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New to Version 1.2
This revision primarily improves some multiplayer lag and warping problems,
but there are also some new features and functionality:
New HUD feature: Next to the plane type in the targeting HUD, a *
character will appear (e.g. *Bf-109) if that aircraft is your wingman, or a #
if he is your squad leader. To change these characters, add "WingmanChar=42"
and "LeaderChar=35" to the [EAW] section of the EAW.INI file,
replacing these default numbers with the desired ASCII code.
Ending Campaign Missions: After you bail out, ditch the plane, or land
and shut off the engine, you are now properly asked if you wish to exit. If
you choose to stay, you can use F9 or other view keys to watch the rest of the
action. Press Escape when you want to leave.
Ending Multiplayer (Coop) Missions: If your plane is destroyed, you
bail out, or you are killed, you can jump into the next available AI plane in
your squadron by using the "Jump to next plane" (ALT-J) key. ALT-J
will not work if your plane is still flyable, or if there are no AI planes
remaining. (Or, if the host has "AllowRespawn=0" set--see below). In
any case, you can remain in the world and watch everyone else with the view
keys. Press Escape to exit.
Multiplayer Lag and Warping: These problems have been reduced, and a
respawn/framerate bug has been fixed. Lag and warping can still occur, though,
so choose your multiplayer sessions wisely. The faster the host's connection,
the less warping everybody else will have and the faster the host's framerate
will be. Also, the number of planes in the air will affect lag and warping, so
if the host has a slow modem make sure (for example) that everybody picks the
same plane type (or two) to minimize the number of extra squadrons created.
See below for advanced host settings.
Version and Data checks in Multiplayer: You will not be able to launch
a multiplayer game unless everybody has the same version of EAW (V1.2). Also,
the aircraft flight data on each machine is now encrypted online and compared
to everybody else's, so if anyone has different modifications or different
data than your own you will get a warning message. If everybody has the same
modifications, though, you will not get the warning and will be able to
AI Enhanced: Combat tactics have been improved.
Bullet and Armor Values Rebalanced: Bullet modelling has been adjusted,
so in general bullets have more power. Additionally, Hurricane, 110, 410 and
He-111 lethality and armor values were rebalanced.
Tailgunners: Tailgunners are now properly affected by G-forces, and
aren't always as accurate. It is still dangerous to park yourself behind one,
Program Stability: A crash bug involving ALT-N and some other stability
issues were fixed.
Additionally, there are four new commands recognized in the EAW.INI file
(usually found in your Program Files/Microprose/European Air War folder; open it
with Notepad or another ASCII text editor). They are experimental, however, so
are not officially supported.
ExtraSquads=3 Add this under the [EAW] section to create extra-large
battles in most missions. The value can range from 0 (normal amount), to 5.
The best values to try are probably 2 or 3 for a maximum number of planes in
the air but still relatively balanced on both sides. Values of 4 and 5 tend to
create encounters with more friendly aircraft than enemy, so the enemy usually
retreat sooner and you don't get attacked as often. The ExtraSquads
instruction isn't officially supported however, because it could lead to a
somewhat unbalanced dynamic campaign, especially toward the end of the war.
But, it does tend to make encounters bigger and more intense.
AllowRespawn=0 Add this under the [Network Options] section if you are
the host of a multiplayer coop session and want to prevent players from
jumping into a new plane after dying or bailing out (default is 1). This
option doesn't appear in the session details screen when everyone first
connects, though, so make sure everybody understands before you launch that
they only get one plane and one life (but can still stay and watch the action
if they get shot down).
StartOnGround=1 Put this under the [Network Options] section to have
everybody in a multiplayer coop session start on the ground. (Caution: This
is not fully tested, and may cause strange results! Also, with no time
acceleration or ALT-N you will have to fly the mission in real time. EAW will
try to pick the closest bases to the target, though). While sitting on the
ground, all of the enemy plane icons will show up on the map, but once you
lift off they will disappear and you will have to rely on ground control or
your own reckoning to find them. The mission type will be what the host
selects in the multiplayer screen for his side; the opposite side will have
the corresponding opposite mission. And as usual, players who select the same
plane type will be put in the same squadron at the same home base. The
destination target area will be what the host most recently chose in
the Single Mission Setup. Thus, to select a specific target city as the
host, prior to starting the multiplayer session go into Single Mission, pick
the same year, plane type and mission type you'd like for multiplayer, pick a
target city, then exit out and start the multiplayer session. As with
AllowRespawn, you should make sure all participants know they will be starting
at home base instead of in the air, since they will not see this setting in
the options screen.
