|Edited by MarkEAW
Text From: Forum Posts, User Manual, MPS Readme, Knegel, RAF_Roy,
VonBeerhofen, Sydbod, Jackz, Arjan van de Logt, others
[ GOTO THE MAIN EAWHS PAGE ]
ADD-ONS AND MULTIPLAY
Add-on Manager Programs |
Last Run | EAWv1.2 File Checker | Intrusive Game Mods | Temporary
For Optimal Performance and Play
Enable DirectPlay | WINNT and WIN2000 | Firewall / Router Settings
GameRanger | Hamachi | Kali | Hyperlobby
Adjusting Syncrates | Sync Rate Notes | Multiplayer Performance Tips
Squadron and Flight Assignments | ExtraSquad eaw.ini Setting | Radio
Communications | Game Chat | Etiquette
Ending Multiplayer (Coop) Missions |
Death During Total Mayhem | Total Mayhem Respawn / Repair
Visual Realism Player Settings
Flight and Combat Difficulty Settings |
Pilot Skill Level | Instant Action | Eaw.ini
Internet TCP/IP | Joining a Mission | Hosting a Mission
Pre-Flight Checks | Change Parameters As Host
Player Kills | Final Tally Statistics
CODEGROUP VERSIONS CONTENTS
ADD-ONS AND MULTIPLAY
NEW MULTIPLAYER SETTINGS
Session Parameters | Maps
NEW MULTIPLAY FEATURES
Special "Server.exe" | Join In Progress | Seasons | Pre-Flight
Online Rearming | Anti Spawn Kill | AutoClimb | Sea Convoy Targets
OTHER NEW ADJUSTMENTS
Multiplayer Interface Expanded | Fake Multiplayer Host | Adjusted
Warp Correction | Time Delays Adjusted
Visually Missing Bombs | Chat and Guns | MultiSkins | AI T/L
Routines | Engine Visual Status | Exit and Quit
This document is intended to inform you of some of the aspects and
possible issues you may encounter with EAW multiplayer. For quick
reference, The Official EAW Manual starts talking about Multiplayer
on page 71, However I have most of the important information from
the Manual and revised it in this help document.
This help document won't show you the steps for setting up your Router/Modem or
Firewall since they all have their own directions as they are
different from one another. Meaning, you'll have to do the research on the
Windows version your using, the Router your using and if the computer Firewall is 3rd
party or Microsoft's built in one.
What this Help Doc will provide is, among other details, the values you need to
enter once you learn how to configure your computer hardware and software.
There are more simplified
instructions and information to provide further help with too, much with many
Once your Flying an actual Multi-Player Mission, you’ll find that the
similarities outweigh the
differences. You get the usual briefing, then get airborne.
The aircraft in multi-player missions handle much the same as they
do in Single
Missions, but you’ll notice a few slight differences. You can’t, for
example, use the
time acceleration feature, and you cannot pause the action—period.
you’ll have to keep your wits about you at all times.
With so many add-ons or modifications available you maybe
wondering if you can play online with them. The answer to that is
yes you can. If you plan on ever flying EAW in a multiplayer ONLINE
session, you will probably want to have at least two copies of EAW
on your Hard Drive. One copy of a clean install of stock EAW and one
copy of EAW with a custom made add-on of your choice, this is if you
have enough room on your Hard Drive. See my Troubleshoot Help Document for detailed information about having
multiple installs of EAW on your computer.
There are some alternatives and other restrictions you should be
aware of. Please continue reading on.
Add-on Manager Programs:
Even though you can have two or more installs of EAW on your HD. You can use what's called an add-on Manager program that
allows you to have one copy of EAW and the Manager switches out the
custom add-ons on the fly, from mod to mod and back to stock EAW,
allowing you the choice of a variety of modifications to use online
or not. This switching is done before loading up EAW and before
Manager programs normally require you to go into your main EAW
directory (after you have made a clean install of stock EAW), and create some "NEW" sub-folders.
This allows you to place add-ons in each of those folders in varoius
forms. One past time manager program used was the ECA Enabler made by
someone named Scorpion. This is a converter that allows you to switch
between up to five versions of EAW, all on only one installation,
with just a couple of mouse clicks!
Read on to inform yourself of the type of mods and add-ons that
effect ONLINE gameplay and the options you can use. Also see my Files Help Document for descriptions of
different Managers and Troubleshooting steps.
thing to remember when using two installations is that if you insert
the CD and the game auto launches, it will start whichever
installation you played last! (This is due to the Windows OS
mechanics) If this is different from the one you
want to play now, you'll have to exit and then start EAW from the
proper shortcut or launch the eaw.exe file you want directly by
clicking on the filename.
EAWv1.2 File Checker:
CAUTION: Multiplayer games will only start if
every participant of such a game has exactly the same FLT files (and
some DAT files) present in the EAW folder. This prevents cheating
(EX: using planes that have been modded so as to be impossible to
beat). It's only fair that all players use the same FM's as cheating
also causes lag and warping as well.
With the advent of the official EAW
1.2 Patch and its built in "file checker" that makes sure everybody
trying to play in the same online game has an identical eaw.exe and flight model
data. This check occurs BEFORE the game is launched. If you do not have the
exact same flight data files as the player(s) you are connecting to
(including those that are not actually being used in the online
you will not be able to fly and the Host will not be able to launch the
The technical details are that all players need to have the same
game exe version and plane data in there game's folder so EAW will work correctly.
Any add-ons which alter plane performance data, for an example the files that
represent weapon, flight model and damage model properties mainly.
(Those are "flight data files" (flt.cdf or ***.flt) and the "planes data
file" (data.cdf or planes.dat)).
Intrusive Game Mods:
Many of the more elaborate custom made
missions or campaigns do in fact include altered plane data, which
does mean that you can't play online with
others who are using a different configured game. If you have the
same add-ons as everybody else in the online match, then there is no
problem. If somebody's files are different, the game will not
So if you want to use custom flight model
additions in the online game that you can keep AND STILL be
"compatible", with any online opponents. All you need is a group of
players that want to use custom FM's.
the new missions then can be played online as long as you can get that group
together who all have the same mod with the same exact files as you.
If you install a new mission, it's best to perform a
second installation of the EAW game to a new folder, and then
install the mission there. You'll then have two versions of EAW on
your hard drive, a clean 1.2 and a modified version with the new mission. You
also have the choice of using one of the several
batch file conversion programs that are available. The best method
is to use "Scorpion's Flight Model Selector" program. This allows
you to switch between up to five different flight model sets with a
couple of mouse button clicks. Before installing the Selector or a
converter, you should make sure that you have the latest versions
of the FM packages you plan to use, here are some of them named for
ECA Control Panel, ECA Online, RIP, MSA.
