******

EAW1.28C-b-a-Editing

1/2010 last update
note: this document does not include 1024 1.28d , or MP_ series Mulitplayer .exe information!

12/2009 Now WIP including 1.28C - included 1.28C readme and notes
7/2009 - This is a WIP primarily for EAW 1.28b release series, and possibly later versions

document editing notes

Note; Currently this document a WIP
(Note that some of the .ini setting reflect the settings in my personal eaw.ini, currently setup for keyboard only not joystick)

last edit:

RAF_Roy 1/2010:
; added Mission Files Changes section at bottom
; documents additional runway.dat data in 1.28
; documents 1.28a and later target data change that added an additional airbase
; and that you can't mix and match files from old missions / campaigns


added for reference the Mini Patch 1.28c+ readme notes

using the readme

The development process in EAW 128 (x) series went like this, as far as the releases:

1.28
1.28a
1.28b
1.28C

--------
errata and test / bad .exes
There were various test .exe's in between and additionally a couple of the release versions at initial release had some last minute bugs that were corrected by patch and later by replacing the release .exe's with new ones within hours or maybe 1 day of initial release.
most people were aware of that at the time, and replaced the bad .exes then, hopefully destroying all copies of the bad .exes then
In case you are in any doubt of the .exe version you have simply download the release .exe again from the official release link at the SimHQ EAW Forum

Additonally there are many non-release test exes that were for use only by testers or members of the EAW code group.
If you have any of those .exes you should have the information releated to them that is not addressed here.

-----

How to use this document and the readme's:

Always readme the last version and extra notes first, and then look to previous to be aware of modifications that were or not superceded by new ones.

Where the settings of previous .exe were not abandoned or superceded, in many cases, the previous release readme should have the information about mods in it.
this document is a WIP so also you may have to look around for some info.
if you can't find the info in the present .exe section look to the previous.
For example; Many features in 1.28C , b and a were intially developed in 1.28, so you will find many basic new features of the series there if you don't find it in the 1.28C or b or a readmes or notes.

EAW1.28b Readme

EAW 1.28b Readme and additional notes added in this editing document ( a WIP)

EAW 1.28b Changes

-The new CDF pointer system got introduced

-The online CTD after all enemys are down(on escorts) got fixed.

-The groundstarted encounter groups are back.

-A AutoCombat EAW.ini entry got added. AutoCombat=1 will let the players plane fight as an AI plane,
if the player have a enemy plane target selected.

-The animation Sprites now dont need to be in the ***Wsprites.cdf.
The exe now won't miss them anymore, but will use them if they are available. This changing was needed, cause most
addon hangar screens don't use animations, but it only was possible to dissable the sprites by making a hack inside the sprite files.
Cause this hack it wasn't possible to pack these sprites into a CDF file, but this now should be possible, cause the CDF pointer system.
Example: The SPAWWSprites.CDF now can get packed without the not needed sprite files. The fitting CDF.set file will point the EAW.exe to the spaw***.CDF´s and since the spriites are not available, the exe wont use them.

-Ground battle explositions will show a water spash and no crater, if on water.

EAW 1.28a Readme

1.28a features.
European Air War Readme!




Building on the success of the EAW 1.28 patch, 1.28a provides a large list of ground-breaking additions, as well as many important bugfixes to the original game.
In many ways more has been achieved than the original 1.28 patch. We hope you get a kick out of it!


INSTALLING EAW PATCH 1.28a

Two patches are available for download. One is to upgrade from 1.28 and a larger one for upgrade from the standard 1.2 setup.
1. Backup your eaw.ini file before installation, so that you can carefully copy back in your joystick/view settings.
2. Whichever patch you use, save the patch file into the EAW game folder you wish to upgrade (a clean setup with no addons is best) and double click on it to start the installation.
3 Confirm the folder as being the one you wish to upgrade and continue to install the patch. Please be aware that the installation will overwrite nearly all of the original files.
4. Delete the old eaw.ini file (if there is one), so that a new one is created with the new entries, the first time you start the game.


MULTIPLAYER


· The most important change has been vastly improved stability allowing up to 16 human pilots (including for 16 player ingame chat, including about nearly 100 AI planes depending on your connection speed.

· 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.

· Some fixes regarding the online briefing:
1. If "Mayhem" is selected, no AI planes will get displayed anymore.
2. If "Mayhem" is selected, "starting point" "high altitude" and "low altitude" get displayed.
3. Mayhems wont show "respawn" and "No Ai´s" anymore.

· In Green and Veteran mode ALL active planes show an icon on the map. In Ace mode only the friendly planes show an icon.

· The engine status (run or stopped) gets transmitted, so now we can see if someone shuts down their engine.

· The "Host Sound Bug", where the host player could not hear bullets hitting his plane, is fixed.

· The multiplayer debriefing screen now works for all known card/driver combinations, including glide users.

· Autoclimb "Shift A" is available (see description below).


GRAPHICS

· Multi Skins are now possible for all plane squadrons. Some skinpacks are already available for both D3D (24 bit) and Glide users (8 bit).

· A Flaps action code got added so that flaps (including diveflaps if fitted) can graphically deploy and retract, if the plane model has been built to include this feature.

· Ground battle explosions introduced near frontline (see ini entries)

· Fully Transparent Airfields are possible

· Transparent ground object shadows implemented

· Usable Carriers

· Frontline Tmod graphics got implemented

· Frontline people sprites got implemented

· One gunsight reticule per plane slot got implemented

· Terrain shimmering got partially fixed (thanks Allen)

· Keibins Horizon 5 got implemented as default.

· The 109E4 cockpit fix got implemented (propeller position and more smooth propeller graphic).

NEW EAW.INI ENTRIES

KeyboardLanguge=0 (English default)
KeyboardLanguge=1 (German)
KeyboardLanguge=2 (French)
KeyboardLanguge=3 (Spanish)
KeyboardLanguge=4 (Italian)

BirdSeed=0, no birds will spawn anymore, otherwise range is 1 to 5
FlakAccuracy=2
FlakRof=2
KeyboardLanguage=0
OldDamage=0, 1= a more EAW1.2 compatible bullet damage calculation gets used and the default EAW1.2 engine overheat system. Good backward compatibility for old campaigns etc.
GroundBattle=1, 0 is No ground battle, 9 is max action, explosion activity on the ground when you are close to the frontline. So good just to watch!
EnemyEncounter=100, 0 = no encounter, 512 = max probability.
This influences the encounter probability, related to the radar.
FriendlyEncounter=100
ComputedGunsight=1, 0= fixed gunsight (see Below)
FIRE ALL GUNS=Joystick_Btn_1
FIRE ADDITIONAL GUNS=S
ADDITIONAL GUNS BUTTON SWAP=SHIFT S
ADDITIONAL GUNS ON/OFF=Z
FIRE PRIMARY GUNS=X
FIRE SECONDARY GUNS=C

GAMEPLAY ADDITIONS

· Working torpedoes (including wakes) are now a loadout option in single missions, and are loaded if bombs are chosen for a online "Ship" interdiction mission. The AI can use then successfully also.

· Minor changes to Flight Models, including the Fw109A and Spitfire IXc modelling better performance more correct for the mid 1943 time period.

· Every plane can have ONE gunpod option, selectable from the loadout screen.

· The Ai defensive and offensive maneuver routines got rewritten.
The AI´s shoot better if under G forces now.

· AI planes will 'follow' moving ground targets when doing interdict missions.

· Time acceleration now goes in smaller steps upward: 2,4,8,12,16,20,24,28,32,36 to max 40, this decreases the probability of crashing by accident.

· A new engine burn sequence got included. Engines can be destroyed now without fire, but they also can burn forever.

· The pilot will burn (die), if a single engined plane doesn't stop burning. Try a high speed dive to put out the fire!

· The stall routine got adjusted so planes can spin in both directions.

· Full flaps only are selectable for the all Spitfire planes, as is historically correct.

· Ordnance weight remains correct during flight. If you fire your guns the weight of bullets is reduced correctly. If you drop a bomb the weight and drag of the bomb rack remains.

· Now when using "Control G", in addition to fps the current plane weight (in lb and kg) and the IAS speed (in km/h and mph) gets displayed.
This is very useful for testing. You can see the weight of the loadout, of racks, of the used fuel and you can see the weight reduction when you shoot the guns.

· The ability to fly from or land on carriers with a flight deck 60 feet high, set as airfields anywhere on a water tile. AI routines were adjusted to allow AI to takeoff or land on carriers.

· The ability to fly from or land on water in seaplanes.

· Control of head movement position in snapviews for each plane by values in 30 "vc_offset_**.mpf" files inside the savedata folder. An editor, EAWMUtilityV2.exe is included to allow people to edit them to there personal preference.

· In single missions and carrier mode random encounters, planes which spawn from airfields as you are on the way to a target. "Scramble encounter groups" now only will appear if we fly below 12000 feet. Friendly groundstarted encounter groups are also possible. Radar related encounter groups appear mainly in the air, rather big distances from their homebase. Airfield related encounters appear only if you get rather close to an enemy base in rather low altitude.

· Overheat routine changed so air cooled engines can smoke when damaged without overheat, until the oil is empty.

· Aircooled engines will cool down slower and heat up faster at slower speeds.

· An engine 'rated altitude' got introduced for all planes. Above this altitude, the engines almost dont overheat.

· German single mission Intercepts and allied escorts are now possible in 1940, if a allied 1940-bombers is present(not by default).

· Autoclimb "Shift A" is available (online).

· The Autoclimb is available offline as well, by selecting "Autopilot" two times. This feature puts the plane into a sustained climb that accounts for engine temperature and power changes.

· We have 4 steps zoom now. If you push snapview forward (usually hat switch), the pilot will move rearward. This offers the sight to the gauges and around the frames. If zoomed in, we have also a Y offset, so although zoomed in, the pilot dont sit that close to the gunsight. This is a perfect attack view.

· The bail out routine got disabled if the plane is below 30 feet alt!

· Padlock used to be disabled when the plane stalled, now it only will get disabled when the plane spins.

· If we land and bail out, we will see the pilot running away and we don't count as being dead.

· Squads can have 16 planes while doing interdict and bomb mission.

· The undercarriage will extend only one more time after the hydraulic got damaged. This will happen without sound as there is no power used! Then it wont retract!

· The possibility to add 5 additional map tiles got introduced.

