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RIBob

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Everything posted by RIBob

  1. Bombers carry Bombs. Bombs explode; usually when they hit the ground/target, but sometimes otherwise. For instance, is there a feature in EAW where a fully--or even partially bomb-laden-- bomber takes a heavy flak round to the remaining bombs in the bomb bay of the aircraft, causing the aircraft to explode? I don't know if even an Armor-Piercing, Incendiary or Tracer heavy bullet (similar to .50 cal) would penetrate a bomb and cause it to explode, but aircraft-fired explosive cannon shells might, and certainly heavy flak rounds could be expected to do the trick. Naturally, the more-or-less instantaneous explosion of all or most of a bomber's load would be catastrophic, and might well take out other nearby aircraft, or at least damage them to some degree. Is this feature available in EAW?
  2. I understand that this is not possible with legacy mods. Please make this elemental point of doing do in the future. The quality, and explicitness of the 'README" ad installation instructions of your Mods have a GREAT DEAL with their being adopted, and their subsequent reviews. If possible, please revise your contributions so that possible downloaders are prevented from making mistakes. Thank you for your Mods, but thanks also for supplying adequate instructions and so helping people to install them properly. We can ALL benefit from this, bit only the Modders can provide reasonable Instructions for their creations.
  3. We all understand that the Me 262 was a superb aircraft at high altitudes. However, its' weak point was on the ground, and taking off and landing. To that end, the Luftwaffe instituted strict dispersal/camouflage procedures on-ground, and also instituted procedures for various piston-engine aircraft to "cover' the take-off/landing of the Me 262s. So, how about a landing/takeoff scenario at an Me 262 base? This would involve the 262s trying to land/take off, the "covering" force of piston engine aircraft, and Allied aircraft attacking the base and landing/taking off 262s. Allied aircraft get bonus points for 262s destroyed, in addition to 'covering' aircraft. Maybe two different scenarios: landing and taking off. I understand that this would be a very demanding scenario, utilizing the in-game AI for purposes for which it was never originally intended. Even so, a question unasked is never answered. Submitted for discussion
  4. Is it possible to control the emplacement of AAA guns directly? In other words, can the player select where and what types will be located? I mention this in relation to a 262 landing/takeoff scenario (outlined above) in that the AAA guns would presumably have been sited in addition to the airbase proper, in areas outside the airbase in order to deter Allied aircraft from attacking 262s on their landing approach, and just after takeoff. Naturally, such locations would have light and medium caliber flak guns, heavy caliber flak being inappropriate for such a task. Perhaps it might be possible to site particular (ground) AAA/flak units in such locations. Naturally, I have no idea if this is possible but perhaps it is not impossible. After all, if one can control the type/density/ROF/accuracy of AAA fire, it seems not unreasonable to be able to control where such fire might originate.
  5. That's an interesting--and clever-- way to go about it, and as regards my original suggestion in first post, I will take 1/3 of a loaf instead of nothing at all. Some experimentation will need to be done so that it can be determined if the 262s behaved as they did in real life or not. That aspect will be of critical importance to the realism of the scenario. As I understand it, the Allies discovered that the 262s were highly vulnerable on take off and landing, so they detailed certain numbers of fighters to catch them whilst doing so. The Germans attempted to counter this by running CAPs of piston engine fighters around the 262 bases to interfere with the Allied planes trying to attack the 262s in their most vulnerable state. Naturally, the ground-based AAA was strengthened considerably, possibly beyond that which was usually encountered at other air bases. So, perhaps what can be accomplished in order to to approach a 2/3 loaf of my scenario posted above would be to overfly a base of piston-engine fighters en route to the 262 base, have the piston engine fighters trail after the Allied attackers, and attack them while they