| Feature: EAW: New Life for an Old Flight
Simulator
Back To Page 3
Background
European Air War as its name says,
was originally focused only on a short WWII period of war
over England and the European Continent. It was meant to be
a follow-up to MicroProse Software, Inc.'s successful 1942:
Pacific Air War, to be named 1943: European Air War as a sequel.
The 1943 time limit was dropped and the time expanded to cover
the Battle of Britain and other significant events.
The basic format gives you the choice
of flying as a fighter pilot for either the Royal Air Force,
Luftwaffe or the USAAF (U.S. Army Air Force), in roles such
as interception, escort, fighter sweeps or ground attack missions.
The stock aircraft supplied in EAW cover most of the better-known
types of fighter, bomber and ground attack types in the war
at that time, with the fighters only being flyable. You have
the choice to fly against virtual pilots using Artificial
Intelligence (AI) or real pilots online. You can fly in single
mission or full career modes. Voices came in German language,
American or English accents. No doubt the even-handed way
of flying and fighting for either side helped the game's popularity
in Europe and elsewhere. Simmers on both sides complained
that the game favored either Allied or Axis aircraft. Some
adjustments have been made by the flight sim community since
then to make aircraft behavior more realistic, particularly
by Flight Model expert "Knegel" (Ralf Kraeft).
Almost three years had gone by. Sim
fans in 1998 were waiting for a new game to match the rapid
development of computers and computer graphics. The cartoon
look of such games as LucasArts Secret Weapons of the Luftwaffe
(designed by the famed Lawrence Holland) was getting old.
EAW was among the much-anticipated new games. Anticipated
so long it was considered "vaporware" like its also-late-blooming
sister-sim from MicroProse, Falcon 4.0. EAW was going to be
very up-to-date in graphics, with 256 colors, not the standard
16 colors. If it ever arrived, which it did in November of
1998. But EAW was released into a buzz saw of competitive
new game releases, particularly Jane's WWII Fighters, which
still has a following on SimHQ. Activision's Screamin' Demons
Over Europe was soon to follow and Microsoft's Combat Flight
Simulator was a heavy threat. All are represented here on
SimHQ.
The first release had its problems,
which game reviewers including SimHQ's John "Spoons"
Sponauer in his review
were quick to point out. Worst was the limitation of 640x480
screen resolution at a time when screens were getting bigger
and better fast. Online play was limited to eight players,
and being kicked off-line was common. Other complaints included
the deadly accuracy of bomber gunners against the Luftwaffe
AI (Artificial Intelligence control) in particular, who did
not use their own powerful cannons in retaliation. Nevertheless,
the game gained a following of enthusiastic flyers who formed
a community dedicated to EAW and it's development. Within
a year a new patch was added, known as 1.2, which let screen
resolution grow as large as most graphics cards can deliver
today. The 1.2 Patch also eased some of the game's other problems,
including too-deadly bomber gunners.
Perhaps like Atari, EAW's owners realized
the potential of third party modifications to the stock aircraft
and released software and a tutorial with the 1.2 Patch to
help its game fans "mod" (modify) their planes.
The key software is called PicPac. It allows users to create
their own aircraft 'skins', by re-coloring. Many of the EAW
community became expert in creating these skins and they in
turn made tutorials for others to use. Skinners like "Chompy"
(John Masters), "Salty" (Jeff Salter), "Mike
1" (Mike Riddell) "Capt. Kurt" (Kurt Schwabauer)
and "Mr. J" (Johnson) were awarded "virtual"
medals by the Society of European Air Wars Contributors (SEAWC)
for their skinning work and other important contributions.
"Charles" became an EAW hero for that and many other
reasons.
Today, there are over 3,000 such "skins"
and aircraft available with more coming every month.
"More mods!" the
EAW Community cried. They wanted entirely new aircraft beyond
the game's 20-standard aircraft limit. 1942: Pacific Air War
(PAW) designs were remodeled. "Charles" was a leader
here. Thanks to specialized software created by Allesandro
Borges and more recently by "Gurney" new aircraft
and game "objects" are possible. Whole new "scenarios"
appeared to fly and fight from Russia to Africa to the Pacific
theatres and beyond. Mars Air War was created by "Von
Beerhofen" (Roel Bartels) to fly for fun. EAW Secrets
of the Luftwaffe honors the older game.
Original 1998 system requirements (still
in effect )
- 166 megahertz Pentium, equal or
better.
- 133 megahertz with a "3D graphics
acceleration card"
- CD-ROM drive
- 32 megabytes of RAM memory
- DirectX 6.0 (on the install CD)
- Glide API version 2.43 or higher
to use 3Dfx Glide support
- Hard Drive space - 2-megabyte minimum
to play off CD
- 55 megabyte "typical" install
- 552 megabyte full install
- 28.8 bps modem for online multiplayer
games
- Windows 95 or 98
Current recommended system
- 1.2 Patch (released in 1999)
- 333 mhz or faster computer. Newer
"high-resolution" graphics make this desirable,
but not mandatory. Users still report happy results from
older machines.
- A decent graphics card of your
choice - except ATI, which lacks horizon "fog"
and a briefing screen display in EAW. Usable without these
advantages.
- Old cards usually work fine even
at low megabytes of video memory. Caution suggests 32 megs
of video memory. New, expensive cards don't always work
well even with DirectX 9.0. Older drivers sometimes help.
Problems are signaled by a "7217" error notice.
- Patches, special .exe files and
changes are available to obtain horizon "fog"
and correct briefing screen corruption and other troublesome
graphics problems with Voodoo and Glide, but results vary.
- Full 552 megabyte install recommended
for best game speed, with user community "patch"
to play without CD if you choose.
- 64 Megs RAM memory. More is always
considered better, but no one is sure if it makes much difference.
- DirectX can be upgraded to 9.0
Opinions vary on upgrading, but 9.0 is said to be compatible
with older DirectX versions.
- Hard drive - As many gigabytes
as you can afford. Not for the game. For all the "mods"
available (about 1 gigabyte worth).
- Windows 2000 - A patch is available
to run EAW on Win2k. Can be found at "Tally-Ho",
the main EAW library site.
Windows XP may run EAW perfectly
or give problems, depending on machine and programs installed.
The Win2k patch may work for XP. All .exe files must be renamed
to "eaw.exe" (done automatically by one new user-created
program, OAW). XP requires a minimum of 256 megabytes of RAM
memory, most of it for its own use.
Windows 98 SE (second edition)
is still the standard for most trouble-free EAW play.
Modems? Some still use them
in this day of broadband at 56k maximum speed. Online
play restriction to eight players and not being able to join
a game in progress still dominate the yells for improvement
to the ".exe"
Go
To Page 5
Click
here to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|