Written and Edited by: MarkEAW Related Download Links:
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CONTENTS
INTRODUCTION
GRAPHICS |
EAW |
DIFFICULTY |
DISPLAY |
SOUND |
CONTROLS |
CAMPAIGN |
MEDIA |
NETOPTION
MISCELLANEOUS |
REMAPPABLE KEYS
MORE NOTES
HotSpot Labels | Quitting The Game (Exit to Windows)
FPS (Frames-Per-Second) Display | Two Functions Assigned To One Button
| Win2k/WinXP Target Assignment Bug
Repeating and Unwanted Lines
-+-
CODEGROUP VERSION CONTENTS
CODEGROUP INTRODUCTION
GRAPHICS |
EAW |
DIFFICULTY |
DISPLAY |
SOUND |
CONTROLS |
CAMPAIGN |
MEDIA |
NETOPTION
MISCELLANEOUS |
REMAPPABLE KEYS
MORE NOTES
FPS (Frames-Per-Second) Display | Two Functions Assigned To One
Button
The eaw.ini file tells the EAW game what parameters to use to set up
and interact with the games varous settings. You will find that the
file is very extensive and has many items that can be adjusted.
Including parameters that are in relation to how various hardware
components of your computer are used with the game, such as a
keyboard and joystick layout. Most of these settings or parameters are
easier to change from with-in the
games own Configuration Menus. But not all settings are
changed with the Menus, sometimes before loading the game you need to manually add or change
values from inside the eaw.ini file itself.
When you run the game (eaw.exe) for the first time (just into the
Menu Screens), it will create
a default 'eaw.ini 'file in the main game folder and opens like a text file.
It may be edited with notepad and then
saved with your personal preferences changed. You could put a shortcut to this file on your desktop since you'll
need to edit it again later and probably often. You can access the
EAW.ini file very easily from then on.
(You may need to
turn on by un-checking in Windows Folder Options Settings (on WinXP or later) the
'Hide extensions for Known File Types' to see the full filename,
this includes the three letters
after the period. This will allow you to see the .ini part of the file name).
When
installing over a EAW version, it's best to generate a new .ini
file by deleting/removing any previous eaw.ini file and running the
new current eaw.exe
once. This will generate a new file with defaulted settings.
Just remember once you
have configured your controls, make a backup of your new eaw.ini
file somewhere for safe keeping. Otherwise when a mistake happens
with the game or the file (It will happen!) you can easily loose all
your settings. The EAW.EXE redetects your hardware each time it
loads, so if your Joystick is not plugged in next time you load the
game, EAW will blank out your previously set controller functions.
See my Joystick and Controls Help Documents for more information about
controls and key assignments.
The changes that the FXEXE EAW version introduce to the eaw.ini are
noted in my FXEXE
Patches Help Document.
The changes that the Code Group EAW versions introduce to the
eaw.ini are noted at the end of this Help Document in its own
sections.
- Width=640 -
- Height=480 -
In the EAWv1.1 patch, higher resolution options where added due to popular
demand. To change your resolution, you must do it from the eaw.in file since there is no
menu resolution setting
within the game itself.
See my Video Help
Document for more information on the possible resolutions, drawbacks and the
advantages of changing the resolution! It is very important for
you to read that help document as it will go into resolution
setting information much deeper.
- Color depth is always
really 8bit/256 colors:
The following is a statement from Tsuyoshi Kawahito (one of the MPS EAW Team
main programmers).:
(EAW's 3D engine (in-flight screen) combines 8-bit textures and 8-bit 3D models, with
16 bits 3D rendering.) (EAW does run in 16-bit color. It uses
8-bit textures, but each texture can have its own palette. If
the game ran strictly in 8-bit only, then all textures and all effects in
the game would have to use the exactly same 8-bit palette. And
there's just not enough colors in 256-color palette to do all
the shadows, haze, sunset/sunrise, and other nifty effects you
see in EAW (without seeing horrible banding, that is...)
- TestDrawPrimitive=0 - ?Forces to re-detect video card,
It's unclear what this does??
The D3D "Workaround"
There is a method where we're able to
'trick' some cards into supporting (or at least trying to
support) DirectDrawPrimitive, which will enable the D3D graphics
mode for cards that don't usually support this feature. Please
keep in mind that (a) this won't work for all cards, (b) this is
a mostly un-tested feature and may cause unforeseen errors, and
(c) even if it does enable D3D, the game may still behave
unfavorably when run in this mode, with noted/predicted bugs
including misplaced textures and low frame rates.
So if you've read all of the above and are still willing to
give it a try (you can always change it back), follow these
steps;
1. In your European Air War folder, open the file called
"eaw.ini".
2. Scroll down until you find the line that reads "TestDrawPrimitive=0",
under "[Graphics]".
3. Change the "0" to "1", and save the file.
4. Run the game and give it a shot, going to the
Graphics menu and selecting "D3D" if it's available.
[Keep in mind, to go back to the original setting, simply
repeat the previous, changing the "1" to "0".]
- DisplayDevice=1 - 3D Renderer; This is which video
card/graphics mode EAW has established as your D3D or 3DFX
device.
You will want to set this to either
0 or 1 for the most part on modern computers.
Glide tends to be faster but does not support custom colors.
Read Note Color Palette below.
The flight screen is displayed with the mode you have set the value
too from the list below. The games Menu Screens are displayed in
DirectDraw, regardless. There is also some evidence DD is used
during the flight screen the display the HUD when using D3D
mode.
-2 for OLD SOFTWAREMODE (CPU Powered, no D3D)
-1 for D3D SOFTWAREMODE (CPU Powered)
0 for 3Dfx GLIDE API
(Video Card Powered)
1 for PRIMARY D3D CARD
(Video Card Powered) (RIVA, TNT, etc.)
2 for SECONDARY D3D CARD (Video Card Powered) (for add-on card)
(Voodoo, Voodoo II etc)
Note Different Cards:
Apparently back in the late 1990's computers could have
different brand video cards installed, with a Voodoo card
plugged into your main video card, usually a D3D/OpenGL and a
Glide Voodoo Card connected. The Voodoo connects with the main via a cable which comes
with the Voodoo and then the monitor cable plugs into the Voodoo
card, ie; Viper 770 (a Nvidia Riva TNT2) AGP or PCI as primary and Voodoo 2
3Dfx connected...This way your computer system could use D3D, OpenGL
and Glide Modes. EAW only supports Glide and D3D.
Note Device 1 or 2:
I'm not too familiar with the differences of values 1 and 2. For
some reason on my modern system (year 2015) with one video card
in a slot (and the onboard
video is disabled in the bios and / or by the new video cards
driver) the game will on occasion change this value from 1 to
the value of 2 on it's own. This does not seem to cause any
issues, D3D is still used properly as far as I can tell.
Note Color Palette:
The range of colors used to make the EAW aircraft skins
are in a defined set called an Indexed Palette. EAW can be
played under two different API's, one is D3D from Microsoft, and
the other is Glide from 3DFX. Under D3D, you can add colors to
the stock color palette, and D3D will display them properly.
Under GLIDE 2.43 if you add colors to the stock 8bit palette,
they will not display correctly. You will end up with very oddly
colored aircraft.
- PlaneDetail=2 - Low0, Medium1 and High2 - Plane
Detail; Determines
at what distance the low-detail model of a plane switches to the
high-detail model. For instance, with Plane Detail set to
Low, the plane will not appear in high-detail until it is very
close to the viewer. However, if Plane Detail is set to
High, the plane will appear in high-detail even when far away
from the viewer. The higher any of these DETAIL settings are the
more demanding it will be for the computer. Its not a problem
for high end machines , but back in the late 1990's this setting
was helpful.
Distance (View Distance set in PLANES.DAT):
Low0 Setting - Full High-Detail 3DZ Model viewed very close.
Medium1 Setting - Full High-Detail 3DZ Model viewed Middle
distance.
High2 Setting - Full High-Detail 3DZ Model viewed far away.
Distances Textures Are Shown:
Close - The High Res (256x256) .TEX Skin is shown.
Middle - The Smaller Low Res (128x128) .TES Skin is shown.
Long - Only a representation of the planes 3DZ Wireframe is
shown. Tan (Color index defined inside the 3DZ file).
Extreme - A Black Dot.
Viewing Small Texture:
Setting the Plain Detail to Low will allow you to view the
smaller (128x128 .TES) Skin of your plane with the Aircraft
Viewer in the plane data section.
- TerrainDetail=1 - Low0, Medium1 and High2 - Terrain
Detail; Works
the same way that Plane Detail does, but with the
landscape. There isn't much difference between Low and Medium
setting, but High looks much better! At Medium, there's no
noticeable difference in quality and eliminates some of the
distant shimmering. EX: No shimmering with dawn and dusk
missions and only a very slight shimmer on day missions. With
terrain detail on High, the day time shimmering is very evident.
Ground Tilesets Loaded:
Setting Low0 - Loads one standard tileset. (uses eaw predefined
color palette)
Setting Medium1 - Loads standard and low res tilesets.
Setting High2 - Loads low res tileset for distant and high res
tilesets for near.
Ground Tile Resolution:
There are technically 68 unique tiles in the game but they come
in two sizes (256 and 128) for a total of 136.
Standard 256x256 (uses eaw predefined palette)
Low Res 128x128 (uses custom own palette)
High Res 256x256 (uses custom own palette)
With TerrainDetail low:
Trees, houses, and other objects disappear completely (hit
bubble too), so you can't crash into them. Multiplayer cheating;
If you're dog fighting down low over land, you can fly around
extremely low and your opponent can't follow you because if his
TerrainDetail is set where his trees are visible, they are in
his way!
- CloudDetail=2 - Low0, Medium1 and High2 - Cloud
Detail; Will
set the number of cloud layers possible during the game.
- EffectsDetail=2 - Low0, Medium1 and High2 - Special
Effects; Determines
the level of special effects seen in-game. (I assume the
particles; like breaking wings and parts flying off planes??)
- HorizonDistance=2 - Veryclose0, Close1 and Far2
- Horizon Distance; Adjusts your distant visibility. Allows you to
set the visibility level, moving the "horizon fog" either in or
out. The higher the visibility, the
farther you (and other pilots) can see. (This also covers or
disguises the ugly square world edge and sometimes layers over
the shimmering terrain). Depends not only on your setting of how
much fog shows up, but time of day and weather I believe...
Note AI Sight:
I don't think this effects the A.I. pilots sight, like night
time does not hinder their sight.
Note Video Drivers:
The Horizon Fog may not
display on some video cards, ATI cards of the old days (early to
mid 2000's) and Nvidia cards (of mid 2007 to recent 2023) will
not display the fog in D3D without a special wrapper program
with FOG options. Glide mode displays it no matter
what.
- Shadow=1 - 0/1 Toggle - Lets you turn
the game's shadows on and off (for planes and ground objects).
Turning shadows off and set terraindetail and ground object
detail (3dCityTargets) at medium. No difference in quality ,
however shimmering pretty much vanished. Frame rate noticeably
improved, with nice smooth action. With everything at high with
shadows on, you may notice some stuttering with bomber missions.
- ExternalStores=1 - 0/1 Toggle - External Stores; Allows
you to turn the visual display of the plane's armaments on and
off.
Note Gameplay:
This doesn't make them unavailable in gameplay, just
invisible until they're dropped or fired.
- LensFlare=1 - 0/1 Toggle - Lens Flare; Will toggle
the lens glare off and on. (From the Sun)
- LightSourcing=1 - 0/1 Toggle - Shading on surfaces.
Light from sun and moon. (This setting seems to only be available in the eaw.ini file)
- CockpitShake=1 - 0/1 Toggle - Cockpit Shake; Allows
you to toggle the shaking in the cockpit off and on. This is
more noticeable in the 2D static cockpit but is also used in the
Virtual one, just a bit less. Presents a believable but
distracting bobbing sensation that represents flying in a WWII
vintage aircraft.
- 3dCityTargets=2 - Low0, Medium1 and High2 - Ground
Object Detail; Works
the same as Plane Detail, but will also change the number
of ground objects per mile/meter. Trees, city buildings, houses,
farms, etc. are 3d objects. In the EAW User Menu Graphics
control interface, you can set what distance these objects
appear with the "Ground Object Detail" (3dCityTargets) setting.
The "3dCityTargets" line controls the distance where all, or at
least most of, the non-mission target 3D objects appear. If
Ground Object Detail is set to anything other than Low, you will
have trees and cities appearing where the "dark" splotches are
on the ground.
Setting
"0" (Low), then you won't have trees, city buildings or houses,
period!
Setting "1" (Medium) causes both trees and buildings (red
houses) to appear.
Setting "2" (High) causes the most
of them to appear.
Note Primary Targets:
The 3D objects that have point values (like radar
stations and towers, aircraft factories, etc.) are not effected
by the "3dCityTargets=0" Low setting--they always appear anyway.
Trees, houses, farms, etc. give no point values for destroying
them are hidden when set to low.
Custom Terrain use:
"Ground Object Detail" must be set to "Low" in order to
eliminate trees, cities, and farms from appearing in the new
water locations (or the desert, if you are using desert
terrain).
- Gamma Value=128 - If the background or the color
level is darker than you would prefer, try increasing the Gamma
Correction to brighten the entire viewing area. Gamma
Correction will allow you to set your 3D Card's
Gamma Settings from within the game. {note: this feature will
only function in Glide mode, and won't work with all 3Dfx cards;
if you have a 3Dfx card and Gamma Correction isn't functioning,
you'll have to adjust your Gamma settings from your Desktop}.
- VirtualCockpitGauge=1 - 0/1 Toggle - Virtual Cockpit
Gauges; Lets you to turn
the gauges in the Virtual Cockpit off and on for performance
reasons.
- VirtualCockpitProp=1 - 0/1 Toggle - Show Propeller In
Cockpit; Determines
the visibility of the plane's propellers from inside the
3D Virtual cockpit.
============================
- GameName=PLAYER'S GAME - Multiplayer Host Game Name.
- PlayerPilotName=PLAYER - Pilots Name used in campaign
and multiplayer.
- PlayerRank=0 - Current rank...
- PlayIntro=1 - A value of 1 loads and plays the intro
smack video. 0 disables it. Used to prevent the intro 8-bit Smacker
video from loading and playing, for improved performance (faster
loading) and compatibility.
- PlayerPlane=5 -A code for the type of the plane last
used by the player, that will be used by default, until you
select another plane which wll reset it.
The game automatically recruits you
for duty based on what plane you last selected in the Luftwaffe,
Royal Air Force (RAF), or United States Army Air Force (USAAF)
thus designates where over Europe the air combat will unfold.
European Air War also selects your armaments and makes all other
pre-flight decisions.
- PlayerNation=2 - A code for the nationality string of
the plane type last used by the player that will be used by
default until you select a plane of another nation
Luftwaffe 0, Royal Air Force (RAF) 1, or
United States Army Air Force (USAAF) 2
- LastCampaign=3 - ??
- ExtraSquads=0 - This adds additional squadrons of
planes to each mission. Using this feature it is possible to
have hundreds of planes in the air at one time. You will see
bombers in waves, and the fighter sweeps, with multiple
squadrons of different planes, turn into intense furballs with
planes everywhere! (ExtraSquads doesn't work online, see the
section NETOPTION and topic NoAI=).
If you find yourself wishing for larger aerial battles, wish no
more! Microprose was nice enough to include this new feature in
the v1.2 patched version of EAW. While officially unsupported and at times
an unstable
feature. This will produce a sky filled with aircraft, with massive dogfights called
"furballs", an EAW specialty feature, up to 256 aircraft seen at once.
To increase the number of planes, both friendly and enemy, in
the game change this value, 1 to 5.Play Speed (Frames-Per-Second) may be affected when
large numbers of aircraft are in view.
Changing your view or using a lower number of ExtraSquads will
speed up the FPS, if neccecary. Chris Coon of the MPS EAW Team said; (extra squads has) a very
minor if noticeable impact, because EAW was originally optimized
to work with 250+ aircraft. With the dynamic campaign and other
factors in a mission, the actual numbers would usually be less
(without extra squads setting), but it was always possible (to
have over 250). The new option just ensures that maximum numbers
will be created.
The main framerate slowdown for most is smoking bombers (and
tail gunners perhaps), with all the high-detailed high-polygon
bombers and hundreds of puffs of smoke in a small area. With the
"extra squads" option, bombers are then spaced out in waves about a
kilometer or two in trail , instead of having the larger formations
you find with a value of 0, so there
really shouldn't be much difference in framerate overall.
