Known Bugs 9-13-2023
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Written and Edited by: MarkEAW CONTENTS
The bugs listed here are from the MPS Official released v1.0,
1.1, and v1.2, they are connected with the original code of EAW. Most
of the problematic issues where tested and verified a few times each.
Some of these need to be re verified before correcting source code. Not
all are listed, so if you know of any and want it listed here. Post at
CombatACE EAW Forums to contact me. The idea about listing bugs back to v1.0 of the game is that it tells us how far back the bug started. Making it easier to know where to look, such as in game code or game data issues. Some of these bugs where squashed or worked around in the
unofficial Code-Groups EAWv1.28 game. Code examples from there can be
used for comparison.
THE EAW Error Num: 7217 This section is to explain the Video Card Hardware / Driver
Check in EAW, Video error: 7217.
The Issue Described: When EAW was originally being written, hard drive space was at
a premium (mid 1990's). So MicroProse EAW Team came up with ways to
save space, one of which included using selection screens such as
"Main2.pic" (it used their own form of compressed 8-bit PCX files).
Routines in the game exe decompress and display them. Knowing that the
game requires 8-bit 256 colored 640x480 selection screen support to run
properly, the EAW Team at MicroProse added a routine that checks if the
user's graphics card and driver can handle 8-bit graphics in 2D
DirectDraw. If it cannot the exe exits with the self generated "Error
7217" message. This is because the game can not properly display the
Menu Screens with-out color palette issues or tearing in most cases. To
truly fix this, the games front end needs to be re-coded in at least 32
bit. See the Workarounds Topic further below.
How It Effected The EAW Users: These problems years shortly after would
turn away many would be new EAW players. There are a number of people
who are still having a hard time (in the year 2009 and above) to run
this 1998 game on WindowsXP (even Win98SE) with their Nvidia video
cards because of lack of 8-bit support in the drivers. Early ATI cards
at the time had similar problems, however that company re-introduced
proper 8-bit support and possibly support for EAW directly, Therefore
ATI has the support for EAW that NVIDIA users don't have on those
earlier OS systems.
The Cards Effected: Intels 810/815/830/845 chip sets with Integrated Video or their 82810 on-board video controllers unfortunately are incompatible with European Air War, due to a lack of any type of support for 8-bit rendering in the year 2001. Even years after, Intel had not added 8-bit support for those older chips, not even in newer Intel on-board 82845G/GL or Intel 965. (Nvidia on board chips, 6100/6150 have similar problems as the Intel counter parts do).
What Happened With WinXP: Later on, some of the card makers actually moved over from
hardware VBE instructions directly into their drivers to maintain some
support, but that didn't last long. So a poorly supported VGA.SYS file and poorly made VBios/VBE drivers, makes for a dual hit trying to run the EAW flight sim since it starts up with VGA 8-bit (256 color) 640x480 fixed screens. Once the game got passed the menu screens and into the flight screens where the game uses a 16-bit graphics engine, all was fine.
Modern Windows: Windows10 also supports this older DirectDraw / Direct3D combo game much better with a self set compatibility Mode Layer, an OS to Game Fix, which is a registry entry as part of it. (However the Win7 backwards support by Microsoft produces a faster and smoother game than their Win10 fix does, even if the 3rd party color DD reg fix is used). See my 'Troubleshoot
Help Document' for more information on the Compatibility (REG) fixes
produced by MS and the DD color reg fix by 3rd party's. Note: The EAW game does not require a special video card connection type; a PCI , AGP , PCIe , Intergraded or On-board video etc....will work given that there drivers support 8 bit screens. See the Workarounds Topic further below.
Method's Researched: What has been researched so far: (by Sydbod posted 5-09-2008) As should be now evident, a lot of work has gone into the 7217
error research. We are a very small group of people that are trying to
tackle a huge problem that is almost beyond our resources in skill
level and manpower level.
The Workarounds:
Sound and 7217: TEARING MAP SELECTION SCREENS
EAW has a problem where the briefing map and other map display screens are severely torn as viewed during pre-briefing sessions (in campaign games) or when setting home base/target parameters (in single missions). The tearing is almost half the screen. This
map tearing was a troublesome for ATI/AMD Video Card Users with WinXP.