Temporary Game Changes:
However, you're not restricted only to the standard game in multiplayer
(I'm not talking about the plane performance data anymore).
The temporary changes to the game that normally enhance various
aspects such as Control related, Sound related, or Visual related.
These don't really affect multiplayer capability so it's usually not
a big issue. The files like graphics, plane skins, ground object skins,
sounds can be used independent of each player without becoming incompatible.
Terrains should preferably be the same in terms of the EAW.TM (terrain map) so
objects appear in the same location on both machines. (Hopefully in the future
there can be some sort of CRC check for all game assets and data files.)
When playing online, none of the files or modifications you have done to your
game will be transferred to other players. What you see with a custom
terrain, they will be seeing a different terrain they have installed. Same with
the other customizing graphics and sounds of the game. (Hopefully in the future,
all players will have or be required to have the same customized setup as the
For Optimal Performance and Play:
It is important to make sure all players, more or less run the same
setup, this will guarantee that all machines remain in sync with each other. A
huge difference in graphics will not always be problematic but use this simple
rule: If all players use exactly the same custom game data and its doesn't bog
down the Frames Per Second (FPS) on the lowest spec computer, all should be fine
and fair. A player with a low FPS will influence online play negatively as
transmission of data is effected by heavy loaded game data, like Graphics,
textures and models, even too large of sound files can provide a problem with
DirectPlay (DPLAY) is part of the Microsoft DirectX suite and provides
networking functionality to games using the DirectPlay API. It has been declared
obsolete by Microsoft, but many older popular games use if for network games. In
2002, the networking protocol received a major overhaul with DirectX 8.2 to make
it more suitable for internet play. In 2004, Microsoft deprecated DirectPlay,
but DirectX 9.x still shipped with DirectPlay support.
Windows 10 has DPLAY under DX9.x built in , but you may need to enable it;
Microsoft's DirectPlay has been deprecated in modern Windows, when adding EAW, or running the game for the first time, WIN8.1/10 may notice you
require the DirectPlay component for multiplay, and it will automatically add
it. If it does not then you can enable it: For Win10 under the
Control Panel>Program and Features>Turn Windows Features on or off screen, then
checkmark the box for Legacy Component>DirectPlay ('on demand').
To guarantee DirectPlay compatibility, the latest version of DirectX should be
installed on the computers that are used by all players who participate in the
game, preferably DX9.x. (Only Win9x and WinXP need to install a separate DX
installation as DX is built into later Windows OS versions.)
WINNT and WIN2000:
Online flying isn't possible under Windows NT or Windows 2000...there is no
workaround for DirectX when it installs on Win2000 to enable the DirectPlay
networking...so there can not be any working multiplayer as EAW requires
When selecting in game, multi-play and IP you will get a blank or
black screen in the EAW multiplayer configuration screens...you can still move
the mouse around but you might get stuck on that screen. Try to use ESC key to
go back to the main menu or use Windows shortcut ALT-F4 to exit the game.
Firewall / Router Settings:
To join a game the client (player) must be using DirectX 6.0
or later and communicating with a Host using DirectX 6.0 or later. All the TCP & UDP
port ranges for All DirectPlay versions, is listed below. You need to open those ports in your
Firewall and your Router for whichever eaw.exe your using. Example: If you have
more than one location for eaw.exe , decide which one/version your going to use
so the folder path matches in your Firewall.
EAW.EXE using ALL DirectPlay6 to 9 versions, allow:
lobby server listening. (Initial client players to send their intention to the
host to join the game.)
-(DX7 or earlier) Outbound TCP connection on port 47624, (For Host: Inbound TCP
connection on port 47624)
-(DX8 or later) Outbound UDP connection on port 6073, (For Host: Inbound UDP
connection on port 6073)
-(DX7 or earlier) Inbound TCP ports 2300-2400, (The Same for Host)
-(DX7 or earlier) Outbound TCP ports 2300-2400, (The Same for Host)
transmitting game data
-(DX7 or earlier) Inbound UDP ports 2300-2400, (The Same for Host)
-(DX7 or earlier) Outbound UDP ports 2300-2400, (The Same for Host)
-(DX8 or later) Inbound UDP ports 2302-2400, (The Same for Host)
-(DX8 or later) Outbound UDP ports 2302-2400, (The Same for Host)
Note: The 'Microsoft DirectPlay Helper':
The DPLAY Helper will most likely need the same ports allowed...(DirectPlay does
not prompt for permission from your Firewall so you have to manually enter those
numbers). Typically this helper is found on your Hard Drive at Windows\System32\dpnsvr.exe.
On Windows 10 64bit, its located at Windows\systemwow64\dpnsvr.exe.
Note2: Ports and DirectPlay8 and later:
2302-2400 UDP. As you can see there are two less ports available in DirectPlay8.
So when players use a DirectX lower in version number than DirectX8, there
will be problems for players due to 2 ports missing in the configuration...
It was thought that perhaps its best to set up one port per range, on all
systems. But apparently there is no way to force the game to use any set of
particular ports from the range 2302-2400 for communication to other player machines.
The problem with DirectPlay7 and DirectPlay8 is that the machines
will randomly choose the ports that they will use from the range 2300-2400. This
is why ALL the ports have to be mapped to a machine. This also means that all
these ports must also be forwarded to the game Host machine....
EAW relies on DPLAY6 protocol and there is no real server, there is only a
session Host, which becomes client to client. The Host is the one that
initiates the game and then he becomes a player like any of the other players
once the game has started. Each player machine talks to EVERY other player
machine to communicate, and as such there are many ports that are used.
Created by Scott Kevill, is an alternative to GameSpy or MSN Gaming Zone.
GameRanger is a free service that in 2008 was adapted to work with the PC. It
uses peer-to-peer (only) connections and features a simple interface like a
'server-browser'. You register an account, after doing so you will be able to
navigate through the GameRanger servers and easily host and join one for EAW. (UDP
You do not have to start EAW before joining an online game. It will launch
automatically when the Host starts the game.
with it, it becomes so easy to set up...
KALI has better connection where European Air War seems to work flawlessly with
up to 4 players (with Dial Up 56k Modems) on IPX mode. KALI supports Virtual IPX
and has a number of individual servers where pilots can meet to get connected.
You will find that IPX connects up very quickly as compared to TCP/IP where you
have to be very patient.
Step1. Get Free Account!
Step2. Download Kali Software and Install it.
Step3. How to Chat.
A) Click "Chat Servers" folder.
