FILES  ADDONS  7-25-2024

Researched, Written and Edited By: MarkEAW

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CONTENTS

ADD-ONS

 

 ADD-ONS

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

 


ADD-ONS

Related Download Links:
-game-addons

CAMPAIGNS, MISSIONS, SCENARIOS AND PACKAGES

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

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

 

 

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

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

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

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

The "Great Shot! II " installation can be installed to a v1.2a (516kb) installation as well. If you do not install to a fresh clean install of v1.2 or a 1.2a installation then "Great Shot! II" will not work properly.

Be warned! Not compatible with the Code Groups EAW v1.28d 1024.exe without modification (there is a separate patch available). (Also check out the OAW Pack for v1.2 for a more slightly more complex, but updated and compiled from modders' type of add-on from the year 2005, its listed further down).

 

 

Ground Targets Modification: (Ginterdict1_alt.zip 608kb)
by Pods.
Introduces groups of vehicles and other objects into the eaw world.
the interdict1 was a very early attempt to edit the world to give us specific targets in a limited area for online play. Basically it places a column of mixed tanks and other vehicles at the river crossing northwest of Leuven and puts german armour on the roads around Leuven itself... BUT... it does so by placing models into different slots to make use of their hit bubbles, which I couldn't edit back in those days, so I replaced the 'fort' with a King tiger for instance so that it could only be destroyed by direct hits from rockets or bombs or repeated blows from cannon fire.... and then edited the ttd file to put them onto the roads around Leuven. It would be very easy to replicate the effect with the modern editors Jell has given us but the original is probably not compatible on a number of counts with the 1.50 setup...

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

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

Spain place name file added.

 

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

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

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

Spain names files have been added.

 

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

 

Polish Place Names: (POLISH TARNAMES.ZIP 3kb  or  PolishTarnames.zip  or  Polish Tarnemes.zip)
by Emil and Per "vonOben" Rasmusson.
Targets/Names. New place names for Emil's 1939 Poland Campaign. I've changed the Tarnames.str to have Polish names of cities, towns and airfields to get a better feeling in the Polish Campaign.

 

Poland '39 Campaign v1.2: (1939Polandv1.2.zip 720kb)
by Emil and Per "vonOben" Rasmusson and ANDY.
It substitutes the original 1940 BoB campaign, many aircraft of the original game and other files. The basis of this campaign is Emil's Poland campaign.

 

Poland '39 Campaign v1.3 (knug): (1939Polandv1.3Knug.zip 33.4M)
by Emil and Per "vonOben" Rasmusson and ANDY and Knug.
This is my modified installation of Andys Poland '39 campaign. The campaign is left as it was so this is only an addition to the original Poland 1939 v1.2 campaign by Andy.

 

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

Use the winter terrain data for atmosphere?

Finland-names and class file was added.

 

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

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

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

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

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

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

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

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

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

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

 

Invasion of France 1940-Modified: (france40.zip 8kb  or  France40Campaign2.zip  or  new_french_campaign_40.zip)
by Charles Gunst and Dominique Legrand.
Modified Charles Gunst's original work and made several revisions! This enables you to participate in the "Battle for France 1940" scenario. For use his other EAW utilities, ECA Control Panel v3.2 and ECA v1.4 This campaign uses a new frontline which now fits to the French border. Thus, the French bases are located in France.
To play this campaign you have to download the following programs: EAW Patch 1.2, ECA Panel 3.4, ECA 1.4, and of course the aircraft skins that are in this campaign.