(Nvidia GeForce video cards where effected as well, as far back as
Win98, but later a registry fix was discovered by a virtual pilot of
the game, read further below). Also later, back somewhere in Dec 2007
to the beginning of the year 2008 the then newly released ATI/AMD
Catalyst 7.12 driver fixed the Menu tearing problems on WinXP, among
other issues with the game. However this tearing is now effecting Windows Vista and Win7
for ATI Video Card users. (Note: the 2D DirectDraw function in DirectX
has been replaced under Win Vista and 7, and above). (When using
Windows 8/10 , EAW does not have this problem, even when the game is
run with no wrappers or registry fixes and at normal full screen
because of the built in Compatibility fix layer). (Note: this issued
fix in Win8/10 maybe why the game runs so much slower than it does in
Win7).
Faulty Screen Update Rates: Interestingly, when in-flight pressing [Alt m] does reveal the PILOT MAP correctly.
Registry Fix (Win98 and XP): If
you use the Win 9x line OS and have old hardware giving you this
garbled issue, you will find there is a download able file which will
make the correction to the registry automatically for you when you run
it. However, if you run either Win 2K or Win XP, you must edit the
registry manually yourself by way of text instructions.This is due to
the fact that the Win 9x registries all show the relevant Nvidia keys
the same way regardless of what computer its on, but under the NT
kernel, the relevant keys have different hashes for each system so no
automated batch .reg file could be written for this OS. So, if you run Win2k or Win XP, download the proper text instructions for your OS and save the text file so you can copy and paste the relevant data once you locate the exact spot in your registry where you will be placing your new DWORD value. Insure you follow the instructions exactly; the placement, spelling, punctuation and spacing must be exact for this value or it will not work. It's reasonably easy to place something in the wrong place, so compare your location with the location in the downloaded document to be certain that you are placing it in the correct location. If it is in the wrong place, it won't work--it won't hurt anything, but it just won't work. You should, create a Restore Point prior to performing the regedit, in case an error is made. This is good to do when you are fooling with the registry at any time. While this particular edit is a safe one, something could go wrong, so protect yourself. You can use a Wrapper if one is available to run on your Win2k
and WinXP systems, see below.
No Registry Fix (WinVista and Win7):
Wrapper Program Solution:
MINIMUM ALT OF VIEWPOSTION From
a parked Plane, the height from the cockpit view are too high.
Therefore the planes on the ground look strangely small from another's
cockpit. The problem when
looking out your cockpit while lined up on the runway, and you are way
higher than the rest of the Aircraft. You feel HUGE next to the other
planes. But once in the air, the scaling seems perfect.
TERRAIN SHIMMER The distant terrain shimmering is highly noticeable about the last one or two quarters of the way looking out your cockpit window, heading towards the horizon, it's even more noticeable if you don't have Horizon Fog covering the real distant terrain. EAW uses two "picture" sizes (lores and hires) for everything but sometimes only one is used depending on your detail settings in game and your video card/driver capability's. As one picture size has 4 times more detailed then the other it can lead to shimmering effects, especially in the distance when the high res textures are used. This makes it difficult anytime there are aircraft below the horizon as you can't see them due to the fuzziness. Other objects on the ground are known to shimmer as well, like Trees, Buildings and Fences. This problem existed way back when the game was first released on Win9x/ME, and later (year 2000), on other Window systems. As noted above, EAW has almost always had a problem with displaying the distant terrain and objects. It could be an old D3D issue that doesn't translate well with modern cards, or video cards made sometime after the game was released, as early as the year 2000.
Shimmering and Screen Resolution:
Old Solution: On Win7/8/10 this Anisotropic filtering setting is present in the Nvidia control panel, however it has no effect on the shimmer what so ever, same is true for modern ATI cards....Read the next section named 'VIDEO CARD CONTROL PANEL' for more information. Note: I only came a crossed one Wrapper Program with a Mipmap setting (at the moment the name escapes me). It worked to remove the shimmer just like back in the day. The distant terrain will smooth-out a bit and become a little darker in tone, this is normal and the best it got back in the late 1990's, looks good!
CAMPAIGN CRASH / MOVIES PLAY The in game movies force a Crash To Desktop. This is most annoying issue when flying the stock career campaigns, none of the videos can play on modern systems without a CTD, like on WinXP and the other NT based WindowOS. Most often this is noticed just as a movie is supposed to launch, it will CTD. The video clips within the game are all in Smacker format.