B) Since a server list is displayed on a right window, double-click No.496 "WWII
(If you drag and drop No.496 "WWII Sims" to the "Preferred Servers" folder on a
left window, it is convenient at the next time.)
C) In case EAW icon is not displayed on the bottom window.
Maybe the icon is transparent (dark brown), so right-click on the icon which is
transparent (dark brown), then click "Configure" from a right-click menu.
D) Select suitable icon, then click "OK".
E) In case you can't see the message which you sent in chat window.
Click "Settings" from a "File" menu.
F) Click "Proxy" tab.
Check "Enable Special NAT/Proxy handling".
Click "OK", then reboot KALI.
Step4 How To Launch EAW.
1. Double-click EAW icon. EAW is started like an off-line.
2. Click "MULTI-PLAYER" from a game menu.
3. Click "IPX Connection For Directplay".
4. In case of a host, click "NEW" from a lower menu.
5. In case of a guest, host's game is displayed on "GAMES AVAILABLE".
Click "JOIN" from a lower menu.
Kali Setup is finished.
EAW and all other "Direct play" powered games are not supported by HL anymore.
HL needed a lot of hacky hooks to support such games already do not played by
anyone. Direct play interface is already abandoned by Microsoft itself. So only
I can do is say R.I.P. EAW - (HL Owner in Forum November 13 2015).
The stability of a multiplayer game is based mostly on the Host's
computer system; The better that computer's system specs, especially the Internet connection,
a less chance for lost packets (which create spawning errors) and
the less warping everybody else will have (from the Host freezing)
and the faster the Host's frame rate will be (smoother gameplay
overall, for everyone).
Chris Coon of the MPS EAW Team,
had done various code optimizations
throughout the exe with the official v1.2 patch, there was no real adjustment to
to DX6 itself, however he did make his main focus on the network
code for handling lag and warping by improving the utilized DirectPlay in DirectX6 a little
than the older method found in v1.0 and v1.1 to give an overall
much improved networking in v1.2.
If you use a dial-up modem, it's recommended that you turn
compression off in your Internet dialer. Recommend a 28.8 kps modem
or faster. However, Chris Coon, One of the MPS EAW Team programmers
that did the v1.0 networking said EAW was
optimized or adjusted for 33k(player) and 56k(host) modems.
is capable of Local area network play with IPX or TCP/IP protocol. Internet
play requires a true TCP/IP connection. But when used over
the internet, it has been found that it seems
impossible to get a stable connection with the maximum of 8 players. Just something
to keep In mind.
and Warping problems
reduced in v1.2, (and a respawn / framerate bug has been fixed),
Lag and Warping can still occur. So choose your multiplayer sessions
wisely; The number of planes in the air
will affect lag and warping, so if the host has a slow modem / connection
make sure (for example) that everybody picks the same plane type (or
two) to minimize the number of extra squadrons created, for both
friendly and from the enemy.
You may find that the internet connections playtime may
cause issues to with the game. However, there are several settings in the EAW.INI file that can change
the way the game handles different connection types and speeds. These settings
are considered for use by advanced users. To find the adequate values
you will need to experiment
over several multi-play testing sessions of online play.
Chris Coon (a MPS EAW Team programmer) suggested since faster
and improved internet is available (faster than dial up) today, that
the syncrates could be sped up. Knegel (a CodeGroup Programmer)
tried and tested several settings to try to avoid screen freezes on
the Host game, which results in warps on the players side. He was
trying to determine the best couple of sets of settings to use with
the maximum number of players and AI planes possible, one for games
without AI's and one for games with many AI's.
Its possible for most players/host to get stutter or jumping too when first approaching
then passing a bomber formation most likely due to the amount of
smoke particles. However it is noticed that performance is improved
on the second run, most likely cause the game loaded all the graphic
data already. He also found that warp and freezing increase when the
tail gunners start to shoot from bombers due to the high bandwidth
needed for each gunner and projectiles. Thus this may be another game problem, loading large amounts of game data,
in effect slowing things down and effecting online performance as it
He theorized while human vs human only games, that the AI update
rate is not important, therefore we can slow it down and now we
should be able to run a faster PlayerPlaneUpdateRate and maybe also
So while playing with AI's, (especially vs AI's), we
should speed up the AI_PlaneUpdateRate but slow down the
PlayerPlaneUpdateRate instead to speed up the connection. Doing it that way we
should be-able to decrease lag.
As far as I know and have read, those tests had too many factors
involved to be effective, and resulted in no improvement of gameplay
over the internet.
EAW.INI Help Document under [NETOPTIONS] for details on the
connection settings. Look for 'Update Rates' and 'More Connection
Default settings of Update Rates (for reference):
Default settings of More Connection Settings (for reference):
Sync Rate Notes:
All the above settings are meant to allow optimization to a computer speeds
and FPS performance, which can vary greatly among different users
and their machines. Apparently they're all using
the same timeframe * 1/70th a second and are intended to set each
computer's action so a regular dataflow with less problems can be
established between them. They all relate to send/receive buffers
which can vary in size depending on the used hardware and are meant
to prevent buffer overflows which will cause irregular behavior.
Below I have provided a basic description used by the game but their
true influence on the game are rather vague.
:: (speed to update the AI's behavior and position, network only)
PlayerPlaneUpdateRate :: (speed to update human behavior and
ClockSyncRate :: (base counter/FPS controlling how much time is
given to update the network)
SendTimeout :: (if dplay send call takes beyond this ms, consider
SendIncrease :: (each overflow increase sendbias by this amount)
OverflowWait :: (upon overflow, set no-send timer to this 70ths of
ExtraPacketDiscard :: (if time left till regular update < this*Sendbias,
don't send this packet)
I can't give any recommendations other
than to have the HOST be the one with the fastest connection and
speed of computer. Personally I've never changed any
of these for actual ONLINE play and haven't suffered any real
problems with the default values, but perhaps others have.
There maybe a problem that perhaps the HOST doesn't transfer
these changed values to the other players. Tweaking just one
computer in the network (preferably the HOST) just isn't going to
cut it, they all need to cope with the data in the same particular amount
of time or packets will get lost and buffers could overflow. Trial
and error seems to be the only way to get results as mentioned in a
Here are some tips for better multi-play if your having problems
with performance, some seem logical, but many people forget them,
all which helps to reduce lag:
-Software compression for your Internet connection should be OFF
when playing EAW Online (normally it is ON for Dial up modems).
-Try and adjust the settings under NETOPTIONS in EAW.INI (lower
them) when you have lag.
