Researched, Written and Edited By: MarkEAW
[
GOTO THE MAIN EAWHS PAGE ]
CONTENTS
PLANE
INTRODUCTION
COCKPIT |
INSTRUMENTS |
GUNSIGHT
EFFECTS |
FLIGHT |
ORDNANCE |
PILOTS |
RENDER DISTANCE
SKINS |
3D
PLANE MODELS
This page provides information on the available mods to customize
your planes. Inside and out.
Related Download Links:
-plane-cockpit
Notes: This section contains the standard 2D Cockpits and the 3D Virtual
Cockpits, Pilot Wing Views and Gauges. If your looking for a Cockpit for a
particular type of plane and you do not find it here, it's best to also
download all the plane skins for that type of aircraft, those archives
will sometimes contain new cockpits within those archives.
109F
Red Line and Windows: (109Fredlinewindows.zip 48.5kb)
by Llv34_Doc.
Provides open lower windows for the cockpits of the Messerschmitt Bf
109F-2 and F-4 aircraft. Includes a 'red dive line' on the side window
of the F and G models.
(ME-109E, G Slot)
P-51B
Cockpit with "Malcolm Hood" Style Canopy: (P51BMal.zip 22.2kb)
by JWC.
For the P-51B Mustang 'Malcolm cockpit' view.
(P-51B Slot)
Wide
View Armor for P-47D Thunderbolt: (WVAP47D10.zip 46.4kb)
by JWC.
Provides the cockpit Wide View or Ultra Slim View for the Republic
P-47D fighter in EAW.
(P-47D Slot)
Wide
View Armor for Typhoon Cockpit v1.0: (WVATyph10.zip 46.4kb)
by JWC.
Provides the cockpit Wide Views for the Hawker Typhoon aircraft in EAW.
(TYPH Slot)
Wide
View Armor for Typhoon Cockpit v2.0: (WVA-typh20.zip 63.3kb)
by JWC.
Provides the cockpit Wide Views for the Hawker Typhoon aircraft in EAW.
(TYPH Slot)
Wide
View Armor for Tempest: (WVATemp10.zip 79.8kb)
by JWC.
Provides the cockpit Wide View and forward cockpit view for the Hawker
Tempest aircraft in EAW.
(TEMP Slot)
Wide
View Armor for P-51D Cockpit: (WVAP51D10.zip 100kb)
by JWC.
Provides the cockpit Wide View, Ultra Slim view and no radar view for
the North American P-51 aircraft in EAW.
(P-51B Slot)
RZ
Cockpit: (RZcockpit.zip 131kb)
by Karel.
The cockpit of the SCW Polikarpov RZ 'Natascha' fighter.
(P-51B Slot)
D372
Cockpit: (SCWDw372VCpit.zip 112kb)
by SteveT.
The cockpit of the SCW Dewotine D-372 fighter.
(HURR Slot)
Heinkel
He112B Cockpit: (He112Bcockpit.zip 111kb)
by Claudio Wilches.
...
Heinkel
He112B Cockpit Wing View: (He112Bcockpit_2.zip 104kb)
by Jordi Haro Sancho, 'Stratos'.
This cockpit wing view is for the Heinkel He112B of the Spanish Civil
War period. The wing view was based on the cockpit by Claudio Wilches.
(ME-109E slot)
Wings
Views for the Westland Whirlwind Mk.1: (WWindwings.zip ??kb)
by Jaeger.
For the Westland Whirlwind Mk.1 by Charles. These two wing views
replace the 'stock' views supplied with the aircraft and are NOT
compatible with the 3DZ cockpit files created by Claudio.
(P-38H Slot)
Modified Bar P47c Cockpit
If you fly the "Razorback" version of P-47,
then you already know that sometimes the large vertical bar in the
windscreen can be rather annoying. At least it was there in the real
Razorback P-47's. However, if you fly with ECA Control Panel, then you
know that the P-47C cockpit is used for the cockpits of the Wildcat and
the Hellcat. Here the appearance of the bar is not only annoying, it is
not realistic at all, since these aircraft did not have such a bar!
There have been "bar less" or "thin bar"
cockpits developed by community members, but they did not always work
with some video cards or at certain resolutions, and the cockpit bar
would return displaying only when firing on some these. But a solution
was finally made...
Why would you want to remove the bar?
The center post obscures the target at some angles and ranges, making
it difficult to observe the target aircraft's attitude (and thus
predict its next move). In a real aircraft, a pilot should be able to
move his head at least an inch or two to one side (even while pulling
some G) in order to get one eye around the bar. Having a portion of
your vision permanently blocked off, with no way to see "around the
bar", is not really realistic. The only alternative is to turn the
entire cockpit off and on intermittently, which is far less realistic
than using a modified cockpit view! The "thinner bar" seems more
realistic to have for this purpose, since its just just reduced in
width.
P47C No-Bar Cockpit: (P47C-ck.zip ??kb)
by Matt Van Vleck.
...for voodoo users...
P47C No-Bar Cockpit: (p47c_nobar.zip 3.95kb)
Developed by Paulo Morais.
A modified 3dz file (wireframe) for the P-47C. P47 With the bar removed
from the center of the windshield. This is independent of video cards
and resolution settings---they work with anything!
....also included in the .ZIP file of the skin of the 3D modified
desert Spitfire V (the one with wing cannons).
If you put the file, with the name Pp47cv.3dz into your EAW main game
folder first, EAW will use the new no bar cockpit rather than the
original file with the normal central bar placed in the 3D.CDF file.
P47C Thin-bar Cockpit: (p47c_lessbar.zip
3.95kb)
Developed by Paulo Morais.
A modified 3dz file (wireframe) for the P-47C. This is independent of
video cards and resolution settings---they work with anything!
....the thin-bar P47C cockpit too, can be found with Paulo's 3dz
editing notes. Really good work. It makes the early Jugs flyable, and
looks more realistic than the original.
P47C front window: (F6fckpit.zip 574kb)
by Charles Gunst.
Modified the P47C front windshield by removing the center post for 2D
Cockpits. This is single file to cure the P47 cockpit bar visibility
problem when flying the F6F Hellcat. It uses the P51B cockpit file.
Simply copy the file P021VIEW.CPT to your EAW directory, and start EAW.
"Historically Correct" Messerschmitt 109E Canopy
Framing: (?? ??kb)
by Capitán Manduca.
If you are a real stickler for historical authenticity, then you
already know the canopy frame on EAW's version of the 109E is
incorrect. But due to Paulo Morais's determination on how to edit the
.3dz "wireframe models" in EAW, he has introduced the first
historically accurate canopy frame for the Emil.
Instruments and Gauges
The stock cockpit
instruments in EAW have never been the clearest, and if you run the
higher resolutions beyond the 640x480 default you will only have the 3D
virtual cockpit (and thus instruments which are not really readable).
But there are now many "sharpened" instruments available to add. Migge
and some of the other members of the EAW community have done some great
virtual cockpit work, easily worth the small download.
Some "cockpit" upgrades already include sharpened instrument
files along with the "view" files, so it would probably be unnecessary
to add new instrument files for these aircraft, but if you download a
whole pack of instruments it would also be more work to try to figure
out which planes need them and which don't. You may find it much easier
just to unzip ALL the new sharpened instrument files into your EAW
folder, these new ones will overwrite the old ones. There actually
maybe little noticeable difference between one set of sharpened
instruments and the next, so it probably won't matter which instruments
you have in your EAW folder. It should be remembered that there's only
so much you can do with some aircraft: while most instruments become
readable, there are exceptions like the Spitfire, where nothing can
help the unreadable compass!
Instruments Sharpened For 3D Cockpits :
(instruments20.zip 599kb)
by Angeleyes 666th / Red Skulls Squadron.
Complete Readable Instrument Collection. These TPC files apply
sharpened instrument numbers and letters in the virtual cockpit view.
old versions: Allied instr.only.zip 318kb , German instr.only.zip 250kb
Six Cockpit Interiors: (interior-six.zip)
by ?
Instruments are now readable for Spitfire Ia, IX and XIV, Mustang P51B
and D and the Hurricane.
Cockpit Colors And Other Revisions
The internal cockpit colors of the Allied aircraft in EAW appear to be
accurate. But the German aircraft have a seemingly inaccurate (and
ugly) shade of blue. There are some community made add-on cockpits that
recolor the German cockpits to a more accurate (and possibly,
better-looking!) grey that approximates RLM 66 (the shade of grey that
Luftwaffe cockpits were most commonly painted in).
--Custom Cockpits for the Me109G and K, the Me110G, and the
FW190D are available...
(note: some of the following cockpits also include instruments in the
zip file)
grey cockpit for the Me109E:
by JPI Jean Pigeon
made the first grey cockpit for the Me109E!
--Migge has made some great looking cockpits for Allied planes. You can
find a terrific-looking one for the P-51D Mustang, and an almost
photo-real one for the P-47D Thunderbolt. Also a new "Luftwaffe"
collection of brand-new virtual cockpits for German aircraft. These are
absolutely stunning! He has made gorgeous cockpits for the Typhoon and
the Tempest as well.
HUD Fonts
There are more HUD text replacement files in the
game-patch-hexedited download folder.
Large HUD Font: (LargeHUDFont.zip 8.82kb)
by VonBeerhofen.
These files will improve readability for on- and offline games. It was
especially made to be used on larger monitors using higher resolutions
(like 1600x1200). It will improve HUD and CHAT fonts and has the
advantage that the game stays compatible online since it is only a
graphical add-on as opposed to a change in the .EXE
Medium HUD Fonts v1.1: (MediumHUDfonts11.zip
31.6kb)
by Spit9.
Provides the Medium Fonts for the HUD. These fonts are intended to be
used with King Rat's patch for EAW (version 1.2b). The fonts are just a
combination of two other EAW original fonts (MAINTALL.FNT and
THICKFNT.FSP). There are two more fonts added....I called them
SNIPER.FNT and SNIPER.FSP. These fonts are in fact the original
POPSERIF3 pair that is inside FONTS.CDF, but now you don't have to
extract them. They work with GeForce (and other Nvidia cards, as well
as 3Dfx cards), giving a better visual at 1024x768, and also work in
800x600. Even in 1280x1024 they are very acceptable.... Other File
Name: MediumHUD11.zip
Related Download Links:
-plane-gunsights
Gunsights SIGHTPAC: (PapaRomeo_Gunsights_Mk3.zip
183kb)
by PapaRomeo.
has developed a series of historically realistic gunsights for EAW.
Included are German Revi sights, British gunsights for the Battle of
Britain and later, and American and Japanese sights. Old Versions:
PapaRomeo_Gunsights_101.zip ??kb
v1.01 of the gunsight pack included 9 authentic replacement
gunsights. All of these sights were based on photographs of the
illuminated reticules of the WWII aerial gunsights. The only exceptions
are the two Japanese gunsights, which are based on versions created by
Takuya Watanabe for Aces High. I've also included a "ring and bead"
gunsight for those of you flying P-40s and other early-war fighters.
The "Mark 2" Gunsight Pack; I added US N-3 and N-9 sights, plus
numerous other enhancements. The MARK III gunsight pack includes 49(!)
gunsights. New is a whole bunch of “high visibility” sights, more US
sights, including the USAAF version of the Mark8, as well as three
authentic ground attack sights. One download gives you all the sights
you’ll ever need! All my sights are supplied ready for use with
Viper’s Gunsight Manager and are fully compatible with NVIDIA and 3DFX
video cards.
EAW Gunsights: (????many separate SPT download
files???? ??kb)
by Viper.
If you want a wide range of interchangeable sights, you're in luck! He
has developed many different sights for use in EAW at 800x600
resolution. Gunsights designed for Standard, Spitfire, FW190, ME BF109,
P51 Mustang, and P38. If you want to switch between different gunsights
quickly, he even has a "Gunsight Manager" program which will swap them
in and out.
Gunsights Pack: (gunsightpacks.zip ??kb)
by PapaRomeo, includes Viper's Gunsight Manager.
...
Rigger's Gunsight Pack: (rigger gunsights.zip)
by Rigger.
...
High Visibility Gunsights:
(HighVisibilityGunsights.zip 36.2kb)
by Rigger.
All of these gunsights are high visibility Red in color and are not
historically correct. However, from my testing and those that have used
them, they are said to be highly accurate when it comes to aiming.
French
GH38 High Res Reticule: (OFrenchGH38HR.zip 47.2kb)
by Llv34_Doc.
This HR French gunsight retucule, based on that used in either:
'Optique de précision de Levallois, viseur clair, modčle 1931' (OPL 31).
'Baille-Lemaire modčle 1938' (G.H 38 or GH-38).
'Optique de précision de Levallois modčle 1939 (OPL RX 39, RX.391 or
RX.393).
French
Sight Graticule, Thin: (GH38thinned.zip 55.1kb)
by Llv34_DOC.
This is the 'thinned' version of the gunsight listed below, which makes
it easier to use during combat.
French
Sight Graticule: (GH76.zip 48.6kb)
by Llv34_DOC, Pachy and Keiblin.
This is the French gun sight graticule used on the French gunsight. It
could represent an OPL 'RX 31', mostly used by the MS 406 or the
Maille-Lemaire 'G.H 38' , used by other aircraft.
LLv34 Alternate Gunsight: (gunsight.zip 2kb)
by LLv34_BlauKreuz, the CO of the Finnish-based online squadron LLv34.
If you are flying as a German pilot (or even if you're not!), I would
highly recommend using this new cool-looking and usefull gunsight he
developed. It really does seem to improve gunnery skills. To install,
simply unzip the GUNSIGHT.SPT file into your EAW main directory.
Clear Glass / no-frost gunsight fix:
(clearglass10.zip or ClearGlass10.zip 431kb)
by Dan Shaw.
Clear Gunsight Reflector Textures. Another great option for the EAW
gunsights has been developed. This is the "no-frost" gunsight fix.
Finally, a clear view through the gunsight! This removes reflections on
the gunsight glass to make targeting easier. This fix is not really a
gunsight per se, but rather improves your view through the gunsight. It
is compatible with the add-on gunsights, so there's no worry there.
I've always wanted to get rid of the glare graphics on the
glass of the gunsights -- you know, the hazy translucent band that runs
right up the middle of most of the gunsights in EAW. If you use the
transparent cockpit cheat, you may never have noticed this, but it
bugged the hell out of me.
HarryM told me what files I needed to look at, so I've
modified the cockpit transparencies for all 20 flyable planes in the
game. I left enough "frosting" at the edges of the glass to keep a bit
of the 3D look, but most of the centre area should be clear. They make
Viper's gunsight reticles look much better.
The readme includes instructions -- basically the mods are to
*.tpc files that you can handle like skins. One thing I left out from
the readme -- you are free to distribute and modify the files as you
wish, though I would appreciate receiving credit.
BTW, if anyone wants to redo the glass in the P-47s -- please
do! While I'm pretty happy with most of the other sights (especially
the various Spitfire ones), I gave up trying to make the P-47's look
good after about an hour. (I think the default sights looked pretty bad
to begin with.) The transparency texture seems to be rotated about 45
degrees to the right, if that helps anyone figure them out.
Related Download Links:
-plane-mod-effects
Effects Pack: (effects.zip 411kb)
by Max188.
A popular plane add-on. This provides better-looking smoke, fire, flak,
and tracers. This add-on enhances many of the effects that EAW uses
including smoke, fire, explosions, flak, hit debris, muzzle flash, and
tracers. The game still renders these effects the same way, but the
colors, textures, and detail are much improved. This mod adds a
lot to the visual quality of the game.
Effects Patch: (EffectsPatch.zip 472kb)
by VonBeerhofen aka VBH.
These files are only the tip of the iceberg on which I have spent about
640 hours to get to where they are now and I hope you will like them.
New superblast file with improved transparency
HighRes shells with 4 times higher resolution
HighRes dead (no more faceless) pilot with more blood and added
attributes
New improved watersplash with better transparency
HighRes impact debris with 4 times higher resolution
New explosions and smoke with improved transparency
New contrails and smoketrails optimised to make them as lively as
possible
New improved tracers
New improved fire
New improved sunglare with deliberate shimmering and better transparency
New muzzleflashes with improved transparency in 4 times higher
resolution (although I have no idea where they are used)
Improved AAA clouds and explosions
and more.......
To install:
Extract to a G OAW folder of your choice or straight into your EAW
folder.
Flame Enhancement: (flames2.zip 181kb)
by Max188.
This optional file is intended to be used with the EAW Effects Pack by
Max188. If adds flames to damaged engines that are emitting black
smoke. There are also some unintentional side-effects listed in the
notes section that you need to be aware of. Old Versions: flames.zip
A companion to the Effects Pack. If you want to add flames to
burning engines, get this Flames Enhancement mod. It adds trailing
flames to the black smoke from damaged engines. As a side effect,
it also changes how ground fires and train engine smoke is
rendered. Requires the Effects Pack above to already be installed.
Fire/Flame Effects Repack: (G-effects 685kb)
by Max188 and ?VBH?
...appears to be repacked of a bunch of the effects archives...G- for
the OAW manager.
HR Hurricane Night Exhaust Effect:
(HRHurricanenighteffect.zip 31kb)
by Col. Gibbon.
In this zip there are two Hurricane F.3dz files, and a pair of files
for DAW. For night ops just drop the appropriate file in with the
already unzipped Hurricane model, and let it over write the original F
file.
Magic Smoke: (MagicSmoke.zip 68kb)
by VonBeerhofen aka VBH.
This magic smoke was created as an add-on for Santa's Douglas A20
created by Freddy' B. Merry Christmas.
Flame Effects: (Pobsflames.zip 75.2kb)
by Pob's.
EAW Flame effects, -Air or Ground-. This optional file is intended to
be used with the EAW Effects Pack by Max188. If adds flames to damaged
engines that are emitting black smoke. There are also some
unintentional side-effects listed in the notes section that you need to
be aware of. Flame effects, Air or Ground...damaged plane engine flames
and ground object damaged flames...
Rocket and LensFlare Effects:
(RocketandLensFlare.zip 633kb)
by VonBeerhofen aka VBH.
These files are an addition to my EFFECTS PATCH and will give you a
choice of 16 different Lens/Rocketflares with 3 different transparency
depths (TRA64) in a 4 times higher resolution then the default files in
EAW. It runs as a standalone package and can be freely added to other
effect patches.
There are two subfolders in the zip and you need to take one file from
each folder and rename it before copying them into an OAW folder of
your choice or into your EAW folder.
Smoke: (SmokeVBH.zip 181kb)
by VonBeerhofen aka VBH.
...
Tracer And Explosion Effects:
(TracerAndExplosionEffects.zip 658kb)
by Max188.
This add-on enhances many of the effects that EAW uses including smoke,
fire, explosions, flak, hit debris, muzzle flash, and tracers. The game
still renders these effects the same way, but the colors, textures, and
detail are much improved.
INSTRUCTIONS
1) Unzip this package to a directory.
2) Copy the .spt files to your EAW directory.
3) Enjoy the enhanced effects!
Notes:
1) You can revert to the original effects by removing these .spt files.
2) This mod should have no impact on performance.
3) The tracers share the same colors as the lens flare, so you will
notice the coloring of the lens flares are a bit different. You may
turn off lens flare under graphics options if desired.
4) The tracers have different colors depending on the gun size. The
categories are large cannon, small cannon, large caliber, and small
caliber ammo loads.
5) This package includes optional tracer files for default, medium
bright, bright, smoke, green, and solid muzzle tracers. If you wish to
use any of these, just rename the appropriate file to hwexplos.spt and
copy it to your EAW directory. You may want to turn off lens flare with
some of the tracers.
6) If you want to create your own tracer colors, you can edit the
hwexplos.pcx file and use picpac to convert to an spt file. The tracers
are built from the 4 color boxes (from left to right): muzzle flash and
large cannon, small cannon, large caliber, and small caliber. Keep in
mind all but the large cannon are also used as lens flare images.
7) At distance, all tracers change to a yellow/orange dot, and are not
affected by this mod.
HiRes Flak Pack: (???? ??kb)
by Ghostboy.
...
Related Download Links:
-plane-mod-flight
There are a number of these types Modification's available for
download. What you need to be aware of, is that these are designed to
be placed directly into your EAW 1.2 system, and they will CHANGE the
way all the aircraft in the game behave, and if you do not use one of
the Plane/Flight Model Manager programs you will be stuck with most of
these new modifications, unless of course you remove the custom flight
model data files manually.
How come we can't use just the plain old EAW 1.2 as it was put out by
MicroProse? You can. Not everyone wants to mod their flight data.
What's the reasoning for all the various mods?
When EAW was released, in some pilots opinions, MicroProse EAW Team left some
major bugs in it. It seemed that the flight models were not quite
right. Apparently the EAW Team designers were under pressure to release
the product in time for the Christmas Rush. What came out initially was
a version in which the British Planes seemed to have magical powers
over all the other aircraft in the game, and naturally if you were
involved in either a Luftwaffe Squadron, or an American Squadron you
were sadly disappointed in the way the aircraft were modeled.
So each of these Modification's will change or alter the
flight characteristics of the EAW Aircraft in some form or another.
Some of them actually give you more aircraft than was originally in the
game. Here's a short list of some of the various Modification's that
you will most likely want to try. -EAW 1.2 - ECA/ECA CP - ECA Online -
RIP - RIP PLUS - MSA are just a few.
Enemy Coast Ahead or ECA: (eca14.zip 7616kb
apox 7.6Mb)
by Charles Gunst. Was one of the first FM add-ons made
(released in October 1999). He has written some excellent add-ons to
improve just about everything from the flight model of every plane down
to the gun pattern. This lets you fly almost every EAW aircraft in
campaign mode. To fly Bombers, the B-17, B-24 and V-1 you must use a
pilot career, this is due to limitations of the ability to alter EAW's
internal game structure. Older version: eca12.exe 7.5meg , V1.3b 710kb
A new set of *.flt files and *.dat files for EAW. He fixed
some of the issues that 1.2 addressed as well as making some changes to
1.2. The airplanes are tougher, for example. I recommend using ECA
(Enemy Coast Ahead) flight models even if you are going to fly the
standard aircraft. This set of flight models should be used in
conjunction with ECA Control Panel. Note: This flight model set
(ECA) should not be confused with the (ECAo) 'ECA Online' , a separate
FM package.
The latest version of ECA v1.4 by Charles Gunst was updated
for EAW v1.2. Flight models, while subjective, just feel right with the
ECA add-on. Fly some previously un-flyable planes (except for the
four-engine types and the V-1) the He-111, Me-410A Hornisse, Junkers
Ju-88C "Wonder Bomber" and Junkers Ju-87B Stuka, De Havilland Mosquito
Mark VI, the Martin B-26B Marauder and more. (Be warned, the Stuka is
NO match for any Allied fighter. If you can complete a career in a
Stuka, you have certainly earned your wings!). ECA modifies many of the
files in EAW to add more realistic flight models, armor values and
ballistics. This program is essential to get the most out of the sim,
in ones opinion. The last official MicroProse patch reduced the armor
values of all planes. For an example: One burst of .50 caliber or 20mm
cannon fire is all it takes to claim a victory. So ECA increases the
armor values to more acceptable levels. ECA makes significant changes
to the weapons modeling, it uses the "real" velocities and rates of
fire. (the stock EAW has very low muzzle velocities (far lower than in
real life), resulting in excessive "bullet drop" at longer ranges and
requiring more lead in deflection shots. It also has incorrect rates of
fire.) ECA also introduces some new weapons. You may now choose to
employ the Henschel HS-293 anti-ship rocket bomb. Panzerschreck
anti-tank rockets. The famous Fritz-X. Napalm, and the SD-2 "Butterfly
bomb", an early fragmentation weapon.