This particular code in the eaw.exe is apparently for 8-bit playback
only. It was developed for older systems like Win95 and 98. RAD, the makers of the older Smacker Format have also made the newer BINK format for NT systems. There is a free substitute online however, for the 8-bit Smacker Playback called libsmacker - Its C library for Win32 that decodes Smacker videos. It should cure this problem if the code is replaced and updated in the eaw.exe, its untested as there are no Hardware programmers in the EAW community. Another thing that maybe the real problem is it might be an
old DirectDraw or DX issue on these modern systems. Sometimes a Wrapper
Program can be found to play these videos once the Wrapper is
configured correctly.... Note: The GOG/Steam types of the game include
a GoG made DirectDraw Wrapper that seems for most, plays the intro and
in game videos with varying success. The videos could stutter or they
may playback fine. There is also the quick workaround so the game can be played
by
skipping the movies. You replace the current MOVIE.CDF file in the
games folder with a empty movie CDF file. You download (from my file
archives) and copy the replacement file, the empty Movies CDF file into
your EAW directory and overwrite the existing 284MB Movie CDF file. The
resulting effect will be that the movies will not be shown in game,
they are skipped since they are really not present anymore. This will
help in the event that your getting a CTD or other problems when they
try to play in game.
GLIDE MODE ISSUES Broken Display Text:
Plane Rendering:
Skin colors (with Glide API v2.43): Note View Objects Display: Note Glide API 3.0:
THE SUN DOESN'T BLIND ENOUGH
...it doesn't Blind the player, a bright shine needed....a glow! or graphical sprite to block view. MISSING A REARVIEW GRAPHIC
Instead of a completely disabled cockpit rearview, there should be some sort of rear graphical view. This occurs when... MISSING
HORIZON DISTANCE FOG
This is a Vista/Win7/Win8/Win10 problem that occurs in D3D mode (prominently on Nvidia cards), there is no Horizon Fog in the flight screen. (there will be a sharp boundary between sky and ground. You will see the corners of the square EAW world) which ruins the visual quality. (Even with the EAW menu HorizonDistance setting in game set to the maximum view distance (minimum fog), the Fog is still suppose to be present). NOTE: EAW uses what is called 'pixel fog' or also called 'Table Fog' in D3D. The old video cards; RIVA 128, RIVA128ZX and the RIVA TNT all emulate table fog using vertex based fog. The GeForce 256 supports table fog in hardware. (EAW can use by detection, either hardware or emulation) Windows Vista, Windows 7 and Windows 8/10 do NOT support 'fog tables' under DirectX 9c,10,11, directly.
Video Mode and Card: "Enable Fog Table Emulation: This option is used to turn fog table emulation on or off. Direct3D specifies that a display adapter capable of Direct3D hardware acceleration should be able to implement either vertex fog or table fog. Note: Some games do not correctly query the Direct3D hardware capabilities and expect table fog support. Enabling this option ensures that such games run properly with your NVIDIA graphics processor." -(Quote from a Nvidia very old Manual and no longer in Nvidia drivers.)
Shaders and DirectX: Another option is, D3D to support the Fog again directly, or
even a
Windows OS Compatibility Fix. None of the special DirectX wrapper
programs seem to help either (they don't produce Fog). However, GOG's
release of EAW's super patched eaw.exe and wrapper combo produces
Fog...how, is a mystery to us, its speculated they updated the DX code
in
places from 5/6 to 7 with hacking; brute force in the eaw.exe. (as
apparently they did not use the src).