-Many good EAW players in the past (1998-9) where found on KALI
(less lag), popular servers: 181, 137, 154
-Turn off all Internet Bandwidth using software that you don't need
-Also turn off/unload everything you do not need (resident drivers
for a scanner for example). If low on memory.
-Lower your graphics setting in EAW while playing on-line.
-Always use 'clear' weather setting to help reduce the information
the game needs to keep track of.
-You should enable 'Allow Kali to drop packets that are out of
order' to reduce 'warping'
Read my Troubleshoot Help
Document for more help with issues during multiplayer.
This section describes some of the Multiplayer functions, features and
usage information while Flying Online.
Squadron and Flight Assignments:
You won’t be allowed to mix aircraft types within the same squadron, so if you
want to fly in the same squadron as another human player, make sure to pick the
same aircraft type. Also, note that the first person to join a session with a
particular type of aircraft will be considered the squad leader; the second will
be his wingman, the third and fourth will be the 3rd and 4th in the same flight;
the fifth will be the flight leader for the second flight, and so on... However,
if each player picks a different aircraft, each will be the squad leader of his
own squadron. (Note: see ExtraSquads below if you select a different plane than
other players, thus creating a new squad).
ExtraSquad eaw.ini setting:
ExtraSquads doesn't work online, it defaults
to 0. However if you want extra enemies during online sessions all you
have to do is fly more than one type of plane. Example: If you
fly a Spitfire and your friend flys a Typhoon the game will put
up two squads of enemies to meet you!
In other missions, the cockpit radio is simply a means of communicating requests
and commands between you and the computer pilots (and ground control). In a
multi-player mission, the cockpit radio can be used in the same fashion when
used with the AI. Human teammates do not receive the squad leader’s radio
orders-only the AI planes can be addressed with the radio menu (TAB key).
There is a separate Radio that also comes in handy as a method of chatting with
other human players—enemies and friendlies alike. Use the chat key by pressing
the tilde ~ to open the Chat menu. This gives you various options for
sending messages to the other players in the mission. Choose your recipient(s),
then type the text of your message. Press ENTER when you’re done, and the
message goes out.
In the heat of battle, it’s can be pretty difficult to type a full sentence
without getting shot down. That’s why the game includes some pre-set messages
that are available at the touch of a key. Using the menu, select the recipient(s)
of your message, then hit one of the shortcut keys ((F1 through F12), these are
the Multi-Player Chat Macros) to order attacks, regroups, retreats and so on, to the other
human players. (The MPS EAW Team left in the ability for you to personalize these
macros by editing the file "chatline.txt," found in your European
Air War main game directory.)
If Ground Control orders a squad leader to return home, for example, the squad
leader should tell the AI planes in his squadron to break it off and regroup
with the normal method ([TAB] > Squadron > Regroup), then use the chat key ([~]
by default) to tell the human players the same.
Once you get in a game, hit the grave key (¬ immediately under ESC) twice to
chat to all players or, in a sweep, hit grave and 1 to send your brilliant
tactical ideas or cries for help to wingmen only. Once you have typed the
message, hit the return key to send it. Watch you don't hit the ESC key by
mistake: that pauses the game - and not just at your end.
Note that game commands from the keyboard are deactivated while you are sending
a message so you can type without dropping flaps or shooting rockets around. If
you find the keyboard commands not responding you may be stuck in message mode.
Just hit the return key or grave key to get out.
You can send preset messages with the function keys (F1, F2 etc). There is a
file called chatline.txt in your EAW folder with some already setup but you can
replace these with your own customized messages - just edit the file with
If you have a mic and a full duplex modem you can also use voice comms such as
Roger Wilco. Being able to chat with your wingmen while you fly could be a huge
advantage but I don't like to use comms myself since they eat up some bandwidth
and can contribute to lag.
You'll see a lot of "salute!" -ing on the zone (S! for short). It's just a way
of saying hello. Also, when you shoot someone down or get shot down yourself,
it's usual to acknowledge this with an S!. Don't forget to tell your wingmen
which of you is out of the game: it's important to know if one of the enemy has
been killed or if one of your team has gone down.
The EAW community is a friendly, tolerant bunch as a rule. We're all here to
have fun and nobody wants to spoil the party. Aggressive language and insults
will leave you playing with yourself. It doesn't help that communicating by
short text messages can easily lead to misunderstandings. I wouldn't say I
haven't ever got fed up with someone and made this clear but I've usually
regretted it later.
If I join a sweep and get shot down early, I don't like to leave the game until
the fight is over - unless my house is actually burning down; even then, I'll
wait until the flames have reached my computer room. If you have been killed you
can still assist your wingman by watching the fight and giving him the odd
warning (F9 through the planes still flying).
Don't pause the game (ESC key) while you're playing. If you want to exit (ESC &
Y) try and do it briskly so you don't interupt the battle.
Normally games are played full real, daytime, and in clear weather. If you are
hosting and want to do something different, make sure you advertise that in the
Players in a squad will usually want to fly together, so try to allow for that
when you are choosing which side to take.
The host calls the shots, ie decides which type of game and which planes will be
flown. Normally, this will be advertised before launching.
Ending Multiplayer (Coop) Missions:
If your plane is destroyed, you bail out, or you are killed, you can jump into
the next available AI plane in your squadron by using the "Jump to next plane"
(ALT-J) key. ALT-J will not work if your plane is still flyable, or if there are
no AI planes remaining. (Or, if the host has "AllowRespawn= " set to 0--see
below). In any case, you can remain in the world and watch everyone else with
the view keys. Press Escape to exit.
Death During Total Mayhem:
Sooner or later, you’ll probably get shot down or forced from the
skies. If you’re playing a Total Mayhem mission, don’t panic—this
isn’t the end. You and your plane are “re-spawned”—recreated near
the area of battle—so that you can continue flying and fighting.
Total Mayhem Respawn / Repair:
If you’re able to land your aircraft and roll to a stop, your plane
will be re-spawned mid-air, damage fixed and guns reloaded, ready
for the next dogfight without having a 'loss' added to your score.
Before actually Joining a Hosted game, you may want to review some Realism
settings that are controlled by the player (The more important settings are
controlled by the Host's chosen settings), read on.
Visual Realism Player Settings:
There is the "visual" realisms settings that are selected by the individual
player. These settings are not transmitted to other players, Each player sets to
By -visual realism- I mean:
- Display units (Metric/British/default) Default is the realistic one (will
DEFAULT setting be based on
plane used then?), metric in
German planes, British in allied planes, but not that big a deal really. Using
metric gives problems in a Hurricane for instance, as it's speed
gauge don't exceed 400 I think it is. That is easily reached when using kmh.