Normally at 0, there are 50 to 70 planes flying,
if you want extra-large battles; more planes in the air for dogfights and bombing
runs in most of the
missions, then setting the value higher generally means that more planes will be in the
air at once. If the game crashes more often all of a sudden then
this is usually the cause, try lowering this value by one to see
if it helps. Not everyone will have exactly the same performance
results.
In v1.2 of EAW: The value can range from 0 (normal
amount), to 5.
-0 value equals default (normal amount).
-1 value is considered adequate. (Doubles the number of enemy). -2
value creates two separate waves of double the number of
enemy. -2 or 3 maybe the best values to try as there are
probably for a
maximum number of planes in the air but still relatively
balanced on both sides; Tons more extra bombers, but also an
increase in escorting fighters. -3 value it is not uncommon to see well over 100
planes in an engagement, it suppose to produce an even balanced battle. -4 and 5
values tend to create
encounters with more friendly aircraft than enemy, so the enemy
usually retreat sooner and you don't get attacked as often.
-5 value is (considered extreme.)
While intercepting bombers there are usually five or six flights
with you and about three bomber waves WITHOUT escort.
If you want to experience some real desperation; set the value
to 5, then try a single mission in the Battle of Britain and
fly a Spitfire on a bomber intercept, complete with fighter
escort.
Max number of aircraft in the air at once is 256.
Note
during Flight more ofton in Campaigns: The ExtraSquads instruction isn't officially supported however,
because it could lead to a somewhat unbalanced dynamic campaign,
especially toward the end of the war. (Be advised: "ExtraSquads" is
known to cause CTD´s much more often while playing in campaigns. You can
also, at times get CTD whenever you try to use the [Alt N] skip
function when there are many planes in the air at once near by.
See my ' Troubleshoot Help Document' for more information on
CTD's During A Campaign Mission.
Note Asking for Support: With the additional friendly planes aloft, you can ask for assistance from ground control to have
other squads loitering about (close by or visually off in the
distance) to help you out. A setting of 2 will usually give you
friendly air support very often upon request! Nothing like the
good feeling of seeing those squads changing course to attack
the enemies giving you a hard time.
- WingmanChar=42 - Next to the plane type in the
targeting HUD, a * character will appear (e.g. *Bf-109) if that
aircraft is your wingman. To change this character symbol replace the default number
with the desired ASCII code.
- LeaderChar=35 - Next to the plane type in the
targeting HUD, a # character will appear (e.g. #Bf-109) if that
aircraft is your squad leader. To change this character symbol replace the default number
with the desired ASCII code.
============================
- SkillLevel=0 -
Enemy Skill Level (The "Master" Setting for skill/difficulty of
the A.I.)
This setting is the same as going
in-game to 'Configure Game' then 'Difficulty' then 'Combat'
then 'Enemy Skill Level' setting. This option provides a quick
and easy way to modify the overall difficulty/AI
level of your opponents, and can be viewed as a ‘general’ enemy
skill level setting. You can choose between Green0(to
face inexperienced pilots), Veteran1(pilots who have been in a
few dogfights), and Ace2(the most experienced the enemy has to
offer). Be forewarned that the enemy skill level Ace is designed
to push even the most fanatic flight simulation veterans to the
limits of their abilities.
Pilot Skill Levels Explained Further:
There are four places in European Air War that allow you
to set the skill level of the pilot AI; -one in Difficulty>Combat
(“Enemy Skill Level”), -two in the Single Mission Parameters
(“Pilot Skill Level”) separately for both friendly and enemy aircraft), and
-one in the Multi-Player Session Parameters (“Pilot
Experience”). Read the section titled [NetOption]
for the special multiplayer SkillLevel option and how it effects the game.
In Single Missions, you are allowed to set
the AI 'Pilot Skill Level' for friendly and enemy pilots
separately.
Modifying the specific (“Pilot Skill Level”)
in the Single Mission Parameters will set the pilot AI within
the given range or average of the overall setting you set in
Difficulty>Combat>Enemy Skill Level setting. So there is
no guarantee that you won’t encounter airmen of different
experience levels. For an example: If you check Seasoned for
("Pilot Skill Level") on the single mission parameters screen, you
might still run into the occasional greenhorn or ace. Note:
Session set Difficulty/Skill Level options are not saved in
the eaw.ini, but rather a .msn file. Therefore you configured
them only from with in the game itself on the parameter screen.Note
Overall Difficulty Settings:
Not only does 'Skill' levels settings effect the game and your
final score, but the Difficulty Screen selected from the Configuration
menu, which show the three sub menus—Flight, Combat, and Display—let
you adjust the level of realism and difficulty of each mission
you fly. As you enable more realistic settings, the overall
Difficulty Rating increases, thus increasing your score at the
end of every mission (a reward for playing at a harder level).
- FlightModel=1 - 0/1 - Toggles easy0 or realistic1.
Depending on your abilities and what you want out of this game,
you can decide whether to use a Realistic flight model—with all
the difficulty of piloting a real aircraft—or an Easy one, which
is more forgiving. Serious flyers use realistic. Those that use Easy will
be able to reach maximum
theoretical level speed regardless of altitude...
This effects only the Players plane performance, not the A.I.
planes. A.I. planes use what is called a 'simplified' FM. See my
'AI Explained Help Document' for a better explanation.
- Landing=1 - 0/1 - When On, its set to Realistic1, and
is harder to achieve proper landings. If your don't want your
undercarriage to collapse on hard landings select Simple
landings with 0.
- Stalls=1 - 0/1 Toggles - Turns Stalls/Spins off or
on, This option, when enabled, makes it possible for your plane
to stall (when your speed is below that needed to sustain lift)
and in EAW that most likely results into a spin. Turn this option
Off, and stalls and spins will not occur unless your plane has
been damaged.
Note Padlock:
Padlock disables when the plane
stalls.
- Torque=1 - 0/1 Toggles - Turns Single Radial Engine
torque effects off or on. When On, plane pulls slightly to one
side depending on the engine manufacture.
Radial engines create a turning force known as torque. Pilots of
single-engine planes must take this into account. Twin-engine
machines don’t suffer the same pull, because their engines
rotate in opposite directions and cancel the torque effect. If
Torque Effect is Off, your plane will show no signs of pulling.
However, when this is toggled On, single-engine aircraft will
pull one side according to their manufacture (which way the
engine is spinning).
Note Torque and Autopilot:
With autopilot on, the torque effect is countered by the AP
automatically.
- Overheat=1 - 0/1 Toggles - Engine overheating off or on.
With it on your engine with eventually over heat when the
throttle has been in the high position for a long time.
Even when equipped with complex cooling systems, engines
generate a lot of heat, and the harder they have to work, the
more heat they put out. It’s possible to damage an engine if you
run it too hard for too long. In some planes, holding the
throttle fully open for as few as ten seconds can lead to
overheating, and overheating can quickly escalate into permanent
engine damage—or complete failure.
When Engine Overheat is disabled, you can run your craft all day
without once approaching the danger point. If you opt for a more
realistic scenario, beware a heavy hand on the throttle.
WEP or 'War Emergency Power' ;
Some will say that in the original stock game, WEP is modeled as 100% power on
the throttle and your engine will overheat at that setting within 5 mins or so.
You can turn it off by reducing the throttle a bit, perhaps back to 80 or 85%.
Also if you manipulate the throttle during the course of your flight, by
reducing it when you don't really need full throttle, such as in dives and a few
other maneuvers, then you won't have overheating problems.
- Blackout=1 - 0/1 Toggles - Turns Blackouts/Redouts
off or on during high or low g-forces. This is the black or red
screens you can get.
- StructrualLimit=1 - 0/1 Toggles - With it set to On,
the plane can buffet, stall/spin, break apart during maneuvers.
With it set to Off, you avoid such troublesome issues and can
push your plane beyond its
physical limits.
Degraded
Performance: Once an aircraft has recovered from a
stall that had become a spin, it's performance is thereafter
degraded, because the stall/spin has done some damage. Your
plane no longer will have full performance; it won't make speed
anymore and will be unstable as if it could go into a new spin
any moment.
Even the sturdiest and most dependable of planes has its
limitations. When it’s pushed beyond them, anything can happen,
from the annoying—like buffeting in a dive—to the downright
dangerous. A craft can fall into a spin or a stall, or a wing
might break off in mid-flight and leave you plummeting
helplessly back to the ground.
By selecting On, you open yourself up to many irksome but
realistic problems that pilots of the day had to contend
with. Leaving the option in the Off position, you avoid such
troublesome issues and can push your plane beyond its physical
limits.
- Wind=1 - 0/1 Toggles - When turned On1, makes flying
a bit harder, wind and turbulence has an effect on your planes
course and performance, it slows you down as well, generally it
complicate things.
Select Off0 if you do not wish to have your
course deviate due to the effects of wind and turbulence.
- RealisticGunnery=1 - 0/1 Toggles - read below.
When you are NOT using Realistic Gunnery0:1) If
Realistic Gunnery is off, you’ll have a slightly easier time
finding your mark as the hitbubble is larger. The target
airplane is represented with an invisible bubble in the shape as a rough cube. The invisible "hitbubble"
is the overall length of the airplane, the width (wingspan) and
the height of the plane. Using this more blocky,
less-than-precise hitbubble of enemy aircraft to determine hits
can turn many near misses into scores. Hits ANYWHERE in this
"elongated cube" count toward the destruction of the enemy
plane. For an example: a single burst is sometimes enough to
disintegrate a Jug, or shooting a wingtip on a B17 bomber will
eventually smoke the inner engines.
2) Various physical effects such as G-forces and loss of
trajectory (due to velocity loss at longer ranges) are not
modeled. Your shots go wherever your pipper is pointing. In
other words, where the sight is, is where your bullets will hit,
sort of an auto-hit gunsight.
3) Lead is automatically calculated for you. So if you aim at
an enemy plane when he is in a turn, you don't have to aim ahead
of him. You just put your pipper on the target and your rounds
hit the target.
When you ARE using Realistic Gunnery1:
1)
With the option on, hits on enemy aircraft are determined using a
slimmer and more realistic invisible silhouette. The target
airplane is composed of many different "hitbubbles", each one requiring
a certain number of "hitpoints" to damage and/or destroy. Hitting and
damaging one of these hit locations has no effect on the others. So
since when you hit many different locations, no one hitbubble sustains
a large number of hitpoint damage to destroy anything, unless you
concentrate fire on one of the locations continually.
With Realistic Gunnery on, it is harder to hit the target
airplane since you have to actually physically hit the 3D model
of the enemy, not just an oversized semi-cubical shape you find
with it off.
2) The shots you fire are now properly effected by G-forces,
loss of velocity (and thus trajectory) at longer ranges, and the
effects of lead are now added---in short, your shots no longer
go right where your pipper is pointing. If you fire while you
are pulling G in a turn, expect your fire to curve away from
where your airplane's nose is pointing.
3) You must now calculate lead yourself! making it more
difficult. If you fire at an
enemy airplane while he is turning, aiming right at him will not
get you any hits, since by the time your bullets reach the spot
where they would have hit him, he's already flown some distance
away! You would have to aim ahead of him in order to hit the
target.
Hint:
When you first start out using Realistic Gunnery, it may indeed
be difficult. Stick with it. You'll probably have to get in a
lot closer than before, and yes, try to aim for specific parts
of the enemy airplane. Try for minimum deflection angle shots,
and try to straighten out before firing (don't fire when you're
turning).
- LimitedAmmo=1 - 0/1 - A value of of 0 will give you
unlimited ammo, machine gun, cannon and you will never run out of bombs! Your plane will
also not be able to jettison them if you run into enemy fighters
either.......well, you CAN jettison them, but new ones pop right
back! I think the same thing happens with external fuel tanks.
(the lesson of this story: don't use Unlimited Ammo! or if you
do, be a squadron commander where you can choose the ordnance loadout for your aircraft).
Note Multiplayer:
(This option is always Off in multi-player missions.)
Note Medals & Promotions:
It should be noted that you won't be able to obtain any medals
or promotions unless the "Unlimited Ammunition" feature from the
Difficulty menu is turned off, to a 1.
- MidAirCollision=1 - 0/1 Toggles - With this is off one
plane can pass through the other without any effect.
The limited range of World War II weapons means that air-to-air
combat takes place at close quarters. For your guns to be
effective, you have to be frighteningly near your target.
Mid-air collisions are of great concern; especially in the heat
of battle, it’s easy to lose track of who’s around you and where
exactly they are. This can be a fatal slip if mid-air Collision
is enabled—aircraft coming into contact with each other explode
in a fireball. With quick reflexes you might bail out, but at
best you’ll be headed for a dirt bath or a dousing. If you leave
this option off, one aircraft can pass right through another
without effect.
- PlayerDamage=1 - 0/1 Toggles - Turns off or on
Invulnerability; damaged to your plane from anything.
This option allows you to designate whether or not your plane
takes damage—from enemy fire, friendly fire, the ground, or
anything else. If you want to practice flying without having to
worry about damage, set this option On. When you’re ready to fly
in a real dogfight, turn this back Off.
Note Multiplayer:
(This option is always Off in multi-player missions); Your plane will take all
damages applied to it.
Note Medals & Promotions:
It should be noted that you won't be able to obtain any medals
or promotions unless the "Invulnerability" feature from the
Difficulty menu is turned off.
- DisplayUnit=2 - 0/1/2 - This option controls what
system of measurement is used by your commanding officers, your
cockpit instruments, and your map. If you choose Default0, each
nationality uses the system they had in place at the time of the
war. 1 is for English system, 2 for Metric
system.
Note Multiplayer:
If its not set to Metric or English, then the player has it on Default,
with default, the host machine will automatically change the players to
match it. So its best to pick the one you want to use, rather than
leaving it on default.
- DisplayHUD=1 - 0/1 Toggles - Off or On, You can use
this to turn on the cockpit Head-Up Display, which is something
no pilot during the real life war actually had. This projects useful
information in front of you. (Off setting 0, Prevents you from
enabling padlocking/icon use.)
- IndicatedAirSpeed=0 - Select the way you want the
Airspeed Indicator in your cockpit to work.
0 sets; IAS (Indicated Air
Speed) measures your velocity relative to the air around you;
this is the type of indicator used in WWII-era planes.
1 sets; TAS (True
Air Speed) measures your actual rate of movement relative to the
ground below you; this is more reliable for navigation, but less
historically accurate.
- PressureAltitude=0 - There are two types of
Altimeter Displays.
0 sets
the altitude display related to sea level; this is ASL (Above
Sea Level): The type used during the WWII-era to give readings
based on ambient air pressure. This is the Realistic setting.
1 sets the altitude display related to the ground surface; this
is AGL (Above Ground Level): During the war, planes did not use
this type of a radar altimeter. So while fighting in hills in
low level it can be helpful to know exactly the altitude above
the ground, its unrealistic in the War era.
============================
A few
of the MPS EAW Team testers had expressed difficulty in reading the
HUD (Heads Up Display) against certain backgrounds. Though there's
nothing in-game to modify these colors, the MPS EAW Team put in an option for
you to do so in the "eaw.ini" file, located in your European Air War
directory. A full range of color-changing possibilities is offered,
allowing you to alter the Red, Green and Blue values for each color
of the HUD (10 in total; 1 for "friendly," 1 for "enemy," and 8 for
Multi-Player pilots). To adjust these colors, follow the steps
below;
1. In your European Air War directory, open the file called "eaw.ini"
with Windows Notepad.
2. Scroll down until you find the section that starts with "HudColor",
under "[Display]". See below example of the "friendly" HUD
color's settings:
HudColor_Green_R=64
HudColor_Green_G=255
HudColor_Green_B=64
3. Each color is broken into three lines, one for each of the
RGB values. You may alter these values by changing the numbers
to any number from 0 to 255. For example, if you changed the
above values to R=0, G=0, B=255, then the color known as "Green"
would appear as solid Blue once in-game. If you choose to change
your HUD colors, you might want to play with these numbers until
you find the color that's right for you. We suggest making a
backup copy of the eaw.ini file before doing so however, so that
you're able to return to the pre-set colors if the new ones
aren't to your liking.
4. After modifying the RGB values, save the file.
5. Run the game and take a look at your new HUD colors.
{note:
If you didn't feel like making a backup of eaw.ini and then later
decide that you aren't happy with the new colors you'd selected,
another method of reverting to the original eaw.ini file is to simply
delete it, and the next time you start the game, a fresh new eaw.ini
will be created. [Note that this will erase all of your personalized
configuration settings.]}
Note: When changing these particular settings, I recommend the
separate tool called 'EAW Control 2000' to change the HUD colors. It
has a built-in section that shows you what colors you
have changed by displaying your new colors with actual examples shown.
