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Knegel

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Everything posted by Knegel

  1. Screenshot Thread

    Hi, just a Torpedo run in SPAW: Greetings, Knegel
  2. Hi, EAW1.28c_MP is a EAW project where we develop the EAW.exe to support a better MultiPlayer(MP) gameplay. Nevertheless this exe´s also might keep some interesting features for offliners, like "re-arm your plane" or the possibility to use a 2nd game controller(rudder pedals). The permanent D/L link is this: http://www.users.on.net/pam_biddell/EAW1.28c_MP.zip The file might change though! Since the file is very smal(590kB), you can D/L it once in a while, to see if there was an update, or you read the forums or you join the EAW TS server(read in the multiplayer section of this forum), where always the date of the latest update will get displayed as "welcome message". Greetings, Knegel
  3. Hi, we just uploaded EAW1.28c_MP02, again to this location: http://www.users.on.net/pam_biddell/EAW1.28c_MP.zip New is: 1. While waiting for the guns to be rearmed, we will be able to push a button and then we get a related loadout added to our plane and a related message on the screen. Of course only, if our plane type have the loadout available. This buttons need to get pushed: F1 = "Bomb(s) loaded" F2 = "Rockets loaded" F3 = "Gunpods loaded" F4 = "Extra fuel loaded" (only offline) F5 = "Torpedo(s) loaded" (only offline) BackSpace = "Unloaded" If a loadout is not available the related button work like "BackSpace" and "Unloaded" get displayed. 2. A "Kill Shooter" got introduced. read more: http://simhq.com/forum/ubbthreads.php/topics/2919738/Kill_Shooter_for_Mayhem_FFA_ga.html#Post2919738 3. Also online the Loadout of all planes now get erased from the hardpoints, when the bombs got dropped(by default this didnt work correct). 4. When the player is in "chat mode", the guns wont shoot anymore. Greetings, Knegel
  4. Combat report.

    We just had a great LONG groundstarted intercept. 1st time i did use the new rearm option in a regular game. 4 Bf109G´s + 4 as reserve on the ground vs 12 B24th and 12 P51´s. What a fun. Before the game we adjusted the mission parameters, so that the Bombers had to pass our base and the target was a other base. In this way we was able to attack them when they was inbound and on the way back. After i crashed a damaged bomber, which decided to zoom up, right into my flight path, i took off again. This time without gunpods, to take care for the escort. After shooting down one P51D, i wasnt able to catch a other, cause they was much faster, so i decided to go for the bombers again. When they was close to the target i had some luck and 2 more 4-Mots was going down, just by burning the engines. Since Roller just arrived with a new 109, and my plane already took plenty of hits, now the escort was my target again. While Roller got one more Bomber, i got another P51 from his tail, then the remaining Bombers dropped their bombs and destroyed a Hanger. Although only 5-6 bombers made it to target, we already lost two planes and one was returning back to base, rearming. Right after that i landed my plane on the "target base" base to rearm. And now it got obvious how long this all take and the 30 seconds on the ground realy felt like 30 minutes. When i was up again, the bombers already was 30 Miles away heading home. Only cause they was flying right over our homebase, the others(Roller, ShoGun and Warbird77) could destroy the last returning bombers, while one already was landed on its homebase(he returned damaged before the target) and another(damaged) had to land close to the target. Now we was aiming for the P51´s and once again we had some luck, cause they decided to look for the damaged bomber, which landed near the target, so they came right to my position and some got nice low. After a while we got them all but one(now with 4 pilots, cause Warbird, who had to eat right after game start, was back). This last Mustang was high and escaped in a shallow dive. Then we did return to base. Here the low-time-education of the german pilots in November 1944 took its price. After landing, 3 of the 4 returning 109´s had broken legs. So all over we lost 6 of our 8 planes, 2 in combat and 4 by accident. Next time i choose SpitIXc´s as escort, they are more agile in low to medium altitude. Great fun anyway, thanks to all invulved, looking forward to more games this evening(Europe). Greetings, Knegel
  5. German localisation for EAW1.28c

