Written and Edited by: MarkEAW
Other Text and Information from: Forum posts, Jel, Knegel, Max188, Nvidia,
Huntress, Skylark, VonBeerhofen, Sydbod
DirectX Outdated | Programmer Wanted
Default Rudder Keys Are Reversed | Independent Engine Management Gone
No CLICK Sound When selecting Menu Options | Positional sound for two or more engine planes is in-correct
Positional sound for other sounds are in-correct | A.I. Throttle Setting RPM
Sound | Wrong Radio Chatter
THE "7217" ERROR
The Cards Effected | What Happened With WinXP
Modern Windows | Method's Researched | The Workarounds | Sound and 7217
WEIRD COLORED MENU SCREENS
What Happened | Solutions
GARBLED MAP SELECTION SCREENS
Faulty Screen Update Rates |
Registry Fix (Win9x and XP) | No Registry Fix (WinVista and 7)
Wrapper Program Solution
MISSING HORIZON FOG
Video Mode and Card | Technical | Glide Solution
Shimmering and Screen Resolution | Old Solution
VIDEO CARD CONTROL PANEL = Little Effect
Nvidias Default Card Settings | Settings That Make A Difference
Workarounds | Effective Workarounds | A Quick Solution
POINTER ON SCREEN
MOVIES (CTD) / (SmakerVideos)
Broken Display Text | Glide Resolution Limits | Plane Rendering |
Skin Colors Glide API v2.43
WINDOWS 10 NEARLY FULL COMPATIBILITY
Flips with Resolution Setting | Instrument Gauges fuzzy or blurry (un readable)
Memory Allocation Causing Slow
Downs and CTD | MSNxy.DAT Files and Multiplayer
A COMPREHENSIVE BUG LIST
Make Pilot Map KEY a Toggle | Pilot Map Zoom
New Sounds and Slots (Pilot Radio) | 32 Voices | New Sounds and Slots (Plane Functions)
Full Realism Settings - Limit the use of those Arcade Features
Separate Stalls and Spins
Bring back the Retro MPS Mission Fuel Gauge Loading Screen | Bring Back Standard
FIELD OF VIEW (FOV) - Widen it for Widescreens
EAWs Frontend – Enhance the built-in EAW frontend
Multiplayer Radio - Allow leader to assign orders to human players
A COMPREHENSIVE FEATURE LIST
Many of the listed bugs here are from the MPS Official released v1.0, 1.1,
and v1.2. Bugs where
tested and verified a few times each. The bugs listed here are problems connected with the original code of EAW. Not all Bugs are listed so if
you find any, in any version of the game, please contact me so I can
add to this list.
Many loading and Graphical problems; Colors on Screens are messed
up, Tearing on screens, No Horizon Fog, lower D3D performance in flight.
Also problems include the advanced video cards control panel
settings do not all effect the game. The video problems are the
result of the old DirectX6 support and
Memory management intended for Win95/98 (and ultimately WinME) and can be curried
with a rewrite to a higher DirectX version in the game, at least
DirectX9c or better is required so modern drivers and hardware can
be taken advantage of. From what I understand there is no one
available to update the DirectX code or issue repairs to the
Hardware aspect of the game at this time.
Hardware and DirectX volunteer Coders that are able to update the very old DirectX 4, 5
and 6 code in EAW to at least DX9c. Please contact Col.Gibbon and/or
Sydbod and/or MrJelly at the SimHQ forums if interested. The source
code is in a mixture of "C", "C++" and assembler. Currently the
Coder Group uses Visual Studio 6.0 to work on and compile the code.
They are using the DX6 SDK (although the DX7 SDK should also work).
Their particular code is closed, open only to those EAW
community programmers. The hardware issues are present in the stock
v1.2 source code aswell.
Besides the DX code needing updating, the The EAW built in 8-bit 2D DirectDraw "front-end"
would need to be coded for 32 bit so the menu and map screens would have perfect color
/ no garble / no corrupt without the need for an external wrapper
program or registry fix. Updating the 16 bit
graphic engine (That actually uses 8 bit textures) could be updated
to 32 bit to allow proper support on a 32 bit or 64 bit Windows operation
Default Rudder Keys Are Reversed: (Started at least as low as v1.2)
For some reason the MPS programmers changed or accidently modified
the default Rudder key assignments. They are currently assigned like
RUDDER FULL RIGHT=SHIFT COMMA
RUDDER FULL LEFT=SHIFT SLASH
RUDDER FULL RIGHT=SHIFT SLASH
RUDDER FULL LEFT=SHIFT COMMA
Not really a big concern as these can be manually changed by editing the eaw.ini
or changing them in game, but a bug none the less.
Independent Engine Management Gone:
(Started at least as low as v1.1)
The game was originally designed to have two engines max and for an example a
pilot of a P-38 could control each engines power independent of each other with
THROTTLE ENGINE 1 UP=LBRACKET
THROTTLE ENGINE 1 DOWN=SEMICOLON
THROTTLE ENGINE 2 UP=RBRACKET
THROTTLE ENGINE 2 DOWN=APOSTROPHE
The Throttle for Engine 1 Down = ; Seems to work correctly, But Engine 2 Down
doesn't work when tested on a P-38 and that's lacking in engine management area.
Positional sound for two or more engine planes is in-correct:
(Started at least as low as v1.2 maybe even v1.0)
In the P-38 for an example, when the pilot turns his head left, you will hear the left engine in your right speaker, just like if you had One Engine center body mounted. You should hear the engine in BOTH speakers since the pilots head is turned toward the engine.
When the pilots head is forward, the game switches to the sound of a non-existent center nose engine.
If one engine is off and the other engine is running, sound is heard from the nose...this is wrong.
The only time there's indication from the left or right engine when the pilots view is forward is when the engines are starting or stopping, when they sputter there heard in the appropriate speaker.
Positional sound for other sounds are in-correct:
(Started at least as low as v1.2 maybe even v1.0)
Buffeting sound, just before a stall it seems to come from the nose of the planes as well
rather than from the mid section of the plane. Wind rushing in is wrong when you turn your head.
Also Gun sounds from within the cockpit come from the wrong direction with head turned.
A.I. Throttle Setting RPM Sound: (Started at least as low as v1.2 maybe
There is a difference in throttle sound between the AI aircraft and the pilot's
aircraft. For an example; You are leading a squad in formation and cruising
along at slow speed so some of the others can catch up.....your rpm's are low
and your engine 'sounds' slow, like it's suppose too, but your Wingman right
next to you, although he is going as slow as you, 'sounds' like he is at full
throttle. The only time his engine sounds like he's working the throttle is when
he's RTB and he is in a landing pattern.
To further notice this bug, If you jump (ALT-J) from your lead plane to your
Wingman's aircraft while in slow flight, the Wingman's engine immediately slows
down to match the throttle on your original.
Wrong Radio Chatter: (Started perhaps with v1.0, thought to be fixed in
v1.1 and v1.2, but its not)
British radio chatter coming from American bombers. Seems every three bomber
escorts you fly you get a British voice from the big bear flight. "This is
WIZARD flight!" coming from B17's in a good ol' English accent.