Wrapper Solution:
Glide Solution:
GUNSIGHT FLIPS
(Started with v1.2)
INSTRUMENT GAUGES FUZZY / BLURRY
(Started at least as low as v1.0) Graphically I find the gauges un-readable, I tend to use the compass, rpm's and temperature the most, but I'm sure I'd use some others if I could read them. I even tried zooming in and zooming out on the gauges and they where all fuzzy both ways and normal view. Now this is not true with all planes but most of them. Some have very clean looking words, markers and numbers. There are the "Sharpened" instruments that you can download which where done by some of the EAW community back in the early 2000's, they are an improvement but not enough of one. I'm uncertain what the maximum DPI the game can load and use? But It uses a very small 256x256 pcx image resolution to place all the working AND non-working dials onto. The way the past community members "sharpened" the dials where they used larger dials on the same location of the old dial, and kept the center of the new larger dial in the same place. This would give the artist a few more pixels to work with and they relatively came out clearer. The markings on the dials stayed in focus for the most part. They also use Fonts to draw/add to the dials themselves. They even went as far as placing unneeded gauges on other pcx files and just remapped them to give more space on the default pcx image. An option they used to start with clean and clear dials is to borrow from another WWII flight sim and use their gauges, either by ripping them or by getting screenshots and doing some scaling and re-sampling then some cut and pasting. To truly get the gauges upto a worth wild image quality is to use a 512x512 pcx table image to work with. At that resolution the dials stay fully intact cause there typically double in size. Remember your only using a portion of the pcx image for each dial, but they will be clear. RESULT: The gauges right out of the box were never very good. (Some where readable at 640x480). Most guys only needed the digital display in the lower corners to fly and fight successfully. About the only gauges that were important were the fuel and attitude gauges. Both of which are good enough as is. Sure a few aficionados watched their temp gauges but I'd hazard a guess that the average offline player turned off engine overheating in the difficulty settings. Seems like a good compromise as all you could do was throttle back to reduce temps. EAW doesn't have a full engine management set of controls so there aren't any cowl flaps to fiddle with. (Not sure but I think the online players do have to watch engine management a bit more.) At this point, 14 years later there isn't anyone around to upgrade a couple of hundred different cockpits. (There is no central bank of gauges/dials that the game can load from, each plane has its own dials even if they are the same on another plane.) Resolutions higher than 640x480 automatically force you to use the less detailed virtual cockpit structure. However the gauges that come from the static cockpits remain the same poor quality, possibly even looking worse at such un-heard of resolutions for this game. Note:
MODELS SEEN THROUGH TERRAIN You can see models through hilly terrain.
AI RARELY USE CANNONS ...while on intercepts for an example, they only fire machine guns at bombers until they run out of ammo. Then they switch to cannons. Rather than useing cannons at the same time or when in range. However perhaps cannons are used more so in campaigns. Whether your wingmen use their cannons or not depends a great deal on their skill levels. If you set Campaign Difficulty to Easy, you will get more Aces in your squadron, and you will see a lot of cannon use; if you are patient, you could also just wait for their skill levels to increase through kills. AI BEHAVE HORRIBLY
While escorting. They fly straight most of the time and only start to act if they are very close to the bombers. (while in quickmissions the AI´s behave much better).
ESCORTING AI RETURNS TO BASE
While an interdict. If the player doesn't enable Autopilot right after gamestart.
AI REDUCE POWER
Much too often while maneuvering, resulting in...
DAMAGED LEADING BOMBER
Doesn't leave the formation early enough, it 'drags' the whole formation down (lose altitude) and slowed in speed. (Unfortunately the leader is the primary target of the AI´s attack).
WINGMEN/FLIGHT HARDLY HIT
Only once in awhile will they follow command to hit ground targets. Usually, they all dive down and drop everything way before, or way after the target.
AI DROPS ON TARGET FROM THE SIDE
The original flight plan, always drops on target from the side. Instead of from the length. For instance, a train is attacked from the side, instead of it's length. Same with ships. (the PAW game always attacked ships lengthwise.) This is not a problem if I am the lead, as I can just change the approach.
NIGHT DOES NOT EFFECT AI
Does not affect the ability of the enemy to see you or other planes.
PAUSING
(In v1.0) In either a co-operative or head-to-head game, once I die (and sometimes if another human player dies or if I release my drop tanks), the sim slows to a crawl, with 2- or 3- second pauses every 5 seconds or so. My online partners typically experience no pauses during this time, but suffer severe lag instead.
NO
KILL CREDIT
(In v1.0)No credit to a Total Mayhem player, the kill if his opponent bails out of the damaged airplane prior to it crashing.
NO BOMBS (In v1.0)
Because there is no way to tailor what external weapons are carried in multiplayer games, you have to rely on EAW to load your aircraft. Unfortunately, I have seen several "Bomb Target" multiplayer missions where I wasn't armed with bombs!!!
