of the variants of the main combatants in Europe---Need more punch for your Me109G to knock down those heavy bombers? Try ECA Panel's "Bf109G-10/R4", with three 30mm cannon---but beware of the loss in performance imposed by the gondola-mounted external cannon! You want to really go ship-hunting with a 57mm-armed Mosquito MkXVIII? It's in there! What about the twelve .50 calibers on the P-38L--try that out on enemy planes [!] or fourteen .50's on the A-26B Invader--for some real ground-pounding....Or maybe you would you like to see how the P-80 Shooting Star would have fared against the Me262? You can fly those planes, too!) Some more include the Ta183, also the Sturm versions of the Bf109 and Fw190. They have the under-wing cannon pods so commonly found on the intercept aircraft of WWII. Another addition is the Ju87G-1. This is the tank-buster. It has the two 37mm cannon pods under the wings and really kicks some Sherman butt!

Picking the Planes you have a choice. You can manually select the planes for the theater you want, or, in the drop down boxes on the menu list, you can select a era or theater and the changes will be made for you. But, the selection is not automatic...you must pick the planes/era/theater yourself.

In order to get all of these additional aircraft you must use this separate add-on. For instance, let's say you enjoy flying the workhorse of the Luftwaffe, the Me-109. But you find that the standard armament of one 20mm MG151 cannon and two 13mm MG131 machine guns of the stock 109G6 is not heavy enough to tackle the relentless waves of American daylight bombers. ECA Panel offers the ability to simply replace the G6 with, say, a 109G6/R6 with two extra 20mm cannon slung under the wings. Still not enough firepower for you? How about the 109G6/R4 with two extra MK 108 30mm cannon? It's only a mouse click away. The extra armament is not without it's price. Flight models reflect the extra drag and weight of these "gundolas" under the wings.

The following aircraft can replace the standard 109G6 alone: 109F4, 109F4/R1,109G2, 109G6/R4, 109G6/R6, the very fast 109G10 and the 109G10/R4. For Allied planes, there are 6 variants of the fabled Mustang and an unbelievable 12 different marks of the world famous Spitfire! In addition, ECA Panel, also allows the player to fly Russian planes like the MiG-3, Yak-3, Yak-9 and La-7. Japanese planes include the ultra-maneuverable A6M5" Zero", D3A2 "Val" and the G4M2 "Betty". Even Italian ships are there, among them the Fiat G.55 and the Macchi C.200. Unfortunately any of these variants will retain the shape of the plane it replaces. For instance, the Zero will appear as a FW-190. Add a Japanese skin, however, and it's not too hard to "see" it as a Zero.

These aircraft's ECA Control Panel "alter egos" (Mosquito/F7F Tigercat, Stuka/Val, B-26/A-26 Invader, He111/G4M2 Betty, Me410/J1N1 Gekko, etc.). These aircraft can only be flown in campaigns simply because the aircraft type were not originally flyable in stock EAW. The other aircraft can be use in single or campaign mode.


Saving your changes before exiting:
You will have to do that in order to make your changes permanent. Go to the File menu in the upper left corner of the window and click on it. Select Save. Then you can exit.


ECAPanel contains a changed PLANES.DAT Render Distance Mod:
Charles has manipulated the values so you can have better detail of the planes at longer distances...
Stock EAW has 4 different distances for drawing aircraft pictures, which are fixed in PLANES.DAT.
For the B26 the original stock figures are:
8400: Close picture (.tex skin)
25200: Medium picture (.tes skin)
75600: Far picture (tan color)*
226800: Dot distance (a speck)
The unit is, I think, 21 feet, so the close picture distance is 400 feet, the medium picture distance 1200 feet etc.

*The TAN color results from a color index defined inside the 3DZ file to paint the elements that make the shape at long distance. Only the medium and close shapes use textured polygons. This is independent of EAW slot used. So the long range distant colors are from the 3DZ model file, not the skin files, usually green or tan.


.TES Skins:
You do not need the *.tes files if you are playing with higher detail settings. "Experiments" show that the *.tes files are skins that are used only in low resolution and/or low detail settings - long range sights of the skins are included in the skins themselves! Another way to view the TES files without actualy flying, is to set the Plane Detail to LOW, then goto the aircraft viewer in the plane data section. So making a .TES skin for a plane is a waste of time on modern computer systems that will always use the high detail setting.


Skins and Plane Shapes:
The Read Me file for ECA Control Panel clearly states that ECA CP only changes the flight models and the labels of the aircraft, NOT THE ARTWORK OR SHAPES of the planes. If you want different paint schemes or shapes, then you will indeed have to add skins yourself. It would be unrealistic to expect ECA CP to switch skins. There are way too many to choose from to satisfy everybody, not to mention the difficulty of trying to incorporate a substantial number into the program!

Other add-on managers let you have the proper aircraft skins and shapes to go with the flight models in ECA panel...EAW Stab can manage ECApanel for you...you do have to make one simple change: I'm not sure if the lastest STAB versions works properly, but you might have to open the older ECAmap file (in your ECAP folder) with notepad and change the line at the top from: VersionString=v4.3 to VersionString=v4.4  Otherwise STAB can't find the new ECAP files since it looks for the 4.3 versions. You will have to change it back to 4.3 if you decide to go back to what you had before.


ECAP and Incorrect Data Size On Plane.Dat:
This may come from running ECAPANEL.EXE in your EAW directory (the one with EAW.EXE in it) without ECAPANEL.DAT being there as well. The TXT file that comes with ECA Control Panel emphasizes that you MUST have both of these files in your EAW directory.

The reason is this. When it runs, ECAPANEL.EXE extracts PLANES.DAT (a file that MUST be 6484 bytes long, or you will get that error message) from ECAPANEL.DAT, but if ECAPANEL.DAT is not present it creates a file 6484 bytes in length in lieu, but one filled with zeros, not data. You may then get this error message. Check the PLANES.DAT file in your EAW directory. Is it filled simply with zeros?

Alternatively, your PLANES.DAT has simply been corrupted somehow.

The solution is simple, either way. Make sure both ECAPANEL.EXE and ECAPANEL.DAT are in your EAW directory, then run ECAPANEL in that directory. Hit "Reset" and exit, then try EAW. It should work fine.


Multiplayer and ECA/ECA Control Panel:
1. Everyone must have the same version of ECA Control Panel (the EXE file and the DAT file).
2. You must ensure that all aircraft choices are identical. I recommend using Reset and then changing manually, to a pre-agreed list.

The EAW built in file checker looks at the information for ALL 30 aircraft in EAW! If you are going to use ECA Control Panel online, every player involved in the game must have exactly the same data for ALL aircraft. In addition, ECA CP uses the ECA data for the 30 original aircraft. This data is different from the default stock EAW data. To use ECA Control Panel online, first you must be in a game in which ALL the other players must have ECA CP. Secondly, ALL of you must have the exact same panel configuration (all 30 aircraft must be set exactly the same on everybody's panel). The easiest way to do this is to go the "File" menu and select "Reset all data". All players in the game should do this. Then make sure EVERYBODY is clear on which aircraft are to be selected. After doing this, you SHOULD be able to make it work.


ECA Control Panel 2.0 does only two things, but they are pretty important!
a) ECA CP 2.0 let's you fly about 200 different models of aircraft! ECA incorporates a new ".flt" file (flight data) for each aircraft and also makes changes to the "Planes.dat" file (planes data). Control Panel 2.0 writes a new .flt file and changes the Planes.dat file for whatever aircraft you select to fly. This "new" plane occupies one of the slots allocated to a flyable version----you can still only have 30 aircraft in EAW (20 original, 7 flyable with ECA, plus the 4-engine bombers and the V-1). Some of these 200 aircraft are completely different, others are subvariants. This is especially true of the German fighters, which now have a myriad of armament choices. This is yet another reason to get Control Panel 2.0: So you can upgun your Luftwaffe aircraft for taking on American bombers!

Examples: The Me109K slot is used for five aircraft--------Me109K-4 (1 30mm cannon, 2 MG131 13mm machine guns), Me1009K-4/R4 (same armament, but with extra 2 MG151 20mm cannon under the wings), Me109K-6 (same armament as K-4/R4 but with 30mm cannon instead of 20's), Kawasaki Ki-64 (Japanese fighter), and Fiat G.55 (an Italian fighter).

The Me109G slot produces no less than ELEVEN planes!

The Spitfire MkIX is used for 7 airplanes: the basic Spit IX, 3 differently armed versions of the Spitfire MkV, and 3 different versions of the Russian Yak-9!

b) ECA CP 2.0 incorporates what is called the "Squadron Editor" function. This allows you to access the files for each of the careers you are running in EAW and edit the information in them. You can change your unit's aircraft, base, date of mission, etc. and you can change your squadron's pilots' names, ranks, fatigue and morale levels, status (you can "resurrect" KIA pilots, for instance), victory totals, etc. P.S. you can change your own info too!
You can also change whatever aircraft you are now flying in a campaign to any of the flyable models (including the new 7) with ECA Control Panel's "Squadron Editor" function. If you either don't have or don't want Control Panel but still want to be able to have the functions of the "Squadron Editor" you can download "EAW Pilot", which does the same thing. In fact, "EAW Pilot" is really what is incorporated in "ECA Control Panel" as the Squadron Editor.

Also includes the "Squadron Editor"
which allows you to change many things in offline career mode, so you can change the aircraft assigned to your squadron in campaigns, and refresh your squadron pilots, plus a feature to switch place names to different theatres, and more. Includes the option of changing all the names of the bases and targets to names found in different theaters. You can now have all the names in EAW reflect the Pacific, North Africa/the Mediterranean, and the Russian Front! Change your virtual pilot's name, the name and important information for every pilot in your unit (including his Morale and Fatigue levels, plus his status: Active, KIA, etc.!!!); or change your unit's base of operations or the type of aircraft you fly! (The "Squadron Editor" is also available as a "stand-alone" program separate from the ECA Control Panel-----this "stand-alone" program is called "EAWPilot".)

To access the "Squadron Editor", you first open "ECA Control Panel 2.0".
Here is my step-by-step approach:

Replace your squadron's aircraft in a current campaign with a new plane:
You can't start a career with one of the ECA planes, this is the case with most of the aircraft in ECA Control Panel.  [note: you must complete at least one mission in the campaign in order for EAW to save a career file. This establishes a career file that can be edited. If you do not complete the first mission, there will be no campaign!] Then use the "Squadron Editor" feature in ECA CP to switch your unit over to the plane of your choosing. You can also change the name of your unit, it's base, etc. using SE.

Here are some instructions on using the Squadron Editor:

1) First, open ECA Control Panel. Once you have Control Panel opened, you should see 4 entries across the top: "File", "Reset", "About", and "Squadron Editor". Click on "Squadron Editor".

2) Now the entire Panel should change as the "Squadron Editor" appears. At the top of it should be the following: "File" and "Aircraft Editor". If you click on "Aircraft Editor" you will be returned to the original Panel that came up. To change or view information in careers, such as to change your plane, you must click on "File".

3) A drop-down menu should appear. Then click on "Open" on this drop-down menu.

4) In the next box that appears, you should see "File Name" on the left, with "*.sve" underneath it. Below this will be a list of any careers that you are currently running. The bad news: EAW does not store career files with names like "Capt. John Doe, 4th Fighter Group". Instead your files will have names like "career00.sve", "career01.sve", etc.! The only way to know which one is what will be to actually open each one! To open one, you simply double click it. This should now give you all the pertinent information that you can change. Find the category that you wish to select, and click the little triangle to the right. A drop-down menu should appear, listing your new choices. Note that you can change the name of each pilot in your squadron (including your own) by text editing their entries!

Whatever changes you make will not be saved if you now click on the "x" in the upper right corner. To save your changes, YOU MUST GO BACK TO THE "FILE" MENU, AND CHOOSE "Save"!!! NOW you may exit!


Squadron Editor/Campaign Editor Uses:
-You can use it to change the fatigue and morale settings if it seems your pilots aren't getting enough rest. It tells you how many flyable planes are left and, if you keep track of each mission, you can see how your wingman did in the last mission. Iit makes you more aware of the squadron as a whole.
-To change the base at which your squadron is deployed. For instance, If you sometimes like to base the Staffel deep inside Germany in 1943. Especially careers in Zerstorers like the 410. The American daylight bombers come without escort, and it is fun to intercept them without any pesky fighters to worry about. That is until they show up in '44.
-To check fatigue from time to time. Then you know which pilots need a well deserved rest.
-To change the names of AI pilots in my squadron in the (relatively rare) cases when the computer generates a ridiculous-sounding, immersion-destroying one (I actually had a P/O Allen Allen once!), when several pilots have the same last name (two is OK, but 3 or more doesn't seem realistic in a squadron of only 12 pilots!), or when I just don't like the name!
-To set up a "special" squadron with custom names you pick for pilots. Running a campaign in which you replaced the original squadron name with a number that was not used and changed the pilots' names to those of your choice. (You will find that when you do this you may find it easier to really start paying attention to the fatigue/morale values for all the pilots and make a very strong effort to juggle who needs the most rest vs. the need for the mission to succeed) I've noticed some interesting things. One for instance: one of my pilots seems to tire VERY quickly (more than usual) when he flys a mission. But his morale drops heavily when he doesn't fly----more heavily than the other pilots when they don't fly!
-You may choose to just monitor fatigue/morale levels (without reduceing them) for your pilots when you are a squadron CO to see who needs rest.
-You may want to change bases and/or aircraft.
-Perhaps to revive KIA/MIA pilots when their losses occurred in some unrealistic manner (for instance, when flying a Mustang campaign in '44-'45, If you have been trying to build up medal points. After the "Mission Completed" message, I've found that if I order the rest of the squadron to go home, they all follow me wherever I go! This is not only annoying, but it's dangerous for me when I'm trying to set up a strafing run and I have 11 other airplanes in close proximity to me--the risk of collision is quite high! No matter what I order ["loiter here", "return to base", etc.] I can't get them to leave. So I make sure that I continually give the order to "attack bandits" periodically throughout the flight, thereby allowing myself to separate from the rest of the squadron. When the "Mission Accomplished" message comes through, I pause the game and check (F9) to see if each of my pilots is still there. If they are, then I figure that in real life I would've ordered them to join me, but when I go to attack a ground target they would respond accurately to the "loiter here" command [away from light AAA] when I start setting up my strafing attack. If any of them are lost on the way back, I use the Editor to revive them.).
-monitoring other data. For this I use Nick Bell's EAW Edit. This is a DOS-based program which provided the basis for EAW Pilot/Squadron Editor, which is a Windows application. The DOS app offers more criteria concerning values for the pilots.
-You can even change the country designation to a Spit being German so gunners will not shoot you on take off/landing! Select the Spit in the squadron screen and fly a "captured" Spit vs RAF Spits!


Install Help:
To use ECA Panel 2.0 or the latest version you must also have Enemy Coast Ahead 1.4 or the latest version. (ECA 1.4 is about an 7.6MB download. If you already have an earlier edition of ECA, there is a much smaller [141Kb] ECA 1.4 Update you can download instead which will bring your earlier version up to 1.4 level). You have to install ECA 1.4 first, then install ECA Panel 2.0. Install them directly into you're eaw folder
C:\Program Files\MicroProse Software\European Air War
Then you're done. With eca2.0 control panel executable you will want to create a shortcut on your desktop. Locate the ecapanel icon in your eaw folder and (left click) drag to desktop. A shortcut will be created on your desktop. Then double click the shortcut to open up the panel and you'll see all the aircraft selections, etc.
The different cannon armament will not appear in your options in EAW, you will have to choose your particular plane in ECA Panel before you actually start EAW. Your choice will then be used by ALL of THAT TYPE of aircraft in your game (example: if you select Me109G-6/R6 in the Panel, then all the Me109G's in the game will be Me109G-6/R6's). If you want a different type of Me109G for your next game, you simply change the Me109G entry in ECA Panel to whatever you want prior to starting your next game.


More Install Help If all else fails:
Re-install or add a new separate EAW installation, and begin from scratch. Patch with the official MPS v1.2. After that, the order of installation is: ECA v.1.4 or latest version-> ECA Panel v.2.0 or latest version. (Remember, ECA can work by itself, but the ECA Control Panel needs ECA in order to function.)


ECA Aircraft Availability






Hurricane Mk I
Hurricane Mk IIb
Spitfire Mk I
Spitfire Mk Ib
Spitfire Mk IIa (late '40)
Bf 109 E3
Bf 109 E4
Bf 109 E8
Bf 110 C4
Ju 87 B2
Ju 88 C6

Not Applicable
(Fly as British)
Hurricane Mk I
Hurricane Mk IIb
Hurricane Mk IIc
Spitfire Mk IIa
Spitfire Mk Va (Feb)
Spitfire Mk Vb
Spitfire Mk Vc
Typhoon Ia

Bf 109 E3
Bf 109 E4
Bf 109 E8
Bf 109 F4 (May)
Bf 109 F4/R1
Fw 190 A1 (Sep)
Bf 110 C4
Ju 87 B2
Ju 88 C6

Not Applicable
(Fly as British)
Hurricane Mk I
Hurricane IIb
Hurricane IIc
Hurricane Mk IId
Spitfire Mk Va
Spitfire Mk Vb
Spitfire Mk Vc
Spitfire Mk IX (Jul)
Typhoon Ia
Mosquito II

Bf 109 F4
Bf 109 F4/R1
Bf 109 G2 (May)
Fw 190 A1
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Ju 87 B2
Ju 87 D7
Ju 88 C6

Spitfire Mk IX
Hurricane Mk IV
Spitfire Mk IX
Typhoon Ib
Mosquito II
Bf 109 F4
Bf 109 F4/R1
Bf 109 G2
Bf 109 G6
Bf 109 G6/R4
Bf 109 G6/R6
Fw 190 A4
Fw 190 A6
Me 410 A1
Me 410 A2
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 G7

P-47D (late '43)
A-36A Apache
Mustang I
Mustang Ia

Spitfire Mk IX
Typhoon Ib
Tempest Mk I
Tempest Mk V
Mosquito VI
Mosquito XVIII
Mustang I
Mustang III
Mustang IV

Bf 109 G2
Bf 109 G6
Bf 109 G6/R4
Bf 109 G6/R6
Bf 109 G10
Bf 109 G10/R4
Fw 190 A8
Fw 190 A8/R1
Fw 190 A8/R2
Fw 190 A8/R3
Fw 190 D9
Fw 190 F8
Me 410 A1
Me 410 A2
Me 410 B2/R5
Me 410 B2/U2
Me 410 B2/U4
Me 410 B6
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 G7
Ju 88 R2

Spitfire Mk IX
Spitfire Mk XIV
Spitfire Mk XIVc
Spitfire Mk XXI
Spitfire Mk XXIII
Typhoon Ib
Tempest V
Tempest VI
Mosquito VI
Mosquito XVIII
Hornet III
Mustang IV
Bf 109 K4
Bf 109 K4/R4
Bf 109 K6
Fw 190 D11
Fw 190 D12
Me 262 A1
Me 262 A1/U2
Me 262 A2
Me 410 A1
Me 410 A2
Me 410 B2/R5
Me 410 B2/U2
Me 410 B2/U4
Me 410 B6
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 R2

Unassigned ECA Aircraft:
Spitfire Mk IIb
TA 152 C2
TA 152 H1
P-43 Lancer

The full list of aircraft available in ECA Control Panel v4.4 is as follows:

P38 H, P38D,P38 F, Whirlwind Mk I, Mosquito VI, Beaufighter Mk IF, Meteor Mk III, Yak-4, Potez 631, Blenheim Mk IV 

P38J, P38L, P38L1-LO, P61 Black Widow, F7F Tigercat, Fokker G1, Sukhoi Su-9, Breguet 693< Vampire FB Mk 5

P47C, P47B, P43A Lancer, F6F-3 Hellcat, F6F-5 Hellcat, F4F-3 Wildcat, F4F-4 Wildcat, F2A-2 Buffalo, F3F-2, P47D-23, Sukhoi Su-2, SB2U Vindicator

P47D, P47M, XP-72, P47N, F8F-1 Bearcat, TBF Avenger, SB2C Helldiver, Il-2m3 Stormovik, Hurricane Mk I, F-86A Sabre

P51B, Mustang I, Mustang IA, A-36A Apache, F4U-4A Corsair, P40E Warhawk, P40N Warhawk, P39D Airacobra, TBD Devastator, SBD Dauntless, Fairey Battle Mk I, Fairey Swordfish, PZL P.23b, Yak-1

P51D, P-82 Twin Mustang, P51H, F4U-1A, F4U-4C, F4U-5 and F2G Corsair, P63B Kingcobra, P80C Shooting Star, Fokker D-XXI

B26 :
B26B Marauder, A26B Invader, P61B Black Widow, Ilyushin Il-4, B25B Mitchell, B25J Mitchell, Boston III, PBY-5A Catalina, Amiot 354 B4, Blenheim Mk I, C47 Dakota

B17D, B17E, B17F, B17G, B29, Pe-8, G8N1 Rita, Fw 200 Condor

B24D, B24G, B24H, B24J, B24J (RAF), Lancaster Mk I, Halifax Mk III, Stirling Mk III, Leo 451

Hurricane I, Hurricane IIb, Hurricane IIc, Hurricane IId, Hurricane IV, Polikarpov I-153, Polikarpov I-16, MiG-3, MiG-3T, Kittyhawk IA (P40E), Morane-Saulnier MS.406, PZL P.11c, CA-3 Wirraway

Spitfire I:
Spitfire I, Spitfire Ib, Spitfire IIa, Spitfire IIb, Spitfire Vb, Fulmar Mk II, LaGG-3, Dewoitine D.520, P39Q Airacobra, PZL P.24A, Gauntlet Mk II, Boomerang II

Spitfire IX:
Spitfire IX, Spitfire Va, Spitfire Vb, Spitfire Vc, Spitfire VIII, Spitfire XVI, Yak-7B, Yak-9D, Yak-9U, Yak-9P, Caudron C.714, Gladiator Mk I, PZL P.7c, Hudson MkIII, Ventura Mk I

Spitfire XIV:
Spitfire XIV, Spitfire XIVc, Spitfire XXI, Seafire Mk 47, Spitfire XII, Yak-3, Yak-3P, Yak-3M, Bloch MB 155, Polikarpov I-15, Polikarpov I-152, Mustang IV

Typhoon Ib, Typhoon Ia, Defiant Mk I, Tomahawk Mk IA (P40B), Lavochkin La-5, Lavochkin La-5FN, Curtiss Hawk 75A, A-35B Vengeance, Hawker Fury II

Tempest V, Tempest VI, Tempest I, Skua Mk II, Kittyhawk Mk IA (P40E), Sea Fury Mk 10, Lavochkin La-7, Lavochkin La-11, Bloch MB 152, Boeing P-26A

Mosquito VI, Mosquito IV, Beaufort Mk I, Hornet Mk3, Beaufighter Mk IF,Petlyakov Pe-2, Petlyakov Pe-3, Potez 630, Potez 631, PZL P.37B Elk, Wellington Mk I, Tupolev SB-2

Bf109E3, Bf109B2, Bf109E1, Bf109E4, Bf109E8, Bf109F2, Ki-43 Oscar, Ki-27 Nate, Macchi C.202, He112B1, He162A2, Bf109Z1, F2A-1 Buffalo

Bf109G :
Bf109F4, Bf109F4/R1, Bf109G6, Bf109G2, Bf109G6/R6, Bf109G10, Bf109G10/R4, Ki-61-Ia Tony, Ki-61-Ib Tony, Ki-61-II Tony, Macchi C.205 V, Fiat G.50bis, Dewoitine D.520 (Vichy), Hs 123 A1, Go229A1

Bf109K4, Bf109K6, Bf109G14, Me163B1, Ta183A1, Ki-44 Tojo, N1K1 Rex, N1K2 George, Ki-200, Fiat G.55, Ju87B2, Ju87G1, He51B1, MiG-15

Bf110C4, Bf110F1, Bf110F4, Bf110F4a, Ta154A1, Ar 234B2, Ar 234B6, He219A7, Ki-45 Nick, Fl-282, F1M2 Pete

Bf110G2, Bf110G4, Bf110G4/R4, Me410A2, Me410B6, Ju88G7, Ki-46 Dinah, Ki-96 Toryu, Meridionali Ro58, Me210A1

Me410A2, Me210A1, Me410A1, Me410B2/R5, Me410B2/U2, Me410B2/U4, Me410B6, Hs 129 B2/R2, J1N1-S Gekko, Ki-102 Randy

Fw190A1, Fw190A4, Fw190A6, Fw190A8, Fw190A8/R1, Fw190A8/R2 Fw190A8/R3, Fw190F8, A6M2 Zero, A6M5 Zero, J2M3 Jack, Macchi C.200, Reggiane Re.2000, IAR-80b, Fw190TL

Fw190D9, Fw190D11, Fw190D13, Ta152C2, Ta152H1, Do335A1, Do335B1, A5M4 Claude, Ki-84 Frank, Ki-100, A6M2 Rufe, J7W1 Shinden, Fiat CR-32, Fiat CR-42

Me262A1, Me262A1/U1, Me262A1/U4, Me262A2, Me262A2/U1, Me262B1/U1, Nakajima J9N1 Kikka, Nakajima J9N3 Kikka, Ki-201 Karyu

Ju88A4, Ju88A13, Ju88S2, Do17Z2, Do217J2, Ki-21 Sally, Ki-49 Helen, P1Y1 Frances, Q1W1 Lorna, Fiat BR.20M Cicogna

Ju88C6, Ju88G7, Ju88R2, He219A7, Do17Z, Ki-48 Lily, P1Y2-S Kyokko, SM.81, Ju287

Ju87B, Ju87D, Ju87G, Fw190F8, D3A2 Val, B5N2 Kate, B6N2 Jill, B7A2 Grace, E13A Jake, Breda Ba 65

He111H2, Ju52/3m, Me323V1, G4M2 Betty, G4M3 Betty, Ki67 Peggy, H6K4 Mavis, SM-79bis

V1, Okha, Kamikaze Zero, Kamikaze Val

ECA Online or ECAO: (ecao14.zip 19kb)
by JG300x_Wurger aka Hakan Langebro and Charles Gunst.
So you want realism? Try this. Applies new realistic flight models and gun position corrections (for online use). The ECAOnline was a try to get standard FMs that all should be used for all online pilots. Designed by an actual aerospace engineer who is also a pilot, it is a separate version from ECA, it changes the flight models even further than ECA did! In ECAO you have exactly the same amount of aircraft as in the patched EAW v1.2 with the following exception; The Fw190-A8 that is normally found in the regular EAW 1.2 has been changed so that it is the more nimble FW190-A4 version. The A8 was predominantly used for Bomber Intercepts, but it lacked the maneuverability to dog fight. The A4 however was Germany's premier Focke Wulf dogfighter capable of going Head to Head with the fabled Spit IXC. Old Versions: ecaonl121.zip 19kb


Newly Created Flight Models for ECAO:
Hakan Langebro (10-31-1999) has created new flight models for Gunst:
We are together putting up a website for the ECA's and the new "ECA ONLINE" which is a new version with the new flight models. The ECA ONLINE is going to be a slimmed down version with only the necessary files for flying online. I am currently beta testing the aircraft and working on the website. All the aircraft performance are based upon real flight test data and flight test reports that I have been able to dig up. I work as an aerospace engineer and fortunately I have access to alot of reports like these! The ECA ONLINE will be created for online use and when all players have that add-on (and no other gun patch etc) the players will be compatible. I have tested several models together with my beta testers online and it works just fine, but the trick is that all players will have to use only this add-on to play. So look out, it will soon be ready. Both Charles and I are busy professionals that are doing this on our spare time, so please be patient 
The website will show the difference in between the aircraft, such as roll rates at different speeds, turn rate and turn radius, top speeds at sea level and at ceiling and best altitude etc. Altogether it is a very complete package and I have done alot of research to make it as realistic as possible. I hope you all will use it and enjoy it online when we release it!!


Completed First Version of ECAO:
Hakan Langebro (11-08-1999) Welcome! Charles Gunst and myself, Hakan Langebro, have finally completed ECA ONLINE with brand new flight models. All the flight characteristics changes are explained in detail on our website. It is an online game only, but you can use the files for your regular ECA if you want. I did the flight models and Charles did the weapons.


Beta Testing of ECAO:
Hakan Langebro (??-??-1999)Greetings gentlemen!!! I am glad you like it. Needless to say, I have devoted the past couple of months (ask my girlfriend....)to this task and so far from the people that Beta tested the models and from the feedback I've got, everybody seems to be very pleased with it!! I think Charles will update coming versions of ECA (offline) with these models and whenever I find data on the rest of the aircraft in the game I will change them too. I will not change any aircraft unless I have sufficient information to base the changes upon, that would be cheating!! :)
Charles is working on ECA v1.5 which I believe will include some new aircraft (cant tell which ones....).
Anyway, enjoy and I'll see you all online!
Charles (12-15-1999) I am thinking about putting the ECA Online flight models into ECA Control Panel, but it will be a big job, because every aircraft (150+) in ECAPANEL starts from the base flight model, and then has changes made to it 'on the fly'. Thus, changing the base flight model involves checking every other flight model for consequential changes.


ECAO v1.2:
Hakan Langebro (12-13-1999) I didn't do any changes on the Spits this time in v1.2. I feel they are quite accurate, but most people flying them think that I have decimated them.....I can see this happen when you are used to fly the EAW version, but the version in ECAONLINE has the same turn radius but different roll rates and stick sensitivity. I felt, from a real pilots point of view, that no aircraft will fly when you yank the stick all the way back in a sharp turn, it will undoubtedly stall. The Spit had a very small margin of stability, which means that it doesn't take much to make it react to control inputs. 
Personally, I think that most aircraft in the game are quite accurate at this time. I am still trying to figure out some of the "unknown" parameters in the code...but it is very tough.... I hope you guys enjoy it!!


V1.3 of ECA Online is finally released:
It took us 4 months and 7 BETA's to finally reach our goals to make this the most historically and technically accurate add-on to EAW.

FM's are super-realistic in terms of performance. The flight models were developed, tested, tweaked, tested again, tweaked again, etc., for 4 months by the creator of ECAO and a myriad of beta testers, all in an effort to get the flight models as close to the real-world flight data for these aircraft as possible. The result is (IMHO) the most well-researched, historically accurate, balanced set of flight models yet produced for EAW. 

Due to the nature of the EAW code, not ALL the parameters can be met but this is as close as I think can be achieved to actual best known aircraft performance. The speeds at sea level and best altitude should be very close as well as climb rates. The Spitfires were used as baseline for turn capability and all the other aircraft were adjusted accordingly. ALL the planes are modeled with their equivalent of WEP with nearly the same time limit for overheat.

There are certain things that the EAW code will not do. For example, the performance for the Mustang could not be totally correctly modeled as the power curve allowed by the EAW code is linear. The center of gravity shift as fuel is consumed from the inboard forward tanks is not modeled either. They did try and get the over all weights, initial climb rates and speeds at various altitudes correct, though. There are other slight problems as well with planes such as the Tempest not exhibiting enough speed bleed when turning or the tendency of that plane's aerilons to "grab" at stall threshold in a banked turn. He did a pretty good job of that with the FW190a4, Dora9, and Spits, though.

He found that when you tweak the parameter of one plane it would change the performance of another and that's why this mod has to be a stand alone to be properly "calibrated". If you "mix and match" flight model sets, the baseline reference gets thrown out the window. Its a pretty simple thing to understand. The integrity of a set of FMs can be corrupted....

ECAOL v1.3 is really a work of art right now. The recent scrutiny of the FM code values have found a couple of mistakes (Spitfire Ia guns and "engine bug") which means there will have to be a supplemental release.

Hakan has squeezed out so many details and nuances from a limited code with truly masterful results. Don't dismiss ECAOL1.3 without fully and objectively evaluating it. 


I have released v1.31 of ECAO:
The incorrect muzzle velocities of Spit 1, 14 and FW190A4 have been corrected, however, I dont have a fix for the engine bug. The engine bug itself is nothing else than a damage to the engine without any smoke. Some people may argue this to death and treat it the way they want, but if that is the only issue for not using ECAO 1.31, well, then I cant help you...I read a comment here on the Forum regarding the Typhoon being under modeled in turns. All numbers match however: climb, Sea level speed, best altitude speed, roll rates etc....That lack of turn would be very easy to fix by adjusting the pitch sensitivity in the .flt file.


Note Joystick Settings used for ECAO Testing:
Hakan Langebro used these settings when designing the ECAO flight models. He uses a Sidewinder FF Pro and uses a Deadzone of 10 (you can use what you want), with both joystick sensitivity (1.5) and force feedback "maxed out". Use Flight Sensitivity 1.5 to get the best performance from the Flight models!

The last version of ECAO v1.4:
by Hakan Langebro and Charles Gunst
teamed up to create the most accurate flight models for all the original stock planes in EAW. The package is called Enemy Coast Ahead Online 1.4. The install for ECAO is very easy to install, read the included read-me text file for instructions.
Procedures for making ECA ONLINE work:
1. Start from scratch. Re-install EAW on your hard drive, or install a second version.
2. Install the EAW 1.2 patch.
3. Install ECA ONLINE. Extract the zip file to you EAW folder.
4. Do not use any other add-ons, i.e. gun patches etc. Sound packs are ok. Now you are ready to play!


Manager Programs with ECA Online
you can switch ECA Online on and off easily with the eawcm1.11 manager available from the ECA Online website. This should allow you to switch easily back and forth between ECA Online and "regular" EAW. As another option, you can download the "Enabler/Disabler". A great tutorial on how to install it can be found here: Zemkes_Wolfpack website msa_install.htm. This "Enabler/Disabler" should allow you to switch between up to four versions of EAW (!) at the click of a mouse button!


ECAO Offline Use:
JWC (12-10-1999) In eca online, the flight models and gun positions will work in offline mode as well....you can use ECA Online both over the Internet and during off-line play with no effect on the flight models or gun positions. Perhaps this will explain more.

The name "ECA Online" is a bit misleading. You can use it whether you are online (Internet) or offline. ECA Online makes it much easier to start a game over the Internet if you wish to use flight models that are more realistic than the EAW originals than it would be to start an online game with ECA Panel.

The file checker in EAW v1.2 makes it difficult (not impossible, just difficult) to use Enemy Coast Ahead for on-line play. It's even harder with ECA Panel (in fact, ECA Panel is what the primary problems stem from. There's nothing wrong with ECA Panel-----hopefully the following will explain more without being too confusing to you--it's certainly confusing to me!!). v1.2 requires ALL players in a game to have EXACTLY the same flight data or else the game will not launch. Anytime you open ECA Panel and then start an EAW game, ECA Panel writes files in your EAW Folder which will cause EAW to use whatever aircraft are showing in ECA Panel (for instance, if you last used ECA Panel to fly a German mission in 1942, you might have set all the aircraft on both sides to the ones that were available in that time period). If you try to play (on-line) with somebody whose last game was with EVEN ONE DIFFERENT flight model, your game will not launch! In order to play with someone who has ECA Panel installed, you will both have to reset your ECA Panels to ALL the same aircraft! Trying to get everything straight is a headache with two people, and sometimes seemingly impossible with 4 or more.

Charles Gunst's Enemy Coast Ahead makes changes even to the flight and weapons models of the aircraft in the original game (ex. the Spitfire MkIX in ECA has some changes compared to the Spitfire MkIX in the original EAW). These changes make the aircraft in ECA closer to the "real" aircraft than the models in the (original) EAW. This is especially true for the guns carried on the aircraft: the original EAW has muzzle velocities that are way too low and rates of fire that are incorrect, for instance.

Now, as for ECA Online, as I understand this, Hakan Langebro, an aeronautical engineer, was displeased with the flight models in the original EAW and modified them to closer reflect reality. He collaborated with Charles Gunst on some things and produced ECA Online. The name stems from the fact that the flight models are different (like Enemy Coast Ahead) but ECA Online does not have the myriad of aircraft flight models and data that you would get with a combination of Enemy Coast Ahead and ECA Panel. This means that if you want to fly online and use flight models that are more realistic than the ones in the original EAW, ECA Online allows you to do it while making it much easier to pass the "v1.2 File Checker Test". ECA Online is simply a collection of files in your EAW Folder. It makes no difference whether you are online (playing over the Internet) or playing off-line. The files stay the same.


ECA Online and ECA Control Panel cannot be used together:
Nothing will happen to either one, except that they each establish a set of " ***.flt " files and a " Planes.dat " file in your EAW directory (the folder where eaw.exe is located). Since the .flt files and the planes.dat will have the same name, the new set of files (either ECAO or ECA CP) will overwrite the existing set. Therefore, you can only have one set at a time. To put that another way, if you have ECA CP vx.x, and the files currently in your EAW directory are from ECA CP, then when you unzip or copy the ECAO files into the EAW directory you will probably be prompted about overwriting existing files. If you choose yes, then ECAO flight models will be installed. ECAO flight models are easy to replace with ECA CP: anytime you open ECA Control Panel, it does one of two things (I can't actually remember which it does, but the effect is the same!):

a) ECA CP overwrites all existing .flt files and the planes.dat file with data corresponding to the aircraft that are showing in the 30 selection slots.

b) ECA CP checks the .flt and .dat files and compares the data to data for the aircraft showing in the 30 selection slots, then overwrites any files that do not conform to the ECA CP data.

As you can see, the result will be the same: when you open ECA Control Panel, you will wind up with ECA flight models, no matter what you currently have in the EAW directory.