- Use HUD (Unfortunately this isn't controlled by host. Games are much more fun
when all players decide not to use the HUD, but you have to trust the players to turn it off).
- Airspeed (IAS/TAS) The realistic is IAS, but there is advantages and
disadvantages for both.
- Altitude (Air to ground or Air to sea) The last is the realistic setting. Not so important
If you’re setting up and running the mission, you are the Host.
Hosting is not much different from joining a mission, except that
you have more control over the situation.
When Hosting, remember that your 'Flight and Combat Difficulty Settings'
are enforced on everyone who joins the mission.
following sections, these must be configured before connecting an
online session as a Host.
Flight and Combat Difficulty Settings:
When you play online, most of the Difficulty settings are determined by the Hosting
player. The Host decides all realism that has to do with the flying, gunnery and
damage. This is done through Configuration>Difficulty menu screens.
All these settings need to be set offline first. They are:
-Flight Model (easy/realistic)
-Engine Overheat (on/off)
-Structural limits (on/off)
-Realistic gunnery (on/off)
-Midair collisions (on/off)
-Limited ammo (on/off)
(Invulnerability (PlayerDamage= ) can not be selected in multiplayer.)
Display Units: Choose Metric or English - whichever you prefer now. If the
player uses Default, then they will use what ever the Host has his set too?... In
other words the player will get distances displayed sometimes in meters,
sometimes in feet - depending on the host's settings.
Note: Even though most games are played preferably using full realism settings.
There are some settings that actually destroy the feeling that you are playing a
'realistic' flight simulator. Mentioning two in
particular; Easy Gunnery and
Easy Flight Model, which turns the game into a first person shooter on wings,
Pilot Skill Level:
There are two places in European Air War that effect the skill level of the
pilot AI in multiplay;
-One in Difficulty Configuration Screen ("Enemy Skill Level"),
-One in the Multi-Player Session Parameters ("Pilot Experience").
1)First set the general Difficulty in "Enemy Skill Level". This allows you to
set the overall AI level of your opponents, and can be viewed as a ‘general’
enemy skill level setting.
2)Next modifying the specific "Pilot Experience" in the
Multi-Player Session Parameters will set the pilot
AI within the given range of the overall setting determined in Difficulty.
In Multiplayer Mission, in the interest of fairness (since chances are you’ll be
playing against other human pilots), the Multi-Player AI setting is the same
across the board (enemy and friendly AI use same skill), as your friendly planes
will likely be the enemies of your opponent.
If you want to keep AI out of the game, Set pilot skill to Expert.
Also, you may want to have the "instant action" option checked. If you don't,
the game will start on the ground at your home airfield and it will take hours
to get to enemy territory. With "instant action," you all spawn in mid-air a few
miles apart. To make sure you set Instant Action, launch a single mission
offline first and select the instant action option in mission parameters. Your
computer will remember that particular setting when you exit EAW, or leave that
Besides the above visual realism settings there are different lines that can be added to the eaw.ini
by the Host if he for instance wants to avoid AI in sweeps... or IF
there will be AI to prevent players to take control of a new plane
after they have crashed. See my EAW.INI Help Document under...
Put these under the [Network
- AllowRespawn=0 Add this if you are the host of a multiplayer coop session and want to
prevent players from jumping into a new plane after dying or
bailing out (default is 1). This option doesn't appear in the
session details screen when everyone first connects, though, so
make sure everybody understands before you launch that they only
get one plane and one life (but can still stay and watch the
action if they get shot down).
- StartOnGround=1 Put this to have everybody in a multiplayer coop session start on the
ground. (Caution: This is not fully tested, and may cause
strange results! Also, with no time acceleration or ALT-N you
will have to fly the mission in real time. EAW will try to pick
the closest bases to the target, though). While sitting on
the ground, all of the enemy plane icons will show up on the
map, but once you lift off they will disappear and you will have
to rely on ground control or your own reckoning to find them.
The mission type will be what the host selects in the
multiplayer screen for his side; the opposite side will have the
corresponding opposite mission. And as usual, players who select
the same plane type will be put in the same squadron at the same
home base. The destination target area will be what the host most
recently chose in the Single Mission Setup. Thus, to
select a specific target city as the host, prior to starting the
multiplayer session go into Single Mission, pick the same year,
plane type and mission type you'd like for multiplayer, pick a
target city, then exit out and start the multiplayer session. As
with AllowRespawn, you should make sure all participants know
they will be starting at home base instead of in the air, since
they will not see this setting in the options screen.
- NoAI=1 Set this to 1 to remove
any AI planes from human squadrons in coop sessions. Note,
however, that without AI planes you will not be able to respawn
regardless of the AllowRespawn setting.
In anything except Mayhem, you may need to make sure AI is
turned off (artificial intelligence, ie extra planes flown by
the computer). You can have AI if you like, but normally players
prefer just to have human opponents and AI can cause lag.
To get started, select Multi-Player Online from the Main menu.
(Up to eight players can battle each other or the computer).
Once you have selected Multi-Player from the Main menu, the
Connection screen appears. This is where you begin the process of
setting up or
joining a multi-player mission. The first thing you
should do here is name yourself. Click on the Player box (near the
bottom) and enter the name you want to be known by during the
The next decision you must make—by selecting the TCP/IP Protocol
option in the top box—is what type of connection you want to use.
Since you plan to join a game on the Internet, you must instruct the
game to connect to a particular Host.
To do so, go into EAW, then Multiplayer, then choose the second
of the four options, "Internet TCP/IP connection for DirectPlay". A
new dialog box will appear; type in a specific Internet address
(IP#) of the HOST (The person hosting must give you their IP number
first) when you have finished entering it, click OK.
EAW will freeze the mouse pointer briefly when it tries to establish
a connection with the host........ Read on into Joining a Mission
Joining a Mission:
........Once you’re connected as a player, the Games Available box shows you
the games you can access. (You can’t join a game that’s already
started.) The Players box shows you who is involved in whichever
game you select. When you’re ready to join, select the game you want, then click
Join. You proceed to the Session Parameters screen once the Host
launches the game. (see the next section)
Once you have
joined the EAW Lobby, you can only examine
the listed settings the Host has picked for the current game. You can not change
the realism settings at all at this point.
Remember when joining a game, that the 'Flight and Combat Difficulty
Settings' for the mission are determined by the Host of the game.
(Your default settings are not changed, but they’re overridden for
the duration of the multi-player mission.)
The type of game and planes to be flown are usually specified by the
Host. Just click the join button. Choose your plane by clicking on
Air Force and Aircraft until you have the one you want. The
Host will launch the game as soon as all players have the correct plane.
Notice the chat area: click in the lower bar to type a message
and then hit enter to send it.