In short answer the 7217 error is caused by video drivers which no
longer support 8 bit graphics. When the game checks to see if your
graphics card can handle 8 bit 256 colored 640x480 selection screens
in 2D DirectDraw and if it can not then the game exits with an self
7217" message. To truly fix this, the games front end needs to
be re-coded in at least 16 bit, but preferably 32 bit. However their
are workarounds to this error, read on.
When EAW was being originally written, hard drive space was at a
premium. So MicroProse came up with ways to save space, one of which
included using selection screens such as "Main2.pic" (it used their own
form of compressed 8-bit PCX files). Routines in the game exe
decompress and display them. Knowing that the game requires 8-bit
support to run properly, the EAW Team at MicroProse added a routine
that checks if the user's graphics card and driver can handle
8-bit graphics in 2D DirectDraw. If it cannot the exe exits with the 7217 error
This became a real problem for EAW users back in the year
1999-2000 because when they updated their systems and found that
many of the newer video cards/and new drivers only supported 16-bit
graphics and Windows itself didn't support 8-bit either at the time,
they where stuck without a solution or a long lasting workaround.
There are a number of people who are still having a hard time (in the year 2009 and above) to run this 1998 game on WindowsXP
(even Win98SE) with their Nvidia video cards because of lack of
8-bit support in the drivers. Early ATI cards have the same problem,
however that company re-introduced proper 8-bit support and possibly
support for EAW directly.
The Cards Effected:
The series Nvidia 6 and 7 cards support for 8 bit SVGA 640x480 disappeared after the 66.93
(188.8.131.5293) driver, and one solution for EAW gamers was to roll back to this one
driver version if the card was able to. (series 8 and later cards cannot use the old drivers, so the 66.93 option was no longer available). Earlier ATI cards have had the same problem, and Intel
810/815/830/845 or 82810 on-board video controllers unfortunately
are incompatible with European Air War, due to a lack of any type of support for
8-bit rendering in the year 2001.
Even years after, Intel had not added 8-bit support for those older
chips, not even in newer Intel onboard
82845G/GL or Intel 965. Nvidia on board chips, 6100/6150 have similar problems as the
Intel counter parts do.
What Happened With WinXP:
In WinXP the windows vga.sys file took over most if not all the 8-bit resolutions and support, but it handles them poorly. So when the Video card makers dropped SVGA support from their drivers this resulted in this error. On top of that; The video cards also started to lack proper SVGA support in their VBios(VBE) which the Windows vga.sys file requires, but sometimes overlooks. Later on some card makers actually transferred some of the VBE directly into their drivers to maintain some support, but that didn't last long. So a poorly supported VGA.SYS file and poorly made VBios/VBE drivers, makes for a dual hit trying to run the EAW flight sim since it starts with VGA 8-bit (256 color) 640x480 fixed screens.
Once the game got passed the menu screens and into flying where the
game uses a 16-bit graphics engine, all was fine.
Its not know if older cards and on-board chips have newer drivers
for them when using more modern Windows versions such as
Vista/7/8/8.1, sometimes Microsoft will support them. If they do, I would hope that the OS generates a
automated Compatibility fix for them. Windows 7 has a built-in fix
for Video Cards that have at least a driver available. Win10 also
has provided an improved built in workaround for the lack of 8 bit
support in video card drivers by way of an OS to Game Compatibility
Note: The game does not require a special video card connection
type; a PCI or AGP or PCIe or Intergraded or Onboard video etc will
work given they or there drivers support 8 bit screens. See below
The EAW community of coders, tried several methods of trying to
improve the 8-bit menu interface, to not only prevent the 7217
error, but to also prevent the color and garbled (tearing) screens.
This error and the other screen problems have turned away many would
be EAW users in the past, the users playing the game already left
mostly because of this incompatibility.
What has been researched so far: (by Sydbod posted 5-09-2008)
1) A study was made to totally separate into different executable
files the flight part of EAW, from the front end part of EAW. This
has lead to the "JIM" project. Most people by now know about this
line of research. (This is a workaround external frontend and
special menu screens made by MrJelly in the year 2007. This
workaround was only for single play and didn't always seem to work for all
2) Another study was made to keep the menu part of the code as it
currently is, but to intercept the screen writing routine and make
it translate the 8Bit screen data into 32Bit screen data, as each
pixel is being written to the screen.
This has also had some limited success, but has lead to a massive
slowdown in the menu operation area for some people with slower
machines. It has also shown up some deficiencies in the way EAW was
writhing material to the screen by highlighting a screen tearing
problem with some later drivers (this is a separate problem to the
Some of you have also tried the odd test version of the game with
this modification in it.
3)A third study was made to integrate one of the many different
graphics libraries into the EAW game, and use the capabilities of
these libraries to relatively quickly rewrite the front end menu
code in the game to 32 Bit mode.
This came to a very quick halt, because most members realised that
they were now faced with not only having to learn the "C" language
that the game is written in, ......but also to learn a new code
library and how to integrate it into the code. This was felt to be
too much, too soon, for the skill level of most of the code members,
so it also came to a very quick halt.
4) The latest study is to rewrite the menu front end but use nothing
other than the "C" language, and whatever the current EAW game
environment allows us to use. This has lead to a few tests being
made to actually use the Windows API functions..... these can be
created directly within the game and have produced some working
The big problem with this approach is that it is a complex way of
doing things and requires members to learn new skills that are not
well documented on the internet. A person can easily spend days
researching some small insignificant problem to sort it out.
(remember ... we are all novices in programming, and the Windows API
is a real bastart to work with)
For those that may be interested, ...what has been achieved with
this 4th approach to date (was impressive). Yes it was integrated
into the game, and the game ran using this menu to start a Quick
mission...And another retro attempt at a different looking type of
screen that may be more in style with the era of EAW.
As should be now evident, a lot of work has gone into the 7217
error research. We are a very small group of people that are trying
to tackle a huge problem that is almost beyond our resources in
skill level and manpower level.
Some of us are getting a bit burnt out, as we have all had to start
with no knowledge of programming, no knowledge of game structures,
no knowledge of the tools required to debug problems, .....etc.
Trying to get the 1.28 update for EAW debugged and ready has almost
killed many of us, without even looking at the 7217 problem.
Should there be others out there with some programming knowledge who
would like to get involved in this nightmare, then please let one of
the members of the Code Group know about yourself.
-To get around the 7217 error on older Windows you want to use a program called
a Wrapper, for an example; the D3DWindower v1.88 Wrapper program. It allows the
game to be run in a window without this error.
-It was discovered that even the stock EAW now runs without the 7217 problem
when using WinVista, Win 7
and 8 for most users. Windows10 also supports this older DirectDraw/Direct3D combo game
much better through
a self set compatibility Mode Layer. Win7 may require a 3rd party color fix
workaround, but Win10 has the game running properly without a wrapper program.
Manually Install Help
Document for more information on Compatibility fixes and other Wrapper type programs.
Sound and 7217:
There is one instance that a
7217 error can also be generated when some DirectX sound routines mess up...??
