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Everything posted by MarkEAW
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View File Blank Graphic Templates Blank graphic templates. You can adapt these blank templates to make a print out of your own setup. A blank F16 Fighterstick and Pro Throttle graphic blankf16.exe 37K self extracting zip file. A blank Force FX and Pro Throttle graphic blankfx.exe 36K self extracting zip file. Note. The FX graphic can also be used for any of the CH Combatsticks. Submitter MarkEAW Submitted 03/13/2026 Category Control Templates
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Version 1.0.0
0 downloads
This setup is similar to the F16 template, but the vehicle commands have been removed due to the FX stick having 6 less buttons than the F16 stick. You should also note that there is no bail out key programmed as I use a Master Pilot console with this system and the bail out key is on that. The Master Pilot gives me an extra 120 programmable buttons, most of these are used for bomber pilot and crew commands, like jumping to gunners positions with one button press instead of four, assigning the number of bombs to drop in the same way and also buttons for feathering individual engines. I suggest you reassign a joystick key for your bail out command. The Tallyho macro is combined with turning on the camera. So when I sight the enemy I tell my wingmen that I am engaging and turn on my gun camera in one go. As this setup is complimented by my Master Pilot console I have included the template for that below. Vulch's Force FX files (graphic and .ptw) vulchfx.exe 42K self extracting zip file. Vulch's Master Pilot files (graphic and .gam) awmpfx.exe 39K self extracting zip file. -
Version 1.0.0
0 downloads
This setup is almost a complete reverse of my own(Vulch), with throttle and stick buttons swopped over. It interestingly includes detail buttons (fulldetail, minimum detail) for helping to see the acks, (they show up better in minimum detail). Zeb's Force FX files (graphic and .ptw) zebfx.exe 44K self extracting zip file. -
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Version 1.0.0
0 downloads
The 8 way hat on the stick is assigned to the 8 level views. Forward, forward right, right, rear right, rear, rear left, left and forward left. You can combine these views with the up and down view on the throttle, giving you not only up, but forward and up, forward and up and right, forward and right, etc. This gives you a total of 26 views, although not all of them have artwork assigned. The three sight keys combine commands to free up buttons on the throttle. Selecting the dive bombing sight not only selects the sight, but also arms the bombs and selects single bomb release. Selecting gunsight reverts back to the gunsight and disarms the bombs in case you decided not to drop them. The level bombing key takes you to the Nordon bomb sight, opens the bomb bay doors and selects single bomb release. Pressing it again takes you out of the Nordon view and closes the bomb bay doors. Another combination is Bail Out and F5 view. I normally fly in F7 full screen view, but if you bail out in F7 you cannot see your altimeter, to know when to pull the ripcord. Therefore when I bail out I am automatically taken to F5 view. Pressing bail out again pulls the ripcord. Vulch's F16 Fighterstick files (graphic and .ptw) vulchf16.exe 44K self extracting zip file -
Version 1.0.0
0 downloads
Taff's setup is almost the complete opposite of mine (Vulch). All the view commands are on the throttle as are the commands for engines, brakes, wep and bail out. The stick buttons cover weapons, navigation and communication. This is really the reason this page is here, to cover all the combinations that I would never have thought of. Taff's Combat Stick files (graphic and .ptw) taffcomb.exe 63K self extracting zip file. -
Version 1.0.0
0 downloads
Blank graphic templates. You can adapt these blank templates to make a print out of your own setup. A blank F16 Fighterstick and Pro Throttle graphic blankf16.exe 37K self extracting zip file. A blank Force FX and Pro Throttle graphic blankfx.exe 36K self extracting zip file. Note. The FX graphic can also be used for any of the CH Combatsticks. -
View File Air Warrior III (Online) 3.13 Patch New Features ---------------------------------------------------------------------- - The critical mach number for the onset of compressibility for the P-47 has been increased. - The color of the frame rate counter has been changed for all 3D cards to the color of the 'Full Screen Text'. This color can be altered in 'User Preferences' under the 'Flight Window' tab. Bug Fixes ---------------------------------------------------------------------- - In the ever continuing quest for speed, optimizations of the 3.12 code led to problems with some forms of collision detection. The problems are now fixed. - The frame rate counter position has been changed on 3D cards that operate with page-flipping, such as two Voodoo IIs operating in SLI mode. The counter now appears in the upper right-hand corner of the flight window. Interactive Magic A3GU313.exe Version Number: 3.13 Last Update: July 31, 1999 Submitter MarkEAW Submitted 03/13/2026 Category Patches
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View File Air Warrior III (Windows) 3.12 Patch Includes bug fixes, joystick compatibility, additional terrains, and enhanced high-resolution graphics support. 7-26-1999 File: a3gw312.zip Size: 19.58 MB Submitter MarkEAW Submitted 03/13/2026 Category Patches
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View File Air Warrior III Game Manual (I-Magic 1997) The manual for AWIII from Interactive Magic (1997). Submitter MarkEAW Submitted 03/13/2026 Category Extras