· The max number of runways got increased to 32

· Close to the frontline, the ground objects (tanks, people etc) can be side specific (eg. German, Allied) if the right TMmod numbering is used.

· Landing gear is more delicate and craters are real so be careful on bombed runways.

· A "computed gunsight" gets triggered by an planes.dat value and additionally the user can disable it with the EAW.ini value.
The "gyro" gunsight only works in "gunsight mode"(1st step zoom).
It gets adjusted to the movements of the currently toggled target (icon), otherwise to the closest target.
The gunsight adjusts the reticule in relation to your own and the targets G-force. So it won't work as well if your plane has a different bank angle than your opponent.
The gunsight currently got activated only for the P51D, P47D, Me262A, Bf109K, FW190D9, Spit14 and TempestV.

· The take off style gets triggered by the runway type.
RW_CARRIER = carrier take off
RW_GASS = WWI take off
RW_CONCRETE + RW_STEELMAT = normal take off
Bombers and multi engined planes always use the normal take off (if not RW_CARRIER)
The current frontline gets displayed in multiplayer or single mission briefing and inflight maps.

· The fuel weight/Volume display calculation got adjusted. British planes now use "Gallon UK", US planes "Gallon US" (like before), while for German planes the calculation show the right Litres to the weight now.

· An external "Year.dat" got introduced. The "Year.dat" entrys get displayed on the briefing screens(black chalkboard background) and in the logbook.
Other years need to get changed with help of the dnames.str and sq****,dat´s.


New "gun selection/fire" system

We don’t need to switch through different, in most cases not needed, gun setups anymore, instead we can have up to three “fire buttons”, as was normal in real planes.
For people who want to shoot all guns with one and the same button, “FIRE ALL (selected) GUNS” remain, but additionally we can “FIRE SECONDARY GUNS” with an additional button and we can “FIRE PRIMARY GUNS” with another button.
Further more we can toggle “ADDITIONAL GUNS ON/OFF”. Additional guns count as all guns that are not in the 1st or 2nd gun slot. For example the gun pods of the Bf 109G6 and the outer wing guns of the FW190A4 are additional guns.
By default the additional guns are a part of the “secondary gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”. Though, if the additional guns are “toggled off”, they wont shoot with the other guns.
Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAP”. If this button gets pushed, the “ADDITIONAL GUNS ON/OFF” gets to be the “FIRE ADDITIONAL GUNS” button.
Now we have three separated fire buttons. This is needed when the additional guns don’t shoot to the same direction like all other guns. This is the case for “Schäge Musik” guns (German night fighters), for straight rearward firing guns (some German planes had this) and for some ground attack guns, adjusted to shoot downward.
For all these cases it doesn’t make sense to shoot the guns together with the “normal” forward shooting guns.

This example is for a historically correct German gun selection setup:
FIRE PRIMARY GUNS=Joystick_Btn_1
FIRE SECONDARY GUNS = Joystick_Btn (stick grip top front left)
ADDITIONAL GUNS ON/OFF= Joystick_Btn (stick grip top rear left)
ADDITIONAL GUNS BUTTON SWAP=SPACE after this got used “Joystick_Btn (stick grip top rear left)” will act as “FIRE ADDITIONAL GUNS”.


BUGFIXES
· The "Host Sound Bug" (See above in Multiplayer section).

· AI speed when using IAS on the HUD is now correct.

· The gun ground attack routine got fixed (strafing planes almost never used guns while making ground attacks).

· Turrets will work on all convoy ships.

· The regroup order while escorting missions got fixed (if there is a 2nd escorting group, it now won’t return to base).

· The strange "nose down" movement below 100 feet altitude (when HUD turns red) got disabled. Big bombers had real problems, now they are able to land better.

· Mr.Jelly’s 7217 fix got added by default. This cures many instants of this type of error. The code Group is still researching the ultimate fix for this problem.



Download links:

Multiskin folders for use with the OAWSelectV128V7OL.exe filemanager.

These are all self extracting archives which should be downloaded to and run in the OAW128 folder.
The skins are in a “Skinfolder” and when extracted they should be allowed to merge with the existing “Skinfolder”.

24 bit multiskins (for D3D)


http://www.users.on.net/pam_biddell/24BitMS/109E.exe

http://www.users.on.net/pam_biddell/24BitMS/109G.exe

http://www.users.on.net/pam_biddell/24BitMS/110C.exe

http://www.users.on.net/pam_biddell/24BitMS/190A.exe

http://www.users.on.net/pam_biddell/24BitMS/190D.exe

http://www.users.on.net/pam_biddell/24BitMS/Hurricane1.exe

http://www.users.on.net/pam_biddell/24BitMS/Spit1a.exe


8 bit Multiskins (for Glide)

http://www.users.on.net/pam_biddell/8BitMS/190DGlide.exe

http://www.users.on.net/pam_biddell/8BitMS/109EGlide.exe

http://www.users.on.net/pam_biddell/8BitMS/110Cglide.exe

http://www.users.on.net/pam_biddell/8BitMS/HurriGlide.exe

http://www.users.on.net/pam_biddell/8BitMS/Spit1aGlide.exe

The OAW128 installer

http://www.users.on.net/pam_biddell/OAW128V7.exe

When you download it put it in your EAW directory (or make a "test" one for practice) and run it.
It will create four items
The "JelsVB6Runtimes" folder
background
newpic
OAWSelectV128V7OL.exe

Very Important:
If you have not installed any of my software such as previous versions of OAW you will need to install the Visual Basic 6 runtime files. If this is the case open the "JelsVB6Runtimes" folder and double click "setup.exe", and then basically say "Yes" to everything.

Once the runtime files are installed (or were previously installed) you can then set up the OAWSelector:
Do this by double clicking the "OAWSelectV128V7OL.exe"
It will launch- exit after it does, and note that it will have created some more folders:

OAW128
Music (if not already there)
Savedata (if not already there)

These folders are created if not present. From now on double clicking the "OAWSelectV128V7OL.exe" will launch the filemanager.

Next:

Open the "OAW128" folder, inside it there will be a "Skinfolder" and you are now ready to add the multiskins to it.



HELPFUL HINTS FOR EAW PLAYERS

If you have the white mouse cursor (immovable) staying in the center of screen, it can usually be fixed by:
1. Launching via OAW
2. Right clicking on the eaw.exe in windows explorer) and selecting "open", instead of double-clicking it.



With all the online / offline possibilities, it would be pleasing to see a resurgence in the game's popularity.

Enjoy!

The EAW Code Group.



(((Note; the fyi EAW 1.28 readme moved to own node for this EAW1.28C-b-a-Editing document))

fyi EAW 1.28 Readme

FYI the 1.28 release version Readme



The Code Group is proud to release patch 1.28 and trusts online and offline players will enjoy the new possibilities it offers.



INSTALLING EAW PATCH 1.28

We recommend placing the patch into the EAW root directory and installing it from there.

So that players may still enjoy the thousands of EAW models and many game scenarios available, this patch is designed to work with most older EAW versions once it is installed.

The CDFs and d3d.dll files created in the install must be used. They are backward compatible, and also contain new files and routines which the new exe needs.



FEATURES OF THE NEW EXE

Some you will only find in gameplay:

Updated Flight / Damage modelling for the 30 default planes utilising the new exe's improved gun damage routines. This corrects the relationship between small mgs and medium mgs/cannons
Gun convergence set at historical ranges
Gunsight reticule size adjustable from ini value
Dust on the runways
F9 view available almost down to ground level
Extended field of view in 1024 x 768 mode
"Players Skill" set in Configure Game/Difficulty/Combat now limits viewing options and icon range (also see Difficulty in multiplayer section below). "Realistic Gunnery" amended, and now the only difference is the bullet damage gets increased by a factor of 1.5 when "off"
New individual sounds for each aircraft, with added Doppler effect and an increase in volume during dives
Separate sound ini's and related "Sounds" folder
Glaring sun including nicer sunsets, great for hiding planes in no icons games!
Improved, more aggressive AI behaviour, and Escorts that really escort!
Damaged flight controls (with explosions) will increase drag, but are still partially effective
Falling debris from cannon hits on aircraft
Destroyable tailgunners in bombers
New engine temperature handling
Combat flaps for most fighters
New take-off and landing routines, be careful with that rudder or the undercarriage will break!
New aircraft parking routines
New explosions, dustclouds and craters
Ground object damagemodel updated and ground vehicles (train, trucks etc) resized
Moving ship convoys
Wrecks for crashed plane
Fixed load-outs
Improved cockpits on some aircraft including nicer rearview graphics
Bullet smoke trails
Gun flashes from muzzles, visible from inside/outside cockpit
Improved contrails with adjusted appearance altitude
Adjusted altitude bands for missions
Frames Per Second now printed on screen with "Ctrl G"
Accelerated time even close to the enemy is possible
Up to 255 TMods (objects types) are available there are allied and axis vehicles and trains
Improved AAA, be careful around enemy airfields!
More people on the ground and birds in the air
Baled pilots become 3D Parachutists with corrected decent rate
Night fighters get a form of radar during night missions on Ace setting
Four engined bombers are flyable from groundstarts, and individual engines can be started or stopped
"Bomber stream" night bomber formations
Correct pre-decimal currency in UK/US leave passes
Alternative Quickstart missions available with ini toggle
Ability to make fighter sweeps over friendly territory
Giant shadows bug that appeared at low levels is fixed
Fully ungarbled cockpit fix
Many bugfixes to the default game
...and probably some more that we have forgotten about.