In Windows7 (in the year 2015) the menu screens run without any
wrapper programs (they wouldn't run on Win7 in previous years),
however the palette is all weird, resulting in the wrong colors being present on the majority of the
menu screens, making it hard to view and read. In Windows 10 this
problem doesn't occur anymore. Windows10 supports this older
DirectDraw/Direct3D combo game through a self set compatibility fix.
What is happening is color palette corruption in old games, this occurs when some other program modifies the global Windows color palette while the game is running. Most often this program is Explorer.exe. Some people use to end the task of the Windows program Explorer.exe during the launching of there games. But that's not nearly the safest or best way to get the color fix. In Windows7 there is also a incompatibility between graphical interface Windows Aero and games intended to work with DirectX 7
2D DirectDraw or an older DirectX version (EAW uses DX6). The menu screens/animated menu screens all use
2D DirectDraw. However the game itself once in flight runs without the corrupt color because it uses
hardware accelerated Direct3D.
One solution is to use a DirectDraw wrapper to color fix those screens, such as DDWrapper.
Even if the game doesn't need a wrapper in your Windows version, it can correct
the colors. For Win7, I recommend you forgo the wrapper program and just use one of the two available Compatibility Registry Fixes
which is a lighter option (less CPU power required). The two registry entry patchers
are the "w7ddpatcher" or "DirectDraw_Compatibility_Tool."
See my Manually Install
Help Document for more information on these two Reg DirectDraw patcher
EAW has a problem where the map display screens are severely garbled
as viewed during pre-briefing sessions (in campaign games) or when
setting home base/target parameters (in single missions). The tearing
is almost half the screen.
This map tearing was a troublesome for ATI/AMD Video Card Users with WinXP. (Nvidia GeForce video cards where effected as well, as far
back as Win98, but later a registry fix was discovered).
Back somewhere in Dec 2007 to the beginning of the year 2008 the
then newly released ATI/AMD Catalyst 7.12 driver fixed
the Menu tearing problems on WinXP. However this tearing is now effecting
Windows Vista and Win7 for ATI Video Card users. (Note: the 2D
DirectDraw function in DirectX has been replaced under Win Vista and
7, and above). (When using Windows 8/10 , EAW does not have this problem, even when the game is run
with no wrappers or registry fixes and at normal full screen because
of the built in Compatibility fix layer).
Faulty Screen Update Rates:
The problem with EAW seems to be that the screen scan rates and video card
memory map area are not solidly set when the game switches from one
menu screen to the next. The tearing seems to be a 2D image sync
problem within the video driver and game. The EAW code is deficient
in this area, when the game was written. Basically the menu screens
are updated at such a high non standard rate but they should
preferably only update when there is actually a change to be applied
to the menu display (eg: mouse moves etc), the same way its
implemented in all other normal Windows applications, but it's not.
If you have a CRT display that shows the
horizontal and vertical scan frequencies while you are switching
between screens in the game simply by making a selection, you'll
notice when the problem map screen comes up, there is also a change
in the video mode and frequencies.
If you happen to get the mouse over a menu hotspot on a tearing
click the mouse button, then the menu screen suddenly displays
perfectly (it will be clearly visible) for that screen until the next menu screen
loads (about 0.1 seconds). Basically that screen stops being updated
while the computer is preprocessing the next menu screen and the
tearing stops because the screen stops being updated at the non
Interestingly, when in-flight pressing [Alt
m] does reveal the pilot map correctly.
Registry Fix (Win98 and XP):
The "NoAdjustedPitch" registry
fixes for Win95/98/ME and WinXP are for Nvidia GeForce Video Cards (there is no ATI Radeon WinXP
fix) which corrects the garbled map selection screen problem on
those windows versions by making sure that the video mode does not
change unless there is a proper command sent to the video card to do
so. This fix is apparently safe for all other
games. This fix is by Ogdens_105 and Max188.
If you use the Win 9x line OS, there is a downloadable file which
will make the correction to the registry automatically for you when
you run it. However, if you run either Win 2K or Win XP, you must
edit the registry manually yourself by way of text instructions. This
is due to the fact that all Win 9x registries show the relevant
Nvidia keys the same way, but under the NT kernel, the relevant keys
have different hashes for each system so no automated batch .reg
file could be written for this kernel.
So, if you run Win2k or Win XP, download the text instructions
for your OS and save the text file so you can copy and paste the
relevant data once you locate the exact spot in your registry where
you will be placing your new DWORD value. Insure you follow the
instructions exactly; the placement, spelling, punctuation and
spacing must be exact for this value or it will not work. It's
reasonably easy to possibly placing it in the wrong place, so
compare your location with the location in the downloaded document
to be certain that you are placing it in the correct location. If it
is in the wrong place, it won't work--it won't hurt anything, but it
just won't work. You should, create a Restore Point prior to
performing the regedit, in case an error is made. This is good to do
when you are fooling with the registry at any time. While this
particular edit is a safe one, something could go wrong, so protect
No Registry Fix (WinVista and Win7):
The old "NoAdjustedPitch" registry fixes which corrected the garbled map selection screen problem on those windows
versions does not share the same registry settings on Vista and Win7, they are somewhat similar in XP and Vista, but the subtle differences mean an equivalent solution for Vista
or Win7 has not been found. You'll want to use a wrapper program to
correct the tearing, read below.
Wrapper Program Solution:
The solution currently is to use a Wrapper program that runs the game in a Window
(not full screen) such
as with nGlide or D3DWindower 1.88, the tearing will not occur. This seems to
be the only fix for Windows Vista/Win7 and ATI/AMD Video Card users.
Theory: A possible solution for full screen use which has not been verified, is to force fake vsync in DirectDraw using a pass through wrapper such as
the "DDwrapper". A Compatibility Registry Fix may also correct this problem to some degree.
Either a custom fix or a MS Windows OS designed fix. No solution has
been found at this time. (March 2016)
This is a Vista/Win7/Win8/Win10 problem that occurs in D3D mode, there is
no horizon fog in the flight screen. (there will be a sharp boundary between sky and
ground as well as you'll see the corners of the square world) which ruins the
visual quality. Even with the HorizonDistance in game setting set
to the maximum distance, the Fog is still suppose to be present.
Video Mode and Card:
The lack of fog
D3D with the Nvidia cards using Vista and above. ATI had the same
issue back in the year 2005 - 2006 or so, but AMD/ATI video cards (back somewhere in Dec 2007 to 2008
(ATI driver 10-07) / (Catalyst 7.12 driver), fog is re-enabled once again.
drivers not only worked for the modern cards, but works on old
ATI XPRESS 200 , Radeon x1300 and Radeon x1600 pro video cards as well. Nvidia
never have added back support for the old fog effect that is in EAW.
"Enable Fog Table Emulation (Quote from a Nvidia very old Manual and no longer in Nvidia drivers.)
This option is used to turn fog table emulation on or off. Direct3D specifies that a display adapter capable of Direct3D hardware acceleration should be able to implement either vertex fog or table fog. Note: Some games do not correctly query the Direct3D hardware capabilities and expect table fog support. Enabling this option ensures that such games run properly with your NVIDIA graphics processor."