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View File Air Warrior III Demo (Interactive Magic 1997) This is a playable demo of the box version of Air Warrior III. aw3demo.exe (21.4Mb) is a self-extracting, self-installing archive. Just download the file and run it. You will need Windows 95, a Pentium90, and at least 16 MB RAM. Also, DirectX 5.0 or higher must be installed on your machine. Numerous 3D cards are supported. A readme file is also included for viewing. It includes an instant action mission and an historical mission where you fly with the U.S. Navy Squadron, VF-17 - The Jolly Rogers. The terrain included, however, is not one of the very large scale terrains offered in the box version. This was done to keep the file size low. However, this should give you a good idea of how the game looks and plays, especially if you have a Direct 3D compatible video card. Submitter MarkEAW Submitted 03/13/2026 Category Demo
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Version 1.0.0
0 downloads
New Features ---------------------------------------------------------------------- - The critical mach number for the onset of compressibility for the P-47 has been increased. - The color of the frame rate counter has been changed for all 3D cards to the color of the 'Full Screen Text'. This color can be altered in 'User Preferences' under the 'Flight Window' tab. Bug Fixes ---------------------------------------------------------------------- - In the ever continuing quest for speed, optimizations of the 3.12 code led to problems with some forms of collision detection. The problems are now fixed. - The frame rate counter position has been changed on 3D cards that operate with page-flipping, such as two Voodoo IIs operating in SLI mode. The counter now appears in the upper right-hand corner of the flight window. Interactive Magic A3GU313.exe Version Number: 3.13 Last Update: July 31, 1999 -
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Version 1.0.0
2 downloads
Air Warrior III Demo (Kesmai, Interactive Magic 1997) Publisher: I-Magic Platform: Windows95 File Date: 12-22-1997 Details: Simulation/Sport Required: P90 - 16MB RAM Download: AW3Demo.EXE - 21.4Mb This is a playable demo of the box version of Air Warrior III. aw3demo.exe (21.4Mb) is a self-extracting, self-installing archive. Just download the file and run it. You will need Windows 95, a Pentium90, at least 16 MB RAM and 35 MB HDD. Also, DirectX 5.0 or higher must be installed on your machine. Numerous 3D cards are supported. A readme file is also included for viewing. It includes an instant action mission and an historical mission where you fly with the U.S. Navy Squadron, VF-17 - The Jolly Rogers. The terrain included, however, is not one of the very large scale terrains offered in the box version. This was done to keep the file size low. However, this should give you a good idea of how the game looks and plays, especially if you have a Direct 3D compatible video card. -
VBH Did this get fixed yet?
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Hey. Good to hear I helped! Take care.
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Well I sent him the question, I guess he doesn't get his messages from here/or doesn't visit often. Thanks anyhow.
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Is there a list of files to ask about? or to request from?
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So what is happening with Sandbagger's Tally Ho besides closing? Is it coming to CA or something else happening with it? Right now it's kinda all messed up looking, no images and displaying wrong pages: https://www.thatoneplease.co/TallyHo
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Okay, just updated and uploaded a EAW1.2MPS FullScreen DxWND profile. (Link in the first post) I tested it on 800x600 res.... I tried to do 1400x1050 in game flight screen, but I couldn't get it to display properly....I'll keep playing around once in awhile.
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Okay! Thanks, and Happy Holidays to you guys.
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I think there are way over 1000 pages in Tally-Ho. I never did save them for long. I may have still a 2014-15 backup of the html pages, not sure though if I kept them. Been a long time since I've been in my backups. But I also have a .xml page with a sort of "sitemap" of it more recently. Not sure if its any use, I was given to me, someone else made it, I don't know how to view it, however. Anyhow, Hope Mike / Erik can get the files and the html pages transferred without trouble. If that's what will happen? I wouldn't even know how to start to integrate the html pages into CA downloads??? Good luck guys.
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Reorting Files and the Report option
MarkEAW replied to Flanker562's topic in Site Support / Bug Reports / Suggestions
Everything about the downloads and the use of them (the how too) is located where? In the forum? Which topic/thread? Thanks! -
I was wondering if anyone uses IPX, the home LAN protocoal to play EAW connected via the internet, instead of TCP/IP? (I was just thinking about the possiability, as GOG-EAW lacks TCP/IP, but does have IPX support with a UDP wrapper included.) I figure it would work better that the built in TCP/IP as I assume that was tweaked for the old slow Dial-Up use. The IPX code may work for the faster connections of broadband, but I don't know if with IPX to UDP etc wrappers will slow it's worthyness down? There are the varaibles in the eaw.ini file, but again, not sure what protocol they are for....... Anyhow give it a try?