    Hallo Gepard, danke für Deine Arbeit!! Ich benutze seit langem ein "Deutsches" EAW1.28c setup, habe nie daran gedacht es zu veröffentlichen. :) Im Übrigen kann man die "keyboard Sprache" auch auf Deutsch einstellen: EAW.ini Keyboard Language = 1 Offline ändert sich nicht viel, aber online kann man besser "chatten"(y und z etc nicht mehr vertauscht). So nebenbei, wie siehts aus, keine lust auf "On-Line" spielen?? Grüße, Knegel
  6. Hi, since the EAW community is very smal this day´s and cause almost all people, who play on GameRanger, mod EAW anyway(in this or that way), we think that a "open beta" development is the only that work, at least regarding the multiplayer related development. We will most probably stay in a steady development, so we decided to have a permanent download link for the latests EAW1.28c_MP**.exe. "MP" of course stand for "MultiPlayer", although some features also might be of interest for offliners. This link will be always present as "welcome message", if you join the EAW TeamSpeak server, together with the date when the download got updated. This is the current message: Download the latest EAW1.28c "MultiPlayer" executable (05.Dez.09): http://www.users.on.net/pam_biddell/EAW1.28c_MP.zip Here some important informations: 1. All our exe´s will have the "basic name" "EAW1.28c_MPxx"(EAW1.28c_MP01, EAW1.28c_MP02, EAW1.28c_MP03 etc). 2. Unless we did implement critical gameplay related changings, we wont change the netcode and "basic name" of an new exe. For "not citical adjustments" we only will add a "character" to the name, while the new exe stay fully compatible regarding the gameplay. Example: The 1st exe is called "EAW1.28c_MP01". If we make a "not critical adjustment", it will be called "EAW1.28c_MP01a", if we make another "not critical adjustment", its "EAW1.28c_MP01b", etc. 3. A "not critical adjustment" is a new feature or bug fix, which dont change the gameplay or world setup. For example the new feature to enlarge the "chat font" by an new EAW.ini value is not a critical adjustment. While a changing in the flight/damage model routine would be a "critical changing". 4. If we make a "critical adjustment", where the gameplay isnt compatible anymore, we will change the netcode and the basic name to "EAW1.28c_MP02" and so on. Only in this case its realy needed to have the latest exe to be able to play online. 5. Since the zipped EAW.exe itself is a rather smal file of just 590kB, it shouldnt be a problem to stay up to date. I dont expect many "critical adjustments" anyway. Its of course needed that as many people, who want to play on GameRanger with EAW1.28c_MP, stay informed and up to date and that all explain possible newbes the rules. So please help the people to setup TS, or at least give them the above download link, so they can download the latest exe, if needed. Here you get GameRanger: http://www.gameranger.com/ Get "TeamSpeak2 Client" here: http://www.teamspeak.com/?page=downloads Install Teamspeak2 client: Server Address: sydbod.hopto.org Choose a nickname. Log in as "Anonymus". No Password requiered. So at best you copy this message and store it as text file, at least the links! Greetings, Knegel
  7. Hi, we just did implement the possibility to use two different controllers (Joystick + external rudder pedals for example). Also the mouse wheel can get used as throttle(some people who look with the mouse did ask for it). Greetings, Knegel
  8. File got updated, the link is the same: http://www.users.on.net/pam_biddell/EAW1.28c_JoinMayhem05.zip Please give it a go!
  9. Hello, yes, we found a bug, where the throttle got dissabled when the 2nd controller miss a throttle. Same goes for the FF support. Both work now and Jelly will update the download file soon. Greetings, Knegel
  10. btw. with the above exe you also can re-arm your guns. You need to land the plane on a airbase, move the plane close to a Hangar, then stop the engine and enable the brakes. around 30 seconds later your guns have been re-armed.
  11. Hi, isnt the XP52 throttle a part of the X-52 stick?? One of the following setups shopuld work for you(it depends to which of your controllers is the 1st in the Windows list) Device Port1=1 Device Port2=2 Rudder Device=1 Throttle Device=2 Stick Device=2 or Device Port1=2 Device Port2=1 Rudder Device=1 Throttle Device=2 Stick Device=2 or Device Port1=1 Device Port2=2 Rudder Device=2 Throttle Device=1 Stick Device=1 or Device Port1=2 Device Port2=1 Rudder Device=2 Throttle Device=1 Stick Device=1 Greetings, Knegel Edit: The link to the exe: http://www.users.on.net/pam_biddell/EAW1.28c_JoinMayhem05.zip
  12. Hi, we already did release a exe with some new features, including also the 2nd controller thingi. The Screen tearing fix is almost ready. The code work is done, we just work on the needed new screens(there are a lot in EAW, but most are ready by now). Here from a other post at SimHQ: -------------------------------------------------------------------------------------------- This is what "JoinMayhem4" include: 1. The possibility to join a already running ground started Mayhem game. This is very nice for team mayhems, cause we can select up to 4 Homebases. A little drawback is that only the host can determine the up to 4 different plane types to be used. On the other hand this can be a advantage, cause then the people dont always only take the absolut best planes in game. All this is very good for seccions where any people take part, cause as we know, often someone wont reach the game while the initial game start and if someone want to adjust his stick or a other personel setup(resolution, graphic quality etc), he now can leave the game and come back. NOTE: Only the new "ground started mayhem" support the possibility to join a game after it started!! The default game possibilitys remain unchanged! 2. New "Mission End" and "Quit Game" routines and dissabled "Pause", for Multiplayer sessions. For now it was easy possible to Pause a netgame by accident, cause a simple push to "esc" was enough and also "Alt + Q" paused the game for all. The possibility to Pause a Multiplayer game is ugly all other, specialy if many people take part of the game. So we dissabled the possibility to Pause a game all over. To End a mission, the player need to push "esc" for around 5 seconds. To Quit the complete game, the player need to push "Alt + Q" for around 2 sec. No Yes/NO Question will appear in both cases! 3. A adjusted Warp correction. This should prevent the Stall-bug, where the planes always rolled to one direction, then they flicked back to the normal flight position. 4. The possibility to use a 2nd controller and to define which controller shal get used, if more are present. For this we get this 5 new EAW.ini entrys: Device Port1=1 Device Port2=2 Rudder Device=1 Throttle Device=1 Stick Device=1 The 1st two define whih devices get used. There might be 3 or more. Note: Only the Stickkeys of "Device Port1" get used in EAW. If you want to use also the stick keys of "Device Port2", this controller need a sticksoftware, which make you able to assign Keyboaed keys to this controller. This assigned key´s then can get used in EAW. Example: I have a very cheap stick, without software, i adjusted the EAW.ini to use it as "Device Port1", so the buttons work. Additionally i have a Logitec WingmanExtreme3dPro. With help of the Wingmand Profiler software iam able to assingn keyboard buttons to the Stick buttons. Now i can(could) use the buttons of both sticks in EAW. 5. The Mousewheel can get used as throttle(Set Throttle Device=0). 6. The Preflight chat now can get activated permanent. By default we had to activate it again, after every message we send, by pushing any key. This was pretty much disturbing, cause often the 1st charachter then was missing, cause the 1st key command only did activate the chat. Now the chat stay activated, until we make a "right mouse click", then it stay deactivated, until we press another key. 7. We got the possibility to use a WEP button. This only work for planes that are modeled with WEP!! The WEP toggle key is the "Throttle 100%" key(configure game --> controlls --> advanced --> flight). If you start a game, WEP is available, by pushing "Throttle 100%", you will deactivate it, then the Max Throttle get reduced to a value where the engine wont overheat in a normal flight(if you park on the runway with max throttle, the engine still might overheat). Pushing "Throttle 100%" again reenable the maximum possible Throttle. This should help you to fly with the best plane performence, without to cock your engine. If you take a look to the rpm, you will see that only a little reduced throttle is needed to prevent overheat. ------------------------------------------------------------------------------------------------------------------ I will offer a D/L link asap! Greetings, Knegel
  13. Hi, we just test a "server.exe". This exe make us able to join a already running multiplayer game. Currently we allow max 16 players, but we could open it for up to 256 player, though i doubt the game still would run lag free. The GameRanger guys was so nice to adjust GameRanger to support our new features!! So now we can play with max 16 people and we can join and leave a steady running "mayhem"(FFA) game by will. We are working on a team setup, where axis planes take off from one base and allieds from a other close base. The player can choose between one and the other nation and different planes. I hope to have this ready till christmas! Who want to test with us need GameRanger ( http://www.gameranger.com/ ) and a working clean EAW1.28c installation. On GameRanger look out for EAW games or add "Knegel" (account: 319534) and "Tony" (account: 319584) to your Frieds list and contact us as soon as we are online(iam 90% of the time online, though also often afk). Greetings, Knegel
  14. Who want to test the server.exe?