Nvidia needs to know that we need this function back into the control panel settings.
I believe EAW uses what is called 'pixel fog' or also called 'Table Fog' in D3D. The old video cards; RIVA 128, RIVA128ZX and the RIVA TNT all emulate table fog using vertex based fog. The GeForce 256 supports table fog in hardware. (I'm unsure of what EAW uses, either hardware detection or emulation) Windows Vista, Windows 7 and Windows 8 do NOT support 'fog tables' under DirectX 9c,10/11.
'Table (pixel) fog' could be emulated through Pixel Shaders in DirectX 10. However this appears to require that the EAW FOG code
be updated to utilize these newer specific calls. For the quick fix; backwards legacy/emulation at the display driver level
should be done first with NVIDIA devices, such as ATI has accomplished back
in 2007. Nvidia did have an "enable fog-table emulation" option in there control panel
to help for awhile, but that ability was later dropped from support in there
drivers and since has not returned.
Another option is, D3D to support the Fog again, or even a Windows OS
Compatibility Fix. A 3rd party option is for a D3D wrapper to implement Fog
for older games, like the nGlide
wrapper program does.
There is no current fix and None of the special DirectX
wrapper programs seem to help.
One solution is to use a glide wrapper such as nglide and run EAW in Glide mode which will produce the Horizon Fog
regardless of your video hardware. See the section below titles GLIDE NOTES for
details about Glide and EAW.
The terrain shimmering is highly noticeable about the last one or
two quarters of the way looking out your cockpit window, heading
towards the horizon, it's even more noticeable if you don't have Horizon
Fog covering the real distant terrain. This makes it difficult anytime there are
aircraft below the horizon as you can't see them due to the fuzzyness. Other objects on the ground are
known to shimmer as well, like Trees, Buildings and Fences. This problem existed way back
when the game was first released on Win9x/ME, and later, on other
EAW uses two picture sizes for everything but sometimes
only one is used depending on your settings in game and your video
card. As one picture size has 4 times more detailed then the other
it can lead to shimmering effects, especially in the distance when
the high res textures are used.
Shimmering and Screen Resolution:
Shimmering also depends on the selected screen resolution
for the game as well as the video driver used, EAW supports
resolutions up to 1600*1200 and sometimes even higher. You must
upgrade to at least the 1.1 version for these resolutions to become available
and you can edit them in your EAW.INI. Installing one of the
available custom terrain sets may improve things even further. (There
was attempt to do a partial terrain shimmering fix via graphically
in the EAW v1.28a update, but that partial fix has no apparent
results on today's hardware...)
The solution for older Windows and older Video Cards was to turn on Anisotropic
filtering, (either via a tweaking tool such for the very old Nvidia drivers, 40.72 or below; RivaTuner, GeForce Tweak Utility or NVMax.) or if your video driver control
panel supports it directly, you can enable it there, perhaps setting it to 8x.
This would reduce or eliminate the terrain shimmering back in the late 1990's
and early 2000's. This was also a problem for ATI video card users as well and
the same setting needed to be applied, if possible.
On Win7/8/10 this feature is present in the Nvidia control panel, however it has
no effect on the shimmer what so ever, same is true for ATI cards....Read the next section for more
Also as a result of later video drivers and DirectX compatibility (fixes/layers) on Win7,8/8.1,10 the more advanced video settings in Nvidia's control panel have little to no influence on the game.
For testing purposes, In Nvidia's control panel, I set Global and 3D
settings to their maximum and didn't notice any change in quality of
the game, further testing should be done by another to verify.
Nvidia's Default EAW 3D Settings(4-19-2016):
Ambient Occlusion - Not supported
Anisotropic Filtering - Global (App Controlled)
Antialiasing FXAA - Global (off)
Antialiasing Gamma Correction - Global (On)
Antialiasing Mode - Global (App Controlled)
Antialiasing Setting - Global (App Controlled)
Antialiasing Transparency - Global (Off)
CUDA GPUs - Global (All)
Max Pre-Rendered Frames - Global (Use 3D App Setting)
Multi-Display/Mixed GPU Acceleration - Global (Multiple Performance)
Power Management Mode - Global (Adaptive)
Shader Cache - Global (On)
Texture Filtering Anisotropic Sample Optimization - Global (Off)
Texture Filtering Negative LOD bias - Global (Allow)
Texture Filtering Trilinear Optimization - Global (On)
Thread Optimization - Global (Auto)
Triple Buffering - Global (Off)
Vertical Sync - Global (Use 3D App Setting)
Virtual Reality Pre-Frames - Global (1)
(Changes - Tested 10-4-2016 Driver: 372.90):
Power Management Mode - Global (Optimal)
Texture Quality - Global (Quality)
Settings That Make A Difference:
-Antialising. x2 in Override Mode is all you need
to get rid of the step edges on the planes. (I didn't notice any
difference above that, tested on Win7 and Win10)
- (June of 2017)
-Antialising FXAA. After a Win10 and Video Card driver update, I
was able to use this setting, it smoothes the DirectDraw and in
game flight screens, not just the edges but the full screen.
The garbled cockpits are merely caused by too many objects and drawings in the
game. Its a problem that can happen on some video card / computer combinations
when there are a lot of custom textures for Terrains and/or Ground Objects that
use a large amount of PC memory and possibly caused by too many loaded files...which doesn't leave enough
memory for the game itself
to run properly. This can happen with large sound files as well; When for instance texture memory only leaves a small space
for playing sound files, then even a large sound file can cause problems.
...Some believe nobody should have problems of "garbled cockpits" or "rocket
freezing" if running in Glide mode with texture memory limited to 2 or 4 MB: EAW
was born when graphic cards had no more than 4 MB memory, as a consequence its
code simply can't manage more...
It can cause palette information to be overwritten and with certain cards cause
the so called rocket freeze. Some graphic corruptions noticed where the external
plane skin could get 'mapped' all over the cockpit models interiors of the
aircraft or other disasters. Note:
Some of the garbled cockpits aren't caused by a memory issue or file count but merely by using a wrong
image or 3D model. The problem can be cured by adding the proper cockpit to the
plane (Note: you can not always use a cockpit from another plane).
...There where three known garbled cockpit workaround options by hex editing the
eaw.exe, one for the Glide cards, one for the D3D cards, and one for the early
TNT cards. The fixes for each where not the same, and one fix would work against
the other fix, so it was not possible to include a universal garbled cockpit
One of the effective implementations from idea's from VBH's texture and memory handling findings
and Col. Gibbon had in November and December of the year 2003 would
require hex editing the exe to prevent the low resolution terrain tiles and "***s.TPC"
files from loading (replaced it with '.tpc' without the s). Forcing the game not
to load LR textures could possibly save 75% memory...So you can use more high
resolution objects before the garbled cockpits reappear...the game can still
Crash to desktop if the workaround doesn't apply to a given video card that
doesn't handle textures the same way as the fix was designed for...from what I
understand Andy placed this fix in his hex modified eaw12c4 exe (and the 1.1
equivalent)...Its for most
but not all machines...works with Glide and TNT cards more often
then it does for early Geforce cards(FX5000 series seems to work with it)....