 

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

 

1941 Mediterranean: (med1941b.zip 12kb)
by Emil and Dominique Legrand.
Developed a campaign for the Mediterranean theater in 1941. This enables you to fly in the Mediterranean in 1941 with historical squadrons. Old Versions: med1941.ZIP , med1941a.zip

 

1941-1942 Malta v2.0: (1941-42MALTAv2.0.zip 13.5MB)
by Dirk 'Emil' Schoorens.
replaces the 1940 and 1943 original ETO campaigns with two campaigns in the Sicily - Malta area....very close in feel to the DAW theater...Old Versions: 1941-42MaltaCampaignPak-malta.zip or malta.zip
Mediterranean Theater
Common files for all mediterranean campaigns:
New Mediterranean Map (MedMap.zip 359kB)
New Mediterranean Terrain - High Resolution (MedTer_HR.zip 3MB)
New Mediterranean Terrain - Low Resolution patch (MedTer_LR.zip 831kB)
Mediterranean Ground Objects (GrObject.zip 2.9MB)
Mediterranean campaign:
1941-1942 Malta version 1.0 (April 16 2002)
Readme (Readme.zip 5kB)
Campaign files (Campaign.zip 1.4MB)
Flight model with standard EAW gun damage (Flight.zip 31kB)
Flight model with updated gun damage (FlightGuns.zip 39kB)
Hangar Screens (Hangars.zip 1.5MB)
British skinpack (British.zip 775kB)
Axis skinpack (Axis.zip 1.2MB)
Speech files (Speech.zip 307kB)

 

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

 

1941-1942 Desert Air War v1.1: (1941–1942DesertAirWar-DAWv1.1.zip 17.2MB)
by Emil, Pilot Officer Prune, Max188, Mosi, Dancho, and Pobs.
Desert Air War is a completely new theater for EAW that models the air war over the North African Western Desert in 1941-1942.  This add-on is a comprehensive set of files that include new planes, terrain, objects, maps, campaigns, missions, hangers, and screens specific to the Desert Air War.  In short, a completely new EAW experience that puts you in the middle of the North Africa and Mediterranean action! Version 1.1, now, Includes graphics and data file updates to fix several minor issues. Old Versions: DAW_Full11.zip 14.1MB
Separated files for DAW:
Readme (Readme.zip 9kb)
Campaign files (Campaign.zip 1.6Mb)
Flight models W/standard Guns (Flight.zip 32kb) or
Flight models W/updated guns (FlightGuns.zip 39kb) Optional
Hangar screens (Hangars.zip 3.2Mb)
Skin pack (Skinpack.zip 2.6Mb)
Speech files (Speech.zip 245kb)
Single mission files (Missions.zip 4kb)
Icons (Icons.zip 9kb)
World files (MedMap.zip 337kb)
Mediterranean Ground objects (GrObject.zip 2.4Mb)
DAW Patch 1.1 (DAW_Patch1.1.zip 945kb) or
DAW Patch 1.1 updated March3rd2002 (DAW_Patch1.1.zip 1.2Mb)
DAW trucks patch (DAWtrucks.zip 27kb)
Hi-res terrain tiles (MedTer_HR.zip 3Mb)
Lo-res terrain patch* (MedTer_LR.zip 831kb)* Optional, Not required if you can run hi-res terrain successfully.

 

1942 Turning Point in Europe: (1942-TurningPoint.zip 389kb)
by Paulo Morais.
1942 Turning Point in Europe its an addon for European Air War from Microprose that introduces a number of changes on the original data trying to model the aircraft and actions that occurred in that year of the war. Since EAW release that I wondered why Microprose didn't modelled a continuous campaign starting in this year to the end of the war as it was a year of great changes. In fact this year saw events like the probing landings at Dieppe, a very fast rate of replacement of aircraft with new versions in a continuous effort from both sides to get a significant advantage, the first daylight raids by the 8th Air Force and the start of a cross-channel offensive by the RAF. Older version: Revision B 42tpe.exe 397 kb

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

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

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

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

 

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

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

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

 

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

 

1942: Turning Point in Europe Revision B: (1942tpe.zip  or  1942TurningPointInEurope.zip 381kb)
by Paulo Morais. 
"1942: Turning Point in Europe" (Revision B), or TPE42 as it's often called for short. This is still one of the best.