NoAI=1 Put this in the [Network Options] section to remove any AI
planes from human squadrons in coop sessions. Note, however, that without AI
planes you will not be able to respawn regardless of the AllowRespawn setting.
The following settings are for advanced users used to hosting multiplayer
internet sessions. No adjustments should be needed in most cases, especially for
a LAN or cable modem connection, but you can change these values anyway to
optimize performance, by adding them to the [Network Options] section. Ideally,
you should have a connection speed of about 10K baud for each player in a coop
game, or less for Total Mayhem. This is a very rough value, though, dependent on
the number of planes in the air, as well as factors like how close everyone is
to everyone else.
SendTimeout=50 Maximum length of time (in milliseconds) that EAW should
expect to wait for the modem to accept the next packet. If it takes any
longer, it assumes the send buffer is overflowed and begins scaling things
back. If this value is too low, it may scale back too much and players will
get more warping. If the value is too large, the host may not correct for
buffer overflows and could get long pauses in the framerate.
OverflowWait=70 Length of time (in 70ths of a second) that the host
will stop sending packets when an overflow occurs, to let the send buffer
clear. This value can be lower (or zero) if buffer overflows are just
occasional, but if your system always gets long pauses, this value should be
around 50-100. If the value is too large, packets will not be sent as
efficiently as possible, and players may see more warping.
SendIncrease=5 Length of time (70ths of a second) to increase the time
interval for plane updates if the send buffer overflows. If this value is too
low, EAW won't adjust its send rate in response to bandwidth problems very
much, and if it's too high it may overreact to a single situation (such as
when 80 planes suddenly merge) and cut back too much, causing more warping for
ExtraPacketDiscard=10 When information changes for an aircraft, but it
is almost time for the regular scheduled update, EAW may discard the change
and just wait for the regular send to save an extra packet. This value is a
multiplier for how close in time to the regular update to wait and just
combine the two. It is multiplied by the overflow adjustment intervals that
have been made so far, so if you have good bandwith (zero overflow), it will
always send these extra packets which reduces player warping. If you have poor
bandwidth it will send fewer if any of these extra packets, proportional to
how bad the connection is. Lower this to reduce warping on players' machines
(but possibly hurt your framerate), or raise it to improve your framerate (but
possibly increase warping on players' machines).
Remove these from the INI to restore them to the default values.
- Special Thanks to Chris, Brandon, Martin, QA and the Beta
Testers for making 1.2 happen?
EAW Version 1.1 bug fixes and improvements over V1.0:
January 8, 1999
Flight/damage model fixes/improvements:
- Flaps can no longer be deployed at high speed. Exceptions are P-38 and P-51, which are
equipped with combat flaps that can be deployed at speeds up to 350 mph IAS (P-38) or 425
mph IAS (P-51). Non-combat flaps will suffer damage if they are not retracted above 250
- Automatic Leading-edge Slats are added to Bf.109, Bf.110, and Me.262, making them
slightly less prone to enter accelerated stall.
- New "wing-leveler" autopilot mode is added. This function (SHIFT-A by default)
will maintain current altitude, heading and speed. The original Autopilot still functions
- Bailouts are modeled more realistically. Depending on the aircraft's orientation, speed
and G-forces (level and slow is best), there is a chance for parachute failure, or for
various levels of injury (hitting the aircraft) during egress. Once the parachute deploys
successfully, the game will continue, so you can use F9 or F12 to toggle between different
aircraft and watch the rest of the mission unfold. When you are finished, press Escape to
- Blackout and redout effects are reduced.
- Bomb blast radius and blast lethality are increased.
- Armor values for bombers are increased slightly, so they are harder to shoot down.
- Landing sound will now play correctly when the gears touch the ground.
- P-38's engine torque was adjusted to allow flying with only one engine.
- Ground collision is revised to better permit gear-up landings (ditching).
- Bullet physics are more realistic at long range (i.e. less destructive power, though a
lucky shot in the right place can still do a lot of damage).
- Problem with virtual cockpits on cards not supporting 8-bit textures (such as Riva 128)
is now fixed.
- Problem with some virtual cockpit textures not drawn in correct color during
dawn/dusk/night mission is fixed.
- Problem with some virtual cockpits lamp lighting up the outside left wing is fixed.
- The yellow band on Bf.109G-6 external color, more common on the Eastern Front than the
Western Front, is removed.
- Problem with the artificial horizon in Spitfire virtual cockpit is fixed.
- Cockpit lamp in static cockpit now works properly when running the game in GLIDE mode.
- AI pilots will now properly perform ground attacks when ordered.
- Ground control and AI squad leader use better logic for ordering retreats.