A Quick Solution:
One quick solution is to go into the games Configuration screen and change
either the "Terrain Detail" or "Ground Object Detail" to the 'Medium' setting,
maybe even to 'Low", maybe even both. This should correct the scrambled cockpit
effect on computer systems with low video and system memory. It also depends on
how many custom add-ons you are using if these settings will noticeably work.
The desktop mouse pointer will sometimes appear in the center of the screen, frozen. The
game will work fine and you can still use the in-game mouse to move around.
Usually a game restart will fix this problem temporarily. If not try turning off
in Windows; 3D Pointer or Animated Pointers or Shadow Pointer. You can also try
to use the Windows default pointers as a last resort.
The in game movies force a Crash To Desktop. This is most annoying when flying
the stock campaigns - the London blitz video cannot play, and neither can the
D-day video. It's known that EAW has a bug in a career in the D-Day era...Many
had try to find solutions...but not a solid fix emerged so far. This is the
notorious career bug which seems to afflict some who run EAW under Win XP. Most often, someone playing a German career somewhere in 1944 range
will notice a problem just as a movie is supposed to launch.
The video clips within the game are all in Smacker format. This particular code
in the exe is for 8-bit playback only. It was developed for older systems and
not indented to run on NT systems like WinXP or beyond. Rad, the makes of
Smacker have made the BINK format for NT systems. However there is a free
substitute for the 8-bit Smacker Playback called libsmacker - Its C library for
Win32 that decodes Smacker videos. It should cure this problem if the code is
replaced and updated in the eaw.exe, its untested as
of 3-12-2016 as there are no Hardware programmers in the EAW community.
For now to solve this problem there are replacement MOVIE.CDF files. There is a small movies CDF
or a no movie CDF file. Copy one of the replacement files, the small or no movies CDF file into your EAW directory
to replace the 284MB existing file. The resulting effect will be that the movies
will not be shown. This will help in the event that your getting a CTD or other
An other option is to turn off smacker videos in the eaw.ini file (this file is
in your game folder and opens with Notepad). Set PlayIntro=0 and Video
If you use 3DFX, realize that DirectDraw from DirectX is still being
used to display the Menu Screens. The game on modern computers
require a Glide Wrapper such as nGlide to be used to support the
Glide mode in the game. This will render the flight screen in Glide
and transfer it to D3D for final output, its done practically
seamlessly. Most users get better performance when using Glide,
more Frames per Second and Horizon fog on Nvidia cards.
This occurs when using 3Dfx GLIDE Mode in EAW at higher resolutions. Testing
resulted in the stock v1.2 game defaulting down to 640x480 with a
res higher than 1280x1024 but less than 1600x1200.
Glide Resolution Limits:
Remember that some higher resolutions may only be available in Direct3D. Also
remember that some of the high resolutions will be limited by the amount of
video memory and the capability of your monitor. For 3Dfx Glide users the
maximum resolution seems to be 1600x1200. If you have a resolution in the stock
v1.2 game set above 1280x1024 but under 1600x1200, it will force your pilots
seat to be pushed all the way to the cockpit dash and have an actual res
defaulted down to 640x480.
It appears that Glide is more sensitive to Plane Model errors, specifically the Rendering Sequence errors that a modeler might run into. The default stock planes will display okay, but quite a few of the communities add-on planes have visual problems such as corrupted skins, holes, vanishing plane pieces and upside down or backward elements (Ex: The top of the wing displays on the underside and vice versa) caused by Glide that are not there for the exact same add-on when flown in D3D. So if the model looks good in Glide, it will look good in D3D.
Skin colors (with Glide API v2.43):
if they show up correctly in Glide they should work fine in D3D,
but not always the other way around. Unfortunately Glide (API
2.43) skin colors are limited to 8-bit fixed single palette of 256 colors, while D3D can display many more
24bit colors from the palettes associated with each image. Also note the HUD Colored text is taken from the first 12 colors and appear to be the same regardless of video API. Also it cannot use the 512x512 24 bit BMP graphics files found in later revisions of EAW used in many multi-skin plane sets.
These display only appear during gameplay.
Sometimes an add-on skin will not look right in the pre-game "View
Objects" screen but will appear perfectly normal when you actually
fly the sim. This is due to the fact that EAW loads all of its color
palettes for gameplay, but apparently only one specific palette for
the View Objects screen. If your skin uses a color or colors not
contained in the View Objects palette, then the airplane in the View
Objects screen display will not likely appear properly. So don't
worry if the plane doesn't look right in View Objects; it's the gameplay that counts!
Windows 10 applies an automatically detected 8/16 bit color and
Compatibility Fix to display the Menus perfectly. (Windows 7 did
something similar, but lacked the 8 bit color fix, so you had to
apply a 3rd party Registry color fix for the DirectDraw screens to
work correctly, the game ran at full speed.) However, I've learned that the Windows10
upgrade's built in 'emulation layer is slower than Win7's.
This directly effects the Frames Per Second, as they have dropped
dramatically from Windows 7 EAW performance.
things up in the emulation layer of Win10 I've tried many , many
fixes that I could come up with, none worked. Also while doing
those tests I found that the
existing D3D wrapper programs either don't work at all on Win10 or provide
no performance improvements (as of March 2016). To obtain the higher FPS, You will want to use a wrapper program
(called nGlide) to provide the 3Dfx Glide support that dramatically
You can also increase FPS with a high end CPU combined
with a high performance Motherboard that takes full advantage of the
CPU. Overclocking only my CPU provided a few frames more, but OCing
the MB as well show much more of an improvement. Also a lower
resolution will greatly out perform the extreme resolutions
unofficially supported in EAW, see test results below and take
notice to the set resolution.....
I checked the stock EAW v1.2 for smoothness (Note: There is no FPS
counter in v1.2, use FRAPS or a better program).
Anything near 15fps or below will drastically effect how the game
performs, especially the A.I.'s aggressiveness.
I also tested the FXEXE by VBH and its
comparable to v1.2 as far as smoothness, FXEXE has been optimized
to support it's own new features. (Keep in mind, with the FXEXE
all objects remain visible for their maximum view distance, even
above the clouds. That and an extra cloudlayer and 3D clouds add
significant amount of textures + polygons, all added to your views
and WILL slow down the game. How much just depends on the power of
the PC used.)
Gunsight Flips with Resolution Setting: (Started with v1.2)
Flips the gunsight drawing upside down when lower or above the 1024 x 768 pixels
resolution. Then the gunsight will be even more off centre in the other
direction when a custom g.s. offset drawing is used.
PapaRomeo custom gunsights has two versions, One corrects the flipped G.S.
However with two files one can be wrong in one resolution and the other one
might not be right in another resolution. It's just a workaround of the problem.
When people don't know which files is in effect or what resolution should be set
to get it right then it can only become problematic for users. This needs to be
corrected in the source code.