TPE is an excellent add-on for EAW that substitutes the stock EAW BoB campaign, making more planes available and remodeling those involved in the BoB campaign with one starting in April of 1942. It progresses through 1943 and 1944. The Hurricane MKII has to be tried! With 12 guns you can see why this was a bomber buster! This package also remodels many German aircraft, giving bombing capacity to the ME626. There are a few extra squads to join up in the campaign too. This install and interface can be a bit tricky, but the benefits definitely outweigh the learning curve, if only to fly the Mossie and ME410. Comes with some utilities including a CDF-file extractor, DOS utilities; snd2raw.exe and raw2snd.exe. Old Versions: 1942-TurningPoint.zip 389kb

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

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

 

1942-1945 European Theatre of Operations: (1942 ETO.zip or 1942-45EuropeanTheatreOfOperationsCampaign.zip 494kb)
by Paulo Morais and Dirk 'Emil' Schoorens
New campaign with several features, incorporating and expanding the 1942 - TPE campaign. This campaign is a combination of : 1942 TURNING POINT IN EUROPE by Paulo Morais and the modified 1943-1945 ETO campaign by Emil.

 

1942-1945 European Air War version 1.1: (1942-45EuropeanAirWar-4245v1.1.zip 1.71MB)
by Paulo Morais and Dirk 'Emil' Schoorens
This campaign is a combination of : 1942 TURNING POINT IN EUROPE by Paulo Morais and the modified 1943-1945 ETO campaign by Emil.
Flight model with standard EAW gun damage (Flight.zip 27.7 kB)
Flight model with updated gun damage (FlightGuns.zip 39 kB)

 

1942 Caucasus 2.0: (1942CaucasusCampaignv2.0-caucasus1942a.zip 19.5kb)
by Emil and Dominique Legrand.
He has produced a new campaign set during the important fighting in the Caucasus of the Russian Front. Off to the Eastern Front you go to either defend the Russian motherland or to cover the Wehrmacht's offensive. Replaces the Battle of Britain Campaign with one starting in June of 1942, when the German summer offensive "Operation Blau" starts. The aim of this campaign is to simulate the air and air to ground war on the Russian Front. Old Versions: caucasus1942.zip Other File Names: Russian1942a.zip 20kb

 

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

 

Tunisia 1942 - Operation Torch: (Tunisia1942.zip 19.4kb)
by Emil.
The 1942 Torch Campaign replaces the 1943 ETO Campaign with one starting in November of 1942, when Operation Torch takes place with the landing of Allied forces in North Afrika. The aim of this campaign is to simulate the air and air to ground war in the North Africa between German, British and American air forces. Replay the Allied operations and attempt to drive the Axis forces out of Africa once and for all.

 

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

 

New Guinea 1942 v1.1: (eawng111.zip through eawng118.zip)
by RockHPI.
Made a campaign for the Allies vs. the Japanese in New Guinea. A series of 8 zips that holds terrian, skins, etc.

 

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

 

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

 

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

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

Finland-names and class file was added.

 

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

 

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

Is increased the cities targeted · · ·.

 

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

 

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


Front Line File: (frntline.zip ??kb)
by Michael Normann.
This front line .dat file gives Axis forces in the West and Allied forces in the East. Good for the North Africa or Soviet scenarios.



Front Line For Sealion: (frntline.zip ??kb)
by Earok.
Provides a frontline for operation 'Sealion', the proposed invasion of England.


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

Historical Background:

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

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

Technical Data:

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

 