ECA 1.4 FULL is approximately a 7.6MB download. There is also
an "ECA 1.4 Update" available (eca14upd.zip), this is 142Kb and is
intended for people who already have any earlier version of ECA. (Use
on top of 1.0, 1.1 or 1.2 install). The "Update" will bring the earlier
versions of ECA up to 1.4 standard without the need for the 7.6MB
download. But if you don't have an earlier version, then you will need
the big download! The Fw-190A8 is now less-armored but far more
maneuverable A4 model. By popular demand, the Bf-109K is now the K6
model, with an extra 2xMk 108 30mm cannon in the wings. Extensive
changes have been made to weapons characteristics.
As far as the 3D shapes (Models) and skins go, these aircraft
already exist in the sim, so there is nothing NEEDed to be added.
Although all of the aircraft in EAW can stand a new skin add-on to make
them visually more attractive.
ECA 1.4 does the following (many advantages over the "stock"
EAWv1.2):
a) Stock EAW has 20 flyable airplanes, 9 non-flyable ones, and the V-1
(that is, not flyable by you the human player---out of the box, they
could only be flown by the AI). ECA 1.4 allows you to fly 7 of the
originally non-flyable aircraft in EAW plus the 20 original flyable
ones. (the new ones that are now flyable are the De Havilland Mosquito
VI, Martin B26B Marauder, Junkers Ju-87B Stuka, Junkers Ju88A Bomber,
Junkers Ju88C fighter, Heinkel He-111 H, and the Messercchmitt Me-410
Hornisse fighter). You still cannot fly the four-engine bombers (B-17
and B-24) and the V-1 is still non-flyable (always crashes when
landing, and there are no careers for it anyhow).
The newly flyable aircraft are not available in single missions or
quick start missions, they are only available in Campaigns (Career
Mode) simply because the aircraft type were not originally flyable in
stock EAW. I would love to be able to do single missions in the new
planes, but single missions are controlled by a menu file, and the menu
accesses an array, the location of which has not been found. I have
asked Microprose for information about this, but with no success.
So while with many of the careers these aircraft can be flown in will
have a lot of attack or interdiction missions, there will still be an
occasional fighter sweep or escort mission, even if you're flying a
Stuka. EAW was not really designed for missions in some of these
aircraft , So there are no campaigns built around the B-26
Marauder, for instance. If you fly the Marauder, you will get escort
and fighter sweep missions you get will still
be fighter missions, since no one is able to edit the code
for EAW yet. Although these will not really stop you from hunting for
ground targets to pulverize on your own!
b) Changes the flight models of all the aircraft to more
realistic ones. ECA 1.4 modifies the performance of many of the
aircraft to be closer to reality. In regular EAW 1.2, the German
aircraft don't seem to perform as well as they should (contrary to what
some company programmers would have you think, German engineers were
NOT trying to get their pilots killed---German aircraft were a lot
better than made out in EAW 1.2!). American aircraft, too, seem to be a
little toned down both in performance and maneuverability. ECA 1.4
addresses some of these problems and tries to correct them.
Also includes the "ECA Control Panel 2.0". This allows you to
substitute several different flight models for each of the 30 aircraft
in EAW. When all is said and done, you have about 150 different
aircraft to choose from! ECA CP 2.0 includes Italian, Japanese, and
Russian aircraft! Example: the Bf109G slot is used
for eleven different aircraft! There are 2 versions of 109F,
six 109G's, 3 Japanese Tony's, and an Italian Macchi C.205! ECA CP 2.0
also includes an editing function that allows you to modify information
concerning your unit and the pilots in your squadron, including
yourself! With this, you can move to another base, equip your squadron
with just about any aircraft available in ECA CP 2.0, or refresh all
your pilots Morale and Fatigue levels (yes, EAW does track this for
your AI pilots!), among other things. But wait, v2.0 may be the latest
version of ECA Control Panel, but v3.0 is just around the corner!
c) Makes SUBSTANTIAL changes to the gun modeling.
These changes are in the muzzle velocity (stock EAW is universally much
too low and the rates of fire are off a little, varies between too high
and too low). Since in stock EAW the muzzle velocities are WAY too low,
this leads to excessive loss of trajectory ("bullet drop") at longer
ranges and makes it hard to hit anything unless you're right on top of
it. For an example: ROFs of the .50cal, the MG151 and the Hispano MKII
where too high, where as the ROFs of the MH81 7.92mm MG, MK108 30mm and
Hispano MKV where too low.
In EAW infact, the Hispant MkII was better overall than the MkV...this
is totally wrong!
The rate of fire problem goes both ways: some guns fire too fast,
depleting ammo, while others fire too slow, causing fewer rounds to
strike the target. ECA 1.4 uses the real muzzle velocities, so all your
ammo is faster. This leads to far less "bullet drop", you shoot
flatter, especially at longer ranges, and also means that you won't
have to lead as much with deflection shots (this is especially useful
when attacking enemy bombers). ECA 1.4 also employs the real rates of
fire; stock EAW 1.2 has some weapons firing too fast (which allows you
to put more rounds on target, but depletes ammo more quickly than it
should), and others too slow (the opposite effect: now it's hard to get
kills). ECA 1.4 rectifies this. The ECA Readme file includes
information concerning how many seconds of firing time you have for
each gun on each aircraft.
Also it was determined that certain weapons did not have any difference
between them, for an example: in stock EAW the MG/FF (used on the
Bf109E, Bf110C) and the MG/FF/M (used on Fw-190A4 and Ju-88C6) has the
same muzzle velocity, (both had 1520FPS), whereas in real life there is
quite a big difference. (1870FPS vs 2263FPS). As you can see this would
have a very detrimental effect on the firepower of the Fw-190A4 or
Ju-88C. Infact the MG/FF/Ms on these plane have almost the same MV as
the MG151s! (2262 vs 2427)
There are many more examples of this that have been fixed by ECA1.4.
Bullet Trajectory; "stock" EAW will have greater trajectory loss than
ECA. With ECA gun models, I don't think you'll notice much effect at
ranges under 750 feet (unless you are flying something with MGFF or
MGFF/M cannon). The most obvious times that trajectory effects due to
velocity loss are noticeable are when you attack bombers. To see what I
mean, try attacking some and open fire from about 2,000 feet back. See
where your tracers go, and adjust your aim accordingly.
d) adds some new ordnance to the game (especially useful for
the now-flyable bombers!)
e) increases the number of hitpoints required to destroy
airplanes.
ECA Installed:
ECA doesn't really "run"; it's simply a set of add-on files that will
be in your EAW directory (the folder titled "European Air War" in which
eaw.exe is located). In the readme file for ECA it lists all the
filenames for ECA. There is no verification procedure. It either works
(if all the files exist in your EAW directory) or not. If ECA works, it
is installed O.K.
ECA in Campaigns:
a) Start a new career.
When you begin a new career or Campaign, you have a choice as to which
unit you wish to fly with. Keep rolling through them on the selection
menu and you will eventually find an aircraft you are looking for. The
new aircraft should be available in the historically relevant periods.
Cycle through the available squadrons in a campaign by clicking on the
squadron name.
For an Example, In the German 1940 campaign, there are 9
available squadrons. As you cycle through you will see in succession 3
BF109E squadrons (II/KG2, III/KG2 and II/JG26), then I/KG51 (Ju88A),
another Bf109E squadron (II/JG51), then III/StG2 (Ju87), II/KG53
(He111), and finally II/ZG26 and EGr210 (both Bf110). Likewise for the
B26 in the 1943 and 1944 U.S. campaigns, the Mosquito in the R.A.F.
1943 and 1944 campaigns, etc.
ECA and Online Multiplayer:
If you have ECA 1.4 installed, you could only play online ANYWHERE with
somebody else who has ECA 1.4 (and only ECA 1.4---i.e., not ECA Control
Panel) installed. That is because in EAW v1.2, there is a "file
checker" which makes certain that everybody in an online game has the
same set of flight data for all of their aircraft. That prevents
cheating (creating airplanes that are virtually unbeatable). ECA
modifies some of the flight and gun data to make them more realistic,
and these changes are what the file checker looks for. Note: The most
common add-on in the olden days was to use "ECA Online".
To fly offline then online, You need EITHER "ECA 1.4" or "ECA Control
Panel". To fly 7 of the 10 originally non-flyable aircraft, you need
"ECA 1.4". To be able to switch back and forth between flight models
(such as ECA, ECA Online, "clean/stock" EAW, etc.) you need something
like "Scorpion's ECA Enabler", "EAW Configurtion Manager (eawcm)",
Dolfo's batch files, or something similar. The "Enabler" is good, but
if all you want to do is switch back and forth between ECA and "stock"
EAW (and possibly the 'ECA Online' FM's), then would only require
something like "eawcm" or Dolfo's batch files. Basically all of these
programs do the same thing; switch flight models.
About Single Mission and Bomber (Mosquito):
You will find you can no longer select the secondary aircraft (bombers)
for an escort mission in....British fighters in a single mission.
This a quirk of using the EAW/ECA combination. In stock EAW, the only
bomber available to the British for escort in Single Missions is the
Mosquito. But in ECA, the Mosquito's designation has become a flyable
fighter. Therefore, EAW no longer recognizes it as a bomber! The
result: you can't escort it on an escort mission! Since it's the only
British bomber in the game, that means no aircraft to escort as a
British pilot! So it's just an inconvenience: it's the trade-off for
being able to fly the Mosquito as a fighter-bomber, a side-effect of
making the only British bomber in EAW into a fighter.
Bombers still get fighter sweeps in ECA, instead of Bomber
missions....
Unfortunately, that's one of the limitations of ECA. You would need to
change the mission structure but Microprose has not released the source
code for EAW or anything like it that at the time these FM's where
made. As a result, it was impossible to introduce true bomber
missions into the sim. The bombers will suffer from the difficulty of
trying to fly bomber missions in a sim designed
for fighter combat! The premature jettisoning of bombs and
bombers turning back early seem to be manifestations of this. The same
is true concerning the lack of fighter escort when you fly a bomber:
they think you can take care of yourself (Your Bombers are truly viewed
as fighters!). Remember EAW, like its competitors, was designed
as a FIGHTER sim. All the missions are "fighter
missions"----there really is nothing for bombers! There is currently
nothing that can be done to change the missions.
There is currently no way to set up a campaign
centered entirely on bomber or bomber-type missions. But you
can minimize the number of "fighter-style" assignments and increase
your attack missions by choosing your base campaign carefully. For
instance, if you fly an Allied bomber (Mosquito or B-26), the 1944
Tempest campaigns are probably going to be a good choice. They will
still have fighter sweeps and maybe an escort mission every now and
then, but are heavy on airfield, radar station, etc. attacks and on
interdiction missions (vs. mostly trains or half-track convoys). I
think you have fewer good choices as a German pilot, but you might try
Eprobungstaffel 210 in the Battle of Britain, which is supposed to have
more fighter-bomber missions (I think). Charles Gunst has already done
a great deal of this in the add-on campaigns that are part of ECA. But
like I said, unfortunately, the fighter missions are one of the
limitations that this great add-on (ECA) is forced to work under.
When Your Squad of Bombers drop their bombs before or shortly
after take off:
It has something to do with EAW and unflyable planes, It's another
side-effect caused by the basic fact that EAW is a single-seat fighter
sim, and editing it to allow bombers to be flown is pushing it. If I
hit the 'autopilot' key, your bombs will automatically drop. This seems
unavoidable (as far as Charles Gunst has determined). But you can try
the "Alt + N" method while you're still on the runway! Yes, this WILL
eliminate the "thrill" of trying to coax a B-26 into the air off of a
short runway, but it SHOULD get you and your squadron to the target
area with all ordnance still on board. It will also prevent you from
having to fly forever to get to the target!
Commanding Bomber Squad:
As far as commands go being the squadron CO allows you to give orders
to the whole squadron. I would think that the best missions for bombers
would be interdiction or other form of fighter-bomber missions since
your designated target is already on the ground. That way, your AI
mates should already be "locked" into that target. You would probably
have to give them explicit orders to "target fighters" before they
would go after enemy fighters. Unfortunately, this might not be an
option on traditional fighter-type missions, since your AI pilots will
likely be targeting enemy aircraft to begin with (there's no "target
ground objects" command, just "attack ground targets") and there
doesn't seem to be a reliable way to get them to change to a ground
target!
Some more problems that can't be fixed with the EAW/ECA:
Most of the problems listed below are unavoidable (as far as Charles
Gunst has determined).
-The STUKA. Aside from the missing dive brakes, this is the
most workable of the new planes. The only issue with this one is the
lack of escort. Since this plane replaced a 109 squadron, it is assumed
as needing no escort. Thus the Stukas often do not get an escort,
because EAW treats them as fighters, and fighters do not need one.
-With the Ju88 or the Heinkel-111 for an example, When the mission
starts, note the position of my aircraft on the runway. This is
important, because after takeoff, approximately 5 minutes into the
flight, all the planes that were behind me on the flightline will dump
their bombs into the trees and turn for home. Some will land back at
the base, others will circle endlessly around the base. This happens
every mission. And again, the jettisoning of bombs by the Ju88A and
He111 is something a fighter would do (although interestingly, as an
aside, fighters per se do not do it in combat - it must be related to
the size of the bomb load).Hitting Alt-N should get you to the target
with your bomb load - either shortly after take-off or on the runway.
-When you approach for landing with a Ju-88, as you get near the
ground, the bomber will suddenly begin making pitching maneuvers
towards the ground and back up again. This makes landing almost
impossible. You usually will have to land on one wheel, and jam the
stick in the opposite direction, and if your fast enough, the plane
will slam down hard onto the ground and stick.
Enemy Coast Ahead Control Panel or ECAPanel:
(ecapnl44.zip 238kb) by Charles Gunst.
A nifty Windows based utility allows the player to choose different
planes, variants and sub-variants. A companion program to ECA listed
above. ECA Panel is an aircraft-swapping and squadron-editing program.
Stock EAW has limit of 30 aircraft, 20 of which were originally
flyable. With ECA (listed above), an additional 7 of the non-flyable
aircraft are now flyable (although those are only available in
campaigns). This ECAPANEL complements ECA by enabling easy swapping of
hundreds aircraft flight models within the 30-aircraft limit. Older
Versions: ecapnl11.zip 351Kb , ECAPNL20.ZIP 387KB, ecapnl32.zip 489kb ,
ecapnl33.zip , ecapnl34.zip, ecapnl35.zip , ecapnl36.zip 0.5MB ,
ecapnl37.zip , ecapnl40.zip , Ecapnl42.zip (v4.2 has Whirlwind fix)
ECAP Handles different aircraft settings:
It changes the names, flight models/damage models, armament, muzzle
flash positions and ordnance loads of any aircraft you select. (what it
does not do is load in the required skins(P****.TPCs) and the three
dimensional models(P****.3DZ's), you do that manually or with a skin
manager program.) Note: Every time the Panel is started, it
automatically checks to see if the data in the Planes.dat and Flt files
match what is showing in Panel's aircraft slots. If anything is
different, Panel then rewrites the files to reflect the data in Panel.
Fly more than 300 different aircraft models in EAW. Now with
Russian, French, Italian, Japanese and Pacific aircraft...Note: this
changes the flight models, it improves the default planes so that the
original over-modeling of Brit planes and under-modeling of US and Axis
planes is reduced somewhat....it also adds the flight models of a huge
range of new planes for the 'plane slots' in the original game...(it
does not add the new 3Dz shapes or new skins for the new planes so you
have to install those plane files separately), If you don't then the
plane you set in ecapanel will 'look' the same as the stock plane
occupying that slot in game, but will 'fly' like the new one...
ECA improved with ECA Panel:
When you add ECA Panel to ECA that's when things REALLY begin to take
off. Panel lets you choose between flight models for over 200 different
aircraft! ECA and ECA Panel do not include skins and shapes; you still
have to load them separately (but that's not very hard). It is ECA
Panel's ability to create so many different flight models that takes
EAW into a whole new realm: brand new theaters like the Pacific, the
Mediterranean, or Russia, and even lets you fly some of the lesser
known aircraft. (It also lets you fly some of the variants of the main
combatants in Europe---Need more punch for your Me109G to knock down
those heavy bombers? Try ECA Panel's "Bf109G-10/R4", with three 30mm
cannon---but beware of the loss in performance imposed by the
gondola-mounted external cannon! You want to really go
ship-hunting with a 57mm-armed Mosquito MkXVIII? It's in there! What
about the twelve .50 calibers on the P-38L--try that out on
enemy planes [!] or fourteen .50's on the A-26B Invader--for
some real ground-pounding....Or maybe you would you like to see how the
P-80 Shooting Star would have fared against the Me262? You can fly
those planes, too!) Some more
include the Ta183, also the Sturm versions of the Bf109 and Fw190. They
have the under-wing cannon pods so commonly found on the intercept
aircraft of WWII. Another addition is the Ju87G-1. This is the
tank-buster. It has the two 37mm cannon pods under the wings and really
kicks some Sherman butt!
Picking the Planes you
have a choice. You can manually select the planes for the theater you
want, or, in the drop down boxes on the menu list, you can select a era
or theater and the changes will be made for you. But, the selection is
not automatic...you must pick the planes/era/theater yourself.
In order to get all of these additional aircraft you must use
this separate add-on. For instance, let's say you enjoy flying the
workhorse of the Luftwaffe, the Me-109. But you find that the standard
armament of one 20mm MG151 cannon and two 13mm MG131 machine guns of
the stock 109G6 is not heavy enough to tackle the relentless waves of
American daylight bombers. ECA Panel offers the ability to simply
replace the G6 with, say, a 109G6/R6 with two extra 20mm cannon slung
under the wings. Still not enough firepower for you? How about the
109G6/R4 with two extra MK 108 30mm cannon? It's only a mouse click
away. The extra armament is not without it's price. Flight models
reflect the extra drag and weight of these "gundolas" under the wings.
The following aircraft can replace the standard 109G6 alone: 109F4,
109F4/R1,109G2, 109G6/R4, 109G6/R6, the very fast 109G10 and the
109G10/R4. For Allied planes, there are 6 variants of the fabled
Mustang and an unbelievable 12 different marks of the world famous
Spitfire! In addition, ECA Panel, also allows the player to fly Russian
planes like the MiG-3, Yak-3, Yak-9 and La-7. Japanese planes include
the ultra-maneuverable A6M5" Zero", D3A2 "Val" and the G4M2 "Betty".
Even Italian ships are there, among them the Fiat G.55 and the Macchi
C.200. Unfortunately any of these variants will retain the shape of the
plane it replaces. For instance, the Zero will appear as a FW-190. Add
a Japanese skin, however, and it's not too hard to "see" it as a Zero.
These aircraft's ECA Control Panel "alter egos" (Mosquito/F7F
Tigercat, Stuka/Val, B-26/A-26 Invader, He111/G4M2 Betty, Me410/J1N1
Gekko, etc.). These aircraft can only be flown in campaigns simply
because the aircraft type were not originally flyable in stock EAW. The
other aircraft can be use in single or campaign mode.
Saving your changes before exiting:
You will have to do that in order to make your changes permanent. Go to
the File menu in the upper left corner of the window and
click on it. Select Save. Then you can exit.
ECAPanel contains a changed PLANES.DAT Render Distance Mod:
Charles has manipulated the values so you can have better detail of the
planes at longer distances...
Stock EAW has 4 different distances for drawing aircraft pictures,
which are fixed in PLANES.DAT.
For the B26 the original stock figures are:
8400: Close picture (.tex skin)
25200: Medium picture (.tes skin)
75600: Far picture (tan color)*
226800: Dot distance (a speck)
The unit is, I think, 21 feet, so the close picture distance is 400
feet, the medium picture distance 1200 feet etc.
*The TAN color results from a color index defined inside the 3DZ file
to paint the elements that make the shape at long distance. Only the
medium and close shapes use textured polygons. This is independent of
EAW slot used. So the long range distant colors are from the 3DZ model
file, not the skin files, usually green or tan.
.TES Skins:
You do not need the *.tes files if you are playing with higher detail
settings. "Experiments" show that the *.tes files are skins that are
used only in low resolution and/or low detail settings - long range
sights of the skins are included in the skins themselves! Another way
to view the TES files without actually flying, is to set the Plane
Detail to LOW, then goto the aircraft viewer in the plane data section.
So making a .TES skin for a plane is a waste of time on modern computer
systems that will always use the high detail setting.
Skins and Plane Shapes:
The Read Me file for ECA Control Panel clearly states that ECA CP only
changes the flight models and the labels of the aircraft, NOT THE
ARTWORK OR SHAPES of the planes. If you want different paint schemes or
shapes, then you will indeed have to add skins yourself. It would be
unrealistic to expect ECA CP to switch skins. There are way too many to
choose from to satisfy everybody, not to mention the difficulty of
trying to incorporate a substantial number into the program!
Other add-on managers let you have the proper aircraft skins
and shapes to go with the flight models in ECA panel...EAW Stab can
manage ECApanel for you...you do have to make one simple change: I'm
not sure if the lastest STAB versions works properly, but you might
have to open the older ECAmap file (in your ECAP folder) with notepad
and change the line at the top from: VersionString=v4.3 to
VersionString=v4.4 Otherwise STAB can't find the new ECAP files
since it looks for the 4.3 versions. You will have to change it back to
4.3 if you decide to go back to what you had before.
ECAP and Incorrect Data Size On Plane.Dat:
This may come from running ECAPANEL.EXE in your EAW directory (the one
with EAW.EXE in it) without ECAPANEL.DAT being there as well. The TXT
file that comes with ECA Control Panel emphasizes that you MUST have
both of these files in your EAW directory.
The reason is this. When it runs, ECAPANEL.EXE extracts
PLANES.DAT (a file that MUST be 6484 bytes long, or you will get that
error message) from ECAPANEL.DAT, but if ECAPANEL.DAT is not present it
creates a file 6484 bytes in length in lieu, but one filled with zeros,
not data. You may then get this error message. Check the PLANES.DAT
file in your EAW directory. Is it filled simply with zeros?
Alternatively, your PLANES.DAT has simply been corrupted
somehow.
The solution is simple, either way. Make sure both
ECAPANEL.EXE and ECAPANEL.DAT are in your EAW directory, then run
ECAPANEL in that directory. Hit "Reset" and exit, then try EAW. It
should work fine.
Multiplayer and ECA/ECA Control Panel:
1. Everyone must have the same version of ECA Control Panel (the EXE
file and the DAT file).
2. You must ensure that all aircraft choices are identical. I recommend
using Reset and then changing manually, to a pre-agreed list.
The EAW built in file checker looks at the information
for ALL 30 aircraft in EAW! If you are going to use ECA Control
Panel online, every player involved in the game must
have exactly the same data for ALL aircraft. In addition, ECA
CP uses the ECA data for the 30 original aircraft. This data is
different from the default stock EAW data. To use ECA Control Panel
online, first you must be in a game in which ALL the other players must
have ECA CP. Secondly, ALL of you must have the exact same panel
configuration (all 30 aircraft must be set exactly the same on
everybody's panel). The easiest way to do this is to go the "File" menu
and select "Reset all data". All players in the game should do this.
Then make sure EVERYBODY is clear on which aircraft are to be selected.
After doing this, you SHOULD be able to make it work.
ECA Control Panel 2.0 does only two things, but they are
pretty important!
a) ECA CP 2.0 let's you fly about 200 different models of
aircraft! ECA incorporates a new ".flt" file (flight data) for each
aircraft and also makes changes to the "Planes.dat" file (planes data).
Control Panel 2.0 writes a new .flt file and changes the Planes.dat
file for whatever aircraft you select to fly. This "new" plane occupies
one of the slots allocated to a flyable version----you can still only
have 30 aircraft in EAW (20 original, 7 flyable with ECA, plus the
4-engine bombers and the V-1). Some of these 200 aircraft are
completely different, others are subvariants. This is especially true
of the German fighters, which now have a myriad of armament choices.
This is yet another reason to get Control Panel 2.0: So you can upgun
your Luftwaffe aircraft for taking on American bombers!