- Bombers defensive logic is improved. Tail-gunners have improved bogey-tracking ability,
and dive-bombers use proper evasive maneuvers when attacked.
- Bomber Escort and Bomber attack AI is improved. Escorts will try to stay in more
strategic positions during combat, and attackers will be more aware of the escorts.
- Retreating enemy AI will no longer attempt to land if under attack.
- AI rocket aim point adjusted for better accuracy.
- Ground control uses better vectoring and bogey-spotting logic.
- General dogfighting AI is adjusted to take more advantages of individual aircraft's
- AI and autopilot landing logic is improved, though don't trust your life on it if your
aircraft is damaged.
- British 1943/44 Campaign will no longer run out of targets and exit to desktop with
"Unable to find Campaign Target" message.
- British 1943/44 Campaign Squadrons will have the correct supply (fuel tanks, bombs,
rockets) available when Limited Supply is ON.
- 1940 Campaigns with Campaign Length LONG and Limited Aircraft/Supply settings ON will
now receive replacement/resupply correctly.
- 1940 German Erpro. 210 Squadron will receive more bombing missions.
- Targets in liberated Europe will now show up correctly as Allied targets instead of
German targets, and German bombing missions against these targets can now be completed
- The enemy patrol placement is adjusted to increase the chance of encountering them
during Fighter Sweep missions.
- The enemy bombers starting position is adjusted to give more time on Intercept missions.
- The mission rating ("terrible/poor/average/good/excellent") system now allows
good ratings even on failed missions.
- The campaign difficulty setting no longer affects starting AI level as much for friendly
AI pilots. (previously, they would mostly start out at "green" level if HARD
campaign is selected). This also improves general friendly AI levels.
- On Single Mission Parameters clipboard, target range is now displayed in correct unit
(km for German, mi for US/UK)
- The radio menu should now correctly gray-out positions occupied by human teammates. To
issue orders to human wingmen, use the chat function instead.
- Mission accomplished message is now sent to all players correctly.
- The game will now continue even after the mission is accomplished until everyone from
both sides have separated and are no longer in close contact.
- Two new options have been added to the multiplayer game setup screen: Loadout and
Misc. bug fixes:
- Voodoo-2 2MB texture boundary bug is fixed; you'll no longer need to limit the texture
memory to 2 MB.
- A bug relating to 3d object loading, which would sometimes cause the game to crash when
going into the armament board, is fixed.
- A bug in music loading, which would sometimes crash the game at the debriefing screen,
- Game sometimes hanging when using Alt-N at low altitude is fixed.
- Game sometimes losing keyboard/mouse input focus is fixed.
- Menu screens "flickering" on certain video cards is fixed in general.
- Problem with the game not recognizing CD-Rom drive with drive letter "Z" is
- "Out of ammo" repeating speech bug is fixed.
- American bombers in some cases speaking with a British accent is fixed.
Unsupported new feature: higher screen resolution
EAW now recognizes higher resolution settings in the EAW.INI file, specifically the
"Width=" and "Height=" settings. Your video card needs to have enough
frame buffer memory to support any new settings, otherwise you will get an error message
when trying to fly a mission. If this happens, you can always restore the settings to the
Some settings you may wish to try are 800x600 (many video accelerator cards should
support this--also try D3D mode if you can't get it to work in Glide), 1024x768
(higher-performance boards, or dual Voodoo II's, for example), or 1280x1024. If you get
the error message, try the next lower setting.
- The viewing area will not be the same as it is in 640x480, depending on the resolution
setting. 800x600 mode will have slightly more viewing area, while 1024x768 mode will show
- There is no loading progress screen (the fuel gauge screen), though the mission will
still load as before.
- Static cockpits are not available--you are automatically switched to the virtual
- Text (subtitles, HUD data) are proportionally smaller, so you may need to squint at the
- On some systems, 800x600 appears to cause a backlog of undrawn data that can clog the
system and slow everything down, which will also cause the sound to distort or crackle.
1024x768 doesn't seem to have that problem, though--switch to that mode if you encounter
this problem, or return to 640x480.
- Target selection for the HUD (next/previous targets) may not recognize targets at the
edges of the screen--wait until they're closer to the center to select them.
- If you push the settings further, like 1600x1200 or beyond, the edges of some views may
not render correctly (stray triangles), plus the "fisheye lens" effect becomes
more pronounced. For this reason you should stick to 1280x1024 or probably 1024x768 for
the best results.
The main benefit, of course, is a sharper resolution and better ability to see targets
at further distances, which many people prefer and requested. It is an unsupported
enhancement because not all video cards support it, and EAW really wasn't designed for
those modes, but it is an interesting enhancement nevertheless.