Hosting a Mission:
Now that you have set most of the multiplayer related settings, what you
do now is name the game. Click on the New
Game box, then type in the name you want to give the mission.
(Consider making it a name the other players you expect to take part
will recognize easily.)
When set and working properly, the host
can start a NEW game without entering his own IP in the IP pane (the
computer will hand that over automatically), click the OK button. When that’s done
and you’re connected, click New to proceed to the Session Parameters
screen. The other players will be entering your IP address (that you
provide) to join the game.
Keep reading as the Host into the
Session Parameters section below.
Arriving at the Session Parameters screen, much of
the hard work is over. Here, the Host sets the parameters of the
game, and those joining choose their own place in the mission. If
you’re not hosting, your choices on this screen are limited, since
only the person initiating the game can control certain parameters.
If you’re the Host, you have control of the scenario.
the sections or areas the Host sets to be shared (Transmitted) with
all players. These values reside in memory. (There may be instances,
such as re-running a game that the 'Time of day and Weather' values
are being written to a players ini, its unclear exactly why, and
remained changed even after the game was over. This can cause
permission problems in Windows OS...).
The Joined Players box shows you the players who have already chosen
to join the mission and the settings they have determined—name,
nationality, and so on.
The Chat box allows you to communicate with other players before the
Let other players know what you have or going to set Difficulty at,
such as configured at full real or not. If not, make sure you let
players know. Not many people want to fly in non-full-real games.
Most games are played with weather set to
'Clear' so that those with better graphics capability don't have an
unfair advantage. However, clouds can be useful now and again - gives
somewhere to hide - but make sure everyone is ok with the weather
Note: Although the Host's .INI decides the settings in online games, the joining
players eaw.ini file will not appear to be altered by the Host game, once you
have exited the online game. However, the settings for what year, weather, time of day and such WILL
get changed, but these can be changed back when a new game is hosted online or
offline. Nothing else is
changed in it.
Change Parameters As Host:
To change any of the parameters, click on the current setting to
cycle through the options.
Choose the country you wish to fly for. This decision affects which
aircraft you can opt to pilot. Your air force also determines your
enemies and your allies--except in games of Total Mayhem, where it's
every pilot for himself.
Choose the type of plane you want to fly; your options depend on
both the time period (chosen by the host) and your air force. Your
weapons load-out is determined according to the needs of the
mission; you have no control over it.
Note: Except for Mayhem,
make sure there is only one plane type per side. More than this will
almost always lead to AI in the game. (although some games will just
workout without AI).
The host determines the scene of the hostilities. The possibilities
reflect historical battle areas of the selected time period.
The host selects the year in which the engagement will take place.
Your choice influences both the battle region and aircraft
availability for all players.
Time of Day
The host stipulates the time of day at take-off. Options include
anything from dawn all the way through nightfall, thus
determining whether the sun or darkness will be a factor in the
battle. Dusk and dawn can give some pretty skies but it's almost
impossible to see other planes in the dark. Don't do it.
The host selects the number of planes in the game. Settings include
Small, Medium, and Large. This selection is independent of the
number of players in the game; any planes without a player pilot are
controlled by the computer. The number of player pilots can never
exceed eight. If you want to keep AI out of the game, Set battle size to Small.
The host sets the experience level of the computer pilots. This not
only dictates the average skill, but also alerts potential players
before they join.
The host chooses one of the usual mission types for this operation.
All forces on the same side as the host fly this mission; the
enemies’ objective is to prevent their success. For example, if the
host selects an escort mission, the opponents find themselves flying
an intercept. The exception is a Total Mayhem mission, in which it’s
every pilot for himself, with no allegiance and no objective but to
survive and destroy.
Mayhem is every man for himself. Sweeps are
two teams fighting against each other: one axis, one allied.
Interdiction is a ground attack game where one team has to destroy a
target such as a train and the other team has to try to stop them.
Finally, intercept and escort involves one team defending a bomber
formation while the other tries to destroy the bombers. Most zone
games are either sweeps or mayhem, but you can play any type.
Mayhem is good when you're getting started. Fly around and get some
practice in - but keep watching your six! Each time you get killed
you'll spawn again with a new plane (mayhem only).
to choose mayhem if it's mayhem, or a sweep if it's a sweep etc
When you’re finished, click on Launch to begin (move on to your
briefing) or Cancel to return to the Connect screen.
Multi-player games keep a running tally of every pilot’s kills.
credit for downing enemy fighters and bombers. On the other hand,
deducted for shooting down a friendly aircraft, for crashing a
plane, and for other such bonehead maneuvers.
If you’re interested in tracking other players’ records (as well as
your own) during
play, you will see these kill tally scores are automatically written
to the screen. These scores are continually
updated throughout the game.
Final Tally Statistics:
At game’s end, you’ll no doubt want to know how well you did. That’s
point, after all. Just sit tight, and the Final Tally screen appears
(unless, of course,
you quit before the battle came to a close). The Final Tally, quite
the statistics for all players.
The overall air force winner (not listed for a Total Mayhem mission)
based on the success or failure of each side’s mission. The triumph
of an escort
mission depends on the number of bombers that made it over the
take into account both the damage inflicted on the objective and the
one’s own air casualties, while for an intercept to be a success,
you have to have
stymied your adversary. Sweeps are decided based on each side’s
An overall individual winner is recognized as well. The title Ace of
awarded to the player who, at game’s end, has the greatest number of
This recognition is bestowed independently of the air force winner.
CODEGROUP VERSION CONTENT
This document is intended to inform you of all the multiplayer
improvements found in the Code Groups Independent EAW versions. The document
refers to versions 1.28, but more prominently 1.28e and above, up to
the current of v1.60 (if the info is available). See my Multiplayer Help Document
for introductory instructions and info.
Note, Help Me! to Help
Others: This help document is in an early stage of being written,
some text could be in error. Please help me to include details or
changes if your aware of any of the newer capabilities of the newer Coded
With the CodeGroups recent packaged standalone EAW archive, you are
to using the same files as the Host or other players do. ...??I'm not too
sure how multiplayer works for newer versions regarding add-ons?? I
think they are pre packaged with the game and plane sets are loaded
Please help me fill this in with the correct info!!
These are the new sections or areas the Host sets to be shared (Transmitted) with
Read on for information on the new settings available to the Code Group's
The Code Group members have made many changes to the multiplayer code; The
Online Host player now
has the ability to choose
settings very similar to those which where previously only available in single player missions.
With these new settings the Host can (but doesn't have to) select many different
multiplayer configurations that where not selectable in stock EAWv1.2.