Examples: The Me109K slot is used for five
aircraft--------Me109K-4 (1 30mm cannon, 2 MG131 13mm machine guns),
Me1009K-4/R4 (same armament, but with extra 2 MG151 20mm cannon under
the wings), Me109K-6 (same armament as K-4/R4 but with 30mm cannon
instead of 20's), Kawasaki Ki-64 (Japanese fighter), and Fiat G.55 (an
Italian fighter).
The Me109G slot produces no less than ELEVEN planes!
The Spitfire MkIX is used for 7 airplanes: the basic Spit IX,
3 differently armed versions of the Spitfire MkV, and 3 different
versions of the Russian Yak-9!
b) ECA CP 2.0 incorporates what is called the "Squadron
Editor" function. This allows you to access the files for each of the
careers you are running in EAW and edit the information in them. You
can change your unit's aircraft, base, date of mission, etc. and you
can change your squadron's pilots' names, ranks, fatigue and morale
levels, status (you can "resurrect" KIA pilots, for instance), victory
totals, etc. P.S. you can change your own info too!
You can also change whatever aircraft you are now flying in a campaign
to any of the flyable models (including the new 7) with ECA Control
Panel's "Squadron Editor" function. If you either don't have or don't
want Control Panel but still want to be able to have the functions of
the "Squadron Editor" you can download "EAW Pilot", which does the same
thing. In fact, "EAW Pilot" is really what is incorporated in "ECA
Control Panel" as the Squadron Editor.
Also includes the "Squadron Editor"
which allows you to change many things in offline career mode, so you
can change the aircraft assigned to your squadron in campaigns, and
refresh your squadron pilots, plus a feature to switch place names
to different theatres, and more. Includes the option of changing all
the names of the bases and targets to names found in different
theaters. You can now have all the names in EAW reflect the Pacific,
North Africa/the Mediterranean, and the Russian Front! Change your
virtual pilot's name, the name and important information for every
pilot in your unit (including his Morale and Fatigue levels, plus his
status: Active, KIA, etc.!!!); or change your unit's base of operations
or the type of aircraft you fly! (The "Squadron Editor" is also
available as a "stand-alone" program separate from the ECA Control
Panel-----this "stand-alone" program is called "EAWPilot".)
To access the "Squadron Editor", you first open "ECA Control
Panel 2.0".
Here is my step-by-step approach:
Replace your squadron's aircraft in a current campaign with a
new plane:
You can't start a career with one of the ECA planes, this is the case
with most of the aircraft in ECA Control Panel. [note: you must
complete at least one mission in the campaign in order for EAW to save
a career file. This establishes a career file that can be edited. If
you do not complete the first mission, there will be no campaign!] Then
use the "Squadron Editor" feature in ECA CP to switch your unit over to
the plane of your choosing. You can also change the name of your unit,
it's base, etc. using SE.
Here are some instructions on using the Squadron Editor:
1) First, open ECA Control Panel. Once you have Control Panel
opened, you should see 4 entries across the top: "File", "Reset",
"About", and "Squadron Editor". Click on "Squadron Editor".
2) Now the entire Panel should change as the "Squadron
Editor" appears. At the top of it should be the following: "File" and
"Aircraft Editor". If you click on "Aircraft Editor" you will be
returned to the original Panel that came up. To change or view
information in careers, such as to change your plane, you must click on
"File".
3) A drop-down menu should appear. Then click on "Open" on
this drop-down menu.
4) In the next box that appears, you should see "File Name"
on the left, with "*.sve" underneath it. Below this will be a list of
any careers that you are currently running. The bad news: EAW does not
store career files with names like "Capt. John Doe, 4th Fighter Group".
Instead your files will have names like "career00.sve", "career01.sve",
etc.! The only way to know which one is what will be to actually open
each one! To open one, you simply double click it. This should now give
you all the pertinent information that you can change. Find the
category that you wish to select, and click the little triangle to the
right. A drop-down menu should appear, listing your new choices. Note
that you can change the name of each pilot in your squadron (including
your own) by text editing their entries!
***IMPORTANT***
Whatever changes you make will not be saved if you now click on the "x"
in the upper right corner. To save your changes, YOU MUST GO BACK TO
THE "FILE" MENU, AND CHOOSE "Save"!!! NOW you may exit!
Squadron Editor/Campaign Editor Uses:
-You can use it to change the fatigue and morale settings if it seems
your pilots aren't getting enough rest. It tells you how many flyable
planes are left and, if you keep track of each mission, you can see how
your wingman did in the last mission. Iit makes you more aware of the
squadron as a whole.
-To change the base at which your squadron is deployed. For instance,
If you sometimes like to base the Staffel deep inside Germany in 1943.
Especially careers in Zerstorers like the 410. The American daylight
bombers come without escort, and it is fun to intercept them without
any pesky fighters to worry about. That is until they show up in '44.
-To check fatigue from time to time. Then you know which pilots need a
well deserved rest.
-To change the names of AI pilots in my squadron in the (relatively
rare) cases when the computer generates a ridiculous-sounding,
immersion-destroying one (I actually had a P/O Allen Allen once!), when
several pilots have the same last name (two is OK, but 3 or more
doesn't seem realistic in a squadron of only 12 pilots!), or when I
just don't like the name!
-To set up a "special" squadron with custom names you pick for pilots.
Running a campaign in which you replaced the original squadron name
with a number that was not used and changed the pilots' names to those
of your choice. (You will find that when you do this you may find it
easier to really start paying attention to the fatigue/morale values
for all the pilots and make a very strong effort to juggle who needs
the most rest vs. the need for the mission to succeed) I've noticed
some interesting things. One for instance: one of my pilots seems to
tire VERY quickly (more than usual) when he flys a mission. But his
morale drops heavily when he doesn't fly----more heavily than the other
pilots when they don't fly!
-You may choose to just monitor fatigue/morale levels (without
reduceing them) for your pilots when you are a squadron CO to see who
needs rest.
-You may want to change bases and/or aircraft.
-Perhaps to revive KIA/MIA pilots when their losses occurred in some
unrealistic manner (for instance, when flying a Mustang campaign in
'44-'45, If you have been trying to build up medal points. After the
"Mission Completed" message, I've found that if I order the rest of the
squadron to go home, they all follow me wherever I go! This is not only
annoying, but it's dangerous for me when I'm trying to set up a
strafing run and I have 11 other airplanes in close proximity to
me--the risk of collision is quite high! No matter what I order
["loiter here", "return to base", etc.] I can't get them to leave. So I
make sure that I continually give the order to "attack bandits"
periodically throughout the flight, thereby allowing myself to separate
from the rest of the squadron. When the "Mission Accomplished" message
comes through, I pause the game and check (F9) to see if each of my
pilots is still there. If they are, then I figure that in real life I
would've ordered them to join me, but when I go to attack a ground
target they would respond accurately to the "loiter here" command [away
from light AAA] when I start setting up my strafing attack. If any of
them are lost on the way back, I use the Editor to revive them.).
-Monitoring other data. For this I use Nick Bell's DOS-based program,
the EAW Career Editor. It provided the basis for making the Windows
application, EAW Pilot/Squadron Editor. However, You will find that
Nick Bell's DOS app offers more criteria concerning values for the
pilots.
-You can even change the country designation to a Spit being German so
gunners will not shoot you on take off/landing! Select the Spit in the
squadron screen and fly a "captured" Spit vs RAF Spits!
Install Help:
To use ECA Panel 2.0 or the latest version you must also have Enemy
Coast Ahead 1.4 or the latest version. (ECA 1.4 is about a 7.6MB
download. If you already have an earlier edition of ECA, there is a
much smaller [141Kb] ECA 1.4 Update you can download instead which will
bring your earlier version up to 1.4 level). You have to install ECA
1.4 first, then install ECA Panel 2.0. Install them directly into
you're eaw folder, such as:
C:\Program Files\MicroProse Software\European Air War
Then you're done. With eca2.0 control panel executable you will want to
create a shortcut on your desktop. Locate the ecapanel icon in your eaw
folder and (left click) drag to desktop. A shortcut will be created on
your desktop. Then double click the shortcut to open up the panel and
you'll see all the aircraft selections, etc.
The different cannon armament will not appear in your options in EAW,
you will have to choose your particular plane in ECA Panel before you
actually start EAW. Your choice will then be used by ALL of THAT TYPE
of aircraft in your game (example: if you select Me109G-6/R6 in the
Panel, then all the Me109G's in the game will be Me109G-6/R6's). If you
want a different type of Me109G for your next game, you simply change
the Me109G entry in ECA Panel to whatever you want prior to starting
your next game.
More Install Help If all else fails:
Re-install or add a new separate EAW installation, and begin from
scratch. Patch with the official MPS v1.2. After that, the order of
installation is: ECA v.1.4 or latest version-> ECA Panel v.2.0 or
latest version. (Remember, ECA can work by itself, but the ECA
Control Panel needs ECA in order to function.)
ECA
Aircraft Availability
|
British
|
German
|
American
|
1940
|
Hurricane Mk I
Hurricane Mk IIb
Spitfire Mk I
Spitfire Mk Ib
Spitfire Mk IIa (late '40)
|
Bf 109 E3
Bf 109 E4
Bf 109 E8
Bf 110 C4
Ju 87 B2
Ju 88 C6
|
Not
Applicable
(Fly as British)
|
1941
|
Hurricane Mk I
Hurricane Mk IIb
Hurricane Mk IIc
Spitfire Mk IIa
Spitfire Mk Va (Feb)
Spitfire Mk Vb
Spitfire Mk Vc
Typhoon Ia
|
Bf 109 E3
Bf 109 E4
Bf 109 E8
Bf 109 F4 (May)
Bf 109 F4/R1
Fw 190 A1 (Sep)
Bf 110 C4
Ju 87 B2
Ju 88 C6
|
Not
Applicable
(Fly as British)
|
1942
|
Hurricane Mk I
Hurricane IIb
Hurricane IIc
Hurricane Mk IId
Spitfire Mk Va
Spitfire Mk Vb
Spitfire Mk Vc
Spitfire Mk IX (Jul)
Typhoon Ia
Mosquito II
|
Bf 109 F4
Bf 109 F4/R1
Bf 109 G2 (May)
Fw 190 A1
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Ju 87 B2
Ju 87 D7
Ju 88 C6
|
Spitfire
Mk IX
P-38D
B-26
|
1943
|
Hurricane Mk IV
Spitfire Mk IX
Typhoon Ib
Mosquito II
|
Bf 109 F4
Bf 109 F4/R1
Bf 109 G2
Bf 109 G6
Bf 109 G6/R4
Bf 109 G6/R6
Fw 190 A4
Fw 190 A6
Me 410 A1
Me 410 A2
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 G7
|
P-38H
P-47C
P-47D (late '43)
P-51B
A-36A Apache
Mustang I
Mustang Ia
B-26
|
1944
|
Spitfire Mk IX
Typhoon Ib
Tempest Mk I
Tempest Mk V
Mosquito VI
Mosquito XVIII
Mustang I
Mustang III
P-51B
Mustang IV
P-51D
|
Bf 109 G2
Bf 109 G6
Bf 109 G6/R4
Bf 109 G6/R6
Bf 109 G10
Bf 109 G10/R4
Fw 190 A8
Fw 190 A8/R1
Fw 190 A8/R2
Fw 190 A8/R3
Fw 190 D9
Fw 190 F8
Me 410 A1
Me 410 A2
Me 410 B2/R5
Me 410 B2/U2
Me 410 B2/U4
Me 410 B6
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 G7
Ju 88 R2
|
P-38J
P-38L
P-47D
P-51D
B-26
|
1945
|
Spitfire Mk IX
Spitfire Mk XIV
Spitfire Mk XIVc
Spitfire Mk XXI
Spitfire Mk XXIII
Typhoon Ib
Tempest V
Tempest VI
Mosquito VI
Mosquito XVIII
Hornet III
Mustang IV
P-51D
P-51H
|
Bf 109 K4
Bf 109 K4/R4
Bf 109 K6
Fw 190 D11
Fw 190 D12
Me 262 A1
Me 262 A1/U2
Me 262 A2
Me 410 A1
Me 410 A2
Me 410 B2/R5
Me 410 B2/U2
Me 410 B2/U4
Me 410 B6
Bf 110 F1
Bf 110 F4
Bf 110 F4a
Bf 110 G2
Bf 110 G4
Bf 110 G4/R4
Ju 87 D7
Ju 87 G1
Ju 88 R2
|
P-38L
P-47D
P-47M
P-51D
P-51H
B-26
|
Unassigned ECA
Aircraft: |
Spitfire Mk IIb
|
TA 152 C2
TA 152 H1
|
P-47B
P-43 Lancer
XP-72
|
|
The full list of aircraft available in ECA Control Panel
v4.4 is as follows:
P38H:
P38 H, P38D,P38 F, Whirlwind Mk I, Mosquito VI, Beaufighter Mk IF,
Meteor Mk III, Yak-4, Potez 631, Blenheim Mk IV
P38J:
P38J, P38L, P38L1-LO, P61 Black Widow, F7F Tigercat, Fokker G1, Sukhoi
Su-9, Breguet 693< Vampire FB Mk 5
P47C:
P47C, P47B, P43A Lancer, F6F-3 Hellcat, F6F-5 Hellcat, F4F-3 Wildcat,
F4F-4 Wildcat, F2A-2 Buffalo, F3F-2, P47D-23, Sukhoi Su-2, SB2U
Vindicator
P47D:
P47D, P47M, XP-72, P47N, F8F-1 Bearcat, TBF Avenger, SB2C Helldiver,
Il-2m3 Stormovik, Hurricane Mk I, F-86A Sabre
P51B:
P51B, Mustang I, Mustang IA, A-36A Apache, F4U-4A Corsair, P40E
Warhawk, P40N Warhawk, P39D Airacobra, TBD Devastator, SBD Dauntless,
Fairey Battle Mk I, Fairey Swordfish, PZL P.23b, Yak-1
P51D:
P51D, P-82 Twin Mustang, P51H, F4U-1A, F4U-4C, F4U-5 and F2G Corsair,
P63B Kingcobra, P80C Shooting Star, Fokker D-XXI
B26 :
B26B Marauder, A26B Invader, P61B Black Widow, Ilyushin Il-4, B25B
Mitchell, B25J Mitchell, Boston III, PBY-5A Catalina, Amiot 354 B4,
Blenheim Mk I, C47 Dakota
B17:
B17D, B17E, B17F, B17G, B29, Pe-8, G8N1 Rita, Fw 200 Condor
B24:
B24D, B24G, B24H, B24J, B24J (RAF), Lancaster Mk I, Halifax Mk III,
Stirling Mk III, Leo 451
Hurricane:
Hurricane I, Hurricane IIb, Hurricane IIc, Hurricane IId, Hurricane IV,
Polikarpov I-153, Polikarpov I-16, MiG-3, MiG-3T, Kittyhawk IA (P40E),
Morane-Saulnier MS.406, PZL P.11c, CA-3 Wirraway
Spitfire I:
Spitfire I, Spitfire Ib, Spitfire IIa, Spitfire IIb, Spitfire Vb,
Fulmar Mk II, LaGG-3, Dewoitine D.520, P39Q Airacobra, PZL P.24A,
Gauntlet Mk II, Boomerang II
Spitfire IX:
Spitfire IX, Spitfire Va, Spitfire Vb, Spitfire Vc, Spitfire VIII,
Spitfire XVI, Yak-7B, Yak-9D, Yak-9U, Yak-9P, Caudron C.714, Gladiator
Mk I, PZL P.7c, Hudson MkIII, Ventura Mk I
Spitfire XIV:
Spitfire XIV, Spitfire XIVc, Spitfire XXI, Seafire Mk 47, Spitfire XII,
Yak-3, Yak-3P, Yak-3M, Bloch MB 155, Polikarpov I-15, Polikarpov I-152,
Mustang IV
Typhoon:
Typhoon Ib, Typhoon Ia, Defiant Mk I, Tomahawk Mk IA (P40B), Lavochkin
La-5, Lavochkin La-5FN, Curtiss Hawk 75A, A-35B Vengeance, Hawker Fury
II
Tempest:
Tempest V, Tempest VI, Tempest I, Skua Mk II, Kittyhawk Mk IA (P40E),
Sea Fury Mk 10, Lavochkin La-7, Lavochkin La-11, Bloch MB 152, Boeing
P-26A
Mosquito:
Mosquito VI, Mosquito IV, Beaufort Mk I, Hornet Mk3, Beaufighter Mk
IF,Petlyakov Pe-2, Petlyakov Pe-3, Potez 630, Potez 631, PZL P.37B Elk,
Wellington Mk I, Tupolev SB-2
Bf109E:
Bf109E3, Bf109B2, Bf109E1, Bf109E4, Bf109E8, Bf109F2, Ki-43 Oscar,
Ki-27 Nate, Macchi C.202, He112B1, He162A2, Bf109Z1, F2A-1 Buffalo
Bf109G :
Bf109F4, Bf109F4/R1, Bf109G6, Bf109G2, Bf109G6/R6, Bf109G10,
Bf109G10/R4, Ki-61-Ia Tony, Ki-61-Ib Tony, Ki-61-II Tony, Macchi C.205
V, Fiat G.50bis, Dewoitine D.520 (Vichy), Hs 123 A1, Go229A1
Bf109K:
Bf109K4, Bf109K6, Bf109G14, Me163B1, Ta183A1, Ki-44 Tojo, N1K1 Rex,
N1K2 George, Ki-200, Fiat G.55, Ju87B2, Ju87G1, He51B1, MiG-15
Bf110C:
Bf110C4, Bf110F1, Bf110F4, Bf110F4a, Ta154A1, Ar 234B2, Ar 234B6,
He219A7, Ki-45 Nick, Fl-282, F1M2 Pete
Bf110G:
Bf110G2, Bf110G4, Bf110G4/R4, Me410A2, Me410B6, Ju88G7, Ki-46 Dinah,
Ki-96 Toryu, Meridionali Ro58, Me210A1
Me410:
Me410A2, Me210A1, Me410A1, Me410B2/R5, Me410B2/U2, Me410B2/U4, Me410B6,
Hs 129 B2/R2, J1N1-S Gekko, Ki-102 Randy
Fw190A:
Fw190A1, Fw190A4, Fw190A6, Fw190A8, Fw190A8/R1, Fw190A8/R2 Fw190A8/R3,
Fw190F8, A6M2 Zero, A6M5 Zero, J2M3 Jack, Macchi C.200, Reggiane
Re.2000, IAR-80b, Fw190TL
Fw190D:
Fw190D9, Fw190D11, Fw190D13, Ta152C2, Ta152H1, Do335A1, Do335B1, A5M4
Claude, Ki-84 Frank, Ki-100, A6M2 Rufe, J7W1 Shinden, Fiat CR-32, Fiat
CR-42
Me262:
Me262A1, Me262A1/U1, Me262A1/U4, Me262A2, Me262A2/U1, Me262B1/U1,
Nakajima J9N1 Kikka, Nakajima J9N3 Kikka, Ki-201 Karyu
Ju88A:
Ju88A4, Ju88A13, Ju88S2, Do17Z2, Do217J2, Ki-21 Sally, Ki-49 Helen,
P1Y1 Frances, Q1W1 Lorna, Fiat BR.20M Cicogna
Ju88C:
Ju88C6, Ju88G7, Ju88R2, He219A7, Do17Z, Ki-48 Lily, P1Y2-S Kyokko,
SM.81, Ju287
Ju87:
Ju87B, Ju87D, Ju87G, Fw190F8, D3A2 Val, B5N2 Kate, B6N2 Jill, B7A2
Grace, E13A Jake, Breda Ba 65
He111:
He111H2, Ju52/3m, Me323V1, G4M2 Betty, G4M3 Betty, Ki67 Peggy, H6K4
Mavis, SM-79bis
V1:
V1, Okha, Kamikaze Zero, Kamikaze Val
ECA Online or ECAO: (ecao14.zip 19kb)
by JG300x_Wurger aka Hakan Langebro and Charles Gunst.
So you want realism? Try this. Applies new realistic flight models and
gun position corrections (for online use). The ECAOnline was a try to
get standard FMs that all should be used for all online pilots.
Designed by an actual aerospace engineer who is also a pilot, it is a
separate version from ECA, it changes the flight models even further
than ECA did! In ECAO you have exactly the same amount of aircraft as
in the patched EAW v1.2 with the following exception; The Fw190-A8 that
is normally found in the regular EAW 1.2 has been changed so that it is
the more nimble FW190-A4 version. The A8 was predominantly used for
Bomber Intercepts, but it lacked the maneuverability to dog fight. The
A4 however was Germany's premier Focke Wulf dogfighter capable of going
Head to Head with the fabled Spit IXC. Old Versions: ecaonl121.zip 19kb
Newly Created Flight Models for ECAO:
Hakan Langebro (10-31-1999) has created new flight models for Gunst:
We are together putting up a website for the ECA's and the new "ECA
ONLINE" which is a new version with the new flight models. The ECA
ONLINE is going to be a slimmed down version with only the necessary
files for flying online. I am currently beta testing the aircraft and
working on the website. All the aircraft performance are based upon
real flight test data and flight test reports that I have been able to
dig up. I work as an aerospace engineer and fortunately I have access
to alot of reports like these! The ECA ONLINE will be created for
online use and when all players have that add-on (and no other gun
patch etc) the players will be compatible. I have tested several models
together with my beta testers online and it works just fine, but the
trick is that all players will have to use only this add-on to play. So
look out, it will soon be ready. Both Charles and I are busy
professionals that are doing this on our spare time, so please be
patient
The website will show the difference in between the aircraft, such as
roll rates at different speeds, turn rate and turn radius, top speeds
at sea level and at ceiling and best altitude etc. Altogether it is a
very complete package and I have done alot of research to make it as
realistic as possible. I hope you all will use it and enjoy it online
when we release it!!
Completed First Version of ECAO:
Hakan Langebro (11-08-1999) Welcome! Charles Gunst and myself, Hakan
Langebro, have finally completed ECA ONLINE with brand new flight
models. All the flight characteristics changes are explained in detail
on our website. It is an online game only, but you can use the files
for your regular ECA if you want. I did the flight models and Charles
did the weapons.
Beta Testing of ECAO:
Hakan Langebro (??-??-1999)Greetings gentlemen!!! I am glad you like
it. Needless to say, I have devoted the past couple of months (ask my
girlfriend....)to this task and so far from the people that Beta tested
the models and from the feedback I've got, everybody seems to be very
pleased with it!! I think Charles will update coming versions of ECA
(offline) with these models and whenever I find data on the rest of the
aircraft in the game I will change them too. I will not change any
aircraft unless I have sufficient information to base the changes upon,
that would be cheating!! :)
Charles is working on ECA v1.5 which I believe will include some new
aircraft (cant tell which ones....).
Anyway, enjoy and I'll see you all online!
Charles (12-15-1999) I am thinking about putting the ECA Online flight
models into ECA Control Panel, but it will be a big job, because every
aircraft (150+) in ECAPANEL starts from the base flight model, and then
has changes made to it 'on the fly'. Thus, changing the base flight
model involves checking every other flight model for consequential
changes.
ECAO v1.2:
Hakan Langebro (12-13-1999) I didn't do any changes on the Spits this
time in v1.2. I feel they are quite accurate, but most people flying
them think that I have decimated them.....I can see this happen when
you are used to fly the EAW version, but the version in ECAONLINE has
the same turn radius but different roll rates and stick sensitivity. I
felt, from a real pilots point of view, that no aircraft will fly when
you yank the stick all the way back in a sharp turn, it will
undoubtedly stall. The Spit had a very small margin of stability, which
means that it doesn't take much to make it react to control
inputs.
Personally, I think that most aircraft in the game are quite accurate
at this time. I am still trying to figure out some of the "unknown"
parameters in the code...but it is very tough.... I hope you guys enjoy
it!!
V1.3 of ECA Online is finally released:
It took us 4 months and 7 BETA's to finally reach our goals to make
this the most historically and technically accurate add-on to EAW.