This will save you time from going into the game and back to the eaw.ini, back and forth.
HudColor_Red_R=250
HudColor_Red_G=0
HudColor_Red_B=0
HudColor_Blue_R=0
HudColor_Blue_G=0
HudColor_Blue_B=250
HudColor_Green_R=64
HudColor_Green_G=255
HudColor_Green_B=64
HudColor_Yellow_R=255
HudColor_Yellow_G=255
HudColor_Yellow_B=0
HudColor_LtBlue_R=0
HudColor_LtBlue_G=250
HudColor_LtBlue_B=250
HudColor_Violet_R=128
HudColor_Violet_G=0
HudColor_Violet_B=250
HudColor_Orange_R=250
HudColor_Orange_G=128
HudColor_Orange_B=0
HudColor_Pink_R=250
HudColor_Pink_G=0
HudColor_Pink_B=250
HudColor_White_R=250
HudColor_White_G=250
HudColor_White_B=250
HudColor_DkGray_R=55
HudColor_DkGray_G=55
HudColor_DkGray_B=55
When you play online in a multiplayer game, all these colors are
used. What each one means is pretty simple. Let's take the first
three entries from above:
HudColor_Red_R=250
HudColor_Red_G=0
HudColor_Red_B=0
These three listings are for the red HUD color. They mean that
the red color you see in the game has 250 parts red (HudColor_Red_R=250),
0 parts green (HudColor_Red_G=0), and 0 parts blue. To change it,
you can modify these numbers to anything you want. You'll notice
many colors listed in the .ini file. All of these colors can be used
in online multiplayer matches. You could simply replace the default
red with one of these other colors by substituting their values for
the default red ones (Example: you could turn the red into violet or
white). Or you could experiment with different shades of red.
Make IDing Planes Harder, Friend or Foe:
If you want to use range indicators but do not want to know whether
your target is an enemy or a friendly, you can change the HUD color
to be the same for both enemy and friendly aircraft. (change the
green for friendly aircraft, or the red for enemy). All you really
have to do though, is swap one for the other, so that both are green
or red (or whatever you choose). Then only use "target closest to
center" and you'll have range info WITHOUT knowing whose airplane
that is!
- DisplayInfoSetting=255 - Configures your HUD, 255 is
all information and icons. 251 is optional and one possibility...
============================
See my Sounds
Help Document for further details. Also read the Configuration Help
Document about Sound and some
of the settings.
- SoundQuality=1 - 0/1 - 8bit or 16bit. Note: 16bit
uses more memory but sounds better. 8bit is used normally to
improve performance issues, such as slow loading of large sounds
or playback performance.
- SoundChannel=16 - The number of sounds allowed to
play at once before other sounds get turned off. 16 is max.
Lower values are used to improve performance.
- SoundDist=2 - Very Close 0, Close 1 and Far 2. Lower
values are used to improve performance.
- SoundVolume=36863 - Overall sound volume, maximum
setting value is 65535?...
- EngineVolume=36863 - Adjusts all engine sounds at
once, yours, enemy and friendly. Bear in mind that the engine
sound effects can clue you in to the health of your plane—your
engine may begin to labor before it actually fails. You can only
react in time if you hear the change in pitch. You probably
don’t want to turn these sound effects completely off.
- ExternalVolume=36863 - Adjusts the enemies gun sounds and explosions.
- MusicVolume=36863 -
- SpeechVolume=36863 -
- ReverseStereo=0 - 0/1 - Flips the left and right
speaker output. If for instance your computer speakers are setup
wrong.
- Subtitles=1 - 0/1 - Allows you to turn the subtitles
on or off. The officer presenting your briefings speaks in the
language of his homeland, as do all pilots on your radio. Thus,
for example, if you are flying a German plane, but you do not
understand German, you would turn this option on to have your
briefing information and communications subtitled in your native
language.
============================
See my 'Joystick and Controls Help Document' for details about
setting up your controls and more in-depth details about this section
of the eaw.ini.
- Force Feedback=1 - 0/1/2 - Three Force
Feedback options listed; "Disabled," "Arcade," and "Realistic."
Different types of Force Feedback responses; "Realistic" places
an emphasis on the forces of flying (such as engine stalls and
G-force effects); "Arcade" on the other hand, will exaggerate
'action' forces (such as firing your guns and taking damage).
- Force Feedback Gain=7500 - Which sets
the overall strength of Force Feedback responses from Low to
High.
- Flight Sensitivity=1.000000 - How sensitive your
controls are to the
Flight Model (the physics of the plane). I think manually the
maximum value for FM sensitivity is 1.5. That should mean that
.75 is actually only halfway and 1.0 is two thirds of full
sensitivity...
- Camera Sensitivity=5.000000 -
- Swap Mouse X=0 - 0/1 Toggles
- Swap Mouse Y=0 - 0/1 Toggles
- Windows Joystick=1 - 0/1 If your Joystick is acting
strangely; switching the value to a 1 should help. A value of 1
switches input from EAW's self made routines to native Windows
API self routines.
- JoystickDeadZone=4 - Changing this value will affect your
plane's behavior. This simply means how much you have to move
the stick in order for a control input to take effect. If the plane moves when you release your
stick, increasing this number will help to remove some of that noise. A value 3 or 5 will cut some of that engine
torque. V1.2 defaults to 10. A DeadZone of 0 means that the slightest
movement registers. A DeadZone of 20 (the maximum) means that
you will have to move the stick REAL FAR to produce any control
response.
============================
- CampaignDifficulty=1 - 0 Easy, 1 Average, 2 Hard ;
Select the overall level of challenge you want to deal with;
among other things, this affects the flight and combat skill of
the other pilots.
- CampaignLength=0 - 0 Normal, 1 Long ; Choose how long
a hitch you intend to sign up for—Normal or extra Long.
- CampaignLimitAicraft=0 - 0 No, 1 Yes ; (Limit
Aircraft) If you turn this on, you can lose a career not only by
being killed, but by losing too many aircraft in the course of
the campaign.
- CampaignLimitSupply=0 - 0 No, 1 Yes ; When enabled,
this provides the added realism of limited access to vital
equipment; the availability of drop tanks, rockets, and other
supplies might be curtailed by the vagaries of war.
============================
- Video Playback=0 - 0/1 - Toggles off and on the in
game smacker video reels loading and playback. It helps to turn
this off if the game crashes when in career mode, at the end of
a mission when some campaign videos will automatically play.
============================
- Year=1 - Select the year of battle. The date
influences which aircraft models are in the mission; only those
in production in the year you choose are available for you and
your opponents to fly.
0 = 1940
1 = 1943
2 = 1944
3 = 1945
- SkillLevel=2 -
read below.
AI Difficulty Adjusts the average skill level of the computer pilots, both
friend and foe together. (Sorry—there’s no comparable feature to enhance
your own level of play.) Choosing between Green0, Seasoned1, and
Expert2.
Modifying the specific (“Pilot
Experience”) in the
Multi-Player Session Parameters will set the pilot AI within
the given range or average of the overall setting you set in
Difficulty>Combat>Enemy Skill Level setting. So there is no guarantee that you won’t encounter airmen of different
experience levels. For an example: If you check Seasoned, you
might still run into the occasional greenhorn or ace. Note:
Session set Difficulty/Skill Level options are not saved in
the eaw.ini, but rather a .msn file. Therefore you configured
them only from with in the game itself on the parameter screen.
In the interest of fairness (since chances are
you’ll be playing against other human pilots), the
Multi-Player AI Difficulty setting is the same across the board, as your
friendly planes will likely be the enemies of your opponent.
- MissionType=5 - The host chooses one of the usual
mission types for this operation. All forces on the same side as
the host fly this mission; the enemies’ objective is to prevent
their success. For example, if the host selects an escort
mission, the opponents find themselves flying an intercept. The
exception is a Total Mayhem mission, in which it’s every pilot
for himself, with no allegiance and no objective but to survive
and destroy.
There are five basic mission types from which to choose. As each
kind requires aircraft specially tailored for its different
goals, your choice of mission will limit the models of plane
available. Possible assignments include:
Fighter Sweep 1 - A fighter sweep is a flight designed to
clear the skies and ground of enemy aircraft, often in
preparation for a following strike force. Fighter planes fly
ahead and soften an area’s defenses, clearing the way for
bombers or—less frequently—a second wave of fighters. The more
damage a sweep can inflict on its target, the greater the chance
for a successful follow-up strike.
Bomb Target 2 - This is a strike meant to damage and destroy
enemy ground units and structures. Oil plants, armament
factories, sub pens, radar towers, warehouses, bridges, hangars,
and barracks all make good marks. A strike often follows on the
heels of a sweep, hoping to catch fighters refueling from the
earlier contest. Ideally, you want to pounce before the enemy
has had time to repair any defensive installations or grounded
aircraft that suffered damage in the previous raid.
Interdiction 3 - Less structured than other types of
operations, these “search and destroy” flights generally patrol
a particular area, attacking any targets of opportunity
encountered. These might include enemy planes, air control
towers, hangars, anti-aircraft guns, trains, and convoys of
ships or trucks.
Escort 4 - Escorts protect other aircraft, most often
ungainly bombers, from enemy planes as they fly toward and over
a target area. Frequently, escorts pass in the wake of a fighter
sweep, which attempts to poke holes in the air defense system
around the mark. Escorts hover near their more vulnerable
compatriots, straying only as far as needed to protect against
enemy threats. The survival of escort planes is incidental;
their primary concern is to give the convoy safe passage to the
target.
Intercept 5 - Intercepts are defensive flights dispatched to
head off enemy aircraft. You must try by whatever means
necessary to disrupt and disband attacking formations before
they can inflict any damage.
- BattleSize=0 - The host selects the number of
planes in the game. Settings include Small 0, Medium 1, and Large
2.
This selection is independent of the number of players in the
game; any planes without a player pilot are controlled by the
computer. The number of player pilots can never exceed eight.
- TimeOfDay=1 - The host stipulates the time of your
take-off. Options include anything from dawn all the way through
nightfall, thus determining whether the sun or darkness will be
a factor in the battle.
Dawn 0,
Day 1,
Dusk 2,
Night 3,
Random.
Adjust the time of your take-off. Note
that as your mission progresses, the light shifts to reflect the
time of day (or night). Depending on the hour of take-off and
the length of your flight, the sun may rise or set while you’re
aloft. For an example: If you set a dawn mission, and set the
target far away. You will then start on the runway in the very
early morning and if you skip time (alt+n), you will get to the
battle while it is still pitch black.
Note Night Sight Distance:
Not only is vision affected by darkness, but apparently the
targeting range gets shorter too. You may receive orders from
Ground Control that target is 10km ahead, but you will be unable
to see it. Trying to target lock at night will fail at that
distance, perhaps at 1500m targeting will reacquire. A.I. are
not hindered by the darkness.
- Autorespawn= This is a setting that's in the exe but
is not written to the ini file, its unknown what it does. It
maybe related to Mayhem games and probably was meant to
disable the AutoRespawn...only a value of 1 seems to work, 0
does not.
- WarpSpeed= This is a setting that's in the exe but is
not written to the ini file, its unknown what it does.
- NoAI=0 - 0/1 Toggle - It is possible to remove1 AI
pilots (thus planes) from human squadrons in coop sessions. Note,
however, that without AI planes you will not be able to re-spawn
in other planes in your flight
regardless of the AllowRespawn setting (listed below). AI will
need to be switched ON(0) for bomber escort missions only, as it
is needed to balance the AI that EAW automatically creates as
bomber interceptors, no matter what the settings.
A value of 1 will remove any computer pilots
from flights that have human pilots in them, so if two spit9 and
two 190a8 are selected by four pilots they will be placed in
pairs (often with drop tank, host doesn't decide this) about 10
km apart. If however the four players choose two spit9's, one
109G6 and a Fw190A8, they will noticed that the two Germans are
no longer placed in a pair, as they are not in the same flight.
Furthermore they will see that besides the two human spit pilots
there will be a full flight of computer controlled aircrafts
(type depending on year set by host) against them also.
The
reason for this is that EAW always seek to match up the number
of flights evenly, so when the Germans pick two flights (190 and
109) the allied must get two flight too, but as there is no
humans in the extra flight, it is not "deleted" by the NoAI.
This is the reason some people often request you to select the
same type of plane as your wingmen. They don't want AI pilots in
the game.Note Multiplay (More Planes): ExtraSquads doesn't work online, it defaults
to 0. However if you want extra friends and enemies during online sessions all you
have to do is fly more than one type of plane. Example: If you
fly a Spitfire and your friend flys a Typhoon the game will put
up two squads of enemies, to meet your two squads.
Explained Further; Extensive play testing has been done to get
to the root of the unwanted un balanced AI problem. Many times
you can end up with AI on one side but not the other, despite
the correct eaw.ini file settings of all players involved. It
seems to boil down to the fact that EAW does its own attempt to
even the sides. In essence, the only way that has proven 100%
effective to correct this is to have at least 2 different plane
types per side; EX: in a 2 vs 2 flight, you must have a 109 AND
a 190 vs a Spit and a Typhoon, or a P51...etc. The allies must
have 2 different aircraft as well. In a 3 on 3, two of the same
aircraft is fine as long as the 3rd aircraft is different ( EX:
2 p51 + 1 P47 versus 2 190 +1 109 ) It also works fine when the
2 different allied aircraft are a mix of US and Brit ( EX:
P51+spit vs 109 +190) This has proven effective, and also opens
up new tactical challenges.
Unwanted AI do occur. However, It can sometimes be nice to have computer planes
with you though (and control them like in offline) and the NoAI
line can then be set to 0.
- AllowRespawn=0 - 0/1 Toggle - Add this if you are the
host of a multiplayer coop session and want to prevent players
from jumping into a new plane after their plane is destroyed,
they bail out, or they are killed.
0 prohibits human
players from jumping into a new plane in their flight after they
have died or landed.
A value of 1 will allow jumping into other planes but only if
there are AI planes to jump in to first. Make sure the NoAI line
(listed above) is not turned off , otherwise that will make this line unneeded as all AI planes
from human flights are removed.
Make sure all participants know the current setting in a
multiplayer game since this option doesn't appear in the session
details screen when everyone first connects, though, so make
sure everybody understands before you launch that they only get
one plane and one life (but they can still stay and watch the
action if they get shot down).
Update Rates
As far as I understand, the update rate is like a refresh rate,
the frequency with which the game is checking the status of the
aircraft and making decisions based on the flying model and the
pilot skill etc... ...see my
AI Explained Help Document if your interested in possible
better A.I. behavior based on changing these rates.
To perhaps improve Multiplayer by editing the following Rate
settings, it's recommended that you try making these edits one at a
time, save the .ini file and then test it in a multiplayer game. If
it works well, go ahead with the other edits one at a time. The
lower the number, the faster the update rate. See my Multiplayer Help
Document for more information on Sync Rates and Connection
Settings.
- AI_PlaneUpdateRate=350 - try setting it
between 170-230
- PlayerPlaneUpdateRate=35 - try setting it
between 16-30
- ClockSyncRate=140 - try setting it between
90-100
More Connection Settings
The following settings are used in v1.2 and exe's based on it such as v1.26e and the FXEXE. (not
used in v1.28 or later as they use a different multiplayer code, ?I
think?, please inform me.) Designed for advanced users that are
used to hosting multiplayer internet sessions. No adjustments should
be needed in most cases, especially for a LAN or cable modem
connection, but you can change these values anyway to optimize
performance, by adding them to this section. Ideally, you should
have a connection speed of about 10K baud for each player in a coop
game, or less for Total Mayhem. This is a very rough value, though,
dependent on the number of planes in the air, as well as factors
like how close everyone is to everyone else.
-
SendTimeout=50 - Maximum length
of time (in milliseconds) that EAW should expect to wait for the
modem to accept the next packet. If it takes any longer, it
assumes the send buffer is overflowed and begins scaling things
back. If this value is too low, it may scale back too much and
players will get more warping. If the value is too large, the
host may not correct for buffer overflows and could get long
pauses in the framerate.
-
OverflowWait=70 -Length of time
(in 70ths of a second) that the host will stop sending packets
when an overflow occurs, to let the send buffer clear. This
value can be lower (or zero) if buffer overflows are just
occasional, but if your system always gets long pauses, this
value should be around 50-100. If the value is too large,
packets will not be sent as efficiently as possible, and players
may see more warping.