Instrument Gauges fuzzy or blurry, un-readable:
(Started at least as low as v1.0)
Graphically I find the gauges unreadable, I tend to use the compass, rpm's and temperature the most, but I'm sure I'd use some others if I could read them. I even tried zooming in and zooming out on the gauges and they where all fuzzy both ways and normal view. Now this is not true with all planes but most of them. Some have very clean looking words, markers and numbers.
There are the "Sharpened" instruments which where done by some of the EAW community
back in the early 2000's, they are an improvement but not enough of one.
I'm uncertain what the maximum DPI the game can load and use? But It uses a very small 256x256 pcx image resolution to place all the working AND non-working dials onto. The way the past community members "sharpened" the dials where they used larger dials on the same location of the old dial, and kept the center of the new larger dial in the same place. This would give the artist a more pixels to work with and they relatively came out clearer. The markings on the dials stayed in focus for the most part. They also use Fonts to draw/add to the dials themselves. They even went as far as placing unneeded gauges on other pcx files and just remapped them to give more space on the default pcx image. An option they used to start with clean and clear dials is to borrow from another WWII flight sim and use their gauges, either by ripping them or by getting screenshots and doing some scaling and re-sampling then some cut and pasting.
To truly get the gauges upto a worth wild image quality is to use a 512x512 pcx table image to work with. At that resolution the dials stay fully intact cause there typically double in size. Remember your only using a portion of the pcx image for each dial, but they will be clear.
Here's what it comes down to: It's a fault in EAW that's been there from the beginning...
The gauges right out of the box were never very good. (Some where readable at 640x480). Most guys only needed the digital display in the lower corners to fly and fight successfully. About the only gauges that were important were the fuel and attitude gauges. Both of which are good enough as is.
Sure a few aficionados watched their temp gauges but I'd hazard a guess that the average offline player turned off engine overheating in the difficulty settings. Seems like a good compromise as all you could do was throttle back to reduce temps. EAW doesn't have a full engine management set of controls so there aren't any cowl flaps to fiddle with. (Not sure but I think the online players do have to watch engine management a bit more.)
At this point, 14 years later there isn't anyone around to upgrade a couple of hundred different cockpits.
(There is no central bank of gauges/dials that the game can load from, each plane has its own dials even if they are the same on another plane.)
Resolutions higher than 640x480 automatically force you to use the less detailed virtual cockpit structure. However the gauges that come from the static cockpits remain the same poor quality, possibly even looking worse at such un-heard of resolutions for this game.
Memory Allocation Slow Downs and Crashes to Desktop:
(Started since v1.0)
...The amount of RAM in your machine is of no help here really as EAW uses fixed
allocation addresses and between the arrays there isn't much free space for any
additions and the allowed sizes aren't really known, it's touch and go there,
the only use would be a bigger swap file which should result in a smoother
operation of the game...The file allocation problem is inherent to the game, it
hampers additional textures, terrain, objects, sky tiles and planes. Add-ons
which cross the +/- 50MB boundary (minus the default files replaced) will often
result in problems, usually leading to weird colored textures, messed up
terrain, objects appearing in space and Lord knows what else...It's not your
system, there's just a limit to what this game can do...
MSNxy.DAT Files and Multiplayer: (Started since v1.0?)
The MSNxy.dat files (found in DATA.CDF) contain probabilities of certain AI
planes appearing. They caused a problem in multiplayer work because they often
generated different AIs on different players' PCs.EX: One player could be
shooting down an AI plane seen as a P47C and on another computer it would be a
P38H. Also another example is if the mission is an Intercept of allied planes
one axis pilot might see B17s escorted by P47Cs and another might see B24s
escorted by P38Hs.
The probability needs to be transferred / passed from Host to all players,
rather than each computer generating there own.
Mod tool authors back when a frontend known as OAW unified was designed, made is
so the files were edited by the OAW selector and gave certain aircraft a 100%
chance of appearing which guaranteed that all players saw the same AIs.
That method became redundant in the CodeGroups EAWv1.28 when in that version
they where able to set the friendly and enemy primary and secondary aircraft and
bases from within the games newly expanded Host Parameter Screen.
A BUG LIST (for v1.2)
- 7217 Video error needs fixing (update the games frontend to
32bit) (a workaround was coded into v1.28)
- AI´s rarely use cannons while intercepts.
- Online the host doesn't hear most of the impacts (hostbug).
- Online the host doesn't have any noisy alarm before the motor broke cause of
- The rocketfreeze (there is a workable solution).
- The AI´s behave horrible while escorting; They fly straight most of the time
and only start to act if they are very close to the bombers. (while quickmissions the
AI´s behave much better).
- While a interdict the escorting AI´s return to base if the player don't enable
Autopilot right after gamestart.
- Every bullet shows a tracer, so we cant use realistic rate of fire (or it look
- The time to overheat isn't modifiable for each plane.
- While a groundstart the engine temperature should be the same like after 'alt N'.
Currently the planes can fly more than a half hour with full power, until they
overheat. Therefore it don't make sense to model WEP. On the other hand without WEP
the planes should not overheat as fast.
- The 'Blast Damage' effect of the bombs doesn't work on all groundtargets.
Therefore it must need a direct hit to destroy targets.
- We don't have a editable undercarriage damage model.
- The AI´s much to often reduce power while maneuvering.
- The sun doesn't disturb (blind) enough.
- Damaged leading Bomber doesn't leave the formation early enough (it
'drags' the whole
formation down (lose altitude) and slow in speed. and Unfortunately the leader is the primary
target of the AI´s attack).
- Respawn while groundstarted onlinemissions don't work (Players
should respawn into a new
plane on the runway, not one of the AI´s. Somewhat a groundstarted mayhem).
- EAW players miss the possibility to join a onlinegame after
it gets started (at least in mayhem join in progress should be possible)
- EAW is missing a rearview graphic (I would like a rearview graphic, instead of a
completely disabled rearview).
- The ATI missing horizon fog problem. (This was fixed by AMD
with updated ATI video drivers)
- The NVIDIA missing horizon fog problem with D3D.
- The ATI corrupt briefing map problem.
- The minimum ALT of viewposition is to high, therefore wingi-planes
on the ground look strangely small. The problem when looking out your cockpit while lined up on
the runway, and you are way higher than the rest of the
Aircraft? You feel HUGE next to the other planes. But once in
the air, the scaling seems perfect. I don't understand why there
is so much difference?
- Only once in awhile can I get wingman/flight to hit ground
targets. Usually, they all dive down and drop everything way
before, or way after the target.
- Also, the AI and the original flight plan, always drops on
target from the side, instead of from the length. For instance,
a train is attacked from the side, instead of it's length.
Same with ships. (PAW always attacked ships lengthwise.) This is
not a problem if I am the lead, as I can just change the
- we are limited to the amount of animation for landing gear?
Seems like right now, you only get a little bit of animation,
before the next frame shows them completely closed or open.
- when you make a flyable bomber, that the flight cannot use
the AI bomber routine, where they can bomb from altitude,
instead of just a fighter/slot routine. (B-17's diving to bomb
is funny, at best. Even if I'm lead, they all dive except for my
- We need a reliable garble cockpit fix.