Others are obvious from the outset:

A two aircraft selection screen option, Axis and Allied, with the colour of the text being changed by left-clicking at the bottom of the screen and selecting from the popup colour palette
Any flyable plane except for the V1 is listed for selection in single missions
Interdiction missions allow you to select the type of convoy and the size

There are a number of improvements to multiplayer:

The host can set the target, friendly and enemy bases, types of AI planes, whether you respawn after dying, whether your squad includes AI plane, and several other things
The "Difficulty" setting limits ingame viewing options and icon range
Interdiction types and sizes can be set, as in single mission mode
Multiplayer settings can be created in a text file and loaded by the host



NEW INI FILE ADJUSTABLE ENTRIES

Under "EAW" section

"HudFontSize=0" Toggles the HUD Font Bold, to improve legibility at high resolutions "0" is off, "1" is on
"GunSightSize=1024" Sets the Gunsight Reticule size. Valid values range from 800 to 2100. Note: "1550" is the maximum that fits nicely on the current Spitfire gunsight. Using this value, the wingtips of a fighter fit into the circle at a range of about 150 yards.
"OldStyle=0" "0" activates the new 2 screen plane selection option, "1" selects the original 3 screen layout
"ColourAxis=10" default colour of text on new Axis plane selection screen
"ColourAllied=3" default colour of text on new Axis plane selection screen
"BirdSeed=5" a value 1 (more) to 5 (less), to change the occurrence of birds ingame
"QuickVersion=0" default Quickstart (random mission type)
"QuickVersion=1" very small battle size + random mission type.
"QuickVersion=2" very small battle size + last selected mission type (single mission setup)
"QuickVersion=3" very small battle size + Figthersweep
"QuickVersion=4" very small battle size + Escort
With QuickVersion > 0 Bombers only will get interdicts

Under "Netoption" section (also adjustable from Online prebriefing screen)

"StartOnGround=0" Multiplayer mission option, "0" = airstart, "1" = groundstart
"NoAI=0" Multiplayer mission option, "0" = with AI in your squadron, "1" = no AIs
"AllowRespawn=1" Multiplayer mission option, "0" = No automatic respawn, "1" = Allow Respawn



IMPORTANT CONSIDERATIONS FOR MODDERS

Data Tables:
External TMod tables can be made and saved in a "TMod.dat" file
External ship convoy waypoint tables can be made and saved in a "convoys.dat" file
External formation tables can be made and saved in a "Frmation.dat" file

These files can be made by editors.
If any of them are present in the EAW folder the new exe will use the file in preference to the built-in table.

Some subtle things:

To solve a frontline problem in FAW we discovered that the exe uses a particular "TCode" as a reference to determine the friendly and enemy sides of the frontline.
Previously we thought it was based on the Capitals set in campaign files.
If the value is contained in a file named "CapSet.dat" in the EAW folder it will be used in preference to the one hard coded in the exe.

Previously unused values in "Planes.dat" can now be utilised, and a plane can be set as a seaplane, do a carrier landing, or have a fixed undercarriage.
There are some other possibilities where several different nationalities can be displayed when read from an external file, in preference to the standard ones.

CAUTION
While most existing addon mods should be compatible with this patch, some mods e.g. Flight models, will disable some features and produce minor gameplay problems. The normal rules apply about online compatibility.



PLEASE NOTE

This is intended as a brief outline. Contact any of us via SimHQ if you need to know more.



DISCLAIMER A necessary evil these days

We accept no liability for any damage this might do to your system. By installing this patch you accept full liability for installing this to your own computer and do so at your own risk. Having said this, it has been fully play tested with no resulting problems on our computers.



CREDITS

This patch was made by the cooperative efforts of the EAW Code Group, ably assisted by a dedicated bunch of testers. Thanks to everyone involved.
We hope you enjoy it!

1.28b features

Building on the success of the EAW 1.28 patch, the 1.28b patch provides a large list of ground-breaking additions, as well as many important bugfixes to the original game.
In many ways more has been achieved than the original 1.28 patch. We hope you get a kick out of it!

Getting the 1.2b Patch

The 1.28b patch is available from Here:

http://www.users.on.net/pam_biddell/128Ato128B.exe

size is < 1MB

INSTALLING EAW PATCH 1.28b

Before using the 1.28b patch you must have the 1.28a patch installed!

INSTALLING EAW PATCH 1.28a

INSTALLING EAW PATCH 1.28a

Two patches are available for download. One is to upgrade from 1.28 and a larger one for upgrade from the standard 1.2 setup.
1. Backup your eaw.ini file before installation, so that you can carefully copy back in your joystick/view settings.
2. Whichever patch you use, save the patch file into the EAW game folder you wish to upgrade (a clean setup with no addons is best) and double click on it to start the installation.
3 Confirm the folder as being the one you wish to upgrade and continue to install the patch. Please be aware that the installation will overwrite nearly all of the original files.
4. Delete the old eaw.ini file (if there is one), so that a new one is created with the new entries, the first time you start the game.

MULTIPLAYER

The most important change has been vastly improved stability allowing up to 16 human pilots (including for 16 player ingame chat, including about nearly 100 AI planes depending on your connection speed.

· 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.

· Some fixes regarding the online briefing:
1. If "Mayhem" is selected, no AI planes will get displayed anymore.
2. If "Mayhem" is selected, "starting point" "high altitude" and "low altitude" get displayed.
3. Mayhems wont show "respawn" and "No Ai´s" anymore.

· In Green and Veteran mode ALL active planes show an icon on the map. In Ace mode only the friendly planes show an icon.

· The engine status (run or stopped) gets transmitted, so now we can see if someone shuts down their engine.

· The "Host Sound Bug", where the host player could not hear bullets hitting his plane, is fixed.

· The multiplayer debriefing screen now works for all known card/driver combinations, including glide users.

· Autoclimb "Shift A" is available (see description below).

· AutoCombat EAW.ini entry got added. AutoCombat=1 will let the player's plane fight as an AI plane,
if the player has a enemy plane target selected.

GRAPHICS

GRAPHICS

· Multi Skins are now possible for all plane squadrons. Some skinpacks are already available for both D3D (24 bit) and Glide users (8 bit).

· A Flaps action code got added so that flaps (including diveflaps if fitted) can graphically deploy and retract, if the plane model has been built to include this feature.

· Ground battle explosions introduced near frontline (see ini entries)

· Fully Transparent Airfields are possible

· Transparent ground object shadows implemented

· Usable Carriers

· Frontline Tmod graphics got implemented

· Frontline people sprites got implemented

· One gunsight reticule per plane slot got implemented

· Terrain shimmering got partially fixed (thanks Allen)

· Keibins Horizon 5 got implemented as default.

· The 109E4 cockpit fix got implemented (propeller position and more smooth propeller graphic).

24 Bit In-Game Environment

All the textures used by the game, except for screens can be painted in 24bit colour. Tmods need to have a full set for a particular model, which is normally 4 textures, in 24bit BMP format. For tiles to work you'll need a full set of BN and LR tiles. Airfield, sky, and horizon textures, likewise can be replaced in 24bit. This is all thanks to Allen, who got this mod working in the exe.


The 24 bit only works in D3D and not in the Glide wrapper. If you fly with Glide, EAW 1.28+ does not read the bmp. Because modern video cards (above my 7600GS) may not read the colors properly, 24 bit support was not enabled in Glide rendering for 1.28b. It has never been avalilable in Glide mode in a release build.


All you need to do is make a exactly same set of textures for a particular Tmod, as you would make for a standard 8bit PCX/TPC.

That would be;
Grnd**.BMP
Grnd**s.BMP
Grndd**d.BMP
Grnd**ds.BMP

Just make sure you save the textures as 24bit colour, OS/2 BMP. File size will be 192kb for a standard 256x256 texture.

This only works with 1.28a/b exe's.

note: your new files use just .BMP extention - not the old extensions like .tpc, .ter ,etc.

EAW.ini Settings

EAW.INI ENTRIES setup various controls of the game
The EAW.ini is created in the EAW folder, it is not stored elsewhere on your PC*

The EAW.ini is originally created by the EAW.ini at first running of the EAW.exe program and thereafter if it exists is used to read or store new settings for the game.

Always have a back-up copy your EAW.ini saved somewhere!

Most settings can also be reset within EAW program by the Game Configuration screens which will automatically store the values in the EAW.ini overwriting the old settings for that particular configuration change

If you already have run one version of EAW and EAW.ini created and Patch or run a new version of the game, the EAW.exe may attempt to either read or rewite new values it uses into the existing EAW.ini - some versions might overwrite the old EAW.ini entirely , or just parts of it -
This can cause incompatiblities so the best way to avoid problems is to back up your EAW.iniI prior to patching / running a new version.
or loosing your customized settings for the optional keyboard / joystick buttons settings

A completely new EAW.ini can be recreated by simply removing the EAW.ini from the EAW Folder and the game will recreate it with the default values (or of the EAW.exe used) the next time you run EAW
(The exception to this was the old original EAW 1.2 patch for EAW 1.1 which required you run EAW once to create the EAW.ini before patching to 1.2)

Note: in EAW Community Lingo: ".ini" (pronounced in ' e) = EAW.ini


*(Well except in the case of Vista or OS's that may use virtual file pointers or folders)


NEW EAW.INI ENTRIES

KeyboardLanguge=0 (English default)
KeyboardLanguge=1 (German)
KeyboardLanguge=2 (French)
KeyboardLanguge=3 (Spanish)
KeyboardLanguge=4 (Italian)

BirdSeed=0, no birds will spawn anymore, otherwise range is 1 to 5
FlakAccuracy=2
FlakRof=2
KeyboardLanguage=0
OldDamage=0, 1= a more EAW1.2 compatible bullet damage calculation gets used and the default EAW1.2 engine overheat system. Good backward compatibility for old campaigns etc.
GroundBattle=1, 0 is No ground battle, 9 is max action, explosion activity on the ground when you are close to the frontline. So good just to watch!
EnemyEncounter=100, 0 = no encounter, 512 = max probability.
This influences the encounter probability, related to the radar.
FriendlyEncounter=100
ComputedGunsight=1, 0= fixed gunsight (see Below)
FIRE ALL GUNS=Joystick_Btn_1
FIRE ADDITIONAL GUNS=S
ADDITIONAL GUNS BUTTON SWAP=SHIFT S
ADDITIONAL GUNS ON/OFF=Z
FIRE PRIMARY GUNS=X
FIRE SECONDARY GUNS=C