are attacking the 262 base. It's a pity that a 262 landing scenario is not in the offing, as in that instance, they were throttling back with flaps/gear down, whereas in takeoff, they were throttling up, albeit with flaps and gear deployed. There are other important differences, too. In landing, the aircraft has to line up with the runway sooner or later, whilst immediately after takeoff, the aircraft can diverge from the runway axis fairly quickly. Presumably, in a take-off scenario, the 262s became more rapidly able to defend themselves than in a landing scenario. Put conversely, during landing, the 262s became vulnerable sooner, and longer. We will have to see how accurate the flight model is for the 262, particularly at low speeds, and whether or not the very slow throttle movement required by the 262 engines is depicted accurately. Is there any way to modify the FM of the AI 262 aircraft, particularly at low speeds, or perhaps for a certain time period after it has spawned and subsequent to its' taking off? That might be a 'work-around'. Any way to replicate the notoriously slow rate of engine speed increase/decrease? If it is not possible to manipulate the FM of the slow-flying 262, would it be possible to "dumb down" the AI of the 262 pilot (NOT the piston engine fighter pilots), at least temporarily? As an historical side-note, one of the delays in fielding the 262 was caused by the necessity to slowly rev up the engines to max before take-off. The original tail-dragger version would set the asphalt runway on fire, or at least melt it before the engines reached sufficient power (revs) for take-off; the concrete runways would be scorched. Indeed, photo-recon pix of early 262 testing airfields showed such "burned/melted/scorched" spots, and alerted analysts that something was up. As an aside, I can say that abrupt manipulation of the throttles of a Horten aircraft (same engines as in the 262) in IL-2 1946 game will definitely cause one or both engines to catch fire. Also, can the AAA fire at the 262 base be controlled by the gamer? One would presume that AAA would be unusually dense around such bases. Might be nice if the AAA could be dialed up or down. At any rate, thank you very much for looking into this matter. I certainly do appreciate it, and perhaps the recognition of this feature latent within the game will cause other people to come forth with other interesting scenarios. I wonder what other features within the game await future exploitation.
  6. I suppose I am being dense, but could you provide a link to the Beta file that you are offering? Much obliged!
  7. So, it would seem that at least part of the puzzle is in place. The question is: Are the other necessary pieces also there? For example, if coming sufficiently near an air base will "trigger" a scramble of aircraft from that base (or any others nearby), will the AI command the scrambled aircraft to attack the intruders who will remain nearby while beating up the base? Given what I know at this point, and that is probably not enough, then a possible way to re-create a scenario like the one I originally proposed is to have the intruders overfly a base with piston-engine aircraft on their way to the Me 262 base. If the base for the German piston-engine aircraft is sufficiently far from the 262 base, the German aircraft will have enough time to gain altitude (not much is needed) and hopefully attack the intruders trying to kill the 262s just taking off. It would be nice to have in-the-air Germans trying to interdict the intruders when the 262s were attempting to land, but perhaps that is asking too much. So, is the aforementioned scenario a possibility?
  8. Like you, I don't know if this proposed scenario is possible to accomplish in any existing platform, or at least platforms that have not been specifically designed to do so. It's just a proposal, and intended to see if anyone knows if it is possible. It's unknown if anyone has attempted this type of scenario before, but someone, somewhere, must have designed a game one of whose scenarios was a "beat-up" of an enemy air base. With that in hand, perhaps some flying aircraft could be AI controlled, partly piston-engine "covering" fighters, and partly landing/taking off 262s. For that matter, the AI could control the attacking aircraft, and the player control one of the defending aircraft, or even one of the 262s. So, perhaps it's not entirely out of the realm of possibility that the abovementioned scenario could be constructed.
  9. European Air War in 2019