-
SendIncrease=5 -Length of time
(70ths of a second) to increase the time interval for plane
updates if the send buffer overflows. If this value is too low,
EAW won't adjust its send rate in response to bandwidth problems
very much, and if it's too high it may overreact to a single
situation (such as when 80 planes suddenly merge) and cut back
too much, causing more warping for other players.
-
ExtraPacketDiscard=10 -When
information changes for an aircraft, but it is almost time for
the regular scheduled update, EAW may discard the change and
just wait for the regular send to save an extra packet. This
value is a multiplier for how close in time to the regular
update to wait and just combine the two. It is multiplied by the
overflow adjustment intervals that have been made so far, so if
you have good bandwidth (zero overflow), it will always send
these extra packets which reduces player warping. If you have
poor bandwidth it will send fewer if any of these extra packets,
proportional to how bad the connection is. Lower this to reduce
warping on players' machines (but possibly hurt your framerate),
or raise it to improve your framerate (but possibly increase
warping on players' machines).
Remove these from
the INI to restore them to the default values.
============================
- Debug Flags=0 - A value of 1 turns it on so ???
- Debug Path=.\ - Some No-CD exe's need this set this way.
See my
'HexEdited Patches Help Document' for proper instructions for
the NoCD options.
Also See my 'Many Copies Help Document' for instructions on how to have
'Multiple Intalls of the Game', even with just one Large Full installation,
and the rest are smaller , that refer back to the larger Full
install. Also instructions how to have several game exe's in a single game folder.
Debug flags were original codes for debugging the game made by
the programmers, the only setting used by the game normally was
to configure the location of the drive patch containing the game
disk for a CD check to see if the user had the original game
disk, as far as I know it just checks if eaw.exe is in the CD-ROM drive.
There may be some undocumented archaic video hardware debug
related codes still active in the Game code, but they are of no
use for end users, since the Code Group has already patched the
game for such issues as old video cards as far as possible??... ============================
See my
Joystick and Controls Help Document for details about
setting up your controls.
- FLIGHT CONTROL=Joystick - The primary control device.
Preferably set to Joystick, if you have one connected and
working correctly. If the game does not detect a joystick, this
setting for keyboard will be =
or you can map it to a specific function.
- CAMERA CONTROL=Mouse - The mouse control for the external
camera. Preferably the Mouse, but can be set for other devices...Like
your "Hat" on your Joystick...
- RUDDER CONTROL=Rudder - The control device. If your
Joystick has a Twist-Handle it will use that. If the game does
not detect a joystick, this setting for keyboard will be =
or you can map it to a specific function.
Foot pedals are optional hardware for
controlling the rudder of the plane. If you do not have rudder
pedals, don’t worry; European Air War also allows you to control the
rudder from the keyboard, joystick, or mouse. Using rudder control,
several useful maneuvers are available to you that are not possible
using the stick alone. (The rudder in stock EAW is a little odd, and not particularly realistic.
You can't do anything resembling a true "slip" or skid as the
Physics and Flight Model make the planes stable in this regard.)
- THROTTLE CONTROL=Throttle - The control device. If
your Joystick has a Throttle slider built in, it will use that.
If the game does not detect a joystick, this setting for
keyboard will be =
or you can map it to a specific function.
- FRONT VIEW=F1 - Cockpit Views
- RIGHT FRONT VIEW=F2
- RIGHT VIEW=F3
- RIGHT REAR VIEW=F4
- LEFT FRONT VIEW=F7
- LEFT VIEW=F6
- LEFT REAR VIEW=F5
- UP FRONT VIEW=SHIFT F1
- UP RIGHT FRONT VIEW=SHIFT F2
- UP RIGHT VIEW=SHIFT F3
- UP RIGHT REAR VIEW=SHIFT F4
- UP LEFT FRONT VIEW=SHIFT F7
- UP LEFT VIEW=SHIFT F6
- UP LEFT REAR VIEW=SHIFT F5
- INSTRUMENT VIEW=CTRL F1 - Lap View; Lower your eyes as low as
possible to view the instrument panel.
- INSTRUMENT LABEL=ALT F1 - Cockpit Gauge Details:
This feature will toggle the names on and off of each
of your functioning cockpit gauges and dials in the regular 'static'
2D cockpit view/F1 view. (note: this only works in 640 x 480
resolution since the F1/fixed view cockpit is hard-coded to
appear only in 640 x 480; EAW will only display the F8/virtual
cockpit in higher resolutions). These red label across your
flight instruments may appear slightly jumbled in some
cockpits due to the historically accurate placement of the gauges.
These labels can be useful when first flying an airplane. Try
this and take a screenshot of your instrument panel with the
labels on. You can then either print it or use it to draw your
own "map" of the instrument panel. This way you will have a
reference about what each instrument is until you memorize your
panel.
- SNAPVIEW FRONT=NUMPAD8 - Snap Views allow you to
quickly scan a field of vision using the numeric keypad. The key
layout is designed in a very easy to use, logical order. In
EAWv1.2 there is no possibility to look around canopy frames and
plating, however you still can see the icons through the
cockpit.
- SNAPVIEW RIGHT FRONT=NUMPAD9
- SNAPVIEW RIGHT=NUMPAD6
- SNAPVIEW RIGHT REAR=NUMPAD3 -
- SNAPVIEW LEFT FRONT=NUMPAD7
- SNAPVIEW LEFT=NUMPAD4
- SNAPVIEW LEFT REAR=NUMPAD1 -
- SNAPVIEW UP=NUMPAD5 - Looks up. Note: You can use the Numpad 5 key in combination
with the other snap views to get a high view. For example, 5+3 looks
up and over your right shoulder.
- SNAPVIEW REAR=NUMPAD2 - To see backward and upward
with the default 640 × 480 resolution, you can see by pressing
NUMPAD5 and NUMPAD2 (5 and 2 on the numeric keypad) at the same
time. At a resolution of 800 x 600 or more, the virtual cockpit
mode only is used by the game, therefore you can not see this
direction.
- SNAPVIEW INSTRUMENT=NUMPAD0
- VIRTUAL COCKPIT VIEW=F8 - Activate the Virtual Cockpit mode.
The game’s Virtual Cockpit view is the next closest thing to being
in an actual cockpit. You can swivel your head and crane your neck
just as a fighter pilot does, with none of the limitations (or
frustrations) of static views. At first it’s easy to get disoriented
in Virtual Cockpit mode, but with practice, you’ll find it extremely
natural and useful in combat. All the cockpit dials remain
functional, and you still control the craft, but the camera control
now moves your "head."
- PADLOCK CURRENT TARGET=MULTIPLY - An added advantage of the
virtual cockpit view is its padlock feature, which allows you to
simulate the way a pilot keeps a single enemy aircraft in view at
all times. Activate the padlock mode by pressing Numpad*(the
asterisk on the numeric keypad). You can also turn it off (unlock) with this
key, its a toggle. Your view immediately shifts to your current target and stays
on him. Once you’ve locked onto a particular craft, it’s easier to
maneuver until you face him, and then go for the jugular. Beware,
though, the deadly threat of target fixation. That’s when you
concentrate on a single plane, completely forgetting about all the
others training their sights on you. To exit padlock view, press any
of the other view F-keys.
- PADLOCK CLOSEST TO CENTER=DIVIDE - Use the Numpad /
(slash) key to padlock the plane nearest the center of your view. Note
that this is not necessarily the closest enemy, but it’s the one you
have the best shot at that moment. Note that you can activate the
padlock feature even if you are not in the Virtual Cockpit. You are
switched into Virtual Cockpit mode, then the padlock goes into
effect. Locking seems effective up to 8 miles (40,000ft).
- COCKPIT ON/OFF=DECIMAL - Toggles the cockpit panels completely off
or on. When off only the gun sight is visible.
Realistically inaccurate, as it allows sight of areas you
wouldn't really have.
- CHASE VIEW=SHIFT F8 - This view has the camera fly
along with your plane and keep it in focus. You can inspect your
craft from any angle, check for damage, or just admire the sleek
beauty of your plane
- FLY-BY VIEW=CTRL F8 - With this view, the camera
positions itself ahead of your plane, then stays still and follows
as you go by. It’s a nice view, but it’s not often useful.
- TRACK VIEW - NEXT PLANE=F9 - Track mode
functions much like the Chase view, except that it follows planes
other than yours, and it sticks closer to the plane. This command
changes the focus of the camera to the next plane. If the camera is
not yet in Track mode, this command puts it in that mode.
Continuing after
Bailout, Landing or Ditching: If you are still alive in a
regular mission, you will be asked if you wish to exit. If you
choose No, you can use the various external view keys (like F9 or
F12) to jump around and watch the other aircraft in action as the
mission continues without you. When you are finished, press Esc to
exit as usual. Note: When you change the game to a higher screen
resolution the external view of your plane is more distant. If you
like a closer view you can mouse-zoom in, but when you change views,
then come back to the chase view, your plane is back to distant view
again.
- TRACK VIEW - PREVIOUS PLANE=SHIFT F9 - Change the
focus of a camera in Track mode to the previous plane. If the camera
is not yet in Track mode, this command puts it in that mode.
- TARGET VIEW=F10 - When you have a plane targeted, you can get
a close-up view of that plane using Target mode.
- PLAYER-TO-TARGET VIEW=SHIFT F10 - This Target mode view
positions the camera so that your plane is in the foreground and
your target’s in the background. The camera moves to maintain this
relationship, which can be handy when you’re trying to get in
position to fire. If the camera is not yet in Target mode, this
command puts it in that mode.
- TARGET-TO-PLAYER VIEW=CTRL F10 - This Target mode view
is just like Player to Target, except that your target is in the
foreground and you’re in the background. If the camera is not yet in
Target mode, this command puts it in that mode.
- BOMB VIEW=F11 - Any time when one of your bombs has been
released but hasn’t yet hit the ground, you can switch to a camera
mounted on the bomb.
- PLAYER-TO-BOMB VIEW=SHIFT F11 - Any time one of your
bombs is in flight, you can watch it from a camera under your plane.
- BOMB-TO-PLAYER VIEW=CTRL F11 - Any time one of your
bombs is en route, you can look back at your craft from a camera
mounted on the bomb.
- ACTION VIEW=F12 -
- DOGFIGHT VIEW=SHIFT F12 -
- FREE CAMERA VIEW=CTRL F12 - This camera will
allow you to hop out of your plane and free-roam around the
gameworld with a bird’s-eye view of the action. Hanging out in the
pilot’s seat is fun, but sometimes you want (or need) a different
perspective on the world. Dust off the external camera to get a fresh view of
a dogfight, or search in the distance for signs of the enemy. If you
plan to stray far, consider enabling the autopilot—or pause the
action altogether [ALT P]. This frees your
hands and your concentration while you set up any unusual camera
angle. Leaving an external camera view is as simple as selecting
another camera viewpoint or any of the static views.
The default mouse camera controls are: LMB+[Fwd] Zoom in or move forward
LMB+[Back] Zoom out or move backward [Left] Track left (clockwise) around the plane
[Right] Track right (counterclockwise) around the plane [Fwd] Track up—over around the plane
[Back] Track down—under around the plane RMB Reset to original placement
When you’re operating the external camera with the keyboard:
H Track left (clockwise) around the plane J Track right (counterclockwise) around the plane
U Track up—over around the plane N Track down—under around the plane
- ZOOM BUTTON=Mouse_Btn_1 - Hold this mouse button down and
move the mouse forward or backward to zoom or un-zoom.
- ZOOM IN=ADD - Used primarily to zoom the pilots gunsight, in.
However can be used in other views.
- ZOOM OUT=SUBTRACT - Used primarily to zoom the pilots gunsight,
out. However can be used in other views.
- PAN CAMERA UP=U - Camera view settings
- PAN CAMERA DOWN=N -
- PAN CAMERA RIGHT=J -
- PAN CAMERA LEFT=H -
- CAMERA RESET=Mouse_Btn_2 -
- STICK BACK=DOWN - Maps what happens when you move the
joystick
- STICK FORWARD=UP -
- STICK RIGHT=RIGHT -
- STICK LEFT=LEFT -
- RUDDER RIGHT=SLASH - Rudder Controls
- RUDDER LEFT=COMMA -
- RUDDER CENTER=PERIOD
- RUDDER FULL RIGHT=SHIFT SLASH -
- RUDDER FULL LEFT=SHIFT COMMA -
This is the method for engines on or off found in stock v1.2 of
the game.
- START ENGINE 1=SHIFT LBRACKET - Left or Center Engine
- START ENGINE 2=SHIFT RBRACKET - Right Engine
- THROTTLE UP=EQUALS - Engine Throttle variable control
- THROTTLE DOWN=MINUS
- THROTTLE 0=SHIFT MINUS - No throttle
- THROTTLE 10%=1 - Engine Throttle control
- THROTTLE 20%=2
- THROTTLE 30%=3
- THROTTLE 40%=4
- THROTTLE 50%=5
- THROTTLE 60%=6
- THROTTLE 70%=7
- THROTTLE 80%=8
- THROTTLE 90%=9
- THROTTLE 100%=SHIFT EQUALS -
Full throttle
Independent engine throttle controls.
- THROTTLE ENGINE 1 UP=LBRACKET - Engine Throttle
control
- THROTTLE ENGINE 2 UP=RBRACKET -
- THROTTLE ENGINE 1 DOWN=SEMICOLON -
- THROTTLE ENGINE 2 DOWN=APOSTROPHE -
- FLAPS UP=SHIFT F - Flaps, depending on the plane and
speed controls both the normal flaps as well as the combat
flaps. See next paragraph below.
- FLAPS DOWN=F - The P-51 and P-38 are now equipped
with combat flaps (introduced in v1.2) that you can deploy at
speeds up to 350-425mph, using the same key as the regular flaps
[F] key, pressing the F key again will lower the Flaps even
more. For all other aircraft, make sure you retract your flaps
above 250mph, or they may be damaged.
- WHEEL BRAKES ON/OFF=B - Standard Brake.
- LANDING GEARS UP/DOWN=G - Gear Up or Down.
Realistic Ditching
(Gear-up landing):
You can now more easily survive a gear-up
landing. You will still take damage as you slide on the ground,
though, so try to be as slow and level as possible when you hit.
Don't let your wingtips touch ground.
- COCKPIT LAMP ON/OFF=L - Night missions were perilous
affairs prior to the advent of radar. Nonetheless, wartime strategy
requires from time to time that an operation begin before dawn or
near dusk, and so your plane comes equipped with a small light to
illuminate the cockpit dials. (In the dark, your instrument panel
can be hard to read.) Since a bright white light could significantly
reduce your night vision, the bulb produces a soft red glow. To turn
it on or off, press L. The light works only after dark.
This is the standard EAWv1.2 Gun Button configuration:
- FIRE SELECTED GUNS=Joystick_Btn_1
- SELECT NEXT GUNS=S
- SELECT PREVIOUS GUNS=SHIFT S
- SELECT ALL GUNS=Z
- SELECT MACHINEGUNS=X
- SELECT CANNONS=C
- DISPLAY SELECTED GUNS=CTRL S - Review your current
selections of guns.
- FIRE SELECTED WEAPONS=Joystick_Btn_2 - This will
fire/release Rockets or Bombs.
- SELECT BOMBS=W - Select and Arm Bombs
- SELECT ROCKETS=R - Select and Arm Rockets
- RELEASE DROP TANKS=SHIFT D - Drops the extra fuel
tanks
your plane carries for long range flights. Use just before
combat engagement.
- TARGET NEXT ENEMY=T - Moves the targeting marker to the next
enemy plane. Using this, you can cycle through all of the enemies in
sight.
- TARGET PREVIOUS ENEMY=SHIFT T - Moves the targeting marker to
the previous enemy plane.
- TARGET CLOSEST ENEMY=CTRL T - Puts the target marker on the
enemy plane nearest you, and labels that marker with the name of the
plane and its distance from you.
- TARGET NEXT FRIENDLY=Y - Moves the targeting marker to the
next friendly plane. Using this, you can cycle through all of the
friendlies in the mission.
- TARGET PREVIOUS FRIENDLY=SHIFT Y - Moves the targeting marker
to the previous friendly plane.
- TARGET CLOSEST FRIENDLY=CTRL Y - Puts the target marker on
the friendly plane nearest you. Why would you want to target
friendly planes? Hopefully, just to find out who’s who and how far
away they are.
- TARGET NEXT GROUND=E
- TARGET PREVIOUS GROUND=SHIFT E
- TARGET BEST GROUND=CTRL E - Target Primary Ground Object:
On Bombing and Interdiction missions, Ctrl-E may be
used to highlight your primary ground target, regardless of its
distance. In the case of multiple targets on a Bombing or
Interdiction mission, the closest primary target will be chosen.