- Night does not affect the ability of the enemy to see you or
- My biggest complaint when I was flying was the aircraft would spin instead of
(you always where able to disable the Spin in the EAW
But EAW includes a stall before a spin, if your stick setup and skill is ok, a
spin rarely happened, while stalls are normal).
Make Pilot Map KEY a Toggle:
(Started since v1.0)
For obvious reasons I'd like the Pilot Map Key (Default [ALT M]) to be a toggle
rather than just ON. As a note, many people re-assign the key to just [M]. I
always expected that key to bring me back to the last view I was on before
entering the map. If that's not possible, the best choice is to get me back
looking forward in the cockpit.
Pilot Map Zoom:
(Needed Since much higher resolutions are used now, since v1.1)
Clearly the pilots map needs to be able to zoom in and out to see the orientation of the planes and positions, etc.. prefer to use holding down LMB and and move mouse forward and backward to zoom in and out, same as the free camera controls. Perhaps only three levels of zoom required.
As far as I can tell by research, no one has been able to code this into the
New Sounds and Slots, Pilot Radio:
(Started with v1.0)
We need at least three random pilot's radio sounds. Such as Crackling, Squawking or feedback sounds to be played randomly during a "transmission" of the standard radio voice. The random bit would also have to have a random length of time the sound will loop for, Sometimes Short, Medium or Long. To give the effect of poor radio reception or mic activation or other radio woes. To do this manually this would require loading each sound up in a Sound Editor and applying the
overlaid sound you would want to add. Not ideal given how many of RADIO voice messages there are, best to program in three random sound slots.
(Started with v1.0)
We have 16 bit sounds with 16 Voices, how about 32 voices played at one time. It
should fix the sound drop outs and lowering of the volume of more distance ones
when the 16 limit is frequently hit.
New Sounds and Slots, Plane Functions:
(Started with v1.0)
We need a few extra slots, or use existing slots that have no sound assigned to them, for other "functions" of the plane, such as flaps moving, control surfaces/structure creaking during high speed maneuvers, etc...just to make things a bit more thrilling and action paced. Assign them to plane performance situations, such as so much g-force = this sound played for so long. The old game AIR WARRIOR III Millennium version, had such sounds. The plane would moan as its structure was pushed in different directions.
Full Realism Settings - Limit the use of those Arcade Features: Add these settings to the in game configuration settings and to
the multiplayer menu settings.
2:No cockpit off
3:No external views
5:No HUD display readouts
6:Equal terrain heights
7:Only allow one Step zoom for cockpit.
8:Only allow one Zoom factor for pilots map.
9:CRC32 check for all current game data files in multiplay.
Separate Stalls and Spins:
(Started since v1.0)
Stalls/Spins for the most part in other Sims don't happen at the same time, but in EAW they happen every time you stall out from lack of speed and in sharp turns with lack of lift.
Separating the effects when realistically they would be. This would yield better
control of the plane.
Bring back the Retro MPS Mission Fuel Gauge Loading Screen:
(Started at least as low as v1.1)
The original game had a very nice looking retro looking MPS "fuel" gauge that
showed Mission Progress loading, it gave flavor and function to the game. In the
stock game it's available in 640x480. However the other resolutions do not have
the gauge, there is just a blank black screen while the mission is loading.
Bring Back Standard Cockpit Displays:
(started at v1.1)
We loose working standard cockpits with resolutions higher than 640x480. The
game switches to the Virtual Cockpit when screen resolutions are set higher than
the stock default. But it's still low in graphical detail and appears bland in comparison to to the standard cockpits that we once enjoyed. Plus we no longer get Bullet Holes or Oil on the screen.
No one has found away to use the more detailed 2D 'static' cockpit displays
again at higher resolutions...They still load with the game however, your just not seeing them...
FIELD OF VIEW (FOV) - Widen it for Widescreens:
(Started with v1.1)
So what's the problem with FOV? At custom Widescreen resolutions one would expect to get a better FOV like 60 degrees in the Virtual Cockpit forward view rather than the existing 45 degrees. The whole idea is basically to get a
proper wider forward cockpit view
of at least 60 degrees with the Widescreen resolutions without having the
cockpit dashboard too far away from the virtual pilots eye.
There's no solution that I know of other than programming in true WideScreen
Support, which has not completely happened in any modification of EAW.
The current programming MicroProse introduced in EAWv1.1 when raising the
resolution has the "viewing area" only slightly increase or widen, while at the
same time its actually moving the pilot seat back a bit to gain more viewable
area on each side of the cockpits frame; The higher the FOV, the smaller
the HUD printing, targeting sight and plane models become. This is a problem
that shouldn't be with true widen FOV and has caused issues for people with poor
eye sight when they set there smaller monitors to higher resolutions in game. On
a plus side, the higher resolutions in game have a denser pixel count, thereby making even distant
planes look like planes instead of a jumble of pixels, the down side is they
will be small. Obviously, the larger the monitor screen, the easier it will be
to see the smaller print or objects.
If you find an FOV that you like, but feel the print is too small to read, you
can try King Rat's "Large HUD Font" EAW. This is available from a number of
sites The first one is 1.2b; that is for the 1.2a patch. The second one is 1.21;
that is for the "normal" EAW 1.2. Both of these are hex edited to
be used as a No-CD fix for EAW...See my
HexEdited Patches Help
Document for more information, you also may want to read the my
Community Addons and
Document on information regarding HUD fonts in the cockpit.
The Virtual Cockpit:
When running at a higher resolution, pressing the F1 key simply gives you
the "F8" view, the F1 views
are no longer available. These are the "fixed" or "2D" cockpit displays. Unfortunately,
know one has been able to make these appear in anything but the low 640 x 480 default
resolution where those cockpits look nice, but the graphics out of the flight
window are ugly. Instead, you will only have the F8 view, the 3D Virtual Cockpit
display, where that cockpit looks terrible, but the graphics out of the flight
window are detailed, its an unfortunate compromise. The actual VC display is
graphically made at 800x600 (In EAWv1.28 the VC display was up-scaled and
re-inserted into the game at 1024x768 to try and improve its quality a tad bit,
less jagged edges).
FOV vs Resolution:
We know the standard forward 2D static cockpit view resolution is 640x480(default)
and its FOV is at 45 degrees. The 3D Virtual Cockpit
of 800x600 seems to have the widest setting, its wider than the very narrow 1024x768 setting
which is far less than defaults (your pilot seat is actually pushed forward up
against the dash). 1152x864 is wider than 1024x768. A resolution of 1280x960 is
the same to the default 640x480 FOV. 1280x1024 is wider than the default but not
as wide as 800x600. 1600x1200 appears to give the same FOV as
the widest 800x600. If you increase the video mode from 1600x1200 to larger
values then the field of view increases only slightly, it just depends upon how
good a display device and video card you have. 2048x1536 will display a very
good field of view.
It's best to pick a resolution your happy with where the MPS pilot seat
adjustments are not too far, but far enough from the cockpit dash and you have a tad more viewing area on the left and right side of your screen. Any Resolution that is of a 4:3 aspect ratio will have a very close 45 degree FOV,
this is the way the game was first designed. A square aspect screen will keep the targeting sight in the cockpit round in shape rather than oval.
