|Written and Edited by MarkEAW
Text From: MPS EAW Team readme docs, Combatsim Chris Coon interview.
- These are just the official v1.1 and v1.2 MPS patches in different
languages. The English patches being the most popular to use for
About The Two Official Patches | German or Japanese EAW CD's
| v1.00 CD
HISTORY OF RELEASES
This document has information on the only two official MicroProse
EAW Team patches. For manual installation
instructions of the game see my
Install Help Document for more information. To read about the
quarks of different versions of the MPS game, see my
v1.1 and v1.2 Help
Document. If you find more changes between versions please let
me know as MPS only listed the most noticeable of them.
About The Two Official Patches:
The official 1.2 patch includes everything from
the official 1.1 patch (everything
that the programmers wanted to keep. Some things introduced in 1.1
were apparently changed again in 1.2.) The bottom line is that it is
NOT necessary to install the 1.1 patch first, If you want to run EAW 1.2, all
you have to do is run the single 1.2 patch.
German or Japanese EAW CD's:
You can apply the v1.2 patch over installs of these EAW CD language
types. The CD will become English and have all the proper Art.
v1.2 EAW Team
- Official MPS Patch Release
(August 12, 1999)
- Special Thanks to Chris, Brandon,
Martin, QA and the Beta Testers for making 1.2 happen…
We did go through one-by-one the hundreds and hundreds of emails,
suggestions and petitions to our customer support, the newsgroups
and message boards, so I hope we covered what most people wanted.
soon! (6/25/1999 -Chris Coon).
eaw v1-2.exe (released Aug 12 1999) 5.73MB
eaw v1-2f.exe (released Aug 12 1999) 5.73MB
eaw v1-2g.exe (released Aug 12 1999) 5.73MB
eaw v1-2i.exe (released Aug 13 1999) 738kb
eaw v1-2s.exe (released Aug 12 1999) 5.73MB
-Have a clean install of v1.0 or v1.1.
-Place the patch program in your EAW folder and run it. (You may
have to run it as an administrator)
primarily improves some multiplayer lag and warping problems,
but there are also some new features and functionality.
Chris Coon of MPS EAW Team: No tweaks to flight models in
aircraft performance, just some armor values and revisions to
Bullet and Armor Values Rebalanced: Bullet modeling has been
adjusted, so in general bullets have more power (somewhere
between V1.0 and V1.1). Additionally, Hurricane, 110,
410 and He-111 lethality and/or armor values were rebalanced.
- Chris Coon of MPS EAW Team: graphical tweak in visibility if
you are in a high-res mode, so now planes will properly appear
as tiny dots sooner than in 640x480.
New HUD feature: Next to the plane type in the targeting HUD, a
* character will appear (e.g. *Bf-109) if that aircraft is your
wingman, or a # if he is your squad leader. To change these
characters, add "WingmanChar=42" and "LeaderChar=35" to the [EAW]
section of the EAW.INI file, replacing these default numbers
with the desired ASCII code.
AI Enhanced: Combat tactics have been improved; Chris Coon of
MPS EAW Team: more vertical or turning
fights as applicable, less split-S. It is tough to balance so-called "fuzzy" logic,
with all the different factors and variables involved in their
decisions (accomplishing their mission, protecting their
wingmen, staying away from clusters of enemy, etc). Most of the
adjustments made were in the aggressiveness of lining up for a
shot "now" versus maneuvering to get extra close. I think before
(this patch), there was too much maneuvering and maybe not
Improved gun usage for AI aircraft. Chris Coon of MPS EAW Team:
That was mostly a tweak, their decision process when to use
cannons. Some of the AI skill levels were a little too
Tailgunners are now properly affected by
G-forces, and aren't always as accurate. It is still dangerous
to park yourself behind one, though.
After you bail out, ditch the plane, or land and shut off the
engine, you are now properly asked if you wish to exit. If you
choose to stay, you can use F9 or other view keys to watch the
rest of the action. Press Escape when you want to leave.
A crash bug involving ALT-N and some other
stability issues were fixed.
No changes to ForceFeedback in this patch.
Chris Coon of MPS EAW Team: Various code optimizations
throughout, but the main focus has been on the network code for
handling lag and warping. No real adjustment to DX6, though the
new patch does utilize DirectPlay in DirectX6 a little better
than the older method for improved networking.
have been reduced, and a respawn/framerate bug has been fixed.
Lag and warping can still occur, though, so choose your
multiplayer sessions wisely. The faster the host's connection,
the less warping everybody else will have and the faster the
host's framerate will be. Also, the number of planes in the air
will affect lag and warping, so if the host has a slow modem
make sure (for example) that everybody picks the same plane type
(or two) to minimize the number of extra squadrons created. See
below for advanced host settings.