- TARGET CLOSEST RUNWAY=SHIFT R - Selects Runway and a
icon
- DESELECT TARGET=BACK - Clear; Removes the targeting marker.
Backspace (BACK) unlocks the padlock because you de-selected
your target. Unlocking your padlock keeps your target, but
switches you to default front view. This can be quite useful in
combat, making it seem like you are twisting your head from
looking at your target, to seeing where you are going.
- FLIGHT INFO DISPLAY ON/OFF=ALT F - Toggles your HUD (bottom
left, in green) Default is ON.
- TARGET INFO DISPLAY ON/OFF=ALT T - Toggles the target HUD
(bottom right, in red) Default is ON.
- TARGET DIRECTOR DISPLAY ON/OFF=ALT D - Toggles the display of
a X
Marker around the edge of the screen which shows you the direction of
the bandit when he is not in your direct view (ie when you are in
cockpit view, it only pops up when he's off screen). Default ON. The
enemy has to be in range for the marker to display.
- TARGET BOX DISPLAY ON/OFF=ALT O - Toggles the display of a
square box on the target. Its best left off if you have the other
displays turned on as it gets a bit crowded making it difficult to see
the actual targeted plane. Default is ON. The enemy has to be in
range for the marker to display.
- TARGET ID DISPLAY ON/OFF=ALT I - Toggles the display of
target name or plane type. You'll need to get a bandit in view to
see name and plane type. Default is ON. The enemy has to be in range
for the marker to display.
- TARGET RANGE DISPLAY ON/OFF=ALT R - Toggles the display of
target range. You'll need to get a bandit in view to see range.
Default is ON. The enemy has to be in range for the marker to
display.
- RADIO MODE=TAB - Cockpit Radio; To initiate radio
communication, use the TAB. A menu appears, listing the people you can
contact by radio—your squadron and Ground Control are on the same
frequency; if there are other squadrons involved in your mission,
they’re on another frequency, and you cannot communicate with them.
Press the key that corresponds to the intended receiver of your
message. When you’re prompted, choose what type of communication you
wish to send. If you don’t see the exact command you’re looking for,
try the three menus— Tactical, Formation, and Navigation. Finally,
choose the statement you want to pass along. If you have opted to
issue a command, you must select not only an action, but also the
specific target. Pressing ESC any time cancels your message. See my
AI Explained Help Document for more info with Wingman Response and
Communications.
- CHAT MODE=GRAVE - Multiplayer chat. Press the grave key
~ (immediately under ESC) twice to chat to all players or, in a
sweep, hit grave and 1 to send your messages to wingmen only.
Once you have typed the message, hit the enter key to send it.
Watch you don't hit the ESC key by mistake: that pauses the game
for all players.
Note that game commands from the keyboard are deactivated while you
are sending a message so you can type without dropping flaps or
shooting rockets around. If you find the keyboard commands not
responding you may be stuck in message mode. Just hit the enter key
or grave key to get out.
- PILOT MAP=ALT M - Conveniently stashed in the cockpit
is your very own map of Europe. When you press ALT M, the map
appears; it’s a good idea to give the autopilot control of the
plane before you open the map. This allows you to take a good,
long gander. Consult the map to review your intended flight
path; icons plot the progress of all friendly aircraft. Press
any of the view keys to exit the map. You return to the cockpit
in the standard forward-facing view (or whatever view you
selected). Your plane is moving at normal speed.
Map Distances
Please keep in mind that though they are flat, the Pilot and
Briefing Maps in EAW are based on a curved section of the Earth,
and distances aren't easily measured by eye. Before taking off,
you might want to double check the distance to the target in the
Briefing section of the Armaments board.
- AUTOPILOT ON/OFF=A - All of the planes come equipped with an
autopilot that can take over control of your craft in flight.
(Historical purists should know that few of the aircraft you can
pilot in European Air War actually had an autopilot installed, and
none had one as sophisticated as this. It has been included strictly
to ease game play in certain situations.) Upon encountering enemy
aircraft, the autopilot notifies you of their presence and
disengages itself, leaving you once again at the helm. Autopilot can
also assume command during take-off to ensure that you get safely
aloft. Of course, under no circumstances can autopilot save you when
your craft has been damaged beyond control—you must bail out.
Auto Piloting Home
To Autopilot your aircraft back to Home Base; Once you're ready
to return home, change your waypoint ([P] by default) back to
your Home Base, then enable the Autopilot. If you fail to do
this, your Squadron Commander has the ability to call you back
into formation, and your Autopilot will listen.
- WING LEVELER ON/OFF=SHIFT A - This function is new to v1.1
[SHIFT A] will toggle the wing leveler, which
will hold your current altitude, speed and heading. Note that if you
are not in stable flight (e.g. too slow to hold your altitude), the
wing leveler may adjust the speed or altitude slightly to try to
achieve stability. You may use this command in both single and
multiplayer mode. The flight modeling of the "wingleveler"
operational characteristics seems to work best when your aircraft is
in cruising parameters; Drop your RPM down to say 3000/3500, let the
airspeed drop and level off to the cruising speed and then engage
the "wingleveler". This will help prevent the throttle from changing
constantly. You can also try to set it on just below cruising speed.
If you try to set it at above a slow cruise it will try to bring you
up to top speed and cook the engine.
- NEXT WAYPOINT=P - Changes waypoint location.
Waypoints are displayed on the Pilot map, and used to command
the flight group / and or autopilot.
- PREV WAYPOINT=SHIFT P -
- ACCELERATE TIME=PAGE_UP - Increases your rate of
speed (for greater acceleration, repeat) Time acceleration
feature allows you to stay in the cockpit and use any of the
external camera views while you move several times faster than
normal. For anything faster than four times normal, you’ll
probably want to engage the autopilot. At great speeds, even
slight movement of the joystick can cause you to swing wildly
out of control, with events happening so quickly that you may
not have the chance to recover. Accelerated time even close to
the enemy is possible now.
- NORMAL TIME=PAGE_DOWN - Sets Time back to normal with
one push of this key.
- SKIP TO NEXT ENCOUNTER=ALT N - Skips the Game loop to
the encounter point, or next waypoint, abandoning the normal
game events. In other words; moves you and all game events to
the next waypoint or closest point to an engagement possible.
Hitting [Alt N] will jump you to your next
encounter or waypoint, rather than forcing you fly in formation for lengthy
periods of time. This can save a lot of time. In real life, it just
takes too long to fly missions all the way from your home airfield
and back again - especially if you are escorting bombers deep into
German occupied territory. Note that you won't get quite as high an
altitude as you can by flying all the way to the battle in real
time, and so aren't always in quite such a good position at the
start of the fight. Note: you will not be allowed to use this feature
when you've reached a mission objective, when the enemy is near, or
when your plane is badly damaged.
When a lot of Planes are in the Air:
If using the ExtraSquad settings, using [ALT N] can cause the
game to crash if there are too many planes in the air.
- JUMP TO NEXT PLANE=ALT J - Abandon the current Plane
to AI control and Fly the next available plane if any.
Changing Planes; On single
missions (but not on career operations)),
pressing ALT J allows you to jump into the cockpit of a different
plane, it would be an AI controlled plane. This can come in handy. As a rookie, it might be more useful
to assume position as a Wingman than to fly the lead plane. You can
gain valuable experience just by watching your more accomplished
flight mates. Others (those with sadly deficient morals) might want
to change planes after their own has been badly torn up. Repeatedly
pressing ALT J cycles you through each available aircraft on your
mission (flyable planes only). Cycle too far, though, and you’ll end
up back in your original crate.
Ending Multiplayer (Coop) Missions:
If your plane is destroyed, no longer flyable, you bail out,
shot down or you are killed, you
can jump into the next available AI plane in your squadron by
using the "Jump to next plane" (ALT-J) key. ALT-J will not work
if your plane is still flyable, or if there are no AI planes
remaining. (Or, if the host has "AllowRespawn=0" set--see [Netoption]
section). In any case, you can remain in the world and watch
everyone else with the view keys. Press Escape to exit.
- BAIL OUT=ALT B - Bailing out—abandoning your aircraft
and parachuting to the surface—is a simple, last-ditch attempt
to save your life when your plane has been shot up. All you have
to do is get your plane as close to level flight as you can
manage and slow, then jump from the cockpit. If you bank too
much or climb/dive to much, or if you are too fast, you will
hear a nasty "thud", which means that your pilot hit the
plane. Vital Note: It is not
possible to bail out safely if your altitude is too low. It's
suggested that if you can’t get above 3,000 feet, attempting to
land is your only safe option.
Realistic Bailouts; You will
now free-fall for a period of time before your chute deploys, though
it will still deploy automatically. Depending on the plane's
orientation and speed when you bail out, there is also a chance you
may hit the tail of the plain during egress (thud sound), injuring yourself and
delaying the opening of the chute or even destroying it (or your
capability to pull the ripcord).
Ideally you should be as slow
(under 200-250 mph) and as level as possible, and in any case at
least a couple thousand feet above ground before you attempt to bail
out. (If you remain in the air 4-5 seconds, you have a good chance
to have your parachute open. Even at low altitude. At 1,000ft if
you bail just before the plane starts to stall/spin, your chute may open at
tree top height).
Enemy Territory and Bail Out:
What happens once you’re on the ground depends more on luck and
where you landed than on your survival skills. Enemy territory
is patrolled regularly, and very few pilots have made it back.
Single Mission and Bail Out:
Fortunately, as the pilot of a single mission, you have multiple
lives to squander. Each time you are shot down or bail out,
European Air War reassigns you to the least-damaged friendly
AI craft remaining aloft, and you find yourself in the cockpit once
again. If the new plane doesn’t suit your liking, cycle through
the rest of the available aircraft and select another (see
Viewpoint and the Camera: Changing Planes). There is no
guarantee, however, that it will be airworthy. When the final
friendly plane falls from the sky, your luck and your mission
come to an end.
Oil Leak and Bail Out:
Try to return to your take-off point right away. Otherwise, the
oil will eventually all run out, and the plane’s engine will
seize (stop working suddenly). You might, with luck, be able to
glide to a safe landing, but it’s much more likely that you’ll
end up a sitting duck for enemy pilots to shoot down. If you
choose to stay in the fight and then wind up bailing out, fine.
Living to fight another day is better than going down with your
plane. However, unless you had a damn good reason for staying,
expect a reprimand. Bringing your country’s plane home with you
is more important than seeking personal victories.
Complex Stall and Bail Out:
One further piece of advice: If you go into the second type of
stall too low, you’d better bail out. (Whenever your aircraft is
climbing, the angle of attack is increased. If you do not have
enough forward motion (thrust) to compensate for the loss of
lift this causes, the plane could stall). Remember, you’ve got
to have enough sky under you to safely recover and get out of
the resulting dive. Otherwise you haven’t got a chance.
Low Alt Spin and Bail Out:
If you go into a spin at any altitude below 3,000 feet, bail out
immediately—you do not have enough maneuvering room to save your
plane, so you may as well save your life.
Severe Damage and Bail Out:
Remember, once you’re airborne, you are in command. If the
damage to your aircraft is severe enough that you have trouble
controlling your flight, you have a command decision to make:
whether to continue on and attempt to complete your mission. Use
your best judgment. Severe damage will make your mission
impossible, and you might need to return prematurely. If the
damage is too great, you may even have to bail out in order to
save your neck.
Fire and Bail Out:
If you aren’t close to an airfield, but you believe you can
safely crash-land or ditch, feel free to try. Then, too, you
could always bail out. There’s no real difference between that
and a crash landing—except that you’re much more likely to
survive if you hit the silk. Whatever you decide, don’t
dilly-dally; you probably don’t have much time to act before the
fire reaches the fuel tanks.
Become A Projectile Weapon:
If you have no other options—you can’t bail out and your chances
of surviving a crash are nil—you can always use your wounded
craft as an offensive projectile. You will not survive, and this
is not a recommended tactic.
Most pilots like to wait until they’ve used up all their other
destructive options, though it’s not a requirement. Any bombs
still attached to your plane when you hit probably won’t go off
(they aren’t armed), but any fuel left in your tanks makes a
nice fireball. Fact is, if you’re considering a “kamikaze”
maneuver, you’ve probably already got your plane toasted and are
desperate for a way to wreak some extra havoc. When your plane
is damaged, you have less than perfect control over it.
Viewing Self When Bailing: ...I once read a forum post
that was very old. I swore it described how to successfully
watch yourself bail out of the plane. However, I no longer know
where that information came from...
In stock v1.2 you can not actually watch
the bail out from an external view. After bail out is enabled,
all plane following related views are no longer available while
the pilot climbs out, it then switches to the pilot's
perspective.
To see the Parachuting Pilot:
To get a parachuting pilot after bail out in EAWv1.1 / v1.2. In
EAW Configuration, you'll want to configure the "Camera
Position" to "Mouse" rather than "Keyboard". In the Advanced
setup there is a option called "Free Camera View", that defaults
to CTRL F12. There is also the "Zoom Button", which defaults to
"Mouse Btn. 1" and "Camera Reset" defaults to "Mouse Btn. 2".
At that point you can activate FREE CAMERA VIEW
once the pilot is free falling (before the chute opens), and
follow it with your mouse (if so configured under CAMERA
CONTROL), but the pilot's image is so small and moving so fast
that you may not be able to focus the view on it. Once the
parachute deploys you can continue to watch it until it
disappears or lands.....
After your parachute is opened, pause the game.
Then press the CTRL F12 keys at the same time.
Go to your mouse, press the left button and pull back on it.
You should now see the the pilot hanging in a white parachute.
- PAUSE GAME=ALT P - At any time while in flight, you
can press Alt P to pause the game. All action in the game will stop
until you restart it, but you still have control of the external
camera and the viewpoint controls. Note that none of the controls
except those relevant to the camera and viewpoints will function
while the game is paused. To restart the action, press Alt P again.
- SOUND ON/OFF=ALT S - Turns all sounds off or back on.
- QUIT GAME=ESCAPE - If you wish to end your current mission
without shutting down the whole game, press ESC. You must verify
this command. If you do, you proceed directly to your debriefing,
and the mission is counted a failure unless you completed your
objective before quitting. In Multiplayer games this will pause the
game for all players.
- ScreenCapture=RMENU - This is the Print Screen key (RMENU).
Be aware that screenshot file size increases dramatically with
higher resolutions. If this key won't work for you, try INSERT as
the key to use. ALT F12 has worked too in the past.
RMENU means use your default keyboard screen capture button. The
key used depends on your PC keyboard, and how you have that
setup with Windows. For example on many PC's it is the "Print Screen"
key, but not always, look at your keyboard or manual.
See my 'Joystick and Controls Help Document' for more information
on Screenshots.
============================END
This section of the document is to mention some unique aspects of
the eaw.ini file and controls.
HotSpot Labels
Note that on most of the game screens (not during missions), you
can use the [SPACEBAR] to toggle labeling of all the hot spots on
and off. This can be quite helpful when you aren’t sure exactly what
you can do on a particular screen. You can also right-click to
briefly view the hot spots; they stay visible as long as you hold
down the [RMB]. In the Hanger Screens you have several options as
you wander around the hangar waiting for orders to man your craft.
Use the mouse pointer to search the shed until you’ve found each
one, or simply press the [SPACEBAR] to reveal them all.
Quitting The Game (Exit to Windows)
The Main Menu includes an Exit option for leaving the game, but
real life doesn’t always allow enough time to work your way back to
this menu to quit. To leave European Air War at any time, almost
instantly, you can
press [ALT Q]. The game prompts you to verify that you want to quit.
Note that if you are in the middle of a career mission when you
quit, your career continues with that mission when you come back to
the game.
Also if for some reason, your stuck in the game and it just won't close, use the Windows
close shortcut: [ALT F4] will close the active program.
FPS (Frames-Per-Second) Display
To check FPS in EAWv1.0 to EAWv1.2 there is no built in counter, you
need an external program. The community used to use a program called
FRAPS, however that seemed to only run properly when EAW ran in D3D
mode. Newer options include using a Wrapper Program, most have a FPS
counter built in able to acutely display the correct Frames in a
Window or Full screen mode.
Two Functions Assigned To One Button...
If you want to have 2 functions on one button (one press of the
button
performs 2 actions), you need to open the ini with notepad, then
insert the same key-description to both functions that you want to
use with the one button.
For an example: Configured the zoom function and the camera
movement on one button...You can use the camera up and move left
with the POV Hat switch moved back to get a higher rear-'snapview'
...better combinations can be thought of...only few combinations
will work well using eaw.ini, most others will act strange...but if
you use some joy tool (from your own joy or a third party) ,xpadder
for example, than you can make magic with your joy buttons (2x or 3x
more buttons)...