FM's are super-realistic in terms of performance. The flight models
were developed, tested, tweaked, tested again, tweaked again, etc., for
4 months by the creator of ECAO and a myriad of beta testers, all in an
effort to get the flight models as close to the real-world flight data
for these aircraft as possible. The result is (IMHO) the most
well-researched, historically accurate, balanced set of flight models
yet produced for EAW.
Due to the nature of the EAW code, not ALL the parameters can
be met but this is as close as I think can be achieved to actual best
known aircraft performance. The speeds at sea level and best altitude
should be very close as well as climb rates. The Spitfires were used as
baseline for turn capability and all the other aircraft were adjusted
accordingly. ALL the planes are modeled with their equivalent of WEP
with nearly the same time limit for overheat.
There are certain things that the EAW code will not do. For
example, the performance for the Mustang could not be totally correctly
modeled as the power curve allowed by the EAW code is linear. The
center of gravity shift as fuel is consumed from the inboard forward
tanks is not modeled either. They did try and get the over all weights,
initial climb rates and speeds at various altitudes correct, though.
There are other slight problems as well with planes such as the Tempest
not exhibiting enough speed bleed when turning or the tendency of that
plane's aerilons to "grab" at stall threshold in a banked turn. He did
a pretty good job of that with the FW190a4, Dora9, and Spits, though.
He found that when you tweak the parameter of one plane it
would change the performance of another and that's why this mod has to
be a stand alone to be properly "calibrated". If you "mix and match"
flight model sets, the baseline reference gets thrown out the window.
Its a pretty simple thing to understand. The integrity of a set of FMs
can be corrupted....
ECAOL v1.3 is really a work of art right now. The recent
scrutiny of the FM code values have found a couple of mistakes
(Spitfire Ia guns and "engine bug") which means there will have to be a
supplemental release.
Hakan has squeezed out so many details and nuances from a
limited code with truly masterful results. Don't dismiss ECAOL1.3
without fully and objectively evaluating it.
I have released v1.31 of ECAO:
The incorrect muzzle velocities of Spit 1, 14 and FW190A4 have been
corrected, however, I dont have a fix for the engine bug. The engine
bug itself is nothing else than a damage to the engine without any
smoke. Some people may argue this to death and treat it the way they
want, but if that is the only issue for not using ECAO 1.31, well, then
I cant help you...I read a comment here on the Forum regarding the
Typhoon being under modeled in turns. All numbers match however: climb,
Sea level speed, best altitude speed, roll rates etc....That lack of
turn would be very easy to fix by adjusting the pitch sensitivity in
the .flt file.
Note Joystick Settings used for ECAO Testing:
Hakan Langebro used these settings when designing the ECAO flight
models. He uses a Sidewinder FF Pro and uses a Deadzone of 10 (you can
use what you want), with both joystick sensitivity (1.5) and force
feedback "maxed out". Use Flight Sensitivity 1.5 to get the best
performance from the Flight models!
The last version of ECAO v1.4:
by Hakan Langebro and Charles Gunst
teamed up to create the most accurate flight models for all the
original stock planes in EAW. The package is called Enemy Coast Ahead
Online 1.4. The install for ECAO is very easy to install, read the
included read-me text file for instructions.
Procedures for making ECA ONLINE work:
1. Start from scratch. Re-install EAW on your hard drive, or install
a second version.
2. Install the EAW 1.2 patch.
3. Install ECA ONLINE. Extract the zip file to you EAW folder.
4. Do not use any other add-ons, i.e. gun patches etc. Sound packs are
ok. Now you are ready to play!
Manager Programs with ECA Online:
You can switch ECA Online on and off easily with
the eawcm1.11 manager. This should allow you to switch easily
back and forth between ECA Online and "regular" EAW. As
another option, you can download the "Enabler/Disabler". A great
tutorial on how to install it can be found here: Zemkes_Wolfpack
website. This "Enabler/Disabler" should allow you to switch between up
to four versions of EAW (!) at the click of a mouse button!
ECAO Offline Use:
JWC (12-10-1999) In eca online, the flight models and gun positions
will work in offline mode as well....you can use ECA Online both over
the Internet and during off-line play with no effect on the flight
models or gun positions. Perhaps this will explain more.
The name "ECA Online" is a bit misleading. You can use it whether you
are online (Internet) or offline. ECA Online makes it much
easier to start a game over the Internet if you wish to use flight
models that are more realistic than the EAW originals than it would be
to start an online game with ECA Panel.
The file checker in EAW v1.2 makes it difficult (not
impossible, just difficult) to use Enemy Coast Ahead for
on-line play. It's even harder with ECA Panel (in fact, ECA
Panel is what the primary problems stem from. There's nothing wrong
with ECA Panel-----hopefully the following will explain more without
being too confusing to you--it's certainly confusing to me!!). v1.2
requires ALL players in a game to have EXACTLY the same flight data or
else the game will not launch. Anytime you open ECA Panel and then
start an EAW game, ECA Panel writes files in your EAW Folder which will
cause EAW to use whatever aircraft are showing in ECA Panel (for
instance, if you last used ECA Panel to fly a German mission in 1942,
you might have set all the aircraft on both sides to the ones that were
available in that time period). If you try to play (on-line) with
somebody whose last game was with EVEN ONE DIFFERENT flight model, your
game will not launch! In order to play with someone who has ECA Panel
installed, you will both have to reset your ECA Panels to ALL the same
aircraft! Trying to get everything straight is a headache with two
people, and sometimes seemingly impossible with 4 or more.
Charles Gunst's Enemy Coast Ahead makes changes even
to the flight and weapons models of the aircraft in the original game
(ex. the Spitfire MkIX in ECA has some changes compared to the Spitfire
MkIX in the original EAW). These changes make the aircraft in ECA
closer to the "real" aircraft than the models in the (original) EAW.
This is especially true for the guns carried on the aircraft: the
original EAW has muzzle velocities that are way too low and rates of
fire that are incorrect, for instance.
Now, as for ECA Online, as I understand this, Hakan
Langebro, an aeronautical engineer, was displeased with the flight
models in the original EAW and modified them to closer reflect reality.
He collaborated with Charles Gunst on some things and produced ECA
Online. The name stems from the fact that the flight models are
different (like Enemy Coast Ahead) but ECA Online does not
have the myriad of aircraft flight models and data that you would get
with a combination of Enemy Coast Ahead and ECA Panel. This means that
if you want to fly online and use flight models that are more realistic
than the ones in the original EAW, ECA Online allows you to
do it while making it much easier to pass the "v1.2 File Checker
Test". ECA Online is simply a collection of files in your EAW
Folder. It makes no difference whether you are online (playing over the
Internet) or playing off-line. The files stay the same.
ECA Online and ECA Control Panel cannot be used together:
Nothing will happen to either one, except that they each establish a
set of " ***.flt " files and a " Planes.dat " file
in your EAW directory (the folder where eaw.exe is located).
Since the .flt files and the planes.dat will have the same name, the
new set of files (either ECAO or ECA CP) will overwrite the existing
set. Therefore, you can only have one set at a time. To put that
another way, if you have ECA CP vx.x, and the files currently in your
EAW directory are from ECA CP, then when you unzip or copy the ECAO
files into the EAW directory you will probably be prompted about
overwriting existing files. If you choose yes, then ECAO flight models
will be installed. ECAO flight models are easy to replace with ECA CP:
anytime you open ECA Control Panel, it does one of two things (I can't
actually remember which it does, but the effect is the same!):
a) ECA CP overwrites all existing .flt files and the
planes.dat file with data corresponding to the aircraft that are
showing in the 30 selection slots.
b) ECA CP checks the .flt and .dat files and compares the data
to data for the aircraft showing in the 30 selection slots, then
overwrites any files that do not conform to the ECA CP data.
As you can see, the result will be the same: when you open ECA
Control Panel, you will wind up with ECA flight models, no matter what
you currently have in the EAW directory.
ECA Online, of course, does not automatically do this; to
replace existing flight models with ECAO ones, you must unzip or copy
the ECAO flight models into the EAW directory yourself.
ECAO and Multiplay:
ECA Online also uses a completely different set of flight models from
"regular" stock EAW 1.2. In fact, ECAO has a different set of flight
models from ECA! However, things are much less confusing to set
up. This is because there is only one set of flight models for each of
the versions of ECAO. The last version of ECAO is 1.4. If you are going
to fly online with ECAO, you must first make sure everybody in the game
has ECAO 1.4. You obviously must also have ECAO 1.4. That ensures that
everybody has the same flight data. Again, if only one person is flying
"regular" EAW 1.2 or is using ECA Control Panel, then the game will not
launch.
Summary of the aircraft used in ECA Online v1.4:
The performance numbers of the aircraft in ECAO are within +/-
2-3%.
All aircraft have received a number of changes to match known
data, i.e. test reports or Manufacturers data.
The aircraft in EAW v1.2 have a number of errors. Most of them
are related to:
1. Speeds at Sea Level
2. Max Speeds at Best altitude
3. Roll rates
4. Climb rates
5. Turn performance
In an effort to correct these errors, the following aircraft
were selected to modify since they represent the majority of the
aircraft flown Online at The Zone or Kali.
ECA-Online v1.4 have all these changes implemented.
U.S. AIR FORCE
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Combat weight in ECAO
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300 mph
Best roll rate:
|
North American Aviation
P-51B Mustang
P-51B-5-NA
Roll Royce/Packard Merlin V-1650-3
Higher boost (higher manifold pressure)
1380Hp/1590Hp
9129 lbs
39.1 lbs/Sq ft
375mph
455mph
3900ft/min
30000ft
42000ft
TBD sec
94deg/sec at 310 mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Combat weight in ECAO
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
North American Aviation
P51D Mustang
P51D-10-NA
Roll Royce/Packard Merlin V-1650-7
Higher boost (higher manifold pressure)
1490Hp/1720Hp
9535lbs
40.8 lbs/Sq ft
375mph
445mph
3900ft/min
25000ft
41000ft
TBD sec
94deg/sec at 310 mph IAS
|
The P-51 will always be remembered as the fighter that won the
air war in Europe. The P-51 doesn't have as much punch as the P-47 and
isn't as rugged; however, it's both substantially faster and more
maneuverable. The P-51 was a decent jet-killer, having downed Me-262s
in Europe and even a MiG-15 in Korea.
Unmatched in terms of speed and combat radius, the P-51 can
escort bombers all the way to Berlin. Without drop tanks, the P-51 is
reasonably maneuverable, especially at higher speeds. It bleeds speed
pretty quickly in a turning fight, so it should be used primarily in
the hit-and-run role, saving its turning capability to finish off the
adversary at the end of a fight. The P-51D packs a little more punch,
carrying six .50 cal guns compared to the P-51B's four. Additionally,
and possibly more important, the P-51D features a "bubble canopy,"
greatly increasing rear visibility.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Combat weight in ECAO
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Republic Aircraft
P47C Thunderbolt
P47C-5-RE
Pratt & Whitney R-2800-63
Water injection
2000Hp/2300Hp
12649lbs
42.1 lbs/Sq ft
340mph
440mph
28-3300ft/min
30000ft
41000ft
TBD sec
84deg/sec at 250mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Republic Aircraft
P47D Thunderbolt II
P47D-30-RA
Pratt & Whitney R-2800-59
Water injection
2000Hp/2600Hp
13225lbs
44.1 lbs/Sq ft
355mph
430mph
3500-3800ft/min
25000ft
44000ft
TBD sec
84deg/sec at 250mph IAS
|
Although overshadowed in the annals of history by the P-51,
the Republic P-47 Thunderbolt, also known as the "Jug," proved itself
time and again in all theaters of action. The P-47 was built in larger
numbers than any other US fighter in history. From 1942 until the
introduction of the P-51, the P-47 was the US Army's workhorse,
performing both air-to-air and air-to-ground sorties.
The Jug suffers two primary disadvantages. First, its mediocre
range limits its effectiveness as a bomber escort. Late-model P-47Ds,
though, can carry three external fuel tanks, allowing it to escort
bombers fairly deep into Germany. The P-47 can absorb an unbelievable
amount of damage. By mid-1943, everyone had come to respect the P-47's
ability to bring its pilot home safely. Second, with eight .50 cal
guns, the P-47 packs quite a punch. Third, and finally, the P-47 can
dive away from any Luftwaffe opponent. It's perfectly suited for
hit-and-run tactics from high-altitude.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Lockheed Aircraft
P38H Lightning
P38H-5-LO
Allison V-1710-89/91
Higher boost (higher manifold pressure)
1425Hp/1450Hp
16017lbs
48.8 lbs/Sq ft
335mph
420mph
37003900ft/min
25000ft
41000ft
TBD sec
77deg/sec at 290mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Lockheed Aircraft
P38J Lightning
P38J-15-LO
Allison V-1710-89/91
Higher boost (higher manifold pressure)
1425Hp/1610Hp
16686lbs
50.9 lbs/Sq ft
355mph
430mph
4200-4400ft/min
25000ft
44000ft
29sec
110deg/sec at 410mph IAS
|
The P-38 earned a reputation as a mediocre aircraft in the
ETO, a label which has been attributed to several causes including cold
weather operations, high-altitude icing, and even low-octane fuel. It
excelled, however, in the PTO's warmer weather, where the P-38
generally operated at lower altitudes. The P-38 served as the Allies'
primary long-ranged escort fighter until the introduction of the P-51.
The counter-rotating propellers negate engine torque, making
for a very stable, easy-to-fly aircraft. Losing an engine, however,
results in an amazing amount of torque and makes the aircraft extremely
difficult to fly. Fortunately, pilots reported that the aircraft
exhibited no substantial problems either turning toward or away from a
dead engine. Further, the P-38 is, quite simply, too fast for its own
good. In a dive, it can reach very high speed very quickly, resulting
in an uncontrollable nose-down attitude. The P-38J features
electrically-actuated "dive flaps" (which helps slow the aircraft) and
hydraulically-boosted controls (which gives the pilot more control).
The P-38 is a decent dogfighter, and ETO pilots reported it
could out maneuver any Luftwaffe fighter between 18,000 and 31,000
feet, and hold its own against lower-altitude opponents. Some pilot
accounts mention dropping the maneuvering flaps to improve
instantaneous turn performance, although other combat vets seemed to
shun the idea since it increases drag. Although the pilot must be
careful to control speed during a dive, the P-38 is generally fast
enough to get itself out of trouble. It carries a respectable,
nose-mounted armament. The centerline weapons configuration
concentrates the firepower on a single point regardless of range,
unlike fighters with wing-mounted guns (which converge at a range
somewhere between 100 and 200 yards).
Royal Air Force
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Vickers Supermarine Aircraft
Spitfire
Mk Ia
Rolls Royce Merlin II
NA
900Hp for take off, 1030Hp at 17000ft
5784lbs
24 lbs/Sq ft
300mph
353mph
2550ft/min
20000ft
34700ft
TBD sec
40deg/sec at 200mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Vickers Supermarine Aircraft
Spitfire
F Mk IXc
Rolls Royce Merlin 61
Higher boost, (higher manifold pressure)
1565Hp/1710Hp
7400lbs
31 lbs/Sq ft
315mph
409mph
3500ft/min
28000ft
44000ft
TBD sec
105deg/sec at 200mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Vickers Supermarine Aircraft
Spitfire
Mk XIVe
Rolls Royce Griffon 65
Higher boost, (higher manifold pressure)
1820Hp/2050Hp
8500lbs
35.1 lbs/Sq ft
360mph
448mph
4500ft/min
25000ft
44500ft
TBD sec
105deg/sec at 200mph IAS
|
The Spitfire was conceived about the time that the importance
of speed and climb rate was being discovered. Subsequently, the early
Spitfires were rather slow with poor climb rates, but (being very light
weight) possessed excellent turn performance.
The Spitfire Ia and the early Bf109 are well-matched, with the
109 being slightly faster in level flight and accelerating quicker in a
dive. At slow speeds, however, the Spitfire is much more maneuverable
than the 109. The Spitfire Ia suffers at high altitude, however, with
the Bf109E clearly superior above 20,000 feet. The Spitfire Ia is under
armed; its light punch can't guarantee lethality against targets with
self-sealing fuel tanks (such as the He111 bomber). Further, the
Spitfire Ia's carbureted engine will cut out under negative G,
something the fuel-injected Bf109 doesn't have to worry about. The
Spitfire Ia must watch out for high-speed bandits diving from above,
and generally needs to sucker the opponent into a low-speed turning
fight.
Turn performance is good, but being slower meant that the
enemy could generally dictate the terms of the fight, disengaging at
will. Subsequently, later Spitfires added emphasis on speed. The
Spitfire IX is generally 20% faster at all altitudes, accelerates
better, and climbs faster than earlier variants. It can still dominate
the low-speed turning fight against a 109, but also has the option of
diving away and escaping a battle. Lastly, the Spitfire IX packs more
punch, carrying two 20mm cannons and four .303cal machine guns.
Faster German planes, like the Fw190, again called for a
faster Spitfire. The Spitfire XIV, weighing some 8,400 pounds compared
to the Spitfire Ia's 5,700, is substantially faster than the IX,
performing better at all altitudes. The XIV can meet any Luftwaffe
fighter on equal terms with the exception of the significantly-faster
Me262 jet.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Hawker Aircraft
Hurricane
Mk 1
Rolls Royce Merlin II
NA
900Hp for take off, 1030Hp at 17000ft
6600lbs
25.6 lbs/Sq ft
285mph
316mph
2400ft/min
16500ft
33000ft
NA
55deg/sec at 225mph IAS
|
With over 15,000 Hurricanes built, the aircraft served on
virtually every front; even remaining in front-line service as a
ground-attack aircraft well after production ended. During the Battle
of Britain, the Hurricane downed more Luftwaffe aircraft than any other
aircraft type, accruing over 1,500 confirmed victories.
Despite its record, the Hurricane is slow, under-powered,
maneuvers poorly, and lacks acceleration. The early Bf109s and Bf110s
had little problem contending with the Hurricane. During the Battle of
Britain, the Hurricane's main advantage came from fighting over
friendly territory against opponents operating at the very edge of
their combat range. On the average, though, the Hurricane was
outclassed by most of its air-to-air opponents.
The Hurricane is a relatively stable aircraft and generally
less difficult to fly than the Spitfire. The Hurricane reaches maximum
power between 16,000 to 18,000 feet, but performance falls off sharply
above 18,000 feet. Typically, the Hurricane should engage inbound
bombers while Spitfires engage the escorting Bf109s.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Hawker Aircraft
Typhoon
Mk 1b
Napier Sabre IIA
Higher boost (higher manifold pressure)
2000Hp/2200Hp
11780lbs
42.37 lbs/Sq ft
365mph
412mph
4100ft/min
16500ft
34000ft
TBD sec
55deg/sec at 250mph IAS
|
A fairly mediocre air-to-air fighter, the Typhoon found fame
as an excellent rocket-firing, ground-attack aircraft. It enjoys
excellent low-altitude performance. Well-armored, it can sustain a lot
of damage. Its firepower has been compared to a broadside volley from a
cruiser and is sufficient to penetrate the most heavily-armored tanks.
Don't intentionally take the Typhoon into air-to-air combat. It's
outclassed by all of the later Luftwaffe fighters. The Typhoon has an
inferior climb rate with unsatisfactory high-altitude performance.
The Typhoon accelerates well in a dive, reaching speeds around
500 mph, and subsequently suffering from compressibility problems as
the local airflow over the wing approached the speed of sound. Like the
P-38, Typhoon pilots need to closely monitor their speed in a dive.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Hawker Aircraft
Tempest
Mk V
Napier Sabre IIA
Higher boost, (higher manifold pressure)
2210Hp/2420Hp
11500lbs
38.1 lbs/Sq ft
392mph
435mph
4700ft/min
19000ft
36000ft
TBD sec
75deg/sec at 250mph IAS
|
A fighter-bomber development from the Typhoon, the Tempest
first saw action in early 1944. As with the Typhoon, the Tempest
shouldn't go looking for air-to-air combat, but can reasonably defend
itself should air-to-air combat come looking for it. Remember to drop
any external stores to reduce weight and drag before entering an aerial
battle.
Used mainly for ground attack, the Tempest is a very fast
aircraft, making it an excellent interceptor against V-1s. Tempest
pilots also claimed 20 Me262 kills in the waning months of the war;
since the Tempest isn't nearly as fast as the German jet, it seems
probable that most of the jets were caught at slow speed during
takeoffs or landings.
LUFTWAFFE
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Focke-Wulf Flugzeugbau GmbH
FW190
190A4
BMW 801D-2
Higher boost, (higher manifold pressure)
1700Hp
8569lbs
43.5 lbs/Sq ft
350mph
412mph
4200ft/min
22000ft
37400ft
TBD sec
165deg/sec at 255mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Focke-Wulf Flugzeugbau GmbH
FW190
D9/R22
Junkers Jumo J213A-2
MW-50 injection
1770Hp, 2440Hp with MW-50
9394lbs
47.7 lbs/Sq ft
392mph
438mph
4200-4400ft/min
19600ft
36400ft
TBD sec
160deg/sec at 255mph IAS
|
In the late 1930s the Luftwaffe began looking for a
replacement for the Bf109 series. The Fw190A series was arguably the
best fighter in the Luftwaffe inventory in the early 1940s and
considered by some to have been the best fighter in the world at that
time, earning the name "Butcher Bird." The Fw190A quickly established
dominance over its main adversary, the slower Spitfire Vb, not by
out-turning the nimble RAF aircraft, but by outrunning it.
The Fw190A4's main advantages are speed, roll rate and
firepower, although it suffered a serious performance degradation above
15,000 feet. The later Fw190D9 model featured an improved power plant
that boosted both top speed and high-altitude performance. Generally,
keep the 190 fast and execute hit-and-run tactics. Typical opponents,
especially those at an energy disadvantage, cannot keep up with or
climb with a well-flown Fw190. On the defensive, the Fw190 should
utilize its high roll rate to maneuver out of plane from the attacker.
Quickly roll the aircraft 90 to 270 degrees, pull back on the stick,
and dive away from the adversary. The 190 can't turn with most
adversaries, but it can more than hold its own against the Spitfire
simply by keeping its energy state high and staying out of the
Spitfire's reach. Don't waste energy, however. The 190 is no match for
the Spitfire in the low-speed turning fight.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Messerschmitt Flugzeugbau GmbH/
(Bayerische Flugzeugwerke GmbH)
Me/Bf 109
109E-4
Daimler-Benz DB601A
Higher boost, (higher manifold pressure)
1000Hp, 1175Hp with MW-50
5520lbs
31.7 lbs/Sq ft
310mph
355mph
3100ft/min
16500ft
36100ft
TBD sec
60deg/sec at 200mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Messerschmitt Flugzeugbau GmbH/
(Bayerische Flugzeugwerke GmbH)
Me/Bf 109
109G-6/U3
Daimler-Benz DB605ASM
MW-50 injection
1475Hp, 1800Hp with MW-50
6950lbs
40.2 lbs/Sq ft
340mph
412mph
4500ft/min
29500ft
39000ft
TBD sec
80deg/sec at 200mph IAS
|
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Messerschmitt Flugzeugbau GmbH/
(Bayerische Flugzeugwerke GmbH)
Me/Bf 109
109K-4
Daimler-Benz DB605 ASCM/DCM
MW-50 injection
1810Hp, 2000Hp with MW-50
6880lbs
39.8 lbs/Sq ft
377mph
452mph
4820ft/min
19685ft
41000ft
TBD sec
80deg/sec at 200mph IAS
|
The Bf.109 was the Luftwaffe's benchmark fighter throughout
WWII. It first flew in 1937, saw combat during the Spanish Civil War,
and some variants remained in service until the end of the war in 1945.