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


Normandie-Niemen Add-on:
Readme and He111skin: (nn111readmefirst.zip)
Hanger Files: (nnhangar1.zip and nnhangar2.zip)
Flight Model Files: (nnfmsnew.zip)
Ordnance Files: (nnord3dz.zip)
Wsp Files: (nnwsp.zip)
String Files: (nnstrs.zip)
Normandie-Niemen Skins: 109e4 (nn109e4.zip) , 109f2 (nn109f2.zip) , 109g2 (nn109g2.zip) , 109g6 (nn109g6.zip) , 109g14 (nn109g14.zip) , 109k4 (nn109k4.zip) , 190a4 (nn190a4.zip) , 190d (nn190d.zip) , 262 (nn262.zip) , Ju87d (nnju87d.zip) , Il-2 (nnil2.zip) , Il-4 (nnil4.zip) , SB-2 (nnsb2.zip) , Pe-2 (nnpe2.zip) , Pe-8 (nnpe8.zip) , Yak-1b (nnyak1b.zip) , Yak-3 (nnyak3.zip) , Yak-7b (nnyak7b.zip) , Yak-9d (nnyak9d.zip) , Yak-9T (nnyak9t.zip) , Yak-9M (nnyak9m.zip) , Yak-4 (nnyak4.zip)
by Tym.
...

 

Pacific Tide - Solomons War: (several files, complete download is 11200kb)
by Steve Daly and Jim Farmer
have taken the best additions currently available and with a little magic of their own have created the first installment of the European Air War Pacific Theater entitled: Pacific Tide. But the big question is, "Is it worth the download?" You bet it is! This great package transforms your European Air War game to the Pacific Theater of operations! And like the original European Theater this can only get better!

So what do you get: A variety of pacific themed screens, a new game map which replaces Europe, new squadron names and histories, Japanese in-flight speech, a 1942 Guadalcanal Campaign for US and Japanese and much, much more.

A long list of contributor's have made this addon possible and are listed in the readme file. If however you were looking for carrier operations to be included you have still a bit of wait, they are not found here. But as Steve and Jim explain in their readme file "no real carrier ops (didn't have time…leaving this up to Moggy's great Midway add-on)". Also you will need to download the 1942 era Pacific aircraft, they are not included in this package but can easily be found elsewhere. A listing of the aircraft featured in Pacific Tide can be found when using ECA Control Panel or in the Pacific Tide Read-Me file.

Installation is foolproof, simply follow the step by step instructions and since you will be making a separate install of EAW for Pacific Tide, there is virtually no chance that you will disrupt your current EAW setup! There are three separate Pacific Tide Files you will need and three other required files for this package to work properly.

Hats off to Steve and Jim for an excellent addon and many thanks to all of the other folks who have allowed their respective work to be included in this fine package. Welcome to air combat in the tropics, EAW Pacific Tide style!

So what's new in version 2? Well, forget about hunting all over the net for the appropriate pacific aircraft. They are now included! The boys have also slaved away and patched up those missing terrain files as well as a variety of other tweaks and fixes. They have also attempted to make other pacific addons not included with Pacific Tide V2.0 compatible with V2.0 (can anyone say Moggy?). If you have a desire to fly the tropical skies within European Air War than PTV2.0 may just by your ticket to pacific theater air warfare. A word of caution is in order here however. Installation requires a clear head, the patience of Job, and a working familiarity with utilities such as "campaign mover" and "front-line mover" (found elsewhere), as well as a nimble ability in manipulating files in windows. That said you may want to read the Pacific Tide V2.0 readme as a starting point to see if you are up to the task that this installation will require.

 

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

 

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

 

 
Battle of Britain Campaign:
by Emil.
...

 

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

 

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

 

IRAQ 1941:
by Moggy.
...

 

Improved Battle of Britain:
by ?
...

 

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

 

1943-45 Battle of Germany:
by?
...

 

1944 Normandy D-Day:
by ?
...

 

1944 Battle of the Bulge:
by ?
...

 

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

 

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

 

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

 

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

 

Dunkirk:
by ?.
...

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 



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

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

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

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

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

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

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

 

The OAW and how it works.