ECA Online, of course, does not automatically do this; to replace existing flight models with ECAO ones, you must unzip or copy the ECAO flight models into the EAW directory yourself.


ECAO and Multiplay:
ECA Online also uses a completely different set of flight models from "regular" stock EAW 1.2. In fact, ECAO has a different set of flight models from ECA!  However, things are much less confusing to set up. This is because there is only one set of flight models for each of the versions of ECAO. The last version of ECAO is 1.4. If you are going to fly online with ECAO, you must first make sure everybody in the game has ECAO 1.4. You obviously must also have ECAO 1.4. That ensures that everybody has the same flight data. Again, if only one person is flying "regular" EAW 1.2 or is using ECA Control Panel, then the game will not launch.



EAW RIP: (EAWRIP12.zip ??kb)
by Jim "Wolf" Farmer.
RIP (Realistic In Performance). This was not created by modifying the flight models of the aircraft. Instead it was created by correcting other aspects of the aircrafts (weight, wing loading, fuel, top speed, etc etc.) performance features that have a direct bearing on how the airplanes actually perform. You have the exact same aircraft from EAW 1.2 just that they have been tweaked to reflect the correct configuration for each airframes capabilities. You will be pleasantly surprised with the way the American aircraft in particular have been improved with Wolf's corrections to the performance aspect of the EAW aircraft.


RIP PLUS: (RIPplusA4_V12.zip ??kb)
by Jim "Wolf" Farmer.
This is the standard RIP version with one change. This version has also replaced the FW190-A8 with the FW190-A4 with the corrected weapons loadout to make it more acceptable for intersquad gameplay, its similar to the A4 in ECAO and MSA.


Multi Squadron Alliance Pack or MSA Package: (msa.zip 1.59MB)
by ?.
Custom EAW ENABLER and FLIGHT FILES package. With this package you only need one install of European Air War instead of four. You will be able to play with anyone with these package choices at Kali or the Zone. No more incompatible versions.

To Install:
1) Make a new install of EAW v1.2....
2) Now using your file explorer in the C:\ Program Files\MicroProse Software\European Air War\ folder -Make a new FOLDER, and name it \EAW within the games folder.
3) Make another new folder and name it \ECA.
4) Then another a new folder, name it \ECAO.
5) One more, name it \RIP.
6) Now you will be putting the various data files in the appropriate folders: First, copy the flt.cdf and data.cdf files from the main game directory into the new '\EAW' folder you just made. That puts the original EAW flight flies in place for the Enabler program to work.
7) Next, within the MSA.ZIP file is the ecaonline 1.11 zip file.  Extract that ecaonline1.11 zip file to your '\ECAO folder.  8) Then unzip it so that its contents unzip into the ecao folder.
Do the same thing with eca 1.4 and 1.4 panel, putting them in the '\ECA' folder you created, unzipp them there. 
9) Now place EAWRiP.zip  into your '\RIP folder, and unzip its contents there.
10) Next, place the msvbvm60.dll file in your C:/windows/system directory or game folder.
11) Now place the ECA_Enable.exe file into your main game directory ( i.e.  "C:\Program Files\MicroProse Software\European Air War") You can make a shortcut to ECA Enable on your desktop, BUT THIS MAY NOT WORK!! If it doesn't, run it directly from the .exe in the folder, not a shortcut.  When you click on the ECA_Enable icon you should have a choice of 4 options…..
1.Install ECA Panel"
2 Install ECA Online
3.Install RIP
4.EAW Flight Models
Depending on what version online players use will decide which of the above you choose. If playing a eca 1.4 panel game, you will first use the Enabler to choose 'install eca panel'.  Then you will go to the main eaw directory ( i.e "C:\Program Files\MicroProse Software\European Air War" ) and hit F5 once to refresh the file view. You should now see the ecapanel.exe file there if you don't see it already.  Double click it to bring up the panel and choose your planes. Then fly online as usual.

To simplify the Installation instructions:
1) Begin with new install of EAW.
2) Patch to 1.2
3) Create 3-5 new folders in your EAW folder.
4) Rename these "New Folders" the following:
if you have any more, like RIP or MSA, then create a folder for each and name them rip (if you have RIP) and msa (if you have that).
5) Find the FLT.CDF and DATA.CDF files in your EAW folder and COPY them to the new folder named "eaw".
6) Install the ECA-related files in the new folder named "eca" (this will include "ECA 1.4" and the "ECA Control Panel 2.0", if you want them both).
7) Install ECA Online to the new folder named "ecao".
Do the same with any other files like RIP and MSA (install to RIP to the new "rip" folder, etc.)
8) If it's not already there, place the "msvbvm60.dll" file in your "Windows\System" folder.
9) Place the "Enabler.exe" file in your original EAW folder.
10) Create a shortcut on your desktop for the Enabler. (This shortcut does not seem to work for everybody. It does for me though.)
This should get Enabler set up properly.


MSA 1.2: (MSA1_20.zip 542kb)
by ?.
This is an update to the MSA.ZIP above.
Based on RIP 1.2, by Jim Farmer/Wolf-257, with the 190A-4 from ECA Online 1.2, by Hakan Langebro. The MSA v1.20 now includes the Me262A and FW190D-9 as available to fly in 1944 for the MSA war. This is a version of RIP adopted by the Multi Squad Alliance. It is not compatible with any other version, but it was designed and tested by the founding squadrons of the MSA ( 56th Fighter Group, JG26, and the 1st RAF). It also has a FW190-A4 instead of the A8 version, and all of the aircraft have been tested to be fairly competitive so that no one nationality has a unfair advantage. Old Versions: MSA1_10.zip 540kb


Fighter Command Flight Model: (FCFM1_00.zip 21.9kb)
by Scorpion aka nvennard.
This is something I put together very fast so it probably still needs some work. The Germans use ECAO 1.3, the RAF EAW 1.2 and the USAAF RIP. Guns are the EAW 1.2, damage is the EAW 1.2 increased (tougher) by 25%. To install this: Delete all the files in your ECAO folder, Unzip the files into the ECAO folder ,Use the enabler/flight model selector to install ECAO


A.I. Cannons 2 Patch: (AIcannons2patch.zip 367kb)
by RAF_Roy. Patch created by Ralf "Knegel" Kraeft
AI Cannon patcher.


Gun Patch: (gunpatch.zip 24kb)
by Paulo Morais.
Adds heavy cannons to German aircraft. Converts the Fw-190A8 in an R1 sub variant with 4 MG151 in outboard gondolas, Bf-109G6 to an R6 sub variant with 2 MG151 in outboard gondolas, Me-109K4 to a K6 heavy fighter with 2 MK108 in the wings, Corrects the Bf-110G as it is described in the manual with the addition of 2 belly MG151s. The new weapons can be cycled.
To install extract the contents of the zip file to your European Air War directory. To test the Gun Patch simply run European Air War and give it a go. You can uninstall the Gun Patch files by deleting the following files from your European Air War directory; 109g.flt, 109k.flt, 190a.flt, Planes.dat. Not compatible with Enemy Coast Ahead by Charles Gunst and the Stuka Add-On by Erwin von Helton.


Gun Patch v2: (gunpatch.zip ??)
by Paulo Morais? and Pasha

V2 of the gunpatch includes The European Air War CDF Extractor; (Caution, Making incorrect changes to the CDF files in European Air War could cause the game to crash.)
Installing The European Air War CDF Extractor,  Extract the contents of the zip file to your European Air War directory. To run the CDF Extractor go to your EAW directory and run the file Cdfrw.exe. You can uninstall the CDF Extractor by deleting the Cdfrw.exe file from your European Air War directory; .

v2 (gunpatch.zip by Pasha) Is useful since if you want to create a scenario of 109g's intercepting heavy bombers then the 109g with 3 cannon is probably the most realistic option. The file also rectifies the error of German armament on the 110g.

by default has enabled my FW190a-series with 6 under-wing cannon. Whenever playing any single mission scenario all the FW190s are carrying this extra armament. However FW190's actually carrying this extra armament in real life were quite uncommon. This is especially when creating scenarios of fighter vs fighter (when carrying this extra-armament would put the German fighters at an extreme disadvantage). This is also be the case with both the Bf 109g series and k series.
Its possible to default to the original armament of 4 cannon (whether A-4 or A-8 series). Deleting all the files from the zip from the game directory.

Even with 'planes.dat' file removed and German armament is restored to normal, the planes.dat file affects the armament. The *.flt files seem to control most of the actual flight parameters, while the central planes.dat file seems to be where such figures as armament, rate of fire, damage models, etc. is kept. However....treat both the *.flt and planes.dat as comprising the entire "flight model" of a particular aircraft in EAW.

the fw190 identifier still shows as A-4 model (which if true is even better, as this would be the most effective model of the A-4 with best performance, something which has so far been missing from the FW190s in the games I've been playing). The A-4 model is identified because the actual text labels will come from a different file called "tartypes.str". Pasha's Gunpatch does not contain this file and does not seem to have any way of creating one; the file has nothing to do with the *.flt files or the planes.dat file. You could theoretically employ such a file and rename every aircraft in EAW with virtually any name you wanted!


EAWRP or Realism Patch: (??)
by Ralf "Knegel" Kraeft and Brian "BPNZ" Purcel.
RP (Realism patch)...Improves the FM and DM models. Most long term EAW virtual pilots know, that the original stock 1.2 Flight Model (FM) , damage and gunnery is in most cases biased in favor of some allied planes to begin with. It is well known to all who have followed EAWs modding development that, Knegel with the the help of others (Most of the best virtual flyers in EAW) input and testing have worked on balancing the Flight Model (RP's or Realism Patches) performance and damage model and gunnery characteristics for some 6 + years (started back in 2001?).
Knegel has always said that because the EAW system is imperfect many do not realize that what has been achieved now is "Balance" of all planes. done so for a more equal level, it's not perfection of each plane by itself. It is not perfect and cannot be both for the way EAW was developed with limited data functions available (physics and FM settings), and that there is no exact science in matching exactly to the true real life wartime flight performances, etc. which can only be estimated at this point. Old Versions: EAWrp1.zip 27.9kb , EAWrp1030mm.zip 27.9kb , EAWrp22.zip 330kb , EAWrp2.6_00.zip , EAWrp2.6V09s.zip 574kb , EAWrp2.6V10_release.zip 694kb , EAWrp3.zip 60.1kb , EAWrp3Planes1.zip 8.96kb

A little history about the other popular ECA(O) modified FM's is it was a try to offer FMs/DMs and good weapon setup for all add-on aircraft that are available for EAW. Knegel says, the amount of aircraft and the limited knowledge on FM editing back then didn't allow much accuracy with those FMs. So Knegel decided to do some work on the FMs himself. The result is his Realism Patch's. It only includes FMs for the standard EAW planes (plus a few more) but it's FMs are much more realistic.

...rp1, Version 1, which enhances flight models and weapons, to create more realistic flight. EAWrp 1.0 / 1.0 30mm added 30mm cannon to a 109-G6. I was working on a Hitbubblepatch, now i have a good result to make tests, this patch include: 1. -in different parts less hitbubbles/poits 2. -more effective Cannons in comparison with MG´s (a short burst with the 30mm and the fighter before you is only piece´s) 3. - hits with 800m distance need much better aiming, its nearly impossible to kill turning planes from 800m(2400ft) 4. - better tailgunners on close distance, less good on long distance, if you turn you will get less hits in comparison to strait flying. 5. - better rollratio of, 190´s, 109´s, Spit14. 6. - less power for 109K4,Spit14, Spit9 7. - improved Convergence cause the MG´s are closer to the fuselage. 8. - changed best/highest-altitude. 9. - last but not least, fixing of the 'right-wing-bug', in the default EAW the left inner winghitbubble is set to the right wing, so it was more easy to destroy the right wing, now both wings break same fast/late.
109E4 have less power too, P38, P51, 190A8/D9 have more power. All FM/engine-changings are really small for now. The Gunnery is more like in IL2 now but still stable planes, so more fun for me, long distance kills with big deflection are less easy than in IL2. The Hit bubbles have nearly the same size like the skin (iam sure there are still some mistakes), the wingtip is without hit bubble, with only 2 hit bubbles per wing its not easy to make it most real, but the wingtip wasn't easy to hit so its a little mistake i think.

...rp1.1, In the EAWrp1.1 the Gun datas and hitpoint datas will be new (after some tests and long, very interesting discussions in the EAW-simHQ forums), AND the FM´s will be totaly new. All planes will be much more heavy so the landing, and the slow-flight-behavior will be more like real planes, not this glider behavior.
The G6, A8, D9, P47, Spit14 will climb much better. The energy bleed depends not only in the wing weight, the engine power also influence the e-bleed now (like it have to be). So the SpitIX will have less e-lost than the Spit1A, the e-lost relation between Spit1A vs E4 and SpitIXc vs G6+A8 will be much less cause the higher power of the German planes. At high alt the Spits will get more advantage cause the less wing load get more important (less power).
The planes with very less power (1940planes) realy dot have a chance to get a 1943 plane, cause more realistic speed, acceleration and specially e-bleed.
In the default EAW the e-bleed is terribly modeled. The E4 vs Spit1A relation for example is, 7,5 : 4,5(1,66:1) but the wing load relation of the real planes is ; 31 : 24(1,29:1), and they modeled the more power of the E4 wrong, cause they forgot that the power work again the e-bleed, so the relation of the real e-bleed-relation should be smaller than 1,29:1.
In the default EAW they programmed a much to good acceleration (better than the Spit9 acceleration) to the E4 to compensate to high e-bleed, that's why the E4 is climbing that good in a slow climb but not in a steep climb, while a steep climb i have to use the elevator, but than the e-bleed kill the speed. In the EAWrp1.1 the E4 will climb better than the spit while steep climbing, but while a flat climb with high speed the Spit nearly climb as fast, and the Spit accelerate nearly same fast while a horizontal flight. The E4 accelerate faster while a dive. All together i hope the FM will be more that, what i did read about it.
For now the E4, Spit1A, Hurri, 110, SpitIX, G6 and 190A8 are ready for a test.

...rp2.1 don't have new FM´s, there nearly the default FM´s with minor changes, only the DM is much more realistic...the v2.6 series it the latest version with EAWrp2.6V10 being the last version. (v3.0 was an older test which worked offline, rp3.0 and can be combined use with Paulo Morais and Andy's v1.1PC eaw.exe if you choose to try the harder A.I, they fly better than humans so its good training.)

The RP series is easiest used within the OAW manager but you can download them and use the default plane set flight models directly if you want. In these Realistic Patch's you will find cannons more effective, and hit bubbles much smaller (you no longer will have the unreal long distance kills, so you need to get closer and aim better to get kills, more like the real thing.) It will be much more balanced and real. In fact, in most cases during dogfights you have to get within 'close range' and require a 80-90% solution to be guaranteed a kill!...most real WWII pilots wrote that shooting from 200m was luck, specially to a moving target. 100m was much more destructive, 50m always was deadly with cannons. 500m kills to a single engine fighter you can count as luck, but its possible. Get close, below 120m distance, and give a long shot (maybe 1-2 sec) then the enemy goes down fast.

If you use EAWrp2.6V9s (used online alot because of the damagemodel). This FM/DM was made only for screenshots!!
In EAW1.2 we don't have a guns convergence, as result you cant hit a target with all guns, if they are places far outside of the wing (most allied planes are like that, in opposite to the german planes). In real life the guns are adjusted to let the bullet stream of all guns meet up in a certain distance (by default 350 yard for US planes, early British planes used around 200 yard). In this distance the guns was most effective and there was a wide range where the bullets still did hit the target, though not that centered anymore. To overcome the missing guns convergence in EAW1.2, I did introduce a "improved guns convergence" (after a vote), where all wingmounted guns got shifted toward the fuselage by 30%. The whole damagemodel of EAWrp2.6 was adjusted to bring credible results with this improved guns convergence!! The "s" version of EAWrp2.6 only was released for "screenshots", cause the guns of course was misplaced and the muzzleflashs on the wrong positions (not important when you fly the plane). So without the improved guns convergence the planes with far outside placed guns lose around 40% of the firepower, cause almost never all guns can hit a target. Additionally you need to aim with one wing, to hit the the wanted point (engine/wing root etc). All over this increase the time you need to stay on target, to get the kill, by around 40%, while you waste around 40% more bullets what cut down the effective time to shoot by 40%. Actually the effective time to shoot get reduced much more, cause you cant get a fast kill, so the enemy, even if surprised, always will make a difficult target, cause he have the time to react.

...rp3.0 include new Flightmodels and a Damagemodel which are based on rp2.0.

The flightmodel´s contain realistic seelevel and high alt speed´s as far as
i got reliable information.
The initial climbratios are also more realistic than the default EAW climbratios.
The E-bleed(drag) while turning got changed much.
The dive acceleration is much faster due to a higher weight all over, so the planes feel
much more heavy and miss the strange gliderbehaviour of the default EAW1.2 planes.
Most planes can get highspeedstalls, but the spin will come a bit later than in EAW1.2,
specialy the 109´s will have problems to get a spin, and even if there is a spin , its a very slow one.

Iam sure there are still many parts which could be better, if you have ideas or knowledge
about a special flightbehaviour....

The best way to use rp3.0 is in combination with the OAWselector, the OAWrp3.0zip include the full F4 (OAWrp3.0) folder, the EAWrp3.0.zip include the full F5 (EAWrp3.0) folder, so
if you already have OAW, you only need to extract the zip into the OAW directory.

If you wanna use the FM´s without the OAWselector, you need to copy the *.flt and planes.dat files into the EAW folder (next to the EAW.exe). You also can use other tool´s, like Stab, Skin´s n More or the Thememanager to set and reset the FM/DM.


This is the EAWrp3.0 file for off-line play with OAW...

...EAWrp3Planes1.zip...This zip contains 6 additional aircraft for use with EAWrp3.0. They are the Hurricane IIb, SpitfireVc, Me109F2, Me109F4, FW190A4 and FW190A8-R8...

OAWrp3.0 is mainly made for online gaming, the fuel burning ratios are much higher and all US planes are also British, this can cause problems while campaigns, I will also offer a EAWrp3.0 with less high fuel burning ratios and US planes only as US planes, so mainly for campaign players. The rp´s are only made for default planes, other planes will follow! I know why rp3.0 doesn't work online. (I had to improve some things with strange settings) Its because one value, the maximum velocity in flight control data which EAW uses to calculate the position of the A/C´s while online gaming, but not while offline gaming. I don't know why the EAW-makers choose to go this way, but i cant change it fast, cause this value is the only value in EAWAircraftEdit to change the drag while strait flying. I still look for a possibility to solve the rp3.0 online problem, but I need a working program to change the response curves for that.

OAWselectV3 already is able to use the additional planes. You can set one of the 6 additional planes into the basic EAWrp3.0-planeset , or all, like you want. In this way you can fly a 190A4 vs a SpitIXc, a 109F4 vs a HurriI or HurriII, a 109E4 vs a HurriII etc. (OAWrp2.1 also have 2 additional planes, the 190A8-R8 and the 109G6 with 30mm.)

The rp3.0-planes have a good realistic behavior, so rp3.0 is a good base to create new A/C´s in a good relation.
OAWrp2.1 miss such a FM. I think its not worth to work on a other FM than EAWrp3.0, cause all other FM´s miss some very important parts of a real FM. The planes are much to light, the typical glider behavior of all EAW planes (if the engine got disabled) cant get changed in the default FM´s, it need a total new basic FM setup, like i made in rp3.0.


About other FM Mods and the RP:
There are so many mistakes in EAW1.2, ECAo, ECA, EAWrp3.0 and OAWrp2.1, I only can wonder why the EAW community pilots have accepted this, and why nobody would provide feedback comments from the resulting mods...The FM/DM should always be in a process to be made closer to realism (not necessarily to make it more difficult!!)...

I made these new FM/DM´s in the hope the people use them and provide feedback and I (or them) could start to make them better and better, so other simmers see how good the new EAW-FM/DM is and come back for a revival. I thought if the people see what is possible in EAW, they would start to improve the FM/DM´s...With the default EAW1.2, ECAo, ECApanel and EAWrp2.* FM´s we are so far away from realistic FM´s that we 1st would need to discuss and to find out how to change the FM´s not which datas are most realistic. For now we cant make realistic FM´s in a easy way cause we still don't know how to use all the EAW FM-values in a proper way.

To understand the relation between EAWrp3.0, default 1.2, EAWrp2.*, ECA and ECAo, you need to know that EAWrp2.*. ECA0, ECApanel and the default EAW1.2 FM are all very similar, with the small changes that the different authors made, more or less to create realistic FM´s, unfortunately they may all share the same base, specially if they are made out of the same basic FM(slot). This makes all A/C´s of their FM´s feel very similar in the behavior, that's why the A6M Zero feels like a FW190, and why the FW190A4 feels like a SpitIXc (both planes show the exact the same FM settings in EAWAircraftEdit/EAWae).

EAWrp3.0 is total different, the planes have a total different basic FM. They can get into high speed stalls, specially close to the ground you can feel the weight of the plane, the original 'glider behavior' of the stock game is gone. Even EAWrp3.0 for sure could be much better (if one would have spent more time into it), However, its a step forward...


Mentioning some of the Performance:
The biggest different between the default EAW1.2 FM/DM and all EAWrp2.6 versions is that the Spitfires and Hurricanes lost the incredible small e-bleed while turning (in the old FM they almost increased speed due to the turn). In the flightmodels I made(EAWrp), the advantage of the 110C is its speed (specially in a shallow dive) and stored energy, due to its extraordinary weight (similar like the P38). As soon as the plane lost all its energy or altitude, its a sitting duck. The climb is bad, the sustained turn is bad, the roll is not to bad, but still not better than that of the allied single engined planes. To shoot down a fighter with an 110c is not easy, with the extreme guns of the 110G its more easy, still need patience.

The 110 wasn't the sitting duck some myths wanna make believe. Its drawback was the poor initial rollratio, poor sustained turn, poor sustained and the big target size(easy to hit). As result it was difficult to get a kill and difficult to escape a faster plane.

The P51´s in most EAWrp2.6 versions, but also in most other EAW FM/DM´s suffer much by the heavy fuelload.
In EAWrp2.6V10, same like in the EAW1.28 FM/DM we disabled the Aux tank in the fuselage. In real life this tank only got used for long range escort missions and this fuel got used even before the droptanks got touched, cause the plane got instable with it. In flight we cant select the tanks that we want to use 1st and always if you have droptanks they get used 1st, so the P51´s in most cases start the fight with full fuselage tanks, resulting in a rather bad performance, when the Aux tank is available.

Further more in EAW1.2 we cant model WEP in a good way, cause we only have one static time to overheat for all planes(in EAW1.28 this did change, so now the planes can have WEP).

Regarding the maneuverability of the P51´s its the other way around like with the 110C. Only if you use the WW1 like dogfight style, you will find the P51 to be a bad plane. In real life the P51 wasn't the best dogfighter, but it always could disengage and it could follow all evading maneuvers of the enemys, at least long enough to get a good shot.

The P51 isnt a good climber, neither its a good turner (though better than the P47D and P38J) and the maneuverability at slow to medium speed was poor at all (compared to the 109G and FW190A), but at highspeed(550km/h IAS +) the P561 shine like a bright star. At this speeds its rollratio overcome the 109´s and at very high speed its on par with the FW190. Turning at very high speed is possible and the critical mach is also very high. As higher the P51 fly as more advantages it will show(specialy over the FW190A).

Of course all this nice features dont count much online, in a 1 vs 1, where people dont want to disengage, specialy not against a plane with a better climb, but in a mayhem, with 4-16 players, the P51 can show its potential, cause here its possible to escape and to look for other targets, same like in a teamfight.

The Me262(the last plane I adjusted) is a really fast plane now like it was, but the horizontal acceleration in slow flight is poor, the climb is roundabout 1000m/min with 400-500km/h best climb speed. The takeoff with the 262 is really fun now. 2/3 Flaps are a must or the runway will be to short. After the undercarriage was raised, its necessary to get some speed, then you need to raise 1/3 flaps to get faster, the plane will fall a bit while the flaps are changing poistion. After the 262 gets a bit more speed, you can raise the last 1/3 flaps, the plane will lose alt again, you need to pull the stick backward. If the 262 reach 300km/h it will get a level flight so the acceleration will be a bit better and don't stop until 695km/h in see level.
If the 262 is in high alt (above 6000m) the pilot need to look for the speed and dive angel. Out of max speed (+800km/h) the dive angel shouldn't be to steep, cause the plane will accelerate very fast into the compression (950km/h IAS), then the 262 will get into a steeper dive until 2000-3000m alt, where the speed reduce naturally by the thick air(only if the power got reduced). A steep dive in this plane is really dangerous cause the great acceleration due to a great aerodynamic. But no one have to dive steep in this plane.

I'm not sure about the relation between the different planes, offline it feel good to me. Since all FM´s need a new flying style and so much training to get perfect in a special plane, it will need some time to see how the relation is. 1st we need experts, who can fly each plane on the edge and which are able to get the best out of each plane, then we will see if the relations are ok. The climb, max speed (see level up to max alt) look good, even I didn't do a climb test for all alt´s in all a planes. I only made many climb test in planes where I had realistic values (Spit1A + IXc +14, 109E4+ G6+ K4, FW190D9, Hurri). Try the 109 in a stall. The plane nearly doesn't spin, the 109 has a smooth wide stall, while a spin (red hud) the plane fall out of the sky with the left wing at 1st, but no spin. The easy to handle stall is a real advantage!! I'm really enthusiastic about the possibilities of the EAW-FM´s, even it could be much better if we had a new EAWAircraftEdit program with all possible values that are available in the games data.

Note: The last version, v2.6 may have been incorporated into the Unified OAW manager program...To get german AI to use Cannons more vs Bombers, As solution EAWrp2.6 include some 'special' 109´s and 190´s to overcome this (without MG). All Me109F/G/K-R6-AI´s use their wing cannons always if they shoot, same like one 190A8. As result the bombers get slaughtered if the attackers are larger in numbers than the bombers. So if you make intercepts, use 190G-R6´s, the special 190A8 or the Ta152H..."special" 109G and 190A8 partially solve problem. Unfortunately, there is no special 190D9.

The 190A8-R8 in planeset1 for example have 2 less MG´s, and 2 x 30mm instead of the 20mms in the outer wing, but much more plating for the Pilot and engine, its only a bit more heavy than the default 190A8 but have a slower initial roll ratio.

Hit bubbles Note: The hit bubbles are reduced , some say by too much. This made it very difficult to shoot down enemy planes, but also hard to get shot down, thereby reducing the challenge of making it through a career in an undead state. Even the wing hit bubbles of all planes got enhanced a bit (in relation to rp2.0), there isn't much time to aim with a much plane modded to be faster. You will have the feeling of extremely fast approaches.


Henschel Hs 123 A-1 Flt-file V1.0: (HS123flt.zip 2.25kb)
by Knegel



Related Download Links:



Related Download Links:

T-5 White Chute: (White Parachute ??kb  or  parachute_white.zip)
by ??.
airmen's classic chute...


Related Download Links:



Related Download Links:

Plane-Skins+ Notes:

  • I've sorted each skin by plane type.
  • Exterior Canopy Artwork, Spinners and Prop fixes are mixed in.
  • Note that some of the larger Plane "skins" file archives actually contain an entire Aircraft. This means the skin archive itself could include all files that make up an airplane; Cockpits, Wing Views, Flight Model Data Files, 3DZ Models and Fixes etc.
  • The /_misc folder files elude me to where to place them. Some maybe fine in the misc section like general Pilot artwork that applies to no specific plane. But the other files need readmes and placed in the correct skins folder.
  • The /_pack folder contains archives with different types of aircraft, zipped up usually for a single purpose.


The ability to customize the paint job on an aircraft is what started the first of all the EAW mods and are a MUST to have. The community had very talented artists that where making skins at an incredible rate. They really spruced up what otherwise can become rather repetitive-looking airplanes. Tired of flying that olive drab Thunderbolt? Having trouble spotting those B-17's from above? Have you always wanted to zip around in a Mustang with a checkerboard tail? There are literally hundreds of new skins to choose from. It's amazing how much new life changing the skins on the planes injects into EAW.

I won’t suggest any specific skins only because there are literally hundreds to thousands of beautiful skins which exist and include almost every plane you could ever want done. There are skins available for virtually all of the the squadrons involved in the European Theater of Operations. There are also Russian, Japanese, Finnish, Italian and even Condor Legion skins from the Spanish Civil War. Its easy to end up downloading many ,many skins, But if I where you, I’d just start out with one or two skins for each model of the original default airplanes. Remember though in the stock EAW game you can only have one set of skins per aircraft model (shape) / slot at one time. Source Coded improvements after the year 2005 in unofficial versions of EAW allow multi-skins, which makes it possible to have one squadron with one paint scheme, and another squadron with a different scheme. You also can outfit squad members with their own surface numbers.

Unfortunately, EAW is limited to 256 x 256 pixel skins (by contrast, Janes WW2F and CFS"1", I believe, use 512x512, while the resource-hogging CFS2 uses 1024x1024 pixel files!!!). The lower res textures in EAW is partly one of many things that have always allowed EAW to run with good frame Rates even on older, slower machines. But just because the pixels are limited doesn't mean that the skins don't look good. You will be consistently amazed at the level of detail that skinners in the EAW community can achieve!

Simple Skin Installation
The way the add-on skins work is like this: when EAW needs to draw a skin for a specific aircraft, it searches the EAW folder on your hard drive for files with certain names. In the case of the Spitfire MkIX, these files will all be called "Psp09***.tpc". The "***" stands for things like "tex", "tes", "tra", "v", etc. If EAW finds any files with names such as those, it will use those files when drawing the in-game skin. If EAW does NOT find any files with those names, then EAW will use its default "Psp09" files (from a ".CDF" file) to draw the in-game Spitfire MkIX skin.

The custom skins come in zipped form, so unzip them in a new folder anywhere, perhaps named \Skins. After unzipping, you will see several files, the ones the game needs have a .tpc extension. Simply drag and drop all the .tpc files into your EAW directory and there you have a new skin that replaces the games built in stock skin. (The .TPC files are the files you would need to change the paint scheme of the planes.)

Simple Skin Uninstall
To remove the add-on skin and return to the game default,
In the case of the Spitfire MkIX, delete ALL the ".tpc" files that begin with "Psp09". i.e. the ones like "Psp09tex.tpc" and you will restore the default skins for that aircraft.

 There is only a few file names in a designated format that EAW will recognize for a plane. To remove skin files simply delete the files with the .tpc extension.

More Complex Skins/Aircraft Installation
Installing a new complex skins is no easy business, especially if you are unaware of just what the artist intended and after months of community development into EAW, many of the more complex skins included multiple files; complete new 3dz aircraft model files, custom static cockpits, high and low resolution files, transparency file, virtual cockpit file and other files that are required, things can get a bit more difficult to understand.

When unzipping a new complex skin, there are several different named files, firstly the presence of a p****tex.tpc, the main exterior skin file, and it's companions: the p****tes.tpc, for the low res long distance model. The: p****tra.tpc, for the transparent areas that have been edited, which allows things like glass, moving propellers, and aircraft markings to be displayed on an aircraft. (though with default EAW aircraft, this is often not necessary, but with new 3dz files, or non standard aircraft, it is generally needed.) For the B17 and B24, the ******n.tpc is the file which contains the nose art.

 The second thing to look for is whether it has any edited 3dz files. Those 3DZ files contain the wireframe data of the aircraft. Sometimes these are included with a skin. This is uncommon with default aircraft, but again a modified aircraft will need these files, which are named, p****f.3dz, p****s.3dz, p****p.3dz and so on. It is absolutely essential that you remember to install the exact 3dz files provided with the skin of choice, as many utilize specially edited 3dz files tailored to suit that particular skin and determine the coordinates for the aircraft's 3D wireframe model. (Note: the hitbox size is stored inside the FLT file for the aircraft and not directly connected with the 3dz files shape or size.)

Finally, virtual cockpit view files, named p****v.tpc (these also give you the wing view of the plane in which you are flying, since cockpits don't really fit in the plane model themselves) The *****vtr.tpc file is the virtual cockpit transparency file. The p****x.tpc file is the gauges for a virtual cockpit file, they should be copied over also. Of particular note are cockpits for modified aircraft, as these often come with custom 3dz files and more importantly, a file known as vcg_****.dat which tells EAW where to place the instrument needles.
A couple of aircraft have additional virtual cockpit files; the Me262 and P38 have ******y.tpc and ******ytr.tpc files. These are used because of the complexity displaying multi-engine models.

You should always use all files included in a given set of skins. Once you know what files you are looking for (you may want to write down their filenames until you get used to this), the next step is to copy them to the EAW directory, and that's it.

More Complex Skins/Aircraft Uninstall
To return to the default EAW texture and 3D shape of that aircraft simply delete all of the .TPC files and the .3DZ files you had installed previously. Also any other special files that where included. (refer to the filenames you wrote down or look them up in the ZIP file they came from.)

Use A Skin Manager
Considering its laborious job to change skins manually you can use of either EAW Stab (you should unzip the TPC files into the appropriate subdirectory rather than the EAW main directory, read the readme instructions that come with the manager) or Skins'n'More. If you are using "ECA" and "ECAPANEL" by Charles Gunst you should start ECAPANEL.EXE in the EAW directory and select the just installed aircraft from the pull-down menus (this alters the name, flight model and armament to match the ones of the new aircraft) To return to default aircraft, Start ECAPANEL.EXE once again and change the settings back by selecting the EAW standard aircraft.

Remember, In the original game It is impossible to have two different skins in use at the same time for any particular aircraft slot. It is thus impossible to have individually numbered or coded aircraft. Note: However, some Source Code modified EAW's has multi-skins that allow for this.

Skin Looks Weird In Preview
Some of the new skins you downloaded may look weird in the View Objects preview Screen and you many not hear the engine sound anymore while on that screen. The no-sound problem is just a strange thing happening when you add a custom aircraft to EAW. It will work fine in the actual simulation. Same goes for the textures - the color palette in the View Objects preview and Mission Briefing screens is not the same as it is in the actual flight game simulation. Just start a single mission with the chosen aircraft and see if it looks okay there.

Skin Video Mode Compatibility:
 Sometimes skins downloads have a readme text file indicating something like "TNT-only" or "3dfx-compatible" for your conveyance. This is because some Skins do not always work with different video cards. However some skins come in two versions, the skins made for 3dfx must use an original limited predefined EAW palette, which is why they sometimes look a bit more dull, as the skin-painters can't always find the color they want. So generally, a skin designed on a Voodoo video card will work with ALL video cards. If an custom palette is used, the 3dfx users will see the skin in psychedelic colors, whereas TNT users will see the skin just as it was meant to be. If you have a TNT-card you will not have any problems with any skins. TNT is actually a generic term that's been tossed around since MicroProse's Picpac Art Kit was released, its a video card with an Nvidia or Riva chip in it. (Note: Both video modes use only 256 colors max (same with Software Emulation Mode) at one time.)

If your not sure if the skin will work, don't worry--nothing will happen to your computer. It's just that all the airplanes in EAW that use that skin will now have a "psychedelic" paint scheme. You can easily restore the default stock skin by simply deleting the add-on from your Main EAW game folder! Then Try another one suitable for your graphics card if available.

Skin Packs
Most skins are available as single downloads. However there are some that are "packaged" together, specifically for use with a specific terrain or a campaign. One example would be a pack which is designed for use with ECA Control Panel's Aircraft. This is when skins become more of an Aircraft package.


No Mirror
Also be sure to check out the new "No-Mirror" skins. A skin that doesn't have the lettering reversed on the right side. These are available for aircraft in the Battle of Britain (however the aircraft cannot have any capability to carry external ordnance, so the BoB aircraft in EAW qualify), Also check out Airbuddha's "Hermann Graf Me109G" German aircraft skins!


Russian Skin Pack: (ecap2rus.zip ??kb)
by Paulo Morais and Charles Gunst.
for the tool MSKINMOD by Paulo Morais, repackaged by Charles Gunst for ECA 2.0. Re-packaged Russian skins to fit the ECA Control Panel v2.0 aircraft options where the MiG3 is the Hurricane, the Spitfire I the LaGG3, and so on.


Repacked Night Planes: (Night.zip 1.6MB)
by Martin Osranek aka Dolfo.
...June 5 2001...Common Features: Hand-picked aircraft skins (and ?3dz?) best suited for night...



In this section you'll find both modified and new 3D wireframes for EAW to enhance the original or add all-new aircraft models. This section should be of particular interest for aircraft skinners and advanced users. Some of these ZIPs provide sample aircraft skins that use the new wireframes.


Pacific Air War Plane Models: (PAW3DZ.ZIP  or  paw3dz.zip 292kb)
by Charles Gunst.
Contains all the newly available PAW 3D shapes, converted for EAW. I figured out how to import the wire-frame models from the old sim PAW so we can now have some Pacific aircraft that really do have the shape that we are looking for. In fact, not only do these PAW wire-frames help us out in the Pacific, many of these aircraft are very close in appearance to aircraft that fought in Europe (the Ki-84 wire-frame makes an excellent Russian La-5/7, the Ki-61 can be used for the Italian Macchi C.202/5, etc.) These are very useful if you're using ECA Control Panel 3.2.

The missing wings problem of the Zero:
is due to the fact that the 3D model is too detailed to use a single 3DZ file. The limit of elements is close to being exceed with the fuselage by itself.