With a skilled pilot at the controls, the Bf.109 is a deadly
adversary and can hold its own in most situations. It has good
acceleration in a dive, but is somewhat slower than American
contemporaries. Early model 109's are slightly faster than early model
Spitfires. During the Battle of Britain, Luftwaffe pilots often escaped
enemy Spitfires by pushing negative G and diving away. The early-model
Spitfire's carburetor-fed engines will cut out under negative G; the
109's fuel-injected engines will not.
The 109 has an excellent climb rate, and a "climbing spiral"
turn can sometimes be used to lure unwary opponents into a stall. With
reasonable turning performance, the 109 can hold its own in a dogfight,
assuming the pilot practices careful energy management. The Bf.109E-4
clearly outperformed the Spitfire I above 20,000 feet. At lower
altitudes, the Spitfire (especially later models) will usually best a
109 in a sustained turning fight. The Bf.109E-4 is the lightest and
best turning of the 109 variants. The G-6 carries substantially more
firepower, but sacrificed turn performance for a more powerful engine.
The K-4 has the largest engine of the group, but about the same weight
as the G6 and about the same turn performance.
Manufacturer:
Aircraft type:
Model designation:
Powerplant:
WEP system:
Power output:
Gross weight, no external stores
Wing loading
Max speed at Sea Level:
Top speed at best altitude:
Initial climb rate:
Best altitude:
Ceiling:
Sea level acceleration, 200-300mph
Best roll rate:
|
Messerschmitt Flugzeugbau GmbH
Me 262
262A-1a
Junkers Jumo 004B-1
N/A
1984lbs each
14100lbs
60.2 lbs/Sq ft
514mph
540mph
3900ft/min
19685ft
40000ft
N/A
90deg/sec at 250mph IAS
|
Arguably, the Me262 left behind the greatest legacy of any
WWII-era aircraft: the Jet Age. Entering combat in 1944, the Me262
could outrun anything in the Allied inventory, including the mighty
P-51 Mustang. Unfortunately for the Luftwaffe, it was too little, too
late.
The Me262A has one primary advantage: speed. It's not very
maneuverable at slow speed and suffers from rather poor acceleration,
making it extremely vulnerable during takeoffs and landings. In fact,
by the end of the war, the Luftwaffe positioned Fw190s and Bf109s over
Me262 bases for protection. The Me262 pilot must climb to altitude and
accelerate well outside of the combat arena. In combat, the Me262 must
perform hit-and-run attacks, taking a snapshot, then extending away
from the target and repositioning for a new attack.
Naturally, flying 500 mph. reduces the length of each attack
run. Consequently, there's less time to aim the guns before the jet
goes screaming past the target. The pilot must resist the urge to turn
with his opponent; turning quickly bleeds speed, leaving the Me262 a
sitting duck for the target's wingman. Flying the Me262 takes great
discipline, great patience, and great aim. It takes a lot of practice
to become proficient with the Me262.
Procedures for making ECA ONLINE work:
1. Start from scratch. Re-install EAW on your hard drive, or install a
second version.
2. Install the EAW 1.2 patch.
3. Install ECA ONLINE. Extract the zip file to you EAW folder.
4. Do not use any other add-ons, i.e. gun patches etc. Sound packs are
ok.
Now you are ready to play!
***Also, check out Philip Pilgrim's Help instructions below
for installing the EAW Configuration Manager made by Johannes
Schweidler if you want to use that with ECAO.
ECAOnline Add-On Support Instructions
by JG300x_Philip (Philip Pilgrim)
Answers:
ECA 1.21 is a very small add-on for the Microprose game European Air
War. (zipped file is only 40k!!) It corrects the flight models and gun
models of the planes. They are now more realistic and fun! (i.e.: P51's
stall less, FW's roll faster ...etc.)
A small application called Configuration Manager created by Johannes
Schweidler that lets you switch between regular old EAW v1.2 and ECAO
with just a button click.
This ECAO "upgrade" does not overwrite any files, nor cause your
current EAW installation to become corrupted. ECAO was created by Hakan
Langebro and Charles Gunst. Hakan is an aerospace engineer and Charles
is a lawyer with a strong interest in WWII airplanes and software
"exploring".
How to Install:
1. Download this file: ECA_Online and the Control Manager if not
included.
2. Extract it into your European Air War directory.
3. Click on the eawcm.exe file to activate the configuration manager.
4. Click on the middle button: ECAOnline. (note: You must click on this
button the first time you install ECAOnline).
5. Run European Air War and enjoy!
Suggestions:
1. ECAO has more sensitive flight models. It is strongly recommended
that you set your joystick sensitivity lower so that more joystick
travel can be used. For example, my joystick sensitivity was 1.1 in EAW
but I find 0.75 works better in ECAOnline. (important note: the planes
may seem to stall easier if the joystick sensitivity is not lowered,
however once you set the sensitivity correctly, you will quickly find
the new flight dynamics to be a joy to fly.)
2. Once you have ECAOnline installed, test it off-line first. Try your
first game flying your favorite plane. Get the feel of it's increased
sensitivity and new abilities. Adjust your joystick sensitivity as
needed. Also test the Configuration Manager to switch between EAW 1.2
and ECA Online. You will quickly notice how fast and easy it is to
switch between both, if need be..
3. When hosting a European Air War game on the net with others, be sure
to let everyone know that you are configured to ECA Online. (as you may
know, all players must have the same configuration before the game will
launch)
Troubleshooting:
1. EAWCM.EXE is a Visual Basic Program that assumes certain Visual
Basic .DLL support files are in your windows/system directory.
Sometimes these files are not on your hard drive. If so, attempting to
launch EAWCM.EXE will cause a windows error xxxxx.DLL not found. You
can download the typically missing file Msvbvm50.DLL. Simply save it in
your windows/system directory.
Enemy Coast Ahead - ONLINE Background from the Author:
While trying out different WWII Sims I found a lot of discrepancies in
the flight models. I decided to do my own research and re-evaluate the
data provided by the software programmers. European Air War is the game
that I have focused on since I believe it has the most potential to be
altered and plus the fact that I like the game layout. I am now
associated with Charles Gunst, and together we have created the ECA
ONLINE module which will make online gaming possible.
Bare in mind that Microprose most probably will not release any more
official updates or upgrades of European Air War.
We have designed this particular Module for ONLINE use in
mind. (For you Gamers that fly offline you are welcome to use the
standard ECA from Charles Gunst). Allot of people fly EAW online, me
included, and I feel this is the right thing to do. Many people are
asking questions about the aircraft in the game and I decided that I
would clarify the individual performance and characteristics of the
aircraft used. I have spent many hours of research and studied the
aircraft until I knew enough to do the changes. (Please check my list
of my research references below). Charles has spent a great deal of
time finding out about the weapons used in the game and all of his
findings have been incorporated in: ECA ONLINE.
With the official v1.2 patch in EAW, the new file checker prevents
starting of the game if the .FLT and .DAT files are different from each
player. So ECA ONLINE can be used as it's a slimmed down package of the
standard ECA for use online. When all users in the game have this
package everybody will be able to play because the file checker in EAW
will agree.
Many of the aircraft in the original EAW are modeled very poorly. I
have done some substantial research using WARTIME reports, NACA/NASA
reports and other sources listed at the end of this page. The final
result of this research is that the aircraft that I have modified now
have the correct flight characteristics. The comparison charts are
listed in the links below and you can clearly see how they all compare
in different flight situations: stall speeds, stall characteristics etc.
Most interesting to see is the variation in rolling velocity, climb
rate and turn performance, since these are of essential importance for
air combat. For those of you who are interested, my background is as an
Aerospace Engineer and I have worked for several different aircraft
companies and projects, ranging from small 1 and 2 seaters to
helicopters and airliners.
I fly online with my Squadron JG300x and my call sign is
JG300x_Wurger.
I have been a pilot for 10 years and I designed my own aircraft in 1992
and I did most of the flight test program myself. I own a Piper
Comanche 180 since 1998. I learned a lot from doing this research and
it has been fun even though it became more of a major undertaking than
I ever thought it would be. It all started with allot of frustration
with the aircraft in EAW, which in turn led to my research. Some of the
aircraft have been modified quite substantially and others not as much,
depending on their characteristics. My goal has been to modify the
aircraft to match the real flight characteristics as far as possible.
Needless to say, it is very hard to understand the parameters of the
code, but I think the final result of this exercise came out to be very
good. This is my first attempt on building a website, so please be
patient, updates will follow! Please e-mail me, Hakan Langebro, on
questions of the aircraft and performance.
Special thanks to Charles Gunst and Paulo Morais for being able to
decode and find out what's behind the files on EAW
and for Jeroen van Soest for designing the EAWAircraftEdit, which made
it possible for me to do my work!
EAW RIP 1.2: (EAWRIP12.zip or EAWRIP1.2.zip
541kb)
by Jim "Wolf" Farmer.
RIP (Realistic In Performance). This was not created by modifying the
flight models of the aircraft. Instead it was created by correcting
other aspects of the aircrafts (weight, wing loading, fuel, top speed,
etc etc.) performance features that have a direct bearing on how the
airplanes actually perform. You have the exact same aircraft from EAW
1.2 just that they have been tweaked to reflect the correct
configuration for each airframes capabilities. You will be pleasantly
surprised with the way the American aircraft in particular have been
improved with Wolf's corrections to the performance aspect of the EAW
aircraft. Old Versions: EAWRiP.zip 537kb
The RIP Flight Files were created by Jim Farmer of the RIP
ladder tournament in a effort to have a historically accurate and
competitive selection of aircraft for all Nations for ladder play. The
files also concentrate on engine performance, and do not have the
'engine bug' experienced with many eca/ecao aircraft. He is not
affiliated with any squad, and was heavily involved with the beta
testing of EAW.
RIP PLUS: ONLINE SQUADRON FILES:
(RIPplusA4_V12.zip or RIP+A4NEW.zip or
EAWRIPv1.2plusFW190A4 537kb)
by Jim "Wolf" Farmer.
This is the standard RIP (Realistic In Performance) version with one
change. Now includes the 2nd version of the FW190-A4, as opposed to the
FW190-A8 in the ladder files. The corrected weapons loadout is also
used to make the A4 more acceptable for intersquad gameplay, its
similar to the A4 in ECAO and MSA. This was in response to German
Online squads who desired a more nimble dogfighter for online
dogfighting. NOT compatible for ladder play.
Fighter Command Flight Model: (FCFM1_00.zip
21.9kb or FlightCommandFMv1.00-FCFM1_00.zip 22kb)
by Scorpion aka nvennard.
This is something I put together very fast so it probably still needs
some work. The Germans use ECAO 1.3, the RAF EAW 1.2 and the USAAF RIP.
Guns are the EAW 1.2, damage is the EAW 1.2 increased (tougher) by 25%.
Henschel
Hs 123 A-1 Flight Model: (HenschelHs123A1Flt-HS123flt.zip 2.25kb)
by Ralf 'Knegel' Kraeft.
Contains the Henschel Hs 123 A-1 Flt-file V1.0.
Messerschmitt Bf 109E-7N Flightmodel:
(Flightmodel_109E7N.zip 1.43kb)
by Jean "JPI" Pigeon.
The E-7/N variant was equipped with the DB 601N engine, which had 1250
hp. Differences to the 109E-4 where the ability to carry a 300 litre
droptank and several other little improvements. Armament was like the
BF 109E-4, 2 x 20mm MG/FF and 2 x 7.9mm MG 17.
ME262A-1a Flight Mod plus Low Fuel Mod:
(ME262FLT_PLUS_FuelMod.zip 3.67kb)
by Serb and Max188.
The idea I had was to use the latest refinements and add even more
realistic performace. For example, I did some adjusting to the throttle
rate, so as to give the turbo a much longer response time. Also,
several references indicate that the turbo's max velocity at sea level
was(TAS) 800km, at 6000m was 870km, and at 9000m was at 840km. What I
have tried to do was give the turbo more velocity, while very slightly
decreasing the engine drag stability, so as to reach these velocity
numbers in the sim.
Multi Squadron Alliance Pack or MSA Package:
(msa.zip 1.59MB)
by Jim Farmer, Hakan Langebro, Charles Gunst, Scorpion. ( M.S.A. ) Custom EAW ENABLER and FLIGHT FILES package. With this package you only
need one install of European Air War instead of four. You will be able
to play with anyone with these package choices at Kali or the Zone. No
more incompatible versions. Contains: EAWRiP.zip , ECA_Enable.exe ,
ecaonl111 zip , ecapanel14.zip , MSVBVM60.DLL
FLIGHT FILE INSTRUCTIONS FOR MULTIPLE FLIGHT DATA VERSIONS ON
A SINGLE EAW INSTALL
Written by J.Savlan, 56FG C.O.
To Install Using Scorpions Enabler Program:
1) Make a new install of EAW v1.2.
2) Now using your Windows file explorer in the \European Air War\
folder -Make new FOLDERs, These should be within the games main folder.
EAW
ECA.
ECAO
RIP
If you have any more, then create a folder for each and name them
appropriately.
Now you will be putting the various flight data files in the
appropriate folders:
3) First, COPY the default stock FLT.CDF and DATA.CDF files from the
main game folder into the new '\EAW' folder you just made. That puts
the original EAW flight flies in place for the 'Enabler' program to
fetch those files latter.
4) Next, extract the eca-online zip file in your new '\ECAO' folder.
5) Extract the eca and eca control panel files both in the new '\ECA'
folder you created.
6) Extract the EAWRiP.zip file into the new '\RIP 'folder.
OK, NOW ALL YOUR NEW FOLDERS SHOULD HAVE VARIOUS FLIGHT DATA FILES IN
THEM.
7) Next, place the msvbvm60.dll file in your C:/windows/system
directory or game folder.
8) Now place the ECA_Enable.exe file into your main game folder (
i.e. "\European Air War")
9) You can now make a shortcut to ECA Enable program on your desktop,
BUT THIS MAY NOT WORK!! If it doesn't, run it directly from the .exe in
the folder, not a shortcut. When you click on the ECA_Enable icon
you should have a choice of 4 options…..
1.Install ECA Panel"
2 Install ECA Online
3.Install RIP
4.EAW Flight Models
Select which type of flight data online players will be using.
If playing a eca 1.4 panel game,
you will first use the Enabler to choose 'install eca panel'.
Then you will go to the main game folder ( i.e "\European Air War" )
and hit F5 once to refresh the file view. You should now see the
ecapanel.exe file was moved there. Double click it to bring up the
panel and choose your planes. Then fly online as usual.
NOTE:
I HAVE FOUND THAT AFTER A ECA PANEL GAME, IF YOU TRY TO LOAD A
DIFFERENT GAME (I.E. RIP OR ECAONLINE) YOU WILL GET A
ERROR. THIS HAPPENS IF YOU LEAVE THE ECAPANEL OPEN. IF YOU
HAVE FINISHED FLYING ECA PANEL AND WANT TO TRY ANOTHER FLIGHT CHOICE,
YOU MUST CLOSE THE ENEMY COAST AHEAD PANEL. Hope this makes flying
online easier and more enjoyable.
MSA v1.20 Flight Model Files: (MSA1_20.zip 541kb)
by Jim Farmer, Hakan Langebro, and flight files edited by RAF Scorpion.
This is a version of RIP and other files adopted (repackaged) by the
Multi Squad Alliance, known now as "Scorpion Flight Models" ( ver.
1.20, formerly known as MSA files). A combination of what are
considered by many to be the best flight files of all the available
packages, RIP 1.2, by Jim Farmer/Wolf-257 files with the addition of
the ECA Online 1.2 FW190A-4 (instead of the A8 version), by Hakan
Langebro. The Fw190A4, which is so loved and familiar to the Luftwaffe
fans. Old Versions: MSA1_10.zip 540kb
Also includes the Me262A and FW190D-9 as available to fly in
1944 for the Multi Squad Alliance (MSA) war. It is not compatible with
any other version, but it was designed and tested by the founding
squadrons of the MSA ( 56th Fighter Group, JG26, and the 1st RAF). All
of the aircraft have been tested to be fairly competitive so that no
one nationality has a unfair advantage.
This is an update to the MSA.ZIP above.
To add this file without the complete download, use just the
planes.dat and install it in your MSA folder.
Enabler Simple Installation Instructions:
1) Begin with new install of EAW.
2) Patch to 1.2
3) Create 3-5 new folders in your EAW folder.
4) Rename these "New Folders" the following:
eaw
eca
ecao
rip
msa
If you have any more, then create a folder for each and name them
appropriately.
5) Find the FLT.CDF and DATA.CDF files in your EAW folder
and COPY them to the new folder named "eaw".
6) Install the ECA-related files in the new folder named "eca" (this
will include "ECA 1.4" and the "ECA Control Panel 2.0", if you want
them both).
7) Install ECA Online to the new folder named "ecao".
Do the same with any other files like RIP and MSA (install to RIP to
the new "rip" folder, etc.)
8) If it's not already there, place the "msvbvm60.dll" file in your
"Windows\System" folder.
9) Place the "Enabler.exe" file in your original EAW folder.
10) Create a shortcut on your desktop for the Enabler.
This should get Scorpions Enabler set up properly with the appropriate
flight data folders.
MSKINMOD: (mskinmod.zip 863kb)
by Paulo Morais.
Multipurpose Skin, Flight/3DModel Replicator. Enables aircraft
alterations like swapping flight characteristics and changing aircraft
roster. (Paulo's work on the structure of EAW is responsible for making
many of the Add-On advances that are listed on this page possible in
the first place!), this utility makes it possible to swap virtually ANY
plane in EAW for another. This includes skins, flight data, and
everything else. You want an FW190D in two different aircraft slots at
the same time? No problem. What? You want them on opposing
sides? That can be done too! Like EAW Aircraft Edit, it may be a little
too complicated for a new EAW player, but if you're up to it, MSKINMOD
opens a whole host of possibilities!
In general It allows to transfer the shape of planes to other
slots including new skins and virtual views if provided as file. It
allows also to override the nationality; So for example say the Fw190
3dmod uses a Spitfire slot and represents a LA5 complete with russian
skin.
This is a big plus so now you can switch the shape of a german kite to
the allied side give it a different skin and flight mod and use it as
allied plane. The whole also works vice versa! So the limitation of
applying japanes or any other axis flight mods only to the german
planes is overcome.
With the programm comes a completely done russian scenario with russian
Lagg 1&3 (P51B as base 3dmod) , La5&7 (Fw190 as base), Pe2
& Tu2 (Bf110 as base), and some changes to skins of existing
aircrafts such as Hurricanes with russian skin. Oops forgot to mention
109E,F,G & K; 190A4,8 & D9. The russian scenario is just to
show what's possible, so be encouraged to try it out and make own mods
maybe of the Pacific theatre.
...a new utility for EAW. This program makes it is possible to
fly sweeps against similar planes (e.g. Finnish Hurricanes vs Soviet
Hurricanes) or to have several different looking, but same planes in
the same game (e.g. LLv34 G-6 with JG5 G-6 fighting against EAF Spit9
and No609 Spit9). MSKINMOD works both offline and online. In online use
all pilots in the same game have to have the same configuration loaded
...a multipurpose Windows program capable of replicating all
or just some parts of EAW aircraft data from slot to slot. Components
from different aircraft can be mixed, in order to get new aircraft
types or versions. The copy process is fully automated and is
controlled by user editable configuration files. The configuration
files can be easily distributed to insure that everything is consistent
and allow for correct online usage. Many and very different types of
modifications can be easily obtained, from just name or skin changes to
fully featured addons passing through intermediate complexity
modifications like:
- creation of similar aircraft duels (historical or just for
fun);
- creation of multiple copies of the same aircraft using different
skins in order to provide visual identification of squad members or
squad cooperation against a common foe.
It is compatible with flight model modifications like ECA
online, ECApanel or 42TPE. It can also be configured to make changing
between this type of EAW modifications a much more easy and safe
process. Some sample configuration files and skins are also enclosed.
They are meant to show what can be done with the program.
You can fly the Me 410, Ju 88 in single missions when using
the MSKINMOD program. Try swapping the Bf 110 C for the Me 410 and the
Bf 110 G for the Ju 88. You will need to get some new skins from
somewhere and also the canopy transparency files from PICPAC to make it
all work. As far as I know this is the easiest way to swap flight
models and 3DZ files.
Using the Mosquito->P38H slot as an example.
(Note: MSKINMOD has a mechanism that tries to make it more compatible
with the concurrent use of other addons. Before applying any changes it
checks for the presence of the files is going to use/modify in EAW
folder. If they are present it is assumed that fact is known by the
user and are meant to be used instead of any others that needed to be
extracted from the original CDF files. You should try to start from the
cleanest EAW configuration possible and progressively add new data to
avoid problems.)
After firing MSKINMOD you enter the configuration editor by
selecting
'Edit Current Configuration' and press Apply.
In the editor select the aircraft slot to change in the list
box named 'Base Type' in this case the P38H is already selected.
In the listbox named 'Flight Model' select MOSQ.
If you want to preserve the British nationality for your
Mosquito you don't need to touch the 'Nationality override' listbox.
In the '3D Model' listbox select MOSQ again.
If you have a new skin for the Mosquito please place the TPC
files in the SKINSM folder. Afterwards you must provide the 4 letters
after the P that identify a particular skin (pMOSQtex.tpc). You can use
the button at the side (the one with 3 dots) to browse another folder
and select the correct name. The 4 letters will be extracted for you
automatically.
Next you must provide in the Edit box named 'On-screen name'
the name you want to be shown. In this case 'Mosquito', 'Mosquito FB
VI' or anything else is OK.
Finally the most important step. To make the changes
permanent you must press the APPLY button at the top of the Dialogue
box. Only after this action the changes are written to the current
configuration file that will be used when you go back to the main
interface and select 'Backup Data and Enable'.
If you plan to use other alternative configurations (Me410 in
the same P38H slot) to avoid loosing the changes I suggest that you
create a copy of the current configuration file by pressing 'Save To
...' and provide a meaningful filename in the old 8.3 format.
Version2:
I found there was a bug in MSKINMOD that fortunately only affects some
particular configurations. The fixed version is ready but I have a
problem with the distribution. Right now I am working on a V2 that add
the capability of transfering the loadouts configuration from slot to
slot when you choose to transfer the flight model. This way it will be
very easy to use all the non-flyable airplanes in quick/instant
missions without loosing any special loadouts for the type. I am
particularly interested in making possible the use of the Ju87G in
tank-hunting missions.
Pacific 1941 Flight Model Set:
(Pacific1941FlightModelSet.zip 27.8kb)
by Col. Gibbon.
This flight model set contains the .FLT and .DAT files for the
following aircraft: Mitsubishi A5M4 'Claude', Bell P-39C 'Airacobra',
Curtiss P-36A 'Hawk'. The archive also contains correction files for
the guns of the following aircraft:
Consolidated B-24 'Liberator', Boeing B-17 'Flying Fortress', Martin
B-26 'Marauder'.
Planes N'More v1.1: (PlanesNMorev1.1.zip
5.91MB or planesnmore11.7z 3.90MB)
by Charles Gunst.
allows you access to five new planes plus new additions to gun settings
as well as other tweaks. Now you can fly the Me-410A Hornisse, Ju-88C,
Ju-87 B Stuka, Mosquito Mark VI and the B26 B Marauder.
EAWRP or Realism Patch: (EAWrp
??kb or RealismPatch ??kb)
by Ralf "Knegel" Kraeft and Brian "BPNZ" Purcel.
RP (Realism patch)...Improves the FM and DM models. Most long term EAW
virtual pilots know, that the original stock 1.2 Flight Model (FM) ,
damage and gunnery is in most cases biased
in favor of some allied planes to begin with. It is well known to all
who have followed EAWs modding development that, Knegel with the the
help of others (Most of the best virtual flyers in EAW) input and
testing have worked on balancing the Flight Model (RP's or Realism
Patches) performance and damage model and gunnery characteristics for
some 6 + years (started back in 2001?).