If your trying to save buttons on your Joystick, You can even try
"Flaps Up" and "COCKPIT ON/OFF" functions on the same joystick
button, saving you one button.
Win2k/WinXP Target Assignment Bug:
You will be able to make changes to the remappable keys in eaw.ini
with Notepad with the exception of TARGET CLOSEST ENEMY or TARGET
NEXT ENEMY. Whenever you go to Configure Game, Control, Controller
Setup and check the setting, it will always be set back to the
default and ignores the assignment you previously set with Notepad.
Repeating and Unwanted Lines:
You may notice that sometimes at the end of the EAW.ini, after what
should be the last command line (ScreenCapture=) there are other
command lines that you may have never have seen there before, repeating
several times:
TARGET NEXT ENEMY =T
TARGET PREVIOUS ENEMY =SHIFT T
TARGET CLOSEST ENEMY =CTRL T
TARGET NEXT FRIENDLY =Y
TARGET PREVIOUS FRIENDLY =SHIFT Y
TARGET NEXT GROUND =E
etc....
These line could become problematic eventually as they keep being
added and repeated over and over, so you will want to
remove them. You just have to remove those extra entries every so often
manually.
CODEGROUP VERSION CONTENT
The independent CodeGroup source code modifications of EAW, versions
1.28 and up introduced some major additions and changes with different
functions added to the game, some of the changes where done to the ini
file, only those changes are noted in this help document. Others
advanced settings are configured with a pre game frontend loader
(depends on the version of the game your playing). See the specific
version in my CodeGroup Patches Help Document.
Since this help doc only describes the newer features in the eaw.ini
for EAWv1.28 and above, you'll want to review the existing official
MPS settings provided in stock EAWv1.2,
Please see my EAW.INI Help Document for those details.
These new functions
presented here in the help doc revise the
stock eaw.ini file and will make it in-compatible with
previous EAW versions (sometimes even for later EAW versions). Allow
the eaw.exe for the particular game version create a new eaw.ini
file before modifying it in Notepad.
- Width=1024 -
- Height=768 -
At 1024x768 is when the graphic details really begin to pop. (In EAWv1.28
and versions above it, the POV in 1024x768 resolution was properly increased; you sit back
further away from the dash than you would in stock EAWv1.2 at the same res. You will
also notice the FOV is actually larger than
normally the widest 800x600 that you find in stock EAWv1.2).
See my
'Known Bugs and Feature Ideas Help Documents' and read the VIDEO
Section and topic of FIELD OF VIEW (FOV)
for more details
about Wide Views, Field of View, Point of View and Resolutions.
Note:
EAWv1.28 defaults to 1024x768, and will display the fuel gauge
as it has been up scaled to display at that new default res.
However, When using a res other than the default , when the game loads you will no longer see the "Fuel
Gauge" loading screen, there will only be a blank screen.
But, Later versions like v1.40 or so will have a text displaying %
loaded when non default resolution is used.
(Also, Source mods have increased/up scaled the size of the Virtual
Cockpit screens from there original stock 800x600 size to 1024x768.
This was done to smooth out the edges some what. However they are still
less in detail overall when compared to the 2D static cockpits.) The
Virtual cockpit also lacks things like cockpit bullet hole effects, oil
smudges and viewable rear gunners. There is no fix for this in any
version or code modified EAW game, in fact old low res cockpits where
coded out and are no longer available during game play. (I think they
still load into memory though).
Note2:
The HUD data Display and in-game chat messages can become small
and hard to read at much higher resolutions. If you use EAWv1.28
and above, those source mods have a new setting built in, see your eaw.ini file,
look for HudFontSize=0
, changing it to =1 will
give a larger font.
Note3:
The size of the screen will effect
the games Frames Per Second. You want the frame rates ideally at 30FPS
or more, but above 15FPS so the game will operate correctly. For
an example, If the
game is running smooth when you enter dense bomber formations
your doing well. In EAWv1.28 and above, CTRL-G gives the FPS in the top right
hand corner. See the NOTES section at the end of this document
for what all the FPS Display readouts mean.
- DisplayDevice=1 - This is which video
card/graphics mode EAW has established as your D3D or 3DFX
device.
You will want to set this to either 0 or 1 for the
most part on modern computers. Glide tends to be faster but does
not support custom colors, see Note below.
Note: The range of colors used to make the EAW aircraft skins
are in a defined set called an Indexed Palette. EAW can be
played under two different API's, one is D3D from Microsoft, and
the other is Glide from 3DFX. Under D3D, you can add colors to
the stock color palette, and D3D will display them properly.
Under GLIDE 2.43 if you add colors to the stock 8bit palette, they
will not display correctly. You will end up with very oddly
colored aircraft. However GLIDE 3.0 (which has been added to the
various versions of the source modifications as of Feb 15 2016), supports colors
just like D3D does.
- CockpitProp=1 - 0/1 Toggle
- (for version 1.28c and above) When the
cockpit is used the presents of the propeller is displayed, can be disabled0
or enabled1.
- VirtualCockpit=1 - 0/1 Toggle - (for version 1.28c and above) - Don't allow or allow
the 3D virtual cockpit to be used.
- PlaneSetNumber=1 - (for version 1.28c and above)
Determines which set of planes are used. Set from outside the
game normally but can be changed from in game... This only
influences the game if there are additional plane set folders in
the currently used "Scenario folder". A value of 0 is default and
as long no other plane set is loaded, the standard plane set from the CDFs are used. Can be values of 1 to 4.
- PropRotationSpeed=8 - (for version 1.28c and above)
This will effect how the spinning 3dz model prop looks from the cockpit
view. This setting is used because different PC´s can't display all the same rotation
speed, so it was increased and made adjustable. Note: This effects all rotating objects.
============================
- ColourMain=2 - (for version 1.28 and above) default color of text on the Main Screen.
- ColourAxis=10 - (for version 1.28 and above) default color of text on new Axis plane
selection screen (10) ?The color of the Axis icons?
- ColourAllied=3 - (for version 1.28 and above) default color of text on new Allied plane
selection screen ?The color of the Allied icons?
- BirdSeed=5 - (for version 1.28 and above) 0 to 5 - 0,
no birds will spawn anymore. A value 1 (more) to 5 (less),
to change the occurrence of birds in game, usually at the
airfields. They tend to spawn from the players position, or
behind the players position...
Note: (for version 1.28a and above) more bird appearances at a value of 5. Less is 1 and none is 0.
- QuickVersion=0 - (for version 1.28 through 1.28c, and
likely 1.28d. However in v1.28e there is reason to believe even more
new code was used to change the behavior of this setting even
further...)
Quick Start ('Instant Mission' as it's been
renamed in v1.28 and up on the in game
main menu) relies on settings configured in game on the "Single
Mission Parameter Screen" like it does in stock v1.2. Then
there is the new QuickVersion= setting, this will also
modify the parameters for
what the mission will be like, in effect allowing you more
control (more than stock v1.2) over how the Instant Mission will
be configured... See choices below.
"0" default Quick Start (random mission type) (same
layer as standard v1.2) "1" very small battle size + random
mission type. Good random mission setup if you just want a quick
fly , Bombers only will get interdicts. "2" very small battle size + last
selected mission type (single mission setup) Quick way of
launching a single mission you might have set up for training ,
Bombers only will get interdicts. "3"
very small battle size + Fighter sweep , Bombers only will get
interdicts. "4" very
small battle size + Escort , Bombers only will get interdicts.
Note: Also to set your plane type and country you can set in the
.ini or go in-game by way of the single mission plane selection
screen (1.28e era) and select your plane then go back to main
menu and then launch quick mission. I THINK the \savedata folder
in the EAW root has files in it with the MSNXX.DAT name. Each
time you launch a Quick Mission one of those files with all the
parameters gets used, apparently one after the other...
Note2:
Quick Missions are different than any other mission
types. Due to the way EAW sets them up,
"the rules it can use are / can
be - different." It is in a way a combination between
single, campaign and / or online mission. That is to say
aircraft bases, etc, takeoff can spawn outside the frontlines,
and so forth. Mission files can be coded differently, etc.
Note3: (Quick Start for stock v1.2)
The way a "Quick Start" mission works in stock v1.2 is it's
really based off the last configured settings on the Single
Mission Parameters screen (the last MSNXX.DAT mission file in the \savedata
folder). Then the Quick Start randomizes some of those settings
on it's own to produce a further randomized single mission, it
will not be exactly the same as if you played the Single Mission
on it's own. For an example: If you set the parameters to intercept B-17s in
the Single Mission parameters, in Quick Start you might end up
against B-26s or B-24s, because Quick Start doubles the
randomization, by adding it's own layer. Now If you want to fly
a specific plane in Quick Start, goto the Single Mission screen
and pick your plane, and it will be saved, hit ESC to exit and
return to the Main Menu. Now pick a "Quick Start" mission and
the plane you choose to fly will be in use.
- KeyboardLanguage=0 -
(for version 1.28a and above) This changes the keyboard to different national settings.
0 (English
default)
1 (German)
2 (French)
3 (Spanish)
4 (Italian)
- FlakAccuracy=2 -
(for version 1.28 and above) Affects only the heavy flak, The effectiveness of the flak
depends on two settings, the Accuracy and the Rate of Fire
(setting listed below). Experiment with them. The default value is
shown. Appropriate values range from 1 to 5.
- FlakRof=2 - (for version 1.28 and above) Affects
the Rate of Fire of only the heavy flak, The effectiveness of
the flak depends on two settings, the Accuracy (setting listed
above) and the Rate of Fire . Experiment with them. The
default value is shown. Appropriate values range from 1 to 5.
- WW1TakeOff=1 - (for version 1.28a, not sure if this
is in any other version) Gives the across the paddock take off
for fighters on a grass runway (0 uses the 1.2 default)...
- HudFontSize=0 - 0/1 - (for version 1.28 and above) Toggles the HUD's
font on the cockpit screen from stock to Large Font Bold. A value of 1 improves
the legibility at high resolutions.
- GunSightSize=1024 - (for version 1.28 and above)
possible values are 800 to 2100 - Sets the Gunsight Reticule
size/diameter. Note: "1550" is the maximum that fits nicely on the
current Spitfire gunsight glass. Using this value, the wingtips of a
fighter fit into the circle at a range of about 150 yards.
- OldStyle=0 - 0/1 - (for version 1.28 and above) Toggles
New or Old Plane Selection Screens; 0 will give you the later,
two screen (Allied/Axis) system, where any plane marked as
flyable is listed for selection. In EAWv1.28c/d all plane sets
but the V1 are flyable. A value of 1 will use the old original official style of three plane screen
selection layout. Note: In the older system the "bombers" were
never displayed for selection as they where not flyable. (If you
load an older add-on flightmodel, often the bombers are not
flyable.) This setting does not affect the menu screen size.
- GroundBattle=1 - (for version 1.28 and above) 0 is No
ground battle, 9 is max action, explosion artillery activity on the ground
when you are close to the frontline. The default is "=3" "=0"
disables the ground battle action. The higher the value the more
impacts happen. Depending to the PC´s performance at some stage
the FPS might suffer.
- ComputedGunsight=300 -
(for version 1.28a and above) 0=
disabled; fixed gunsight. The "gyro" gunsight only works in "gunsight
mode" (1st step zoom). It gets adjusted to the movements of the
currently toggled target (icon), otherwise to the closest
target. The gunsight adjusts the reticule in relation to your
own and the targets G-force. The gunsight currently got
activated only for the P51D, P47D, Me262A, Bf109K, FW190D9,
Spit14 and TempestV triggered by an planes.dat value.
Note: (for version 1.28c and above)
The "computed Gunsight" has been
"fixed". Before the EAW v1.28c release some of the code for this was
lost, and it has been re-introduced and re programmed in.
The computed gunsight now relates to the distance, rather than the enemy’s G-force.
The default setting for
this is 300 which sets the deflection range to 300 meters. You
can try variations, value is the distance at which the gun sight
works best in "meters".
- ExtraSquads=0 - This adds additional squadrons of
planes to each mission.
Note Multiplay
(for version 1.60):
There was code added by MrJelly
to allow the ExtraSquads value to be transmitted to other
players from the host, thus this setting in EAWv1.6 now works in
multiplay.
(for
version 1.28c and above)
the
Default is OFF (zero). Any number up to 17 may be entered.
Possible settings for v1.28c and up are:
"0" No extra squad.
"1-3" normal extra squad. "4" all Bombers get two escorting fighter squads
"5" all US Bombers get two escorting fighter squads
"6" only 1940/43 US Bombers get two escorting fighter squads
"7" only 1944/45 US Bombers get two escorting fighter squads
"8" all US+Brit Bombers get two escorting fighter squads
"9" only 1940/43 US+Brit Bombers get two escorting fighter
squads "10" only 1944/45 US+Brit Bombers get two escorting fighter
squads "11" all Brit Bombers get two escorting fighter squads
"12" only 1940/43 Brit Bombers get two escorting fighter squads
"13" only 1944/45 Brit Bombers get two escorting fighter squads
"14" all Ger Bombers get two escorting fighter squads
"15" only 1940/43 Ger Bombers get two escorting fighter squads
"16" only 1944/45 Ger Bombers get two escorting fighter squads
"17" Fighter squads can have up to 64 planes, always two Bomber
squads will appear, instead of one.
(Set to 17 then make a single mission sweep and select up to 64
planes for your group. With this setting you can really reach
the EAW 256 plane limit.) Note: 17 disables en-route Random Encounter
Groups
> "17" No extra squad
(for
version 1.28e and above)
Here's some more info on the 1.28e settings and corrections that Knegel later posted:
0 = US escort 1944/45 double
1 = big battle 1 (player always can have up to 16 fighters)
2 = big battle 2 (player always can have up to 16 fighters)
3 = big battle 4 (player always can have up to 16 fighters)
4 = no extrasquad, but the player always can have up to 16
fighters
5 = all nations get double escort in every year
6 = US get double escort in every year
7 = US escort 1943/44 double
8 = brit get double escort in every year
9 = brit escort 1943/44 double
10 = brit escort 1944/45 double
11 = brit/us get double escort in every year
12 = brit/us escort 1943/44 double
13 = brit/us escort 1944/45 double
14 = luft get double escort in every year
15 = luft escort 1943/44 double
16 = luft escort 1944/45 double
17 = large fighter squads (64 fighters) and double bombers
>17 = no extra squad at all.
Note: With EAWv1.28e the campaigns where US 4-Mots are involved
will get 2 escorting squads in 1944/45. This is a more realistic
result and look.
- Month=6 - (for version 1.28c and above) (the
possibility to play seasonal setups was implemented)
If the value is between 1 and 12 (January to December), EAW
1.28C will provide a steadily increasing mission date in single,
multiplayer and quick-mission mode, with every played mission.
This does not influence the career date!
The Month setting triggers the season in EAW if a seasonal setup
is present in the currently used "Scenario folder". In this way
the currently used month can determine the terrain and/or
weather setups to be used.
"21" triggers static "Spring" (also
in career mode), while the single mission date is randomized (as
in the default game).
"22" triggers static "Summer".
"23" triggers static "Fall (Autumn)".
"24" triggers static "Winter".
"25" triggers static "Light Winter"
All other values ( 0, > 12 & <
21 , > 25) disable the seasonal setup and the new mission data
system.
If the seasonal setup is
activated, it automatically becomes a "host setting" in
multiplayer mode, so everybody in game will get the same
setting.
- Day=1 - (for version 1.28c and above) Here you can
select the wanted game date day (1 to 31). If the value is
bigger than then maximum possible number for the current month,
the game will switch to the next month.
If the "Date system" is disabled, the day value is randomized.
It does not apply to career mode.
- EnemyEncounter=1 - (for version 1.28a and above) 0 =
disables/no
encounter, 512 = max probability. Try values up to 255, as
higher values produce higher probability to meet an encounter
group.
This setting effects the probability for "Random" Encounters
Groups (actually they are not randomized, but the lot of
influencing factors make it look like random.) In
single missions and career mode, planes sometimes spawn as you
are on the way to a target somewhere in your area and
sometimes they take off from a base some miles away to intercept
you.
Radar coverage related encounter groups appear mainly in the
air, rather big distances from their homebase, but a enemy base
will be near by somewhere. In rare random cases, bombers can
show up, instead of fighters.
Airfield related
encounters appear only (without radar help) if you get rather close
(within 35 miles) to an enemy base
in rather low altitude (below 1,200Feet). Here fighters only
will take off, if the base keeps fighters of the current mission
time period. This kind of encounter simulates an emergency
scramble, or and take off by chance. So its possible to actually
see a enemy squad taking off if your close enough to an enemy
base.