    Further progress! We implemented a ground started setup, where the players can join and leave by will. The host determine the homebases and the available plane types. This support be very nice team "free for all" games. :) Once we are ready, we want to get a 7/24 server going. :) Greetings, Knegel
  15. Hello, With EAW1.28c we implemented the possibility to play with seasonal setups and up to 4 different plane sets. Though for now we didnt release new plane sets, but iam working on them! If the player have the correct setup loaded, all players will see the same season and plane set, fitting to the hosts settings. To achieve this we implemented that the current date and plane set number of the host get transmitted to the clients. Then EAW load the related season and plane set, if available. As result we will have more graphical variation and once we got the plane sets ready, we can choose out of up to 120 planes, without the need to load something new. Greetings, Knegel
  16. Hi, with EAW1.28c some rather important things changed in the EAW flight- and damage-model game engine. 1. EAW1.28c support two supercharger stages per plane and floating best power heights. This give us the possibility to model most WWII engine setups rather exact. Till now the engine power curve only did support one engine power peek setting, while most WWII planes had two, as result the Plane perfomence in different altitudes only could be modeled correct for planes with a single stage super charger. Even then the best power height of most real planes is floating and depends much to the current plane speed, cause often the "RAM air effect" get used to increase the loading presure. As such most planes had a often by far lower max power heit with climb speed than with max speed. For planes like the P51 this did vary by around 4000feet. All this now can get (already got for the default plane set) adjusted very exact. 2. More Damage related influence to the Flightmodel When a plane get damaged on the wings(alerons, flaps etc) this wing will lose max lift and produce more drag, so will do damages on the fuselage. 3. Gunner positions can get deactivated by damages. If you attack a bomber, by damaging the plane on different positions, you can dissable the different gunner positions, step by step. So if a Pulk get attacked by your squad, normaly the 2nd run is a little more harmless, cause most probably some gunners already got dissabled. 4. The Stall and Spin behaviour got changed In the default game planes almost only could spin/stall to one and the same direction, now it depends to the flight position and engine torque. So in a right turn its more likely to stall/spin right, in a left turn left. In the default game planes never did recover by itself and the stall enge wa extreme smal and in all planes rather similar. Now we can adjust the "stall edge width" and also a "stall recover base speed" for each plane. The "stall edge width" do what it say, a plane with a very smal "stall edge width" tend to go suddenly into a spin and the other way around. The "stall recover base speed" define roughly a speed where a plane can and will recover a spin by itself. Note: The real "stall recover speed" get influenced by more factors, like flight position, torque, damage stage etc. So if you fly fast enough and stall the plane, they normaly will recover just by leaving the controlls alone. 5. 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. More to come............ Greetings, Knegel
  17. EAW1,28C Flightmodel infos