Knegel has always said that because the EAW system is imperfect many do
not realize that what has been achieved now is "Balance" of all planes.
done so for a more equal level, it's not perfection of each plane by
itself. It is not perfect and cannot be both for the way EAW was
developed with limited data functions available (physics and FM
settings), and that there is no exact science in matching exactly to
the true real life wartime flight performances, etc. which can only be
estimated at this point. Old Versions: EAWrp1.zip 27.9kb ,
EAWrp1030mm.zip 27.9kb / (109G6 with 30mm) , EAWrp2ver1.zip ,
EAWrp22.zip 330kb , EAWrp2.6_00.zip , EAWrp2.6V09s.zip 574kb ,
EAWrp2.6V10_release.zip 694kb , EAWrp3.zip 60.1kb / for off-line play
with OAW. , EAWrp3Planes1.zip 8.96kb / contains 6 additional aircraft
for use with EAWrp3.0. They are the Hurricane IIb, SpitfireVc, Me109F2,
Me109F4, FW190A4 and FW190A8-R8.
A little history about the other popular ECA(O) modified FM's
is it was a try to offer FMs/DMs and good weapon setup for all add-on
aircraft that are available for EAW. Knegel says, the amount of
aircraft and the limited knowledge on FM editing back then didn't allow
much accuracy with those FMs. So Knegel decided to do some work on the
FMs himself. The result is his Realism Patch's. It only includes FMs
for the standard EAW planes (plus a few more) but it's FMs are much
more realistic.
...rp1, Version 1, which enhances flight models and weapons,
to create more realistic flight. EAWrp 1.0 / 1.0 30mm added 30mm cannon
to a 109-G6. I was working on a Hitbubblepatch, now i have a good
result to make tests, this patch include: 1. -in different parts less
hitbubbles/poits 2. -more effective Cannons in comparison with MG´s (a
short burst with the 30mm and the fighter before you is only piece´s)
3. - hits with 800m distance need much better aiming, its nearly
impossible to kill turning planes from 800m(2400ft) 4. - better
tailgunners on close distance, less good on long distance, if you turn
you will get less hits in comparison to strait flying. 5. - better
rollratio of, 190´s, 109´s, Spit14. 6. - less power for 109K4,Spit14,
Spit9 7. - improved Convergence cause the MG´s are closer to the
fuselage. 8. - changed best/highest-altitude. 9. - last but not least,
fixing of the 'right-wing-bug', in the default EAW the left inner
winghitbubble is set to the right wing, so it was more easy to destroy
the right wing, now both wings break same fast/late.
109E4 have less power too, P38, P51, 190A8/D9 have more power. All
FM/engine-changings are really small for now. The Gunnery is more like
in IL2 now but still stable planes, so more fun for me, long distance
kills with big deflection are less easy than in IL2. The Hit bubbles
have nearly the same size like the skin (iam sure there are still some
mistakes), the wingtip is without hit bubble, with only 2 hit bubbles
per wing its not easy to make it most real, but the wingtip wasn't easy
to hit so its a little mistake i think.
...rp1.1, In the EAWrp1.1 the Gun datas and hitpoint datas
will be new (after some tests and long, very interesting discussions in
the EAW-simHQ forums), AND the FM´s will be totaly new. All planes will
be much more heavy so the landing, and the slow-flight-behavior will be
more like real planes, not this glider behavior.
The G6, A8, D9, P47, Spit14 will climb much better. The energy bleed
depends not only in the wing weight, the engine power also influence
the e-bleed now (like it have to be). So the SpitIX will have less
e-lost than the Spit1A, the e-lost relation between Spit1A vs E4 and
SpitIXc vs G6+A8 will be much less cause the higher power of the German
planes. At high alt the Spits will get more advantage cause the less
wing load get more important (less power).
The planes with very less power (1940planes) realy dot have a chance to
get a 1943 plane, cause more realistic speed, acceleration and
specially e-bleed.
In the default EAW the e-bleed is terribly modeled. The E4 vs Spit1A
relation for example is, 7,5 : 4,5(1,66:1) but the wing load relation
of the real planes is ; 31 : 24(1,29:1), and they modeled the more
power of the E4 wrong, cause they forgot that the power work again the
e-bleed, so the relation of the real e-bleed-relation should be smaller
than 1,29:1.
In the default EAW they programmed a much to good acceleration (better
than the Spit9 acceleration) to the E4 to compensate to high e-bleed,
that's why the E4 is climbing that good in a slow climb but not in a
steep climb, while a steep climb i have to use the elevator, but than
the e-bleed kill the speed. In the EAWrp1.1 the E4 will climb better
than the spit while steep climbing, but while a flat climb with high
speed the Spit nearly climb as fast, and the Spit accelerate nearly
same fast while a horizontal flight. The E4 accelerate faster while a
dive. All together i hope the FM will be more that, what i did read
about it.
For now the E4, Spit1A, Hurri, 110, SpitIX, G6 and 190A8 are ready for
a test.
...rp2.1 don't have new FM´s, there nearly the default FM´s
with minor changes, only the DM is much more realistic...the v2.6
series it the latest version with EAWrp2.6V10 being the last version.
(v3.0 was an older test which worked offline, rp3.0 and can be combined
use with Paulo Morais and Andy's v1.1PC eaw.exe if you choose to try
the harder A.I, they fly better than humans so its good training.)
The RP series is easiest used within the OAW manager but you
can download them and use the default plane set flight models directly
if you want. In these Realistic Patch's you will find cannons more
effective, and hit bubbles much smaller (you no longer will have the
unreal long distance kills, so you need to get closer and aim better to
get kills, more like the real thing.) It will be much more balanced and
real. In fact, in most cases during dogfights you have to get within
'close range' and require a 80-90% solution to be guaranteed a
kill!...most real WWII pilots wrote that shooting from 200m was luck,
specially to a moving target. 100m was much more destructive, 50m
always was deadly with cannons. 500m kills to a single engine fighter
you can count as luck, but its possible. Get close, below 120m
distance, and give a long shot (maybe 1-2 sec) then the enemy goes down
fast.
If you use EAWrp2.6V9s (used online alot because of the
damagemodel). This FM/DM was made only for screenshots!!
In EAW1.2 we don't have a guns convergence, as result you cant hit a
target with all guns, if they are places far outside of the wing (most
allied planes are like that, in opposite to the german planes). In real
life the guns are adjusted to let the bullet stream of all guns meet up
in a certain distance (by default 350 yard for US planes, early British
planes used around 200 yard). In this distance the guns was most
effective and there was a wide range where the bullets still did hit
the target, though not that centered anymore. To overcome the missing
guns convergence in EAW1.2, I did introduce a "improved guns
convergence" (after a vote), where all wingmounted guns got shifted
toward the fuselage by 30%. The whole damagemodel of EAWrp2.6 was
adjusted to bring credible results with this improved guns
convergence!! The "s" version of EAWrp2.6 only was released for
"screenshots", cause the guns of course was misplaced and the
muzzleflashs on the wrong positions (not important when you fly the
plane). So without the improved guns convergence the planes with far
outside placed guns lose around 40% of the firepower, cause almost
never all guns can hit a target. Additionally you need to aim with one
wing, to hit the the wanted point (engine/wing root etc). All over this
increase the time you need to stay on target, to get the kill, by
around 40%, while you waste around 40% more bullets what cut down the
effective time to shoot by 40%. Actually the effective time to shoot
get reduced much more, cause you cant get a fast kill, so the enemy,
even if surprised, always will make a difficult target, cause he have
the time to react.
...rp3.0 include new Flightmodels and a Damagemodel which are
based on rp2.0.
The flightmodel´s contain realistic seelevel and high alt speed´s as
far as
i got reliable information.
The initial climbratios are also more realistic than the default EAW
climbratios.
The E-bleed(drag) while turning got changed much.
The dive acceleration is much faster due to a higher weight all over,
so the planes feel
much more heavy and miss the strange gliderbehaviour of the default
EAW1.2 planes.
Most planes can get highspeedstalls, but the spin will come a bit later
than in EAW1.2,
specialy the 109´s will have problems to get a spin, and even if there
is a spin , its a very slow one.
Iam sure there are still many parts which could be better, if you have
ideas or knowledge
about a special flightbehaviour....
The best way to use rp3.0 is in combination with the OAWselector, the
OAWrp3.0zip include the full F4 (OAWrp3.0) folder, the EAWrp3.0.zip
include the full F5 (EAWrp3.0) folder, so
if you already have OAW, you only need to extract the zip into the OAW
directory.
If you wanna use the FM´s without the OAWselector, you need to copy the
*.flt and planes.dat files into the EAW folder (next to the EAW.exe).
You also can use other tool´s, like Stab, Skin´s n More or the
Thememanager to set and reset the FM/DM.
This is the EAWrp3.0 file for off-line play with OAW...
...EAWrp3Planes1.zip...This zip contains 6 additional aircraft
for use with EAWrp3.0. They are the Hurricane IIb, SpitfireVc, Me109F2,
Me109F4, FW190A4 and FW190A8-R8...
OAWrp3.0 is mainly made for online gaming, the fuel burning
ratios are much higher and all US planes are also British, this can
cause problems while campaigns, I will also offer a EAWrp3.0 with less
high fuel burning ratios and US planes only as US planes, so mainly for
campaign players. The rp´s are only made for default planes, other
planes will follow! I know why rp3.0 doesn't work online. (I had to
improve some things with strange settings) Its because one value, the
maximum velocity in flight control data which EAW uses to calculate the
position of the A/C´s while online gaming, but not while offline
gaming. I don't know why the EAW-makers choose to go this way, but i
cant change it fast, cause this value is the only value in
EAWAircraftEdit to change the drag while strait flying. I still look
for a possibility to solve the rp3.0 online problem, but I need a
working program to change the response curves for that.
OAWselectV3 already is able to use the additional planes. You
can set one of the 6 additional planes into the basic EAWrp3.0-planeset
, or all, like you want. In this way you can fly a 190A4 vs a SpitIXc,
a 109F4 vs a HurriI or HurriII, a 109E4 vs a HurriII etc. (OAWrp2.1
also have 2 additional planes, the 190A8-R8 and the 109G6 with 30mm.)
The rp3.0-planes have a good realistic behavior, so rp3.0 is a
good base to create new A/C´s in a good relation.
OAWrp2.1 miss such a FM. I think its not worth to work on a other FM
than EAWrp3.0, cause all other FM´s miss some very important parts of a
real FM. The planes are much to light, the typical glider behavior of
all EAW planes (if the engine got disabled) cant get changed in the
default FM´s, it need a total new basic FM setup, like i made in rp3.0.
About other FM Mods and the RP:
There are so many mistakes in EAW1.2, ECAo, ECA, EAWrp3.0 and OAWrp2.1,
I only can wonder why the EAW community pilots have accepted this, and
why nobody would provide feedback comments from the resulting
mods...The FM/DM should always be in a process to be made closer to
realism (not necessarily to make it more difficult!!)...
I made these new FM/DM´s in the hope the people use them and
provide feedback and I (or them) could start to make them better and
better, so other simmers see how good the new EAW-FM/DM is and come
back for a revival. I thought if the people see what is possible in
EAW, they would start to improve the FM/DM´s...With the default EAW1.2,
ECAo, ECApanel and EAWrp2.* FM´s we are so far away from realistic FM´s
that we 1st would need to discuss and to find out how to change the
FM´s not which datas are most realistic. For now we cant make realistic
FM´s in a easy way cause we still don't know how to use all the EAW
FM-values in a proper way.
To understand the relation between EAWrp3.0, default 1.2,
EAWrp2.*, ECA and ECAo, you need to know that EAWrp2.*. ECA0, ECApanel
and the default EAW1.2 FM are all very similar, with the small changes
that the different authors made, more or less to create realistic FM´s,
unfortunately they may all share the same base, specially if they are
made out of the same basic FM(slot). This makes all A/C´s of their FM´s
feel very similar in the behavior, that's why the A6M Zero feels like a
FW190, and why the FW190A4 feels like a SpitIXc (both planes show the
exact the same FM settings in EAWAircraftEdit/EAWae).
EAWrp3.0 is total different, the planes have a total different
basic FM. They can get into high speed stalls, specially close to the
ground you can feel the weight of the plane, the original 'glider
behavior' of the stock game is gone. Even EAWrp3.0 for sure could be
much better (if one would have spent more time into it), However, its a
step forward...
Mentioning some of the Performance:
The biggest different between the default EAW1.2 FM/DM and all EAWrp2.6
versions is that the Spitfires and Hurricanes lost the incredible small
e-bleed while turning (in the old FM they almost increased speed due to
the turn). In the flightmodels I made(EAWrp), the advantage of the 110C
is its speed (specially in a shallow dive) and stored energy, due to
its extraordinary weight (similar like the P38). As soon as the plane
lost all its energy or altitude, its a sitting duck. The climb is bad,
the sustained turn is bad, the roll is not to bad, but still not better
than that of the allied single engined planes. To shoot down a fighter
with an 110c is not easy, with the extreme guns of the 110G its more
easy, still need patience.
The 110 wasn't the sitting duck some myths wanna make believe.
Its drawback was the poor initial rollratio, poor sustained turn, poor
sustained and the big target size(easy to hit). As result it was
difficult to get a kill and difficult to escape a faster plane.
The P51´s in most EAWrp2.6 versions, but also in most other EAW FM/DM´s
suffer much by the heavy fuelload.
In EAWrp2.6V10, same like in the EAW1.28 FM/DM we disabled the Aux tank
in the fuselage. In real life this tank only got used for long range
escort missions and this fuel got used even before the droptanks got
touched, cause the plane got instable with it. In flight we cant select
the tanks that we want to use 1st and always if you have droptanks they
get used 1st, so the P51´s in most cases start the fight with full
fuselage tanks, resulting in a rather bad performance, when the Aux
tank is available.
Further more in EAW1.2 we cant model WEP in a good way, cause we only
have one static time to overheat for all planes(in EAW1.28 this did
change, so now the planes can have WEP).
Regarding the maneuverability of the P51´s its the other way around
like with the 110C. Only if you use the WW1 like dogfight style, you
will find the P51 to be a bad plane. In real life the P51 wasn't the
best dogfighter, but it always could disengage and it could follow all
evading maneuvers of the enemys, at least long enough to get a good
shot.
The P51 isnt a good climber, neither its a good turner (though better
than the P47D and P38J) and the maneuverability at slow to medium speed
was poor at all (compared to the 109G and FW190A), but at
highspeed(550km/h IAS +) the P561 shine like a bright star. At this
speeds its rollratio overcome the 109´s and at very high speed its on
par with the FW190. Turning at very high speed is possible and the
critical mach is also very high. As higher the P51 fly as more
advantages it will show(specialy over the FW190A).
Of course all this nice features dont count much online, in a 1 vs 1,
where people dont want to disengage, specialy not against a plane with
a better climb, but in a mayhem, with 4-16 players, the P51 can show
its potential, cause here its possible to escape and to look for other
targets, same like in a teamfight.
The Me262(the last plane I adjusted) is a really fast plane
now like it was, but the horizontal acceleration in slow flight is
poor, the climb is roundabout 1000m/min with 400-500km/h best climb
speed. The takeoff with the 262 is really fun now. 2/3 Flaps are a must
or the runway will be to short. After the undercarriage was raised, its
necessary to get some speed, then you need to raise 1/3 flaps to get
faster, the plane will fall a bit while the flaps are changing
poistion. After the 262 gets a bit more speed, you can raise the last
1/3 flaps, the plane will lose alt again, you need to pull the stick
backward. If the 262 reach 300km/h it will get a level flight so the
acceleration will be a bit better and don't stop until 695km/h in see
level.
If the 262 is in high alt (above 6000m) the pilot need to look for the
speed and dive angel. Out of max speed (+800km/h) the dive angel
shouldn't be to steep, cause the plane will accelerate very fast into
the compression (950km/h IAS), then the 262 will get into a steeper
dive until 2000-3000m alt, where the speed reduce naturally by the
thick air (only if the power got reduced). A steep dive in this plane
is really dangerous cause the great acceleration due to a great
aerodynamic. But no one have to dive steep in this plane.
I'm not sure about the relation between the different planes, offline
it feel good to me. Since all FM´s need a new flying style and so much
training to get perfect in a special plane, it will need some time to
see how the relation is. 1st we need experts, who can fly each plane on
the edge and which are able to get the best out of each plane, then we
will see if the relations are ok. The climb, max speed (see level up to
max alt) look good, even I didn't do a climb test for all alt´s in all
a planes. I only made many climb test in planes where I had realistic
values (Spit1A + IXc +14, 109E4+ G6+ K4, FW190D9, Hurri). Try the 109
in a stall. The plane nearly doesn't spin, the 109 has a smooth wide
stall, while a spin (red hud) the plane fall out of the sky with the
left wing at 1st, but no spin. The easy to handle stall is a real
advantage!! I'm really enthusiastic about the possibilities of the
EAW-FM´s, even it could be much better if we had a new EAWAircraftEdit
program with all possible values that are available in the games data.
Note: The last version, v2.6 may have been incorporated into
the Unified OAW manager program...To get german AI to use Cannons more
vs Bombers, As solution EAWrp2.6 include some 'special' 109´s and 190´s
to overcome this (without MG). All Me109F/G/K-R6-AI´s use their wing
cannons always if they shoot, same like one 190A8. As result the
bombers get slaughtered if the attackers are larger in numbers than the
bombers. So if you make intercepts, use 190G-R6´s, the special 190A8 or
the Ta152H..."special" 109G and 190A8 partially solve problem.
Unfortunately, there is no special 190D9.
The 190A8-R8 in planeset1 for example have 2 less MG´s, and 2
x 30mm instead of the 20mms in the outer wing, but much more plating
for the Pilot and engine, its only a bit more heavy than the default
190A8 but have a slower initial roll ratio.
Hit bubbles Note: The hit bubbles are reduced , some say by
too much. This made it very difficult to shoot down enemy planes, but
also hard to get shot down, thereby reducing the challenge of making it
through a career in an undead state. Even the wing hit bubbles of all
planes got enhanced a bit (in relation to rp2.0), there isn't much time
to aim with a much plane modded to be faster. You will have the feeling
of extremely fast approaches.
Competition Mod: (TipsCOMPmod.zip 38.5kb)
by Tip aka Tip87th.
Rp , Beta Test....
This started out as an Fm/Dm with the object of being exact flight
models for the original flyable planes in EAW with an eye towards
online flying. What I found through researching the aerial battles over
Europe is that many of the intangibles, which are a necessity for
recreating those scenarios, are exceeding difficult if not impossible
to reproduce within the limitations of our current online computer
play.
In the interest of competitiveness, as well as the enjoyment of online
players of EAW, basically the models now exhibit their historical
performance and idiosyncrasies in a compressed altitude atmosphere. For
aircraft which had better performance at lower altitudes. That
performance has been moved up to higher altitudes. For aircraft which
had better performance at higher altitudes. That performance has been
moved down to lower altitudes. This resulted in having some of the
planes speed performances of approximately 5000 to 6000 ft. as their
performance at sea level. The historical climb rates, which are proving
prone to so much speculation and debate, have been parried somewhat
although aircraft which have performance data suggesting they out climb
others continue to do so.
All Flyable Update: (VBH_AF_Update_091207.zip
2.45kb)
by VBH.
...
All Flyable: (VBH_AllFlyablesLP2.6S.zip 11.9MB)
by VBH.
This package allows selection of all 29 planeslots online as well as
offline and was derived from Charles Gunst's ECA panel and Knegel's Rp
2.6. To fly the previously unflyable slots offline....
Flyable
Bombers Patch: (G7FLY000.zip through G7FLY008.zip)
by Llv34_DOC.
This patch allows you to fly any EAW bombers (except the B-17 and B-24)
in career mode, in quick start and online, even if others dont have the
patch.
Related Download Links:
-plane-mod-ordnance
Contains 3DZ and Skins and Gun Data mod files.
Gun Pack v1.0:
(vipers_gunpack.zip or VipersGunpackv1.0 529kb)
by Steelviper.
Armament mod-Different armament settings for various planes and more
features. This pack was made to give EAW pilots a more realistic air
combat experience. Battles are now far more furious, harder and will
demand more piloting skill to survive. Explore new tactics and
experience new enemies! Enjoy!
General changes:
-Historical correct gun firing rates and realistical shell penetration
power for both allied and german guns. This means that
battles in EAW are generally quicker,harder and kills are "easier" to
aquire.But you will also quicker run out of ammo!
-Increased firing range for both german and allied bombers. Beware now,
German bombers will defend themselves eagerly now!
-Corrected ammo capacity for some planes.
-Corrected damage values for some planes.
-Corrected maximal velocity from some planes.
-Mosquito was changed to armed fighter variant.
-Made all planes capable of carrying bombs available to choose as
bombers in bombing missions.
-Some german planes feature one or more Ruestsatz(e), which means
additional guns have been mounted to the plane.
Ruestsatze were very common with most german planes and were build to
add additional firepower to the basic design.
German Gun Collection:
(GermanGunCollectionv1.1-EAW GCC11.zip 250kb)
by Christian Mosimann. This
add-on sets more realism to the gunnery of the German Aircraft. Adds
guns and changes existing values for the Luftwaffe to give more
historic/realistic gun weaponry/ballistics. It doesn't work with
ECA. Check the readme file for details. Old
version: EAW-GGC10.zip 55kb
A.I. Cannons 2 Patch: (AIcannons2patch.zip
367kb)
by RAF_Roy. Patch created by Ralf "Knegel" Kraeft
AI Cannon patcher.
Gun Patch: (gunpatch.zip or
gunpatchv1.zip 5kb)
by Paulo Morais.
Adds heavy cannons to German aircraft. Converts the Fw-190A8 in an R1
sub variant with 4 MG151 in outboard gondolas, Bf-109G6 to an R6 sub
variant with 2 MG151 in outboard gondolas, Me-109K4 to a K6 heavy
fighter with 2 MK108 in the wings, Corrects the Bf-110G as it is
described in the manual with the addition of 2 belly MG151s. The new
weapons can be cycled.
To install extract the contents of the zip file to your European Air
War directory. To test the Gun Patch simply run European Air War and
give it a go. You can uninstall the Gun Patch files by deleting the
following files from your European Air War directory; 109g.flt,
109k.flt, 190a.flt, Planes.dat. Not compatible with Enemy Coast Ahead
by Charles Gunst and the Stuka Add-On by Erwin von Helton.
Gun Patch v2: (gunpatch.zip 23.8kb or
gunpatchv2.zip 24kb or gunpatchv2.7z 20.1kb)
by Paulo Morais and Pasha
This Gun Patch makes the following changes: Adds heavy cannons to
German aircraft. It also makes adjustments to aircraft making it more
realistic. (You may find that the Gun Patch and the Stuka Add-On by
Erwin von Helton will not work together. Not compatible with Enemy
Coast Ahead which also happens to incorporates heavy cannons to German
aircraft).
Converts the Fw-190A8 in an R1 sub variant with 4 MG151 in outboard
gondolas
Bf-109G6 to an R6 sub variant with 2 MG151 in outboard gondolas
Me-109K4 to a K6 heavy fighter with 2 MK108 in the wings
Corrects the Bf-110G as it is described in the manual with the addition
of 2 belly MG151s.
The new weapons can be cycled.
Pasha's Gun Patch is useful since if you want to create a
scenario of 109g's intercepting heavy bombers then the 109g with 3
cannon is probably the most realistic option. The file also rectifies
the error of German armament on the 110g.
The FW190a-series with 6 under-wing cannon is enabled.
Whenever playing any single mission scenario all the FW190s are
carrying this extra armament. (However in real life, the FW190's in the
configuration was quite uncommon). This is especially true when
creating scenarios of fighter vs fighter (when carrying this
extra-armament would put the German fighters at an extreme
disadvantage). This is also the case with both the Bf109g series and k
series.