HOST CAN NOT HEAR
Online most of the impacts can not be heard. HOST DOESN'T HAVE
Online, the host does not have a noisy alarm, before the motor breaks because of overheating. RESPAWN GROUNDSTARTED MISSIONS
Respawn while playing groundstarted missions doesn't work. Players should be respawning into a new plane on the runway, not one of the AI´s. Somewhat a groundstarted mayhem. NO JOIN IN PROGRESS
EAW players miss the possibility to join a onlinegame after it gets started (at least in mayhem join in progress should be possible) MSNxy.DAT AND MULTIPLAYER
(Started since v1.0?) The MSNxy.dat files (found in DATA.CDF) contain probabilities of certain AI planes appearing. They caused a problem in multiplayer work because they often generated different AIs on different players' PCs.EX: One player could be shooting down an AI plane seen as a P47C and on another computer it would be a P38H. Also another example is if the mission is an Intercept of allied planes one axis pilot might see B17s escorted by P47Cs and another might see B24s escorted by P38Hs. The probability needs to be transferred / passed from Host to all players, rather than each computer generating there own. Mod tool authors back when a frontend known as OAW unified was designed, made is so the files were edited by the OAW selector and gave certain aircraft a 100% chance of appearing which guaranteed that all players saw the same AIs. That method became redundant in the CodeGroups EAWv1.28 when in that version they where able to set the friendly and enemy primary and secondary aircraft and bases from within the games newly expanded Host Parameter Screen.
MEMORY ALLOCATION SLOWS DOWN
(Started since v1.0) ...and Crashes to Desktop. The amount of RAM in your machine is of no help here really as EAW uses fixed allocation addresses and between the arrays there isn't much free space for any additions and the allowed sizes aren't really known, it's touch and go there, the only use would be a bigger swap file which should result in a smoother operation of the game...The file allocation problem is inherent to the game, it hampers additional textures, terrain, objects, sky tiles and planes. Add-ons which cross the +/- 50MB boundary (minus the default files replaced) will often result in problems, usually leading to weird colored textures, messed up terrain, objects appearing in space and Lord knows what else...It's not your system, there's just a limit to what this game can do...
ROCKET FREEZE This appears to be a Memory/Cache issue with the EAW game and how it uses them on different systems. The 'puff' behind the rocket seems to be the cause for the freezing when firing 4 or more rockets, and normally when you are viewing the rockets launching and traveling. This happens mostly on Win98 or WinXP systems, not all systems will experience this freezing, however. Some may just get a brief slow down, others might not have any problem. If you set the Graphics setting "Special Effects" in game down to Low Detail/Minimum, this will disable the Puff behind the Rockets, thus eliminating the game lock up. This is equivalent to going into the eaw.ini and changing the value to 0 for EffectsDetail=0. It's known that the puffs use the same animation as the smoke. The smoke effects are all from a single PCX file and are sprites. Thus it will also disable things like watersplash, explosion, flak, planecrash, train smoke, tracers and the sunglare in the cockpit and a few more things, so removing the puffs will lead to having no more smoke effects etc in the game. Just realize that the rocket effect is just a resource hog and its not really a sprite issue. Another thing you can try is disabling your WindowOS's background programs that consume resources. GARBLED COCKPIT
This
information is old and is obsolete methods for when playing EAW on
modern computers, even when in Wrapper Programs that can enhance memory
management. Read on if you need to know more cause you have a low spec
machine and a very old OS. The garbled cockpits are merely caused by too many objects and drawings in the game. Its a problem that can happen on some video card / computer combinations when there are a lot of custom textures for Terrains and/or Ground Objects that use a large amount of PC memory and possibly caused by too many loaded files...which doesn't leave enough memory for the game itself to run properly. This can happen with large sound files as well; When for instance texture memory only leaves a small space for playing sound files, then even a large sound file can cause problems. ....Some believe nobody should have problems with the likes of "garbled cockpits" or "rocket freezing" on modern windows or if running in Glide mode with texture memory limited to 2 or 4 MB: EAW was written when graphic cards had no more than 4 MB memory, as a consequence its code simply can't manage more...?? It can cause palette information to be overwritten and with
certain cards cause the so called rocket freeze. Some graphic
corruptions noticed where the external plane skin could get 'mapped'
all over the cockpit models interiors of the aircraft or other
disasters.