    Performence of the planes: The Performence of the planes fit to the historical data sheets we have. Since we dont have that many datas for the Bombers, they are more estimated, than the fighters. Unfortunatelly i miss the time to give exact figures of the EAW planes for each altitude etc, but here is a very good Aces High fighter comparison, which have rather realistic figures, very similar to ours. http://www.gonzoville.com/ahcharts/ Here some notes to some EAW planes: P38H: 5 min WEP, also in climb. Effective combat flaps. P38J: 5 min WEP, also in climb. Boosted alerons(good for highspeed). Effective combat flaps. P47´s and P51´s: 5 min WEP, also in climb. Hurri1a: No WEP, so only overheat at very slow speed. Spit1a: No WEP, so only overheat at very slow speed. Simple one step flaps(only good for landing). SpitIXc: One min WEP for climb, 5 Min WEP at all out level speed. Simple one step flaps(only good for landing). Spit14e: 5 min WEP, also in climb. Simple one step flaps(only good for landing). Typhoon/Temp: 5 min WEP, also in climb. Mosquito: One min WEP for climb, 5 Min WEP at all out level speed. Bf109E-4: 5 min WEP, also in climb. Bf109G-6: No WEP, so only overheat at very slow speed. Gunpods can get selected. Bf109K-4: 10min WEP, also at slow speed. Bf110C-4: 5 min WEP, also in climb. Bf110G-2 No WEP, so only overheat at very slow speed. 2 x MK108 + 2 x MG151/20 Me410A-1/U2: One min WEP for climb, 5 Min WEP at all out level speed. 4 x MG151/20, 2 x MG17 FW190A-4: 5 min WEP, also in climb. 4 x MG151/20, 2 x MG17 FW190D-9: 5 min WEP, also in climb. 2 x MG151/20, 2 x MG131
  18. Error 7217 now error 803 derrrr