· Entire 1.28b EAW.ini
[GRAPHICS]
TestDrawPrimitive=0
DisplayDevice=2
PlaneDetail=2
TerrainDetail=1
CloudDetail=2
EffectsDetail=2
HorizonDistance=2
Shadow=1
ExternalStores=1
LensFlare=1
LightSourcing=1
VirtualCockpitGauge=1
CockpitShake=1
VirtualCockpitProp=1
3dCityTargets=1
Gamma Value=128
Width=1024
Height=768
[EAW]
KeyboardLanguage=0
FlakAccuracy=2
FlakRof=2
HudFontSize=0
GunSightSize=1024
OldStyle=0
GroundBattle=1
OldDamage=0
ComputedGunsight=1
ExtraSquads=0
EnemyEncounter=0
FriendlyEncounter=0
ColourAxis=3
ColourAllied=3
BirdSeed=5
QuickVersion=0
PlayIntro=1
PlayerPlane=27
PlayerNation=0
LastCampaign=3
PlayerPilotName=PLAYERx
PlayerRank=0
GameName=PLAYERx_GAME
AutoCombat=1
[DIFFICULTY]
SkillLevel=1
FlightModel=1
Landing=0
Stalls=0
Torque=0
Overheat=0
Blackout=0
StructrualLimit=0
Wind=0
RealisticGunnery=0
LimitedAmmo=0
MidAirCollision=0
PlayerDamage=1
DisplayUnit=2
DisplayHUD=1
IndicatedAirSpeed=0
PressureAltitude=0
[DISPLAY]
HudColor_Red_R=250
HudColor_Red_G=0
HudColor_Red_B=0
HudColor_Blue_R=0
HudColor_Blue_G=0
HudColor_Blue_B=250
HudColor_Green_R=64
HudColor_Green_G=255
HudColor_Green_B=64
HudColor_Yellow_R=255
HudColor_Yellow_G=255
HudColor_Yellow_B=0
HudColor_LtBlue_R=0
HudColor_LtBlue_G=250
HudColor_LtBlue_B=250
HudColor_Violet_R=128
HudColor_Violet_G=0
HudColor_Violet_B=250
HudColor_Orange_R=250
HudColor_Orange_G=128
HudColor_Orange_B=0
HudColor_Pink_R=250
HudColor_Pink_G=0
HudColor_Pink_B=250
HudColor_White_R=250
HudColor_White_G=250
HudColor_White_B=250
HudColor_DkGray_R=55
HudColor_DkGray_G=55
HudColor_DkGray_B=55
DisplayInfoSetting=255
[SOUND]
SoundQuality=1
SoundChannel=16
SoundDist=2
SoundVolume=53247
EngineVolume=49151
ExternalVolume=45055
MusicVolume=40959
SpeechVolume=61439
ReverseStereo=0
Subtitles=1
[CONTROLS]
Force Feedback=0
Force Feedback Gain=7500
Flight Sensitivity=1.000000
Camera Sensitivity=5.000000
Swap Mouse X=0
Swap Mouse Y=0
Windows Joystick=1
JoystickDeadZone=4
[CAMPAIGN]
CampaignDifficulty=1
CampaignLength=0
CampaignLimitAicraft=0
CampaignLimitSupply=0
[Media]
Video Playback=0
[NETOPTION]
AI_PlaneUpdateRate=350
PlayerPlaneUpdateRate=35
ClockSyncRate=140
Sleep=400
[Miscellaneous]
Debug Flags=0
[Remappable Keys]
FLIGHT CONTROL=
CAMERA CONTROL=Mouse
RUDDER CONTROL=
THROTTLE CONTROL=
FRONT VIEW=F1
RIGHT FRONT VIEW=F2
RIGHT VIEW=F3
RIGHT REAR VIEW=F4
LEFT FRONT VIEW=F7
LEFT VIEW=F6
LEFT REAR VIEW=F5
UP FRONT VIEW=SHIFT F1
UP RIGHT FRONT VIEW=SHIFT F2
UP RIGHT VIEW=SHIFT F3
UP RIGHT REAR VIEW=SHIFT F4
UP LEFT FRONT VIEW=SHIFT F7
UP LEFT VIEW=SHIFT F6
UP LEFT REAR VIEW=SHIFT F5
INSTRUMENT VIEW=CTRL F1
INSTRUMENT LABEL=ALT F1
SNAPVIEW FRONT=NUMPAD8
SNAPVIEW RIGHT FRONT=NUMPAD9
SNAPVIEW RIGHT=NUMPAD6
SNAPVIEW RIGHT REAR=NUMPAD3
SNAPVIEW LEFT FRONT=NUMPAD7
SNAPVIEW LEFT=NUMPAD4
SNAPVIEW LEFT REAR=NUMPAD1
SNAPVIEW UP=NUMPAD5
SNAPVIEW REAR=NUMPAD2
SNAPVIEW INSTRUMENT=NUMPAD0
VIRTUAL COCKPIT VIEW=F8
PADLOCK CURRENT TARGET=MULTIPLY
PADLOCK CLOSEST TO CENTER=DIVIDE
COCKPIT ON/OFF=DECIMAL
CHASE VIEW=SHIFT F8
FLY-BY VIEW=CTRL F8
TRACK VIEW - NEXT PLANE=F9
TRACK VIEW - PREVIOUS PLANE=SHIFT F9
TARGET VIEW=F10
PLAYER-TO-TARGET VIEW=SHIFT F10
TARGET-TO-PLAYER VIEW=CTRL F10
BOMB VIEW=F11
PLAYER-TO-BOMB VIEW=SHIFT F11
BOMB-TO-PLAYER VIEW=CTRL F11
ACTION VIEW=F12
DOGFIGHT VIEW=SHIFT F12
FREE CAMERA VIEW=CTRL F12
ZOOM BUTTON=Mouse_Btn_1
ZOOM IN=ADD
ZOOM OUT=SUBTRACT
PAN CAMERA UP=U
PAN CAMERA DOWN=N
PAN CAMERA RIGHT=J
PAN CAMERA LEFT=H
CAMERA RESET=Mouse_Btn_2
STICK BACK=DOWN
STICK FORWARD=UP
STICK RIGHT=RIGHT
STICK LEFT=LEFT
RUDDER RIGHT=COMMA
RUDDER LEFT=SLASH
RUDDER CENTER=PERIOD
RUDDER FULL RIGHT=SHIFT COMMA
RUDDER FULL LEFT=SHIFT SLASH
START ENGINE 1=CTRL 1
START ENGINE 2=CTRL 2
START ENGINE 3=CTRL 3
START ENGINE 4=CTRL 4
THROTTLE UP=EQUALS
THROTTLE DOWN=MINUS
THROTTLE 0=SHIFT MINUS
THROTTLE 10%=1
THROTTLE 20%=2
THROTTLE 30%=3
THROTTLE 40%=4
THROTTLE 50%=5
THROTTLE 60%=6
THROTTLE 70%=7
THROTTLE 80%=8
THROTTLE 90%=9
THROTTLE 100%=SHIFT EQUALS
THROTTLE ENGINE 1 DOWN=SEMICOLON
THROTTLE ENGINE 2 DOWN=APOSTROPHE
FLAPS UP=SHIFT F
FLAPS DOWN=F
WHEEL BRAKES ON/OFF=B
LANDING GEARS UP/DOWN=G
COCKPIT LAMP ON/OFF=L
FIRE ALL GUNS=SPACE
FIRE ADDITIONAL GUNS=S
ADDITIONAL GUNS BUTTON SWAP=SHIFT S
ADDITIONAL GUNS ON/OFF=Z
FIRE PRIMARY GUNS=X
FIRE SECONDARY GUNS=C
DISPLAY SELECTED GUNS=CTRL S
FIRE SELECTED WEAPONS=RETURN
SELECT BOMBS=W
SELECT ROCKETS=R
RELEASE DROP TANKS=SHIFT D
TARGET NEXT ENEMY=T
TARGET PREVIOUS ENEMY=SHIFT T
TARGET CLOSEST ENEMY=CTRL T
TARGET NEXT FRIENDLY=Y
TARGET PREVIOUS FRIENDLY=SHIFT Y
TARGET CLOSEST FRIENDLY=CTRL Y
TARGET NEXT GROUND=E
TARGET PREVIOUS GROUND=SHIFT E
TARGET BEST GROUND=CTRL E
TARGET CLOSEST RUNWAY=SHIFT R
DESELECT TARGET=BACK
FLIGHT INFO DISPLAY ON/OFF=ALT F
TARGET INFO DISPLAY ON/OFF=ALT T
TARGET DIRECTOR DISPLAY ON/OFF=ALT D
TARGET BOX DISPLAY ON/OFF=ALT O
TARGET ID DISPLAY ON/OFF=ALT I
TARGET RANGE DISPLAY ON/OFF=ALT R
RADIO MODE=TAB
CHAT MODE=GRAVE
PILOT MAP=ALT M
AUTOPILOT ON/OFF=A
WING LEVELER ON/OFF=SHIFT A
NEXT WAYPOINT=P
PREV WAYPOINT=SHIFT P
ACCELERATE TIME=PAGE_UP
NORMAL TIME=PAGE_DOWN
SKIP TO NEXT ENCOUNTER=ALT N
JUMP TO NEXT PLANE=ALT J
BAIL OUT=ALT B
PAUSE GAME=ALT P
SOUND ON/OFF=ALT S
QUIT GAME=ESCAPE
ScreenCapture=RMENU

[GRAPHICS]

Graphics settings configure how the game uses the video card and monitor as well as some of the other visual effects in the game
it does not include specific HUD (Heads UP Display , icons seen in cockipt) colors, see the section [DISPLAY]

TestDrawPrimitive=0

 

DisplayDevice=2

 

PlaneDetail=2

 

TerrainDetail=1

 

CloudDetail=2

 

EffectsDetail=2

 

HorizonDistance=2

 

Shadow=1

 

ExternalStores=1

 

LensFlare=1

 

LightSourcing=1

 

VirtualCockpitGauge=1

 

CockpitShake=1

 

VirtualCockpitProp=1

 

3dCityTargets=1

 

Gamma Value=128

 

Width=1024

In-Game Screen Resolution Width

Height=768

In-Game Screen Resolution Height

[EAW]

General and specific configuration changes
some of these are unique to the 1.28b or 1.28a or 1.28 series .exe's

KeyboardLanguage=0

Sets the keyboard configuration to use the common keyboard character sets for the language selected

possible values are:

KeyboardLanguge=0 (English default)
KeyboardLanguge=1 (German)
KeyboardLanguge=2 (French)
KeyboardLanguge=3 (Spanish)
KeyboardLanguge=4 (Italian)

FlakAccuracy=2

Flak Accuracy

FlakRof=2

Flak Rate of Fire

HudFontSize=0

sets size of the font diplayed on the HUD cockpit screen

GunSightSize=1024

 

OldStyle=0

 

GroundBattle=1

GroundBattle=1, 0 is No ground battle, 9 is max action, explosion activity on the ground when you are close to the frontline.

OldDamage=0

OldDamage=0, 1= a more EAW1.2 compatible bullet damage calculation gets used and the default EAW1.2 engine overheat system. Good backward compatibility for old campaigns etc.