Version and Data
checks in Multiplayer:
You will not be
able to launch a multiplayer game unless everybody has the same
version of EAW (V1.2). Also, the aircraft flight data on each
machine is now encrypted online and compared to everybody
else's, so if anyone has different modifications or different
data than your own you will get a warning message. If everybody
has the same modifications, though, you will not get the warning
and will be able to launch.
Chris Coon of MPS EAW Team: unfortunately, because of the
popularity of modified aircraft, we had to put in this patch a
process in multiplayer mode to check everybody's data against
everybody else's. It will now only let multiplayer games launch
if everybody has the same--either all original EAW flight models
or all with the same modifications, but not a mix (sound add-ons
This is the only fair way to do it, so that players aren't
flying different aircraft models in online play that might give
them an unfair advantage. But more importantly there were
technical (warping) issues if there were differences, so we had
to put it in. The data checks are encrypted, so I don't think
anybody can modify aircraft without getting detected.
Multiplayer (Coop) Missions:
If your plane is destroyed, you bail out, 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 below). In any case, you can remain in the world and
watch everyone else with the view keys. Press Escape to exit.
are four new commands recognized in the EAW.INI file. This file is
in the games main folder (usually found
in your Program Files/Microprose/European Air War/ folder; open it
with Notepad or another ASCII text editor). They are experimental,
however, so are not officially supported.
Add this under the [EAW] section to create
extra-large battles in most missions. The value can range from 0
(normal amount), to 5. The best values to try are probably 2 or
3 for a maximum number of planes in the air but still relatively
balanced on both sides. Values of 4 and 5 tend to create
encounters with more friendly aircraft than enemy, so the enemy
usually retreat sooner and you don't get attacked as often. 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. But, it does tend to make
encounters bigger and more intense.
Chris Coon of MPS EAW Team: if you choose this option to create larger battles, say 100 of
your guys versus 100 of them with several waves of bombers,
support or interceptors in a small area with no major framerate
hit. Things are more chaotic and intense, but not as much 1-on-1
dogfighting. It's unsupported because
it's possible to throw the dynamic campaign off balance in a
full career (you will have less personal influence on the outcome,
and you might get 200-versus-6 mincemeat encounters toward the
end of the war), but (otherwise) you do get a lot more action especially in
Alt-J command can now be suppressed. Traditionally, in team
battles such as escort missions, we were able to transfer to
another ally AI aircraft by Alt J key command when our aircraft
became unable to fly. However, in 1.2, it is possible for the
host to suppress this by setting "AllowRespawn = 0". Add this under the [Network Options] section
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).
When doing team warfare without the AI plane, you can choose
"full realism" to start from the ground base and return home.
Now if you put this under the [Network Options] section
it will allow everybody in a multiplayer coop session to start on the
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
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. As
with AllowRespawn, 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.
Chris Coon of MPS EAW Team: starting on the ground in a
multiplayer coop is new, Starting on the ground (StartOnGround=1)
is more for the hardcore enthusiasts or online squadrons who
want to run a full session from start to finish. You can't
accelerate time or ALT-N, so you have to fly it in real time,
and everybody and everything (including bombers you might be
escorting) start at their base.
EAW will try to place everyone at bases as close as possible to
the target area, but with the randomization for different
missions you may have to fly 30-45 minutes until you get to the
action. Or for example, if you are intercepting bombers you may
want to sit on the ground until the enemy gets closer. Any AI
support squadrons at your base or others will wait too, until
While you're sitting at your home base, your map will show where
everybody is (friend and enemy) to let you time your departure,
but once you take off the enemy icons will disappear and you
will have to rely on ground control to find them as before.
Put this in the [Network Options] section 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. (team mayhem
option WITHOUT AI-planes is possible, but an "unsupported" new feature).
Team warfare possible without AI machine; Until now, choosing
missions such as fighter sweep or bomber escort has always been
a joint strategy with the AI machine, but now you can omit the
The following settings
are for advanced users 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 the [Network
Options] 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.
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.
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.
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.
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 bandwith (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.
v1.1 EAW Team
- Official MPS Patch Release
(January 8, 1999, January
Patch Special Thanks: The EAW Team
would like to thank the following for their help and support in
regards to the patch: Microprose U.K. QA team, Mike Dubose, Chrispy
Bowling, Andrew Luckett, Gabe Turk, David Vandervoot, Mike Dunn,
Rrevved, Andy Hess, Ravi "Raaavi!" Mehta, Karen Ffinch & Matt
The EAW patch (V1.1) is undergoing final testing at QA, so it should
be ready for posting within a couple weeks! (It'll be about a 5MB
download) (12-22-1998 --Christopher Coon EAW Team)
eaw v1-1.exe (released Jan 11 1999)
eaw v1-1f.exe (released Mar 5 1999)
eaw v1-1g.exe (released Mar 4 1999)
eaw v1-1s.exe (released Mar 9 1999)
-Have a clean install
-Place the patch program in your EAW folder and run it.
