Feature Ideas   8-30-2023

Written and Edited by: MarkEAW

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CONTENTS

INTRO

VIDEO / DISPLAY

  • Field Of View.
  • Loading Fuel Gauge Screen.
  • 2D Cockpit Displays.
  • Built In Frontend.

GRAPHICS

  • Variable Weather.
  • Frontline Smoke.
  • More Smoke.
  • Timed Fire/Smoke.
  • Squadron Markings.
  • Wakes.
  • Crashing Shadow.
  • Clouds.
  • Searchlights.
  • Barges.
  • Train Tracks.
  • Bridges.
  • Armor.
  • Troop Ships.
  • Many More.
  • Damage Model.
  • Random Traffic.

MISSIONS

  • More Random AI.
  • Captured Campaign Pilots.
  • Liberators and Fortress Formations.
  • Numbers Of Bombers And Escorts.
  • Enemy At Airports.
  • Realistic Tracks.
  • More Planes.
  • Randomize.
  • Mission type.
  • Defenses.
  • Better Backup.

A.I.

  • Flight Model.
  • AI Bail Outs.
  • Lead Damaged Bomber.
  • Surprise Effect.
  • AI Skill Levels.
  • AI More Aggressive.
  • Better Escorts.
  • Better AI vs Ground.

MULTIPLAYER

  • Radio.
  • True Full Realism Settings.

WEAPONS

  • Gun Convergence.
  • Coast Line Flak.

FLIGHT MODEL

  • Stalls / Spins Combo.
  • Personalized Aircraft.
  • Control Surfaces.

CONTROLS

  • Pilot Map KEY.
  • Pilot Map Zoom.
  • Wingman Padlock Key

SOUND

  • Pilot Radio Random Sounds.
  • More Sounds At Once.
  • Add New Sounds.


 

INTRO

This is a list of features requested from EAW virtual pilots since the beginning, or at least a month after release of October, 1998 :) Many features where implemented in the un-offical versions of the game, v1.28 has alot as bugs and features where addressed in that version.

This list is for EAWv1.2+. and would more details as what to include and an estimate of how to.



VIDEO / DISPLAY
 
 

FIELD OF VIEW

Would like to see a wider field of view in cockpit i.e being able to zoom view out farther/move seat back from panel.

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.

Larger Font:
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 Files Help 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 gun sight is oval in shape, then the screen is stretched.

These are 4:3 aspect ratio resolutions (proper ratio):
640x480
800x600
1024x768
1152x864
1280x960
1400x1050
1600x1200
2048x1536

5:3 aspect ratio resolutions:
800x480
1280x768

5:4 aspect ratio resolutions:
1280x1024
1600x1280

16:9 aspect ratio resolutions:
1280x720
1360x768
1366x768
1600x900
1920x1080

16:10 aspect ratio resolutions:
1440x900
1680x1050
1920x1200

 

NOTES:

Overlapped Views:
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.
 

FXEXE Widescreen / View:
In the stock EAW v1.2 your face is right up to the dash at the 1024x768 setting.
(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 Widescreen FOV:
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.


 

LOADING FUEL GAUGE SCREEN

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.

 


2D COCKPITS

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...



BUILT IN FRONTEND

EAWs Frontend – Enhance the built-in EAW frontend: (started with win32 bit systems/winXP)
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.








GRAPHICS
 
 


VARIABLE WEATHER

would like to see variable weather conditions en-route and over the target...





FRONTLINE SMOKE

would like to see battle smoke rising from the moving battle line...





MORE SMOKE

smoke columns last longer and rise higher
(this is now fixed.... along with much better contrails too...)





TIMED FIRE / SMOKE

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...





SQUADRON MARKINGS

would like to see fighters with variable markings...instead of the same skin for all plane types....need true multi skin.

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.




WAKES

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...)





CRASHING SHADOW

would like to see the enlarged shadow of crashing, landing A/C reduced to proper scale...






CLOUDS

would like to see actual 3d clouds...available in OLDER games made before EAW.