ComputedGunsight=1

 

ExtraSquads=0

 

EnemyEncounter=0

EnemyEncounter=100, 0 = no encounter, 512 = max probability.
This influences the probability of encountering Enemy aircaft spawned from airfields during the missions

Related to way EAW uses a radar proximity formula to determine if aircraft groups in the area will be encountered.

FriendlyEncounter=0

FriendlyEncounter=100 0 = no encounter, 512 = max probability.
This influences the probability of encountering Friendly aircaft spawned from airfields during the missions

Related to way EAW uses a radar proximity formula to determine if aircraft groups in the area will be encountered.

ColourAxis=3

The color of the Axis icons

ColourAllied=3

The color of the Allied icons

BirdSeed=5

BirdSeed=0, no birds will spawn anymore, otherwise range a value 1 (more) to 5 (less), to change the occurrence of birds ingame

QuickVersion=0

QuickVersion=0 default Quickstart (random mission type)

possible other values are

1 very small battle size + random mission type.

2 very small battle size + last selected mission type (single mission setup)

3 very small battle size + Figthersweep

4 very small battle size + Escort

With QuickVersion set greater than 0, Bombers only will get interdicts

PlayIntro=1

Setting to play video movie intro at EAW program launch (1) or not (0)

PlayerPlane=27

A code for the type of the plane last used by the player, that will be used by default, until you select another plane which wll reset it

PlayerNation=0

A code for the nationality string of the plane type last used by the player that will be used by default unitl you select a plane of another nation
The plane nation settings can be set by the data provided with the planes ? file

LastCampaign=3

 

PlayerPilotName=PLAYER

Name of the player shown in Multiplayer. Change it to a unique name you wish to display, usually your EAW "handle"

PlayerRank=0

 

GameName=PLAYER'S_GAME

Name of the player's game shown in Multiplayer, if he hosts a game. Change it to a name to uniquely identify you are hosting

AutoCombat=1

AutoCombat EAW.ini entry got added. AutoCombat=1 will let the players plane fight as an AI plane,
if the player have a enemy plane target selected.

[DIFFICULTY]

Difficulty settings for flight, damage and campaigns

SkillLevel=1

 

FlightModel=1

 

Landing=0

 

Stalls=0

 

Torque=0

 

Overheat=0

 

Blackout=0

 

StructrualLimit=0

 

Wind=0

 

RealisticGunnery=0

 

LimitedAmmo=0

 

MidAirCollision=0

 

PlayerDamage=1

 

DisplayUnit=2

 

DisplayHUD=1

 

IndicatedAirSpeed=0

 

PressureAltitude=0

 

[DISPLAY]

The [DISPLAY] settings for the HUD are simply shades for each colour of the RGB (Red,Green,Blue) possible values are from 0 to 255
- you can see these colours / values from any graphics program that shows a colour chart


HudColor_Red_R=250
HudColor_Red_G=0
HudColor_Red_B=0
HudColor_Blue_R=0
HudColor_Blue_G=0
HudColor_Blue_B=250
HudColor_Green_R=64
HudColor_Green_G=255
HudColor_Green_B=64
HudColor_Yellow_R=255
HudColor_Yellow_G=255
HudColor_Yellow_B=0
HudColor_LtBlue_R=0
HudColor_LtBlue_G=250
HudColor_LtBlue_B=250
HudColor_Violet_R=128
HudColor_Violet_G=0
HudColor_Violet_B=250
HudColor_Orange_R=250
HudColor_Orange_G=128
HudColor_Orange_B=0
HudColor_Pink_R=250
HudColor_Pink_G=0
HudColor_Pink_B=250
HudColor_White_R=250
HudColor_White_G=250
HudColor_White_B=250
HudColor_DkGray_R=55
HudColor_DkGray_G=55
HudColor_DkGray_B=55
DisplayInfoSetting=255

[SOUND]

Sound settings for the game and hardware

SoundQuality=1

 

SoundChannel=16

 

SoundDist=2

 

SoundVolume=53247

 

EngineVolume=49151

 

ExternalVolume=45055

 

MusicVolume=40959

 

SpeechVolume=61439

 

ReverseStereo=0

 

Subtitles=1

 

[CONTROLS]

Joystick sensitivity and related

Force Feedback=0

 

Force Feedback Gain=7500

 

Flight Sensitivity=1.000000

 

Camera Sensitivity=5.000000

 

Swap Mouse X=0

 

Swap Mouse Y=0

 

Windows Joystick=1

 

JoystickDeadZone=4

 

[CAMPAIGN]

Campaign settings

CampaignDifficulty=1

 

CampaignLength=0

 

CampaignLimitAicraft=0

 

CampaignLimitSupply=0

 

[Media]

Media Setting
the only setting here is for video playback movies or no

Video Playback=0

 

[NETOPTION]

Multiplayer network code timing and localized game syncronizations - in most cases you do not need to adjust these anymore to compensate for online games,
AFAIK they are superceded by the current patch's improvements of the network code

Originally there were 'unsupported' adjustments that could be made here, descibed in the EAW support documents

AI_PlaneUpdateRate=350

 

PlayerPlaneUpdateRate=35

 

ClockSyncRate=140

 

Sleep=400

 

[Miscellaneous]

Debug flags were original codes for debugging the game made by the programmers, the only setting used by the game normaly was to configure the location of the drive patch containing the game disk for a CD check to see if the user had the original game disk
This setting made redundant by the 1.28b patch, as no CD is required

There may be some undocumented archaic video hardware debug related codes still active in the Game code, but they are of no use for end users, since the Code Group has already patched the game for such issues as old video cards as far as possible.

Debug Flags=0

 

[Remappable Keys]

These are the varies keystrings that map keyboard and joystick keys/buttons to the game control strings
Configure your custom joystick and keyboard settings here

FLIGHT CONTROL=

If the game does not detect a joystick, this setting for keyboard will be =
otherwise it would be =Joystick
or you can map it to a specific function

CAMERA CONTROL=Mouse

maps the camera to be controlled by the mouse or other

RUDDER CONTROL=

If the game does not detect a joystick, this setting for keyboard will be =
otherwise it would be =Rudder
or you can map it to a specific function

THROTTLE CONTROL=

If the game does not detect a joystick, this setting for keyboard will be =
otherwise it would be =Throttle
or you can map it to a specific function

FRONT VIEW=F1

The view , map it to a key or joystick button you prefer

RIGHT FRONT VIEW=F2

The view , map it to a key or joystick button you prefer

RIGHT VIEW=F3

The view , map it to a key or joystick button you prefer

RIGHT REAR VIEW=F4

The view , map it to a key or joystick button you prefer

LEFT FRONT VIEW=F7

The view , map it to a key or joystick button you prefer

LEFT VIEW=F6

The view , map it to a key or joystick button you prefer

LEFT REAR VIEW=F5

The view , map it to a key or joystick button you prefer

UP FRONT VIEW=SHIFT F1

The view , map it to a key or joystick button you prefer

UP RIGHT FRONT VIEW=SHIFT F2

The view , map it to a key or joystick button you prefer

UP RIGHT VIEW=SHIFT F3

The view , map it to a key or joystick button you prefer

UP RIGHT REAR VIEW=SHIFT F4

The view , map it to a key or joystick button you prefer

UP LEFT FRONT VIEW=SHIFT F7

The view , map it to a key or joystick button you prefer

UP LEFT VIEW=SHIFT F6

The view , map it to a key or joystick button you prefer

UP LEFT REAR VIEW=SHIFT F5

The view , map it to a key or joystick button you prefer

INSTRUMENT VIEW=CTRL F1

The cockpit instrument view , map it to a key or joystick button you prefer

INSTRUMENT LABEL=ALT F1

The cockpit instrument labels , map it to a key or joystick button you prefer

SNAPVIEW FRONT=NUMPAD8

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW RIGHT FRONT=NUMPAD9

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW RIGHT=NUMPAD6

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW RIGHT REAR=NUMPAD3

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW LEFT FRONT=NUMPAD7

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW LEFT=NUMPAD4

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW LEFT REAR=NUMPAD1

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW UP=NUMPAD5

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW REAR=NUMPAD2

The snap view, many map this to their joystick's headswitch, map it to a key or joystick button you prefer

SNAPVIEW INSTRUMENT=NUMPAD0

The snap view, for instruments, map it to a key or joystick button you prefer

VIRTUAL COCKPIT VIEW=F8

 

PADLOCK CURRENT TARGET=MULTIPLY

Sets the "Padlock" tracking mode

PADLOCK CLOSEST TO CENTER=DIVIDE

Sets the "Padlock" tracking mode

COCKPIT ON/OFF=DECIMAL

toggles on/off the full front "cheat" view without the cockpit graphics - disabled

CHASE VIEW=SHIFT F8

Exterior view of the planes

FLY-BY VIEW=CTRL F8

Exterior view of the planes

TRACK VIEW - NEXT PLANE=F9

Exterior view of the planes

TRACK VIEW - PREVIOUS PLANE=SHIFT F9

Exterior view of the planes

TARGET VIEW=F10

Exterior view of the planes

PLAYER-TO-TARGET VIEW=SHIFT F10

Exterior view of the planes

TARGET-TO-PLAYER VIEW=CTRL F10

Exterior view of the planes

BOMB VIEW=F11

Exterior view of the planes

PLAYER-TO-BOMB VIEW=SHIFT F11

Exterior view of the planes

BOMB-TO-PLAYER VIEW=CTRL F11

Exterior view of the planes

ACTION VIEW=F12

Exterior view of the planes

DOGFIGHT VIEW=SHIFT F12

Exterior view of the planes

FREE CAMERA VIEW=CTRL F12

View used to freely roam the EAW World

ZOOM BUTTON=Mouse_Btn_1

Maps the cockpit and Gunsight Zoom view

ZOOM IN=ADD

Zooms the cockpit and Gunsight views

ZOOM OUT=SUBTRACT

Zooms the cockpit and Gunsight views

PAN CAMERA UP=U

Camera view settings

PAN CAMERA DOWN=N

Camera view settings

PAN CAMERA RIGHT=J

Camera view settings

PAN CAMERA LEFT=H

Camera view settings

CAMERA RESET=Mouse_Btn_2

Camera view settings

STICK BACK=DOWN

Maps what happens when you move the joystick

STICK FORWARD=UP

Maps what happens when you move the joystick

STICK RIGHT=RIGHT

Maps what happens when you move the joystick

STICK LEFT=LEFT

Maps what happens when you move the joystick

RUDDER RIGHT=COMMA

Rudder controls

RUDDER LEFT=SLASH

Rudder controls

RUDDER CENTER=PERIOD

Rudder controls

RUDDER FULL RIGHT=SHIFT COMMA

Rudder controls

RUDDER FULL LEFT=SHIFT SLASH

Rudder controls

START ENGINE 1=CTRL 1

Toggles Start/Stop engine
On single engine aircraft controls the engine

On dual engine aircraft left is engine 1, right is engine 2

On 4 engine aircraft; from left engines are designated by convention; left outermost most engine 1, inside left engine 2, inside right engine 3, outermost right engine 4