The missing halves of some twin engined PAW shapes:
is due to different part distributions used in PAW and EAW. The 3D information is there and is complete but in different places. For instance 4 engined EAW shapes have their wings in separate files and the fuselage is inside another. This slots are not fully compatible with PAW shapes for this reason.



PAW Prop Fixes: (?? ??kb)
by Charles Gunst.
even figured out a way to get rid of those annoying "old-style" (and ugly) black lines that are supposed to be the propellers of the PAW aircraft. Charles' add-on files also correct the location of the hard-points for bombs and/or drop tanks on these aircraft.


Republic P-47N Thunderbolt: (p47n_mod.zip 6 KB)
by Charles Gunst
This is a modified wireframe model to display the N version of the Thunderbolt.


P47D Paddle Prop: (Paddle-blade prop.zip ??kb)
by Claudio Wilches.
has made a paddle blade prop modification file for the P47D. Just unzip this 3dz file into your EAW directory, and feel the power of a Curtis-Electric 13' prop!


Messerschmitt Me-163A Komet: (me163a.zip 187 KB)
by Charles Gunst
The rocket interceptor of the Luftwaffe - for use with ECA Panel.


Gotha Go-229A Nurflügel: (go229a.zip 155 KB)
by Charles Gunst
A projected jet-powered Flying Wing of the Luftwaffe - for use with ECA Panel.


Dornier Do-335 Pfeil: (do335.zip 172 KB)
by Charles Gunst
A two-prop aircraft of the Luftwaffe - for use with ECA Panel. Two versions are included.


Supermarine Spitfire and Hawker Hurricane: (sphu_mod.zip 560 KB)
by Paulo Morais
Paulo has glued cannons to both the Spitfire Mk. I and the Hurricane Mk. I to give us templates for different versions of these aircraft types.


Messerschmitt Bf-109E, Focke-Wulf FW-190A and FW-190D: (100s_mod.zip 526KB)
by Paulo Morais
These aircraft can now carry bomb loads and complete fuselage bands are now possible when skinning new textures.


Focke-Wulf Ta-152: (ta152_mod.zip 59 KB)
by Paulo Morais.
Paulo has stretched the Dora's wings and extended the fuselage. These are the wireframes Christian Mosimann has used for his Ta-152H.


Junkers Ju-87D/G Stuka: (ju87g_mod.zip 55 KB)
by Paulo Morais
Stuka wireframe with eliminated fuselage texture distortion, new wings and nose.


New weapons and gunpods: (bombs2_mod.zip 22 KB)
by Paulo Morais
This mod-pack unleashes the power of gunpods and other weapons. This way you can e.g. fly a real D or G anti-tank version of the Stuka.---Not compatible with Enemy Coast Ahead by Charles Gunst.


Mosquito Mk III: (mosquito.zip 92kb)
skin by: Max188 Improved 3d model provided by Stag and JWC.
This is a De Havilland Mosquito Mk III based loosely on the HT-E (RR299), a T Mk III which was built at Leavesden between October 1944 and July 1945. It was the last wartime Mosquito flying in the U.K. when it crashed at Barton Airshow on the 21st July 1996.


LW Drop Tank 1.0:
by Mosi.


No Prop Fix Wildcat and Hellcat: (f4noprop.zip and F6noprop.zip))
by Charles Gunst.
No prop fix for Hellcat and Wildcat...a "no prop" version of the F6F Hellcat 3D shape. The bomb and rocket points have been fixed so that they appear correctly under the wings.


Major 3DZ Modifications: (LW_3dz.zip 0.8MB)
by Martin Osranek aka Dolfo.
... June 5 2001...include new .3dz files like for the Ju87, the Bf109s, the Hurricane IIc, etc. ...


Upgraded Me109E (Me109E slot) wireframe: (3dz_me109e.zip 7.46kb)
by Capitán Manduca.
with the following features:
100Kg bomb hard point by Paulo Morais
Radio antenna
Underwing probe Requires TEX/TRA editing
Tropical filter Requires TEX/TRA editing
Smaller svastika
Reshaped tail section
Frontside cockpit windows Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Smaller propeller hub

Upgraded Me109F (Me109G slot) wireframe: (3dz_me109f.zip 18.5kb)
by Capitán Manduca.
with the following features:
Frontside cockpit windows Requires TEX/TRA editing
Radio antenna
Wingtip probe
Lower fuselage antenna (Me109F-0 to F-2 didn't have it)
Underwing radiators
Tropical Air Filter Requires TEX/TRA editing
Reversible or fixed codes Requires TEX/TRA editing
Retractable tail wheel
FIXED Left side nose radiator texture
FIXED Nose radiator height
FIXED Wheel textures
FIXED Tail wheel position
Specific "gustav" model updates not listed.


Upgraded Me109G (Me109G slot) wireframe: (3dz_me109g.zip 18.4kb)
by Capitán Manduca.
with the following features:
Radio antenna
Loop antenna (behind radio antenna) Requires TEX/TRA editing
Wingtip probe
Lower fuselage antenna
Underwing radiators
Tropical Air Filter Requires TEX/TRA editing
Reversible or fixed codes Requires TEX/TRA editing
FIXED Left side nose radiator texture
FIXED Nose radiator height
FIXED Wheel textures
FIXED Tail wheel position
Specific "franz" model updates not listed.


Upgraded above Me109G (Me109G slot): (3dz_me109g_naxos.zip ??kb)
by Capitán Manduca.
with Naxos Radar.
This was a personal request from Hynkel.


Upgraded Me109K (Me109K and Me109G slots) wireframe: (3dz_me109k.zip 5.48kb)
by Capitán Manduca.
with the following features:
Tail reshaped for "Wooden tall tail" Requires TEX/TRA editing
Underwing radiators Requires TEX/TRA editing
Radio Antenna Requires TEX/TRA editing
D/F Loop antenna Requires TEX/TRA editing
Underwing antenna Requires TEX/TRA editing
Underfuselage antenna
Wingtip probe
Svastika Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Provided in three (3) different files for tail wheel. See readme for more info.


Upgraded German 300lt droptank wireframe: (3dz_droptank.zip 5.81kb)
by Capitán Manduca.
with the following features:
Reshaped to be more real
Paintable Requires TEX/TRA editing


Upgraded Heinkel 111 wireframe: (3dz_he111.zip 12.1kb)
by Capitán Manduca.
with the following features:
Transparent svastika square


Upgraded Curtiss P-40D/E Kittyhawk (Tempest Slot) wireframe: (3dz_kittyhawk.zip ??kb)
by Capitán Manduca.
with the following features:
Wheel doors
Wingtip probe
External view one-wing national marks Requires TEX/TRA editing
Internal view one-wing national marks Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Some minor fixes
See readme for more info. See Cockpit_readme for internal view changes.


Upgraded Curtiss P-40B/C Tomahawk (Typhoon Slot) wireframe: (3dz_tomahawk.zip ??kb)
by Capitán Manduca.
with the following features:
Wheel doors
Wingtip probe
External view one-wing national marks Requires TEX/TRA editing
Internal view one-wing national marks Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Some minor fixes
See readme for more info. See Cockpit_readme for internal view changes.


Upgraded Spitfire Mk.1a (Spit1 or Spit9 Slots) wireframe: (3dz_spitfire1.zip ??kb)
by Capitán Manduca.
with the following features:
Clipped wings Requires TEX/TRA editing by Paulo Morais
2 x 20mm cannon barrels Requires TEX/TRA editing by Paulo Morais
Hardpoints by Paulo Morais
Radio Antenna
Left wing radiator
Underwing probe Requires TEX/TRA editing
4 x 20mm cannon barrels Requires TEX/TRA editing
These changes cover the Spitfire models Mk.Ia/b, Mk.IIa/b, Mk.Va/b/c (and LF). See example TRA files.





Several people have created sound add-ons for EAW that are a big improvement over the standard stock sounds. You'll find new sounds and sound fixes as well as speech packs.

Sounds Notes:

  • I re-zipped many of them with 7-zip since 7-zip does a great job at compressing the uncompressed ADPCM wav sounds, usually taking 55% off the file size. Again renaming or extending the name of the archive to take advantage of long file names.


Installing new in-game sounds to EAW
Most sound downloads you'll need to Unzip the desired sound files with the extension SND to your EAW main folder.

Substitute Sounds
 If you want to pick and choose sounds, You can determine what SND file is corresponding to what in-game sound by referring to my Sound Help Document, under Sound List. There is a list indicating which sounds are what by number and description. This way you can only substitute the sounds you actually want to be changed. Here's a quick example of replacing one sound with another. We will use the Gun Sounds for this example. The gun sound filenames and description are:

SND0025.snd=.30 cal. /.303 cal. / 7.9mm MG
SND0026.snd=.50 cal. /13mm MG
SND0027.snd=20 mm cannon
SND0028.snd=30 mm cannon

These SND00##.snd names will be the same no matter which converted sounds for EAW you have downloaded. Some popular gun sounds come from (MeatWater, Pasha, Bandit, or your own creation, etc.). There can only be one sound per gun and there is only four gun sounds for the stock game. If you look at the list above you will see that the 20 mm cannon sound will have to have the filename "SND0027.SND". It doesn't matter what the sound really is, when it is time for EAW to produce a "20 mm" sound, EAW will use that file! You can change any sound in the EAW add-ons with the following procedure:

1) Make sure you have at least one backup copy of all your existing sounds! (The default stock EAW are safely packed in a .CDF file)
2) Take whatever sound you wish to use as a replacement and rename it (if its current filename is different from the sound you are replacing) so that it has the same filename as the sound you want it to represent.
3) Take the "new" sound and just drag or copy it to your EAW folder. You will be prompted whether or not you wish to "replace existing file". Choose "yes" and you are done.

Here's an Example walkthrough: I want to use the 20mm sound from MeatWater's v2.0 sound add-on for the .50calibers in Meatwater's v2.5 sound add-on. Since I already have the v2.5 sounds safely copied into another folder, I can go right ahead and proceed with the replacement process. I go to my collection of MeatWater's v2.0 sound files and find "SND0027.SND". I copy it to another folder (it doesn't really matter which one as long as it's not my EAW folder or any other that contains EAW sounds) and rename it "SND0026.SND". Now I drag the copied file into my EAW folder. I will be prompted that the file already exists, do I want to replace the existing file? I choose "yes", and now when I fire my .50 cal. machine guns, I will hear MeatWater's v2.0 20 mm sound! as the .50cal. When I fire 20 mm cannon, I will hear MeatWater's newer v2.5 20mm cannon sound. This is just one example and many other options are available to you to mix and match sounds.

How to Uninstall
It's actually MUCH easier to restore the default sounds than you think. You won't need to copy anything from the CD. All you have to do is delete the add-on sounds from your EAW folder or at least move all of them to a different folder.
For an example, To return to the default EAW sounds simply delete the no longer wanted SND file(s) you installed or added before.



Related Download Links:

Touchdown: (touchdn.zip)
by Bandit.


Touchdownv2: (tchdn2.zip)
by Rudy G aka Bandit.
...a new touchdown sound thats sounds like wheels hitting the brakes...


Chute Sound:
by ?


Un-Synchronized Landing Gear: (landingear.zip)
by Safehaven


New Belly-Landing sound: (bellyland-new.zip)
by Safehaven


Landing On Skis: (ski-landingsound.zip)
by Safehaven
...for your winter Gladiator...




Related Download Links:

Barracks Music
Need a change from the same old radio music in the barracks? Want to get a real "period" feel after a mission? Well, then, these music packs are just the thing! Of course, if you're REALLY into period music (and especially the immersion factor it offers), you can check out the "Radio Free EAW" website maintained by 56th FG_Pharaoh. Here you will find numerous "old" songs that were popular in World War II, all available for download!

These files provide you with all new barracks radio music between campaign missions. Unfortunately, you can only include two of these songs into the game at a time. You'll have to rename the two files of your choice to either #radio1m.adp or #radio2m.adp after unzipping, whereas # is A for the American, B for the British and G for German radio.


New British and American Radio Music: (AlliedRa.zip 2.5mb)
by Karnak.


New german Radio Music: (GermanRadioPack1.zip)
by JG26 Adler.


American Barracks Radio Collection: (radious.zip 2051 KB)
includes Glenn Miller's "In the Mood" and two songs by The Andrews Sisters


British Barracks Radio Collection: (radiouk.zip 3538kb)
includes two songs by Vera Lynn and Glenn Miller's "Tuxedo Junction"


German Barracks Radio Collection: (radiolw.zip 6148 KB)
includes "Lili Marleen", a French chanson and famous German marches


German Barracks Radio Music: (radiomy.zip 2446 KB)
recorded by Cord
This file contains only those new radio music files I recorded myself - for a faster download


American Speeches Collection: (JH_American.zip 1206 KB)
collected by Jamie Hamilton
includes famous broadcasted speeches


British Speeches Collection: (JH_British.zip 1338 KB)
collected by Jamie Hamilton
includes famous broadcasted speeches


German Speeches Collection: (JH_German.zip 918 KB)
collected by Jamie Hamilton
includes famous broadcasted speeches 


Russian speech pack Ground controller: (Russianspeech1_1_Part1.zip Russianspeech1_1_Part2.zip)
by Stephen O'Leary aka Prune
replaces British voice...


Russian speech pack Bomber Crew Voices: (Russianspeech2_Part1.zip Russianspeech2_Part2.zip)
by Stephen O'Leary aka Prune
replaces British voice...


Russian speech pack Wingman: (Russianspeech3_Part1.zip Russianspeech3_Part2.zip Russianspeech3_Part3.zip Russianspeech3_Part4.zip)
by Stephen O'Leary aka Prune
replaces British voice...


Russian speech pack Special: (Russianspeech1_correctedagain.zip)
by Stephen O'Leary aka Prune
Corrects v1.0 of pack #1...Converter makes speech packs for US voice. Full documentation and Russian primer...



Related Download Links:

Meatwater’s EAW SoundPack: (MeatWaterEAWSndv2.5xle.zip 2.39MB)
by Meatwater.
Was basically the first sound pack and is still very popular. This was back in the year 2000 THE add-on that everybody recommends for EAW that totally revamp the sounds. Most of us start out with MeatWater, and then tweak the sounds by experimenting with others as we go along until we get things sounding like we want them. Since this is an individual preference, there is an almost infinite number of combinations!

Available in:
-v1.3 (mw_eaw_13.zip 952kb)

-v2.0 (v20.exe 17MB (17,477kb)) This is the full version with new radio music and briefings.

-v2.5 patch (mweaw25.exe 639kb) August 1999 Updates v2.0 to v2.5, This means that you must install 2.0 before you install 2.5. There where some important changes.

-v2.0LE (3.26MB (3,367kb)) This is a "Light Edition" Version without the new German briefings and radio music, this can also be updated to V2.5.

-v2.5xle (mweaw25xle.zip <4MB  or  MeatWaterEAWSndv2.5xle.zip 2.39MB) This is the "extended light edition" version, again without the new German briefings and no barracks radio music/speeches. Version 2.5 update INCLUDED!

MW Soundpack has rumbling radial and inline engines (flyable, un-flyable aircraft plus the V1), guns, cannon, rockets and bombs, new explosions, gear, new engine-failure sounds, new flak-sounds, new bomb-release sound, new wind-sounds, new bailout sounds, new touchdown sound, new hydraulics sound, new 'meaner' set of German briefings (The original stock briefings have been described as "wimpy") and new radio music.

MeatWater(12-11-1999) Well, first I'd like to thank everyone who's enjoying my SoundPacks. When talking about the (gun-)sounds in EAW I would like to draw your attention to another factor that greatly affects the way a sample sounds once it is put into the sim: you never have a SINGLE sound playing at the same time - there's the engines, other aircraft around you, flak bursts etc. It may be easy to have a wav file that sounds "right", but once put in the game and tested "on the field" most of the samples I had in the beginning turned out to sound different (worse). It was very difficult to create engine samples that would sound good both in formation and alone - almost lost my mind there. You get all kinds of phasing-effects, and the sounds have to be "meaty" but still undistorted. Same with the guns: I had talked to some veterans including my dad who was a rear gunner on a Ju-87 in Poland and later in France, and they all said that the engine noise was so darn loud that some smaller calibers could hardly be heared at all! When they returned from a mission their ears were totally dull for at least an hour, and many times had it been very difficult to hear the radio loud enough. What I'm trying to say is that the sounds in v2.5 of the SoundPack are really the best I could come up with. Before we start discussing the various gun sounds, we should keep in mind that the program itself allows only for ONE radial and ONE inline engine sound for ALL planes. I whish I could have changed THAT.

In Meatwater's Version 1.3 the files are:
snd0009.snd 35.1k Bomb whistle
snd0025.snd 906 bytes .30 cal MG
snd0026.snd 805 bytes .50 cal MG
snd0027.snd 1.03 k 20 mm cannon
snd0028.snd 1.49 k 30 mm cannon
snd0029.snd 34.8 k Rocket launch
snd0050.snd 183 k Gear up/down
snd0051.snd 74.5 k Parachute
snd0052.snd 32.9 k Touchdown

In Meatwater's Version 2.0 the files are:
snd0003.snd 67.8k Flak explosion
snd0004.snd 133k Bomb explosion
snd0009.snd 46k Bomb release whistle
snd0019.snd 45.2k Flak shot
snd0020.snd 37.6k Flak hit
snd0022.snd 128k Plane explosion
snd0023.snd 115k " "
snd0025.snd 3.34k .30 cal MG
snd0026.snd 4.36k .50 cal MG
snd0027.snd 5.19k 20 mm cannon
snd0028.snd 6.05k 30 mm cannon
snd0029.snd 77.4 k Rocket launch
snd0030.snd 233k startup Radial engine
snd0031.snd 319k " P51/109 "
snd0034.snd 234k Startup In-line engine
snd0035.snd 114k "190/P47 "
snd0038.snd 80.2k start Me-262 engine
snd0039.snd 247k " "
snd0042.snd 118k Other engines
snd0043.snd 69k Bomber engines allied
snd0044.snd 184k V-1 engine
snd0047.snd 292k Engine failure
snd0050.snd 183k Gear up/down
snd0052.snd 32.9 k Touchdown

grb_031.snd and gbrf.cdf 8963k German briefing

aradio1m.adp and aradio2m.adp } American Radio music
bradio1m.adp and bradio2m.adp }5691k British Radio music
gradio1m.adp and gradio2m.adp } German Radio music (incl Lilli Marlene)

There are other sounds available, although few replace ALL the sounds like the MeatWater Soundpack for EAW! However, you should feel free to try any sounds you come across for EAW. Only you can tell if you like them or not! There are many other specific sounds out there that you can mix with MeatWater's version. You can eventually build your own collection later on with individual sounds that you prefer.

If you decide to install MeatWater's Sound Pack (recommended as one of the basic sound upgrades), simply double-click the EXE file - this sound pack has its own installer program. You will only need to point to your EAW directory once and you're DONE. (MeatWater's Sound Pack has its own un-install program in the Windows Control Panel\Software).

To Remove The German Briefings in MeatWater's v2.0 Sound Pack:
If you come to dislike the German Voice in MW full pack. Delete the files grb_031.snd and the Grbrief.cdf from your eaw main directory. After that, copy the original Grbrief.cdf from your EAW CD-ROM there. That will change sounds back to the original stock, or just get the v2.5xle version.


Serb's Complete Hi-Fi Sounds Package: (SerbSound.zip 2.03MB  or  SerbSound1.zip , SerbSound2.zip , SerbSound3.zip)
by Michael 'Serb' Suzic.
Some other very good sounds that are preferred by many people of engine sounds, gun sounds, and other sound effects...(converted from CFS2 and WW2F) I have combined all three parts of Serb's Sounds into one 'mutha' package. Including sounds for landing gear, parachute opening, stall and rumble, bullet/cannon hits, riccochets, aircraft explosions, bomb explosions, aircraft crashes, and bomb drop and whistle. Many of these are in living stereo, and all retain their high sampling rate. Also includes the gun sounds package. Dig it. (I have taken care not to make everything stereo, but I have kept a hi-fi stereo image for those sounds that occur when in cockpit view. I think you will like the new flak sample I converted this morning, increasing the dB level by 100% to give it an impact! Also, there are new stall/rumble sounds and gear-to-ground impact sounds...Double_Dwn did great job of converting the firing gun sounds a while back, so I have not converted any for these packages. Cord also has a great collection..those sounds that occurs in 'less sonic demanding' times have been captured in stereo.)


Sound Collection: (sounds_luke.zip 398kb)
by Luke Blackbeard.
Contains several new sounds for EAW collected from various sources. New gun/cannon sounds and engines.


Sounds Collection: (JR_Sounds.zip 368kb)
by James Richards.
This new collection of sounds that he has assembled with the help of other EAW fans. Includes new .50 cal MG, inline engine + startup and German bombers sounds. The first one (snd0035.snd) is an engine sound from an actual 109g (but it replaces all inlines in EAW) The second sound (snd0042.snd) is an engine sound from a Mosquito. Twin engine bomber sound for EAW (He111, Ju88, B26, etc.)


Max188's collection of the sounds:
by Max188.
A combination of sounds from both Meatwater and Serb, as well as a few adapted from other sources.


Cord's Sounds: (sounds.zip 3503kb)
by Cord Hartmann
I've had problems with Meatwater's sounds (for my taste) with too loud exterior volume. It was so loud and distorted that I couldn't even hear the radio transmissions anymore. So I decreased the volume of most sounds to solve this problem (many players like what he has done). Distortion and too loud exterior volume fixed, radio transmissions hearable again. I did not like some of the sounds included and changed them (using various files - some are recorded by myself, some are from other guys, some are swapped to match another sound effect). Now includes a new radial engine sound for the FW-190a and the Thunderbolts.

Concerning my Sound Pack Upgrade: The base for the files included in the ZIP are MeatWater's sounds and some I got from EAW sites all over the net (I guess one of them was Bandit's, new cool FlaK sounds).

The main intention to upload this was the following: On my system (with Soundblaster AWE 32) MeatWater's sounds were far too loud and even distorted, and this could not be changed with the volume settings. I couldn't even understand the radio transmissions while in an exterior view any more. So I decreased the volume of most files (engine sounds mostly) so that they'd match the "interior volume" and radio transmissions could be heard again.

Second point: I did not like the weak .50cal sound (I guess they were changed since an earlier version of meatwater's), and swapped the MG sound over. Same with the German bomber engines, they got the same file as the American bombers (yeah, maybe a bit too powerful, but I like it better this way. God save Pratt & Whitney! :)

Finally, I extracted the sound files one can hear in the hangar with the FW-190a from EAW, edited them to match the others in volume, and set those up as a new radial engine sound for in-game flight. I also like this one better than MeatWater's solution.


DD Sounds: (DDsound.zip 157kb  or  DD_Snds.ZIP 157kb)
by Brian Cardoza aka Double Down.
The 50 cal and 20 mm sounds are conversions of CFS2 default sounds. I used them because I felt that they captured
the sound of those two weapons very effectively. (I didn't change those CFS2 guns sounds at all btw) I also included some new bullet/cannon damage sounds. The small caliber damage effect is taken from CFS2 while the large caliber damage effect was produced by myself. (I really like the way the large caliber damage sound works...I am especially proud of that sound because I made it from scratch. I'll give away my secret. All I did was to record a wav file of me throwing a bunch of nuts and bolts as hard as possible against a cookie sheet.  Then I edited and ran it through some filters.) I also included a new rotary engine sound. The original wav was recorded by Schatten and converted to a snd file by Stanley99. I edited the sound just a bit in order to remove some of the hiss and crackle that was in the original. Old version: DDSnds.ZIP 143kb 


DD Extra Sounds: (DDSnd2.ZIP 14kb)
by Brian Cardoza aka Double Down.
30mm and Jet Sound. Once again I have converted a gun sound from CFS2 for use in EAW. I converted the 30mm for use in the game and think it sounds pretty good. I also made a new jet engine sound for the Me262. This sound is
a combination of jet engine sounds originally used in Mig-Alley.


Engines and Things Part1: (?? ??kb)
by Migge.
16 bit stereo Radial engines BMW108/Prat and Whitneys/Proto inline files. 16 bit Stereo Gun and Effects sounds.


New Plane Crash Sounds and Radial Engine Update: (soundsfix.zip 1334 KB)
by Cord Hartmann.
This ZIP file is for those of you that already downloaded my sound files collection. To prevent another time-consuming big download for you, I packed the updated radial engine sound (lower pitch) together with cool all-new plane crash sounds. Of course these files also work if you don't have my sound files collection, simply unzip the included SND files to your EAW main directory to install.

Well, I'm also not quite content with the radial engine sounds. Yet I like this one better than MeatWaters...My new radial engine sound is originally the one you hear in the hangar in EAW with the FW-190a in it before starting a mission. I did some editing to this sound, but as I said, it still doesn't satisfy. The problem here is to get a good source to work with, as I don't have a Sternmotor powered WWII kite in my garden (who has, anyway?).


New Sounds: (EAW_snds.zip 240kb)
by Pasha.
...I got motor sounds from a Smithsonian collection, and another from a stereo recording of a Mustang cockpit in flight. I did make an explosion sound, not sure if it's in that zip...a small collection of sounds (6)...The engine noises were, I believe, recorded by Pasha at an airshow and converted to EAW's SND format. One of the sounds replaces the inline engine sound in EAW (SND0035.SND). This was recorded from the cockpit of a real P-51 Mustang (Merlin engine) at 38 lbs. of manifold pressure. The radial engine sound was taken from a real P-47 Thunderbolt at run-up...


Flak Sound: (flak.zip 21.1kb)
by Bandit.
Booming. Many players report that they especially like what he has done with the flak sounds.


Flak Hits Sound: (flakht.zip 22.3kb)
by Bandit.
Booming. Many players report that they especially like what he has done with the flak sounds.


Flak Hi-Fidelity Sound File: (SerbFlak.zip)
by Michael 'Serb' Suzic.
Gives EAW a much more aggressive flak sound, lethal punch, similar to that of the game B-17 II.


Flak Sound:
by JS.
it is a real sample and has been left the way it should sound.


New Bomb, Flak and V1 Sound:
Dallas 'Pathfinder' Parrott


“Screamin' Demons Over Europe”: (???? ??kb)
Donster and Stanley99.
have converted MeatWater's Soundpack designed for the SDOE game to be used by EAW! Apparently MeatWater's talents improved to use his newer sounds from a newer game.


Jane's WWII Fighters Sounds for EAW 1.0:  (wwiifsnd.zip 360 KB)
by Cord Hartmann.
This ZIP file contains some in-game sounds from Jane's WWII Fighters converted for use in EAW.


Jane's WWII Fighters Sounds for EAW 1.2:  (wwiifsnd.zip 422 KB)
by Cord Hartmann.
This ZIP file contains some in-game sounds from Jane's WWII Fighters converted for use in EAW.


CFS Engine Sounds for EAW: (eawsnd.zip 1412kb)
Converted by ?stenerik?
The Focke-Wulf fw 190A engine sound is the radial engine. ME Bf109 engine sound represent the inline engine sound.




Related Download Links:

CFS Hurricane Engine: (inline.zip 942kb)
Converted by ?stenerik?
Hurricane CFS inline engine sound.


New Merlin Engine Sound: (???? ??kb)
by JS.
it is a real sample and has been left the way it should sound.


MeJet Engines: (262eng.zip ??kb)
by Bandit.


Fighter Engines: (Engine1.zip ??kb)
by Bandit.


Allied Bomber Engine: (bomber.zip ??kb)
by Bandit.


Allied Bomber Engine v2: (Snd43.zip  ??kb)
by Bandit.


B-17 High Fidelity High Frequency Sound File: (regular NewB17SerbSound.zip and louder LouderB17SerbSound.zip)
by Michael 'Serb' Suzic.
Here's a file for all the true B-17 fans. This is a 44100 kHz frequency sample of the Flying Fortress in B-172 "The Mighty Eighth".  I truly believe this captures the beauty of the sample.


BF109 High Fidelity High Frequency Sound File: (B172109SerbSound.zip 1.3M)
by Michael 'Serb' Suzic.
Here's are two files for all the Bf 109 fans. This is a 44100 kHz frequency sample of the Gustav in B-172 "The Mighty Eighth". Includes the startup sound.


B-26 High Fidelity Sound File: (B26Sound.zip)
by Michael 'Serb' Suzic.
Here's a file for all the B-26 fans. Thanks to Cord for the source! EAW uses the same file for all two-engine bombers, so this file will work with all similar aircraft.


P-47 High Fidelity Stereo Sound Files: (P47Sound.zip)
by Michael 'Serb' Suzic.
Updated to match the volume of other single-engine aircraft. (I converted the stereo sounds for the CFS2 Hellcat's radial engines for use as the P-47 sounds in EAW. They retain their same sampling frequency and stereo image...)


FW190A High Fidelity Stereo sound Files: (FW190Sound.zip)
by Michael 'Serb' Suzic.
Here's another radial sound, which has a great 'growl', seemingly appropriate for the 190A. Updated to match the volume of other single-engine aircraft. (I converted the stereo sounds for the CFS2 Hellcat's radial engines for use as the Fw 190 sounds in EAW. They retain their same sampling frequency and stereo image...)


P-51 High Fidelity Stereo Sound Files Package: (SerbP51Sound.zip)
by Michael 'Serb' Suzic.
This is a completely new Merlin Mustang sound package I made from digital recordings of a real P-51, with the stereo mics recording in the open cockpit. The sample is taken when the engine was at 2000-2500 rpm. I'm proud of this one, and I hope you dig it!


P-51 High Fidelity Stereo Sound Files Alternative Package: (P-51Sound.zip)
by Michael 'Serb' Suzic.
Merlin engine hi-fi stereo samples, officially inspected, approved and endorsed by JG300_Blitzer! I'm not sure of the original source of these samples, but several visitors have emailed me stating that it sounds very much like the "airshow ambience" of the Mustang.  Newly remastered by Holy Smoke.


B-17 High Fidelity Sound File: (B17Sound.zip)
by Michael 'Serb' Suzic.


B-24 High Fidelity Sound File: (B24Sound.zip)
by Michael 'Serb' Suzic.


He111/Ju-52 High Fidelity Sound File: (He111Ju52Sound.zip)
by Michael 'Serb' Suzic.
A groovy match for Cord's 'Tante Ju' release!


New Sound for the V-1 buzz bomb: (jh_v1.zip 250kb)
by Jamie Hamilton.
A great new sound for the V-1.


Engine Sputter:
by Safehaven


New Gun and Engine: (new EAW sounds.zip 398kb)
by Luke Blackbeard.
...gun and engine sounds




Related Download Links:

Gun Sounds Package: (SerbGuns.zip ??kb)
by Michael 'Serb' Suzic.
Originally converted by Double_Dwn. You'll see a great improvement for the standard EAW sounds, including the exterior view gun action during bomber interception.


Rocket Launch: (roktlaun.zip ??kb)
by Bandit.


30mm: (30mm.zip ??kb)
by Bandit.


30mmv2: (30mm2.zip ??kb)
by Bandit.


50 cal: (Snd26.zip ??kb)
by Bandit.


20mm Cannon: (???? ??kb)
by JS.


50 cal: (???? ??kb)
by JS.


303 cal: (???? ??kb)
by JS.




Related Download Links:

Scratchy Radio Messages
Have you ever noticed how your ground controller seems to be sitting next to you in the cockpit? Not any more! Added to the sounds where interference and static to most of these. These new 'touched up' sounds are what help provide great immersion!

Scratchy German ground controller:
By Migge (Mikko Kosonen).
Has done an excellent "scratchy, distant" German controller. After you download it, you will have a zip file that contains the new German speech files and also new radial engine sounds. Remember that if you unzip directly to the EAW folder, you will not only add the German ground controller, but also replace your current radial engine sounds with the new BMW engine for Fw190. If you want to add the new German ground controller messages but not the new engine sounds, then you will have to unzip to a different folder and then copy the Ground Controller sounds only to the EAW folder. The engine sounds will be named similar to this: SND0035.SND.


Scratchy US Speechpak: (usspeech1v1_1.zip 750kb, usspeech2v1_1.zip 790kb, usspeech3v1_1part1.zip 870kb, usspeech3v1_1part2.zip 1mb, usspeech4v1_1part1.zip 850kb, usspeech4v1_1part2.zip 1mb, usspeech5v1_1part1.zip 900kb, usspeech5v1_1part2.zip 1mb, usspeechpacific.zip 160kb)
by Lt. Toad.
Ground Control, Bombers, Wingman, US Speech Pacific Update...Unzip these files to your EAW folder and play.
To uninstall, delete the US*.SND files from your EAW folder.

Scratchy British Voices: (brit-speech1.zip  to  brit-speech5.zip  and  brit-speechu.zip)
by -E.
Made an entire set of scratchy radio messages for the British ground controller messages. Also included are British and German all wing-man and squadron messages and messages from bomber units as well), complete with a warbling electronic screech in the background! For E's British messages (the entire British speech pack consists of 6 separate downloads) and the rest of the German radio speech.


Scratchy British Voices for Pacific Update: (brit-speechp.zip  ??kb)
by -E.
Brit Speech Pacific Update (Update for Speech Pks 2-5)(Install after packs 1-5!)(w/n conflict w/Update v2)


Scratchy German Voices for East Update: (germ-speeche.zip  ??kb)
by -E.
German Speech East Update (Update for Speech Pks 2-5)(Install after packs 2-5!)


Scratchy German Speech Pack: (germ-speech2.zip  to  germ-speech5.zip  ??kb)
by Migge.
Bombers and Wingmen...


RAF speech pack: (Crackly_tallyhos.zip)
by Stephen O'Leary aka Prune.
a "crackly" version of Mike Heath's clever "Tally ho, bandits!" calls for the RAF. This version is based on -E's crackly radio speech files.

Japanese Speech Pack
: (JapSpeech.zip 7,979kb)
by Jamie Richards, voice of Dr. Yusuke Marikawa.
this is terrific if you're going to fly the Japanese aircraft in ECA Control Panel! It replaces the German radio messages with Japanese ones! This Japanese Speech Pack replaces the German radio transmissions of the ground controllers, bombers, and fighters with Japanese. The mission briefings remain unchanged. The in-flight subtitles and radio transmission menu are also changed to fit the Japanese speech. In addition the ranks of the pilots are changed from German to the Japanese equivalents. This is an absolute must for all you Pacific Theater pilots out there... the zip archive comes with a lot of new SND files and some other files with e. g. Japanese names. Please refer to the included README.TXT for additional information and complete install/uninstall information. old version: JapSpeech10.zip


"No German" Radio Chatter / Fix for the Pacific Theatre: (bandits.zip 496kb)
by RRF.
If you try to play as an Allied pilot against a "non-German" enemy (whether it's Japan, Italy, or whoever!), it can be an immersion-destroyer to keep hearing radio calls of "German fighters!", "long-nosed 190's!" and other similar things. In addition, you see these words across the bottom of your screen. But now EAW Forum member RRF has developed this patch which replaces these radio calls and text strings with more generic ones like "Enemy fighters" and "Bandits!". It replaces these calls in the both the American and British speech files and text strings. Another fabulous add-on for keeping up the immersion factor!


"Modified" Radio Speech Packs
These eliminate some of the more annoying radio messages and particularly gets rid of the historically inaccurate British message of "I'm Winchester" (which historically we believe is a modern jet pilot term which was not used in World War II, and certainly not in the RAF!). I think that the latest version of -E's Scratchy British Radio Pack also eliminates this annoying pronouncement.


Radio Fix v1.1: (RADIOFIX.ZIP 201kb)
by Cord.
These files correct the following errors in the original EAW radio transmissions:
- The term "I've gone Winchester" was invented after World War II, and it is not indicating the loss of MG / cannon ammunition but of external weapons like rockets. This was misused in EAW and the "Winchester"-files have been replaced by the original "I'm out of ammo" sound files of EAW for both the USAAF and the RAF.
- All German radio transmission sound files containing the words "okay" or "mayday" have been corrected by cutting those out of the files. Although those words sure are common today in the German language, too, they were never ever used during World War II.
To install, please copy all files with the ending SND included in RADIOFIX.ZIP into your EAW main directory (it's the one with the EAW.EXE on your HD). To uninstall, simply delete all of the following files out of your EAW main directory....


WINGMAN Eliminator: (WingKiller.zip ??)
by PapaRomeo.
This package eliminates all of the “warnings” from your AI wingmen.  No longer will invisible wingmen incessantly call out “Two O’Clock Low” “Six O’Clock High” and “Watch out!  You’ve got one on your tail!”.  Includes files for all three languages.   Note:  This package also includes the “Good Kill Eliminator” This package will let you eliminate the annoying "Good Kill" and "Nice Shooting" calls on the radio (or any other sound you don't want to hear), as well as batch files to facilitate easy “un-installation.”


GOOD KILL Eliminator: (GoodKill.zip ??)
by PapaRomeo.
This package will let you eliminate the annoying "Good Kill" and "Nice Shooting" calls on the radio.


German Radio Calls (incl. Radio Transmission Fix): (grc.zip 324 KB)
by João Martins / Cord Hartmann.
This ZIP file patches some of the radio transmission speech files of EAW. The German pilots no longer refer to specific enemy aircraft types (such as "Mustangs!"), nor do they keep using terms like "Okay" or "Mayday!" which simply wasn't done in WWII. A useful package for use with scenarios or campaigns that do not take place on the Western European Front. Please read the Readme.txt for more information.