    Hello, yes, you need to delete the old EAW.ini(better is to rename it, then its not lost), if available, then a new get created with the game start. What you describe on your Vista System make me believe you have a ATI card i this system, the garblet screen often can get fixed by a driver update. CrashingJack currently work on a other fix that also might fix your garblet Vista screens. btw, did you try to run EAW in XP in Win98 compatibility mode? Normaly thats not needed, but for at least one i know it fixed some problems. Right click to the EAW.exe, then propetiers, there you can enable the copatibility modes. Greetings, Knegel
  19. EAW 1.28C release

    Hello, on the top of this document: http://www.users.on.net/pam_biddell/EAW1.28C_Readme.htm Just do step 3. and 4.! Greetings, Knegel
  20. Error 7217 now error 803 derrrr

    btw, is it possible that you didnt let EAW1.28c create a absolut new EAW.ini?? An old EAW1.2 EAW.ini also cause a CTD.
  21. EAW 1.28C release

    Hi, yes, a known problem is often not a real problem. But it was very nice to prevent environmental pollution by not leaveing the oil into the nature. Nevertheless it would be interesting to know why this happen. I cant remeber that someone else did suffer by this before. Maybe the registry entrys cause this. Would be nice, if you would try this: Copy/paste the entire EAW folder to a new directory. The registry entrys shouldnt have any influece to this new directory, as such this one might work like it should. Under WinXP we often saw stange results caused by the registry entrys. Greetings, Knegel
  22. (quoted from a other forum, SPAW is specialy made for EAW1.28c! ) On behalf of the ModSquad, I am pleased to announce that, South Pacific Air War (SPAW) is ready for your enjoyment. Click here to get the installer: South Pacific Air War Installer Please be sure to read the installation notes for a succesful install. The ModSquad stands ready to provide any assitance you may require with the installation of SPAW. Have fun, and enjoy. Cheers, MadProf
  23. EAW 1.28C release

    Are you using a old EAW.ini, or a absolut new one(and then adjusted too your need)?? Are you running EAW in a compatibility mode(you dont need to)? Do you have any EAW registry entrys? You shouldnt have, they are not needed and can cause trouble. This normany happen when you make a real CD installation(run the CD installer program). "Radeon X850 Grafikkarte" Did you try to use zeckensack´s glide wrapper to run EAW in glide mode?? On newer systems it often run faster with more smooth graphics ( i doubt this is relatted to the actual problem). Are you using any addons??
  24. EAW 1.28C release

    Moin Gepard, was für nen Betriebssystem hast Du denn? Daß EAW im Hintergrund weiterläuft is neu für mich. Wie beendest Du denn EAW?? Grüße aus Wunstorf bei Hannover, Knegel
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