Disabled Note: When ExtraSquad setting is 17 or 'Time Acceleration' is
active, and when you use 'Skip to next Encounter', Random
Encounters are turned off to avoid too many planes or CTD.
??I think Random Encounters maybe disabled completely for
Multiplayer??
Friendly groundstarted encounter groups are also
possible. If you spot them near by, you can call for help and
they will assist....read the next line below:
- FriendlyEncounter=0 - (for version 1.28a and above) 0
= disables/no encounter, 512 = max probability. Try values up
to 255, as higher values produce higher probability to meet an
encounter group.
- AutoCombat=0 - (for version 1.28b and above) Change to
"1"
to turn ON. This allows you to fly on Autopilot and target enemy
aircraft or other objects. The AI (Artificial Intelligence) will
then fly your aircraft and pursue and shoot. Useful for both new
and experienced pilots to watch an “expert” fight, observe
and learn dogfight tactics.
- StaticCockpit=0 - (for version 1.28c and above) A value of 1 allows the original 640x480 cockpits
to be displayed with F1. A value of 0
disables all the 2D
cockpits. It is useful, if someone plays in 640x480 and does not
want to see the 2D cockpits (in add-on campaigns they normally
would not fit). Later versions, the 2D cockpit game data was removed as they are no longer used.
- FadeTime=500 -
(for version 1.28c and above) adjusts the screen
fade times, when you leave
one pre-game screen and enter another. The used value depends on
the player's preference, a maximum value is not known. Value set
is most likely in Milliseconds.
- MissionNum=0
- (for version 1.28c and above) Used as part of the single mission
sequence feature. The default value of 1 turns off mission sequence
feature. This can be activated in single mission screen, and where
activated, the mission number is recorded here.
- OldDamage=0 -
(for version 1.28a to 1.28c) 1 enables a hardcoded EAW1.2
compatible bullet damage/gun power calculation and stock default v1.2 engine
overheat system management, which suits many of the older flight
models better. Also it will use a generic guns convergence
setting. This is good for backward compatibility for old campaigns
etc. (Note: This may have been removed first in version 1.30 or 1.40.)
============================
- SkillLevel=0 -
This setting is the same as going
in-game to 'Configure Game' then 'Difficulty' then 'Combat'
then 'Enemy Skill Level' setting. This option provides a quick
and easy way to modify the overall difficulty/AI
level of your opponents, and can be viewed as a ‘general’ enemy
skill level setting. You can choose between Green0(to
face inexperienced pilots), Veteran1(pilots who have been in a
few dogfights), and Ace2(the most experienced the enemy has to
offer). Be forewarned that the enemy skill level Ace is designed
to push even the most fanatic flight simulation veterans to the
limits of their abilities.
Pilot Skill Levels Explained Further:
There are four places in European Air War that allow you
to set the skill level of the pilot AI; one in Difficulty
(“Enemy Skill Level”), two in the Single Mission Parameters
(“Pilot Skill Level” for both friendly and enemy aircraft), and
one in the Multi-Player Session Parameters (“Pilot
Experience”). See SkillLevel in the [NetOption] section far
below to see how these two last settings effect the game.
Note (for
version 1.28 and above):
Apparently the 'Enemy Skill Level' in stock default EAWv1.2 wasn't truly coded to
adjust the skill level of the AI, so the community coders of
v1.28 used this opportunity to use this so called 'unused' bit,
and replaced it with 'Player Skill.' So now EAWv1.28 and above
uses this for limiting viewing options, and limiting icon
display range. Effecting both online and offline play. These settings
limit the views as follows:
0 - all possible views are allowed, Green; The player get the
default view possibilities. Also this disables the 'Wet Starts'
engine management difficulty.
1 - No cockpit free front, Seasoned; (you can't turn off the cockpit) and
no rear view. The max icon range got minimized a bit; targeting is closer: (approx 9-10,000 FT before
you can lock.)
2 -
No external views, Almost all external views are disabled, only
the "free camera view" stay available.
So the player only can sit inside the cockpit and he can leave
his plane to move through the EAW world, by using the mouse (not
a real help while combat). Additionally the max icon ranges got
shorter again.
In the Mission or Session Parameters screen, there is an entry
option setting called ("Pilot Skill
Level" for Single Player or "Pilot Experience"
for Multiplayer), this is used to determine the AI skill level
to set the ability of the
friendly AND enemy AI planes.
However in Campaign Mode, the AI start out
green and progress from there, the related resulting squad files
influence the morale and skill.
As for your own skill, that is by
your personal abilities. (In multiplayer The online Host skill
setting is used, see SkillLevel in the [NetOption] section far
below).
- Stalls=1 - 0/1 Toggles -
(for version 1.28a and above) Now it will disable ALL targeting
(not just padlocking as found in stock v1.2), when the plane spins.
- RealisticGunnery=1 - 0/1 Toggles -
(for version 1.28 and above)
amended, now the only difference is the bullet damage/gun power gets increased by a factor of
1.5 when a value of 0 is set, for off.
(for version 1.28c and above)
The new off setting was reprogrammed, realistic gunnery off now isn't
as easy as it was in v1.2, its only little more destructive in
comparison to a lot more destructive as it was in v1.2.
- MidAirCollision=1 - 0/1 Toggles -
(for version 1.28e?? and above), the collision bubble is much
smaller, even when it's on = much harder to collide, seems
unrealistic for collision use.
============================
============================
See my
Sounds Help Document for further details on Sound and some
settings.
- SoundQuality=1 - 0/1 -
(for version 1.28 and above) New programming Forces 16bit as the
only available option, regardless what you have this set too, it will
always look for the 16 bit sounds and use the code that supports
them.
- EngineVolume=36863 -
(for version 1.28 and above) This only manipulates the players
own cockpit internal engine sound.
- ExternalVolume=36863 -
(for version 1.28 and above) external engine sound is now
included here...
============================
See my
Joystick and Controls Help Document for details about
setting up your controls.
- Snapview Speed=5 -
(for version 1.28 and above) How fast in Milliseconds after releasing
the key will the view return to previous view. Adjustable head
panning speed for the snap views (when looking around by using the numpad keys programmed to the headswitch).
(for version 1.28d and above) These eight settings are new to EAW and where programmed in to
support three standard controllers. See the
CodeGroup section on my 'Joystick and Controls Help Document' for details about
setting up your controller devices.
- Device1 Port=1 -
(for version 1.28d and above) defines which port to use for device
1
- Device2 Port=2 -
(for version 1.28d and above) define which port to use for device
2
- Device3 Port=3 -
(for version 1.28e and above) define which port to use for device
3
- Rudder Device=1 -
(for version 1.28d and above) defines which device the rudder is
on
- Throttle Device=1 -
(for version 1.28d and above) defines which device the throttle is on. The Mouse
wheel can be used as a throttle with a value of 0.
- Stick Device=1 -
(for version 1.28d and above) defines which device the stick is on
- Key Device=1 -
keyboard...??
- POV Device=1 -
defines which device the hat is on...
Note: Older CodeGroup 1.28a and other versions of the game use labels as Device
Port1=1 and Device Port2=2. These allow for two devices to be used. These are limited by there descriptor
naming, therefore the entries where renamed as listed above in newer
versions.
- JoystickDeadZone=4 -
(for version 1.28 and above)
newer versions default to 4 as modern sticks are much better at
centering.
- Guns Convergence Z=0 -
(for version 1.28b and above) This
adjustable figure is in yards.
The z axe adjust the vertical (up/down) calibration. The more
positive the number the higher the aim point. The more negative,
the lower the aim point.
- Guns Convergence Y=0 -
(for version 1.28b and above) This
adjustable figure is in yards. The y axe adjust the (side to side) horizontal convergence.
The more positive the number the closer in the convergence. The
more negative, the farther out the convergence.(for version 1.28b and above) The values for Gun Convergence in the
new eaw.ini are NOT the range of a Convergence. (Those settings
are found in the games .FLT data files, changed by a modding the
file. But You don't need to touch those as they all have been
tested and are working as real-life values).
Note:
In EAWv1.2 the guns shoot straight forward with no possibility
too adjust any convergences settings as it's not implemented in
the game. This takes away much of the firepower of planes with
wing mounted guns. However in EAWv1.28 the bullet stream
paths meet up in the point of convergence, in a historically
accurate aim point and range (default range and path are set
based on what was used by the USAAF, RAF and Luftwaffe). Also
note you can't adjust the Z and Y bullet stream paths from the
eaw.ini in this version, nor in game.
Now in v1.28b, Using the Z and Y Convergence ini settings you can
now adjust your own aim point (path of the bullets). The
settings below are what you possibly want to change. Z and Y adjust
your aim points for the bullets (the path they will take). You can
adjust them a little up or down or a bit to the left or right. Try
values from 10 to -10. (Notice you can adjust these in game on the
top of the 'Configure Game' screen. as well).
Depending to the mission type its useful to adjust the
convergence up or down:
-Try the default convergence with Sweep missions.
-Try a Short distance convergence while Intercepting planes
with tail gunners that have a rather bad defense (small guns).
You should be-able to do most
damage with one ammo load. -Try Long Range convergence versus
a 4 Mots (many heavy guns). This will allow you to shoot from
farther away. -Cannons in general cause good damage at long range and the
German planes have many guns often rather close to the fuselage,
so a long range convergence is ok. -Also the Typhoon, tempest and P47D need a long distance
convergence(500-700 yards), when making an interdiction.
-The planes have the historical 'sweet spot' that every pilot knew
and gets use to. With a plane like the Fw190, which has quite a long
convergence range. You shouldn't have any problems in getting
quick kills.
All planes have been adjusted to a historical
correct convergence settings by default (Range and Paths), but they are not the
same in all planes (depending to the guns and normal mission
type the default convergence range do vary a lot. When the Gun Convergence
Z or Y values = 0, means the
bullet streams meet up in a point of convergence (they cross
each other), at a historically accurate distance (they cross at
maximum range) as they are set at historical aim point defaults
per plane.
Convergence is only effective at or near convergence range:
The bullets will converge at a certain distance ahead of the
plane. Of course the further the bullets get from the plane the
more each guns stream is affected by random factors and gravity.
After reaching the convergence distance the bullets continue on
the angle and diverge again. Wing mounted gun bullet streams have a X shape, not a Y, so it is
real-life convergence.
At long range wing mounted guns have a shotgun effect because they
spread out more (right mounted guns shoot bullets towards the left and left
mounted guns shoot bullets
towards the right), but of course it is much better to get your
target closer to the optimal convergence range, for effectiveness.
Fuselage (mostly about center) mounted guns stay well grouped
together for most of their range. This means you have to aim
well to hit, but when you do you hit, it will be with nearly all
guns.
Realize, if you adjust too far from the convergence range for
wing mounted guns, then you might have to put your gun sight on an enemies
wingtip to hit the fuselage and then you will be hitting with only one
wing's worth of guns, this is obviously not optimal.
Convergence Ranges (Defaults are set in the FLT by modders):
Typically real WWII pilots shot at 500m with
weapons being aimed at 250-300m. When shooting at bombers,
pilots would shoot within 500-800m. At or over 500m you
need to raise your gun to compensate for bullet drop. Just some
facts: 20mm have a useful range of more than 2km! and Air to
ground, a heavy MG is still effective at 1.5km. (In stock EAW1.2
and especially with the ECA add-on, its pretty easy to hit and
to kill on up to 1.5km distance (2,000 or 2,500 even 3,000 feet
are possible, at all times). You can no longer do that with the
Gun Convergence that is now modified into the game programming.
The default convergence has changed a bit here and there
during development of the planes. Here are a few notes of
hopefully what is current. (Convergence default is set to about
600ft for 1940 planes (for Spit1a and Hurri1a) and to about
1000ft for 1943-45 planes (mostly big MG´s and cannons)):
-Big Machine Guns and Cannons: 300-350 yards (1000 feet).
The 109E is a bit closer and the 190A(inner wing) are a bit
farther.
The MGFF
of the 109E are adjusted to around 600 feet.
-Small Machine Guns (Spit1a / Hurri / SpitIXc): 200-250 yards
(500 feet).
The Spit1a and Hurri1a are around 600 feet.
-Light guns (7.7mm and 7.9mm): about 250 yards.
ROF, Bullet Damage, Hit Bubbles: Also note that guns rate of fire is now modeled at their
historical rates, faster than stock EAW. (Stock EAW has always modeled each bullet, even when they fired straight
ahead like in v1.2, but the ROF was about half of real-life.)...
Hit bubbles were modified (typically made smaller) in the
EAWv1.28 series...Also the damage model is more realistic. .303s
and 30 cals were not that good against metal fighters with
armor, and terrible against bombers....by exact aiming to the
engines and when shooting at convergence range (175-225m) you
can bring down up to around 6 enemy bombers...a real good pilot
will get always 2-5 kills per mission (with realistic gunnery
on).
============================
============================
============================
- SkillLevel=2 -
(for version 1.28
and above) This setting apparently is what now sets the AI Skill Level, I
take it that it is no longer an average setting, but more of a
definite skill level, as the averaging factor was apparently
removed in v1.28 and was replaced with the View Limitation
setting "Players Skill" under "Difficulty">"Combat" options
which limits in-game viewing abilities and icon range. (see the SkillLevel setting in
the [Difficulty]
section way above for more information of the limited views
setting). Here is brief information: 1. all possible views are
allowed, 2. No free front/rear view, 3. No external views.
- NoAI=0 - 0/1 Toggle -
(for version 1.28 and above) "0" = with AI in your squadron, "1" = no AIs.
to remove any
AI planes from human squadrons in coop sessions. Note, however,
that without AI planes you will not be able to respawn
regardless of the AllowRespawn setting.
- AllowRespawn=0 - 0/1 Toggle -
(for version 1.28 and above) "0" = No automatic respawn, "1" = Allow
Respawn. if you
are the host of a multiplayer coop session and want to prevent
players from jumping into a new plane after dying or bailing out
(default is 1). This option doesn't appear in the session
details screen when everyone first connects, though, so make
sure everybody understands before you launch that they only get
one plane and one life (but can still stay and watch the action
if they get shot down). Remember you need some A.I. planes to
respawn into, so set the NoAI setting to 0. (Virtual servers can
be unstable at times, with large amounts of players in a game
you can just blow up after respawning cause of the amount of lag.)
- StartOnGround=0 - (for version 1.28 and above) "0" = airstart, "1" = groundstart.
to have
everybody in a multiplayer coop session start on the ground.
This is only needed if you are looking for some really hard core
gaming, with 20 minutes of real time flight (no time compression
in multiplay), before even getting a glimpse at the enemy.
Mostly needed for squads looking for realistic matches with
other squads. (Caution:
This is not fully tested, and may cause strange results! Also,
with no time acceleration or ALT-N you will have to fly the
mission in real time. EAW will try to pick the closest bases to
the target, though).
While sitting on the ground, all of the enemy plane icons will
show up on the map, but once you lift off they will disappear
and you will have to rely on ground control or your own
reckoning to find them.
The mission type will be what the host
selects in the multiplayer screen for his side; the opposite
side will have the corresponding opposite mission. And as usual,
players who select the same plane type will be put in the same
squadron at the same home base.
The destination target area will
be what the host
most recently chose
in the
Single Mission Setup. Thus, to select
a specific target city as the host, prior to starting the
multiplayer session go into Single Mission, pick the same year,
plane type and mission type you'd like for multiplayer, pick a
target city, then exit out and start the multiplayer session.
In a multiplayer game you should make sure all participants know
they will be starting at home base instead of in the air, since
they will not see this setting in the options screen.
- Weather=1 -
(for version 1.28 and above) Sets The Clouds. Clear 0, Partly Cloudy 1,
Heavy Cloudy 3, Overcast 4, Random. Weather always has its say in
determining if it’s possible to take to the air on any given
day, but during World War II this was especially true. In heavy
cloud cover, lacking modern instruments and technologies,
bombers couldn’t bomb and pilots couldn’t take off (or, worse,
land). Yet weather could also turn the course of an aerial
skirmish; a pilot might use a well-placed cloud or a strategic
moment in the sun as effectively as a complicated maneuver to
elude the enemy.
(for version 1.29 and above) The
following values are only used if the player is the multiplayer
host, in which case the settings are also passed on to the other
players. In v1.40 they are set by an external frontend then read by
the game.
- PlaneSetNumber=
- (for version 1.28c and above) I think this was
replaced later with PL settings listed below?? This PlaneSetNumber setting was later moved to the Graphics section.
