New and improved European Air War

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Postby BPNZ » Wed Feb 25, 2009 11:55 am

Hi Everyone,

Shameless plug for this great game smile.gif

10 years old, this game is still going strong thanks to a dedicated group.
Arguably one of the best combat flightsims ever, the game still boasts very good long / medium distance plane models.
With modded flight models developed over many years, you get a very good idea of the weight of the planes involved.

If you want to know more about this game the community forum is at SimHQ:
http://simhq.com/forum/ubbthreads.php/foru...an_Air_War.html

Most of the info you might need are in the sticky topics at the top of the forum.

Much work has been done over the years to improve it further.
This has resulted in thousands of mods, most of which are held here: http://www.sandbaggereaw.com/

In the last year 'The Code Group' has produced a patch called V1.28 with many enhanced features. For many, this has become the new standard for the game. You can get it here: http://www.sandbaggereaw.com/EAWNewFront.html

A 1.28a patch is nearly complete and will contain many new improvements including working torpedoes and carriers.


Many of us use the Australian "GameRanger" server to host games, although we can easiely set up a game by the host giving an IP address.

We use TeamSpeak2 to communicate ingame (search on net)
The current TS site we are using is:

Label: European Airwar
Server Address: 62.48.74.43:8769
Nickname: whatever you want to call yourself
Anonymous: to be selected

Other fields leave blank.


Pilots are only there at certain times, so it is best to post on SimHQ if you are interested in online gaming.

Well that's enough info to get you started, but post any questions you have firstly at SimHQ, as that's where most of the experts are.


Thanks
BPNZ
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Postby Ian Warren » Wed Feb 25, 2009 12:11 pm

EUROPEAN AIR WAR ! .. I thought that died , I gave my original first released away damn near five years back and it was old then ... Hell s it was a lotta fun ......... that,s it no more give aways !
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Postby Adamski » Wed Feb 25, 2009 12:25 pm

BPNZ wrote:
QUOTE (BPNZ @ Feb 25 2009, 12:55 PM) <{POST_SNAPBACK}>
Arguably one of the best combat flightsims ever, the game still boasts very good long / medium distance plane models.
With modded flight models developed over many years, you get a very good idea of the weight of the planes involved.

I used to enjoy those massive EAW formations (that no other sim had at the time). These days, though - IL-2 blows EAW totally out of the water, IMHO. IL-2 online is *awesome* (see Kiwisim).

I used to run all three (EAW, CFS and IL-2) - loved them all, but plumped for IL-2 in the end. I still play the positively prehistoric Falcon4 as well laugh.gif
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Postby Ian Warren » Wed Feb 25, 2009 12:33 pm

Adamski wrote:
QUOTE (Adamski @ Feb 25 2009, 01:25 PM) <{POST_SNAPBACK}>
I still play the positively prehistoric Falcon4 as well laugh.gif

Jezzzz Another I gave away .. angry.gif ! , shechh , I don't know .. i may just plod along in me FSX B17 dreaming the day a formation of bugs will splat me windscreen rolleyes.gif .. oh the hope!
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Postby BPNZ » Wed Feb 25, 2009 2:05 pm

Hi Guys,

Thanks for the replies.

IL2 was certainly modelled on EAW but lacked much of it's soul and spirit.

Features to still recommend it:
- Very low lag / wap connections, especially now using GameRanger.
- Very good long / medium distance models allowing no icon games.
- Good viewing system (OK not exactly TractIR).
- New Credible Flight / Damage Model, with aggressive AIs.
- very large offline fights (100 planes).
- Don't need the latest machine to run it.
- More mods than you can shake a stick at!

Yes, about 25 guys in two different groups still fly EAW online.
An unknown number fly the game offline.
There are so many FREE campaigns to choose from.

If anyone still has a copy and wants some fun, let us know.

Cheers
BPNZ
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Postby Ian Warren » Wed Feb 25, 2009 7:49 pm

I did like the way who ever side your were on , European AW ... the explosive or dying drag to the deck ... cough happy.gif i'm going in dry.gif ....... ohmy.gif
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Postby BPNZ » Fri Feb 27, 2009 11:05 am

Hi,

Just thought I'd post a link to a topic showing the new level of skinning we are now able to achieve in EAW: http://simhq.com/forum/ubbthreads.php/topi...tml#Post2680303

Not quite IL2 I'll admit, but at least now with a 24bit, individual skin per plane, the squadrons sure look a lot better.

BPNZ
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Postby BPNZ » Thu Jun 25, 2009 1:16 pm

Hi Everyone,

1.28a Release Announcement on SimHQ:

http://simhq.com/forum/ubbthreads.php/topi...tml#Post2746030

Link to patch readme is in 1st post
Links to patches from standard v1.2 or from 1.28 to 1.28a are available.

Try the AI they are aggressive and fly pretty well.

Comments welcome winkyy.gif

Brian Purcell
Timaru, NZ
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Postby BPNZ » Mon Jun 29, 2009 9:59 am

Hi,

A list of features from the new 1.28a patch for European Air War










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 buttonsâ€￾, as was normal in real planes.

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

Further more we can toggle “ADDITIONAL GUNS ON/OFFâ€￾. 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 gunâ€￾, so they get used by “FIRE SECONDARY GUNSâ€￾ or “FIRE ALL (selected) GUNSâ€￾. Though, if the additional guns are “toggled offâ€￾, they wont shoot with the other guns.

Furthermore we can use the “ADDITIONAL GUNS BUTTON SWAPâ€￾. If this button gets pushed, the “ADDITIONAL GUNS ON/OFFâ€￾ gets to be the “FIRE ADDITIONAL GUNSâ€￾ 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 Musikâ€￾ 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 “normalâ€￾ 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)â€￾ will act as “FIRE ADDITIONAL GUNSâ€￾.




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.



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.
BPNZ
 

Postby shotgun » Thu Jul 16, 2009 9:18 pm

I love EAW
But it doesn't beat IL-2
Helicopters can't actually fly. Their just so ugly that the world repels them. :)
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Postby ZK-MAT » Thu Jul 16, 2009 11:31 pm

Hiya BPNZ, thanks for letting us know about EAW, it's a game I wasn't aware of, looks like there's a loyal following! Feel free to add any more info you have in this part of the forum. Screenshots and videos always go down well smile.gif

Nice to hear you love EAW, Shotgun ... we're not debating the merits of one sim against another at the moment though dry.gif
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Postby BPNZ » Mon Oct 05, 2009 11:53 am

Hi Everyone,

We are soon to release 1.28c patch for European Air War.

One of our chaps has made a video using the new setup (not quite finalised).
http://www.youtube.com/watch?v=rykiGATihnY

A discussion about the setup is here:
http://simhq.com/forum/ubbthreads.php/topi...tml#Post2872919

We've come a long way!
Hope you enjoy.

Cheers
BPNZ
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