Most of these Host settings have to be selected before the game
starts. For example: Yours and the Enemy Homebase, the AI plane types, the target, ground/air start,
respawn on/off, Interdiction types and sizes can be set, etc....These new settings are provided on the now expanded mission parameters screen.
Once set, the Host settings get transmitted to the clients (players). These and
other settings that are transmitted to the player's game are set in memory, not
written to the player's eaw.ini file...
The default "Host settings" that the host determines are the following options
within the Pre-Briefing screen (where all players meet up). (Note: Also, in
the Code Group game, there's the ability to set Multiplayer settings in a
scripted text file that can be loaded by the
host...not much information on that, I just wanted to mention it.)...
See the list of expanded options
below. (note, these are in addition to the standard settings available to EAWv1.2
Hosts (not shown here)) Note: Many of the selections available to the Host are
not available to the other players to set:
to remove any AI planes from human squadrons in coop sessions.
Note, however, that without AI planes you will not be able to respawn
regardless of the AllowRespawn setting.
whether you can return after dying. If the host of a
multiplayer coop session and wants to prevent players from jumping into a new
plane after dying or bailing out (default is No). This option doesn't appear in
the session details screen when everyone first connects, though, so make sure
everybody understands before you launch that they only get one plane and one
life (but can still stay and watch the action if they get shot down). Remember
you need some A.I. planes to
respawn into, so set the NoAI setting to Yes. (Virtual servers can
be unstable at times, with large amounts of players in a game
you can just blow up after respawning because of the amount of lag.)
Ground started games can be with plane reserve on
the ground, with homebases in close distance, with "only friendly icons" or no
icons at all, etc.
The Target Area or Enemy Base.
On the mission parameters screen
there is a hotspot at the top which activates/de-activates multiplayer setting. The
Host uses the map to select
not just the target (Sea convoy targets also!) and the homebase, but the allied secondary base,
and the enemy primary and secondary bases. They are saved in the
“eaw.ini” file and are used when he then hosts a multiplayer game.
The Friendly Primary Homebase.
The ability of the host to select both primary and secondary bases for friendly
and enemy. This allows meaningful escorts/intercepts in real time, with fighters
from one base and bombers from another.
The Friendly Secondary Homebase. (A.I.)
The Enemy Primary Homebase.
The Enemy Secondary Homebase.
Up to Two Friendly AI plane types (only if AI´s are allowed),
determines whether your squad includes AI plane, all players will
see the same plane set.
Up to Three Enemy AI plane types.
Player Skill Level,
setting limits in-game viewing options and icon
possible views are allowed, 2. No free front/rear view, 3. No external views). ,
(In (1)Green and (2)Veteran mode ALL active planes show an icon on the map. In
(3)Ace mode only the friendly planes show an icon.)
Target Icons on/off.
Mission Time and Date,
all players will see the same season. The month,
day, hour and minute can be selected.
The times of sunset and sunrise are also displayed so that the
player or host can select an appropriate time especially to get the
nice effects at sunrise and sunset. It will provide a steadily increasing mission date with every played mission.
Can handle 12 fully automatically switching seasonal setups. Each of these
setups can include a FMDir.set, a PDir.set, a terrain, a frntline.dat,
screens and campaigns/squad files.
The Host can load a CruiseAltMP.mpf to adjust the
multiplayer cruise altitudes.
Here we have the same layout of values, but additionally we can
adjust the cruise altitude of the mission in 3000 feet steps. In the
stock v1.2 game the cruise altitude got generated on each PC in a rather static
way (much different cruise altitudes on different PC´s in the same mission
would have had strange results).
(This was added in vEAW1.60) This value (0-17) is transmitted to other players from the
This is the section from MrJelly's EAWv1.60 eaw.ini
These are all the values that are passed from the Host onto the other players
joining, and they see them on their own parameters screen. If the Host changes
any values before launching the game then the changed values are passed to the
other players. These values reside in memory. (There may be instances, such as
re-running a game that the 'Time of day, Weather and Battle size' values are
being written to a players ini, its unclear exactly why, this can cause
permission problems in Windows OS...).
The problem is that the multiplayer routines cannot access the maps in order for
the Host to select targets and bases.
(Although there is a list on the Parameters Screen, most of the time a host has
no visual reference as to the geographical locations of the targets and bases.)
came up with two solutions:
- One in which the user selects them from maps using an external program like the
mission editor (A custom tool that modifies the .MSN files) before launching the game itself...
- The second in which a user using one of our later exes can set up a single
mission and click at the top of the parameters screen and activate multiplayer
This allows the host to not only set the target and home base from the map, but
to also set the friendly secondary, enemy primary and enemy secondary bases.
These values are written into "eaw.ini" when the host exits the parameters
screen, then exits EAW and launches multiplayer.
Other code changes over the stock EAWv1.2...
This exe version "server" feature allows (Individual aircraft
allowed for up to 16 players) pilots the ability to join an already
in progress multiplayer game. It was tested with an allowed max 16
players, (but theoretically can be opened up for up to 256 players,
though its very doubtful the game would run lag free.) So now we can
play with max 16 people and we can join and leave a steady running
"mayhem" free for all (FFA) game by will. The GameRanger server guys
where able to adjust the GameRanger software to support these new
Work on a team setup, where axis planes take off from
one base and allied from an other nearby base. The player would then
be able to choose between one and the other nation and different
planes. I'm unsure if this made it into the game...
true server games where abandoned (however the FFA remained) as the
entire game was built around a Client To Client multiplayer game
engine. To do a true server exe much of the game or a great deal of
it would need to be re coded.)
Join In Progress:
Where the players can join and leave by will in
'ground started Mayhem' game;
This is very nice for Team Mayhems, cause up to 4 Home bases can be selected. The
Host determines the home bases and the available plane types.
Up to 4 Plane types can be selected, but this is done by the Host only. The advantages to this
is that when a person joins a game, it adds a bit of randomness as to your plane type
that you get to fly, thus adds just enough variety to the game increasing the
fun factor. Otherwise everyone would be picking the same aircraft or the
absolute best one every time.
This new join in progress feature is an improvement for sessions where many people
can take part at anytime. We often find that someone won't be available or ready
at the games initial start. Also if someone
wants to adjust his stick or a other personnel setup (resolution, graphic quality
etc), he now can leave the game and come back.
NOTE: Only the new "ground started mayhem" support the possibility to join a
game after it has started!! The default game possibilities remain unchanged!
Implemented is the possibility to play with seasonal setups (and up to 4
different plane sets). All players will see the same season and plane set, as
matched to the hosts settings. To achieve this the current date (and plane set
number) of the host get transmitted to the clients. Then EAW loads the related
season and plane set.