The JG11 German Radio Collection: (jg11radio.zip 4971KB)
by Bruno Weiss.




I am a big fan of the look of the original EAW terrain for the European Theater. But, out of the box, there is room for improvement. There are a few new textures out there that replace the default textures with snow and desert and corrected colors. These can be added to the game by following the instructions included with the files. They are easy to use and very worthwhile to try. However, you can only run one of these texture layouts at a time. Changing Seasons are only possible with a terrain manager like "EAW Stab" by Matt Thompson-Moltzen. To start, you may want to get the cleaned-up and enhanced default version Hi-Res Summer EAW Terrain. You will also want to pick up the Summer Airfields to match the terrain, both add-ons are by Max188.

On low end computers you may experience frame rate hits with some custom terrain. If you turn "Ground Object Detail" and "Terrain Detail" both to "low", your frame rate may improve if you where having problems with a custom terrain (the downside is that the landscape becomes barren!).

To install new terrain textures to EAW
Its Important to read the included README.TXT (some Terrains don't come with all the needed TER files for size-minimizing purposes and the missing ones are created prior to installation as the readme describes.) You just handle the "terrain" (.ter) files the same way you would any "skin" (.tpc) file. The only difference is in the sheer number of files! With a skin file, you only have a handful to deal with, but with terrain there are "hundreds"! Unzip and copy all files with the extension .TER to your EAW main folder. (If you are using "EAW Stab" by Matt Thompson-Moltzen you should unzip/copy the .TER files into the appropriate subdirectory rather than the EAW main directory).

How to Uninstall
To return to the default EAW terrain simply delete all of the .TER files you previously installed (the number of included .TER files in the Terrain sets differ.) If you stick to the habit of deleting all of those files before changing terrains either back to the default or another new terrain set, you eliminate the risk of mixed-up terrain textures.

 You should not simply unzip the new set into your EAW folder. This is because not all the add-on terrain sets have the same number of files. (A specific example is that the "Autumn" terrain, for instance, does not replace every default terrain file; so "Autumn" would have fewer files than, say "Winter". If you have winter terrain loaded and try to change to autumn, there will not be enough "Autumn" files to overwrite all the "Winter" ones. The result will be a "mixed" terrain showing up in the game.)

With EAW Stab the switching is done for you. If you don't have EAW Stab, just use Windows Explorer to delete ALL of the ".TER" files in your EAW folder before adding a new set (you've probably already used this feature before: arrange all the files "by type", left click on the first ".ter" file to highlight it, then click on the last one WHILE holding down the SHIFT key, thereby highlighting ALL the ".ter" files---and then while your mouse pointer is over one of the highlighted files just right click and choose "Delete").

There's a lot more to choose from! Terrain Add-Ons are great, especially for a seasonal effect which really add to the immersion effect. You want to take a tour of duty in the Mediterranean. A swing through the desert. Snowy Winter terrains. That can be arranged also! You can watch the colors change--the dark Summer terrain is replaced as Autumn rolls around, then snows cover Western Europe in Winter, and finally Spring arrives. (P.S. EAW community member JPI, who is from Lyon, France, says that the new "Spring" terrain is perfect when combined with Major Lee's Mediterranean airfield tiles and Geo's red-roofed Med buildings for France in 1940!) And if you're using the Pacific skins, then "Pacific Terrains" are a must.  One community member named, Serb took Paul Wilson's terrains and added High Res Lr*.ter files to them to make custom new Terrain Sets.



Related Download Links:

Hi-Res Autumn CFS Terrain: (cfsaut.zip 1760kb  or  cfs-aut.zip)
by Jay, revised by -E.
For this autumn terrain -E has provided Jay's CFS Terrain conversion with brown-leaved forests. You will have to download and unzip the basic terrain ZIP first and then overwrite the provided new TER files with the ones included in this autumn ZIP file.


Autumn Terrain: (autumn.zip 2,251kb)
by Claude Lumpkin.
With patches of gold and brown, this early new terrain replacement provides you with an autumn landscape modification of the original EAW terrain. old version: autmn.zip


Europe Autumn Terrain: (EuropeAutumnV2.zip 3730kb)
by Paul Wilson.
Autumn version. There's also a Summer and a Winter version available...with both Bn*.ter and Lr*.ter files. Old Versions: EuropeAutumn.zip 3.7MB


Repacked Autumn Terrain: (Autumn_ter.zip 6.8MB)
by Martin Osranek aka Dolfo.
...June 5 2001...Common Features: High resolution ground tiles, High resolution objects, including all buildings, trees and vehicles (trucks, trains, ships), Seasonal  landing strips, buildings, trees and camouflaged vehicles (more hires tanks in winter, autumn, Mediterranean, desert, late war), Ugly 3D forests eliminated, Transparent airfield tiles, White parachutes, Hand-picked aircraft skins best suited for each theatre (Autumn_tpc.zip 1.5MB)...




Related Download Links:

Desert (North Africa) Terrain: (desert_11.zip 2715kb)
by Martin "Hoover" Hoefer and Pretzel.
A fantastic desert terrain. A great Desert Terrain set for a North Africa scenario in European Air War, made possible by their combined efforts. Be sure to set terrain detail level to low to avoid trees and houses in the desert. Old version: v1.0 desert_022200.zip


African Desert: (DesertTer.zip 4022kb)
by Paul Wilson aka Shatterer of Worlds.
A terrific Terrain...


Mediterranean Terrain: (eaw-medt.zip ??kb)
by Snake Macguphie's.
...FULL release version!...


Repacked Desert Terrain: (Desert_ter.zip 4.3MB)
by Martin Osranek aka Dolfo.
...June 5 2001...Common Features: High resolution ground tiles, High resolution objects, including all buildings, trees and vehicles (trucks, trains, ships), Seasonal  landing strips, buildings, trees and camouflaged vehicles (more hires tanks in winter, autumn, Mediterranean, desert, late war), Ugly 3D forests eliminated, Transparent airfield tiles, White parachutes, Hand-picked aircraft skins best suited for each theatre(Desert_tpc.zip 1.5MB)...


Desert Terrain 11: (1.zip 2.zip 3.zip 4.zip 5.zip ??kb)
by Majki?




Related Download Links:

Hilly EAW: (HillyEAWWorld.zip 242kb)
by Dominique "DOM" Legrand.
EAW has hills and mountains, but by default they are so subtle, you may hardly notice them. DOM has come up with a way to increase the scale of the hills and mountains so that things look really nice and natural. A Hilly EAW World is a good fit for the European terrain.


Realistic EAW Hills:
by Von oben.


Hilly EAW World - smooth: (HillyEAWWorld_smooth.zip 185kb)
by Dominique "DOM" Legrand.
See what can be done using the Hills Generator - EAW landscape with smooth hills / desert dunes.


Hilly PAW World: (HillyPAWWorld.zip or PacificDOM.zip 141kb):
by Dominique "DOM" Legrand.
See what can be done using the Hills Generator - adds hills to the major islands of the Tarawa / Rabaul Pacific terrains.


World Height Data Modification: (relieftips.zip 111kb)
by Dominique "DOM" Legrand.
This ZIP packge includes two replacements to either get an all-flat EAW terrain (for the Pacific) or a landscape with lots of steep mountains and hills.


Hills Generator: (HillsGenerator2.zip or HillGen2.zip 760kb)
by Dominique "DOM" Legrand.
DOS Utility to change elevation data etc. of the EAW landscape.
Tired of those pretty but seemingly endless flat landscapes in European Air War (EAW)? Well lace up your hiking boots fly boy because Dominique "DOM" Legrand has pumped up the ETO with some very fun to navigate hills and mountains. In fact Dominique has gone one better then creating a static defined hilly terrain. Instead he has created what he so correctly calls his "Hills Generator". Ready for some serious mountain flying? Looking for something a bit more tame, say rolling hills? Just dial in the numbers. Tweak away to your hearts content. Find a setting you really like? Simply save it in a folder and pull it out when you are ready to fly it again. This is really a very dramatic addition to European Air War and significantly changes your flying experience. Reminiscent of Microsoft's Combat Flight Simulator I, European Air War now offers an undulating and visually interesting landscape. Those distant bomber escort missions are no longer quite so tedious with hills and valleys to break up the terrain, not to mention the new wrinkle of low level dogfighting with hills and valleys to contend with. Installation is simple for any one familiar with basic windows procedures such as creating folders and unzipping compressed files. Detailed instructions are included so within minutes of downloading you can be up and flying through the mountains. European Air War continues its evolution as the most dynamic World War II flight sim to date, join in the experience. A must download.




Related Download Links:

Euro-Blend Hi-Rez Terrain:
by Shawn "SagginB" Griffin.
Take only the best features of a variety of terrains and you have the stunning Euro-Blend Terrain. Don't miss this one, this one depicts life to the ground down below. Combining the best features of the EAW default terrain; Jay's CFSI terrain; Paul Wilson's European Summer and Pacific Mainland terrains; GAZ's conversion to EAW of Rowan's "BOB" terrain; and Microprose's "Gunship" terrain; Shawn "SagginB" Griffin has created a terrain which is much more than the sum of its assembled parts. One test flight over Shawn's Euro-Blend terrain will make you a believer. Shawn tells what he set out to do, "The idea was to build a kind of blend of locations...a nice mix of hedge rows, variable fields and some road structure of sorts. I wanted there to suggest life in some way on the terrain...so I also used roads, houses and farms in many areas and even tried to give many houses their own driveways and such...I was after a populated surface look that didn't go with a total endless set of fields and grass. I tried to add tree textures to each tile as well to also give a nice balance to the surface." This terrain will have you believing that just below your aircraft is a world bustling with the daily business of living and also of war. A must download!


Repacked Late War Terrain: (Late_War_ter.zip 6.8MB)
by Martin Osranek aka Dolfo.
...December 5 2001...Common Features: High resolution ground tiles, High resolution objects, including all buildings, trees and vehicles (trucks, trains, ships), Seasonal  landing strips, buildings, trees and camouflaged vehicles (more hires tanks in winter, autumn, Mediterranean, desert, late war), Ugly 3D forests eliminated, Transparent airfield tiles, White parachutes, Hand-picked aircraft skins best suited for each theatre(Late_War_tpc.zip 1.8MB)...


Lights For EAW Terrain: (TerLights.zip ??)
by Moggy????
...The lights for EAW terrains (Works with the night EXE from Vonbeerhofen ?2005?)....




Related Download Links:

Not only have some terrain and skin makers made new ground, they have turned their attention skyward as well. We now have some new colored skies and different clouds that can added to EAW!

Sky Files Compatibility:
Many of these "sky" files are NOT compatible with each other. In many cases they are forced to share the same file name and thus the newest one you add will overwrite the older one in the EAW directory. In addition, some of these "sky" files do not work with all video cards. The most common problem is with TNT cards, where some of these files display with ugly black spots all over them (by contrast, they seem to work well with most Voodoo/3Dfx cards). The only real way to tell if your computer can show them properly would be to download them and give them a try! If they work for you, then you are in for quite an enjoyable time playing EAW!

 These are some of the files not released in Microprose Pic-Pac utility, but are .TER files.
(use 128x128 pix) They are:
Highest cloud layer..no plane can reach :)

Overcast clouds:

Verious clouds scattered.



When working with the Horizon files you must blend the fog layer to your new color or you will get a box effect around the earth.


Pretzelworks made the following:

  • London Fog: occurs at random; experience light, medium, and unflyably heavy!
  • Stormy Top Cloud Layer: adds a layer of clouds above you that are stormy and grayish
  • Overcast Sky: overcast layer above you is fluffier and better-looking than the original
  • Horizon Clouds (new): now the clouds are lower and look better from altitude
  • Horizon Clouds: adds a cumulus layer in the distance
  • Fluffier Clouds: good looking--show at random, too

Migge made the following:

  • New Clouds: Incredible-looking fluffy textured clouds!
  • Rich Blue Skies: A rich, beautiful blue!
  • Winter Sky: Bluish gray!

EAW Sky and Clouds
: (skyclouds.zip 418kb)
by Max188
This add-on replaces the default sky and various clouds used in the game. It includes a new sky, sun, horizon clouds, overcast clouds, and heavy clouds. The horizon clouds will always appear, even on clear days, other clouds appear only when the game calls for them. The horizon cloud textures are based on Bird's original clouds.


Horizon Clouds: (Birds_Horizon_3Dfx.zip 109kb , Birds_Horizon_TNT.zip 116kb)
by Bird.
excellent Horizon clouds. These clouds appear much less repetitive than other horizon clouds available. Try a mission set at dusk to really experience these fantastic clouds.


Gray Sky: (Gray_sky.zip 33kb)
by Pretzel.
Replace those warm blue skys with an ominous gray winter sky. as Pretzel says: "...use with winter or to get that foul weather feeling"


Enhanced Fluffy Heavy Cloud Layer: (Layer_cloud.zip 25kb)
by Pretzel


New Horizon Cloud Formations: (Horizon_cloud.zip 36kb)
by Pretzel


Horizon Skies: (Horizn_CV2.zip)
by Pretzel.


Scattered Clouds (blue sky):
by Pretzel.
"normal" clouds, but far better looking than the originals. Brighten up those tepid skies with Pretzel's beautiful scattered clouds in a bright blue sky. He proves once again that he is master of the sky palette, this is a sky texture that you will use again and again.


Weather Systems: (eaw_wx_pac.zip)
by Pretzel.




Related Download Links:

Hi-Res Spring CFS Terrain: (spring.zip 4394kb)
by Claude Lumpkin and JayP.
This modification of the CFS terrain converted by Jay provides you with a more blue rich color palette, smoothed texture tile borders and smaller city graphics. This one's a beauty - be sure to check it out!


Europe Spring Terrain: (EuropeSpring.zip)
by Paul Wilson.
...with both Bn*.ter and Lr*.ter files


Russian rasputitsa spring/autumn terrain: (Rasputitsa1.zip Rasputitsa2.zip Rasputitsa3.zip Rasputitsa4.zip)
by Stephen O'Leary aka Prune

"sea-to-forest" rasputitsa pack: (Russian_rasputitsa_forest.zip)
by Stephen O'Leary aka Prune




Related Download Links:

Hi-Res Summer EAW Terrain: (sum_hr.zip 3.2MB)
by Max188.
the cleaned-up and enhanced default version Hi-Res Summer EAW Terrain. This is a hi-res summer terrain based on the original EAW terrain. The tiles have been reworked to clean up the original terrain, adding texturing and improving color and detail.  Snow has also been added to the mountain areas.  This is still the "classic" EAW look, but you will be surprised at how much better it looks.


Summer EAW Airfields: (sum_field.zip 471kb)
by Max188.
This is a set of high detail  summer airfields for EAW.  It includes grass, concrete, and asphalt runways. The airfield colors and textures include more detail and color variation than the default airfields. These were created with the original terrain in mind, but can be used with any terrain set.


Hi-Res European Terrain and Airfields: (eurosum.zip 3.6MB)
by Max188.
This is a new hi-res summer European terrain.  It is very detailed and uses photo-realistic tiles, some of which are based on CFS2, FS2K2, and EAW textures.  Also includes a matching airfield set.  This is a very nice summer change from the original terrain. If your video card does not work with Hi-Res Terrains, download this Normal Resolution European Terrain Patch. (eurosum_lr.zip) You must first install the Hi-Res European Terrain before using this fix.


CFS Terrain: (cfster.zip  4,166kb  or  CFSterrain.zip 4.06MB  or  jaysterr.zip)
Converted by JayP.
The most incredible of these is a set of terrain tiles from Microsoft's Combat Flight Simulator textures for European Air War. The colors are rich, the seaming is minimal, and the cities are much improved. Either way you should really check it out for yourself, it is a favorite terrain. A nice change of pace when you are ready to look at something a bit more detailed that provides you with almost photo-realistic landscape graphics especially at high altitude.

CFS terrain sure is pretty at high altitude...but its ugly down low!, but so is the default terrain. It has areas of unrealistic scale and other oddities but after using it for quite a while, you may not want to go back to the original default terrain. The old stuff just looks a little too "painted. However, "The enhanced "darker, richer" of the EAW stock version may seem to make more sense to you. The roads and houses are in the right place, 3d trees are in the right places....You can use the darker version for Spring and standard for Summer, just for an idea.

JayP (10-31-1999)It was actually very simple to do. I have next to no skills with computer graphics, but I do know how to cut and paste, which was all that was really required. The CFS textures are 256x256x256 bitmaps just like the EAW ones. All you have to do is find one you like and edit it to fit in with the EAW textures. Once you work out how EAW fits its terrain together, this is a simple, but time-consuming, process.

It's helpful to turn your desktop down to 256 colors when you're doing this, or get a program that converts color depth without screwing up the image.

There are two main differences between the EAW textures and the CFS ones. One is that the EAW textures are considerably less detailed. The other is that the EAW ones have to tile onto each other on each side. EAW flips its textures through 90, 180 and 270 degrees, so each side has to be able to tile onto any side of any texture in its group, including itself.

For the fields, and most of the other textures, you have to do two things. The first is to make sure that the little roads that cross the fields all lead off the texture such as to link up with each other. Secondly, you have to make sure that each space between the roads on the side of the texture is filled with something that matches up with what will be on the side of the opposing texture.

The way I did it was to find a few CFS field textures that looked suitable and then add some EAW style little roads in the right places. Then I erased the spaces between the roads and filled them with matching textures (this is where the cutting and pasting comes in). Finally, add a few pixels here and there to make it blend a little (this is where my lack of graphics skills shows through) and you're ready to run PICPAC on the sucker!

The roads and rivers in my textures are just the EAW roads and rivers pasted over the top of already converted CFS textures. Similarly with the coastlines. The cities, forests and grass are a bit different as they don't have the little roads, but the principle is the same. I found the cities by far the hardest to convert.

Down low the CFS graphics get horriable, no depth perception.....the CFS terrain is best appreciated at altitude. It looks about the same until you get below 10K ft, it still looks OK to me until you're below 3K, then it gets blurry and looks very flat. I still think it looks better than the stock EAW terrain, though.

Many thanks to all those who have tried the imported terrain.

You may have experienced problems with the low-res coastal city texture (lrcostct.pcx). Thanks to some helpful feedback, this problem has been fixed. It turned out that in coast.bat, picpac's output on lrcostct.pcx was being written over the original file rather than as a new .ter file. This meant that you didn't see the new texture in the game and that lrcostct.pcx was now blank.

To fix this, either resize bncostct.pcx to 128x128 and save as lrcostct.pcx, or get a new copy of lrcostct.pcx....

If you want to make your own coastline textures using coast.bat, you should edit the line that processes lrcostct.pcx to prevent the problem from recurring.

In response to popular demand (well, 1 person actually but it's a good idea), I have now posted the TER files for the CFS import, in order to save people the trouble of having to use PICPAC.


CFS Terrain Patch 1: (terfix1.zip 484kb  or  terfix.zip)
by Migge.
adds alternate water graphics, for JayP's CFS terrain, changes the water to a darker blue.


CFS Terrain Patch 2: (terfix2.zip 64kb)
by Migge.
adds a missing river mouth coastline tile.


CFS Terrain Patch 3: (coasts.zip 823kb)
by Claude Lumpkin.
adds new coastline artwork and water graphics.


Gaz's Summer Terrain: (Gaz Summer Terrain.zip 4661kb)
by Gaz and AxA.
This terrain is based on tiles that AxA has used for an earlier terrain replacement for Rowan's "Battle of Britain". One of the nice features of its terrain tiles is that there is more vegetation (parks) in the bigger cities. The colors are very rich (especially the water) - give it a try...


Enhanced Original European Terrain Textures: (enhanced.zip  or  terrain2.zip  or  DefaultHRDark.zip 4441kb)
by stererik aka Stone.
This modification of the original terrain provides you with darker colors and richer shading, making the landscape look somewhat more real. For those of you who dislike the CFS terrain because of its poor detail at low altitudes, this may be the right choice for your new standard. The 136 terrain files ( *.ter ) Dark Terrain has nice darker colors and richer shading.


Falcon 4.0 Terrain Conversion: (F4TerrainSet.zip 3792kb  or  F4toEAW.zip 3.7MB 3,792kb)
by Paul Wilson
This is a conversion of the terrain graphics of Falcon 4.0 for use in European Air War. The landscape texture ported from the jet game. A distinctive green system reminiscent of bamboo, pale color usage is impressive. The visibility of enemy aircraft etc. is pretty good, and it emerges as clear in the background.


Europe Summer Terrain: (EuropeSummerV3.zip 3793kb)
by Paul Wilson aka Shatterer of Worlds.
This is a new Summer season terrain set...with both Bn*.ter and Lr*.ter files. Old Versions: EuropeSummer.zip 3.6MB , EuropeSummerv2.zip 320kb patch.

(5-18-2000) Why create another summer terrain? I wanted to create something that looked just about as good as the CFS terrain set but also look great down low. I am achieving this by using more square\rectangular fields as opposed to the chaotic jumble from the CFS tiles. This allows more field edge lines to rune north\south and east\west so that tile lines do not get pixelly. In addition, I am using darker edge lines and that makes for a more subdued texture down low.

I don't know if this terrain looks better at high altitude than the CFS set but it does look much better than the default terrain IMHO. The default terrain is too cartoony looking. My fields are built by hand from scratch but the field textures are coming directly from the photographic looking CFS tiles.

Basically this set will be a cross between CFS and default EAW although I believe it will end up looking a lot more like the CFS tile set when finished

I also like the square\rectangular field look since I believe it better duplicates the look of wartime Europe fields as seen in photos from the time.


Russian Steppe summer terrain: (Russian_summer_1.zip Russian_summer_2.zip Russian_summer_3.zip Russian_summer_4.zip)
by Stephen O'Leary aka Prune.


"Sea to forest" set for Russian Steppe terrain: (Russian_summer_forest_1_2.zip)
by Stephen O'Leary aka Prune
Changes sea and coastal tiles into forest...


European Summer Terrain v4:
by vonOben.
This is an update of Paul Wilson European summer v3 with the following changes:
· Cities: Resized the cities, no more airfields over the city houses.
· Forests: Removed the small roads along the forests to get a more natural look.
· Coast: Changed the coastline using textures from max188's Summer terrain. Added new small coastal city with a harbor.
· Mountains: Mountains covered with forests.
· Roads: Slightly darker roads with softer edges. Changed one road back to EAW default style. Changed the fields around the roads, so they fit better with the roads and look more natural.
· Rivers: Remade the rivers using EAW default water textures and the riverbanks from max188 high-res terrain. Removed the small roads along the river forests to get a more natural look.
· General: Changed certain corner fields to get a more varied look. Improved seams. Added small roads where they were missing, no more dead end roads. Added a few houses to make the roads more natural. Moved textures and small roads so they will fit better with the 3D ground objects.
...he has also released a fitting eaw_ttd.dat that places all ground objects where they can be seen in the terrain. It adds lots of immersion.


Summer Trees:
by Von Oben.





Related Download Links:

Hi-Res Pacific CFS Terrain: (cfspac.zip 583kb)
by Jay aka JayP
By replacing all other textures besides forests, cities and airfields with a water tile, you'll get an impression of the Pacific Islands landscape. However, be sure to decrease ground detail level so that you will not encounter trans-oceanic railroads or ocean trees. Older: pacter.zip 600k

I made a Pacific version of the imported CFS textures. Everything except the cities, forests and mountains is overwritten with water textures. The cities are overwritten with forest, and the forests are edited to fit with the water. The result is something that looks a little like a bunch of islands covered with jungle. It's not great, but it looks a lot more like the pacific than the standard texture set!


Hi-Res South Pacific Terrain "Tarawa": (tarawa.zip 1271kb)
by Claude Lumpkin.
Coral reefs, lots of deep blue water with foaming waves, jungle covered tiny islands - what would a Pacific pilot want more? Lots of enemy targets, I guess... Be sure to set terrain detail level to low to avoid trees and houses in the water.


Hi-Res South Pacific Terrain "Rabaul": (rabual.zip 1117kb)
by -E, Claude Lumpkin and Jay
This Pacific Island Terrain is the "hybrid" Terrain Set named "Rabaul" by -E, that is in fact a combination of Jay's Pacific and Claude Lumpkin's Tarawa. It covers the bigger islands of the "Tarawa" set with the CFS textures that feature in Jay's set.


Pacific Mainland Terrain: (PacMain2.zip 4207kb)
by Paul Wilson aka Shatterer of Worlds.
This provides you with a Pacific Terrain with less water areas. The terrain is primarily forest/jungle but also has areas of farm vegetation (fields of rice, etc.), and cities created from the CFS terrain set. It also features flooded areas including flooded fields (reside where forest use too) to get you the impression of an Asian landscape. This terrain could really represent any large Pacific land area. Make sure you set Terrain Detail to Low in EAW game setup. If you do not strange objects will appear the the wrong places! Like forests of trees appear in the water and all over the place when down low. (I sure wish I could figure out how to change the terrain elevation data.)


Mediterranean Terrain Textures: (eaw-med.zip)
by ?


Tarawa South Pacific Terrain: (tarawa.zip)
by C. Lumpkin.
These South Pacific tiles were created from aerial photos of atolls, surf, and islands. It's a stunning sweltering terrain set that will have you reaching for a cool lemonade and squinting under those sunny Tarawa skies. If you have waited for the pacific addon's to mature, wait no more, begin or expand your pacific collection today.


Coasts: (coasts.zip)
by JayP and C Lumpkin.
C. Lumpkin blended aerial photos of coastal cliffs and beaches with JayP's terrain tiles to create more photorealistic coasts. Coast and water included. You must have CFS Terrain for EAW (cfster.zip)


Mediterranean Terrain: (medter.zip 4746kb)
by Snake Macguphie
Terrain replacement for the Mediterranean Theatre of Operations. The original early artwork by Snake Macguphie has been completely revised to apply missing tiles and some vegetation. Looks great now...


Mediterranean Terrain: (medter2.zip 4193kb)
by Martin "Hoover" Hoefer
The second Mediterranean Terrain set up for European Air War.


Mediterranean Terrain: (MedTerWilson.zip 3641kb)
by Paul Wilson.
And here comes number three... Yet another fine Terrain Pack for a Mediterranean look. Make sure you set Terrain Detail to Low in EAW game setup. Old Versions: MedTer.zip 3.6MB


Repacked Mediterranean Terrain: (Mediterranean_ter.zip 7.5MB)
by Martin Osranek aka Dolfo.
...June 5 2001...Common Features: High resolution ground tiles, High resolution objects, including all buildings, trees and vehicles (trucks, trains, ships), Seasonal  landing strips, buildings, trees and camouflaged vehicles (more hires tanks in winter, autumn, Mediterranean, desert, late war), Ugly 3D forests eliminated, Transparent airfield tiles, White parachutes, Hand-picked aircraft skins best suited for each theatre(Mediterranean_tpc.zip 1.7MB)...



Related Download Links:



Related Download Links:

EAW Winter Terrain: (eaw-winter.zip)
by ?

Hi-Res Winter EAW Terrain: (win_hr.zip 3.0MB)
by Max188.
This is a hi-res winter terrain based on the original EAW terrain.  It is a cold winter look, but without heavy snow conditions. If your video card does not work with Hi-Res Terrains, download this Normal Resolution Winter Terrain Fix.  You must first install the Hi-Res Winter Terrain before using this fix.


Winter EAW Airfields: (win_field.zip 775kb)
by Max188.
This is a set of winter airfields designed to match the look of the Hi-Res Winter EAW Terrain, but may be used with any winter terrain set.  Includes new winter airfields and runways.


Hi-Res Hard Winter EAW Terrain: (hwin_hr.zip 2.9MB)
by Max188.
This is a hi-res hard winter terrain based on the original EAW terrain.  It is a heavy snow look with frozen-over lakes and smaller rivers.


Hi-Res Winter CFS Terrain: (cfswin.zip 3,759kb  or  cfswint.zip)
by Jay, revised by -E.
For this winter terrain -E has revised Jay's CFS Terrain conversion to appear snow-covered. This one's a complete stand-alone download.


Winter Terrain: (winter.zip 3,092kb)
by Claude Lumpkin.
Here ya go with the winterized version of the original EAW terrain.


Europe Winter Terrain: (EuropeWinterV3.zip 3766kb)
by Paul Wilson.
This is a new Winter season terrain set...with both Bn*.ter and Lr*.ter files. Old Versions: EuropeWinter.zip 3.6MB , EuropeWinter.zip 180kb patch.


Europe Winter Terrain: (wintertiles2.zip)
by Paul Wilson.
A new variation, 3.0a of the winter terrain...with both Bn*.ter and Lr*.ter files


Patchy Snow Terrain: (wintertiles21.zip 3774kb)
by Paul Wilson.
Early Winter. This terrain is a patchy winter terrain giving the appearance of freshly fallen snow and depicting a "softer" winter country side.


HeavySnow Terrain: (?? ??kb)
by Six Pistols.
...Download both the Hi-res and Low res Tiles and unzip all files into the same folder as your EAW.exe File. If you use a Terrain Manager then you`ll know what to do! For best results use my New HeavySnow Buildings! These files are modified Versions of the buildings found on serbs site! also be sure to check out serbs Winter Trees! The runways Were modified From The winter Runways Done by Max188. Have Fun in Poland!


Repacked Winter Terrain: (Winter_ter.zip 5.6MB)
by Martin Osranek aka Dolfo.
...December 5 2001...Common Features: High resolution ground tiles, High resolution objects, including all buildings, trees and vehicles (trucks, trains, ships), Seasonal  landing strips, buildings, trees and camouflaged vehicles (more hires tanks in winter, autumn, Mediterranean, desert, late war), Ugly 3D forests eliminated, Transparent airfield tiles, White parachutes, Hand-picked aircraft skins best suited for each theatre (Winter_tpc.zip 1.6MB)...


Winter Terrain: (1.zip 2.zip 3.zip 4.zip 5.zip 6.zip ??kb)
by Majki?




In this section you'll find several tools for advanced EAW file editing. Many of these are DOS tools and you'll need some basic knowledge how to get a DOS prompt running to get those tools to work. Please remember that the tools listed here are not all that's available for EAW, there are many more - but listed here are some of the most important, if you want to mess around with the internal file content of EAW. If your using a Windows version without DOS, download the free DOSBox emulator from the internet, and run the tools from within that.

Tools Notes:

  • This section is growing as I find more and the more I understand what the tools do. Some tools maybe in the wrong folder. Again please point me in the right direction. I have renamed or extended the names of the tools if they where abbreviated with short names to better sort them.




Related Download Links:

The shape of 3D objects like aircraft, virtual cockpits and ground objects is determined by the data stored in 3DZ files - a custom 3D data format developed by MicroProse. While texture editing is a matter of artistic skills and patience, 3DZ editing requires the understanding of the data content of these files. To modify existing 3D models or to create completely new ones you will need at least some of the tools below - unless you are a hex-editing pro. Be sure to study the notes on 3DZ file content before starting any editing project - or you might end up with a black screen system lock-up when you load a corrupted 3DZ file into EAW.


3DBto3DZ Converter: (3DBto3DZ.zip 93kb  or  95.9kb)
by Gurney.
The converter will take (hopefully) any Gunship 3DB file and convert it to 3DZ format. You have the option of creating a 3DZ and/or a TXT file output, the TXT file being similar to the one produced by Alessandro's 3DZ Studio. However, the TXT output of the 3DB file is NOT compatible, as it contains extra data and different formatting. If the 3DB Model contains more than 255 nodes or elements, then only the TXT file is created, because 3DZ files only support 255 nodes/elements.


3DZ!Studio: (studiobase.zip 1181kb and the update: studio2m.zip 172kb)
by Alessandro Borges.
Graphical 3DZ file content editor, Includes several 3dz editing tools...the backbone of non-hex editing 3DZ processing. If you plan to have a closer look at 3DZ files or if you want construct / modify your own aircraft / objects. (The shape of 3D objects like aircraft, virtual cockpits and ground objects is determined by the data stored in 3DZ files - a 3D data format developed by MicroProse. While texture editing is a matter of artistic skills and patience, 3DZ editing requires the understanding of the data content of these files. To modify existing 3D models or to create completely new ones you will need at least some of the tools below - unless you are a hex-editing pro. Be sure to study the notes on 3DZ file content before starting any editing project - or you might end up with a black screen system lock-up when you load a corrupted 3DZ file into EAW.)


3DZ!Studio2: (3DZ!Studio-BETA2(5192001).zip 190kb and the update: 3DZ!Studio-BetaMPatch(7012000).zip 172kb)
by Alessandro Borges / Uses GraphiX by Michael Knapp.


3DZ_MAP: (3DZ_MAP.7z 17.5kb)
by Paulo Morais.
Create a TXT dump from 3DZs + DXF 3D CAD file


3DZ_MAPC: (3DZ_MAPC.7z 17.5kb)
by Paulo Morais.
Create a TXT dump from 3DZs + DXF 3D CAD file (color)


3DZ Viewer: (3dzviewer.zip 149kb)
by Alessandro Borges.
This is tool To Edit and View 3D files used in EAW, Pacific Air War, Fleet Defender, Gunship and other simulator that use the 3DZ file format. Some Wireframes and Texture Skins are included. Skins by Claudio Wilches / Alessandro Borges / Stefan Hynkel / Julio Junqueira and friends.


3DZ Viewer2: (3DZ_Viewer_Beta_2.zip 1.06MB)
by Alessandro Borges.
This version is PAW and Fleet Defender 3DZ Compatible. Press S to ScreenShot. BMP format. A better Background...


3DZ2BMP: (3DZ2BMP.7z 20.5kb)
by Paulo Morais.
Create a BMP image from 3DZs MAP with all 3D parts outlined. This DOS utility will process any 3DZ shape file to dump a BMP format picture. In that image, all the parts are mapped out by lines. This will save you aircraft skinners a lot of time, especially with the PAW planes.


3DZ Edit Program: (3dzEditprg.zip 93.8kb)
by Jel.


3DZ File Length Calc Plus: (3dzFileLengthCalculatorPlus(7-16-2012).7z 9.26kb)
by ?.


3DZ Header Finder: (3dzHeaderFinderShow(8-07-2009).7z 5.44kb)
by ?.
...3DZ/TER file, TPC in Header....


3DZ Scaler: (3DZ-SCL.zip 12.7kb  or  3DZ-ScalerTool-SCL.zip)
by Paulo Morais.
...it is a DOS utility that...change the size of 3DZ models, eliminates the need for spread sheet spacing problems, mouse clicking fatigue, and manual conversions of point coordinates. Be advised hit bubbles remain same size, for an example, resizing the pine tree models to make them smaller will not change the large hit bubbles assigned to them...Note that Paulo's examples are not quite right, so you should go with the actual file names instead (hyphen not underscore in the program title, tmod numbers two rather than three digits). Also, you need to run the program on the 's' as well as 'h' files if you want the shadows to change size as well. If you make objects smaller, they pop up later than before.


U.3dz File Resizer: (3DZ-ScalerTool-SCL_CustomWingMaking.zip 13.5kb)
by Col Gibbon.
U.3dz file resizer, and how to make custom wing views. I made this little tool to help others make custom wing views for single seat fighters only. I discovered if you took a pair of normal wings from a standard model, and resized it by a factor of x5, you could easily make a U.3dz. To make the basic file follow the instructions...


3DZ!Studio for Windows: (3DZStudio.zip 455kb)
by Gurney.
is a complete rewrite of Alessandro Borge's original 3DZ! Studio. It came about because of Windows XP's inability to run graphical DOS-based programs, such as this on. Therefore, I have begun coding a new one, with hopefully more features and an improved interface. Features will include: Load and save 3DZ models compatible for both European Air War and Gunship!-Texture mapping and skin views in the editor-Automatic or manual calculation of normals and rendering sequence-Preview of multiple-3DZ models for High Resolution models.


3DZ Converter: (converter.zip 110kb)
by Alessandro Borges.
This is a DOS utility to translate 3dz data files into TEXT format, and Translates it back to 3dz data format. The END of hex editing in 3dz files !!


3DZ to TEXT to 3DZ Converter: (Converter18a.zip 103kb?  or  3DZtoTEXTto3DZ-Converter18a.zip 102kb)
by Alessandro Borges'.
This is a small utility to translate coded 3DZ Shape files to plain text format, and convert it back to 3DZ format, for easy editing. A must-have for any editing of EAW 3D shapes.


3DZ Mirror / Join / Insert: (3dzUtilityV24.zip 39.1kb)
by ?.


EAW-calc: (EAW-calc.7z 49.3kb)
by ?.


EAW import / export "3DZ" format converter into ASCII txt: (mgto_EAWtxtImportExport_v0.92.zip 35.1kb)
by till 'rollin' maginot.


OBJ to 3DZ to TEXT: (obj3dztxt.7z 396kb)
by samovar6.
This program will produce a .3dz text file from a Wavefront .obj model. Use the text file with Borges' Converter 1.8a. The .txt file created by this utility will lack both the Normals Sector, and the Sequence Sector. Even without those sectors, Converter 1.8a can create a .3dz which can be opened in 3dzStudio. Once in 3dzStudio, you can choose Recalculate All Normals. You’re on your own as far as the Rendering Sequence goes, but there are tools out there that may help: WB's super-happy 3dz Analyzer, and Gurney's RS Calc.exe.


PAW 3dz Converter v4: (PAWConverterV4.zip 62.1kb)
by ?.


Plane Converters: (PlnConverters.7z 26.7kb)
by ?.