START ENGINE 2=CTRL 2

Toggles Start/Stop engine

On dual engine aircraft left is engine 1, right is engine 2

On 4 engine aircraft; from left engines are designated by convention; left outermost most engine 1, inside left engine 2, inside right engine 3, outermost right engine 4

START ENGINE 3=CTRL 3

Toggles Start/Stop engine

On 4 engine aircraft; from left engines are designated by convention; left outermost most engine 1, inside left engine 2, inside right engine 3, outermost right engine 4

START ENGINE 4=CTRL 4

Toggles Start/Stop engine

On 4 engine aircraft; from left engines are designated by convention; left outermost most engine 1, inside left engine 2, inside right engine 3, outermost right engine 4

THROTTLE UP=EQUALS

Engine Throttle variable control

THROTTLE DOWN=MINUS

Engine Throttle variable control

THROTTLE 0=SHIFT MINUS

Engine Throttle control, no throttle

THROTTLE 10%=1

Engine Throttle control

THROTTLE 20%=2

Engine Throttle control

THROTTLE 30%=3

Engine Throttle control

THROTTLE 40%=4

Engine Throttle control

THROTTLE 50%=5

Engine Throttle control

THROTTLE 60%=6

Engine Throttle control

THROTTLE 70%=7

Engine Throttle control

THROTTLE 80%=8

Engine Throttle control

THROTTLE 90%=9

Engine Throttle control

THROTTLE 100%=SHIFT EQUALS

Engine Throttle control, Full throttle

THROTTLE ENGINE 1 DOWN=SEMICOLON

Engine Throttle control

THROTTLE ENGINE 2 DOWN=APOSTROPHE

Engine Throttle control

FLAPS UP=SHIFT F

Flaps, depending on the plane and speed controls both the normal flaps as well as the combat flaps

Sometimes this switch is used by particular plane skins / flight control datas to control other features of the aircraft

FLAPS DOWN=F

Flaps, depending on the plane and speed controls both the normal flaps as well as the combat flaps

Sometimes this switch is used by particular plane skins / flight control datas to control other features of the aircraft

WHEEL BRAKES ON/OFF=B

On/Off for the landing wheels

In the case of non-wheeled planes, such as Seaplanes
Sometimes this switch is used by particular plane skins / flight control datas to control other features of the aircraft

LANDING GEARS UP/DOWN=G

Landing Gear up/down

If your hydraulics are damaged significantly, you can only deploy the landing gear down one last time, simulating emergency deploy systems, or hand-deployed crank, it will not make a sound as the normal hydraulic system is not used

In the case of non-wheeled planes, such as Seaplanes
Sometimes this switch is used by particular plane skins / flight control datas to control other features of the aircraft

COCKPIT LAMP ON/OFF=L

Toggles on/off the cockpit lamps and gauges

FIRE ALL GUNS=SPACE

New "gun selection/fire" system


We don’t need to switch through different, in most cases not needed, gun setups anymore, instead we can have up to three ”fire buttons”, as was normal in real planes.

For people who want to shoot all guns with one and the same button, “FIRE ALL (selected) GUNS” remain, but additionally we can “FIRE SECONDARY GUNS” with an additional button and we can “FIRE PRIMARY GUNS” with another button.

Further more we can toggle “ADDITIONAL GUNS ON/OFF”. Additional guns count as all guns that are not in the 1st or 2nd gun slot. For example the gun pods of the Bf 109G6 and the outer wing guns of the FW190A4 are additional guns.

By default the additional guns are a part of the “secondary gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”. Though, if the additional guns are “toggled off”, they wont shoot with the other guns.

Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAP”. If this button gets pushed, the “ADDITIONAL GUNS ON/OFF” gets to be the “FIRE ADDITIONAL GUNS” button.

Now we have three separated fire buttons. This is needed when the additional guns don’t shoot to the same direction like all other guns. This is the case for Schäge Musik uns (German night fighters), for straight rearward firing guns (some German planes had this) and for some ground attack guns, adjusted to shoot downward.

For all these cases it doesn’t make sense to shoot the guns together with the “normal” forward shooting guns.



This example is for a historically correct German gun selection setup:

FIRE PRIMARY GUNS=Joystick_Btn_1

FIRE SECONDARY GUNS = Joystick_Btn (stick grip top front left)

ADDITIONAL GUNS ON/OFF= Joystick_Btn (stick grip top rear left)

ADDITIONAL GUNS BUTTON SWAP=SPACE after this got used “Joystick_Btn (stick grip top rear left)” will act as “FIRE ADDITIONAL GUNS”.

FIRE ADDITIONAL GUNS=S

By default the additional guns are a part of the “secondary gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”. Though, if the additional guns are “toggled off”, they wont shoot with the other guns.

ADDITIONAL GUNS BUTTON SWAP=SHIFT S

Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAP”. If this button gets pushed, the “ADDITIONAL GUNS ON/OFF” gets to be the “FIRE ADDITIONAL GUNS” button.

ADDITIONAL GUNS ON/OFF=Z

By default the additional guns are a part of the “secondary gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”. Though, if the additional guns are “toggled off”, they wont shoot with the other guns.

FIRE PRIMARY GUNS=X

Fire Primary Guns Group, Primary of the separated gun groups fire buttons

FIRE SECONDARY GUNS=C

Fire Secondary Guns Group, Secondary of the separated gun groups fire buttons

Will also fire the additional guns, if present, unless you have toggled them off

By default the additional guns are a part of the “secondary gun”, so they get used by “FIRE SECONDARY GUNS” or “FIRE ALL (selected) GUNS”. Though, if the additional guns are “toggled off”, they wont shoot with the other guns.

DISPLAY SELECTED GUNS=CTRL S

Displays the currently selected guns group, but Does Not toggle them on/off

FIRE SELECTED WEAPONS=RETURN

Fires the currently Selected Weapon
in the case of Bombs or Rockets this is how you drop or fire them, once they are selected
otherwise it will fire the currently selected guns instead

SELECT BOMBS=W

Select and Arm Bomb

SELECT ROCKETS=R

Select and Arm Rocket

RELEASE DROP TANKS=SHIFT D

Drop all external fuel tanks

TARGET NEXT ENEMY=T

Selects the Enemy target icon

TARGET PREVIOUS ENEMY=SHIFT T

Selects the Enemy target icon

TARGET CLOSEST ENEMY=CTRL T

Selects the Enemy target icon

TARGET NEXT FRIENDLY=Y

Selects the Friendly target icon

TARGET PREVIOUS FRIENDLY=SHIFT Y

Selects the Friendly target icon

TARGET CLOSEST FRIENDLY=CTRL Y

Selects the Friendly target icon

TARGET NEXT GROUND=E

Selects Ground Target object and a target icon

TARGET PREVIOUS GROUND=SHIFT E

Selects Ground Target object and a target icon

TARGET BEST GROUND=CTRL E

Selects Ground Target object and a target icon

TARGET CLOSEST RUNWAY=SHIFT R

Selects Runway and a icon

DESELECT TARGET=BACK

Removes target selection and target icon from HUD

FLIGHT INFO DISPLAY ON/OFF=ALT F

Inflight info Display icon on/off

TARGET INFO DISPLAY ON/OFF=ALT T

Target info Display icon on/off

TARGET DIRECTOR DISPLAY ON/OFF=ALT D

x Display icon on/off

TARGET BOX DISPLAY ON/OFF=ALT O

Display icon on/off

TARGET ID DISPLAY ON/OFF=ALT I

ID Display icon on/off

TARGET RANGE DISPLAY ON/OFF=ALT R

Range Display icon on/off

RADIO MODE=TAB

Opens the HUD Radio display and Group command selections

CHAT MODE=GRAVE

Opens the HUD Chat display selection used to text chat ingame with other Multiplayers

PILOT MAP=ALT M

Displays the Pilot Map Window on/off,
(you can also use Escape [ESC] while in Pilot map to close it and returm to the cockpit view)

AUTOPILOT ON/OFF=A

Autopilot, often better than a co-pilot, but not always!

WING LEVELER ON/OFF=SHIFT A

Wing level flight and automatic throttle control key

NEXT WAYPOINT=P

Waypoint key,
waypoints are displayed on the Pilot map, and used to command the flight group / and or autopilot

PREV WAYPOINT=SHIFT P

Waypoint key,
waypoints are displayed on the Pilot map, and used to command the flight group / and or autopilot

ACCELERATE TIME=PAGE_UP

Game Time acceleration
now goes in smaller steps upward: 2,4,8,12,16,20,24,28,32,36 to max 40, this decreases the probability of crashing by accident.

(At low-level, even mid-level altitudes or while turning, and depending on the flight characteristics and weigh of the plane, the AI in your formation and/or the autopilot may not be able to compensate quickly enough while in high or even moderate game accelerations modes, and you may have crashes with ground or others.Use those speeds only at higher altitude non-turning flights, or risk losing aircraft!)

NORMAL TIME=PAGE_DOWN

Game Time acceleration off

SKIP TO NEXT ENCOUNTER=ALT N

Skips the Game loop to the encounter point, or next waypoint, abandoning the normal game events
in other words; moves you and all game events to the next waypoint or closest point to an engagement possible

JUMP TO NEXT PLANE=ALT J

Abandon the current Plane to AI control and Fly the next available plane if any

BAIL OUT=ALT B

Hit the Silk or Walk Away..
Goodluck!