    I typically run EAW using D3d Wrapper, and set resolution within the wrapper to figures for H x W slightly less than 1080 X 1920; native resolution of my monitor is 1080 x 1920. Doing so allows as much of the sim as possible within the window within which it plays. The outside edges of the window are the inside edges of my monitor. I use the windowed setting (in wrapper) because I can toggle a frame rate meter, showing effects of various add-ons which I install/delete via JSGME, which is embedded within that particular version of EAW (my "test" version), and which has an effect only on that particular game. I mention all this for the benefit of others who may be unfamiliar with the particular wrapper, the JSGME, or both. In addition, I use the nGlide program to obtain the horizon haze. You, obviously a more experienced EAW player, probably have a different set-up, not to mention a better computer. I plan to obtain a vastly better computer at some point in the future, wherein a Virtual Machine will reside, and on which I can experiment with various forms of TrackIR. the latter is currently impossible with my current graphics card, and there are none that I know of that are better and that will fit within the small form computer that I'm currently using. In the meantime, I would be obliged if you would offer constructive criticism of what I have so far. As you can tell from my comments in this and other threads, I am quite new at all this flight sim stuff, not to mention EAW.
  10. European Air War in 2019

    The question is, I suppose, what benefits does DVVoodoo and the shader program mentioned above confer? Like you, I am using V1.28e, but probably without many/most of the mods you have installed into your version. If you would go into much greater detail about the mods you have selected for your V1.28e, being very specific about the individual mods, and where they can be obtained, I'd be much obliged. That said, I am always willing --no, eager-- to investigate methods that will enhance my EAW sim, and possibly other sims as well. I did install a "Widescreen Fix" into a version of Crimson Skies, and the "Fix" certainly enhanced the visual aspect of the sim. Perhaps this is possible with judicial application of similar "fixes" to other games. Currently running an old Dell OptiPlex 760 with Core Two Duo processor, Win 7x64, RAM maxed put at 8GB, and Nvidea 710 graphics card. Surprisingly, this rig will play IL-2 Stormovik with all video/graphics options maxxed out, so it is not as bad as it first appears.
  11. European Air War in 2019

    That certainly does look nice! I'll need to look into the ground/terrain mods, at least, and thanks for the suggestions about the settings for the graphics card. I am using nGlide to get the horizon mist, and it looks very much like that I see in your screen shots.
  12. I'm an idiot user, but can plainly see that EAW versions of games are best served by having more than one forum. After all, if the primary depositary goes extinct, where will all the info reside? We have all seen extinct sites, and doing so is a very sad thing because all the work the modders that contributed to such extinct sites was in vain. So, let's not let it happen again. As is said in the armed forces, "Two is one, and one is none". May I ask that EAW users not only post on alternate sites, but copy and paste their comments/posts here? Doing so would support the game overall, not to mention this site. The primary goal is support of the EAW/UAW sim, and NOT any particular Site. FWIW, I have zero connection in regards this site. I humbly ask your consideration for the good of the EAW sim, and all its variants.
  13. I can get the games to run on my Win 7x64 system, bit no sound. I also cannot get the official upgrade to "Antietam" called "South Mountain" to play, as the battle pack (upgrade) keeps asking for the game disk. Now that's odd, because the "Antietam" game on which it is installed plays fine with no disk whatsoever--although with no sound. Can someone help me, or direct me to people or forums where such help might be available? I'd be much obliged!
  14. Longbow 2 v2.09

    I'm having a very difficult time getting Jane's LB2 to run on Win 7x64. I can get to the main screen, but most of the selectable choices (buildings on the screen) are somehow disabled, except for the main building and the bunkroom, where pilot selection is made. I got rid of the weird psychedelic screens by using D3W Windower (wrapper) program, but I'm stuck at this point. Any advice would be much appreciated. RIBob
  15. A Happy New Year

    And a Happy new Year to all of you as well!
  16. EAWPRO X-Mas upgrade

    That's a nice Christmas present for the community. Thanks!
  17. European Air War HD

    Hmmmmmmmm. I wonder how I was fortunate enough to "settle" on 1.28E as my base EAW version. Probably just luck, back then. Napoleon considered "luck" as one of the foremost attributes of any soldier. I confess to like V1.28E, but am open to suggestions. Might be the "sweet spot", so to speak. I am more than willing to fly any and all sims, as long as they play decently. I have put up with a fair amount of coaxing some sims to play. For the most part, the more coaxing they need, the less the basic sim is found to be worth doing so. Nevertheless, there are some diamonds to be found. My ancient, but upgraded computer allows me to play IL-2 with almost no limitations, just for reference. EAW, in all its' permutations, has never been an issue, as far as playability goes. Screen garbling is another issue, and occasionally very objectionable. I'm somewhat familiar with the Wrapper programs suggested for using with EAW. I mention this last because it might make a difference in your future comments, and FYI, as pertinent. Thank you for your response, BTW. Exactly what was needed.
  18. European Air War HD

    Thank you for your quick reply, and explanation. I particularly appreciate very full explanations because I am Ignorant, as previously mentioned. Hopefully not stupid, but definitely ignorant. I will have to try out your suggestion, and play it. I promise to give it a fair shot. That said, and risking heresy, the BAT mods on top of IL-2 1946 game, as well as certain mods on top of the "First Eagles" game make for some very tough competition. It's all good, and thank you very much! AS an afterthought, I have most of the early versions of EAW, up to 1.28E, installed, and runnable. Is it possible to improve on 1.28E while still maintaining backwards capability for mods created prior to that point? Is installing 1.29 version of the game a distinct advance over 1-28E? Naturally, I have V1.60 and EAWPRO up and runnable. Your suggestions are invited.
  19. European Air War HD

    IIRC, I googled "tally ho + good shot II", and it came up after a little scrolling through the results.
  20. European Air War HD