Reg Poly: (RegPoly.zip 256kb)
by ?
program to produce circular 3dz's, it makes any circular, flat 3dz. You have to be careful not to use to many nodes, or go to small, but you'll find it a very useful tool for making anything round in shape.


Starter 3DZ and Texture: (Starter3dz&Texture.zip 5.38kb)
by ?.


To 3DZ and To Text: (To3dz_and_ToText.zip 25.8kb)
by ?.





3DZCalc / 3DZ Analyzer v2.4: (3dzAnalyzer(Calc)v2.4.zip 175kb)
by Will Baldwin.
This program will recalculate the Normals for EAW and Gunship! 3dz files. It allows you to re-calculate the Normals for all elements at once, distances between all the points and elements, and generate and display the binary RS tree. To use 3dz Analyzer, you also need the output from Alessandro Borges' 3dzToText converter, version 1.8a, to work properly.


Rendering Sequence Calculator: (RSCalc241104.zip 89kb  or  RSCalc(11242004).zip 88.3kb)
by Gurney.
Simply run RSCALC.EXE, enter the filename that you want to fix. The program will first check to see if all elements are coplanar, and will warn you if they're not. Once a tree is calculated, the file OUTPUT.3DZ will be created, which can then be renamed to whatever you want. NOTE: This calculator will work for simple models, but is not yet sophisticated enough to sort through larger models, however you MIGHT be lucky!


Rendering Sequence Calculator Spreadsheet: (RSCalcSpreadsheet(10-8-2003).zip 49.4kb)
by Gurney.


VECTOR v1.2: (normcalc12.zip 28kb  or  Vector12.zip 6kb)
by Woolfman.
3DZ file normal vector calculator...A very useful little DOS program for calculating the normal vector of polygons in EAW *.3DZ files. Saves manual calculation, when fixing "disappearing" polygons in new EAW aircraft shapes.


Vector v2.0: (vector2.zip 13kb)
by Woolfman.
latest (Oct 2002) program for re-calculating all of the normal vectors of polygons in EAW *.3DZ files in one operation, and for outputting the result in TXT format. Saves a lot of manual calculation, when fixing "disappearing" polygons in new EAW aircraft shapes.




Related Download Links:

Airfield Texture Editing Tools: (airfields.zip 246kb)
by Major Lee.
...experienced users only...




Related Download Links:

Campaign Editor or EAW Pilot: (eawpilot.zip 245kb  or  CampaignEditorv1.0-EAWPILOT.zip 245kb)
by Charles Gunst.
This is a stand-alone squadron and pilot editing Windows based program, which was released in June 1999(v1.0). This tool is a 'must have' for all pilots who are involved in 'off-line' campaign play. It allows you to edit information concerning your squadron in campaigns, among other things: the plane your unit flies, where you are based, the date of your next mission, plus you can change the names of your pilots, and adjust their morale/fatigue levels. If you're thinking "hey, that sounds exactly like the 'Squadron Editor' in ECA Control Panel", you're right! EAW Pilot is already included in Control Panel as the "Squadron Editor". If you don't have or don't want to install ECA Control Panel, you can use EAW Pilot to edit your squadron's info. If you have Control Panel, it's probably unnecessary to get EAW Pilot.

You can re-equip your squadron with any other flyable aircraft, and change your airfield to any other in the EAW world. The number of aircraft available to your squadron can also be changed. The date can be changed to any year and month between January 1940 and December 1950 (EAW does not accept 1939 as a valid year, for some reason). The name and rank of each pilot in your squadron, and the squadron name itself, can be changed to whatever you want, as can the fatigue and morale levels, and the sorties and kills recorded. EAW Pilot is now included in ECA Control Panel, but is useful as a separate program if you are using a campaign created by someone else (because ECA Control Panel overwrites the campaign files when it is opened).
If you want, you can use it just to review the fatigue levels of individual Squadron pilots so you know when you should assigning them on the next mission or who should stay on the ground, or use it intently to increase wingman/squadron performance, max out their victories and kills, no fatigue, and perfect morale.

It even lets you re-equip with RAF planes whilst flying for the USAAF. Allows you to change many things in offline career mode, such as your virtual pilot's name, the name and important information for every pilot in your unit (including his Morale/Fatigue level, plus his status: Active, KIA, etc.!!!); or change your unit's base or the aircraft you fly!

Try the aircraft switching function and you'll soon realize that with this tool installed in a '42-45 Campaign'. You can now fly the 8-gunned Mustang Mk1 with the 414 RAF Squadron over France in 1942. Also you can follow the 414th pilot's career over Normandy and on into Europe. With the proper research, you should be able to follow any 'Squadron' and 'Staffel' WWII career.

"EAW Pilot" is Charles Gunst's "EAW Campaign Editor" which is available as a program separate from ECA Panel. It was developed, I believe, just before ECA Panel was. ECA Panel includes "EAW Pilot" as the "Squadron Editor". It allows you to change such career information as the names and/or rank of every pilot in your squadron/staffel (including your own!), their missions/kills, their fatigue and morale levels, their status (Active, KIA, wounded, etc.), your unit's airbase, the date of your mission, and the type of aircraft your unit flies. It is based on Nick Bell's "EAW Edit", which is a DOS-based program that allows you to change the same things (actually more), but EAW Pilot has a less "computerish" interface!

Changing planes in a campaign:
It's easy! All you need is one of the editors that let you change all the information in your career files. Currently, Charles Gunst has "EAW Pilot", which is also included in ECA Control Panel as the "Squadron Editor". Mr. Gunst's editor is a Windows application derived from the DOS-based EAW career editor designed by Nick Bell. The only advantage to Nick Bell's editor is that it let's you see ALL the values for the pilots, whereas the Windows version doesn't have quite as many listings.

If you already have ECA Control Panel, then you probably don't need EAW Pilot, since you already have this feature! For more information on using the Squadron Editor in Control Panel, see the ECA Panel file section.

P.S. in Control Panel, whatever aircraft are showing in the Panel will be the ones available for swapping. Examples: You are flying a Hurricane in the BoB and wish to change to another aircraft (what if....) You have Spitfire MkVb showing in the Spit IX slot, so you can replace your current Hurricane with the Spit Vb, or with any of the other aircraft showing in the Panel. If you have the Yak-9 in the Spit IX position instead, the Yak will now be available, but the Spit Vb won't!

Installing EAW Pilot Editor:
It comes as a zip file which you will unzip and install into the main directory of the EAW Campaign you're playing. To get 'EAWPilot' to run you'll need these two files; VBRUN300.DLL , CMDIALOG.VBX. You can place these files with the EAWPilot tool or in your Windows Systems folder. Now you're set to go, simply double click on the 'EAWPilot' icon found in your campaign and the tool will open. It's suggested that you review the 'Readme' text file that comes with 'EAWPilot' to understand fully, how it works.



Campaign To Text Converter: (Campaign2Text.zip or Campaign2txt.zip 102kb)
by Gurney
This is just a small program that takes any EAW campaign file, and converts it to a text file, and then back again. It should make it easier to understand what is going on in a campaign file instead of hacking though endless lines of hex code. It also will place comments in the files for items such as target types, weather, special mission types, etc.


Campaign Editor: (EAW_CE_P.zip)
by Gurney
An editor for the Campaign, Squadron and Mission files


Campaign Edit or CE: (CampaignEditv1.1.0.zip 594kb)
by RockHPI.
Is a suite of three programs which allows the user to modify campaigns for European Air War. It's really just a hex-editing interface-you select the info from dropdowns or text-boxes and CampaignEdit does the hex-editing. Read the included instructions. Read all the instructions. Read and follow the instructions carefully...There are two versions included-if at all possible, use the Word version (CampaignEdit.doc). A text version is included but the .doc has screenshots that will make the program easier to learn.
Another point I want to beat into the ground is that campaign editing is not yet an exact science. The instructions (have I mentioned that you should read them?) point out most of the areas where things are a bit fuzzy, but understand that you will probably never plug in your numbers and have your campaign just as you like it right away-it'll take some adjusting to get everything right.


Career Linker: (Carlinkv1_1.ZIP 92kb)
by Dominique Legrand.
Enables you to keep your kill score / rank / medals etc. in the next campaign you start.


Squadron To Text Converter: (Squadron2Text.zip 97kb)
by Gurney
This is just a small program that takes any EAW squadron file, and converts it to a text file, and then back again. It should make it easier to understand what is going on in a squadron file instead of hacking though endless lines of hex code. It also will place comments in the files for weapon types.


Career Editor: (eawedit.zip 15.6kb  or  CareerEditorv.07.zip 15.6kb)
by Nicholas Bell.
EAW Edit is a DOS editor that can easily edit your European Air War career save files. You can see (and change if necessary) ALL the settings for the pilots in your squadron. Be sure to save your EAW campaign so that you don't lose it. The editor could prevent EAW from working so back up your files.

this editor will allow you to improve the AI of your squadron pilots, although not in a direct fashion. Instead, you can change some of the variable settings (which seem to have some effect). For that matter, you could change ALL the settings. Bear in mind that some of these are known (such as Fatigue, Morale, etc.) but many are not. Nick Bell points this out in the editor. Some of the unknowns are variable and some are static (do not change). Presumably these include things like gunnery skills, aggressiveness, flying skill(?), etc. Unfortunately, you cannot use it to change enemy AI, nor can you change the AI for friendly pilots not in your squadron.

To Improve Wingmen
Here's what I do...First, MANDATORY!!! install the EAWv1.2 patch (The friendly AI goes from 2 months in to flight school to 2 months after flight school.) Next, start a campaign, set it on EASY. After your squadron mates have racked up some kills, start using the pilot editor (there are several out now) to peek at their stats. Record these. Finish the campaign, and record the stats of the top two guys who pulled through with you (or the last two originals to die with the highest kill totals) Use these stats to build a new squadron. Rinse,Lather,Repeat, until you have it down to a science as to the stats required to build a legendary ace pilot AI.

What does the easy/average/hard setting actually do in regards to the campaign?
The Easy/Average/Hard setting adjusts what sort of AI squadronmates you have (or at least start out with). If you choose Hard you'll usually wind up with a bunch of very green pilots--only a few will have any missions under their belt (and not many missions at that). Choose Easy and you tend to have very experienced fellow pilots (lots of missions, lots of kills already). Average is of course, a mix of the two, with some pilots of moderate experience thrown in. Basically, if you fly a Hard campaign, expect a heavy loss rate for your squadron (and thus a continual stream of green replacements) and you'll have to do a LOT of work for yourself to accomplish a mission. If you fly Easy your squadron can be successful even if you're not! That by selecting Easy you surround yourself with the "best" friendly AI pilots that you can at the start of a campaign.

Transfer your retired BOB Pilot to a new '43 Career:
There's no way to "officially" re-enlist a BoB pilot. But you can "transfer" him (actually all of his stats and figures) into a new (say '43) career with Charles Gunst's EAW Pilot (already included in ECA Control Panel as the "Squadron Editor" function). However, those won't show or allow you to transfer ALL the figures, but the DOS editor Nick Bell developed (actually, EAW Pilot is based on this one) DOES show all of this (i.e., every category). You'd just have to fly one mission in your new career in order to establish a career file, then you can edit the new career any way you want. Just replace the figures for your virtual pilot with all the ones for your pilot at the end of the BoB.



EAW Year Selector: (EAW_Year_Selector_200.zip 15kb)
by ?Scorpion?.
...Old Versions: EAW Year Selector.zip 11kb


LOGBOOK: (LOGBOOK30.zip 3,269kb and Patch Logbookp30T31.zip 1,073KB)
by Min Hyouk Ki aka Minki
A squadron managing program combined with a Logbook. It adds much immersion to the game.
It adds a new dimension by allowing you to follow the performance of every flier in your squad, notes casualties, lays out the morale and fatigue of each ai flier, and last but not least, it allows you to write written logs to each mission and even save screenshots and film clips of your missions and appends them to the mission log itself... it really is a superb add-on... and easy to load being a self installing exe...It's not fully compatible with some add-on campaigns like Andy's BOB.

How To Use Minki's Logbook:
First install Logbook V3.0, It has an automated install procedure it should all work fine. (Install the logbook into your main EAW directory.) Then copy the files of the V3.1 patch to the Logbook 3.0 directory and run p30t31.exe by double-clicking on it. It should patch your just installed Logbook to version 3.1. That's it for the installation.
Run the program by clicking the icon in the Start menu or by double-clicking on logbook.exe in the Explorer. If you see the office click the right button of your mouse and you will see all areas that have any function (this works in all screens and can be a great help).
Ok, now start EAW and start a campaign, fly the first mission. Get back to logbook (you don't need to close EAW nor Logbook, after the mission, when in the barracks just use Alt-Tab or Alt-Esc).
Now click 'select squadron'. Click with the right mouse button on a squad field, a little window appears telling: 'add squad' and 'remove squad', you select 'add squad' of course. Another window similar to the explorer appears. If you have set up logbook correctly there should be at least one file: CAREER0*.SVE. Select it (it gets blue) and click on 'open'. Now you have chosen the career you just started. If it is another campaign go through all CAREER**.SAV until you found your campaign. In most cases it should be the last one. Now leave the 'squadron select' screen by clicking on 'exit'. Now you can make use of all the other features.
Click on 'Logbook' to view all your squad comrades and their points and logbooks. You can edit a logbook by clicking on the text in the 'remark' column.

If the program starts and as it scans for a logbook update, it may just hang there....if you click on the small window it will open the program, even though it still says it is checking for an update...try just clicking on the small window to expand it and then you are away.

The issue I have wondered about (and one that Minki addresses in the readme) is the lack of logging your final mission. I've often wondered that if the EAW logbook could do it, why Minki's couldn't? The Logbook takes its info from the EAW Save files. Since the final mission of a campaign is not saved, the Logbook will not be able to log it either.

EAW supports (maybe that's new for some of you) not only active, KIA and MIA pilot statuses, but also wounded, retired, rescued and on vacation pilot status.




Related Download Links:

Most individual files that EAW will use and load during gameplay when needed are stored in compressed form in several CDF archives. These CDF archives are present in your EAW installation folder or on your EAW CD-ROM. To get access to the individual files for editing you need to extract them from the appropriate CDF archive using the tools below. Every individual file present in the EAW folder has priority and is used instead of the same file present in the CDF archives - this is the base for all EAW modifications.


CDF Extractor: (CDFExtractor.7z 35.4kb)
by Paulo Morais.
A excellent editing tool that is a great CDF Extractor utility which allows you to extract files from the .CDF files which you can then study or edit and perhaps even use to improve certain aspects of European Air War. It also lets you convert European Air War files to editable formats.
CDFR.exe (38kb), A DOS Tool, to extract individual files from CDF archives
CDFR2.exe (20kb),
CDFRW.exe (44kb), A Windows Tool, to extract individual files from CDF archives (GUI).

Here's the simplest way to use CDF tool:

1) Create a new folder to work in, or at least find an empty one. Using an empty folder is helpful because you can easily find any files you extract from the CDF's.

2) Copy any CDF's that you plan to extract files from into the folder.

3) Double click the "Cdfrw" icon. In the "Cdfrw window" that appears, use the "Explorer-like" interface to find the folder that you copied the CDF's into. When you get to the right folder, you will see a list of CDF's appear in the box on the left. Move your mouse pointer over to this box and double click whichever CDF you wish to search. A list of all possible files will appear. Select whichever file you want to extract and hit the button for "Extract" (alternatively, you could select the "Extract All" button). Continue to repeat this process for how ever many of the CDF's that you want to extract files from. Then close the program.

4) Now in Windows Explorer, open the folder which you copied the CDF's into. You should find a number of extracted files in addition to the copied CDF's. These extracted files are what you can work with.


Build CDF: (BuildCDF.zip 13kb)
by MicroProse aka MPS.
CDFFILE.EXE (13kb), DOS program that makes and updates CDF files. Includes instructions from Paulo.


CDF importer/exporter: (mps_cdf.zip ??kb)
by AJ2000.
...2-28-2000 now available...use either the cdrfwin.exe utility or the one that I made called mps_cdf.exe to extract 3DZ files from the 3D.CDF file in 1942 PAW...


CDF Manager: (CDFManager104(xp).zip 1.22MB  or  CDFManager105.zip 122MB)
by ??.


CDF Notes and Extra Tools: (cdfnotesextra.zip 151kb)
by Paulo Morais.


CDF Tools and Batch Files: (CDFtoolsandBATs.zip 35.3kb)
by ??.




Related Download Links:

Cockpit Editor v1.2CE: (CockpitEditor12CE_Installer.zip 22.4MB  or try  CockpitEditor12CE_Installed.7z 12MB)
by MicroProse and Crashin' Jack
This is the actual Cockpit Editor used by Microprose in the late 1990s to create the original default cockpits that came with the game. This install will patch your game to a version that is not compatible for any type of online play. So, please consider this just another tool for editing. The first thing to keep in mind is that this is an editor for the 2D cockpit files....This does not mean that it's not useful for the 3D cockpits....If you create a new cockpit, there is no easier way to adjust the needles and sprites than by using this editor. There are some workarounds needed to get everything to work properly....


Custom Wing View Making: (CustomWingViewMaking.zip 13.5kb)
by Col. Gibbon.
I made this little tool to help others make custom wing views for single seat fighters only. To make the basic file follow the instructions below.





Related Download Links:

Formation & Skin Randomizer or FS Randomizer: (FS_RDOM_v1.zip 190kb  and  Patch_v1b_for_FS_RDOM.zip)
by Dominique DOM Legrand.
This 'Two-in-One' Randomizer utility randomly chooses a skin from a pool of skins available for a particular aircraft.  This way, your planes will use a variety of skins without having to manually select a different one each time.  ...get the extra squads in v1.1...fly American campaigns right now, but I can get up to 36 bombers to escort and up to 50 German enemy ai to engage me. And with the hard setting that's two waves of 50. I can only get 12 of my squadron though...
Due to my(DOM) low-end home PC, I avoid very large scale formations. I also consider that can be yielded by manually setting the number of extra-squads in the ini file. For me, the interesting setting is from 0 to the standard a/c number for friendly and enemy formations and 2 to standard for the a/c I use. Extra squads are usually set to 0-1. This leads to very different fight conditions (force ratios may vary a lot) which were NEVER known before during EAW campaigns:
- two-fighters sweep missions
- no or very few enemy a/c missions where you can focus on ground targets.
- false scrambles
- intercepts with only a few bombers or escort fighters.

...I like to set lower values than standard as mentioned above so you can then get small numbers of aircraft patrolling, something that never happened in the original stock game...

...As indicated in Chapter G of the manual, the eaw.exe MUST not be running when you launch the random process with the addon. However, you are not obliged to randomize before every mission, only if you wish so. You can play several consecutive missions with the same patched exe : EAW has itself random features that change the type of campaign missions, weather, AI aircraft and so on …

About tweaking formations and as said in the tutorial (Chapter H), avoid no-aircraft setting with the formations that concern the aircraft you are flying with or with the bombers you are likely to escort (possible CTDs).

...it seems that when the tweaked formations are set to vary from std to zero planes it tends to generate missions with small number of planes...Was that intended? Yes, of course, this is normal since your randomization is made between the normal (standard) size and lower sizes. If you increase the upper and lize limit, you will have the opportunity to get more planes than usual. As well, if you tweak the Extra Squads (In general, I do it between 2 and zero), the number of planes may vary a lot.

I think that many people have used the randomizer ( it's one of the best add-ons for EAW). I tweaked the bomber formations to allow the biggest formations (random values from standard to maximum). Fighter formations from 0 AC's to standard formations (for allies, except the planes that I fly for) and random formations from 0 AC's to maximum (or one setting below maximum) for axis. Extra squads from 0 to 2. This is the best immersion for me so-far...

Tested Online with a player and it works great! No message of incorrect data! Only the host need the randomizer. By the way the Formation Randomizer works fine with ECAPanel!


Formation Editor: (FormEd3.zip)
by MrJelly.
...hex edits v1.2 with offsets...The program offset value defaults to the English eaw.exe v1.2. The offset is 1227808 as shown in the textbox at the top right. This number needs be changed to the appropriate value in other eaw.exe files, including the different language versions such as German. Based on this value in the English version the formation table starts at 1227809 (counting the first byte as 1 not zero).
Editing can only be done directly, and it will only happen if the "Direct edit on" checkbox is ticked (on). It is "off" by default. Editing is better done with the display showing decimal values, and only a decimal integer from 0 to 255 can be inserted.

To edit put the decimal value in the small textbox near the top left next to the "Value..." label. Then double click in the cell where the value needs to go. The loaded eaw.exe will be edited instantly.

Editing could be done by running the program in the eaw directory, directly editing the eaw.exe file and running EAW to investigate the results achieved by modifying the file. This way we may more easily discover what some of these values control. Please document your findings!

Clicking the radio buttons displays the bytes as characters, decimal or hex values. The file is re-read each time, so you can switch from dec to hex and back to confirm that the edited value has been inserted.
I knew that VB, Moggy, Andy and others were "au fait" with Dom's notes, and were testing different values in the formation table, so I thought I would produce a utility that they might use. I hope that the upshot is that we find out what the values which are not explained in Dom's notes (most of them!) actually control. Once this is discovered I will be able to refine the editor so that it shows the values and not the single bytes.

I have reworked the formation editor based on the corrected exe map. The program can calculate the formation value based on the selection from the radiobuttons and checkboxes, and put them in the "Type" box(es).

All stock EAW values have 1 radiobutton and 1 checkbox selected. As the radiobuttons correspond to values of 0, 1, 2, 3, 4, 5 or 6 the selection is by radiobutton only. However, as the checkboxes add hex 10, 20, 40 or 80 (decimal 16, 32, 64 or 128) to the formation type value it appears that they could be combined, even though they never are in the default eaw.exe. So, I set them up this way. I have also flown games with non-standard values in these formation boxes. For example 254 which is all checkboxes plus 14. The 14 does not lie within the radio button range 0- 6. Maybe EAW uses a failsafe routine, but whatever the case is the game ran. Not surprisingly I found that the long integer distance system is the one used in targets and tardata. 64 units is 1 meter, and that makes 13 to the foot Imperial.
I too have had some massive battles, especially with Air Activity set to Large.

...It seemed this last column controlled spacing between wings but this isn't the case. I had some very weird effects with this column, planes started tumbling over not moving from their place.
The X Y Z values were correct though
x = width
Y = depth
Z = height
Using bytes 3 & 4 (high bytes) resulted in planes flying behind the wall. Best to not use those.
The fourth column suggested it was a switch but I've had other values in there which seemed to work, values seemed to suggest they could only be 0 or -1. I understand now that these are not two byte values but four as the others.

...there's a setting which is called alternate which seems to give more freedom within the formation. Other formation types are

one lead 16
staggered 32
step 64
alternate 128

subformations are
line astern 0
line abreast right 1
line abreast left 2
echelon right 3 depends on value set in column
echelon left 3 depends on value set in column
inverted V 4
diamond 5


At least with this editor we can try different settings and hopefully some sort of pattern will emerge. With some formation numbers I had b17s flying like fighters, and not keeping in formation at all.




Related Download Links:

Frontline Generator / Editor: (Frontline_Generator.ZIP 401kb)
by DOM Dominique Legrand.
This tool automatically creates a frntline.dat file that contains the data for frontlines in EAW. However, be careful, it is mainly designed for people involved in new campaigns/theaters making. As a matter of fact, hexediting of some other files will probably be required for having it working in campaigns, single missions, new theaters...This can be useful for new theaters/campaign makers. One has just to enter the number of frontline points, enter the line/column coordinates of every point (according to the data of the map I previously released with the hills generator v2.0) and the frntline.dat file is automatically edited. This new frntline.dat file has then to be copied into the main EAW directory...


New Frontlines: (frontlines.zip 578kb)
by DOM Dominique Legrand.
has compiled a list of non-default Frontlines. With the internal data structure of the FRNTLINE.DAT file revealed it is now possible to create custom frontlines for both single missions and campaigns. Included are the frontlines of the 1944 campaign and an example of a frontline for a France 1940 campaign from May 10 1940 to the middle of June. You can pick whichever one you want. These work great in both Single Missions and Campaigns. DOM's new Frontlines have also been incorporated into some of the existing add-on campaigns.


Frontline Mover: (FrontlineMoverV2.5.zip 733kb  or  frontlinemover25e2.zip 915kb)
David R. Joyce aka Mane_Raptor and Dominique Legrand.
has created an automatic switcher for DOM's Frontlines. This allows you to switch frontlines rather easily for Single Missions, as well as in campaigns. (including the EAW default) frontlines with lists of active Allied and Axis airfields for each one. The active airfields change based upon the frontline selected.  Dominique Lagrands notes on EAW's Airfield file and the program's read me file are both visible at the press of a button. (Requires msvbvm60.dll)
(ads removed by -E)


Frontline Maker: (1BaseFLbeta.zip 373KB)
by RAF_Roy.
Mission Editing, Makes Frontline around 1 Base - works for single missions offline.




Related Download Links:

????: (Hangar.zip ??)
by ??.
This utility creates menu files for hangar screens using a BMP JPG or GIF version of the hangar screen picture.




Related Download Links:



Related Download Links:



Related Download Links:



Related Download Links:




Related Download Links:

Paulo's Utilities: (PauloTools.zip 81kb)
by Paulo Morais'.
CDFRW.EXE, for extracting individual files from the EAW *.CDF libraries is indispensable for any EAW editor. DUMPSTR.EXE and BUILDSTR.EXE turn EAW text string (*.STR) files into plain text for editing, and back into *.STR files for use in EAW. 3DZ_MAP.EXE generates a standard 3D *.DXF wireframe file of EAW 3DZ files, which can be viewed in any 3D viewer or CAD program, and is very useful for editing 3DZ files. Also includes Paulo's new 3DZ Scaler program, for scaling any EAW 3DZ file up or down.




Related Download Links:

Mission Editor: (Missedit.zip ??kb  or  MissionEditor.zip 9.92kb)
by Scorpion.
Removes all but 4 of the 162 bases in EAW forcing the game to use those that remain...It allows you to choose 2 bases for each side, and all other bases are temporarily deleted/not usable. Good for online playing when you want to start from ground but don't want to fly for hours to meet the enemy...

Mission Generators: (MissionGeneratorsv1.03.7z 8.91kb)
by ?Scorpion?.
...the latest 1stRAF Mission Generator.exe 28kb with 1940 and 1945 campaigns or the Mission Generator JG26.exe 29kb version with these campaigns disabled.


Single Mission Flyer or SMF: (SMF.zip 395kb  or  SingleMissionFlyerv0.1-SMF.ZIP 395kb)
by RAF_Roy.
It performs automatic coding of files to produce a Single Mission which works the same as an "OAW type" Mission". The mission will have only 2 Axis and 2 Allied Airbases in use and can be used Online or Offline. With this one tool (and suffering a bit to read the readme) Now virtually unlimited # of Missions can be made. And You do not even have to post them as usual: Just each get the SMF, and any files, Scenarios, (Campaigns) you like and try a new coding.
When satisfied tell others exactly Scenario files, and which Bases to select as airbases for the sides. Fly Online a different Mission every time!!

You do not need much info really to use SMF. No hex editing skills are needed. Players can create limited single missions on their own using it on their favorite scenario.
  • Just start with a useable campaign or default EAW files.
  • PLace the 2 files needed in SMF Program's folder (targets.dat , airfield.dat).
  • Pick 2 Axis Airbases you know are flyable, and that drawing a frontline from Axis Base 1 to Axis Base 2 will not catch the 2 Allied you pick in between.
  • Run SMF program selecting 2 Axis and 2 Allied Bases.Click o.k. for each selction.Click O.k. at end of program to exit.
  • Drop the 3 .dat files produced from the Smf/"output" folder (targets.dat, airfield.dat, frntline.dat) into EAW in place of any others.
  • Remove *.msn files from EAW/savedata or be sure you pick to fly from the correct 2 homebases for Axis or Allied.
  • Fly!

To clarify a little more I make the following full explanation, as even the readme may be confusing:
First, regarding the program being "on the Fly" is not quite accurate.
It is true that you don't need to know EAW code to make your own new Single Missions with the program.
You do not need any knowledge at all, except how to avoid confusion with the so-called "Base" selection phase windows of SMF.(see below) You must use the program to create the edit prior to flying.You must use either a preexisting and fully functioning existing EAW Scenario (i.e., a.k.a. Campaign / Scenario / Mission)
or; You can use Default EAW files previous extracted from the Data.CDF ; That is Targets.dat and Airfield.dat files.
The program does not extract the files from the Data.CDF.You would have to do it yourself (use cdfrw.exe program).

Using the SMF program makes automatic edits to produce the 3 .dats files as noted. But it is up to you own means to place the created files into EAW (along with any other needed files if using a pre-existing scenario).

In the case of using Default files, that is all you need (Because any other files are already in EAW's .CDF's and will be read by the EAW.exe normal functioning).

But in the case of previously created Scenarios you need to use the other crucial files from the Scenario.This would normally at least be the Scenario's Griddata.dat and Tardata.dat. The easiest way to be sure you have a fully function new "Single Mission" would be to (backup your Campaign Targets.dat, Airfield.dat and Frntline.dat files first or make a copy) place the new created files into the folder containing the Scenario, in place of the Scenarios's original Targets.dat, Airfield.dat and Frntline.dat. Then place the whole new Scenario into EAW to Play (By any means, by hand or using a Manager like OAW, etc.)

In other words, by any means overwrite (replace) the 3 .dat files with the new.

* All others Basics;

* About the Coding; "Active" vs. "Deactivated" Targets / Cities / Bases:
Only The 4 Bases you Select will be coded for Active. All other EAW Targets / Cities and Bases will be Deactivated. This means that EAW will not (if there are no errors) Target them for attack for a Mission , or To be used for AirBase for Takeoff. Online you will need not further trouble yourself, as EAW when launched will use the new coding. Offline, since you have the option in the hangar to change Targets or Airbase by hand from the map , if you do so and pick a Base that is not active, you will have errors. Also, if you start EAW with a preexisting defaultxx.msn file that has base selected that is not one used by the new files you coded with the program, you either have to select the new Home base by hand from the map and Target, or will CTD.

In other words use the 4 Bases you selected only, even if any others are shown on the map.

* About the Bases and Frontline:
-The frontline will be made by the program automatically around the 2 Axis Bases you Select. The width is @4 tiles in each direction from the center of each Base.
Then it will be connected together. That is;
The frontline will stretch across the map form point A (Axis Base 1) to point B (Axis Base 2).

Any territory that is within it is by the way EAW functions, will be Axis territory. So if an Allied Base you Selected to be used when you ran SMF is located within the path of the frontline that stretches between the 2 Axis Bases , you have made a mistake.

You just need to be careful about picking the Bases to be used. Best to choose Bases that the locations will have no possibility of error.
* About the Base Selections :
You must understand that in the Base Selections windows shown by the SMF program you are seeing lists of the 302 possible EAW Target/Base records of Targets.dat In Default EAW this is the same as their same named Bases, since the coding is not altered.

But in the case of any user made files is where any confusion may arise.
The Campaign creator may have placed data in one of those spots for another Base.
(I know this is where all confusions will arise.. lol!)
Say, for Example A;
The Scenario creator made a Base and named it "Tokyo".He used the data record that in Default EAW "Lemans" normaly uses.Then he made a "Tarnames.str" file and included it with the scenario files.(Tarnames.str file is commonly used to replace the original name for a Base/Target/ city with an Alias). In that Tarnames.str obviously he would rename "Lemans" to "Tokyo". So when you fly the Scenario you see Tokyo as the name. To know what exactly is Tokyo for the purpose of EAW coding and the use of the SMF Base Selection windows you need to remove user made Tarnames.str and fly the scenario prior to editing with SMF to see what exactly the located base "Tokyo" record actually is. When you do so you will see it is actually Lemans. Now you know that when you use SMF you want to select "Lemans" to code that record location (alias "Tokyo"). Then the program will code it correctly. Using just this one precaution you will not have error.

Once you are done with the SMF coding, if you wish to fly the scenario without the distraction of default name, you can place the user made Tarnames.str back in with the files. The Tarnames.str does not actually affect the coding.

-I had to make the SMF work like it does to be able to code any scenario, even though does make this confusion arise.
Again , one other clarification:
EAW has only 162 possible AirBases.
But there are 302 possible Targets/Bases/Cities.

You must use existing coded Airbase in the Base selection for your 2 Axis and 2 Alled Bases. The easiest way to do that is in the case of Default EAW look to the document: EAWK3wdb.html you will see that if it contains an "Acode" is is an Airbase.

But in the case of user made Scenario's disregard the document.The only way to know for sure that a Base/City/Target in the Scenario is actually an Airbase would be to fly the Scenario (unless you are good coder and look at the .dats with a hex editor or ask the maker - but even in that case I advise to fly it first , and of course you must check without the Tarnames.str also). It is the only way to be sure.
Also note;
Of the 302 records, one that normally would never be an Airbase in Default EAW could be coded in user scenario as an Airbase. You must check as told. Not just look up the document and assume London must be "London", and an Airbase. "London" could be another Base renamed. And also recoded.

the SMF (Single Mission Flyer) possibilities:

As you Online flyers know, the EAW campaigns do not work Online. And Single Missions or Online Missions ("OAW type" Missions) are static. As in Frontlines do not move, Pilots are not reassigned to new bases, etc....using the SMF, you are not guaranteed that bases will be close. That depends on the scenario. But many scenarios have close bases.
SMF allows you select airbases. So you can pick the closest airbases available. (Roy's program is set to a normal tarnames.str file.)

Often I have wanted to make some better gameplay for Online in EAW. And starting to see the way to do this.

Now, some may remember many Online Squadrons used to fly EAW. They had many "Wars" and posted results.
But there was no real campaigns from this. Now, unfortunately there are not so many Online Players or Squads anymore. But Online campaigns of a sort can be just around the corner. All Online Flyers should try the SMF. Doing so you will realize you can make any number of missions.

Now think a bit more of what this can mean: Say Player A defeats Player B (or Squad A, B)in a Mission. In the next phase one of Player B 's airbase is now Player A' s and so forth. Creating a mini campaign.

But this simple plan is not all. It is just a beginning. Through use of some of the functions of SMF in conjunction with other editing, much more is possible. It is not a much further step to produce a program capable of more editing. When combined with an ability to access the file data produced by EAW on the Hard disk, Making the step from editing outside the program running to automatically producing edits when the program is running and Online Mission ended, but still in the "Lobby" is not that far away.

I plan to give some work to this in the following months. With the help and collaboration of Mr. Jelly at some point it will become a reality to integrate this with OAW. I want to integrate it with the OAW selector later. Then we will have Online Campaigns.


Single Mission Editor: (SingleMission.zip 85kb)
by Gurney.
This program converts a single mission file (from the savedata folder) to a text file and back again. It calculates the correct checksum for the start of the file, which is just a simple CRC32 number.


Mission Maker: (MissionMaker2.zip  727kb)
by Mr Jelly.


Development Mission Files: (developementmission.zip 150kb)
by RAF_Roy.




Related Download Links:



Related Download Links:

Default Object Editor: (EAWTTD1.zip 927kb)
by Gurney
An editor for the default objects (DOs) that appear on each of the ground tiles in EAW.




Related Download Links:

Two Color Palettes for EAW: (EAW_pallettes.zip ??kb)
by ??.
one is for aircraft and objects, the other is the proper palette to use when making new game screens.




Related Download Links:

The flight characteristics and certain armament data of the 30 aircraft in EAW are stored in the FLT files. To edit those, you can use the tools below. CAUTION: Multiplayer games will only start if every participant of such a game has exactly the same FLT files (and some DAT files) present in the EAW folder.


Aircraft Edit v1.08: (eawae108.zip  or  EAWAircraftEditv1.08Installer.zip 959kb)
by Jeroen van Soest.
EAWAircraftEdit, An easy-to-use Windows based flight model editor that allows you to alter the way your aircraft handles and flies. You can modify a whole host of data; including flight stability, engine data, damage data, flight controls and gun data for each aircraft, break it down to such things as speed, drag, engine performance, weight, armament, nationality, damage modeling, flight model specs, armor etc. If hex-editing is not your style, this is the utility you need. "Aircraft Edit" actually combines two of Jeroen van Soest's earlier programs: EAW Flight Edit and EAW Gun Edit. Note: EAW has crc file-checker in multiplayer games to determine if everyone is using the same flight-model and other data files, to prevent some forms of cheating. Older version: EAWAE v1.06 324kb / eawae106.zip 330kb

Fixed Installation in EAWaev1.08:
v1.08 fixed an installation bug that was present in v1.06 (A temporary fix for the installation bug, is to just delete the c:\windows\eawaircraftedit.ini file and start EAWAE again).

I'm not to sure how useful this tool is to somebody new...but it was used to create most of the add-on flight models like ECA, ECA Online, etc. This is a very useful tool if you have any interest in making just about any modification to the aircraft in EAW...This tool is designed for v1.2 of EAW. From the readme, this was a very good program for its time......pulled the files out of the CDF, or actually edited the files within the CDF. (No mention of packing or unpacking.) But I thought it was nice to be able to edit .flt, and planes.dat files at the same time by clicking on tabs. However it does not cover all of the values...EAWae apparently doesn't have the ability to change the most important FM-values, the responsecurves.

EAWae only makes changes to the Planes.dat file or the Flt files when you actually change the data in the selected fields and then save the changes, (remember to save your changes to apply them!).

Fuel Setting:
Also, it can't change or influence the fuelsettings.