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

How EAW works:

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

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

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

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

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

Quick Description to what OAW does with your game:

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

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

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

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

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

 

OAW Air War Help and Hints:

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

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

 

OAW and Loading Add-ons:

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

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

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

 

Try different Autoscript combinations:

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

 

What the Autoscripts in OAW are good for:

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

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

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

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

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

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

 

The 'gup' Autoscripts:

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

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

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


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

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

 

About GUP and OAW autoscripts:

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

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

So we pursued the idea of using standardized folder names for the OAW folders that we make available for downloading. That way we can also supply ready made autoscripts, such as this one:
**************************
D interdict2
F 1(EAWrp2.6)
L 1(smooth-hilli-world)
M 1(OnlineMission1)
U 1(TransparentAirfield)
P-00_38H(0)
P-01_38J(0)
P-02_47C(0)
P-03_47D(0)
P-04_51B(0)
P-05_51D(P39N)
P-06_B17(0)
P-07_B24(0)
P-08_B26(0)
P-09_Hu(Hu2)
P-10_Sp1(5b)
P-14_Temp(P40E)
P-16_109E(F2)
P-17_109G(F4)
P-18_K4(G6)
P-22_190A(A4)
P-23_190D(.)_1
P-26_J88C(.)_1
P-27_Ju87(.)_1
A-00-P38h(.)_4
A-01-P38J(.)_4
A-02-P47C(.)_4
A-03-P47d(.)_4
A-04-P51B(.)_3
A-05-P51d(P39N)_2
A-06-B17(.)_4
A-07-B24(.)_3
A-08-B26(.)_3
A-09-Hurr(2)_3
A-14-Temp(P40E)_3
A-16-109E(F2)_3
A-18-109K(G6)_2
A-22-190a(4)_5
A-23-190d(.)_4
A-25-Ju88A(.)_5
A-27-Ju87(.)_3
*****************************
This is the "03Gup+Summer_Skins" autoscript, which is one of a package available from the OAW download site.

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

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

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

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

 

OAW and Magic Numbers:

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

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

 

OAW and Loading Add-ons for Online:

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

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

 

OAW Needs to be Reset?:

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

 

OAW and Modifying The Game /!\:

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



Charles Gunst's ECAPanel Integrated into OAW:

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


OAW and ECAP (Combining ECA and OAW):

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

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

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

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

Changing the ecapanel selection:

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

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

Then back to step 4 above.

 

OAW Hassles with other Data Files?

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

 

Other OAW matters:

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

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

 

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

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

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

 

Adding Skins in OAW:

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

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


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

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

If you want keep tidy your skin folder you will put this folder if you use a FW190 A R8:
A-22-190A(R8)_1
 

 

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


OAWunified use this logic:
[Slot number and name]
[......A-**-****.....]

In brackets:

1) a '.' let appear the deault skin of the skin slot always on the top of a list.
Example:
A-00-P38H(.)_*

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

3) The season: If no season is listed, its a summer skin, wint = winter, trop= desert.
Examples:
A-16-109E(.F)_*
A-16-109E(.Ftrop)_*
A-16-109E(.Fwint)_*
This represent one Bf109F summer, winter and desert skin.

Behind the brackets we write the number of available skins for the same plane in a sequence.
Examples:
A-05-P51D(P39)_1
A-05-P51D(P39)_2
A-05-P51D(P39)_3
A-05-P51D(P39trop)_1
A-05-P51D(P39wint)_1
This represent 3 skin for the P39 in the P51D slot.

I personally don't write special description of a plane into a foldername, we have the 'contents.txt' to do this!!
In the foldername i only make a different between real visible differences. Therefore i dont make a different between a 109F2 and 109F4, or a P38H, J and L, such special differences find place in the contents.txt.
Of course there is a greyzone at what moment it make sense to include a special description into the foldername. For example almost all FW190Aīs did look almost exact the same, the biggest different we can see if one plane only have 2 x 20mm instead of the 4 x 20mm, butīsuch a setup every of the 190Aīs could show, so i store all 190Aīs with only 2 x 20mm in a A-22-190A(.F***)_* folder, cause the 190Fīs, same like the Gīs only had 2 x 20mm.
What skin fit to my wanted setup, i can read and see in OAW due to the contents.txt and picture of the skin.
 

 

A Little OAW History:

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

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

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

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

 

The OAW team:

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

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

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

 

The OAW team and the Online flyers:

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

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

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

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

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

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

 

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