The FW190 icon identifier still shows as A-4 model The
A-4 model is identified because the actual text labels are in a
separate EAW file called "tartypes.str". This zip, (Pasha's) Gunpatch
does not contain this file. The file has nothing to do with the *.flt
files or the planes.dat file and will not cause any other issues than a
mislabeled plane. You could theoretically create such a file and rename
every aircraft in EAW with virtually any name you wanted!
Installing Gun Patch:
-Extract the contents of the zip file to your European Air War
directory.
-To test the Gun Patch simply run European Air War and give it a go.
Uninstalling Gun Patch:
-Delete the following files from your European Air War directory;
109g.flt, 109k.flt, 190a.flt, Planes.dat
(Its possible to default to the original armament of 4 cannon (if it's
the A-4 or A-8 series) by deleting all the files from the zip from the
game directory)
Removing just the 'planes.dat' file (which affects the
armament, rate of fire, damage models, etc) will restore German
armament to normal. The *.flt files control most of the actual flight
parameters. Together they comprise the what is called the entire
"flight model" of a particular aircraft in EAW.
Installing the CDF Extractor:
Extract the contents of the zip file to your European Air War directory.
To run the CDF Extractor go to your EAW directory and run the file
Cdfrw.exe.
(Caution, Making incorrect changes to the CDF files in European Air War
could cause the game to crash.)
Uninstalling the CDF Extractor:
-Delete the following file from your European Air War directory;
Cdfrw.exe.
Hit Bubble Size Mod 50%:
(HitbubbleSizeMod-PACOHB50.zip 28.0kb)
by Paco.
....decreases 50% the hitbubbles size for all planes, flyable and
non-flyable, to get more realistic shooting mode. You have to improve
your gunnery skill and shooting distances, according to some aces
bibliography readings.
Russian
Gun Modification: (RusGunPackBeta01.zip 19.8kb)
by Vitaly A. Perlin aka MailPin.
This download contains the EAW 'Russian aircraft guns' patch, which
introduces realistic weapons data for the locations, ammo count, muzzle
velocities and gun types of the EAW aircraft of Russia. Also, more
realistic flight data for the Mig-3 and Lagg-3 aircraft. The aircraft
covered by this patch are the B-25 Mitchell, Il-2, La-7, Lagg-3, Mig-3,
La-5FN, Pe-2, Su-2 and the Yak-1, 3 and 9T.
Related Download Links:
-plane-mod-pilots
T-5 White Chute: (White Parachute.zip
59.2kb or parachute_white.zip)
by ??.
airmen's classic chute...
3D
'pilot in parachute' figure: (3dpara.zip 133kb)
by Pobs.
...Missing pilot TPC file added 4/July/03
German
3D 'pilot in parachute' figure v2: (germanpara2.zip 88.1kb)
by Pobs.
...
Related Download Links:
-plane-mod-renderdistance
Fuel & Rendering:
(Fuel&Rendering.zip 207kb)
by Max188 and Per "vonOben" Rasmusson.
...
EAW Fuel Mod - Includes Plane Rendering Mod:
(PlaneRenderingFuelMod-combomod.zip 199kb)
by Max188.
EAW models fuel consumption within the game, but the rates are
set so low that you rarely, if ever, need to worry about fuel
levels. Plus, the combat radius ends up being about double
what is indicated in the game. This mod sets the fuel consumption
rate to 1.5 times the default for all planes, including AI. This makes
the game more accurate and adds a new dimension to the gameplay of
managing fuel in a more realistic manner. This mod also
incorporates the Plane Rendering Mod.
Included files are compatible with Default EAW, ECA, ECAO, BoB, 1942
ETO, Pacific Tide, Midway, Poland, France, Mediterranean, Caucasus, and
Tunisian campaigns. Please note that for ECAPanel, you will need
to use the Render Mod -Script- below.
Reflections: (REFLECTIONS.zip 60.2kb)
by VonBeerhofen aka VBH.
This modification is intended for online gaming using OAW's limited
cockpit views but will work in any configuration. It will give better
visibility for distant planes by replacing the distant wire model with
a flat surfaced one using a blocked skin which will give the illusion
of sunr eflections.
EAW Fuel Mod Script - Includes Plane Rendering Mod:
(RenderingFuelModScript-comboscr.zip 5.99kb)
by Max188.
Modify your own custom planes.dat file. This mod allows you to
customize the fuel consumption rate to make the game more accurate, and
adds a new dimension to the gameplay of managing fuel in a more
realistic manner. Works with both the default planes
or ECAPanel. Also incorporates the Plane Rendering Mod into
the script. Be sure to read the enclosed readme.txt file for
important instructions and fuel guidelines. The script is written
to use ASHE hex editor, you can download a free runtime version.
Plane Rendering Mod: (rendermod.zip 187kb)
by Max188.
This modification replaces the planes.dat file so that planes are
rendered at higher quality for longer distances. This makes it easier
to identify the type and orientation of the plane at longer distances.
It also increases the distance that planes are visible as
dots. The rendermod is a must for no-icon-gamers, this give EAW a
100Miles advantage...default its maybe 40miles. By default EAW v1.2
replaces the close distance graphic too early with the middle distance
view. You really could see a hard switch from an exact painted plane to
a rough painted plane.
This is most beneficial for those who are running the game at high
resolutions. Included files are compatible with Default EAW, ECA,
ECAO, BoB, 1942 ETO, Pacific Tide, and Midway campaigns. (Please
note that if you use Charles' ECAPanel, his latest version 4.2
incorporates the Plane Rendering Mod.)
EAW has five numbers for each aircraft, in the file PLANES.DAT, which
regulate the distance at which the different 3DZ files are used. Call
these:
Close (uses the detailed F.3Dz)
Medium (uses the medium M.3DZ)
Far (uses the flat-plane S.3DZ)
Line (uses the line T.3DZ)
and Maximum view distances (uses a dot)
The standard EAW numbers are
For small single-engined aircraft (more for larger aircraft):
5,250
15,750
47,250
141,750
680,400
Where 1 EAW unit is 21 feet (don't ask me why).
Using this Plane rendering mod will mean that your PC will have to use
the most-detailed 3DZs for much greater distances. The advantage will
be improved graphics, and a much reduced need for medium- and
long-distance 3DZs. The disadvantage may be a frame-rate reduction, or
possibly even a lock-up...From a quick test it would appear that this
mod gives a decrease in frame rate of around 20-30% from normal on a
old 1.1GHz Athlon Computer with a Ge3Ti200, 256Mb Ram...it will
certainly fix that "half-plane" problem, that we get in the twin and
four engined slots, especially with converted PAW aircraft (I think,
from memory, that the reason for that was that PAW used two
medium-distance 3DZs for twin-engined aircraft, where EAW has only
one)...It also means one less big 3DZ model that modelers have to make
working on new aircraft for these slots.
Plane Rendering Mod2: (rendermod2.zip 13kb)
by VonOben.
Has created some planes.dat files like Max188 did but for several
additional campaigns, including Poland 1939, France 1940, Mediterranean
1941, Caucasus 1942, and Tunisian 1942.
Related Download Links:
-plane-skins+
Plane-Skins+ Notes:
- I've sorted each skin by plane type.
- Exterior Canopy Artwork, Spinners and Prop fixes are mixed
in.
- Note that some of the larger Plane "skins" file archives
actually contain an entire Aircraft. This means the skin archive itself
could include all files that make up an airplane; Cockpits, Wing Views,
Flight Model Data Files, 3DZ Models and Fixes etc.
- The /_misc folder files elude me to where to place them.
Some maybe fine in the misc section like general Pilot artwork that
applies to no specific plane. But the other files need readmes and
placed in the correct skins folder.
- The /_pack folder contains archives with different types of
aircraft, zipped up usually for a single purpose.
Skin Packs
Most skins are available as single downloads. However there are some
that are "packaged" together, specifically for use with a specific
terrain or a campaign. One example would be a pack which is designed
for use with ECA Control Panel's Aircraft. This is when skins become
more of an Aircraft package.
No Mirror
Also be sure to check out the new "No-Mirror" skins. A skin that
doesn't have the lettering reversed on the right side. These are
available for aircraft in the Battle of Britain (however the aircraft
cannot have any capability to carry external ordnance, so the BoB
aircraft in EAW qualify), Also check out Airbuddha's "Hermann Graf
Me109G" German aircraft skins!
Russian Skin Pack: (ecap2rus.zip ??kb)
by Paulo Morais and Charles Gunst.
for the tool MSKINMOD by Paulo Morais, repackaged by Charles Gunst for
ECA 2.0. Re-packaged Russian skins to fit the ECA Control Panel v2.0
aircraft options where the MiG3 is the Hurricane, the Spitfire I the
LaGG3, and so on.
Repacked Night Planes: (Night.zip 1.6MB)
by Martin Osranek aka Dolfo.
...June 5 2001...Common Features: Hand-picked aircraft skins (and
?3dz?) best suited for night...
Stuka Add-On: (bvhstuka.zip 177kb)
by Erwin Von Helton.
An add-on that allows you to fly the German Stuka JU-87B1 Dive Bomber.
Most of the work is done for you but you will need to perform a little
hex editing to complete the add-on...
Junkers Ju-52/3m "Tante Ju" Add-on: (?? ??kb)
by Christian Mosimann, Cord Hartmann and Paulo Morais
The Junkers Ju-52/3m "Tante Ju" was the working horse of the
Luftwaffe's air transport and supply squadrons. Designed in the early
1930s this three-engined aircraft served on all major fronts during
WWII. The Ju-52/3m had its first combat operations during the Spanish
Civil War 1936-1939 as a transport and auxiliary bomber aircraft.
During "Operation Weserübung", the naval and aerial attack on Norway,
German soldiers were flown into the combat area with this aircraft type.
Later in the war the Ju-52/3m continued to participate in paradrop
operations, for example in the attacks on the Netherlands in 1940 and
in "Operation Merkur", the aerial assault on Crete Island in 1941. Its
main purpose, however, was to transport ammunition and supplies. The
Ju-52/3m was also used to transport injured soldiers out of the combat
area and served as a personal transport plane for some German officers
as well.
I thought it would be a good idea to include such an important aircraft
into European Air War (EAW) by MicroProse. Using the tools 3DZ!Studio
and 3DZ!Converter by Alessandro Borges construction of the 3D model
started in December 2000. During this process, a new approach to 3DZ
model editing was developed and used - Concerted Action Modeling (CAM).
After the main 3D model was in a state where my own 3DZ editing
abilities reached its limits, Paulo Morais took over to fix the
Rendering Sequence bugs that showed up due to the intense modifications
done to the template Ju-88A 3D model. The public release features
texture skins by Christian Mosimann and my own provisional attempts at
skinning for this bird. I owe both of them my honest respect and thanks
for all the help to make the Ju-52/3m project become real.
Thanks to all BETA-Testers and have fun with the Junkers Ju-52/3m
"Tante Ju"!
-Cord Hartmann
Technical Data:
Junkers Ju-52/3m g4e "Tante Ju" Transport / Auxiliary Bomber
Engines 3x BMW 132 A 9-cylinder radial engine with 725 hp
Wingspan 29.95 m (98 ft 10 in)
Length 19.90 m (65 ft 11 in)
Height 4.50 m (14 ft 30 in)
Top Speed 305 km/h (205 mph)
Ceiling 5500 m (18045 ft)
Range 1300 km (872 miles)
Armament 1x 13mm MG 131 in dorsal lafette
2x 7.92mm MG 151 in side windows
The Files:
Skins, Version 1.1 (June 17th 2001) - for the He-111H Slot
-(Ju52_KFSThorn.zip 135kb)
ZIP package includes the 3D model, the texture skin (Ju-52/3m of
Kampffliegerschule Thorn) and additional installation notes. The
aircraft is also flyable by the player using the add-ons Enemy Coast
Ahead (ECA) and ECA Panel by Charles Gunst.
-(Ju52_Green.zip 131kb)
ZIP package includes the 3D model, the texture skin (Ju-52/3m g7e of 2.
Staffel / KGzbV 1) and additional installation notes. The aircraft is
also flyable by the player using the add-ons Enemy Coast Ahead (ECA)
and ECA Panel by Charles Gunst.
-(Ju52_KGzbV1.zip 165kb)
This ZIP package includes the 3D model, the (provisional) texture skin
(Ju-52/3m g4e of 11. Staffel IV / KGzbV 1) and additional installation
notes. The aircraft is also flyable by the player using the add-ons
Enemy Coast Ahead (ECA) and ECA Panel by Charles Gunst.
-(Ju52_KGzbV1_DrabCamo.zip)
This ZIP package includes the 3D model, the (provisional) texture skin
(Ju-52/3m g7e of KGzbV 1) and additional installation notes. The
aircraft is also flyable by the player using the add-ons Enemy Coast
Ahead (ECA) and ECA Panel by Charles Gunst.
-Junkers Ju-52/3m "Tante Ju" SDM 3DZ files
the Military version 1.1 (Ju52_SDMv11mil+.zip 12kb)
the Military version 1.1 no swastika (Ju52_SDMv11mil-.zip 12kb)
the Civilian version 1.1 no tail MG (Ju52_SDMv11civ+.zip 12kb)
the Civilian version 1.1 no tail MG - no swastika (Ju52_SDMv11civ-.zip
12kb)
These ZIP packages include only the latest short distance 3D model
files, to let you apply updates to downloaded previous versions in a
quick and convenient way. Moreover, there are some alternate versions
to remove the swastika if it offends you, and/or without the tail MG
lafette for civilian or Red Cross versions.
-Junkers Ju-52/3m "Tante Ju" FLT File
Version 1.0 (June 14th 2001) (ju52_flt.zip 1kb)
This ZIP package contains a H111.FLT file to drop into your EAW folder
- in case you are not using the add-ons Enemy Coast Ahead (ECA) and ECA
Panel by Charles Gunst.
-Junkers Ju-52/3m "Tante Ju" Service Pack
Version 1.0 (June 14th 2001) - for the English Version of EAW
(Ju52_ServicePack_v10.zip 485kb)
This experimental ZIP package includes the following modifications to
the original EAW / ECA files:
Ju-52/3m mini picture for Single Mission Parameters and Pilot Career
Squadron selection
Ju-52/3m icon, name label and specifications for the View Objects menu
The IV / KGzbV "Teufel" replacing the II / KG 53 "Condor" in the
selectable squadrons
New bomb explosion and flak burst sounds converted from Jane's World
War II Fighters
Two more or less Ju-52/3m related desktop icons
-Junkers Ju-52/3m "Tante Ju" Hangar Screen
Version 1.0 (June 14th 2001) (Ju52_Hangar.zip 332kb)
This ZIP package includes the desktop style hangar screen for the
Ju-52/3m in the He-111H slot.
-Junkers Ju-52/3m "Tante Ju" PCX Layout
Version 1.0 (June 17th 2001) (Ju52_PCXillustrated.zip 83kb)
This ZIP package includes an illustrated PCX texture file layout for
the Ju-52/3m for skinner's information.
Flyable Boeing B-17F Flying Fortress Add-on:
(fly_b-17f_pax.zip 1237kb)
by Pretzel.
This mod-pack enables the giant US 4-mot bomber to be player controlled!
Mistel: (mistel_v10.zip 12kb)
by Charles Gunst and Alessandro Borges.
Allows you to fly a FW-190 / Ju-88 Mistel combination in EAW--- Not
compatible with Enemy Coast Ahead by Charles Gunst.
Plane
Shadow: (shadow.zip 18.2kb)
by Llv34_DOC.
This is the universal 'transparent' shadow file for the Messerschmitt
(Bf) 109E, G and K, 110C and G, 262A and the Focke-Wulf 190A and D
models. Based on the idea of Charles.
(ME-109E, G and K, 110C and G, 262A and the FW-190A and D Slot)
B24
Nose Art: (B24.zip 35.5kb)
by JohnB aka JB.
Provides 16 different nose art files for the Consolidated B-24
Liberator aircraft.
'The Firm', who's founding members are Alan 'FlyRight', Mike 'Redeyes'
Lask, Moggy and SagginB. Assistance is given from other members of the
EAW community. These downloads are exclusively 'SnapAddon' aircraft,
modified for flying in single mission or campaign play.
SNAPADDON
17a: SOUTH AFRICAN AIR FORCE F51D: (SnapAddon17a.zip 200kb)
by The Firm.
South African Air Force F51D Mustang of 2 "The Flying Cheetah's"
Squadron, K10 AirBase, South Korea, December 1950. This SnapAddon pack
was created by Flyright and has updated hardpoints and offsets. It has
been pre-snapped for the pending Korean aircraft roster. However, you
can snap it to the P51D default slot and still fly with British
speech...otherwise you'll have to use AircraftEdit to simply change it
back to US speech. Based on an original skin by Fabio Mele. (Download
size 201 KB)
(SPIT1 Slot)
SNAPADDON
16a: MESSERSCHMITT ME 262A-2a STURMVOGEL (CIRCA July 1944):
(SnapAddon16a.zip 422kb)
by The Firm. The standard fighter bomber version of the Me 262A-1a but
with two Schloss 503A-1 bomb racks which typically carried a pair of
250-kg (551-lb) bombs and retaining the normal fighter gun
confiquration.
This SnapAddon pack was created by Flyright and includes previous
modifications by Paulo Morais and the original skin by Migge, updated
by Serb.
(ME-262 Slot)
SNAPADDON
15a: FIESELER Fi.103: (SnapAddon15a.zip 1.7MB)
by The Firm.
The top 'doodlebug ace' was Sqn/Ldr Joseph Berry, who flew the Hawker
Tempest Mk.V with the Fighter Interception Unit, one of the eight
standing 'anti- diver patrols' that stood against Hitler's retaliation
weapon. By the time their launch sites on the Normany coast were
captured by the Allies, Berry's final score was 591 V-1's, including a
one-night record of seven on the 23rd July.
This SnapAddon pack was created by Flyright and includes revised speech
files. Also included are revised engine sounds by WingmanT and the
original skin by Jamie H.
(ME-109K Slot)
SNAPADDON
14b: JUNKERS JU-87 'STUKA': (DAWStukahangar.zip 437kb)
by The Firm.
This DAW Junkers Ju-87 Stuka Hangar Screen was created by Knug and was
made available by Flyright.
SNAPADDON
14a: JUNKERS JU-87 'STUKA': (DAWStukaB2siren.zip ,
DAWStukaD1WB20.zip , DAWStukaD1WB81.zip , DAWStukaR2torp.zip)
by The Firm.
These models depict the Junkers Ju-87 B-2, D-1 and ficticious R-2
versions. Each model carries it's own particular weapons. The B-2 dive
bomber, the D-1 'Schlachtflugzeug ', the D-1 'Waffenbehalter' and the
R-2 in the torpedo role.
The original 3DZ model enhancements were created by Paulo Morais - Geo
- Andy - Ghostboy and the original skin was by Mosi. Weapons and
hardpoint changes were by Moggy. Cockpit modifications were by Moggy
and Claudio. This SnapAddon pack was created by Flyright.
(ME-109K Slot)
SNAPADDON
13a: FOCKE-WULF/TANK Fw Ta 183A-1 'HUCKEBEIN': (SnapAddon13a.zip
??)
by The Firm.
The model depicts a Focke Wulf Ta 183 'Huckebein', I./EKdo 183
(fictional), //Nightfighter, Lechfeld 1945/1946.
In 1944 Kurt Tank proposed the Ta 183 as a contender for the German Air
Ministry's requirement for an emergency fighter. Specifications called
for the fighter to operate at high altitudes in order to reach the new
B29 bombers and the mark 30 series Mosquito that was being used by 1945
as long-range escorts for RAF Bomber Command formations. The eventual
variant that fulfilled the Emergency Fighter Competition conference in
Febuary 1945 held by the Luftwaffe High Command was the Ta 183/I as the
fighter project was nicknamed "Huckebein". Later given the designation
as Ta 183A-1 and planned for the first production aircraft scheduled to
be completed by October 1945 but no examples reached assemply because
on April 8, 1945 British troops captured the Focke-Wulf aircraft
facilities.
The original 3DZ model was created by Mosi - Paulo Morais and the skin
by Pasha. The SnapAddon pack, modified flight model and loadout
modifications were created by Flyright.
(ME-109K Slot)
SNAPADDON
12a: MESSERSCHMITT ME 163B-1a KOMET 'RAKETENJAGER':
(SnapAddon12a.zip)
by The Firm.
This model depicts a Messerschmitt Me 163B-1a Komet 'Raketenjager',
Circa May 1944.
Messerschmitt Me 163B-1a "Komet" (circa May 1944). Intended as a
high-speed, short-range defender of important targets given its
restricted combat endurance, the Me 163 Komet was a brillant innovation
but generally unsuccessful weapon. Even though its high speed seemed to
be a virtue was in fact a liability as target closing speeds were so
fast it was too difficult for the "Raketenjager" to bear its guns onto
the bombers. Various armament adaptions were experimented such as the
photocell-sensored SG 500 or Jagdfaust with 10 vertical rocket barrels
firing 50mm projectiles upward into a bomber formation but were all too
late to have an effect. By 1945, with some 300 in front-line service,
only I/JG.400 was able to engage the enemy; it claimed only 9 bombers
against a lost of 14 of their own.
The original 3DZ model and skin were created by Charles and modified in
2002 by Jimmy Olsan. The SnapAddon pack, modified flight model,
loadouts and minor 3DZ modifications were created by Flyright.
(ME-109K Slot)
SNAPADDON
11a: NORTH AMERICAN P-82B TWIN MUSTANG: (SnapAddon11a.zip)
by The Firm.
Before the war ended the contract for five hundred production P-82B's
were ordered by the USAAF using the British licensed Packard Merlin
V-1650 as well as the radar equipped P-82F, P-82G and a winterized
P-82H. The P-82B provided provisions for underwing racks capable of
carrying payloads up to 4000-pounds. Also a central gun pod carrying
8x0.50-inch machine guns was also applied as a Heavy-fighter variant
now adapted for this new addon. The (P) designation reflects US Army
pursuit aircraft prior to 1948.
The original 3DZ model and skin were created by Charles and modified
for this release by Gramps. The SnapAddon pack, modified flight model
and loadouts were created by Flyright.
SNAPADDON
9a and 10a: SUPERMARINE SPITFIRE MK.XIV: (SnapAddon9a.zip ,
SnapAddon10a.zip)
by The Firm.
The Spitfire XIV was essentially an intermin stage of development of
the Griffon-engine fighter and with refinements would eventually emerge
as the Mk 21. In early production form the Mk XIV entered service in
January 1944 with the "B" -wing armament configuration having two 20-mm
cannon and four 0.303-in (7.7-mm) machine guns for which this craft
represents. Later standardized with the "E" -wing when substituting a
pair of .50-cal (12.7-mm) guns for the above quartet as already being
available when using ECAPanels Spit Mk XIVe. In addition, a clipped
wing version to help out those immersive "anti-diver" patrols has also
been included with this same gun armament. Plus an interesting note was
that over 300 German flying bombs were destroyed by the Mark XIV.
The aircraft in these SnapAddons 9a and 10a packs provide two versions
of the aircraft, the Mk.XIV and the LF Mk.XIV.
The original skins were by Flying Sheep and Nico I'As and were
modified, where required, by Redeyes'. The SnapAddon packs, modified
flight model and loadouts were created by Flyright.
SNAPADDON
7a and 8a: CURTISS XP-55 ASCENDER: (SnapAddon7a.zip ,
SnapAddon8a.zip)
by The Firm.
The XP-55 along with the XP-54 and Xp-56 resulted from the Army Air
Corps proposal calling for unconventional aircraft designs. The XP-55
was a pusher aircraft with a forward canard tail which first flew on
July 1943. Initially the aircraft experienced stability problems and
had modifications to increase the canard elevator surface, vertical
stabilizer area and eventually wing tip extensions. The performance
after only 4 prototype aircraft having been built was roughly the same
as conventional fighters of the time and never entered production.
The aircraft in these SnapAddons 7a and 8a packs provide two colour
schemes.