There is no way to "wire" your aircraft's gun groups:
meaning, forcing the player (and thus, the AI) to use both cannons and mg at the same time. It seems, that function is hardcoded in EAW. Even when trying to make one "big group" it will not work as it handles just one gun type; either cannons or mg's.

To check how many rounds your rear gunner has:
You can do it with EAWAircraftEdit, or EAWGunEdit. It will show you how many rounds each position is equipped with in ALL EAW aircraft, even ones with multiple gun positions such as the B-17, B-24, etc. You can also change the ammo counts for any of the aircraft/gun positions.

To change the duration of tracers:
You have to select each individual aircraft on the left, then click on the Gun Data Tab on the main portion of the window. Next click on the Tab for P-38H.FLT or SP09.FLT or whatever aircraft you are modifying. Tracer Duration/Range is at the bottom. I haven't tried this online but I think that this could only be done for offline play since this changes information in the .FLT files (file-checker!). The problem with the tracers being spaced too close, Unfortunately, I'm not aware of anything that can be done about it, at least not until or if Microprose releases the source code for EAW.

The dispersion of fire from bomber gunners:
Can be increased with EAW Aircraft Edit (or the earlier Gun Edit) program.

Use this tool to increase the amount of hits required:
Set the amount hits for a Critical Failure in the tail section, and/or.....

Decrease the size of the hit bubble:
For that particular part that is taking damage. If you want to see more wings blown off, or fuel leaks, or killed pilots, simply do the opposite for that particular hit bubble. You must do this for every aircraft you intend to fly for/against, then save the .flt files and planes.dat files, and put them in your EAW directory. (Emil's Ardennes offensive campaign already has the hit bubble for the tail decreased and hit no.s increased, so you may be able to drop his .flt and .dat files in to save a bit of work.)

An aircraft can be made to serve both as a fighter and a bomber:
You can get Stukas escorting other Stukas. The effect of this dual status (fighter bomber) has on other aspects of the game means effectively the planes will use maneuvering tactics from these aircraft types when the mission encounters routines which control that behavior. So if a bomber is designated as a fighter bomber and it is put in the role of a fighter, it will behave as a fighter but when it's put in the role of a bomber it is unlikely it will do this too because it will not encounter that particular routine during the game. It's not only effective on the tactics the plane will use it can also have an effect on flight and damage model.

Escort Change:
Bomber types which can be escorted or intercepted. On escort missions, nationality is relevant: for example, RAF fighters will not escort USAAF bombers, but if you change the B17 into a British aeroplane, the RAF will happily escort it. Fighter types placed in here appear to be ignored (for both interception and escort) even if they are in the “attack plane” category.

Restore Defaults FM Models:
Just go to the main EAW directory and delete the individual .flt files and one labeled planes.dat. DO NOT DELETE the FLT.CDF file. When EAW Aircraft Edit is used to make changes to the aircraft flight models, gun models, etc., It writes a new ".flt" file for that aircraft and creates a "Planes.dat" file with the necessary changes. Remember that the default aircraft info in EAW is stored in the "FLT.CDF" and "DATA.CDF" files. EAW Aircraft Edit does not make any changes to these two files. So you can revert back to all default aircraft simply by deleting the new "***.flt" files and the "Planes.dat" file. Alternatively, EAW Aircraft Edit has a button at the top labeled "Import data from DATA.CDF and FLT.CDF". Clicking this causes the default aircraft data from EAW to become the numbers shown in EAW AE. "Saving the changes" when you exit will also establish the default EAW aircraft values.

Positioning or Adding Guns:
To test this out, set smoke on for all guns for your plane, fly a mission, (You can't see the smoke from your guns from inside the cockpit), but you can see smoke from the guns on other planes and your own plane in an external view.) If your not sure as to the proper settings (x,y,z) for gun placement keep in mind the Z axis is either above or below the centerline of the plane when viewed from the side, Z is below -Z is above. Y is left or right of the centerline -Y is on the right side of the plane Y is on the left. X is ahead of the middle of the wing. Just experiment with it till you get it where you want it. You also can take some screenshots while the armament is firing. That should also give you an idea about what general X, Y, and Z coordinates are already used and how they affect the gun placement when you change the values. If adding guns where there visually are not any, you won't actually see external wing-mounted guns, but you will see the muzzle flashes! This takes a little getting used too. Also when adding Guns, make sure that the Muzzle Velocity and rates of fire are filled in as well as an ammo load-out for the new guns.

About "Gun Convergence" Factor in AircraftEdit and stock EAWv1.2;
In stock EAW there really is no possibility too adjust any convergences as it's not implemented in the game. However we do see there seems to be some 'cross over' (convergence) of bullets for some of the planes. If your Aircraft has center line mounted gun/cannons then a pilot would aim at the cockpit and engine of their target. However, if using wing mounted configuration only, then you must sweep from side to side for best results. As the stock EAW game has the wing mounted guns converged for long distance (hits at 2,000 or 2,500 even 3,000 feet are possible), this is good for novice pilots in their first combat missions, but after years of flying, one tends to engage at short distance (250m to 300m or at least within 500meters), but we loose hit power.

In stock EAW, the guns are grouped, so you get a smaller dispersion (bullet hitbubble size) by adjusting them with EAWae with the dispersion factor only on centerline mounted weaponry like in the ME-110, the Me-109 or the Lightning. If you try this with wing mounted guns, they too create narrower dispersion, but only for the guns on one side of the wing; so actually, you do not get a narrower field per say, but two narrower grouped hit areas for the gun groups in the left and right wing. If you use higher values for the dispersion, you get something of a shotgun effect, not really nice if you are a crack shot, but good for spraying and praying. I would love to have a utility for not only area harmonizing the guns at a given distance but maybe spot harmonizing them, for the most lethal effect possible!

Unfortunately we can't set a real convergence as it's really built into the game exe (I think v1.28 of the source code modifications does now allow adjustable convergence in the eaw.ini), So with EAWae and EAW v1.2 you'll have to improvise a convergence by adjusting other factors of the guns...sometimes with a Spit 50m behind a Bomber one couldn't hit him cause the guns where only shooting straight, so you would have to bring your plane in a different odd position to get the kill. For the P51b and SpitIX in the default EAW...you would have to set/move the guns more to the plane middle, but not all the way, cause a bit too much in the middle and we would have laserguns (8 x 50cal in the planenose would make for too many kills)...

About G force values (unknown and experimental):
Use the Aircraft Edit tool to inspect the aircraft database/flight models of stock EAWv1.2. Under the Flight Control section, you will see that most planes have a Max G limit of 9.0 and a Neg G limit of -3.0. This may be inaccurate or to extreme if you considered them as to what the Pilot can take. However I believe these values are more likely for the planes structural limits. The game uses that figure to calculate the point where things start to break off the planes among other things, if you will notice, the -G limit on the Hurricane and Spit Mk1a is 0, this is due to the gravity fed carb on those two planes. It's what causes the engine to quit when you shove the nose over in those planes. All the planes have a +G of 9. This is not entirely accurate because all of the real life planes had different G limits, but it's a good ballpark average. A good test of this is to put the +G limit for the P-51D at 4 and get into a 450 mile per hour dive and just pull back on the stick and see what happens. The limits may be there for the AI's use, as well as defining the structural limits.

The wider G-limit window and the known fact that the AI in EAWv1.2 stall rarely (and spin separately) may have been included for gameplay balance reasons by the MPS programmers. They're probably in place for good reasons like perhaps the AI routines weren't considered sufficiently powerful enough to challenge the player, so the AI pilots don't use a personal G limit (redouts/blackouts), but rather are limited only by the wider G limits set for the planes to be given an advantage??? Unless these default G limits are a mistake and have fell through validation and verification by the MPS programmers, but I doubt it. I would Leave the G limits alone. If you narrow the limits you will find after a time that the AI planes all too easy to shoot down. Remember, it's only a computer game and it's trying to fly dozens of planes at once, as well as display the all the graphics. Don't you thing the game needs to cheat a little? The G-limits seem to allow the AI to perform UFO maneuvers even at the lowest airspeeds.

Concentrating on missions in a G6 against 38Js, MkIXs, 47Ds, and 51s, these monsters freely perform incredibly tight turns and loops at an average speed of 140 kmh. As an experiment, You can use the editor and toned down the G limits for the 38H/J and the 47C/D to a more reasonable +5.85 and -0.85, a realistic limit given that they will never stall also. The result is the AI appeared to now start flying more reasonably -- not looping below 140 kmh, turning less tightly at low speeds, et al. High speed turns were also gentler; no F-16 high-G turns in those planes.
Try those same exact planes with the same adjust G limits and you may find that the G changes did not limit the actual combat performance all that much. Turns may somewhat be lower but overall they will probably stay the same. You won't see a lot of difference in stall behavior either, but this needs a lot more experimentation to determine if adjusting the G limits effects the players plane performance.

While I would agree that the actual a/c can withstand -3 and +9 Gs for short periods, in combat no one reaches those limits. Even 6G turns were considered remarkable in those times. A recommendation for those who like the single-player career mode: choose your side for a certain career, and then set the enemy a/c to more reasonable G limits. It may make the AI performance more consistent with the actual experience, instead of impressing you with UFO capabilities.

About the Code Groups Independent EAWv1.28 and Newer FLT Editors:
The more recent versions of "planes.dat" and "*.flt" are modified versions of the stock EAW files which MrJelly's file editors are needed for the newly formatted flight models which have values that EAWv1.2 had, but doesn't use. In the 1.28 series of eaw.exes, these values are put to good use...There are additional new and original unused values in the *flt files...many of the values never where used in EAW1.1 and 1.2. These values allowed Knegel to implement new features, like a 2nd supercharger stage and different engine overheat characteristics. As such the old value descriptions don't fit anymore, meaning you can not use this old AircraftEdit tool to modify them.


Armor Boost: (ARMBOOST.EXE ??kb  and  ARMBOOST.TXT)
by Paulo Morais
A treat for EAW hard core players! a program to boost all EAW armor values by 50% as a v1.2 fix for too-easy kills. It is a DOS window program. It changes your files. It has save, restore and apply. Read the directions before using! If you use this online, all others need to be using this as well. You can use restore to get your old config back, then apply to have the boost.


Hitbox & Armor Tweaker: (eaw_tw.zip 201kb and source code eawtw_c.zip 35k  or eawtweakprogram.7z 99.9kb)
by Neal Orr aka WWMaxGunz.
He wrote EAW Tweaker back in the summer of 1999 in response to the v1.2 patch. (he's not updated it since) He had been in correspondence with Paulo Morais who had given him the file layout info and some very basic tools for editing. When the official EAW 1.2 patch came out, Paulo wrote ARMBOOST in response and a week or so later I had the 1st (Hit Bubbles) Tweaker ready.

(ARMBOOST picks up the armor of all EAW planes by 50%. I felt that was not a good response to the "problem" of gunnery in 1.2.) So I went into the layouts and saw that Hitboxes are really bubbles with center location and radius. I then wrote the Tweaker to tweak the hit bubble radii and armor values as well, since yes, the armor is a bit weak. I released the program but I doubt it's gone really far.

Two later versions...along with the source code are available. It's all in Borland Turbo C++ 3.0 done as DOS/ASCII C++ so it will transport easily. The big plus is that I wrote the file interface to data structures as objects that open the existing mod files if they are present or will go into the cabinet files and make the mod files if they are not. All that without having to write any app code except instantiation of the file buffer objects. It's very clean. All known data members are labeled as well so further development should be pretty easy too. If you can write C++, the EAW file class in that source can let you access the known plane's data by criteria. I never finished that part...

The original size of wing (and tail) hit bubbles in EAW makes them far too easy to hit from front or rear. This tweaker shrinks all bubbles the same but really wing and tail bubbles should be like an extra 1/4 to 1/2 off. Modern Gaming PC's now (year2016) could run a lot more hit bubbles, they are way faster to detect hits than boxes. The game code might allow more hit bubbles, treat them all with the same code and different data.


MASREDUX: (?? ??kb)
by ??Paulo Morais??
...can reduce mass of planes...


FLT Extractor Tools: (fltedit.zip 44kb)
by Paulo Morais.
DUMP_FLT (39kb)Create a TXT dump from FLT file data  and  PTCH_FLT (42kb)Create a FLT file from TXT file dump


Gun Editor v1.02 (GunEdit.zip  or  GunEditv1.02.zip 209kb)
By: J. Van Soest.
An excellent program that lets you define the guns for a plane. It is very fun to play around with...It allows you to
edit the number of gungroups, gungroup data, gun positions and gun performance for each aircraft.


Loadout Editor: (LoadEditor.zip  or  LoadOutEditor(2003).zip 26.8kb)
by Mr Jelly.
...The four text files are read by LoadoutEdit.exe to get the names of the mounts, planes, weapons and locations...


AirGrid v2: (Airgridv2(9302003)PlanesDAT.7z 24.8kb)
by Mr Jelly.
This program can edit all values in the stock EAWv1.2 "planes.dat" file for the old 30 planes. The hit bubbles can be modified. It can change the fuel settings to set a special fuel setting for each plane...
The later versions of this program can edit individual aircraft ones supported by the newer exes...Mr Jelly wrote it for Knegel, and he knows how to use it...It evolved into newer airgrid versions as they learned more and more about the values from the EAW source code. Some unused but available values have been put to good use, and some values which were never referenced in source code routines, and therefore never used, have been utilized in the newer exes...

Some How To (Provided by VBH):
Using AirGrid is reasonably simple. First of all you need to have a planes.dat in the same folder where the program is. After starting the program you select an airplane to modify in the left bottom corner and the selected planes data will be loaded into the editor. The left top pane shows this data in decimal byte format, (which is a bit stupid as a 4 byte value is interpreted as 4 decimal values instead of a single 4 byte value. It's not very important really but the link with the true value is lost.) Only the boxes in the centre display the true value from the hexadecimal format, some even distinguishing integers from fractional (floatingpoint) values.  
You can tick any of the boxes in the top to give the selected plane what the box describes, some entries there influence AI behavior but most of it is self evident.  
You can change the centre pane to whatever value you like but obviously you'll need some knowledge on what is allowed or better what data you can find on the web for your selected plane.  
Next to the plane selection box a new field will open where you can change the weapons and calibers used for your selected plane. Editing those are a bit awkward and need to be saved after every change you make. Preferably you need to reload the file again as the changed data will not always display, the program is a bit buggy, especially in that part.


Flight Editor: (?? ??kb)
by Mr Jelly.




Related Download Links:

TPC Textures; All textures used by EAW are in a custom compressed TPC file format developed by MicroProse. While this compression reduces file size, direct editing is no longer possible in this form. TPC textures are used for a variety of purposes in the game - for example for aircraft skins, terrain tiles and menu screens. Sometimes TPC files are renamed to indicate their purpose in the game - e.g. the terrain tiles are nothing but TPC files renamed to get the file extension TER or the menu screens with the file extension PIC. Once you know the pixel size / resolution of a texture and apply a proper PAL color palette, you can create your own replacement using any graphics application. PICPAC is used to convert editable PCX image templates to TPC files the game can use - while the filename will indicate what your texture is used for in EAW. PCX templates can also be found in many, already existing user-made mods.


Art Kit or PaintKit: (eawpixpac.zip or picpac.zip 5046kb / 4.92MB)
by MicroProse.
Aug 4, 1999. Paint your own plane exteriors, cockpits and terrain. Please note that modifying the EAW art files is an unsupported feature. This Art Kit is Not for the German version of European Air War. This is a released free program (PICPAC 48kb) that allows you to edit and repaint the planes to make new skins in EAW, to better represent a chosen squad...Converts PCX images to TPC texture files. (All textures used by EAW are in a compressed TPC file format developed by MicroProse. While this compression is reducing file size, direct editing is no longer possible. This file archive contains the textures of the planes in PCX format as well as a utility intended to convert them to the TPC format. Once the PCX file is converted, simply copy it to the EAW main directory.
TPC textures are used for a variety of purposes in the game - for example for aircraft skins, terrain tiles and menu screens. Sometimes TPC files are renamed to indicate their purpose in the game - e.g. the terrain tiles are nothing but TPC files renamed to get the file extension TER or the menu screens with the file extension PIC. Once you know the pixel size / resolution of a texture and apply a proper PAL color palette, you can create your own replacement using any graphics application. PICPAC is used to convert editable PCX image templates to TPC files the game can use - while the filename will indicate what your texture is used for in EAW. PCX templates can also be found in many, already existing user-made mods.)

*There Is a typo in the readme file shipped with PICPAC, The "P####TXS.tpc" filenames are actually the result of a typographical error. (Note: P#### stands for the aircraft code). When the PICPAC utility was released by MicroProse, the Readme that MicroProse included misidentified the "TES" files as "TXS". Nobody caught it for a long time, files like P####txs.tpc have to be renamed to P####tes.tpc to work correctly in the game. While the P####TEX.TPC represents the aircraft texture at a close distance, the P####TES.TPC (note the S) represents the long distance lower resolution texture. There may still be a few VERY old add-on skins around which contain "TXS" files. If you need to use one of these, you can simply rename the "txs" portion of the filename as "tes" to work correctly.

*If you repainted an aircraft texture and transformed it to TPC with PICPAC.EXE. But it doesn't seem to run or is appearing in strange colors in the games flight screen then make sure you have the correct filenames applied to let the new files substitute the EAW default ones in the games main folder. If the aircraft appears in strange colors, try to re-use PICPAC.EXE on your PCX template with the -P option. This will correct the palette (it is limited to 256 colors - at least when using a 3Dfx graphics card or when running EAW in Software Emulation mode.)
'MajorLee 11-04-1999 Gave the original idea of a petition to Stephen White webmaster of EAW Online, asking Microprose to release a patch and some kind of Paint Utility. The petition idea was put down immediately by those who said that we could not influence MPS into doing anything. They were wrong! Martin deRiso, the Producer of EAW went and helped get Picpac released!'

How to use the EAW paint kit
You can fly with a custom paint job. Although if you change the paint job of a single aircraft with this kit, all of the same aircraft appearing in the EAW will also change with the new paint job. In other words, painfully repainting the P51 Mustang and flying it with EAW then, the other P51 is also wearing the same paint job or skin. That's why the degree of excitement had declined shortly after the first skins where made by the community. There was no single planes with single paint jobs/skins. However I will explain an introductory set of steps on how to use it from now on.

1 What you need
-EAW Paint Kit
-Paint software that can edit image files of * .PCX (You can use with PhotoShop or PaintShopPro if you want).

2 Extracting EAW PaintKit
-After downloading EAW PaintKit, unzip it into a suitable folder.
-After decompressing, you will see that it has the following directory structure
 \EAW Textures \Cockpits \Planes \Terrain

The cockpit texture is in the "Cockpits" folder,
The "Planes" folder contains a texture of the appearance of the aircraft for each model.
The "Terrain" folder contains the texture of the terrain.

3 What kind of files are in it?

When you expand the "Planes" folder, there is a folder for each model.
For example, let's look at the "B17" folder in this. There are three files as listed below. Of these, Pbb 17
n . pcx is a texture of nose art ( attention to " n ", meaning of NoseArt), these are only in B 17 and B 24.
Other aircraft are
       * tex. pcx (texture file of airplane appearance) and
       * tra. pcx (filter file that defines transparent part)
It is only two kinds. (The filename part "*" will be a different name for each model.)

Basically, after making changes to this "* tex.pcx" file, we use the utility PicPac.exe included in PaintKit to generate a compressed file that EAW can recognize.

4 Procedure for changing the texture file
Let's show the specific change procedure with B17 as an example where we know what kind of files are.

(1) Create a working folder (eg c: \ Work), and change the texture file of the airplane you want to change (Pbb 17 tex.pcx in this example) and PicPac. Copy the exe command.

(2) Edit the texture file using paint software that can edit pcx file.

Original texture file
Pbb 17 tex. pcx

This is the original content before editing.

The parts of the aircraft are mixed up and collected.

It is a file of 256 × 256 pixels.

Pbb 17 tex after editing. pcx
I applied a red flight identification color to the wing tip and the vertical tail. I think I noticed, but there is only a texture on one side of the aircraft! Except for nationality marks, changes on one side are reflected in opposition. Also, since it is unclear how far it is the target part of the aircraft, there are trial and error and skill to finish it perfectly.

(3) When your done painting , save it with the same name as the original name ( Pbb 17 tex.pcx ). This makes texture for high resolution possible.

(4) Using a paint software, convert a texture of 256 × 256 pixels to 128 × 128 pixels to create a low resolution texture (used in the middle range). This is called Pbb 17 tes. Save it as pcx . Although this work may be omitted, EAW uses the original data if there is no medium for medium range, so if the new paint color and the original paint color are quite different, as the airplane approaches You will feel as if it replaced.

 Now , two files, Pbb 17 tex. pcx (256 × 256 pixel high resolution version)
 Pbb 17 txs. pcx (128 x 128 pixels low resolution version)
 is made.

Here, open the DOS window and move the current directory to the work folder (in this example, C: \ work).                  Type
   CD c: \ work
   C :.
 Purpose file Pbb 17 tex. pcx, Pbb 17 txs. pcx and utility PicPac. After confirming that exe exists, type as follows.
  PicPac - p Pbb 17 tex. pcx Pbb 17 tex. tpc    (convert to high-resolution compressed file)
  PicPac -p Pbb 17 txs. pcx Pbb 17 txs. tpc    (converted to a compressed file for low resolution)

(6) The two compressed files Pbb 17 tex. Generated in (5). tpc and Pbb 17 txs. Copy tpc to the EAW folder.

That is the end.
The way of changing cockpit texture, topography texture is also the same way.


PicPac: (Picpac.zip 29kb)
By Microprose.
program for converting *.PCX files into the *.TPC files used by EAW. Essential for creating or changing aircraft skins. Note that this zip file contains only the PICPAC.EXE file and its explanatory text file. The full PICPAC download (some 5 Mb in size), has all the EAW *.PCX files enclosed.

DOS command "picpac/?" gives the following result:

PICPAC v6.01 10/25/96
Usage: PICPAC [options] inputfile [outputfile]

Options: (Can use a '-' or '/')
-h,-? This help screen
-p Save Palette (has no effect on .col files)
-nox Null out Image
-b Force output to be bitmaped
-raw Force output to be bitmaped with no header
-sw,h Clip output size to width by height
-sega Sega Output, and 8 bit pal
-8 Keep pal 8 Bits
-w[2|4|8|16] Specify LZW table size (in k)
-q Quite Mode

Input file can be a gif, pcx, lbm, bbm or col.
Output filename is input filename with .pic for the ext.


PicPäc GUI: (PicPacGUI_12a.zip 260kb)
by Walter "Waldo" Knödgen.
This little tool allows you to convert pcx-files with PicPac by a Windows-based menu-screen, more convenient than with DOS-command line parameters, etc. There are also switches for other features of PicPac, but not necessary for EAW, please check the readme for further information about the program.


TPC to PCX Converter: (TPC2PCX.zip 85kb)
by gmpwalp.
gpmTpc2Pcx, the "unpicpacking" tool...utility, which converts any EAW *.TPC file into its *.PCX file, for re-painting. The reverse of PICPAC, it is very useful for extracting a PCX file from a non-standard *.TPC file.
In following description "" means "value of xxx" and "[yyy]" means "yyy is optional"

How gpmTpc2Pcx uses from command line:
The form of is:

If "extension" is NOT supplied, "gpmTpc2Pcx" checks if file specified by (without extension for now) exists and if so, tries to use it. If not, it appends ".tpc" to and tries again.
If extension is supplied, "gpmTpc2Pcx" will use it whatever it is.

How gpmTpc2Pcx uses from command line:
The form of is:
(So as you see the output file may not be delivered at all.)

If "outputfile" IS delivered it used without any changes. (But if it contains "path", it MUST exist. "gpmTpc2Pcx" do not create directories)
If "outputfile" is NOT delivered,"gpmTpc2Pcx" creates file with name ".cip". (As you see, file is created in current working directory.)

It works with ".ter", ".spt", ".mpc" files too. In fact this files are ".tpc" files whith changed extension.


As an example, let's convert a P-51D Mustang texture file ("Pp51dtex.tpc") back into a .pcx file.

What you will see in the DOS command box will be in bold type; what you should type will be in normal text; an underscore represents a space [Do NOT type an underscore, hit the spacebar instead!); and the word "Enter" in italics is the command to hit the Enter key on your keyboard.

C:\EAWconversions>gpmTpc2Pcx_Pp51dtex.tpc_Pp51dtex.pcx Enter

Now underneath this line you should see:
gpm unPICPAC
ALFA 2 version dated: Nov 20 2001, 16:19:03

OK! That's it! You should now have a PCX file in your "EAWconversions" folder named "Pp51dtex.pcx".

In order to make a conversion to some other file type extension (such as .spt, .mpc, etc.), ASSUMING it is a compatible file type, you would do everything exactly the same as above, EXCEPT you will use filetypes with whatever extension you are tying to make. So, if you want to "unPicPac" the "Person1.spt" file, it would look like this:

C:\EAWconversions>gpmTpc2Pcx_Person1.spt_Person1.pcx Enter
gpm unPICPAC
ALFA 2 version dated: Nov 20 2001, 16:19:03

Also, SagginB and others has made a bunch of batch files. One for single conversions, and one that changes all the ter files in the folder to pcx files, all with just one click! You can also make your own easy, just open a .txt file with notepad, type this in for an example: gpmTpc2Pcx.exe Europe1.pic Europe1.pcx  Then save and rename a copy  with the file extension as .bat instead of text.


gpmGUI: (gpmGUI.zip 915kb)
by RAF_Roy.
a GUI for gpmTpc2Pcx...no batch files...
1. unzip the gpmGUI.zip and make a shortcut on your desktop for the program - (my readme's confusing - just be sure to always put files you want to unpack in a new folder each time and np! you will have no overwriting issues - you won't need any configuration to use default mode - just ignore the readme for now).
2. Launch the program - you will get a 'Browse for folder' box. Find the folder containing files you wish to unpicpack.
3. Next a little text box lists the files in the folder. Select files by mouse and/or shift + arrow key to multi-select or control + mouse to select individual non-sequential odd files if needed. Click OK
gpmGUI triggers the gpmTpc2Pcx (included in the zip) - you will see a DOS box open and the files unpicpacing
Then a short delay prompt 'please wait' while the program cleans up, and you are done!


Palette Equaliser: (PaletteEqualiser.zip 21.1kb)
by Vonbeerhofen.
These files will affect every file which gets its color information from the DAY_FADE.PAL palette file and work as a kind of preset color equalizer. The affected files are dependant on the used videocard (see PALLY chart).

PALLY: (PALLY.zip 1.76MB)
by Vonbeerhofen.
I created this small utility so skinners can easily determine where colors within EAW are taken from and as a primary guideline for modifying the entire EAW palette. The files and these folders have the following use

by Vonbeerhofen.
These files have been created to determine which palette indexes can screw up your so carefully created screens.


????: (texgrid.zip ??kb)
by Cortilein.
Tool for PAW skinners, read on: This "funny" texture may find use as a skinner tool to determine the position of the textures when painting PAW aircraft textures "from scratch". Just rename the TPC file to Pxxxxtex.tpc, where xxxx is the code of the slot the aircraft you wish to paint will occupy (due to ECA Panel settings). In EAW the aircraft will then be covered with a texture skin that allows you to determine the relative position of the single part coverings as follows:
Black lines horizontal position in the PCX/TPC file
Yellow lines vertical position in the PCX/TPC file
White squares upper left position in the PCX/TPC file
Red squares upper right position in the PCX/TPC file
Grey squares lower left position in the PCX/TPC file
Black squares lower right position in the PCX/TPC file

By filling the squares one by one you could then locate the edges of the coverings. Maybe you find this useful to shorten work time when skinning a PAW aircraft for EAW. 




Related Download Links:

The sound effects and radio chatter you hear in EAW gameplay are stored in a special SND sound file format developed by MicroProse. Before you can edit or substitute those files, you will have to convert them into the very basic RAW sound file format using the tools below. Good sound editor applications are able to read and modify RAW sound files. If you have a WAV source as a substitution, you will have to convert it into RAW format first before doing the last conversion step to SND format with the tools below. Unlike WAV files, RAW files do not store their frequency, bitrate and number of channels inside the file - so you have to keep track of these three values and provide them during RAW file opening and SND file creation as well. The BGM background music files, however, that are stored in the "music" subfolder of EAW are simply renamed WAV files - no additional conversion is needed when substituting those.


German Translation Bugfix: (EAWdeu.zip 8kb)
by Tannethal.
Patches various translation errors in the German Version of EAW.


SND Converter Tools: (sndutils.zip 38kb)
by Paul Morais.
DOS Tools, SND2RAW (35kb) Convert SND file format to RAW sound data files and RAW2SND (35kb) Convert RAW sound data files to SND file format.


RAW to SND Batch Files: (RAW2SND2RAWBatch.7z 34kb  or  RawtoSNDbatchconvert.zip  ??)
by: Col. Gibbon


EAW Sound Utility: (EAWSU207.zip or  EAWSoundUtilityv2.07.zip 1314kb)
by NightCrawler aka NCrawler
EAW Sound Utility is most convenient for hearing the sounds and also convert .wav files into and out of .snd and .wsd. This tool is only able to open uncompressed Windows .wav files (PCM), but not compressed Windows .wav files (ACM).




Related Download Links:

EAW stores the text strings that show up in the game in a special STR file format developed by MicroProse. These files contain various information, e.g. the labels for aircraft names, squadron names and descriptions, subtitles, weapon names etc. organized in several STR files. Use the tools below to extract the data from STR files into editable ASCII text files, apply your changes with any text editor and finally convert the result back to STR format.


STR Converter Tools: (strutils.zip 24kb)
by Paulo Morais.
DUMPSTR (18kb) DOS Tool, Write STR file content into TXT files  and   BUILDSTR (20kb) DOS Tool, Write TXT file content into STR files


Stredit: (Editstr.zip)
by Paulo Morais.
Allows for easy editing of EAW str files


????: (Madestr.zip )
by ??.
To make your own .str files using "dumpstr.exe" and "buildstr.exe"...




Related Download Links:

Target Editor: (TEditXP.zip) (TEdit98.zip) (Sample Project Files: EAW.zip)
by Gurney


Airfield Editor: (airfield.zip 21kb)
by Gurney


2 DATs Checker: (2datscheck.zip 368KB)
by RAF_Roy.
Compares targets.dat and airfield.dat for Acodes, Tcodes and Tardata pointer.


Base Area Viewing: (BaseViewTM.zip 3.7MB)
by RAF_Roy.
Base area Viewing Tool and tiles. Note: Update June 2, 2007; the Centering function not recommended as code in Baseview is obsolete. Use my new TarCenter to center bases!


Column and Line Tile Loc: (TColLineTM.zip 368kb)
by RAF_Roy.
see EAW Column, Line and eaw.tm tile loc of record in your targets.dat.


TardataBlockAdd v2.2: (Tardatablockadd.zip)
by RAF_Roy


tarblock2dax: (Tb2dax.zip)
by RAF_Roy


Target Centerer v1: (TarCenter.zip 367KB)
by RAF_Roy.
Centers your Targets and Tardata Base. Read my Tutorial...also included in the TeaTools2v2.


TSetAdd: (TeaTools.zip)
by RAF_Roy
...The program is similar in function to TardataBlockAdd and contains some of its code...


Tools For Tardata Editing: (TeaTools2v2.zip 7MB)
by RAF_Roy.
Updated Version, Tools for Tardata editing,includes new tools: June 2 2007 *also added new TarCenter program, and RAF_RoysTools2Tartorial.pdf* TarBaseSnagr, TSetAdd2, TarBlock2dax2, alt-TSDM-tiles, BaseGrid Pack


tgttdcheck: (Tgttdcheck.zip)
by RAF_Roy
...To use: Put your targets.dat (yes targets.dat !) into the same folder and run the program...


Blank EAW TTD.DAT: (EAW-TTD-dat.zip 1KB)
by RAF_Roy.
a blank EAW_TTD.dat. Used with BaseGrid tiles to see tardata objects placement, so city buildings, etc. don't appear.


TarSetMaker: (TSDMtiles.zip 15.5MB)
by RAF_Roy.
512 x 512 size tiles for use with BaseViewTM program for optional tiles for TarSetDataMaker.


Target Editor:
by MrJelly.
...the targets can be divided throughout the campaign and made visible too. When all targets/airfields are properly on the map, online games will behave as stock EAW as long as a few rules are maintained one of which is that all targets/bases need to have at least one object placed (shipyard/railway and some unknown ones) which will make an interdiction choice available. Online carrier takeoffs have already been extensively tested as were the several mission types. All worked like a charm.




Related Download Links:

TPC to PCX Conversion Program - Hi-Res EAW Terrain Utility: (RenameTerrain.zip)
by gpmwapl
This very simple utility will rename EAW add-on terrain set files to use hi-res tiles. EAW was built with 2 different resolutions of terrain tiles. If you are using an add-on terrain, these tiles have been created as separate low-res and hi-res tile files. The low-res tiles are 128x128 pixels and named lr*.ter. The hi-res tiles are 256x256 pixels and named bn*.ter.


Hi-Res EAW Terrain Utility - hiresmod.bat: (hiresmod.zip 2kb))
by Max188.
This very simple utility will rename EAW add-on terrain set files to use hi-resolution 256x256 tiles.  This results in higher detail being visible with less terrain jaggies.  Can be used on any add-on terrain.  (Note: many terrains available for download may likely be hi-res by now).




Related Download Links:

WSP Sprites: The non-static components of EAW menu screens like the menu items, aircraft mini-pictures, medals and other artwork are not part of a simple (renamed) TPC texture. Instead, MicroProse has used a certain bitmap sprite file format, the WSP files. Those files contain a single image or multiple images - byte #9 inside the WSP file indicates the total number of images inside that particular WSP file. Bytes #5-#6 contain the image width and bytes #7-#8 contain the image height - while these are the same for all images contained in the same WSP file. These tools allow you to extract one or more images from these WSP files and store them as RAW images - readable with a good graphics utility. The height and width values and the PAL color palette have to be provided manually when opening RAW images, because that data is not stored inside the RAW files. After editing or substituting the RAW images, you can pack them back inside the WSP files at the given image position using these tools.


WSP Extractor Tools: (wspedit.zip 18kb)
by Paulo Morais
DUMP_WSP (14kb)Extract RAW images from WSP files  and  PTCH_WSP (14kb) Include RAW images into WSP files. Includes instructions on how to use them.


EAW Batch Tools: (btools.zip 86.9kb)
by MailPin.
This archive contains a set of MS-DOS batch files to automate compression and extraction of .raw minipic files from/to fsmplane.wsp EAW file (requires dump_wsp.exe tool by Paulo Morais). Also Contain a set of MS-DOS batch files to automate compression and extraction of .tpc texture image format files used in EAW. Includes tpc2pcx.exe convertor program written by gpmwapl.


Dump And Patch WSP Batch: (DumpAndPatchWSPBatch.zip 16.4kb)
by Paulo Morais.
...batch files for...


Nation WSP Editor: (nationwsp.zip 242kb)
by Knug.
Description on how to modify Nationc.wsp (The same procedure applies to other .wsp files as well) ....The nationc.wsp only holds 3 sprites and the wsp utillity will tell you what their size is when you unpack the file. Yes the map icons (airfields) are in there. The other nationt.wsp and nationw hold the same icons for the briefing/mission screens, so you may need to look at those too....




If you are a "newbie" to EAW, I would not recommend installing any Manager type programs right away. The original EAW purchasers (the old timers from 1998) had several months to absorb everything before the abundance of Add-Ons and Tools we have now were developed. Thus they had plenty of time to slowly digest how things worked. You will find it much easier to understand how Add-On's work when using the "do-it-yourself" approach for the first week or so by changing them in and out of EAW manually with Windows Explorer. For practice; Try installing a new skin for one aircraft, then try replacing it with another. Do the same with your terrain. That way, you'll have a much clearer understanding of what is going on when you actively use Skin or Terrain Manager program. It's also the best way to gain a basic knowledge of how to install and switch other EAW Add-Ons.

For a Tip; Once you start getting a larger collection going of skins, cockpits, seasonal terrains, gunsights, sounds, and other stuff, you will quickly see the need of having something to keep track of it all, once you have an understanding of this, your ready for the "next step": an "Add-On Manager", which is a must before you get way too far into all the Add-Ons!

The three most common from the olden days are MattM's EAW Stab, Relent's Skins-n-More, and Theme Manager. Each one has many strengths (with each having a few weaknesses) They are excellent programs that have very helpful tutorials available to solve problems for you. Including this Help Document which has old forum tip provided in the programs descriptions.

Skins-n-More and Stab are more complicated than the Theme Manager, but much more versatile, some say its easiest one to grasp! With S-n-M, you "register" an add-on once, and after that, you can install it individually into the EAW directory, or you can combine a whole host of registered add-on items into a "theme" and save it. The S-n-M theme "remembers" what add-ons go with it. When you load that "theme", all the files that you want to have in the EAW directory are copied into it. They are very easy to remove, also.

You can use more than one Manager, but it get's complex. Using all three of the above mentioned managers you can use each one of them for at least a few tasks. Each Manager has its benefits, and each will do the job, so it is hard to go wrong! (it's just nice to have so many great choices!!!)

If your interests lie outside of the original planes provided in EAW, you will definitely want to get Enemy Coast Ahead and ECA Panel by Charles Gunst. This is an amazing piece of work that models real plane specs and lets you fly over 300 aircraft.