- Target= -
(for version 1.29 and above) Target
Selection
- FriendlyPrimaryHB= -
(for version 1.29 and above)
Home Base
- FriendlySecondaryHB= -
(for version 1.29 and above)
Allied Secondary Base
- EnemyPrimaryHB= -
(for version 1.29 and above) Enemy
Home Base
- EnemySecondaryHB= -
(for version 1.29 and above)
Enemy Secondary Base
- FriendlySecondaryPL= -
(for version 1.29 and above)
??
- EnemyPrimaryPL= -
(for version 1.29 and above) ??
- EnemySecondaryPL= -
(for version 1.29 and above) ??
Multiplayer network code timing and localized game
synchronizations - (for version 1.28 and above)
in most cases you do not need to adjust these
anymore to compensate for online games, they are superseded by the
improvements done to the network code in v1.28. Originally they were
'unsupported' adjustments provided by the MPS EAW Team that could be made here, described in the
official EAW support documents. Includes AI_PlaneUpdateRate,
PlayerPlaneUpdateRate, ClockSyncRate.
- Sleep=400 - (for version ??1.28?? and above) ??
============================
Original CD check. This setting made redundant by the
version 1.28b
patch, as no CD is required anymore.
============================
- SNAPVIEW FRONT=NUMPAD8 - Snap Views allow you to quickly scan
a field of vision using the numeric keypad. The key layout is
designed in a very easy to use, logical order.
In EAWv1.2 there is no possibility to look around canopy frames
and plating, however you still can see the icons through the
cockpit.
(for version
1.28 and above) by using the snapviews, you can look around the
canopy frames and rear plating as the views where shifted a
little. (for version 1.28) If you push snapview front, the
pilot seat will move rearward a bit so you can see the gauges
and around the frames of the cockpit.
The old method for engines on or off found in stock v1.2 of the
game. (These are disabled/removed from version v1.28 and up). Below
are new Engine Controls.
- SHIFT [ or SHIFT ] -
(for version 1.40 and above) Are
used to exit Multiplayer. (They appear to be hardcoded, rather
than in the ini file.)
(for version 1.28 and above) EAW v1.28c includes Support for four
engines On and Off, instead of two.
- START ENGINE 1=CTRL 1 - Toggles Start/Stop engine
On single engine aircraft controls the engine
On dual engine aircraft left is engine 1, right is engine 2
On 4 engine aircraft; from left engines are designated by
convention; left outermost most engine 1, inside left engine 2,
inside right engine 3, outermost right engine 4
- START ENGINE 2=CTRL 2 -
- START ENGINE 3=CTRL 3 -
- START ENGINE 4=CTRL 4 -
Wuddy's wet-start feature may result in getting a blown
engine.
Your Engine may be damaged by repeated wet starts or jamming the
throttle forward too fast on a cold engine.
When starting your engine in 1.28c and above, you must be conscious of the
throttle setting. No throttle and it won't start. Too much, and
you'll get a "wet start", complete with flames and
dark smoke. Try a setting about 1/3 (40%) to 1/2 (50%) throttle. Then once
it starts, wait until the engine is running smoothly, ease the throttle forward if your engine is cold or
you could damage it.
Troubleshoot start up:
If your engine stalls on start-up you will get a "fuel pressure
low" warning message. It just means you have failed to get the
engine running. If you tried to use Autopilot, once the engine did die,
you need to disable autopilot and start manually. Also if you
press "Alt-N" with an un-started engine, you will get that
message as well. (Note: if you have set your throttle control
configured to your mouse wheel then there is no 'start' or
'finish' value on the roller, so just use the number 5 on your
keyboard before engine start-up to set the engine initially to
50% power. That effectively 'calibrates' your roller wheel on
the mouse.)
To disable the "wet-start" management difficulty; Goto configure game (game
set-up)-> "difficulty" -> "combat" -> "Player skill" = green.
ALT E -
(for version 1.60 and above) Is used to turn on and off all engines at once.
(It appears to be hardcoded, rather than in the ini file.)
- THROTTLE 100%=SHIFT EQUALS -
(for version 1.28 and above), this also turns WEP (War Emergency
Power) on and off.
The WEP function; The 100% throttle key work as WEP toggle
button. At gamestart WEP is enabled (if the plane itself is
equipped with WEP). To prevent over heating while keeping as
much power as possible you can disable WEP. WEP is enabled when
you set your speed full throttle, less than that and you will
have WEP disabled. See my
CodeGroup Joystick and Controls Help Document on how to use WEP
properly.
There's currently no independent engine throttle controls for
v1.28 and up, as it was not implemented once the four engine start
was added.
- THROTTLE ENGINE 1 DOWN=SEMICOLON
- FLAPS UP=SHIFT F - Flaps, depending on the plane and
speed controls both the normal flaps as well as the combat
flaps.
(for version 1.28? and above)
Sometimes this switch is used by particular plane skins / flight
control data to control other features of the aircraft. See next paragraph below.
- FLAPS DOWN=F -
(for version 1.28 and above) Many more planes
are equipped with combat flaps. Flaps, depending on the plane
and speed controls both the normal flaps as well as the combat
flaps.
Sometimes this switch is used by particular plane skins / flight
control data to control other features of the aircraft.
- WHEEL BRAKES ON/OFF=B - Standard Brake.
(for version 1.28e and above) The brakes work different now. The
"brake button" work more like a pedal now. Push it and the
brakes get released, push it again and hold it, the brakes get
enabled, release the button, the breaks get released. If you
hold the button down for around 8-10 seconds, the brakes get
enabled permanent.
After game start the brakes are enabled as usual, after a short
push they are disabled (as usual), but now the button work like
a pedal. Push the button equals
'brake', release the button equals 'no
brake'. If you push the
button around 8-10 seconds in a row, the brakes get static
enabled again. The new code brake routine is to help not to
collapse the fragile undercarriage. B will toggle your brakes
off when you first push it, but while landing, for instance, you
will need to hold the B button down, like a
brake pedal.
Moving About on the Ground: (for version 1.28e and above) There
is code implemented for propeller thrust related rudder and
elevator influences when rolling on the ground. With this its
possible to turn the plane where you stand and you can raise the
tail right away, but you must be carefully not to nose over.
Full power, stick hard forward will end in a rather fast "nose
over". You can adjust this "nose over moment" by reducing the
throttle and elevator variation. Similar its with the rudder,
full throttle and full rudder (with brakes on) let the plane
turn slow to the wanted direction, if you now raise the tail, it
will turn way more fast.
In the case of non-wheeled planes, such as Seaplanes.
Sometimes this switch is used by particular plane skins / flight
control data to control other features of the aircraft.
- LANDING GEARS UP/DOWN=G - Landing Gear up/down
(for version 1.28? and above)
If your hydraulics are damaged significantly, you can only
deploy the landing gear down one last time, simulating emergency
deploy systems, or hand-deployed crank, it will not make a sound
as the normal hydraulic system is not used
In the case of non-wheeled planes, such as Seaplanes
Sometimes this switch is used by particular plane skins / flight
control data to control other features of the aircraft
- COCKPIT LAMP ON/OFF=L - Toggles on/off the cockpit
lamps and gauges
The gun button setup was changed in v1.28 after a request and
vote, cause the default setup, with just one gun button allowed, was
found to be not historically correct. So for version 1.28 and above,
the ini settings below replace the Gun selection from v1.2
with a historically correct configuration. With this new gun
selection and fire system, EAW will now support two separate fire buttons. You can shoot all
guns with one button, but you also can set one fire button for the
main gun (smaller gungroup) and secondary guns (cannons or other MG´s).
Additionally you can set a button to disable a 3rd gungroup
(gunpods, outer wing cannons for example), which get fired with the
"fire secondary guns" button. It's a little confusing, but
it works.
The default key assignments shown below are not ideal. See my Joystick and Controls Help Document for more
detailed information about the 'Historically Correct Gun/Fire
Buttons Example' to learn more. Read more below as well.
- FIRE ALL GUNS=Joystick_Btn_1
- FIRE ADDITIONAL GUNS=S
- ADDITIONAL GUNS BUTTON SWAP=SHIFT S
- ADDITIONAL GUNS ON/OFF=Z
- FIRE PRIMARY GUNS=X
- FIRE SECONDARY GUNS=C
New "gun selection/fire" system:
We don’t need to switch through different (in most cases not needed) gun setups anymore.
Instead we can have up to three ”fire buttons” now, just as it was normal in real planes
in WWII.
For people who want to shoot all guns with one and the same button,
“FIRE ALL (selected) GUNS” remain, but additionally we can “FIRE
SECONDARY GUNS” with an additional button and we can “FIRE PRIMARY
GUNS” with another button.
Further more we can toggle “ADDITIONAL GUNS ON/OFF”. Additional guns
count as all guns that are not in the 1st or 2nd gun slot. For example
the gun pods of the Bf 109G6 and the outer wing guns of the FW190A4 are
additional guns.
By default the additional guns are a part of the “secondary gun”, so
they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”.
Though, if the additional guns are “toggled off”, they wont shoot with
the other guns.
Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAP”. If this
button gets pushed, the “ADDITIONAL GUNS ON/OFF” gets to be the “FIRE
ADDITIONAL GUNS” button.
Now we have three separated fire buttons. This is needed when the
additional guns don’t shoot to the same direction like all other guns.
This is the case for Schäge Musik uns (German night fighters), for
straight rearward firing guns (some German planes had this) and for
some ground attack guns, adjusted to shoot downward.
For all these cases it doesn’t make sense to shoot the guns together with the “normal” forward shooting guns.
This example is for a historically correct German gun selection setup:
FIRE PRIMARY GUNS=Joystick_Btn_1
FIRE SECONDARY GUNS = Joystick_Btn (stick grip top front left)
ADDITIONAL GUNS ON/OFF= Joystick_Btn (stick grip top rear left)
ADDITIONAL GUNS BUTTON SWAP=SPACE after this got used “Joystick_Btn
(stick grip top rear left)” will act as “FIRE ADDITIONAL GUNS”.
- FIRE ALL GUNS=SPACE
For people who want to shoot all guns with one and the same
button, “FIRE ALL (selected) GUNS" is renamed from stock EAW but
it remains.
- FIRE ADDITIONAL GUNS=S
By default the additional guns are a part of the “secondary
gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL
(selected) GUNS”. Though, if the additional guns are “toggled
off”, they wont shoot with the other guns.
- ADDITIONAL GUNS BUTTON SWAP=SHIFT S
Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAP”. If
this button gets pushed, the “ADDITIONAL GUNS ON/OFF” gets to be
the “FIRE ADDITIONAL GUNS” button.
- ADDITIONAL GUNS ON/OFF=Z
By default the additional guns are a part of the “secondary
gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL
(selected) GUNS”. Though, if the additional guns are “toggled
off”, they wont shoot with the other guns.
- FIRE PRIMARY GUNS=X
Fire Primary Guns Group, Primary of the separated gun groups
fire buttons
- FIRE SECONDARY GUNS=C
Fire Secondary Guns Group, Secondary of the separated gun groups
fire buttons
Will also fire the additional guns, if present, unless you have
toggled them off
By default the additional guns are a part of the “secondary
gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL
(selected) GUNS”. Though, if the additional guns are “toggled
off”, they wont shoot with the other guns.
- DISPLAY SELECTED GUNS=CTRL S
Displays the currently selected guns group, but Does Not toggle
them on/off
- FIRE SELECTED WEAPONS=RETURN
Fires the currently Selected Weapon
in the case of Bombs or Rockets this is how you drop or fire
them, once they are selected
otherwise it will fire the currently selected guns instead
- PILOT MAP=ALT M - Toggle on / off.
(for version 1.60 and above) The Key you press to view the map
will also now exit the map, a toggle function.
- AUTOPILOT ON/OFF=A -
- WING LEVELER ON/OFF=SHIFT A - Wing level flight and
automatic throttle control key
(for version 1.28 and above)
AUTOCLIMB is available offline and online by pressing [SHIFT A] (then) [A]. This
feature puts the plane into a sustained climb that accounts for
engine temperature and power changes.
- ACCELERATE TIME=PAGE_UP - Game Time acceleration
(for version 1.28 and above) Now goes in smaller steps upward:
2,4,8,12,16,20,24,28,32,36 to max 40, this decreases the
probability of crashing by accident.
At low-level, even mid-level altitudes or while turning, and
depending on the flight characteristics and weigh of the plane,
the AI in your formation and/or the autopilot may not be able to
compensate quickly enough while in high or even moderate game
accelerations modes, and you may have crashes with ground or
others. Use those speeds only at higher altitude non-turning
flights, or risk losing aircraft!
- NORMAL TIME=PAGE_DOWN - Sets Time back to normal with
one push of this key.
- BAIL OUT=ALT B -
(for version 1.28c and above) The bail out procedure got increased by one more safe
option, they implemented another possibility to bail out, even at
higher speed. To use this option: You push the stick forward, then you hit "bail
out". Then your pilot will get sucked out of
the dead plane, without hitting anything, as long as the tail isn't damaged, this is the most safe
way to bail out.
- QUIT GAME=ESCAPE -
(for version 1.28 and above) You must hold down the ESC key
several seconds for it to function. This helps prevent anybody from
accidently hitting this key when a player is looking for the
chat key.
============================END
This section of the document is to mention some unique aspects of
the eaw.ini file and controls.
FPS (Frames-Per-Second) Display
To check FPS in EAWv1.28 and above, use CTRL-G.
An information screen appears in the upper right with Frames-Per-Second
displayed, along with other aircraft info. Here are the obvious
ones, somewhat self explanatory:
- The framerate, (True only in Full Screen)
- mass
in kG/lbs, (The current weight of the plane)
- indicated airspeed in mph/kmph.
Introduced in the CodeGroups EAWv1.28c, the flightmodel has been
coded also to take the ammunition
weight into account. Look at the weight readout while you pull the gun
trigger, you can see the mass dropping very quickly. So a FW190A with ammo is around 250kg
more heavy. The P47 is around
450kg more heavy with ammo, while the 109G6(clean) just carry
around 90kg ammo and the Spit1a just around 75kg. So depending
on the current fuel and ammo load the performance relation
between different planes may vary a lot, (there performance will
change based on mass at the present time).
Introduced in the CodeGroups EAWv1.28c/d the supercharger altitudes are not static anymore!
There's a possibility to have more than one supercharger stage; all the values
float, depending on the current plane speed.
Most WWII planes used the so called RAM air effect, where the
plane speed was used to get a higher loading pressure for the
engine. Since the loading pressure is one main factor to define
the rated altitude of a plane, the rated altitude is related to
the speed. As result the rated altitude did vary, in particular
an
extreme and much better climb speed and Vmax (5,000feet is more
evident).
The best ALT values are related to the two possible supercharger
stages; Each figure gives you the best performance altitude for
one of the supercharger stages. Try to stay near one of those
altitudes for best performance:
best Alt 1: current best Height (rated height, highest power) of
the 1st supercharger stage in feet
best Alt 2: current best Height (rated height, highest power) of
the 2nd supercharger stage in feet
best Alt diff: altitude difference to the current supercharger
switch height in feet
(when this value is = 0, you are in the current supercharger
switch height, often providing the worst power).
Like in reality the Heights are vary in big degrees related to the
current plane speed (ram air effect).
As such you will notice that the height varies with the
speed.
Important to know is that the engines wont overheat if the plane
is a little above the current rated altitude. This is because
above rated altitude the engines can't get loaded with the full
pressure anymore, as such the engine run more cool.
So if a plane has two supercharger stages, there is a altitude
band, above the 1st rated alt and below the supercharger switch
height, where the engine wont overheat and then again above the
2nd rated alt.
Two Functions Assigned To One Button...
In EAWv1.28 or above, if you want a clear rear view in virtual
cockpit quickly (since v1.28 adds rear plating to the VC views), you
can configure one button on your Joystick software to press 'Numpad
2 followed by Numpad Decimal' automatically for you, or if for some
reason you can't assign more than one key for each Joystick button
in your controllers software. Try to edit your eaw.ini placing the
same Joystick button for the above, making sure that snapview rear
is before cockpit on/off (as in default eaw.ini). Look below at the
example: (It will take two presses of button 10 on the Joystick)
SNAPVIEW REAR=Joystick_Btn_10
COCKPIT ON/OFF=Joystick_Btn_10
If you don't use the snapviews in any other way (padlock or mouse
view instead), this maybe a better option:
SNAPVIEW UP=Joystick_Btn_10
SNAPVIEW REAR=Joystick_Btn_10
[END]
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