SEARCHLIGHTS

Searchlights, they would look soo nice! (VBH made some already!)







TARGETS
 
 



BARGES

would like to see supply barges on the rivers...







TRAIN TRACKS

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.)






BRIDGES

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...)

How about bridges as bombing targets... they were important targets in ww2 I seem to remember...available in OLDER games made before EAW.






ARMOR

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...)







TROOP SHIPS

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)...)






MANY MORE

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)...







DAMAGE MODEL

Not need a direct hit to destroy a tank






RANDOM TRAFFIC

And the best of the best: Random traffic on the roads, we are almost alone in Europe now (If I'm not wrong only 8 trucks move along countryside )






MISSIONS





MORE RANDOM AI

would like to see attacks on bomber formations to be more random as far as location and also number of intercepting aircraft are concerned...




CAPTURED CAMPAIGN PILOTS

would like to see the captured pilot escape and return to his unit after a few weeks or months...




LIBERATORS AND FORTRESS FORMATIONS

would like to see Liberators and Fortress formations fly together...




NUMBER OF BOMBERS AND ESCORTS

would like to see numbers of bombers and escorts increase as game/campaign advances...






ENEMY AT AIRPORTS

would like to actually see and catch the Luftwaffe on the ground or just taking off as the mission briefing dialogue suggests...Airfields attacks, with planes sitting in the ground not only destroying buildings.






REALISTIC TRACKS

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 want)






MORE PLANES

More planes for formation.






RANDOMIZE

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 ??...







MISSION TYPE

Mission type is almost fixed depending on air force you fly for.







DEFENSES

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 fire.

Bridge targets with defensive artillery and multiple convoys/vehicles.







BETTER BACKUP

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.







A.I.





FLIGHT MODEL

AI should play absolutely same flight model of player and not the easy FM, apparently for multiplayer connection over internet, but is used offline too.




AI BAIL OUTS

would like to see the A/I pilots bailout of their aircraft after it runs out of fuel or before it gets below 800ft...



LEAD DAMAGED BOMBER

would like to see the lead bomber leave the formation after sustaining battle damage instead of dragging the whole formation down to ground level...




SURPRISE EFFECT

(The enemy squadron always sees you coming.) How about diving on a fighter squadron who does not suspect you are there ?




AI SKILL LEVELS

would like to see the skill level of Luftwaffe match historic reports as game advances...






AI MORE AGGRESSIVE

would like to see escort fighters actually attack the intercepting fighters with a little more automatic enthusiasm...






BETTER ESCORTS

Better Escorting fighters behavior...to ?commands?






BETTER AI VS GROUND

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.







MULTIPLAYER


RADIO

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 built in voice sound and text on the receiving end would be helpfully. This would bring the game to a modern level, like a command menu in modern military games!




TRUE FULL REALISM SETTINGS

Full Realism Settings - Limit the use of those Arcade Features:

Add these settings to the in game configuration settings, primarly for the multiplayer menu settings, but also for the offline player, as needed.

1:No padlocking
2:No cockpit off
3:No external views
4:No targeting
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.




WEAPONS


GUN CONVERGENCE

Add a basic, but proper gun convergence option and settings than can be adjust before flying. Would really like to see a solution to the gun convergence issue.

(added to v1.28+)


COASTLINE FLAK

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)




FLIGHT MODEL
 
 

STALLS / SPINS COMBO

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.




PERSONALIZED AIRCRAFT

would like to see personalized A/C for player both online and offline...






CONTROL SURFACES

Wheels and control surfaces visibly moving. Flaps and Rudder, etc....






CONTROLS
 


PILOT MAP KEY

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

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.

No one has been able to code this into the game as it is hardware connected...

 


WINGMAN PADLOCK KEY

(since v1.2)

Add a single key wingman padlock.

You can only currently padlock on your wingman (or squad leader) by cycling through until he appears then padlock as usual.


SOUND

 

PILOT RADIO RANDOM SOUNDS

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.

 


MORE SOUNDS AT ONCE

32 Voices: (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.

 


ADD NEW SOUNDS

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.

 


 


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