EAW Patch Manager Utility:
by ?JammOr?




Related Download Links:

Also look under Misc / Flight Model Managers for Campaign related managers.


Campaign Batch Files: (?? ??kb)
Sneaky and musgrove
both have developed a set of batch files for the various campaigns (the exception being Paulo's TPE42, which already comes with a set of batch files). These batch files allow easy switching back and forth between your "normal" EAW installation and the campaign installation.


Campaign and Flight Model Manager: (cfmm12.exe 304kb  or  CampaignFlightModelManagerv1.2.exe 304kb)
by Enrique García García aka Capitán Manduca
This program (CFMM for short) is a very flexible tool for flight model and campaign interchange. You can add or remove any number of defined flight models or campaigns and then use them with a single mouse click. Maybe the hardest part is to define right your own campaigns, but the included README covers the whole process. CFMM uses Charles Gunst's ECA 1.4 addon for it to properrly work. This package does not include the ECA addon due to space saving and download time. Please read the instructions carefully before running CFMM for first time.
Not only allows you to swap Flight Models like the programs listed, but you can also link specific skins to specific Flight Models! On top of all that, the latest version of this fabulous FM converter enables you to switch add-on campaigns!
Older Version: v1.10 fmm11.zip 30kb


Campaign Mover: (campaignmover15.zip  or  CampaignMoverV1.5.zip 426kb)
David R. Joyce aka Mane_Raptor.
has made a terrific campaign switching program for the add-on campaigns. Now you can switch between one add-on campaign and another with ease! Comes with 5 sample campaigns. (Requires msvbvm60.dll)




Related Download Links:

These programs / drivers allow you to combine more than one controller into one Device ID, by way of a virtual device. Useful for EAW v1.0-v1.2, FXEXE and when the source code modifications don't cooperate with your devices.
Of course these programs do a lot more on top of just combining your controls.


JoyIDs Utility: (PJPJoyIDs.7z 240KB)
by Paul and WingMan® Gadgets.
Users that have multiple gaming devices attached to their computers will ultimately face the problem of having to deal with "joystick IDs". A number of games are written in a way that they will only read input from a joystick with a certain ID. (EAW typically like ID1) The control panel provides a way of switching IDs, but the control panel's way is cumbersome....a nice utility which allows switching of IDs.


Poswdm Utility: (Poswdm.7z 12kb)
by Microsoft.
a utility that allows you to see axes and button data reported by a game controller. This is a useful tool to confirm that all the axes and buttons are working on your device.


ForceFeedback2 VIA Patch: (swff2qfe1-VIAUSBportFix(Win9598ME2000).7z 83.9kb)
by ?.
If your computer has a VIA USB host controller, the Force Feedback 2 is incompatible with the USB chip and will not work. A software update is available to correct this incompatibility. This software update supports Windows 98, Windows 98SE, Windows Millennium and Windows 2000. NOTE: Computers without the VIA USB chip will not benefit from this software update.




Related Download Links:

Gunsight Manager: (gsmpack.zip 383kb update gsm12a.zip 11kb)
by Viper.
Which will swap custom gunsights in and out of your game so you can try them all out easily. Viper's package now includes the necessary SCINT70.DLL and a full English Readme, as well as several of Viper's own gunsights.

Using Gunsight Manager:
Follow the instructions for installing the GSM. To do this, you will have to create a folder inside your EAW directory. Mine is "eawgsm". Install the program there.

Take whatever gunsights you want to use and add them to this folder. Each gunsight MUST begin with the letter "v" and end with ".spt". Note that PapaRomeo's Gunsights already come this way (examples: vPR_RAFGM2MKIIFINE_GUNSIGHT.SPT, vPR_LWREVIC-12D_GUNSIGHT.SPT, etc.). So you don't have to worry about renaming them. Also, it is helpful to put the .bmp file that is included with each sight in the "eawgsm" folder as well, so you will have a visual reference as to what each sight looks like.

Now just run the program. Using a desktop shortcut makes this easy. Unfortunately, my GSM never "remembers" where my EAW directory is, so I have to always click through the folders in order to get the gunsights to appear in the EAW directory (which is actually why I prefer Skins-n-More for this!).


Gunsight Selector: (SGS.zip 153kb)
by Spit9.
is an utility I developed for my own use, but I think it can be useful for others, so here is it. I had been using Viper’s Gunsight Manager for a long time, and I still like it. The only problem I found is that you need to know (and remember!) exactly which gunsight was used in which fighter, in which model and in which year... In result you’ll probably end using a generic gunsight for every fighter of a given country, or air force: all German fighters use Revi-3d, all England fighters use GM2, etc.

So I decided to make this little program. It works much in the same way Viper’s do, but it have data files where you can store all info you collect about gunsights; you no more have to rely in your memory every time you select a fighter to fly. The correct GS for your plane will be there, even if you can’t remember which it is.




Related Download Links:

Some important global settings of EAW are stored in the EAW.INI file, which is present in the EAW game root folder. Among these values are the screen resolution settings - that can be switched to higher values if you have the game patched to at least v1.1 version and if your video card will support that higher resolution. Use the tool below to control the various settings of the EAW.INI if you don't want to mess around with the file by simple text editing.


EAW Control 2000: (eaw2000.zip 836kb  or  eawcontrol2000.zip 855kb)
by Alan White (Al White).
The EAW Control editor is great for those who do not want to mess around with the EAW ini file. Several fixes in this version, and the GUI is updated. In this editor you can select the preferred resolution, multiplayer and joystick settings and run the game etc...
This will allow you to modify many of the things in the eaw.ini file through a neat desktop interface, quick and easy. The Provided interface will allow you to change resolution, ExtraSquads, joystick settings and multiplayer settings, control respawn. With many other things that you would otherwise have to hand edit the EAW.INI file for. (for one thing! As an example, it has joystick settings for you to edit, including the "Windows Joystick=x", which must be set to "1" in order for EAW to recognize your joystick (if it's at "0", you'll have all kinds of unrealistically heavy torque to deal with). The most helpful function is you can also use it to change the color of the text used for friendly and enemy HUD (on-screen) info and even see what the color will look like as you change it! There are many other useful features. An older version of the program was called . Older versions: v1.4 eawctl14.zip 806kb and v1.6 Eawctrl16.zip ??kb




Related Download Links:

If you're going to use ECA and/or ECAO, then a great way to be able to switch back and forth between "clean" EAW, ECA, and ECAO is with these easy-to-use FM managers. If you want to install any of the add-on packs like the ones mentioned, these managers will be a real work-reducer! They allow you to switch back and forth with the click of a mouse button. The first two listed are of the leading examples. This is especially useful if you play online. No longer will you be unable to participate in a match because you don't have the same version as the other players! Now you can switch with a couple of clicks!

(EAW v1.2 has a "file checker" that verifies all the participants in an online game are using the same flight data. This is good, since it virtually eliminates cheating and provides a stable game, but it complicates your ability to use add-on flight models online. You can still use them---remember that requirement is the same FM's, not the "default"---you just have to find people to play with who have the same FM set that you do. With a "Flight Model Manager", you can quickly switch between the commonly-encountered FM's with a couple of mouse button clicks.)  Of course, if you don't plan to fly online, then you probably don't need this one. But if online is where you aspire to, then a Flight Model Manager will be very useful.

If you plan to fly online, you will probably want a Flight Model Switcher. EAW 1.2 is required to fly online, and it includes a "file checker". This makes sure that all the players in an online game have identical flight models (note: This does NOT affect any other add-ons like skins, terrains, sounds, etc. It only applies to the flight models). Notice that you can still use add-on flight models as long as everybody in the game has the same set.....the requirement is identical FM's, not default FM's. This helps to prevent online cheating, i.e. no one can use a secretly modified superplane that is unbeatable. ECA/ECA Panel uses flight models that are different from the default, and there is also the "ECA Online" FM's (despite the similar name, these are different from the "basic" ECA/ECA Panel FM's). Since you are never sure who will be playing when you are online (they might have default EAW 1.2, or they might want to use ECAO, or ECA Panel), it makes sense to have as many options as you can. A Flight Model Switcher allows you to change flight models easily.


EAW Stab: (EAWStab40.zip 548kb)
by Matt Thompson-Moltzen aka matttm.
Stab; is the oldest of the EAW Add-On Managers and still is one of the best. This is a nifty little manager program to help you keep EAW and add-ons from becoming a tired mess. Originally designed to switch terrains (including a feature to switch automatically in a career when the seasons change!), it soon included the ability to switch ANY type of file. You can set it up in virtually any manner that you like. Adds the feature of Skin Management and Automatic Terrain Loading (and Aircraft Skins if configured) for Campaign Career's based on the current Campaign date. EAW Stab is a Terrain handler. In Automatic Mode it will check your current career file and load Terrain based on the current Campaign date. In Manual Mode, you can load Terrain and Seasons at a mouse click. There where loads of people who did use Stab, and like it tremendously.  Old versions: eawstab12a.zip , eawstab22b.zip  and the v2.2 to v2.2b update  eawstab22bupg.zip , v3.1 eawstab31.zip 538kb

v1.2 of this program goes along with terrain add-ons as an automatic terrain Manager. That's what Stab began life as. Since then, it has greatly increased in capability. Stab still does what it has always excelled at: changing terrains. But now you can also include just about any add-on you can think of to be switched when a terrain set is changed! It allows you to set up different terrain & skin combinations, meaning that you can switch between winter camo/terrain & summer at the push of a button. Highly recommended if you like skins, and like switching them to be painless. (Stab 2.2b can be configured to include any type of file you have) This includes aircraft skins, speech files, 3DZ wireframe models for the aircraft, etc. With Stab 2.2b, in a career now you really can watch the colors change (automatically) as the seasons do!

what is this Stab 1.2, and what does it do?
"Stab 1.2" is a fabulous program designed by EAW community member mattm which does a couple of things. Primarily, it allows you to automatically switch between different add-on terrains. Let's say that you have downloaded and installed 3 different sets of terrain for EAW. For this example, let's say that those are the "Enhanced", or "darker and richer" EAW terrain, the "Autumn" terrain, and the snowy "Winter" terrain. Your career begins in Spring, so you could use the default EAW terrain then. But as your career advances into Summer, EAW Stab 1.2 will automatically change the terrain to the darker "summer" textures, beginning with one mission date. When it's time for Fall, the terrain automatically switches to the "Autumn" set. And when your career has progressed into winter, EAW Stab 1.2 changes you over to a snow-covered landscape!

The 1.2 version of Stab allows you to configure terrain sets for different careers! Furthermore, you can also change terrain manually if you wish to fly, say a Single Mission, outside of your careers.

The second thing that EAW Stab 1.2 does is allow you to launch other applications from it. If you have some of the other add-ons, like ECA Control Panel, Scorpion's Enabler, EAW Control, etc., you can eliminate the need for 4 or 5 different icons on your Desktop. Instead you can just Stab and have one icon. Launch Stab and choose which other application you want to open.

With European Air War (EAW), managing all of these files through windows is a real chore. Matt Thompson-Moltzen's great utility entitled STAB will take the burden out of switching all of these files with it. Yes, that's right, now with the movement of the mouse and a few quick key strokes you can instantly load up the terrain or aircraft skin of your choice or just as easily revert back to your default settings. No more tedious copying or moving files around manually. But wait, as good as that is there is an even better feature. With automatic mode enabled your STAB provides the feature of Skin Management and Automatic Terrain Loading (and Aircraft Skins if configured) for Campaign Career's based on the current Campaign date. As the campaign you are playing changes seasons (Spring, Summer, Autumn and Winter) the terrain and plane skins change automatically! This is a great feature which really increases the immersion factor tenfold. A perfect companion to STAB is J. L. Salvadoretti's Sky Manager. Using sky files which are included you can instantly set the sky to match the current season, or simply mix it up for a change of pace. You can even configure STAB so that you can launch Sky Manager and even EAW from within STAB. Both of these utilities will dramatically change the way you experience European Air War and are highly recommended.

(includes English, Deutsch, Français languages in the one package).
Adds the feature of Skin Management and Automatic Terrain Loading (and Aircraft Skins if configured) for Campaign Career's based on the current Campaign date. Automatic Terrain file switching and different scenario sets can be configured with EAW Stab. Now also features a skins management function, ECA Panel data management and multi-language support. This package contains the Mapping file for ECA Panel Version 3.4. Prior to running EAW Stab for the first time (step 3 in the installation instructions), replace the ECAPANEL.MAP file in the ..\European Air War\AddOns folder with this ECAPANELMAP36.zip file which supports ECA Panel 3.6.

The most common problems using Stab are in your file type settings and getting all the files you need in the right folders. Most Stab problems relate to the file definitions one has in the "terrainfiles" "skinfiles" and "Commonfiles" lines in there stab.ini file which lives in your stab folder. These definitions must match the kinds of files you are trying to swap from your and terrain, skins, and common folders. You must also make sure that you have no overlapping definitions between the three categories.


Supported under Windows 98, Windows Me or Windows 2000 Professional. Windows 95 users must have Internet Explorer 3.0 or higher installed and need to load MFC42.DLL and MSIMG32.DLL into the \Windows\System folder.


In order to have STAB change the terrain you have to:
1) be in automatic mode, 2) have files in the proper season terrain folder (/EAW/Addons/Terrain/XXXXX where that is the season folder), and 3) exit the game at the first career mission of March, June, September, December (Spring, Summer, Fall, and Winter) and then re-boot the game. This is due to EAW only checking the career month during start-up.


STAB with ECA/Control Panel:
Stab includes a launcher for ECA control panel, so you wouldn't need an ECA shortcut under those circumstances. (Just the EAW Stab shortcut).
1)download it to c:
2)open eaw folder
3)click on file and folder and create new
4)name the folder "AddOns"
5)unzip estab1.1 to c:\Program Files\MicroProse Software\European Air War\AddOns
6)Open the AddOn folder
7)double click the exe file (this creates subfolders in the terrain folder which are named Summer, Winter, Spring, Autumn, Mediterranean, and Pacific
8)a shortcut is automatically created on desktop
9)double click the shortcut and you'll see an icon on the taskbar
10)right click it to select terrain
11)to add terrains
12)download whatever terrain you want
12)unzip each terrain to the folder you wish
13)example would be summer terrain to c:\Program Files\MicroProse Software\European Air War\AddOns\Terrain\Summer
14)when all the terrains are unzipped to the appropriate folders where you want them, you're done.

Further Install tips:
1) If you go into the EAWStab .ini file(using notepad) you will note some extra places for more terrains (section AltTerrain). Find a value not being used (ie Terrain3=). Enter a descriptive name (Med Terr for example) Save the ini file and exit notepad. Create a folder under "Addons\Terrain" with the same name as the description (Med Terr). Copy those files into this folder.

2) For adding external programs. Open the EAWStab ini file with notepad. Find the section marked external. Enter a description of the application in the next available slot (i.e. "App3Desc=" changed to "App3Desc=ECA"). On the next line enter the path and executable to run on the next line ("App3EXE=\EACPanel2.0.exe") (note the name I use here is not checked, look in the folder to get the right spelling). Save and exit notepad.

You will have to re-run EAWstab again so that it will pick everything up, but you should be all set from that point. Note: EAW Stab runs as an application in the Windows Systray. When it loads, you get a Splash screen and an icon (the same as EAW) appears in the Systray. Right-click the icon to access ALL Stab functions. There is no main 'User Interface' as such. It just sits there waitng.

Note On Install Location:
Create a sub-folder called 'AddOns'. e.g.
Unzip the contents of 'EAWSTAB13.ZIP' into the 'AddOns' folder NOT the main EAW folder. Run 'EAWSTAB.EXE'
EAW Stab MUST be in a sub-folder of the main EAW folder to work properly.


Skins-n-More or SnM: (SkinsAndMorev2.0 2.18MB 1649kb)
By Joe "Relent" Camilleri.
Skins n More is a utility to allow changing plane skins between campaigns, this is the much-anticipated "Automatic Skin Switcher" which looks to be to skins what Stab was to terrains! (note: this 1.1 version fixes the problem S-n-M 1.0 had operating with International versions of Windows) This is a great solution to the problem of managing the hundreds of skins available for EAW. Not only can you link skins (.tpc files) but also 3D model files (.3dz filename ending). If you're an inveterate skins downloader like I am, then you'll find Skins-n-More is a must-have! It's your choice which one you like better: Stab or SnM. Both are excellent. Older version: v1.1 skinsnmore11.zip 2.2MB S kinsAndMorev1.2.zip 2.0MB

Using Skins-n-More for Gunsights:
Open the "Other" folder inside the "snmtextures" folder inside the EAW directory. Then simply create a subfolder (I named mine "Gunsights"!) I then created a series of subfolders inside the "Gunsights" folder. I gave them names like "RAFGm2MkIII", "UsaafK14", etc.

Then you place the appropriate sights from PapaRomeo's gunsight pack in each folder. Rename each sight "gunsight.spt". I also placed the .bmp image of each gunsight in the same folder (well, actually, I reduced it down to a JPEG, but that is beside the point). That way, I will have a visual reference to appear in S-n-M when I want to check my options in the line of gunsights I can choose from to use.

Now open Skins-n-More and begin registering your sights. For instance, I registered my RAF "Battle of Britain" sight as "zg-Gunsights---RAF GM2 MkIII (Fine Yellow)...by PapaRomeo". The USAAF K-14 is registered as "zg-Gunsights---USAAF K-14 Gyro Sight Reticle...by PapaRomeo". I have others registered as well. By using the same alphabetical headers, I can keep things organized into a single block. So the whole section in the S-n-M list of Registered Textures looks something like this:

ze-Fire And Tracers (bright-enhanced)...by max188
zg-Gunsights---Luftwaffe Revi C-12D (Fine Orange)...by PapaRomeo
zg-Gunsights---RAF GM2 MkIII (Fine Yellow)...by PapaRomeo
zg-Gunsights---RAF Mk2 (Fine Yellow)...by PapaRomeo; modified by JWC
zg-Gunsights---USAAF K-14 Gyro Sight Reticle...by PapaRomeo
zg-Gunsights---USN Mk8 Sight...by PapaRomeo
zt-Trees-WINTER...by Stag

Why do I use headers like "zg"? Well, for one thing, I have aircraft at the top of the S-n-M list, with all the other add-ons at the bottom. Obviously, the "zg" term is for gunsights, while "zt" is for trees, etc.

Anyway, I can register as many different sights as I want. Once I have finished, I can use S-n-M to place any individual sight that I want in the EAW directory, whenever I want to, regardless of what skins or themes I might currently be using.

If I wish to include a sight for a particular campaign, I can just add it to a "registered theme" in Skins-n-More.


OAW Manager: (???? ??kb)
by Mr.Jelly.
It does the switching in and out with just mouse clicks. You only really need one copy of the basic 1.2 game, saving hard drive space. The OAW is an ultimate advanced Manager Program, it is the most up to date EAW manager for skins / terrains / skies / campaigns / groundobjects etc. OAW (Online Air Wars), it is a cross between Al Whites EAW Control and Paul Couto's Theme Manager with more options, and is used for both offline and online play.

It is a 'file manager' which allows you to install and remove a huge range of mods into a basic 1.2 install using a user-friendly interface screen and drop down menus.

v1.35 (or earlier, v1.2 is the real old simple file manager)...is a file manager for both offline and online play. It was originally written to modify the eaw.ini files so that serious online players can agree on things like having to fly with cockpit view only, no enemy icons,..etc. It was then developed to allow users to use different FM sets, then skins, and terrains and so on. So although it keeps its name from the original version, it is a powerful offline file manager for eaw.

Initial Install:
Get the v99basic.zip....set up a 1.2 patched full install of EAW....now run the game once from the eaw.exe to create an eaw.ini and a savedata folder....then....unzip the v99basic.zip into the main eaw folder of your set-up with the extract command in winzip and the 'use folder names' option ticked....now you will have an OAW subfolder in the eaw folder and a file called oawselectv99.exe in the main folder too....make a desktop icon to the oawselectv99.exe....now click on the shortcut and see if the selector opens....it asks you to pick and eaw folder and an oaw subfolder for it to operate from....select them....press 'launch selector now'....the mainscreen is now infront of you... now read the readme about making folders for the menus to use... If during this process you get a 'runtime error 339' then you need to go back to Jellys and get the OAWrtinstall zip and then click on the self installer exe to load the runtime files you need to use the prog...total time required... around half an hour to be up and running... then about 5 years to create a million folders for all your mods...


OAW Diagnostics: (OAWdiagnostics.zip  or  OAW-Diagnosis.zip 7.27KB)
by Mr Jelly.
...Put this exe in your EAW folder and run it...


Inno Setup Unpacker for OAW: (innounpOAW.zip 136KB)
by RAF_Roy.
OAWextract instructions; Place the OAWunifiedV1.01.exe in a folder and then download this innounpOAW.zip...


OAW Selector: (OAWSelectors.zip 5.41MB)
by Mr Jelly.
contains every OAWSelector.exe that I can find! Most are experimental, and never released, but some are used extensively by the community...


OAW Run Time VB Files: (OAWRunTimeInstall-11-05.zip 3.57MB)
by ?.
It will install the system files needed for all versions of the OAWSelector so that you can run the OAWSelector program.


Theme Manager: (ThemeManagerv1.0 533kb)
by Paulo Couto.
Handles different themes. This is a theme manager very simple and secure, the processes of copying files (to themes subfolders to EAW folder) has an undo.ini and backup all files exist in EAW folder if they need to replace. If you choose another theme, the last undo.ini will be processed after the new copyfiles process start. There are other programs that do more, with more bells and whistles, but this program is such easy to use.  This program was created to do one thing, to install all of the modifications required to turn European Air War into, oh let's see, Russian Air War, or Pacific Air War, or North African Air War, or Spanish Civil Air War or Any Other Air War that you can find and download. You just put the required files into a folder within the "themes" folder.  Let's say you're going to create a North Africa theme.  You download the terrain, the new planes, the screens and, of course, a campaign.  These basic components all go into a folder called "North Africa" (actually, you can call it anything) within the folder called "themes."  Now start the program and you will see that "North Africa" is listed.  Click on it.  It installs all of the mods, and starts EAW.  When you get tired of the desert and want to go back to the green fields of England, just run the manager again and select the "standard" EAW to remove ALL of the mods.  Simple, eh?

There is one major disadvantage to using this program.  If you want to install one of the voice packs-- that is, if you want to install Japanese speech or Russian speech, then this program will crash.  It won't fail and crash your computer, but it will force you to delete the file called "undo.ini" in the EAW folder before you can continue.  The reason that it does this is that it can't unload more than about 1500 files (yes, 1500) without the crash message appearing (it's a general protection fault for those who are interested), and those speech packs have about 800 to 1000 files.  So it's easy to get over the limit-- take my word for it.  One solution is to use a batch file to copy and delete the speech packs. If you don't feel up to doing that, just turn off the voices when you fly for the Japanese or Russians!

To Use the Theme Manager:
You just create a folder inside your "Themes" folder for whatever group of add-ons you want to use and put all of those add-ons in that folder. Then you click on that theme listing in the Theme Manager control panel, and all those files are placed in the EAW directory (which is what will cause them to be used by EAW). To uninstall them, just hit Theme Manager's "Refresh" button.

Using Theme Manager for Gunsights:
It is easy to install the gunsights, but you won't be able to switch gunsights easily. Basically, you open the "Themes" folder inside of your EAW directory, and decide which "theme" you want to add the gunsight to. Then take whatever gunsight you have chosen from PapaRomeo's pack and copy it into the folder for that particular theme. Open the folder, and rename the gunsight "gunsight.spt". That's all there is to it. The downside is that you can only have one gunsight at a time for that particular theme.


EAW Total Controller v1.0: (TotalControllerv1.0.zip 240kb)
by Fructuoso "BRAVEBULL" Camargo.
European Air War Total Controler(EAWTC) is a program that you can use for apply the multiple add-ons that European Air War have. The use of EAWTC is more or less the same like the great OAW but with the difference that OAW use folders and EAWTC use ZIP files. Also I added a screen for change the more useful EAW.INI settings. When you finish EAWTC, all add-ons will be removed, only the EAW.INI settings will be saved for next time that you run EAWTC.




Related Download Links:

SnapShot: (SnapShot.zip 135kb)
by Paulo Morais.
Aircraft-Snapping and Slot-Switching Batch DOS tool. A integrated solution to generate a complete backup of selected aircraft slots. The backup comprises the entire flight model, weapon load-outs, 3d model and skin. The stored files can be used to quickly restore a particular aircraft configuration and visual aspect to the original slot or to any other compatible slot. The backup/restore processes are fully automated by a set of MS-DOS batch files. These files were written in way to make the process transparent for the user.

Possible uses include but are not restricted to:
- Simple backup of a favorite but hard to install aircraft mod;
- Creation of aircraft packs by the additional creation of a single batch file to apply them all;
- Creation and distribution of independent aircraft add-ons;
- Move aircraft between slots in order to get better combinations for a particular theater and/or period;
- Generate special online environments in order to provide visual identification of squad members or allow for squad cooperation against a common foe when using the same aircraft model.

Main Features:
- Copy the complete Flight Model, Weapon Loadouts 3D Model and Skins files in order to create a whole pack. The pack will be formed by all files that determine aircraft behaviour and look independent of being original and stored inside the CDF files or modified and provided by another addon.
- The snapshot creation and restore are governed by batch files, that can be modified to extend the process to other simulation aspects that are not currently covered. These aspects include the user interface aspects like hanger screens, b&w selection photos and floating menus.
- The transfer of aircraft from slot to slot is accomplished by simple editing of a single parameter inside one batch file.

Unzip the contents of the archive into EAW folder keeping the internal folder structure. After unzipping there should be the following folder structure:

<EAW folder>
//no file is added

p0000Z.3dz // file to solve gunsight problem
AUX_SNAP.BAT // auxiliary batch file
INSTS.BAT // restores snapshots
SNAPS.BAT // main snapshot creator
CDFR.EXE // CDF file extractor (DOS version)
LOAD_INP.EXE // Loadout.dat file patcher
LOAD_OUT.EXE // Loadout.dat file extractor
PLN_INP.EXE // Planes.dat file patcher
PLN_OUT.EXE // Planes.dat file extractor
PSTR.EXE // String patcher for binary files
PT_PNAME.STR // Aircraft names


»»»»» To create a snapshot:
1) Install any add-ons that apply to the desired EAW slot by using the normal mechanisms provided by them or by use of a configuration manager like Stab or SnM.
2) Open a MSDOS window in the SNAPS folder.
3) Execute the following command line to create the SNAPSHOT:

SNAPS <slot name> <destination folder> <"Aircraft display name">

<slot name> is one of the internal 4 letter code names used by EAW to identify each slot. These can be one of:
p38h p38j p47c p47d p51b p51d bb17 b24a b26a hurr sp2a sp09 sp14 typh temp mosq 109e 109g 109k 110c 110g m410 190a 190d 262a j88a j88c ju87 h111 v1v1
<destination folder> a new or existing sub-folder of SNAPS to store files.
<"Aircraft display name"> The aircraft name/model to be shown on screen and in menus. Place " " around. Example:

SNAPS 190D 190D_Michalski "Fw 190D-9"

»»»»» To restore a snapshot.
- The above SNAPSHOT creation process generate a batch file inside the storage folder with the same name. The execution of this batch file patch the current EAW configuration with the SNAPSHOT data. Using the example given above inside the
190D_Michalski folder will be a btach file named 190D_Michalski.bat.

»»»»» To restore to a different slot.
- To force the use a different destination it will be enough to edit the installer batch file whose contenst will be of the form:

cd ..
REM (dest slot) (file name seed) (Sub-folder) (Display name)
call insts.bat 190d 190d 190d_Michalski "Fw 190D-9"
cd 190d_Michalski

1) Create a suitably named copy of the batch file. For example to transform the Bf109G into another Fw190D use: 190D_109G.bat.
2) Edit the first parameter next to 'insts.bat' in the third line to reflect the change (yellow and underlined)

call insts.bat 109g 190d 190d_Michalski "Fw 190D-9"

Due to hardcoded data in EAW executable some aircraft types are unsuitable for generic use. For this reason the Heavy bombers and the V1 slots shouldn't be used in slot transfers. Also, twin engined slots should continue to house twins and single engined slots singles.
The above procedures can't correct some minor side effects like the radio calls reffering to the wrong nationality or aircraft type because these effects are hardcoded in EAW.EXE or defined in a not yet understood data file.


Example Usage:
Just a simple question, why would you want to switch plane's slot. Any example? The Snapshot tool sounds interesting to me but I'm not sure about why or when I would need to do it. Need info. Thanks.:
Basically when you want to use two or more aircraft that already occupy the same slot in ECA Panel. For example, if you want to have the P51D, P82B, F4U-5 and P80, all flying at the same time, it's impossible as they all occupy the P51D slot. But with snapshot, you can leave the P51D in it's own slot, than snap the other three to other slots where there are aircraft you don't want to use, and there you go. All four aircraft from one normal slot in the air at the same time! Definitely worthwhile!

Snapshot Example: Blenheim from B26 slot to Mosquito slot.
This looks awful at 1st but what I have done is break it down as far as possible so we hope there is no confusion....many of these step are simple and you wont even have to think about them after a few times...so don't worry..just go step by step at 1st.

There is really 2 tasks to be done to do this job.

1st...You must make a snapshot of the Blenheim in the B26 slot to get it's *.tpc's, *.3dz's, vcg_*.dat (if needed..flyable models only), *.flt, *.bin (aircraft data inside Planes.dat), *.bil (aircraft data inside Loadout.dat).

2nd...You must Snap the "Snapshot" into the slot of your choice...Mosquito in this case.

Note: This is using the "CopyPlane" Batch file Moggy made up along with "Snapshot"
I know one can get all you need at "The Firm" section of the "EAW Dispersal" site.

Step 1: Install the Blenhiem/B26 slot skin you want to your EAW folder.

Step 2: Run the ECA Panel and set to Blenhiem in the B26 slot (or just get the Flight Model info inside your EAW in some way).

Step 3: Go to the Snaps folder you just installed inside the EAW folder and find the file "CopyPlane.bat" located inside.

Step 4: Right click on this file and select "Edit"

Step 5: Now you will have a Notepad that looks something like:
SNAPS P51B P51B_Mustang "P-51B Mustang"
What is what? (slot) (Sub-folder storage name) (Display name in hud)

Note 1: These don't matter what they say all will have to be edited anyway...this is just the last snap I did...but it's important because the spacing has to be the same.

Step 6: You will have to edit the P51B (example) and place B26A in it's place....this is the "slot" the snapshot will be taken from.

Note 2: I will give you a list of all 4 character group for each "slot" at the bottom.

Step 7: You will have to edit the P51B_Mustang to what ever you want...call it Blenhiem to make it easy.(This is just the Snap folder name)

Step 8: You will have to decide what the model will read in the "in-game" HUD...So just change the "P51B Mustang" to "Blenhiem" to make it easy...you must keep a space between the (Slot) (Sub-folder) and (Display name).

Note 3: I have found that the Sub-folder and Display names are best kept shorter than 27-28 characters (spaces & " both count)...this is something I have found with me but it may be possible to do so with more charaters but... if you keep them both as short as possible you will not have a problem for sure.

Step 9: You should have something that reads like:
SNAPS B26A Blenhiem "Blenhiem"

Step 10: Save these changes to CopyPlane.bat

Step 11: Click and run Copy Plane.bat

Note 4: You should have a new folder inside the Snaps folder called Blenhiem with a bunch of tpc/3dz/flt/bin/bil/bat...If so you have just made a snapshot of the Blenhiem in the B26 slot....LEAVE THIS FOLDER INSIDE THE SNAPS FOLDER!

Ok with that done now you want to Snap this plane into the Mosquito slot...here is how to do this.

Step 12: Look inside the Blenhiem folder that was just made inside the Snaps folder.
You should see a bat file named Blenhiem.

Step 13: Right click on this files and select edit and look for a line in the Notepad that reads:
REM B26A B26A Blenhiem "Blenhiem"

Step 14: Change the 1st B26A right after the "REM" to MOSQ

Note 5: It should now read REM MOSQ B26A Blenhiem "Blenhiem"...Yes

Step 15: Save the Changes to Blenhiem.bat

Step 16: Now run the Blenhiem.bat and this will install the Blenhiem into the Mosquito slot...go to check it out in the game.

Note 6: All you have to do is save this Blenhiem folder somewhere and when you want to use it again down the road just place the Blenhiem folder inside the Snaps folder and run the Blenhiem.bat again.

Note 7: To get back to default set of files just remove the skin files with Stab/SnM or manually...and run the ECA Panel and select "Reset All" and your Mosquito will be back as normal.
List of 4 character code for each plane slot...

P38H P38J P47C P47D P51B P51D BB17 B24A B26A HURR SP2A SP09 SP14 TYPH TEMP
MOSQ 109E 109G 109K 110C 110G M410 190A 190D 262A J88A J88C JU87 H111 V1V1
Now I don't want to add to this too much now but What I do is build sets of Flight Models (using the Panel and other custom Filght Models alike) save them and load with them with SnM right with my themes.
I don't have to fool around with the panel every time when I load my themes.
This also allows me to save these snaps inside a group of models and load them inside a themes when ever I want...this way I don't have to fool with doing the snap each time as well.
This is a nice way to build themes to whatever models I want (in the slot of my choice) and with Snapshot I don't have to stay with what the Panel allows in each slot.
But that is another task al together...

 ...a definitive "idiots guide" to SnapShot (believe it or not is just 1 page long) but found instead within the "CopyPlane" utility made by Moggy (that should be a big tip in its self)at the Firms Dispersal. You'll also need this other auxillary tool sooner or later in lue of the other "SnapIt" tool anyway. Otherwise the only other thing you need is Morais' original program files in (SnapSHOT) and now ignor those instructions! Soooo if you can point and click? then you already mastered the snap program!!!


Snap-It: (SnapIt.zip 1kb)
by Paulo Morais.
Auxiliary batch file for SnapShot....


CopyPlane: (CopyPlane.zip 2kb)
by Moggy.
a Snap-It replacement...batch file and instructions...


ECA Panel Map File v3.6: (ECAPANELMAP36.zip 3.97kb)
by Matt Thompson-Moltzen.
...Mapping file for ECA Panel Version 3.6. A new ECAPANEL.MAP (4 KB) file is available to support ECA Panel Version 3.6. To correctly install it, follow these instructions:

  • Load EAW Stab.
  • Select Use EAW Default Terrain/Skins.
  • Select Configure EAW Stab... and uncheck EAW Stab to manage ECA Panel data. Select OK.
  • Unload EAW Stab.
  • Install ECA Panel 3.6 as per the instructions supplied with that application.
  • Run ECA Panel and then exit.
  • Download the new ECAPANEL.MAP file and replace the existing one in the ..\European Air War\AddOns\ECAP folder.
  • Edit the EAWSTAB.INI file in the ..\European Air War\AddOns folder using Notepad and change the entry ECAPRunOnce=1 to read ECAPRunOnce=0. Save the file and exit Notepad. This step is important!
  • Run EAW Stab and select Configure EAW Stab....
  • Check EAW Stab to manage ECA Panel data. Select OK. Stab will now replace all ECAPANEL.DAT files in all sub-folders and set default aircraft flight models for each Terrain Set.
  • Edit Skins to set new Flight Models if applicable (refer to the ECA Panel 3.6 Read Me file for new aircraft added and aircraft removed).
  • Select Configure Terrain Sets.... For each Terrain Set, select Skins and select OK. This will set the new ECA Panel 3.6 flight models for each Skin configured for the Terrain Set.
Now simply load the Terrain Set of your choice and fly!

To support ECA Panel 3.5, download a seperate ECAPANEL.MAP (4 KB) file.
To support ECA Panel 3.4, use the ECAPANEL.MAP file in the EAWStab40.zip file.


ECA Panel Map File v3.7: (ECAPANELMAP37.zip 4.03kb)
by Matt Thompson-Moltzen.
for STAB...


ECA Control Panel Version 4.0 - STAB Map file: (ECAPANELMAP40.zip 4.2kb)
by Matt Thompson-Moltzen.
This is the STAB Map file for ECA Control Panel Version 4.0.


ECA Panel Map File 4.3v2: (43Mapfile.zip 5.33kb)
by Redeyes.
The map file for ECA Control Panel Version 4.3.


'Single Mission Files' for Stuka, Mosquito, Beaufighter: (???? ??)
by RedEyes (a.k.a. Michael Lask).
One problem with using ECA is that aircraft can only be flown in Campaigns, not in Single Missions. He has solved that! He has introduced files which allow these aircraft to take the place of others in ECA so that you can indeed fly these airplanes in Single Missions!


Flight Model Selector or Enabler: (FlightModelSelectorv4.0.zip  83.2kb  or fmsel40.zip 83kb)
by Scorpion.
This utility allows you to switch between different EAW enhancements applied to the game. This let's you switch back and forth between not only "regular" EAW 1.2 and ECA 1.4 (+ECA Control Panel if you want to install that too), but also Hakan Langebro's ECA Online, MSA, and the RIP flight models. (note: "Flight Model Selector" is the new name for the latest version of the earlier "Enabler" program.) Old Versions:   ECA Enable-Disable.exe 16kb , ECA_Enable.exe 40kb , Flight Model Selector.exe 30kb , Flight Model Selector.zip 19kb , FModSel.zip 24kb , FMSel30.zip 16kb , fmsel31.zip (aka Enabler v5) 16kb

The Flight Model Selector also allows includes the following additions to the MSA flight model:
Battle of France/Britain: This allows escort/intercept missions in 1940 with human pilots on both sides. The original version has a bug that causes allied and axis pilots to see different aircraft.
Overlord/D-Day: This option allows some USAAF aircraft to be flown from RAF bases. This is useful for takeoff missions involving USAAF aircraft, generally speaking the RAF uses bases in the south of England so this makes these missions much shorter. Occasionally EAW throws in a mission to the wrong sector, I advice checking the ma when you enter the game and scrubbing it if it is too long.