As result we can have more graphical variation and we can choose out of up to
120 planes, without the need to load something new.
You can join every running game up to the
Setup/SESSION PARAMETERS screen. Here you can chat with the people
who are flying even if you can't join. (If it is not a ground
started mayhem mission you will not be able to join), but what you can do
is post messages in chat and they appear on the playing pilots screens, so
they can reply. That means you can find out if the game will end
soon. If the game is a 'ground started Mayhem mission', you also can
fly, you hit "LAUNCH" and join the game.
Previously we had to reactivate the preflight chat after every line
we typed, so a normal chat sequence was difficult, cause often the
1st character of the message was missing, because the 1st keyboard
input reactivated the chat.
Now the chat is permanently active, until the player makes a right
mouse click. The right mouse click deactivates chat and allows the player and host to
make selections, until they press another key.
You need to land the plane on a airbase, move your plane close to a
Hangar, within 100ft radius of the center of the building, then stop the engine and enable the brakes,
a "Wait until the Guns got rearmed" message appear for a few sec´s.
After around 30 seconds a "Guns got rearmed" message appear for
another few seconds and the Guns really got rearmed.
While waiting for the guns to be rearmed, you can select a loadout
(if available for your plane-type) by pressing one of the following
keys: (The related load-out gets added to your plane and a related
message is displayed on the screen.)
F1 = "Bomb(s) loaded"
F2 = "Rockets loaded"
F3 = "Gunpods loaded"
F4 = "Extra fuel loaded" (only offline)
F5 = "Torpedo(s) loaded" (only offline)
BackSpace = "Unloaded"
If a loadout is not available the related key works like the "BackSpace"
and "Unloaded" will get displayed on screen.
"Kill Shooter" got introduced; This keeps people from spawn
killing you in online play during a ground started mayhem (multiplayer mission with endless re-spawn
from the same airbase)
might result in a vulch-party. (also works when people are landed,
damaged or are rearming).
So same like in 'Aces High' we now will get a "Kill Shooter" for
Mayhem games, to prevent spawn-kills.
It work like this:
Right after game start each players plane will display a little
"Kill Shooter on" on the bottom of the screen.
As long as this message get displayed, everybody who shoot to you
will take the damages, instead of you. As long as you fly low with
your gear down, anyone shooting at you is damaged/killed instead.
This gives you a chance to get into the air before someone can shoot
This message will disappear (Kill Shooter off), when you raise the
undercarriage, or when you reach around 2000 feet altitude (this
should be enough to start a combat).
If you want to land your plane (out of ammo or damaged), you need to
disengage in time, cause you don't get protected by the kill shooter
Once you are down and on slow speed (with or without undercarriage),
the "Kill Shooter" get enabled again.
The "kill shooter" does not protect you against rockets or bombs!!
If two planes have the "kill shooter" enabled, they can't harm each
When the "kill shooter" is enabled and your plane once roll, you
cant shoot your guns, so you cant kill someone else.
AutoClimb Working In Multiplayer:
Autoclimb "Shift A" is
Sea Convoy Targets:
Refined the target selection routine for online games.
If the host selects an interdiction, and the target is a sea convoy
then when the target list is refreshed all the targets which have a
sea convoy associated with them are displayed in black text.
What is even better is the use of an external "Convoys.dat" file
in the root folder. We have one for ETO-, and some others for
different scenarios: This makes target selection for much simpler,
and for the torpedo runs it will be particularly useful! Please note
that the target list only shows 25 targets at a time, but clicking
the down button would show the next 25 (from 26 to 50) and so on.
What we do sometimes is to set the enemy primary and secondary to
"Empty". There is enough fire from the ships to worry about on the
slow torpedo release approach, so not having to worry about enemy
fighters makes life a little easier. Of course in a game with many
players, some could be escorting and others intercepting as usual.
Some Other Important Adjustments with Multiplayer Gaming.
Multiplayer Interface Expanded:
Needed to be re-coded to make more room for more new multiplay selections.
Fake Multiplayer Host:
Fake Multiplay Hosting is something
the Code Group of programmers found that this feature was useful to
test MP routines, and was left in. What you do is select Multiplayer...TCP/IP
... and leave the IP address blank then select "NEW". You will
set up as the Host and you can experiment with the new selections
available. You can also Launch the game and you will be in the game
all by yourself, just like a single mission. The only difference is
that accelerate time does not work, and the load-out selections are
limited (exactly as they are in stock EAWv1.2). This helps with people
that have never flown online and want to learn
what to do in order to Host a game.
Adjusted Warp Correction:
This should prevent the Stall-bug, where the planes always rolled to
one direction, then they flicked back to the normal flight position.
Time Delays Adjusted:
Multiplayer time delay fixes to
allow users who cannot use stock EAWv1.2 or early Code Group
versions to fly online, they can now enjoy multiplayer sessions
again on faster connections.
The reason is that in line with the
modem speeds of the year 1999 a number of delay routines were
included in the original EAW code, to slow things down. With ADSL
and faster routers these delay routines cause connection problems in
2009, basically the game times out because nothing appears to be
happening. We have fixed the problem, and we can fly online now.
Visually Missing Bombs:
Another online feature is that
when you drop a bomb, it will no longer appear to stay on the
hardpoint. The 3DZ model will disappear now like it should.
When in Online Multiplayer mode and flying, when a player is using
the "Chat" feature, his guns won't shoot.
You can now have separate skins for the same
plane model, allowing for squads to be identified by markers. This works
in 8 and 24bit BMP, and allows you to have up to 16 differently
skinned aircraft per squadron.
AI takeoff and landing routines are improved.
Engine Visual Status:
The engine status (run or stopped)
gets transmitted, so now we can see if someone shuts down their
New "End Mission," "Quit Game," and "Pause" routines
exit and quit game routines for On-line play have been changed to
prevent a player pausing the game.
In the stock EAWv1.2 this often happened accidentally. (cause a simple push
of "esc" was enough and also "Alt + Q" paused the game for all.) It was rather
bothersome, specially if many people take part in the game as it
also causes lag and warp. This feature (Pause) has been disabled for all on-line missions.
To exit an online game/end mission the player needs to
press and hold down the ESC
for about 5 seconds. (time differs depending on the speed of your
computer) A Yes/NO Question will appear after that amount of time.
Note: EAWv1.40 the exit key was changed to Shift [ or Shift ]
To Quit the complete game, the player need to push "Alt +
Q" for around 2 sec. (time differs depending on the speed of
your computer) A Yes/NO Question will appear will appear after that
amount of time.