Researched, Written and Edited By: MarkEAW
[
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CONTENTS
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:
(19411942DesertAirWar-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
[END]
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