All you need in addition to one "clean" install of EAW are the desired add-ons...  Install it prior to the other add-ons. This will enable you to switch between a "clean" EAW install and for an example, a version with the "Enemy Coast Ahead" (ECA) by Charles Gunst in it. This version has Both Map Selection Area's, and EOW selection areas for 1940 thru 1945.


Should you uninstall EAW and then re-install before adding the Enabler?
Well, I think it might work without a re-installation IF you can get all the proper files transferred. But I also think that it will be FAR simpler just to uninstall and then start over with a fresh install of EAW!
The Enabler Installation Page shows you how to set all this up. (If you have any careers running or saved single missions that you don't want to erase when you uninstall, just transfer everything out of the "savedata" folder inside the EAW folder and put these "career" files in a safe folder. Then transfer them into the "savedata" folder in your new install of EAW)


As far as a "separate" installation of EAW being required for ECA Online?
certainly not. The whole idea for the Enabler is to be able to use ONE installation of EAW, but have up to (currently) FIVE different versions available with a click or two of a mouse button! (those 5 would be: "regular" EAW, with ECA, with ECAO, with RIP, and with MSA)

When you set up the Enabler, just add folders for anything that you have (ECA, ECAO, etc.), as per the instructions. If you don't want to fly with ECAO, that's certainly no problem. Just don't click the Enabler's button for ECAO! You can stay with regular EAW and with EAW/ECA as long as you want. The whole idea is to be able to play whichever flight models you want, when you want!

To Install Flight Model Selector 3.1 from Scratch:
Install the utility in a clean EAW 1.2 folder. Create the following folders inside your European Air War folder:

"ECA" - install the ECA Panel files here
"ECAO" - install the ECA Online files here
"RIP" - install the Realistic in Performance file s here
"MSA" - installed the MSA files here
"EAW" - copy the original EAW v1.2 FLT.CDF and DATA.CDF files here, do this before running the flight model selector.

EAW Flight Model Selector Program Install this file in your European Air War Folder.
You may need the following DLL file: msvbvm50.dll Install this file in your windows/system folder.


Installing "Scorpion's ECA Enabler 2.1" is not very complicated:
it just looks like it when I try to explain it! First, it's advisable to begin with a fresh install of EAW. If you have any careers running or have saved any single missions and don't want to lose them when you uninstall EAW, you can save them with a very simple procedure. Look in your "European Air War" folder on your hard drive (for most of us the path would be "C: Program Files\MicroProse Software\European Air War") and find a folder called "savedata". EAW stores all of its career files and single missions in this folder with the names "career**.sve" and "FS0000**", where the "**" represents a two-digit number (like career05.sve and FS000012). To save these files, just DRAG or COPY them to another (safe) folder, then go ahead and uninstall EAW. After you've completed your reinstallation, just DRAG or COPY the "career**.sve" and "FS0000**" files into the "savedata" folder in your new installation of EAW.

After that, you can begin with your installation of Enabler!
There are several pages about how to do this, but here is how I would go about installing Enabler:
1) Begin with new install of EAW.
2) Patch to 1.2
3) Create 5 new folders in your "European Air War" folder. When you install the Enabler, you simply create a folder inside your "European Air War" folder for EACH of the add-on flight model sets that you want to use. You then place the proper flight models in each appropriate folder. You don't need the all five folders if you don't want all five FM packages.
4) Rename these "New Folders" to the following:


5) Find the FLT.CDF and DATA.CDF files in your "European Air War" folder and COPY them to the new folder named "eaw".
6) Install the ECA-related files in the new folder named "eca" (this will include "ECA" and the "ECA Control Panel", if you want them both).
7) Install the ECA Online files to the new folder named "ecao".
8) Install the MSA files to the new folder named "msa".
9) Install RIP files to the new folder named "rip".
10) If it's not already there, place the "msvbvm60.dll" file in your "Windows\System" folder.
11) Place the Enabler exe file in your "European Air War" folder.
12) Create a shortcut on your desktop for the Enabler. (This shortcut does not seem to work for everybody. If it doesn't work then click on the Enabler.exe file directly.) This will open the Enabler Flight Model Selector, and you can make the necessary changes. Then close Enabler and Windows Explorer and you're ready for action.

Those above instructions should get Enabler set up properly.


Hints and tips concerning installation of add-on flight models:
Remember that ECA 1.4, ECA Control Panel, ECA Online, MSA, and RIP are all zipped files. When you unzip them, make sure you have chosen the proper subfolder (like "eca", etc.) to place them in, do not place the files in the EAW root directory.

IF YOU HAVE AN EARLIER VERSION OF ECA (before 1.4).....Remember that the early versions of ECA (such as ECA 1.2) are "executable" files. To install them, you double click the icon and the self-installation process begins. If you've already used ECA, then you already know how to do this. If not, then the biggest mistake people seem to make when they first try to install (I know, I did it too!) is this---during installation, you will see a page that is labeled (at the top): Choose Destination Location

at the bottom will be the following:

Destination Directory

.\+++ install to your EAW directory +++

YOU MUST change this to an actual folder (no, there is no such folder named "+++ install to your EAW directory +++"!). You click on the "Browse" button at the right. This brings up a "Windows Explorer-like" interface where you can select which folder you wish to install ECA into. Install it into the EAW root folder.

When installing ECA into Enabler, you should find the folder "eca", and choose that as your location. For "ECA Control Panel", remember it is NOT an executable program, so it is not self-installing. So, all that is necessary to install it is to UNZIP "ECA Control Panel vX.x " into the "eca" folder where you installed ECA 1.4.


EAW Configuration Manager: (eawcm14.zip ??kb)
by Johannes Schweidler. 
The Configuration Manager Lets you switch between regular old EAW 1.2 and ECAO1.21 with just a button click. This let's you switch back and forth between EAW 1.2, ECA, and ECA Online. A batch file(v1.31) for changing in between different versions of ECA and Updated for ECAONLINE 1.4! Extract file to your EAW folder and put a shortcut on your desktop. Note: This eawcm program and the "enabler" (listed above) do practically the same thing, so it is not really necessary to install both of them. Old version: eawcm121.zip , eawcm131.zip


ECA Batches: (ECAbatches.zip 1kb)
by Martin Osranek aka Dolfo.
He has put together a set of simple batch files that do the same job of moving ECA and ECAO in and out of the EAW directory like the more complicated programs do, but are VERY simple to install and use! If you're just starting out with add-ons (or even if you're not!) these could be just the thing for you! He also explains how to use ECA Control Panel both offline and online!
Batch files to swap between EAW with and without ECA. Put them into EAW dir, create an "eca" directory with all ECA files in it there, and modify the .bat files with a text editor to suit your EAW location. Ecapanel.exe should reside in EAW dir.


Flight Model Manager: (????v1.01? ??)
by Capitan Manduca
fully user customizable and easy to use. No limitations. You can have any number of different Flight Model versions and/or revisions....Don't forget to read the README.TXT. old versions 1.0


Network Game Configurator: (ngc10.zip 1698kb)
by Capitán Manduca.
This program (NGC for short) is a client-server application designed for sharing the flight model files used by the ECAonline addon, making the online gaming easiest than before and assuring that every player has the same data files. Please, note that NGC was tested for ECAonline 1.3x and should not work properly with ECAPanel files or newest versions of ECAonline.
This could make online Flight Model compatibility problems a thing of the past! One of the most interesting developments is that It allows you to exchange (over the Internet) Flight Models with the people your playing with!




Related Download Links:

Random MainScreen Selector: (Mainscr1.zip or RandomMainScreenSelector1.zip 32kb)
by Erik aka Earok.
....everytime you run the batch file it should randomly choose one of the mainscreens and copy it to the EAW directory....




Related Download Links:

Skin Installer: (EAWSkinInstallerv111.zip 173kb)
by Fructuoso "BraveBull" Camargo


Skin Manager: (EawSkinner.exe  ??kb)
by ?.


Skin Manager v1.6Final: (SkinManagerv1.06.zip 3.17MB)
by king_alkinoos.
A program that helps you select the skin type of all the planes and terrain in the game just before you launch it. You can set random skins and terrains or preset your preferable ones and save them. You can also run Eca or Ecapanel before launching Eaw. Version 1.4 lets you select between various add on for the game. You can choose between: EAW original, ECA (Enemy Coast Ahead)  Fly Me410, Mosquito, B26, Ju87 Stuka and other, ECApanel 3.1(fly Russian, Italian, Japanese, USN aircrafts), MSA, RIP, 1942 Turning Point (This is a campaign for 1942. It replaces the 1943 campaign.) NEW! Version 1.6 has a game resolution menu. Old versions: v1.4 ESM.zip 2.80MB and the 1.6 update EawSkinManager.zip 167kb , SkinMangerHelp.zip 168kb


Find-A-Skin: (FaS31.zip 59.2kb  or  FindaSkin31.zip 70.1kb)
by Spit9
This is a utility to help you manage and view large numbers of skins. It works in conjunction with MattM's STAB to allow you to quickly find and easily view skins for a particular plane. Check it out if you are using STAB and having trouble keeping track of all the skins you have downloaded! It was NOT intended, in any way, to take the place of the great addon that is Stab, but just to complement it in some aspects. In a few words, Find-a-Skin is a viewer that allows to quickly find a particular skin among the Stab database. In fact, Find-a-Skin uses Flugzeugwerke, the folder that contains all skins registered in Stab. So, you *need* to have Stab installed in order to use Find-a-Skin.
The reason for its development was the fact that when that database grows up to 300 or more different skins, it becomes hard to remember if you have or not a particular skin, or what skins are based on a particular plane or even just find it among all those others. Stab can shows the skins you have, but does it showing the available skins one at a time for each base plane and for a specific terrain/season), while Find-a-Skin shows you all at once, side by side, regardless of season or terrain, to a maximum of 200 skins (10 pages of 20 each) for each base plane. Old versions: FindaSkinBeta.zip ??kb ,


Skin Randomizer: (Skin_Randomizer_V1_1.zip 132kb)
by Dominique DOM Legrand.
One of my complains about the stock game is the lack of any skin randomness - now fixed with this utility!
This utility manages up to 15 skins per aircraft slot (30 slots). You can decide
for different slot status :
1) Disabled : Even if skins are present, they will not be loaded.
2) Default : You can decide for a default skin. That only skin will be loaded,
even if several skins are available for the a/c slot. You will use that
option to select the skin of a given aircraft you will fly during campaigns
and single missions.
3) Randomized. The program will randomly choose and load a skin among others
present in the slot.
...One thing I missed to mention in the readme :
The utility is designed for working with 15 skin subfolders per a/c slot (even for the V1 slot !). Please, DO NOT DELETE any of these subfolders, even if they are not used. If you do that, I am afraid the program will crash during the skin subfolders check-up. As well, don't add new subfolders. In that case, the program will not crash but the new subfolders will not be taken into account. I guess that 15 skin subfolders are enough for most cases...

Some explanations (how it does work !) for those who have troubles about the DOS path set-up ***********************
The program must know where it has to create the skin subfolder tree and where it has to load/unload the skins. This is why you have to indicate the full path.
Nevertheless, since it is a DOS program, the windows path must be translated into a DOS path.
The name of a folder in DOS cannot have more than 8 letters. Hence, when the name of a Windows folder is more than 8 letters, the DOS name uses the 6 first letters more '~' and a number. If the 6 first letters are unique for the Windows folder, the DOS folder name will end with '~1'. For example, 'Program Files' will be usually DOS-translated as 'Progra~1'.
If you have several folder names beginning with the same 6 first letters, the DOS names will have different numbers.
For example, if you have two folders named 'C:\Program Files\' and 'C:\Programming\', the first one will be DOS-translated as 'C:\Progra~1' and the second one will be 'C:\Progra~2'.

About the utility path set-up process :

First, the program asks you for the full Windows path.
Assuming that your Windows path is : C:\Program Files\Microprose Software\European Air War\, every folder name that has more than 8 letters and will truncated.
The program will truncate 'Program Files' as 'Progra~1' and it will display the folders/files contents of 'Progra~1'.
Look in the list if you see the name of the following folder 'Microprose Software' which will also be truncated as 'Microp~1' or 'Microp~2', ...
If yes, type 'Y'.
If no, type 'N' and the program will display the contents of 'Progra~2'
If you don't see 'Microp~1', 'Microp~2, ... in the 'Progra~2' directory, type 'N' and the program will display the contents of 'Progra~3', and so on till 'Progra~9' ... At that step ('Progra~9), the program will say you that you got a problem in typing the Windows path.

If you type 'Y', the program will display the contents of 'Microp~1'. Look in the list if you see the name of the following folder 'European Air War' which will also be truncated as 'Europe~1' or 'Europe~2', ... If yes, type 'Y'. If no, type 'N' and the contents of folder 'Microp~2' will be displayed and so on till you find 'Europe~1' or 'Europe~2', ... in the list.

If you type 'Y', the program will display the contents of 'Europe~1'. Look in the list if you see a file named 'ZZZ.ZZZ'. The program automatically create that file as a marker in the folder where it was installed. I chose 'ZZZ.ZZZ' because the contents of the main EAW folder is often big and ZZZ.ZZZ is the last one displayed (easier to see). If you don't see ZZZ.ZZZ, type 'N' and the contents of 'Europe~2' will be displayed. If you see it, type 'Y' and you're done ! Then type 'Y' to update the path : the hard work is over and the DOS path is definitively stored in Randpath.fil.

According to your answers and in this example, the DOS path could be either :
C:\Progra~1\Microp~1\Europe~1\ or
C:\Progra~2\Microp~1\Europe~1\ or
C:\Progra~3\Microp~1\Europe~1\ or
C:\Progra~1\Microp~2\Europe~1\ or
C:\Progra~1\Microp~3\Europe~2\ or
C:\Progra~1\Microp~3\Europe~3\ or
... any other combination ...

I hope this is clear.

One question--Do all of the folders have to be filled?
No, just fill the subfolders with the skins you have. If, for a given campaign/theater, an aircraft is never used (V1 is the more typical case), let the 15 subfolders empty. If an aircraft is used in the campaign, I advice you to drop at least one skin (in subfolder 1) in the a/c slot and to enable this skin (status = 1). If that particular a/c slot is empty, the default (original) EAW skin will be used (too bad ...). With more than one skin for an a/c slot, you can decide for randomization.

By the way this utility may be useful for your incoming campaigns. If several skins are possible for a given aircraft, you could include all of them in your skin package together with a pre-configured RandomPL.fil (the file which contains infos on the contents/status of the utility skin subfolders.

--If you have several different skins mainly 109g, 109k, 190a, 190d, he111, and ju88s that use the v1 slot, if you put them into the randomizer...
You can only use one a/c at a time for a given slot. As a matter of fact, if all of the skins you mention use a common slot (V1), the files will overwrite each other. As well, do not forget that the skin randomizer is a SKIN randomizer, not an A/C randomizer. In other words, it does not change the a/c FM/load/item which has to be either the default one, or the one set by ECA panel, or the one set/modified by the snapshot utility.




Related Download Links:

SkyManager 2001: (SM2001.zip 354kb)
by José Luiz Salvadoretti' aka Spit9
Sky and Cloud Manager. Sky Manager is a weather utility by Spit9 that manages sky and cloud files. It comes bundled with several different weather schemes by various artists and allows you to choose between them.  Also allows you to choose random weather or the game's default. You can also easily add other sky and cloud files as well. old version: SM13FULL.zip 0.8MB





This section of the page provides information regarding manuals on how things are done.



Related Download Links:


Related Download Links:



Related Download Links:

Flight School: (eng_fs.exe 3.8M  or  MPFlightSchool-DSG.zip 3.63M)
by MicroProse.
This is for those that do not have the EAW flight school program that came with some EAW CD's. This Flight School includes strategy, profiles of planes, etc.


Shoot To Kill EAW Guide: (ShootToKill106.zip 239kb)
Developed by Mark Kratzer aka MarkShot.
STK/EAW. Just how do you succeed in aerial combat? If you've ever wanted more than a trial-and-error approach, this is for you! This is an excellent primer on Air-to-Air combat, EAW style. It is intended for online fighting, but the tactics and recommendations that he lists will help you to carve up the AI when flying offline as well! For full realism settings. old version: stkeaw.zip ??


Points List: (???? ??kb)
by HarryM.
To get medals as an Allied pilot, you need points! So just how much is something worth when you destroy it? Well, he has made a list of what targets have what value.



Related Download Links:



Related Download Links:



Related Download Links:

Downloadable Keycard: (Eaw-kbrd.jpg 2.3MB)
by 56th FG_Pharaoh.
has kindly scanned and posted his own keycard for convenient download. With EAW now being bundled with some joysticks or sometimes hitting the bargain bin, some EAW CD's no longer come with a keycard. Not to worry, though! He points out that you might have to print it in two halves and tape them together, but it should work.

The fine print on the keys, To preserve this, I had to scan at a relatively high resolution and keep it at the full size. The print would be about 6 inches by 18 inches. Being in JPG format, you can use any graphics editor of choice to cut, paste, reduce, whatever, to be able to print off a usable copy. You will most likely have to print in two halves and tape them together. I did this for a local friend and it worked out just fine.


Default Key Command Card: (MPSDefaultKeyCommandsCard.7z 99.7M)
by MicroProse.


Quick Key Card: (MPSQuickKEYCard.7z 79.7M)
by MicroProse.


Quick Reference Card PDF: (MPSQuickReferenceCardPDF.7z 393KB)
by MicroProse.


Default v1.2 Key List: (eaw-default-key-list.7z 2.99KB)
by MarkEAW.



Related Download Links:

OAW Magic Number Tutorial: (OAWmagicnumber.pdf 2.14MB)
by RAF_Roy.
How To Make a Magic Number in OAW...


Skins Management Tutorial for EAW Stab: (Tutorial.zip 1.34MB  or  StabsSkinManageTutorial.zip 2.38MB)
by Matt Thompson-Moltzen.




Related Download Links:

MPS EAW Team Readme's and FAQ: (MPSEAWTeam-readmes_faq.7z 39.2kb)
by MicroProse.
All the official patch readme text files from the Demo,v1.0,v1.1,v1.2, includes the MPS March 26, 1999 Technical FAQ "eawfaq.txt" also.



Related Download Links:

Airbase Location Maps v3.1: (eawmaps.zip 853kb  or  eawmaps31.zip ??kb)
Compiled by JWC.
EAW Maps in .BMP format you can print. Cities and airbases have been labeled, making the buggy original in-game map obsolete...Have you ever looked at the EAW map while flying in the sim and wondered just what that little square really is? Or flown over a town or airbase and not known what its name is? Well, now you can get maps that show all the locations and the names of EVERY target or airbase in EAW! They're designed to be printed on regular 8.5 by 11 inch paper. (note: not yet available for "drop-in" use in the EAW directory)

They are color maps taken from Single Mission screenshots with the names of the targets/airfields superimposed on them. They should still be printable, though. I printed mine on an Epson Color Stylus 640 at 720 dpi. The names are readable, if a little small.

There are currently three maps:

1) Germany
2) France, Belgium, and the Netherlands (map includes 2X closeup of the Pas-de-Calais area)
3) England in 1940 at 2X

"England in 1940" doesn't have as many airfields as it does in later years. As far as I can tell so far, the number of airfields in France, Germany, Belgium, and the Netherlands does not change as time goes on (except I'm not sure if all of them are available as Allied bases after being liberated [in the Occupied Countries] or captured [in Germany]).

The map of England is a little different from the in-game map: my map now reflects what you see when you look out of the cockpit, especially near the coast. The on-screen map in EAW does not necessarily do so! (example: Gravesend and Rochester are on the south bank of the Thames on my map and when you look out of the in-game cockpit; they are on the north side on the in-game map) One touch that I am proud of is a rough outline of the urban area that comprises "EAW London": it takes up quite a bit of countryside!

My next "cartographic project" is to finish England in '43-45. This should be identical to 1940 but with more airfields.

There are a total of 162 usable airfields in EAW. 50 of them are in England. Of course, some of that depends on the time period; there are not as many in England in the Battle of Britain, for instance, as there are later on. But there should be the maximum number available for a P-47 campaign.



EAW World Browser: (EWbrowser.zip 1.5MB)
by ?RAF_Roy?.
Graphically HTML Browse the EAW World Map. unzips to a folder, then doubleclick EA1.html


????????: (EAWMap102.zip 1.9MB)
by ?.




Related Download Links:

EAW Editing Notes: (eawnotes.zip 127kb)
by Charles Gunst.
These notes(Sept 15 2003) are the result of a lot of detective work, trial and error, and guesswork, by me and a great number of other EAW fans. They have been collated by me since 1999, originally for my own use. They are a synthesis of everyone’s knowledge of EAW that has been shared to date, and are intended as a freely available reference work for anyone interested in editing EAW.

4-05-2000: I have had a lot of requests for information on editing EAW, by people who want to give editing a try. My view has always been that the more people who give it a go the better, as it can only improve our knowledge, and so I have always tried to help as much as I can. Over a period of time I have compiled a set of notes from my own investigations, and from other people's discoveries, which contain all that I know about the structure of EAW, and how to edit it. I use these as a working reference when editing. I have decided that it would be much easier to have these notes readily available to everyone.




Related Download Links:





This section of the page is to provide modding instructions for a particular area of the game.



Related Download Links:

3DZ Editing Notes: (3dzedn.zip 74kb)
by Paulo Morais
In an unbelievable speed Paulo Morais has discovered a wide range of information about the internal data structure of EAW's 3DZ files - these determine the aircraft's 3D shape. Advanced programmers / hex-editor pros should read this now... Also included in this package are some DOS utilities for 3DZ editing purpose; 3DZ Texture Parts Mapper and TXT/DXF Dumper.


3DZ File Analysis: (3dzfiles.zip 6.26kb)
by Alatriste.
This document covers every 3DZ file used by Microprose in EAW with detailed descriptions and possible uses, each one ordered by plane type and name. In my opinion a must read document, along with Paulo's notes, to understand how EAW manages 3D models and a little guide for 3DZ beginners.




Related Download Links:



Related Download Links:



Related Download Links:

Mission Create Tutorial: (mcreate.zip 712kb  or  MissionCreate-mcreate.zip 712kb)
by RAF_Roy.
Tutorial to create OAW / EAW Missions. An edited version from the one listed below, which includes XVI32 hex editor notes.


Creating OAW Type Missions: (CreatingOAWtypeMissions.zip 652kb)
by RAF_Roy.


Campaign CAMPxx4x Editing: (CampaignCAMPxx4xEditing.zip 76kb)
by Emil and Andy.




Related Download Links:



Related Download Links:



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Related Download Links:

????: (FSMlogowsp.zip ??)
by ??.
Description on how to modify fsmlogo.wsp (The same procedure applies to other .wsp files as well) The fsmlogo.wsp holds 3 sprites. These are the "logo" of the airforce in the mission parameters screen. They can be extracted to raw format using the dump_wsp utility.

????: (Hangarlisted.zip ??)
by ??.
Table of hangar screens slots and sprites




Related Download Links:

????: (FM+Dmtools+data.zip ??)
by ??.
This is a description of all data's i know. Some descriptions are not complete, cause it would need a book to write the exact meaning down, cause many data's influence each other!!!

Aircraft Editing Notes: (AENotesEnglish.zip 7.34kb)
by Knegel
Contains the Aircraft Edit Notes for building EAW flight models...



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Ground Object List: (tmodsList.7z 1.42kb)
by Harry McWilliams aka HarryM.
TMod files (3D Ground Object Files) List...


Target Point List: (ptchart.jpg ??kb)
by Harry McWilliams aka HarryM.
An image showing the points for scoring targets in stock EAW??...




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WELCOME to the world of EAW add-ons!!
Say goodbye to any kind of life you may have had, EAW and the Add-ons are here to keep you busy!

Now that you have reviewed the add-ons in this guide listed above and I take it since you have been playing the classic stock version of EAW for awhile now, your eager to learn how to improve the game beyond out of the box.


How Add-ons Work In EAW:
Since you are just getting started, here is a very brief explanation of the way that add-ons work in EAW. There is a fixed order of installation required to get the add-ons, tools and managers to run properly and you have to expect not all will work together. I can't write up full detailed instructions here as there are just too many different add-ons for EAW to use and test out all possible combinations. Search through this guide for further info. You will find that add-ons like the aircraft skins, terrains and sound packs don't normally require a certain order of installation. Those can be installed and uninstalled at any time. Normally, the files you download will come with a readme file telling you how to install the add-on, with or without certain manager programs.

All of EAW default game data files (and I mean ALL of the files) are contained in what are called Compressed Data Files, or .CDF's. When EAW (actually the "eaw.exe" file) needs to access ANY game data file (sounds, skins, etc.), it first looks in the EAW root directory (the folder that you installed EAW into, and where the eaw.exe file resides) for that specific file with a specific filename. If EAW finds a file with that specific name in the EAW directory, then EAW will use that file rather than the one contained in the .CDF archive. If EAW happens to need a file that it is NOT in the EAW directory, Well, then EAW will access the appropriate .CDF and extract/access the default file from there. The add-on files for terrain, skins, sounds, etc. all have these special filenames that EAW will search for. So if you have the add-on files in your EAW folder, EAW will use them. If there are no add-on files, EAW will use the default information contained in the .CDF's.

An example; Let's look at the .50 cal. machine gun sound. When EAW needs to play a .50 cal. sound, it will search the EAW folder for a file called SND0026.SND. If EAW finds this file, it will use that file for the sound. If EAW cannot find this file, it will access the SOUND.CDF and will thus use the default stock file.

An example: When EAW needs to draw a terrain picture, it will search your EAW folder for specific filenames. If it finds these names, it will use the information they contain to draw the terrain pic. If EAW cannot locate these files, it will access the "TERRAIN.CDF" and extract the necessary information from within.

An example: If eaw.exe needs flight information for the Me109E, it searches the EAW directory (the folder where eaw.exe is located) for a file called "109e.flt". If eaw.exe finds this file, it will use the information within. If eaw.exe cannot locate this file inside the EAW directory, then it will go into the flt.cdf to find the flight info for 109E.

So the add-on files you use, no matter how many of them, will never actually replace the default files so it is easy to restore things back the default stock setup. To return to the default stock configuration of EAW, you only have to remove the add-ons files from the EAW directory and there you are! You can delete them, or you can move them to another folder; it doesn't matter. EAW will only use an add-on file if it is one place: the EAW directory. Any other folder, including any subfolder inside the EAW directory, will NOT be searched by EAW.

You can not organize the files in your eaw folder into separate folders, the game will not recognize them. Any add-on file MUST be located directly in the EAW folder in order for EAW to recognize it! Remember, EAW will search the EAW folder for specific file names. It was not designed to search subfolders! If you put the add-on files in such a folder, the effect will be the same as not having any add-on files at all, since EAW will not find the appropriate filename when it searches the EAW folder. The only exceptions to this will be when using some of the manager programs that move files in and out of subfolders. With programs such as these, however, you should just follow the instructions that come with them. For all other add-ons, you must not put them into a subfolder.

A good practice is to never unzip anything directly into the EAW directory at first. You may prefer to see exactly what you are placing in it first. For an example; Some zip files contain things that you really don't need in the EAW directory, like screenshots, PCX files, readme files, etc. (your EAW directory will get cluttered up enough as it is!). Unless you have specific knowledge about what to leave out when you are first beginning in EAW, it is probably wise to go ahead and read all the install instructions that come with the add-on, they normally tell you what really needs to be put in the EAW directory for the game and add-on to work properly together. You will after time learn what files should be added and which ones are unnecessary.



Building An Enhanced EAW:
The following instructions will briefly help you build an enhanced and improved EAW game that is mainly based on the original European Theater of Operations (ETO). After building your new EAW game it will be a huge improvement from what you get out of the box, but it will still retain the flavor and charm of the original EAW developed by MicroProse. This will be a good starting point to learn about add-ons and mods to eventually move onto other areas of the downloads available to introduce you to the wide range of new theaters and campaigns that have been made not originally available in EAW.


Prepping For The Add-ons and Mods:
You should set up a folder for all your EAW downloads, and start filling it up with subfolders - terrain, patches, campaigns, skins, skies, extra graphics etc. and drop all your downloads in there so that you can find them easily. (Also you can't beat a CD/DVD burner for keeping all this wonderful stuff saved on a ROM-DISC's once you obtained them).

Backup A Copy of EAW:
Always keep a backup of a fresh install of a patched EAW game to 1.2, that way whenever you need to do another install, you can just copy and paste that folder into a new EAW folder and rename it. A fresh install is really a pretty painless thing. When I say "fresh install", what I really mean is "another fresh install".

Multiple Copies of EAW:
From a modding stand point, one of the beauties of EAW is that it doesn't change the registry files (itself) when it is added (copy and pasted from the CD) so you can add the game as many times as you like. Most people have multiple EAW folders set-up for different campaigns, add-on combinations or game versions. Providing you have enough room on your HDD it shouldn't be a problem. It saves mucking around with new installs from the CD, and is quicker and easier to manage. You would then create a shortcut to the eaw.exe file for each folder copy of EAW, and then put it on your desktop. This will allow you to go straight into whatever different install you like. For an example; The main one can use the Manager program Stab, others can be dedicated theatres (DAW, Ardennes, BOB etc). See the end of my Manually Install Help Document for further technical details on having Multiple 'Installs' of EAW.


Briefly Recommended Add-ons:
As for what to start with, here are some brief recommendations. When beefing up the game for the first time, think in a moderate sense. You don't want to spoil the stock game, but you want to improve it eventually in all areas possible. For everything mentioned below, See the individual descriptions about them in this Help Document elsewhere. Note: These add-ons can be substituted for whatever you like, if you know of better choices.

1) Get the 1.2 patch and install it. Some people prefer 1.1, and there is also 1.2a(an unofficial patch), and "Large HUD Font" versions of both 1.2a and "regular" 1.2, but EAW v1.2 is the standard version, used by most players. Of course, you can use more than one installation, but again, 1.2 is the "starting point". (AI is a bit dumb in comparison to v1.1 but it allows the best on-line play.)

2) Download the "MeatWater Soundpack" and install it. This is much better than the in-game sounds, and replaces almost all of them. Also don't forget to check out Serb's new SoundPack as well. (You can even pick and choose different single sounds later on.)

3) (Optional) Install Alan White's "EAW Control 2000". This handy program gives you a windows interface to make the most common edits to your eaw.ini file. (something you will do often) This has numerous advantages over just opening it and making the changes manually, it's quicker.

4) Next, you defiantly want to get some new Graphics, I recommend you get new plane skins first. (In the stock version the planes look nice, but once you start flying with custom skins you realize the stock skins are really bland.) Use the stock skins for now if you don't want to get any new ones. (EAW Stab can also manage skins for you if you want to try different one out for the same plane, read about this later).

Other graphic additions include new Terrain, Sky/Clouds, Cockpits, Gunsights, Ground Objects such as buildings, ground vehicles, etc., etc.; all things that improve the aesthetic appeal of EAW! It's hard to say which specific ones to recommend because there are so many great ones out there, so it is really a matter of personal choice. (We can add these later).

5) The next important thing to get is undoubtedly Charles Gunst's "ECA" ("Enemy Coast Ahead") and the "ECA Control Panel ". ECA is required to use the Panel. This allows you to fly some extra planes (like the Mosquito which appears but is not flyable in the original version) and tweaks the flight models a bit. The Panel gives you the flight models for a multitude of aircraft from many theatres of operation and nations not in the original game. (Use the stock planes now to get use to how they behave if you want. Then come back and add in the two ECA mods.)

6) After you have all that, it's time to think of an Add-On Manager. These are program managers to help with all of these add-ons to be managed with your EAW game. Stab is one of the really popular ones. This will let you switch between custom terrain sets with specific aircraft skins and models. Very cool. The three most common are EAW Stab, Skins-n-More, and Theme Manager, (also see the OAW manager; Once you are comfortable with this idea of adding things in, the OAW game manager is worth experimenting with). Each one has many strengths and they do have a few unique weakness. Over all they allow you to install new plane skins, terrain sets and all the other add-ons to replace the originals with ease. How about skipping this too and worry about getting the manager programs later. You'll have to start over but it's better to move new skins and stuff in and out of the EAW folder manually first.

7) If you plan to fly online, another thing that's useful is an 'Enabler/Disabler' program. One of them is the ECA Enabler by Scorpion. This is a flight model switcher - essential if you need to switch between FMs a lot. This allows you have up to five different flight models sets available in only one installation of EAW, and to switch back and forth between those versions with just a couple of mouse clicks! There is also the EAW Configuration Manager (EAWCM) This neat little utility allows you to also switch from "stock" version 1.2 flight models to ECA Panel and back. If you get ECA/ECA CP, then you'll really need something like this, so you can fly with a clean EAW folder or with the ECA FM's. (remember all players need to use the same FM's when online).

  • And check out MarkShot's (Mark Kratzer) Shoot To Kill (STK), an excellent training document guide on the tactics for Air Combat flying in EAW. Read it as soon as you are comfortable with flying the planes (fly with full realism settings to avoid picking up bad habits).

That should start you off quite nicely.

Where do you go after these? Well, there are all kinds of other add-ons to explore. But just the ones listed above should keep you going for a long while!

Now then... as you now know by now, there are a TON of must have's for EAW. You will be choosing from many great add-ons to make the whole game experience a lot more enjoyable and or immersive. Keep reading to download more files to add into your game.

Below are some quick sample steps to get you use to adding in add-ons. First manually then an example for using a Manager program.

Beefing Up Stock ETO:
Make a new installation of EAW and try these mods out to beef up the stock ETO. This is done manually; Overwrite any previous files as you go. I used these files for a quick and fun game. (Personal setup for EAW (12-17-2002)) Substitute like types of add-ons for the ones you want instead:

  • Install game from the game CD. (by MPS)
  • patch to the official v1.2 (by MPS)
  • add the hex edited v1.2a exe (by DaveS)
  • use effects.zip (by Max188; file to enhance game effects)
  • use flames.zip (by Max188; adds flames to burning engines and ground fires.)
  • use combomod.zip (by Max188; Increases planes drawn distance and Fuel consumption)
  • use people.zip (by Max188; file to enhance soldiers and civilians)
  • use p47c_nobar.zip (by Paulo Morais; increases view-able area, removes center bar completely in cockpit)
  • use Instruments20.zip (by Angeleyes; sharpened gauges so you can read them)
  • use sum_field.zip (by Max188; high res original airfields)
  • use sum_hr.zip (by Max188; high res original summer terrain)
  • use sounds.zip (by Cord; mixed sounds, engine, guns, rockets etc)
  • use wwiifsnd.zip (by Cord; Jane's WWII Fighters sounds)
  • use sounds_luke.zip (by Luke; new engine and gun sounds)
  • use GRN File Upgrades.zip (by Harry McWilliams; original buildings enhanced)
  • use skyclouds.zip (by Max188; new sky, horizon clouds, overcast clouds, and heavy clouds, and new sun)


Beefing Up With A Manager Program:
Get a new Clean v1.2 EAW game folder from your Backup and try it again, but this time it will be a more difficult custom install of EAW. The order that you will install these add-ons and modifications are somewhat important. Below is a listing of my installation order.

  • Install the Meatwater Soundpack and the upgraded so you have the last version(2.5)
  • Add or replace any other sound files you wish to use such as speech packs, engine sounds, radio music, flak etc.. etc..
  • Install the EAW Control 2000 program so you can modify your eaw.ini. Read the readme file for installation.
  • Install the EAW Stab Manager v1.2. Follow the readme and create all your subfolders you'll need. Add any terrains you wish to use.
  • Install a Skins Manager Program such as Relents Skin's N More and follow the readme file directions. Add any skins you wish to use.
  • Add any new gun sight you wish to use.

At this point you will have a fully functional and slightly modded EAW version 1.2. You still will be able to fly against anyone with EAW version 1.2 since you have not installed any changes the Flight Model Data of the aircraft. It would seem unfair to all players to play when your moded differently than each other. But until ALL Game data is cheat checked, that's the way it is. Now lets add FMs (Flight Models).

  • Install any other Manager program that handles custom Flight Model switching. Follow the instructions for installing these carefully and completely. In most cases you will first have to go into your main EAW directory and create a number of new sub folders for these new Flight Models. They will have to be named specifically.
  • Install and UNZIP all the Flight Models you wish to use, make sure that you unzip each set into it appropriate sub folder within your main EAW folder.
  • Create shortcuts to all your needed accessories for EAW such as EAW Control 2000, EAW Stab, Skins N More, and your Flight Manager program and place them onto your desktop for easy reference.

At this point you will have a fully functional EAW version 1.2 with a number of modified game subfolders. You should also be able to now switch between each installation by using your enable/disable Manager program. (When you created your subfolders for all of these sets, you should have also created a subfolder to bring you back to your original stock version of the game.)

See my Joystick and Remappable Help Document for details on how to adjust the in game FM sensitivity for your control and custom FMs.