(You may have to run
it as an administrator)
issues have been addressed, stability has been increased,
various bugs have been fixed, some joystick and keyboard
problems have been corrected, and AI has been enhanced among
Problem with the
game not recognizing CD-Rom drive with drive letter "Z" is
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, 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.
(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.
Combat Flaps: The
P-51 and P-38 are now equipped with combat flaps that you can
deploy at speeds up to 350-425mph, using the same key as the
regular flaps (F key). For all other aircraft, make sure you
retract your flaps above 250mph, or they may be damaged.
Flaps can no
longer be deployed at high speed. Exceptions are P-38 and P-51,
which are equipped with combat flaps that can be deployed at
speeds up to 350 mph IAS (P-38) or 425 mph IAS (P-51).
Non-combat flaps will suffer damage if they are not retracted
above 250 mph IAS.
Leading-edge Slats are added to Bf.109, Bf.110, and Me.262,
making them slightly less prone to enter accelerated stall.
autopilot mode is added. This function (SHIFT-A by default) will
maintain current altitude, heading and speed. The original
Autopilot still functions as before.
modeled more realistically. Depending on the aircraft's
orientation, speed and G-forces (level and slow is best), there
is a chance for parachute failure, or for various levels of
injury (hitting the aircraft) during egress. Once the parachute
deploys successfully, the game will continue, so you can use F9
or F12 to toggle between different aircraft and watch the rest
of the mission unfold. When you are finished, press Escape to
redout effects are reduced.
Bomb blast radius
and blast lethality are increased.
Armor values for
bombers are increased slightly, so they are harder to shoot
Landing sound will
now play correctly when the gears touch the ground.
torque was adjusted to allow flying with only one engine.
is revised to better permit gear-up landings (ditching).
Bullet physics are
more realistic at long range (i.e. less destructive power,
though a lucky shot in the right place can still do a lot of
A fix to show the pilot in a parachute.
2MB Voodoo Texture
Limit: This setting is no longer needed, for those who had to
change it to 2MB. You can change it back, if this applied to
texture boundary bug is fixed; you'll no longer need to limit
the texture memory to 2 MB.
A bug relating to
3d object loading, which would sometimes cause the game to crash
when going into the armament board, is fixed.
virtual cockpits on cards not supporting 8-bit textures (such as
Riva 128) is now fixed.
Problem with some
virtual cockpit textures not drawn in correct color during
dawn/dusk/night mission is fixed.
Problem with some
virtual cockpits lamp lighting up the outside left wing is
The yellow band on
Bf.109G-6 external color, more common on the Eastern Front than
the Western Front, is removed.
Problem with the
artificial horizon in Spitfire virtual cockpit is fixed.
Cockpit lamp in
static cockpit now works properly when running the game in GLIDE
"flickering" on certain video cards is fixed in general.
Higher Screen Resolution (Unsupported)
EAW now recognizes
higher resolution settings in the EAW.INI file, specifically the
"Width=" and "Height=" settings. Your video card needs to have
enough frame buffer memory to support any new settings, otherwise
you will get an error message when trying to fly a mission. If this
happens, you can always restore the settings to the default 640x480.
Some settings you may
wish to try are 800x600 (many video accelerator cards should support
this--also try D3D mode if you can't get it to work in Glide),
1024x768 (higher-performance boards, or dual Voodoo II's, for
example), or 1280x1024. If you get the error message, try the next
-The viewing area will
not be the same as it is in 640x480, depending on the resolution
setting. 800x600 mode will have slightly more viewing area, while
1024x768 mode will show slightly less.
-There is no loading
progress screen (the fuel gauge screen), though the mission will
still load as before.
-Static cockpits are
not available--you are automatically switched to the virtual
-Text (subtitles, HUD
data) are proportionally smaller, so you may need to squint at the
-On some systems,
800x600 appears to cause a backlog of undrawn data that can clog the
system and slow everything down, which will also cause the sound to
distort or crackle. 1024x768 doesn't seem to have that problem,
though--switch to that mode if you encounter this problem, or return
-Target selection for
the HUD (next/previous targets) may not recognize targets at the
edges of the screen--wait until they're closer to the center to
-If you push the
settings further, like 1600x1200 or beyond, the edges of some views
may not render correctly (stray triangles), plus the "fisheye lens"
effect becomes more pronounced. For this reason you should stick to
1280x1024 or probably 1024x768 for the best results.