Workarounds:
Effective Workarounds: A Quick Solution: One quick solution is to go into the games Configuration screen and change either the "Terrain Detail" or "Ground Object Detail" to the 'Medium' setting, maybe even to 'Low", maybe even both. This should correct the scrambled cockpit effect on computer systems with low video and system memory. It also depends on how many custom add-ons you are using if these settings will noticeably work. Again this memory setting is obsolete on modern windows, especially if you have or can set your system with more than low resources. COLOR PALETTE CORRUPTION
a "rainbow color glitch", when some other program modifies the global Windows color palette while the game is running, causing some menu and selection screens to be render with the wrong colors. This section discusses one of the issues when getting passed the above Video Card Error check.
In Windows7 (in the year 2015) the menu screens run properly
without tearing and without using any wrapper programs (they wouldn't
run on Win7 in previous years, before Microsoft Updates...), however
the palette is all weird, resulting in the wrong colors being present
on the majority of the menu screens, making it hard to view and read. In Windows 10 this problem doesn't occur anymore. Windows10
supports this older DirectDraw/Direct3D combo game through a self set
compatibility fix. (Although the speed of the game has slowed down). See my ' Troubleshoot Help Document' for more information on this 'fix'.
What Happened:
Solutions: For Win7, I recommend you forgo the wrapper program and just use one of the two available Compatibility Registry Fixes which is a lighter option (less CPU power required). The registry programs worth mentioning are the "DirectDraw Compatibility Tool" by Galogen and "w7ddpatcher" by Mudlord. These create automated registry entries to correct EAWs Menu Screen colors, it's a fix without requiring a Wrapper program and is a faster game performance solution; Its considered a 'light' alternative, and works well with minimal overall overhead. See my Troubleshoot Help Document for more information... How it Works: Next it writes to your registry directly (Galogen's program creates a reg file you must install separately if you choose that option). This new Registry Fix entry will only effect the specific eaw.exe you apply it too; you should not move that particular game folder or exe as they are determined by the exact eaw.exe used, location included. It won't affect other parts of your registry or other programs. For instance, a EAW v1.0 exe and a EAW v1.2 exe are determined by the programs to be different specifically by various attributes of the exe, and Windows reads those differences when launching the EAW Game.) These programs do not patch the eaw.exe directly, no modification is made to it. Once the new Registry entries are made, Windows Vista and Win7 (32 or 64 bit) will use them to run the DirectDraw 8-bit 256 color EAW Menu Screens under a compatibility profile without effecting the actual Direct3D 16-bit in-flight action game screens. Note: This could be an issue with single game folders having swappable eaw.exe's like the CodeGroup's versions... Important; Do NOT double up on the DirectDraw color menus problem workarounds. Meaning don't set one of these Registry fixes and then run a Wrapper program with DirectDraw(DD) 'color correction' setting as well, this will cause problems... You only need one or the other. If you made a mistake and need to delete these entries in the registry file, here are there locations written by each Reg Fix program, pick which ever one you used (The first entry in each set is for 64bit WindowsOS, the other is used for 32bit WindowsOS): The DirectDraw Compatibility Tool writes here:[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DirectDraw\Compatibility\eaw and [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectDraw\Compatibility\eaw The win7ddpatcher Tool writes here:
EVERY BULLET SHOWS A TRACER
so we cant use realistic rate of fire (or it looks horrible ugly, like a laser?). 'BLAST DAMAGE' EFFECT FROM BOMBS ...doesn't work on all groundtargets. Therefore those targets need a direct hit to destroy them.
LUFTWAFFE GUNS JAM (In v1.0) the Luftwaffe were equipped with guns which jammedvery easily. One pass (if you're lucky) and you might as well go home. Following the manual's suggestions faithfully by firing short bursts to avoid overheating and refraining from firing when pulling high G's. No luck. On a couple of missions, the guns even jammed before I fired a single shot! Just to make things even more annoying, it's not a case of only one gun failing, they all fail, even when you're flying an aircraft such as the bf110 which has both machine gun and cannon armament. Just to add a final touch of confusion, allied aircraft seem to behave correctly with individual weapons jamming. I'm normally a full realism or nothing gamer but this particular feature had me wishing that there was an option to turn gun jams off. If there is, I couldn't find it.
ENGINE TEMPERATURE
While a groundstart, temperature should be the same like after 'alt N'. Currently the planes can fly more than a half hour with full power, until they overheat. Therefore it don't make sense to model WEP (the last 10% to 15% power). On the other hand without WEP the planes should not overheat as fast.