PAUSE GAME=ALT P

Pause / unPause game

SOUND ON/OFF=ALT S

Sound On/Off

QUIT GAME=ESCAPE

Bye!
[ESC] Escape exits the current ingame flight session offline or online

Within the game menus, you can use Escape also to exit any screen/menu to the previous, and also exit the program entirely from the EAW program's Mainscreen (same as Exit)

ScreenCapture=RMENU

Captures the current screen as a screenshot in .bmp format
in game now this will be fullscreen game resolution dimensions and 16.7 million colours if your video card supports it
Menu screens 640 x 480 and 256 colour

RMENU means use your default keyboard screen capture button

The key used depends on your PC keyboard, and how you have that setup with Windows
For example on many PC's it is "Print Screen" button but not always, look at your keyboard or manual

New subject

 

New subject

 

New subject

 

Editing Datas

Some the new features are set by new .dat files you create in your EAW folder. If they exist they will used instead of the default data of the .exe

Flak and AAA

Flak and AAA settings are adjustable
via the either the ini settings and presence of FlakData.dat in the EAW folder

FlakData.dat

Hi Flyright,

i guess you use a old FM/DM, if so, use "OldDamage = 1", this will activate a generic damage model, though, if the planes have large hitbubbles the Ai´s(plane and AA) will remain to hit good.

The light AA you can tune down by creating a FlakData.dat, what is nothing more than a FlakData.txt, renamed to FlakData.dat

This are the values in the needed sequence, how they get used inside the exe.
LightAAACaliber = CAL_20mm;
LightAAADuration = 240;
LightAAArof = 13;
SmalAAACaliber = CAL_50;
SmalAAADuration = 160;
SmalAAArof = 15;

The contents of a FlakData.txt, to provide the above values would look like this(just one example):

12
240
13
4
160
15

And the following describe the max/min possibilitys:

LightAAACaliber 2(30.cal), 4(50.cal), 12(20mm), 24(30mm)
LightAAADuration = 0 - 255 (this also influence the damage power with increasing distance, and the range of the tracers)
LightAAArof = 0 - 255 (this of course influence the hitprobability and so the damage power, but also the number of tracers)
SmalAAACaliber 2(30.cal), 4(50.cal), 12(20mm), 24(30mm)
SmalAAADuration = 0 - 255 (this also influence the damage power with increasing distance, and the range of the tracers)
SmalAAArof = 0 - 255 (this of course influence the hitprobability and so the damage power, but also the number of tracers)

I can suggest to use the following values, they just cut the default hitprobability down to 50%.

12
240
7
4
160
8

Flak in eaw.ini settings

Q.
but what does the default (2) mean for the following inserts from the ini file and are they adjustable and what are the effects???

FlakAccuracy=2
FlakRof=2

A.
Hi,

the Flak ini settings influence the heavy flak.

Bombers

Bombers ra eflyable in 1.28b and there are many important differences between how 1.28b sets up missions and other detail when flying bombers as opposed to the normal conventions.

Q. and A.'s

Q. 1:
I noticed that even if I have my
planes set to 12, the game will only give me 3 on 'night' mission.
12 on dawn day, and dusk, but only 3 at night.?

A. 1:
yes, thats true for not escorting fighters, cause in a night mission the planes did fly alone, not as a big squad. As result every wing only have one plane(it looks very stupid to see your wingi cover you at darkest night). Since escorting planes can have up to 4 wings, they can have 4 planes per squad.

One reason is that we cant have that many bombers in the bomber stream, otherwise the last would lose contact to the leader and return to base.

If you fly a bomber mission at night, you will get up to 16 planes.

Greetings,

Knegel

-----------------------------

EAW1.28CReadme

(Note: this is a reformat of the original document that was Produced by the Code Committee of the Society of European Air War Contributors (SEAWC), October 2009. )

SEAWC information at Sandbagger’s Tally-Ho website on SimHQ Forums.

Welcome!

Installation

A one-step installer will upgrade EAW to Version 1.28c.

It is a 7-zip self installing file named "128CInstall.exe".

It needs to be run in an existing EAW directory as it does not install a number of the standard EAW "CDF" files

which we have never modified.

1 Old EAW versions:

Version 1.28c will successfully install over and update all EAW versions.

2 "Eaw.ini file":

If you already have older EAW versions, we recommend making a copy of your eaw.ini control file before running the install.

A new "eaw.ini will be created by the install, and some favorite settings may be lost. You can copy and paste them back in later.

3 A new EAW install:

Make a new EAW folder and copy the "DLL" files (except "_SETUP.DLL), the "CDF" files, and the "CHATLINE.TXT" file

from the MicroProse or Infogames CD into it. Also copy the "MUSIC" folder.

4 Use the installer:

Copy the installer ("128CInstall.exe") to your newly copied EAW directory, and run it from there.

It will automatically adjust files and create needed directories.

Some EAW 1.28C Features

 

Flying Online:

New hosting options and additional aircraft for up to 16 players. A ‘quick flight’ routine speeds gameplay.

New throttle controls:

Engine starts now require throttle management for more realistic flying. No gas, no start.

Too much throttle and an explosive “wet start” of flame appears.

Engine may be damaged by repeated wet starts or jamming the throttle forward too fast on a cold engine.

Built-in graphics speed checker:

Use CTRL-G. An information screen appears upper right with Frames-Per-Second displayed, along with other aircraft info.

Special names for exes:

You may copy the eaw.exe and rename the file to your unique preference or use one with a different name, such as EAW 1_28c.exe.,

Eaw-SPAW.exe, Iraq.exe, etc.

It works in most Windows operating systems, but for online flying it must be named "eaw.exe".

Aircraft Carriers:

Flying, landing, and fighting at sea is much more extensive now.

Options for sea attacks and operations are available in the Mission Screens in hangars.

Practice is recommended for carrier landings—don’t get too low on final approach.

Torpedo runs and dive bombing of warship convoys included.

South Pacific Air War (SPAW) is designed for 1.28c.

Flying by the Years and Seasons:

EAW will soon offer a World War I flying scenario for the 1914 to 1918 years.

Other scenarios have dates before and after EAW’s ‘stock’ World War II years.

1.28c allows proper dating and seasonal changes of terrains.

Extra Aircraft in Your Flight:

Individual aircraft “skins” (paint and markings) can be shown and fly together in the 1.28 series.

In 1.28c up to 64 aircraft from your squadron can be part of a flight.

This “multi-skins” number depends on aircraft modders to supply them.

It could be more or less than 64 in the game.

Auto Combat:

Default is ON. Change to “0” ( zero) to turn OFF. This allows you to fly on Autopilot and target enemy aircraft or other objects.

The AI (Artificial Intelligence) will then fly your aircraft and pursue and shoot.

Useful for both new and experienced pilots to watch an “expert” fight and observe and learn dogfight tactics.

Autopilot and AutoClimb are already part of the 1.28 series.

Parachutes forbidden (WW1):

Before 1918 dates, ‘chutes will not be available to pilots and crew. It was considered cowardly to use them.

War ships, and sea convoy interdiction targets:

A new type of convoy has been added for interdiction missions. Convoys composed mainly of warships can be selected for attack.

If you choose either of the two "ship convoys" as target for an interdict mission, only targets that have a "ship convoy" are displayed on the preflight map.

2nd supercharger stage:

A 2nd supercharger stage added for piston engines with high altitude capabilities.

More action codes:

A number of new ones have been added. Most are codes for additional damage types.

Aircraft Formations:

Every nation can have its own formation type. These are inside a “formations.dat” file in the main EAW directory.

Bomber Missions:

The campaign routines have been adjusted to make "bomber campaigns" better, with more dependable escorts.

The V1 slot:

This can now be used as an extra plane slot of another type.

Burn Damage:

Multi- engined planes may lose a wing when a damaged engine burns too long.
Tail gunners and AAA (ground fire) will not stop shooting when a plane engine just smokes.

Front Lines:

Front Lines will be displayed on the single mission map by a red line.

Artificial Intelligence:

AI´s will avoid hills rather well now. They cannot be led to crash into a mountainside so easily anymore.

New "eaw.ini" settings (and some reminders)

 

Eaw.ini file:

This extended control file opens like a text file and may be edited and saved to your personal preferences.

Many new features will be added to the ini file during install for 1.28c, so checking this file pays off.

Much more extensive than Configure Game, the player’s ini file may adjust such things as:

Extra Squads:

Default is OFF (zero).

Any number up to 17 extra squads may be entered.

This will produce a sky filled with aircraft, always an EAW specialty, with massive dogfights called “furballs”.

Up to 256 aircraft seen at once.

Play Speed (Frames-Per-Second) may be affected, however, when large numbers of aircraft are in view.

Changing your view or using a lower number of extra squads will speed up the FPS.

Possible settings are:

"0 & > 17" No extra squad.
"1-3" normal extra squad.
"4" all Bombers get two escorting fighter squads
"5" all US Bombers get two escorting fighter squads
"6" only 1940/43 US Bombers get two escorting fighter squads
"7" only 1944/45 US Bombers get two escorting fighter squads
"8" all US+Brit Bombers get two escorting fighter squads
"9" only 1940/43 US+Brit Bombers get two escorting fighter squads
"10" only 1944/45 US+Brit Bombers get two escorting fighter squads
"11" all Brit Bombers get two escorting fighter squads
"12" only 1940/43 Brit Bombers get two escorting fighter squads
"13" only 1944/45 Brit Bombers get two escorting fighter squads
"14" all Ger Bombers get two escorting fighter squads
"15" only 1940/43 Ger Bombers get two escorting fighter squads
"16" only 1944/45 GerBombers get two escorting fighter squads
"17" Fighter squads can have up to 64 planes, always two Bomber squads will appear, instead of one.

Engine start:

Ctrl-1 starts engine 1, Ctrl-2 starts engine 2, Ctrl-3 starts engine 3, Ctrl-4 starts engine 4

PlaneSet Number:

Possible values: 0-4

This only influences the game if there are additional plane set folders in the currently used "Scenario folder".

Number "0" is default and as long no other plane set is loaded, the plane set from the CDFs is used.
"=1" can get selected from inside the game (configure game > graphics).
=2, =3 or =4 can be enabled by editing the EAW.ini (OAW1.28 V13 include a feature to do it easily).

Month:

If the value is between 1 and 12 (January to December), EAW 1.28C will provide a steadily increasing mission date in single,

multiplayer and quick-mission mode, with every played mission.

This does not influence the career date!

The Month setting triggers the season in EAW if a seasonal setup is present in the currently used "Scenario folder".