-The main benefit, of
course, is a sharper resolution and better ability to see targets at
further distances, which many people prefer and requested. It is an
unsupported enhancement because not all video cards support it, and
EAW really wasn't designed for those modes, but it is an interesting
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.
A bug in music
loading, which would sometimes crash the game at the debriefing
screen, is fixed.
"Out of ammo"
repeating speech bug is fixed.
in some cases speaking with a British accent is fixed.
AI pilots will now
properly perform ground attacks when ordered.
Ground control and
AI squad leader use better logic for ordering retreats. (and
"mission accomplished/failed" messages, e.g. on bomber
logic is improved. Tail-gunners have improved bogey-tracking
ability, and dive-bombers use proper evasive maneuvers when
Bomber Escort and
Bomber attack AI is improved. Escorts will try to stay in more
strategic positions during combat, and attackers will be more
aware of the escorts.
AI will no longer attempt to land if under attack.
AI rocket aim
point adjusted for better accuracy.
uses better vectoring and bogey-spotting logic.
dogfighting AI is adjusted to take more advantages of individual
AI and autopilot
landing logic is improved, though don't trust your life on it if
your aircraft is damaged.
Friendly AI isn't always as "green" when starting out, and learn
from experience more quickly.
Autopilot: This new function (shift-A by default) 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.
hanging when using Alt-N at low altitude is fixed.
losing keyboard/mouse input focus is fixed.
Campaign will no longer run out of targets and exit to desktop
with "Unable to find Campaign Target" message.
Campaign Squadrons will have the correct supply (fuel tanks,
bombs, rockets) available when Limited Supply is ON.
with Campaign Length LONG and Limited Aircraft/Supply settings
ON will now receive replacement/resupply correctly.
1940 German Erpro.
210 Squadron will receive more bombing missions.
liberated Europe will now show up correctly as Allied targets
instead of German targets, and German bombing missions against
these targets can now be completed successfully.
The enemy patrol
placement is adjusted to increase the chance of encountering
them during Fighter Sweep missions.
The enemy bombers
starting position is adjusted to give more time on Intercept
The mission rating
("terrible/poor/average/good/excellent") system now allows good
ratings even on failed missions.
difficulty setting no longer affects starting AI level as much
for friendly AI pilots. (previously, they would mostly start out
at "green" level if HARD campaign is selected). This also
improves general friendly AI levels.
On Single Mission
Parameters clipboard, target range is now displayed in correct
unit (km for German, mi for US/UK)
Loadout (weapon selection) and Weather settings have been added,
and missions will no longer end immediately after completing the
objective. They will now last until both sides have moved some
distance away from each other and are no longer in close
The radio menu
should now correctly gray-out positions occupied by human
teammates. To issue orders to human wingmen, use the chat
accomplished message is now sent to all players correctly.
The game will now
continue even after the mission is accomplished until everyone
from both sides have separated and are no longer in close
Two new options
have been added to the multiplayer game setup screen: Loadout
A way to increase
screen resolution to 800x600 and beyound has been added. Edit
your eaw.ini file, Use My Computer/C:/Program Files/Microprose/European
Air War (if you used the default directory setup) to find and
open this file.
For details about the official v1.0 of EAW, see my
Full Review Help
Document for detailed information about the game.
©1999 Hasbro Interactive - MicroProse All rights reserved
-???? ?? 1997
In Development. EAW Press Release Text.
....Expect to see European Air War in stores during the 1997 holiday
season!....then later announced for Spring 1998.
-October 31 1998
European Air War Ver1.0 released.
Ver1.1 patch will be announced.
High resolution support, flight model change etc were made.
-March 26 1999
Final Official EAW FAQ text.
-August 4 1999
EAW Paint Kit!! release announcement.
Paint your own plane exteriors, cockpits and terrain. Please note
that modifying the EAW art files is an unsupported feature. This Art
Kit is Not for the German version of European Air War.
A kit that can create and change textures such as exterior of the
body, cockpit, landscape file
-August 12 1999
Ver1.2 patch will be announced.
It is the final MPS version EAW. Various options in the Net game
were added, and the level of the AI performance was raised.
-August 13 1999
v1.2 Italian update released
'Complete Japanese' version released (EAW Ver1.2J).
It is a complete Japanese version based on the English version
-July 24 2000
re-release took place by Hasbro, as a classic
A complete Japanese price revision version will be released.
-June 8 2001
Infogrames re-release as a budget release.
The CD Installer was modified. This release lacked the physical
Quick Reference Guide and User Manual but came with it on the CD,
along with the official MPS v1.2 patch.
-???? ?? 2002
the EAW community officially obtained the full source code