    That version might well be more modern, and possibly have fewer bugs. How is it listed on Jel's site? Link to Jel's site, please?
  21. European Air War HD

    Thanks, Russ! That's very helpful. I also was intrigued by the "Secret Weapons Of The Luftwaffe game.
  22. European Air War HD

    I've rummaged around at "Tally Ho", and could not find "Quick Shot II". Can you help me in finding it, and please describe what it adds to lauvo's version of the game? ETA: found it here: http://www.thatoneplease.co/Tally-Ho/EAWNewFront3.html Should I use the patch over the installed version of Lauvo's mod, OR install lauvo's mod into full version of "Quick Shot II? I would appreciate any advice, and please give some further explanation concerning the deletion quoted above. Please assume I'm quite ignorant when explaining things such as this.
  23. Left a review of his WW I mod in the appropriate location. I could be wrong, but many of his downloadable files look like components/parts of his WW I mod, intended to use UAW 150V4 as a base game into which the WW I mod is installed. Just a guess, though.
  24. UAW150V4 TWF ww1 V.2

    I set up an empty folder, downloaded the v1.54 version of EAW into it, kindly furnished by rwatson, and set up the base version required as a basis for the WW I mod. As expected, the splash screens and menu screens of the base game were a bit garbled, but not badly enough to prevent from being quite usable as they were. My suggestion is that a Wrapper program is not really necessary, but YMMV. Try without one first. I then ran the game, and made some minor changes to it, such as setting up the SnapViews for the top hat switch of my joystick. This was done via the menu screen relevant to "Controls", and not in the Config settings The base game was then re-tested, and all was well. I then downloaded the WW I mod, unzipped it into the base game folder, and ran its' EXE. Running the modded game provided no unexpected results. The install procedure for both base game and WW I mod is based on the use of 7Zip installers, with which most will be familiar. The WW I mod adds a list of 30 WW I aircraft, 16 of which are versions of the WW I aircraft already in the base game, thus giving 14 new WW I aircraft. All of these aircraft are nicely done, with full cockpits and so forth. Selection of aircraft sets and terrain is done within the game folder, via an included menu screen where such choices can be made easily enough. This WW I mod adds to the WW I aircraft aircraft available for use, and they are up to the usual, high EAW standards. The historically incorrect "radio chatter" and text messages at bottom of monitor were one of the few flaws I saw, unless there were "Mustangs" flying in WW I. A purist, interested in historical accuracy, would probably disable both. All in all, an interesting and well done variant of the game, with some nice, if repetitive music, nicely constructed and skinned aircraft, and no serious vices at all. Thanks should go to Mr Jelly for the base game, and to lauvo for constructing this well-done mod for it.
  25. I set up an empty folder, downloaded the v1.54 version of EAW into it, kindly furnished by rwatson, and set up the base version required as a basis for the WW I mod.  As expected, the splash screens and menu screens of the base game were a bit garbled, but not badly enough to prevent from being quite usable as they were.  My suggestion is that a Wrapper program is not really necessary, but YMMV.  Try without one first.  I then ran the game, and made some minor changes to it, such as setting up the SnapViews for the top hat switch of my joystick.  This was done via the menu screen relevant to "Controls", and not in the Config settings  The base game was then re-tested, and all was well.

    I then downloaded the WW I mod, unzipped it into the base game folder, and ran its' EXE.  Running the modded game provided no unexpected results.

    The install procedure for both base game and WW I mod is based on the use of 7Zip installers, with which most will be familiar.

    The WW I mod adds a list of 30 WW I aircraft, 16 of which are versions of the WW I aircraft already in the base game, thus giving 14 new WW I aircraft.  All of these aircraft are nicely done, with full cockpits and so forth.  Selection of aircraft sets and terrain is done within the game folder, via an included menu screen where such choices can be made easily enough.

    This WW I mod adds to the WW I aircraft aircraft available for use, and they are up to the usual, high EAW standards.  The historically incorrect "radio chatter"  and text messages at bottom of monitor were one of the few flaws I saw, unless there were "Mustangs" flying in WW I.  A purist, interested in historical accuracy, would probably disable both.

    All in all, an interesting and well done variant of the game, with some nice, if repetitive music, nicely constructed and skinned aircraft, and no serious vices at all.

    Thanks should go to Mr Jelly for the base game, and to lauvo for constructing this well-done mod for it.

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