In this way the currently used month can determine the terrain and/or weather setups to be used.


"= 21" triggers static "Spring"(also in career mode), while the single mission date is randomized (as in the default game).
"= 22" triggers static "Summer".
"= 23" triggers static "Fall (Autumn)".
"= 24" triggers static "Winter".
"= 25" triggers static "Light Winter"


All other values ( 0, > 12 & < 21 , > 25) disable the seasonal setup and the new mission data system.

If the seasonal setup is activated, it automatically becomes a "host setting" in multiplayer mode, so everybody in game will get the same setting

Day:

Here you can select the wanted game date day (1 to 31).
If the value is bigger than then maximum possible number for the current month, the game will switch to the next month.
If the "Date system" is disabled, also the day value is randomized.

It does not apply to career mode

FadeTimer:

This influences the fade time, when you leave one pre-game screen and enter another.

The used value depends to the user’s preference, a maximum value is not known.

StaticCockpit:

This disables the 2D cockpits at all.

It is useful, if someone plays in 640x480 and does not want to see the 2d cockpits (in add on campaigns they normally would not fit).

With the coming 7217 fix the 2D cockpits will be present in 1024x768 resolution, then this will be more important.

Autocombat:

When the player selects “Autopilot” in the game a value "= 1" makes the player’s own plane attack the enemy automatically.

This will happen when the player has selected an enemy plane as the target.

ComputedGunsight:

"= 0" disables the computed Gunsight.

Otherwise the value is the distance at which the gun sight works best in "metres".

FriendlyEncounter:

"= 0" disables all friendly encounter groups.

Try values up to 255. The higher the value the higher the probability to meet a encounter group.

EnemyEncounter:

"= 0" disables all enemy encounter groups.

Again try values up to 255, as higher the value the higher the probability to meet a encounter group.

GunSightSize:

This changes the reticle diameter. The default is "=1024" and possible values are from 800 to 2100.

OldStyle:

This enables the EAW1.2 plane selection screens. The default is "=0" (off). "=1" enables the old style screens.

HudFontSize:

This changes the size of the ingame HUD display fonts.
The default is "=0" (off) but “=1” gives large fonts

KeyboardLanguage:

This changes the keyboard to different national settings.
Default is "=0" (English/US)
"=1" (German)
"=2" (French)
"=3" (Spanish/Italian)

FlakAccuracy and FlakRof (rate of fire):

Both values affect only the heavy flak.
The default is "=2"
Appropriate values range from 1 to 5.
The effectiveness of the flak depends to both values. Experiment with them.

GroundBattle:

This affects the artillery groundbattle near the frontlines. The default is "=3"
"=0" disables the ground battle action.
The higher the value the more impacts happen.
Depending to the PC´s performance at some stage the FPS might suffer.

OldDamage:

The default is "=0"
"=1" enables a hardcoded gunpower and engine management, which suits many of the older flight models better.

RealisticGunnery:

The default is "=1"
"=0" makes the gunpower a little more destructive.

The new “dir.set”, “cdf.set”, and folder system

As this readme is meant for people upgrading to 1.28C no explanation of these advanced features needs to be given in this document.

The only people who need it are the modders creating or updating work for 1.28C.

A number of ready made scenarios such as SPAW will shortly be released in installations which make good use of these features.

If you need more information then please contact the members of the code development team via the EAW forum at SimHQ or CombatAce.

The OAW128 filemanager

The latest version of the OAW128 filemanager has been specially tailored for 1.28C users.

It is almost essential for players using the increasing number of multiskins.

Again check posts in the EAW forums at SimHQ or CombatAce for further information.

This document:

is a copy with format modified ,

The original was produced by:

The EAW Code Development Team

October 29th 2009

Mini Patch EAW1.28c+

a mini patch was made with a few days of intial release of 1.28C to correct errors,
the .exe was recompiled and the the download was corrected to include this minipatch but the readme remains
you will know if you have the correct full version including the patch if you have the file:
"1.28plus patch readme.txt" in you EAW folder

The text of it is included for refernce to the changes



1.28plus patch readme.txt

Mini Patch EAW1.28c+

1. Viewing the propeller:
When the cockpit is "on" the propellor view can be enabled or disabled again (EAW.ini "CockpitProp =")

2. When playing offline the procedure to enable "AutoClimb" has been changed:
First enable "Wingleveler" (Usually Shift -A)
Then push "Autopilot" (usually A).

3. Music:
If a "Music" folder has been provided by the Scenario maker then it will be used if it is in the Scenario folder.
For example if the music folder which comes with SPAW is placed in the SPAW folder it will be used when playing SPAW


Various Notes

 

1.28C editing data notes

1.28C editing data notes, applies to 1.28b also

24-bit Terrain notes

24-bit (16.7 million color) terrains can be used

They have to be .bmp files, 24-bit

You make the terrain tiles 256 x 256 size for the BN tiles (note see exceptions below)
name them instead of .ter as example:
bnforst1.bmp

(note; to be safe you will still need the .ter files as in some graphics setups the distance tiles will be used if the new .bmp tiles are not the correct size (see below))

The LR 24-bit tiles will need to be 128 x 128 size (with exception of the 5 new tiles enabled see later notes)
named by same convention i.e.:
Lrforst1.bmp

note by RAF_Roy: ---
There are some exceptions for graphics settings:

field3
alcty6
base
field9
river3

they all need a 256 x 256 size LR .bmp tile for the distance view

in other words with a 256 x 256 BN tile set and including 128 x 128 LR distance tiles at the same time, the 128 x 128 distance LR .bmp files are used for the regular tiles in long range views, but the exceptions are with the new tiles.. they do not work if 128 x 128 , and thus the default .ter tiles show up

Exception to above;

with graphics setting med or low terrain detail a 256 x 256 size LR .bmp is used for Both views!

this only aplies when using graphic terrain level settings of medium or low;

...for some reason only the 256 x256 LR distance tiles will render, for BOTH views for the 5 new tiles only (in other
words the presence of the 5 BN tiles does not matter, they are not used.

Really its not a problem, just as long as modders are aware of it.
You just need include the 256 x 256 LR tiles for the 5 new tiles in a set if you add it to a scenario. or possible a second optional folder containing the alternate files.

------------
airfields and 24-bit
64x64 size may be needed for some airstrip as seen in this copy of Aldo Britt44's test pics:
http://i206.photobucket.com/albums/bb109/max_uber/a6f15c3ce75981fac542e2119713cb66d08.jpg
--------
above applies to 1.28b also
--------------notes by RAF_Roy

1.28C engine start

  Engine start and engine damages when the engine is cold
To be able to start the engine you need to set the throttle to around 50%.
If its far below 50% the engine will show white smoke and quit again. If the throttle is much above 50% the engine will show a wet start and it will take some smal damages. If you repeat this to often, the engine will start to smoke.

If the engine run and still is cold, you need to push the throttle smooth forward, otherwise the engine will take damages.
The engine can overcool now in a long dive with reduced power. If this happen, you need to be carefully with the throttle afterward!!
The Jets need a smooth throttle hand between 0 and 60% throttle, no matter how hot the engine is. If you move the throttle to fast, the tubine will caught figher.
Knegel
-----------------------

Mission Files Changes

 

1.28

Mission files changes were made starting in 1.28

All the changes are not documented here yet (as of 1/2010)


runways.dat

To make the use of 32 airfield runway types
is now possible to use the new airfields you need to use the newer runways.dat

and to have additonal runways displayed in game you would need to add airfld.3dz files for the runways you make

runways.dat changes:

The runwways.dat differences are mainly the addition of a 'shadow record' in the first entry of runways.dat to use for carriers, and then the addition of some 28 records at the end of the noraml default records.

to compare the 1.2 default to the new I make some pics available;

this pic shows the first record and the new header pointer which is 20h instead 0Bh meaing there are now 20h (32 in decimal) records in the file instead of 0Bh (11 decimal)

i this example the 1.28B ruways.dat on left compared to the 1.2 default on the right

runways1.gif

the second shows the end of the file, on the right the old 1.2 default end of record and left with hexeditor highlighting the last byte in the new file where the old data last byte occurs

runways2.gif

to use the new and combine with an old runways.dat you have customed you can see what you would need to add with a hex editor, use the new first record and header and then at the end tack on all the extra bytes of data
or simply paste your current data into the new in the proper area

Take note that this is only the 1.28b release runways.dat shown here, later ones, or those used by customized campaigns like SPAW, etc. may differ in the data


1.28a and on

Again not all changes recorded here yet 1/2010

in additon to the runways.dat described above..

1.28a and (by inheritence later .exes that may use the same data.cdf conating the .dats) have change to the targets.dat, tardata.dat, griddata.dat and airfield.dat files

The main change is due to the editing of Mr Jelly who added an extra base to targets.dat and airfield record to airfiled.dat as well as corresponding griddata changes, and a change of tardata.dat record locations pointed to from targets.dat

I only realized this recently so am only noting it now

The only part I document here is only the changes to targets.dat records pointers -
is found out by using my 2datscheck.exe program, which scans a targets.dat and airfield.dat file and makes a text file record output for the data from the 2 files to compare.
the comparison of the targets.dat and pointers in 1.28a (1.28b shown but the changes started in 1.28a and later) vs those of the 1.28 which had no such changes but adhered to the default 1.2 schema are shown in my pics here.

on the left in the pictures you see the 1.28b data and on right the 1.28 standard data

(My program uses a zero based offset to show here meaning the records start from 0 a 1 based offset shown in parenthesis() )
Except for the pointers to tardata.dat are different all is same until:
The first change you notice is at record #120 (121) things have changed, some records shifted around, so be aware of it
targetdiff1.28vs128c-1.gif

next you see major change at record #127 (128) a base was added with a new Acode
targetdiff1.28vs128c-2.gif

the effects of this are:
- a new base record which means the total number of bases is increased by 1 and so the targets.dat contains an extra record

- all bases afterwards are shifted in the records by increase of 1

- a new airfield.dat record and thus the airfield. dat since 1.28a has an extra record in it



- This makes it a inconvent for modders to try to use old data with the new, If you use my old tools or old documents you have to take the changes and data shift into account

- Also it means if you use a scenario / mission / campaign you cannot mix and match files
you would need targets.dat, tardata.dat, airfield.dat, griddata.dat all matching or you will get errors, ctds

- The possible effects on campaigns is unknown at this time