The modified 3DZ model was by Earok and the skins by Gramps based on
the originals by Charles. The SnapAddon packs and modified flight model
were created by Flyright. The cockpit was created from previous
cockpits by Mosi and Claudio.
SNAPADDON
6b: FOCKE-WULF Fw 190TL: (SnapAddon6b.zip 497kb)
by The Firm.
The Fw 190TL was an early Focke-Wulf attempt to produce a jet powered
fighter in 1941 by replacing the BMW 801 twin-row radial with a simple
centrifugal jet engine. The Focke-Wulf T.1X 1 turbojet was initially
selected to replace the BMW to an existing production Fw 190A frame but
with the project being abandoned in 1942. Maybe in time the pioneering
of this early vision of jet capability might have been overcame and as
an interim jet-fighter applied as a stop-gap while the Me 262 became
fully operational.
This 'WHAT IF' SnapAddon was created by The Firm. The 3DZ model
modifications and flight dat editing were created by Moggy. The default
skin was by Woolfman, modified by SagginB. Additions include Woolfmans
enhanced cockpit with sliding canopy and cockpit gauges by Migge. The
flight model and loadouts were modified for an enhanced Turbojet by
Flyright.
Additional skins by Serb, Lagarto, Julio Junqueira and Greg Thompson,
modified where necessary by Gramps, are listed below.
(SnapAddon6bGeg.zip 143kb)
(SnapAddon6bJulio1.zip 177kb)
(SnapAddon6bJulio2.zip 188kb)
(SnapAddon6bJulio3.zip 207kb)
(SnapAddon6bLagarto.zip 207kb)
(SnapAddon6bSerb.zip 190kb)
SNAPADDON
5: FOCKE-WULF Fw 190A-8/R8 RAMMJAGER: (Rammjager5.zip ,
Snapaddon5a.zip , Snapaddon5b.zip)
by The Firm.
Focke-Wulf Fw 190A-8/R8 Rammjager (circa 1944-45). This variant was
initially conceived as a Ramming Fighter intended for testing the
feasibility of new tactics attacks against the Allied bomber. It was
fitted with (R7 Rustsatz kit) as added armor to the leading edges of
the wings in order to increase its chances to penetrate the defensive
screen of bomber formations and upgraded as an experimental
close-fighting anti-bomber version replacing the standard outboard
armament with a pair of 30mm. MK 108. A small number of these heavily
armored assault fighters delivered were operated for the special
"Sturm" (assault or shock) role, such as Assault Squadron 1 or
"Sturmstaffel 1 which was an experimental fighter unit first formed to
use this new method. The pilots also personally modified their own
fighters with additional armor plating or "Scheuklappen" around their
cockpit canopy whereas these blinkers were incorporated later as
standard factory installation to most A-6, A-7 and A-8 series.
This SnapAddon was created by The Firm. Loadout and hardpoint hexing by
Moggy. Camo themes originally by Migge, A.Alonso, J.Junqueira.
Externally modified by Captain Kurt for Panzerglass canopies.
Additional enhancements to Woolfmans sliding canopy and the
non-mirrored effect, incorporating 3dz antenna array, by LLv34_Doc.
Claudio Wilches inner structure fix from cockpit-view and cockpit files
originally created by Mikko "Migge" Kosonen. Assortment of Luftwaffe
drop tanks by Mosi, Ghostboy, etc. to mix and match with skin pack.
SNAPADDON
3B and 4B: DOUGLAS A26B INVADER: (SnapAddon3b.zip ,
SnapAddon4b.zip)
by The Firm.
The American "attack" designation was selected for initial production
and entered combat service with the US 9th Air Force in Europe late
1944. This variant carried six .50 cal. MG in a solid nose (4
positioned in staggered pairs to the starboard side with 2 offset to
port side) representing its early batch production configuration, which
also began with the underwing packs that added another eight .50 cal.
MG in twin gun-pods. Another optional variant provided with six
retrofitted .50 cal. MG internally mounted inside the outer wing panels
so bombs and rockets can be carried underneath the wings. Plus a
further typical feature was locking down the dorsal turret in order to
fire a fixed pair of .50's offering an additional battery for
straffing. This locked-down barbette version is included within a
separate folder as a player preferred addon option with that enhanced
forward firing power. This was occasionally practiced as a result of
the poor performance of the remote controlled pair of the barbettes. An
internal payload of 4000-lbs could be carried plus a maximum 2000-lb
external arsenal on outer-wing pylons mounting between 8 to 12 HVAR
5-in rockets or up to 500-lb size bombs with auxillary fuel cells.
This SnapAddon was created by The Firm.
The aircraft skin was by Serb. The modified gunsight was by Claudio
Wilches.
SNAPADDON
2A: BOULTON PAUL P.82 DEFIANT MkI/NF.MkII (CIRCA 1940-42):
(SnapAddon2a.zip)
by The Firm.
The philosophy of a single-engine fighter with all armament
concentrated in a power-operated turret was proven tactically a failure
after Dunkirk. Susequently, since it carried a second crew member, the
Defiant was judged a good basis for a dedicated night fighter and was
reclassified from the MkI as the NF.MkII series, which was eventually
withdrawn from opertional duties by the end of 1942. However, during
1940-41 it did well, starting from the "night blitz" and also served in
the air/sea/rescue role in Britain, the Middle East and Far East. Some
became relegated for non-combatant duties.
After raising the landing gear into its combat-ready postion, the rear
turret fairing would have been lowered for a full 360 degree firing
range and the pilot had to shut his hood while the gunner would then
retract the forward fairing. The tactics employed were as difficult as
they were unique, since the turret guns were seldom fired forward, as
the flash blinded the pilot. Instead, those aircraft with the radar
would gradually draw along side or beneath the enemy bomber, before
opening fire with quick direct hits, then taking immediate evasive
action, by which time both crew members would have lost all night
vision.
This SnapAddon was created by The Firm.
Some of the aircraft colour schemes were based on a camouflage schemes
created by FlyingSheep, Karel, Standley99, Stag and P.Alfaro. The final
camouflage upgrading for non-mirroring codes was contributed by Captain
Kurt.
DEFIANT
MEDITERRANEAN SKIN PACK: (Medskins.zip 609kb)
by The Firm.
This Defiant skin pack provides two different camouflage schemes for
the aircraft, as operated in the Mediterranean theatre of operations.
Both skin schemes are contained in this zip file.
This skin pack was created by The Firm.
DEFIANT NIGHT FIGHTER SKIN PACK: (NFighterskins.zip 560kb)
by The Firm.
This Defiant skin pack provides two different camouflage schemes for
the aircraft, as operated in the Night Fighter role. Both skin schemes
are contained in this zip file.
This skin pack was created by The Firm.
DEFIANT SOUTH EAST ASIA SKIN PACK: (SouthEAsiaskins.zip 558kb)
by The Firm.
This Defiant skin pack provides two different camouflage schemes for
the aircraft, as operated in the South East Asia theatre of operations.
Both skin schemes are contained in this zip file.
This skin pack was created by The Firm.
DEFIANT EUROPEAN SKIN PACK: (WestFrontskins.zip 616kb)
by The Firm.
This Defiant skin pack provides two different camouflage schemes for
the aircraft, as operated in the European theatre of operations. Both
skin schemes are contained in this zip file.
This skin pack was created by The Firm.
SNAPADDON
1A: JUNKERS Ju 88A-4 "AUNIS" (CIRCA 1944-45): (SnapAddon1a.zip)
by The Firm.
The creation of a bomber group was decided after having liberated the
Toulouse area (South-West of France) and the Ju88A was impressed into
service with Groupe de Barbardment I/31 "Aunis", part of the Forces
Francaises de Atlantique. These Junkers aircraft were available in
Blagnac, where they were repaired from spare parts and engines that had
been hidden in the area by the Germans. The first mission was flown on
19th October 1944 over Royan (Atlantic Coast) and a total of 312
missions were completed by the end of the war. Out of the (22) Ju 88A-4
that were recieved by GB I/31, ten were destroyed during the conflict.
This SnapAddon was created by The Firm.
The aircraft colour scheme was based on a camouflage scheme created by
Frederic Botto (FreddyB).(P-38H Slot)
WINTER
AIR WAR - ADDON: (WawAddon.zip)
by The Firm.
This 'Winter Air War' package introducing the Henschel Hs129 tank
buster with clean and weathered skins/fm/dm and bonus addon that fixes
the Tupolev TB-3 with a new 'Zveno' loadout.
This patch was created by Flyright, based on original files by Claudio
Wilches - Karel Chvojka- Zerstorer - Moggy - Knegel.
(ME-110C Slot)
PANZERSHRECK
WEAPONS FIX: (FW190PzSchreckFIX.zip)
by The Firm.
This package is a fix to correct a misnamed loadout while to help
simulate the appearance and loadout action of the actual Panzershreck
ordnance for which the ECAPanel uses this same misnomer for a 6 x
rocket launcher that should be recognized by its proper nomenclature as
the Panzerblitz 2.
This fix was created by Flyright.
MUSTANG
HVAR ROCKETS FIX: (P51DHVARFIX.zip)
by The Firm.
This package fixes the offset release of the HVAR rockets by the P-51D
using the FM from the ECAPanel 4.4. The 2 enclosed snap folders offer
an option to choose between the standard configuration of 6 x 50 cal's
or the reduced 4 gun arrangement w/400 rpg that was favored by most
mustang pilots during WWII.
This fix was created by Flyright.
(P-51D Slot)
HEINKEL
HE 59 B-2 FLYABLE - BETA VERSION 1.0: (Zapatoneflybeta1.zip)
by The Firm.
The Heinkel He-59 maritime bomber and recon aircraft. The first
prototype He-59B flew in September 1931 and it entered operational
service in 1933. The aircraft depicted is a Heinkel He 59 B-2
'Zapatones' of the AS/88 during 1938.
This beta version 1.0 'flyable' model was created by Flyright and was
based on the 3DZ model and skin by Karel Chvojka.
(ME-110C Slot)
SHORTS
S.25 SUNDERLAND MK.III FLYABLE - BETA VERSION 1.0:
(FlyableShortbeta1.zip)
by The Firm.
The Sunderland was developed from the Imperial Airways Empire civilian
flying boat. It represented a dramatic increase in fighting capability
over earlier, biplane boats. From the outbreak of war in 1939 the
Sunderland was ceaselessly at work hunting and destroying U-boats,
rescuing seamen and engaging so effectively with enemy aircraft that
the Luftwaffe nicknamed it 'the flying porcupine'. On many occasions a
single Sunderland fought off five or more hostile aircraft. One was
attacked by six Ju-88's, shooting down three of the German aircraft and
driving off the others. The Mark III introduced an improved hull form
and - from 1940 onwards - Sunderlands of all marks carried ASV radar,
Leigh lights for illuminating surfaced submarines, and increasingly
advanced avionics.
This beta version 1.0 'flyable' model was created by Flyright and was
based on the 3DZ model and skin by Karel Chvojka. Other files included
were created by Safehaven - Pobs - CB - Moggy.
(P-38H Slot)
3D PLANE MODEL SHAPES
In this section you'll find both modified and new 3D wireframes for EAW
to enhance the original or add all-new aircraft models. This section
should be of particular interest for aircraft skinners and advanced
users. Some of these ZIPs provide sample aircraft skins that use the
new wireframes.
Pacific Air War Plane Models: (PAW3DZ.ZIP
or paw3dz.zip 292kb)
by Charles Gunst.
Contains all the newly available PAW 3D shapes, converted for EAW. I
figured out how to import the wire-frame models from the old sim PAW so
we can now have some Pacific aircraft that really do have the shape
that we are looking for. In fact, not only do these PAW wire-frames
help us out in the Pacific, many of these aircraft are very close in
appearance to aircraft that fought in Europe (the Ki-84 wire-frame
makes an excellent Russian La-5/7, the Ki-61 can be used for the
Italian Macchi C.202/5, etc.) These are very useful if you're using ECA
Control Panel 3.2.
The missing wings problem of the Zero:
is due to the fact that the 3D model is too detailed to use a single
3DZ file. The limit of elements is close to being exceed with the
fuselage by itself.
The missing halves of some twin engined PAW shapes:
is due to different part distributions used in PAW and EAW. The 3D
information is there and is complete but in different places. For
instance 4 engined EAW shapes have their wings in separate files and
the fuselage is inside another. This slots are not fully compatible
with PAW shapes for this reason.
PAW Prop Fixes: (?? ??kb)
by Charles Gunst.
even figured out a way to get rid of those annoying "old-style" (and
ugly) black lines that are supposed to be the propellers of the PAW
aircraft. Charles' add-on files also correct the location of the
hard-points for bombs and/or drop tanks on these aircraft.
Republic P-47N Thunderbolt: (p47n_mod.zip 6 KB)
by Charles Gunst.
This is a modified wireframe model to display the N version of the
Thunderbolt.
P47D Paddle Prop: (Paddle-blade prop.zip ??kb)
by Claudio Wilches.
A paddle blade prop modification file for the P47D. Just unzip
this 3dz file into your EAW directory, and feel the power of a
Curtis-Electric 13' prop!
Messerschmitt Me-163A Komet: (me163a.zip 187 KB)
by Charles Gunst
The rocket interceptor of the Luftwaffe - for use with ECA Panel.
Gotha Go-229A Nurflügel: (go229a.zip 155 KB)
by Charles Gunst
A projected jet-powered Flying Wing of the Luftwaffe - for use with ECA
Panel.
Dornier Do-335 Pfeil: (do335.zip 172 KB)
by Charles Gunst
A two-prop aircraft of the Luftwaffe - for use with ECA Panel. Two
versions are included.
Supermarine Spitfire and Hawker Hurricane:
(sphu_mod.zip 560 KB)
by Paulo Morais
Paulo has glued cannons to both the Spitfire Mk. I and the Hurricane
Mk. I to give us templates for different versions of these aircraft
types.
Messerschmitt Bf-109E, Focke-Wulf FW-190A and FW-190D:
(100s_mod.zip 526KB)
by Paulo Morais
These aircraft can now carry bomb loads and complete fuselage bands are
now possible when skinning new textures.
Focke-Wulf Ta-152: (ta152_mod.zip 59 KB)
by Paulo Morais.
Paulo has stretched the Dora's wings and extended the fuselage. These
are the wireframes Christian Mosimann has used for his Ta-152H.
Junkers Ju-87D/G Stuka: (ju87g_mod.zip 55 KB)
by Paulo Morais
Stuka wireframe with eliminated fuselage texture distortion, new wings
and nose.
New weapons and gunpods: (bombs2_mod.zip 22 KB)
by Paulo Morais
This mod-pack unleashes the power of gunpods and other weapons. This
way you can e.g. fly a real D or G anti-tank version of the
Stuka.---Not compatible with Enemy Coast Ahead by Charles Gunst.
Mosquito Mk III: (mosquito.zip 92kb)
skin by: Max188 Improved 3d model provided by Stag and JWC.
This is a De Havilland Mosquito Mk III based loosely on the HT-E
(RR299), a T Mk III which was built at Leavesden between October 1944
and July 1945. It was the last wartime Mosquito flying in the U.K. when
it crashed at Barton Airshow on the 21st July 1996.
LW Drop Tank 1.0:
by Mosi.
...
No Prop Fix Wildcat and Hellcat: (f4noprop.zip
7.16kb and F6noprop.zip 10.2kb)
by Charles Gunst.
No prop fix for Hellcat and Wildcat. A "no prop" version of the F6F
Hellcat 3D shape. The bomb and rocket points have been fixed so that
they appear correctly under the wings.
Major 3DZ Modifications: (LW_3dz.zip 0.8MB)
by Martin Osranek aka Dolfo.
... June 5 2001...include new .3dz files like for the Ju87, the
Bf109s, the Hurricane IIc, etc. ...
Upgraded Me109E (Me109E slot) wireframe:
(3dz_me109e.zip 7.46kb)
by Capitán Manduca.
with the following features:
100Kg bomb hard point by Paulo Morais
Radio antenna
Underwing probe Requires TEX/TRA editing
Tropical filter Requires TEX/TRA editing
Smaller svastika
Reshaped tail section
Frontside cockpit windows Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Smaller propeller hub
Upgraded Me109F (Me109G slot) wireframe:
(3dz_me109f.zip 18.5kb)
by Capitán Manduca.
with the following features:
Frontside cockpit windows Requires TEX/TRA editing
Radio antenna
Wingtip probe
Lower fuselage antenna (Me109F-0 to F-2 didn't have it)
Underwing radiators
Tropical Air Filter Requires TEX/TRA editing
Reversible or fixed codes Requires TEX/TRA editing
Retractable tail wheel
FIXED Left side nose radiator texture
FIXED Nose radiator height
FIXED Wheel textures
FIXED Tail wheel position
Specific "gustav" model updates not listed.
Upgraded Me109G (Me109G slot) wireframe:
(3dz_me109g.zip 18.4kb)
by Capitán Manduca.
with the following features:
Radio antenna
Loop antenna (behind radio antenna) Requires TEX/TRA editing
Wingtip probe
Lower fuselage antenna
Underwing radiators
Tropical Air Filter Requires TEX/TRA editing
Reversible or fixed codes Requires TEX/TRA editing
FIXED Left side nose radiator texture
FIXED Nose radiator height
FIXED Wheel textures
FIXED Tail wheel position
Specific "franz" model updates not listed.
Upgraded above Me109G (Me109G slot):
(3dz_me109g_naxos.zip ??kb)
by Capitán Manduca.
with Naxos Radar.
This was a personal request from Hynkel.
Upgraded Me109K (Me109K and Me109G slots) wireframe:
(3dz_me109k.zip 5.48kb)
by Capitán Manduca.
with the following features:
Tail reshaped for "Wooden tall tail" Requires TEX/TRA editing
Underwing radiators Requires TEX/TRA editing
Radio Antenna Requires TEX/TRA editing
D/F Loop antenna Requires TEX/TRA editing
Underwing antenna Requires TEX/TRA editing
Underfuselage antenna
Wingtip probe
Svastika Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Provided in three (3) different files for tail wheel. See readme for
more info.
Upgraded German 300lt droptank wireframe:
(3dz_droptank.zip 5.81kb)
by Capitán Manduca.
with the following features:
Reshaped to be more real
Paintable Requires TEX/TRA editing
Upgraded Heinkel 111 wireframe: (3dz_he111.zip
12.1kb)
by Capitán Manduca.
with the following features:
Transparent svastika square
Upgraded Curtiss P-40D/E Kittyhawk (Tempest Slot)
wireframe: (3dz_kittyhawk.zip ??kb)
by Capitán Manduca.
with the following features:
Wheel doors
Wingtip probe
External view one-wing national marks Requires TEX/TRA editing
Internal view one-wing national marks Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Some minor fixes
See readme for more info. See Cockpit_readme for internal view changes.
Upgraded Curtiss P-40B/C Tomahawk (Typhoon Slot)
wireframe: (3dz_tomahawk.zip ??kb)
by Capitán Manduca.
with the following features:
Wheel doors
Wingtip probe
External view one-wing national marks Requires TEX/TRA editing
Internal view one-wing national marks Requires TEX/TRA editing
Reversible codes Requires TEX/TRA editing
Some minor fixes
See readme for more info. See Cockpit_readme for internal view changes.
Upgraded Spitfire Mk.1a (Spit1 or Spit9 Slots) wireframe:
(3dz_spitfire1.zip ??kb)
by Capitán Manduca.
with the following features:
Clipped wings Requires TEX/TRA editing by Paulo Morais
2 x 20mm cannon barrels Requires TEX/TRA editing by Paulo Morais
Hardpoints by Paulo Morais
Radio Antenna
Left wing radiator
Underwing probe Requires TEX/TRA editing
4 x 20mm cannon barrels Requires TEX/TRA editing
These changes cover the Spitfire models Mk.Ia/b, Mk.IIa/b, Mk.Va/b/c
(and LF). See example TRA files.
YAK-LaGG
Prop Fix: (Yak-Laggpropfix.zip)
by Llv34_DOC.
These replacement 3DZ files should be used when flying the HR Bf 109G
or any snapped planes in the Bf 109G slot. They avoid the
'non-transparent' propellor problem some have when flying any other
aircraft in the 109G slot.
Longer
Prop Fix for Tempest: (TempLongProp.zip 38.6kb)
by JWC.
A fix to correct the propellor of the Hawker Tempest aircraft in both
rotating and static views. The readme file give further details. (TEMP
Slot)
Hawker
Typoon Wing View Fix: (NDNMPtyphf11.zip 58.2kb)
by JWC.
A fix to correct the Hawker Typhoon wing view when the wing has been
'blown off'. It removes residual wing parts from the leading edge and
wing tip to give a 'clean break'. This fix can be applied to any
Typhoon that has the modified 3DZ by JWC, such as those by Winger69 and
Stanley99. The readme file give further details.
(TYPH Slot)
P51C
Cockpit Fix: (P51Ccockpitfix.zip 14.6kb)
by Nico I'As.
This is a 3Dz patch to modify Captain Kurt's P-51B 3Dz by adding a
"Malcolm Hood" canopy, to give a more correct P-51C and Mustang III
canopy.
HR Bf109 Intake
Update: (HRBf109Gupdate.zip 32.8kb)
by Patrick aka PGC.
More accurate air intake for oil radiator and wings radiators for Mr
Johnson's HR Messerschmitt Bf 109G aircraft.
(ME-109G Slot)
La-5
Update: (updatedLa53dz.zip 30.9kb)
by Patrick aka PGC.
Cockpit and antenna fix for the La-5 fighter.
(TYPH Slot)
Curtiss
Tomahawk MK IIB Fix: (FixDAWTomIIB.zip 6.64kb)
by Patrick aka PGC.
Cockpit fix for the Curtiss Tomahawk Mk.IIB aircraft in Desert Air War.
(TYPH Slot)
Spiral
Spinner: (propMK2.zip 69.2kb)
by Mr. Johnson.
Modification depicts a 'spiral' pattern for use on the propellor
spinner of Focke-Wulf 190 and Messerschmitt (Bf) 109 aircraft.
Spiral
Spinner for Fighters: (spinner.zip 201kb)
by Mr. Johnson.
Modification depicts a 'spiral' pattern for use on the propellor
spinner of fighter aircraft....the original 'spiral' spinner.
Spiral
Spinner: (spinner-2.zip 80.2kb)
by JG53 PikAs Abbuzze , Mr. Johnson.
This file provides the spinning 'spiral' spinner for the Messerschmitt
(Bf) 109 aircraft.
Spiral
Spinner: (spinning.zip 26.9kb)
by LLv34_Doc, Mr. Johnson.
The spinning 'spiral' spinner for the Focke-Wulf 190A and D aircraft.
Puma
Icon: (PumaIconEmblemofBf109 2.48kb)
by Mr. Johnson.
Provides a Puma icon, the emblem of the Messerschmitt Bf 109 aircraft
of the Hungarian No.101 'Puma' Squadron.
Other File Name: puma.zip
Beaufort
Bomber Models: (Beaufort.zip 946kb)
by Knug.
Model depicts the flyable Bristol Beaufort, with hangar screens (P-38H
or P-38J Slots).
Blenheim
MkI Model: (BlenheimMkI.zip 962kb)
by Knug.
Model depicts the flyable Bristol Blenheim Mk.1, with hangar screens
(P-38H or P-38J Slots).
Blenheim
MKIV Model: (BlenheimMkIV.zip 236kb)
by Knug.
Model depicts the flyable Bristol Blenheim Mk.IV, with hangar screens
(P-38H Slot).
Blenheim
MkIVF Model: (BlenheimMkIVF.zip 994kb)
by Knug.
Model depicts the flyable Bristol Blenheim Mk.IV F, with hangar screens
(P-38H or P-38J Slots).
Junkers
JU-88A Model: (JU88A.zip 678kb)
by Knug.
Model depicts the flyable Junkers Ju-88A, with hangar screens (P-38J Slot)
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