If the sight is oval in shape, then you are stretching the screen.
These are 4:3 aspect ratio resolutions:
5:4 aspect ratio resolutions:
16:9 aspect ratio resolutions:
16:10 aspect ratio resolutions:
Just to inform you that the stock EAWv1.2 static 2D cockpit views done by MicroProse
where designed to provide overlapping so
you don't miss anything. You can actually follow a target around the canopy and
not loose sight of it as you switch views. However, as it is, the overlap is small
and The REAR UP View is
narrow, even with padlock.
Note: In the stock EAW v1.2 your face is right up to the dash at the 1024x768
(Note: In VBH's FXEXE he has the option to move the pilot seat back a step or two with keypad MINUS
to widen the FOV, a new feature that wasn't in the stock game.)
True and full 60 degree FOV should be incorporated only when 16:9 or 16:10 Widescreen Resolutions are
really used, with the added function/ability to adjust ones pilot seat position manually. This would allow all resolutions to be able to increase there point of view differently.
EAWs Frontend – Enhance the built-in EAW frontend: (started with win32
As helpful as the many existing external front-ends are, Improving the built-in frontend so we can configure the
flight from with-in the game itself as well as move the more appropriate eaw.ini
settings to the in-game frontend would be helpful. Perhaps we can have drop down
menus to choose from if the 8bit in game frontend was updated to 32bit.
Multiplayer Radio - Allow leader to assign orders to human players:
Add it so the human players receive the basic Radio orders or commands, and allow them to reply with there own radio menu.
This would allow faster orders to be given to all pilots, not just AI. Just the basic commands need to be programmed, with voice and text on the receiving end would be helpfully.
A FEATURE LIST
- Add a gunconvergence option. (added to v1.28+)
- would like to see coastline flak units meet the intruders en-route to and from
the mission objective...(this is a targets.dat issue and is easily done)
- would like to see attacks on bomber formations to be more random as far as
location and also number of intercepting aircraft are concerned...
- would really like see a solution to gun convergence...(Ralf has an idea for
setting a work around for gun convergence ... so that is under investigation)
- would like to see the A/I pilots bailout of their aircraft after it runs out
of fuel or before it gets below 800ft...
- would like to see the lead bomber leave the formation after sustaining battle
damage instead of dragging the whole formation down to ground level...
- would like to see variable weather conditions en-route and over the target...
- would like to see battle smoke rising from the moving
- smoke columns last longer and rise higher (this is now fixed.... along with
much better contrails too...)
- would like to see a bomber's smoking engine either be feathered and the smoke
stops or the smoke develops into a fire which increases and finally causes the
bomber to leave the formation and go down...
- would like to see the captured pilot escape and return to his unit after a few
weeks or months...
- would like to see Liberators and Fortress formations fly together...
- would like to see fighters with variable markings...
- would like to see numbers of bombers and escorts increase as game advances...
- would like to see the skill level of Luftwaffe match historic
reports as game
- would like to see ship conveys move (with wakes) as do their land
counterparts...(such convoys always have existed in eaw they are controlled by
14 bytes in the exe setting their start and end positions on the map, and appear
if you set up an interdict on a site with a shipyard... adding the wakes isn't
too difficult, we can use the shadow file for that...both VB and I have done
that for the basic ships...)
- would like to see personalized A/C for player both online and offline...
- would like to see the enlarged shadow of crashing, landing A/C reduced to
- would like to actually see and catch the Luftwaffe on the ground or just
taking off as the mission briefing dialogue suggests...
- would like to see actual 3d clouds...available in OLDER
games made before EAW.
- would like to see escort fighters actually attack the intercepting fighters
with a little more enthusiasm...
- would like to see supply barges on the rivers...
- would like to see Railroad Marshalling Yards with multiple track systems and
freight car targets on track sidings...(these are either ttd or target objects
and now exist in the newer campaigns we have rail yards with separate targetable
wagons in both SAW and Iraq.. (and possibly FAW though I haven't asked VonOben)...
and in SAW we have pretty busy ports/ river sides with shipping and dock
installations to hit.)
- would like to have bridges included as mission targets...(is under active
examination at the moment and is an issue with both the mission files and the
tmod table in the exe.... hang in there I am determined to get this one going
- would like to see ground armor situated along the moving battle lines...(
hmmm.. in SAW we have static armor and trench lines along the frontline... and
of course there are moving convoys randomly placed down there too.... but not
purposeful moving armor such as in strike fighters...)
- would like to see more troop ships located at all the landing beaches during
D-Day...(easy to do and troops on the beaches, and armour and supply dumps
etc... just needs a new tardata.dat making..with the new tools that is
easy...(see moggy's dunkirk)...)
- would like to see the railway network across Europe increased to match more
realistic patterns...(with the newest tardata editor we can make new railways
easily... so the technology now exists for this one to be as complex as you
- would like to have V-2 sites developed and placed on the missions
list...including V-2's and their launch platforms(and new tanks, new terrains, new
trucks, a new US Jeep, LSTs, LCTs, and many, many more TMODs, etc, etc, etc)...
- surprise effect ! (The enemy squadron always sees you coming.)
How about diving on a fighter squadron who does not suspect you are there ?
- Searchlights, they would look soo nice!
- More planes for formation ( Yes I need more of it ;\) )
- Better Escorting fighters behavior
- Not need a direct hit to destroy a tank
- Airfields attacks, with planes sitting in the ground not only destroying
- And the best of the best: Random traffic on the roads, we are almost alone in
(If I'm not wrong only 8 trucks move along countryside )
- how about randomizing the position of intercepting ai so
they don't always meet us '5 minutes out'... apparently this
was more randomized in the original 1.0 game and this was
lost in the 1.2 update.
- Enemies encountered are ALWAYS 12 (apart big bombers)
and ALWAYS at "ten minutes to target".
- the original BOB campaign shows us that the game is
capable of generating squads on separate missions to the
players mission.... so how about a little more random air
activity too ??...
- How about bridges as bombing targets... they were
important targets in ww2 I seem to remember...available in
OLDER games made before EAW.
- Aircrafts of same type wear all same livery. No
squadron/personnel insignia's...available in OLDER games made
before EAW. (done in v1.28)
- I miss that german late war fighters with "Reichsvertedingund"
colored fuselage bands.
- Mission type is almost fixed depending on air force you
- AI should play absolutely same flight model of player.
- Would like to see a wider field of view in cockpit i.e
being able to zoom view out farther.
- Wheels and control surfaces moving
- More defensive artillery at ground target locations.
Radar sites and convoy strikes are very "sterile" as there
is little defense to keep you on your toes.
- Shipping that pounds the air with machine gun and flak
- Bridge targets with defensive artillery and multiple
- Improved AI logic when attacking ground targets, not the
usual "carpet" style attacks of drop and run but more
strategic selection of specific and individual targets.
- More randomness of enemy intercept fighters on ground
attack missions. Groups of 2-3 or more but at random to
suggest they were called in by ground forces under attack.