LIMITED GEAR ANIMATION
Right now, you only get a little bit of animation, before the next frame shows them completely closed or open. = Ugly. SPINS AND STALLS
My biggest complaint when I was flying was the aircraft would spin all the time, instead of just stalling.
WRONG WING
(In v1.0)It also seems that the aircraft sometimes stalls and spins off of the "wrong" wing.
DEGRADED PERFORMANCE EFFECTS
(In v1.0) Once an aircraft has recovered from a stall that had become a spin, it's performance is thereafter degraded. this may be because the stall/spin has done some damage, and not a bug after all?? Degraded Performance: Your plane won't make speed anymore and may feel unstable as if it could go in a new spin any moment.
JUMP INTO AN AI PLANE ISSUES
(In v1.2) If you get shot down, the next re-spawned plane that you're flying suffers from the same degraded performance issue you got from previous plane from a stall/spin!! Also, if you go into a spin and apply full opposite rudder, but crash as you're doing so, the new plane you respawn in starts off with it's rudder in full deflection too! This rudder problem sometimes seems to occur when you use Alt+J as well; (However, you will have the AI pilots previously selected weapons).
DEFAULT RUDDER KEYS
(Started at least as low as v1.2) RUDDER RIGHT=COMMA RUDDER FULL RIGHT=SHIFT COMMA But they Should Read like this: RUDDER FULL RIGHT=SHIFT SLASH Not really a big concern as these can be manually changed by editing the eaw.ini or changing them in game, but a bug none the less.
INDEPENDENT ENGINE MANAGEMENT
(Started at least as low as v1.1) THROTTLE ENGINE 2 UP=RBRACKET The Throttle for Engine 1 Down = ; Seems to work correctly, But Engine 2 Down doesn't work when tested on a P-38 and that's lacking in engine management area.
REPEATED CONTROL LINES IN THE
EAW.INI (Started at least as low as perhaps v1.0) Regarding Win 2k/WinXP and other Windows NT OS (Vista,Win7/8/10) in the eaw.ini there
will be once in awhile, repeated and unwanted lines at the end of the file:
After what should be the last command line (ScreenCapture =) there are
other duplicate control lines that you may never have seen there before, repeating several
times: The Fix: Target Assignment Bug (WinNT): The bug of TARGET CLOSEST ENEMY or TARGET NEXT ENEMY. Whenever you go to Configure Game, Control, Controller Setup and check the setting, it will always be set back to the default and ignores the assignment you previously set with Notepad. However, You should be-able too for an example, assign "target next enemy" (Default `T`) to a joystick button now with the fix.
FAST COMPUTERS AND MOUSE CLICKS ON
PARAMETER WINDOWS (Started with v1.0) If you run the stock EAW (Including v1.26e) you will find that Vista and newer WindowsOS (fast machines) are too quick for the Multi and Single Player Mission Parameter selections menu line. By this I mean when clicking your mouse to make a selection change on those parameter screens, the selection will jump erratically / cycle fast. I suspect this is due to hardware (or actually software) acceleration for DirectDraw. There has been a workaround applied to EAWPRO by disabling the key repeat/loop. The unofficial versions by the code group used a extended delay. For those un fixed or no workaround, you'll have to keep clicking more often until you get what you want from the fast display of the selection that can pass by. Or try the two options below. Vsync Workaround:
POSITIONAL SOUND FOR ENGINES
(Started at least at v1.2 maybe even back to v1.0) When the pilots head is forward, the game switches to the sound of a non-existent center nose engine. If one engine is off and the other engine is running, sound is heard from the nose...this is wrong. The only time there's indication from the left or right engine when the pilots view is forward is when the engines are starting or stopping, when they sputter there heard in the appropriate speaker.
POSITIONAL SOUND FOR OTHER SOUNDS
(Started at least at v1.2 maybe even back to v1.0)
A.I. THROTTLE SOUND
(Started at least at v1.2 maybe even back to v1.0) To further notice this bug, If you jump (ALT-J) from your lead plane to your Wingman's aircraft while in slow flight, the Wingman's engine immediately slows down to match the throttle on your original.
WRONG RADIO CHATTER
(Started perhaps with v1.0, thought to be fixed in v1.1 and v1.2, but
its not)
SOUND OF ENGINE KEEPS PLAYING
(In v1.2) Engine sound won't turn off when the propellers had stopped after an engine blows up.
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