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About rotton50

  1. Seriously, where do you come up with this stuff? The latest version of the target editor is a piece of cake to use and the learning curve is one day, NOT a couple of months, Plus, the relationship between the files you mention are automatically dealt with by the editor, the user doesn't have to do a thing. The REALITY, is that it's a lot of fun to use your imagination and come up with new configurations for the targets. And as I mentioned, you can share your efforts with other players. Surely you can agree, sharing things among EAW players is the best way to keep the game alive. C'mon, a week? Well, maybe for hexediting but not with the TMOD editor utility. The hit bubble editor is built into the individual TMOD.dat editor along with a number of other data points. One look at the way it displays data and even a newbie could be making changes inside of an hour. I don't think you realize your comments are elitist in nature and could very well discourage new players from attempting to add something new to the game. Personally, I think it does the community more service to encourage people to explore the world of modding and NOT make it sound like such a daunting task.
  2. Or................... Players could use the full suite of editing tools that Mr. Jelly has produced to edit the targets and the individual ground models thus bypassing the need to learn hexediting. All they have to do is ask and the tools will be provided, along with instructions and real time assistance. And added benefit is that each target and ground model has it's own file set so when completed a player can share the finished product with others.
  3. There is a way to edit the number of AA sites at airfields using Mr. Jelly's target editor and it's been done. Try scenario ETO2015 in the 1.6 series. I think you'll find you wish you brought an extra flak jacket when you are assigned to attack an airfield. Stay fast and jink, especially AFTER you fly over the field. The gunners are DEADLY shooting from behind.
  4. No there's nothing in the damage models that would allow for that. There are 12 damage sections that can edited - Hydraulics Pilot Fuselage Tail Right wing Right aileron Left wing left aileron engine 1 engine 2 engine 3 engine 4 The values range from Zero to 255. There are corresponding hit bubble sizes for each section. The problem is, if you set the damage value very low then the plane will be too easy to shoot down from another aircraft. I suppose that if the fuselage damage value was set very low and the fuselage hit bubble size set to very small you could compensate for that. You could then set the surrounding hit bubbles to a higher value to sort of "cover" the soft spot. Seems like a lot of trial and error wold be needed to get it right though.
  5. Apples and oranges. I was referring to light and medium AA, You are referring to heavy AA. Also, I don't agree with your observations on heavy AA but we're work in very different environments so there no point continuing the discussion. You do you. The problem for scenarios producers like me is that we strive to make our virtual world as much like the real world within the limitations imposed by programming. So, for instance, my first attempt at target improvement was done way back when we only had 70 ground models (TMODs) to work with. I loaded up all the major target sites with all sorts of AA, among other things, and was then forced to remove most of them because of overkill. Live and learn. It took the release of the source code and the efforts of some fine amateur programmers to get us where we are today. Which is the ability to have 4000 ground models and AA active on any of them. Of course, scenario producers still have to be careful not to overdo the AA. The release of the utilities to modify the AA functions helps greatly with this. It still takes some trail and error but way less than before. We lived and learned.
  6. Couple of things. 1 - The 1.6 series is not slot specific so we can actually have actions specific to one plane. For instance, we recently added a long smoke trail to the Me163 to simulate the rocket exhaust that we've all seen in videos. This ability makes for a nice improvement in variety. Same goes for engine sounds and gunsight sprites. We can assign over 100 different sets of sounds for everything from WWI rotaries to WWII jets and each plane can have an historically correct gunsight. 2 - Indeed I did a lot of work on the AA for SPAW. Generally I found that the default flak was way too accurate so if I put a lot of AA guns on the ships the players couldn't complete a mission. Now, I did want a lot of flak splashes and "bings" against the plane when on a torpedo run but I still wanted a better than 50-50 shot at surviving. What I was able to do was give the guns less power yet still have a fairly high ROF. Combining these numbers with a vast increase in the number of guns on the ships and doing a lot of testing, I ended up with some decent aural and visual immersion for the players.
  7. The jets in EAW already have a much slower throttle response rate than piston engine planes. There is some room in the flight model to slow it down even more but personally, I think the original designers got it right. I have the tools to do the editing and I'd be happy to share them with anyone who wants to get involved. The warm up period for the jet engine planes is already much longer than the piston engine ones. It's been "baked in" since the beginning of EAW. Also, though Mr. Jelly is an EAW programming genius I'm not sure he can set an airfield afire. Of course, I shouldn't say that, he may take it as a challenge. :-) Try the ETO2015 target set. There is a huge increase in airfield AA among a million other things, including all sorts of aircraft lined up at the fields. FWIW, the AA can be adjusted for caliber, range and firing rate. There was a thread no too long ago over at SimHQ as to how to go about adjusting them. If you can't find that thread, let me know and I'll post the procedure here.
  8. New bullet impact routine for EAWPRO

    Far as I'm concerned there's no flame war here, hasn't been any name calling, or disparaging of other people's contributions, just a discussion about the best way to edit EAW data. Why not see if it stays congenial? A congenial discussion would do the EAW community a world of good and who know, it might get a member or two to give EAW modding a try. You can always shut it down if it goes off the rails.
  9. New bullet impact routine for EAWPRO

    FWIW, I've been hexediting since about 1993, it is a perfectly fine way to make changes to all sorts of data. However, in Jel's defense, his editors are just the ticket for speed and ease of use compared to manipulating data in base 16.
  10. You are correct. Sorry, I wrote in those captions from memory and well, the ole memory is not what it used to be.
  11. Jel, These have been in the Mediterranean inventory for a couple of years and there is a plane set called Mediterranean Tankbusters to go with them.
  12. Bunch of large caliber aircraft are available in the 1.6 development line. Some saw service, some were prototypes and some were "paper planes" which never got off the drawing board but you can fly them all in 1.6: German HS129B3 ( There are also B1(37MM) and B2 (50MM) versions - Italian SM91- German Me410 B2 - German Ju88 P4- Italian Ro58 - German Me110G3 / R5 Mosquito Mk18- Gloster Reaper - Hurricane MkIID- Beaufighter Mk IX- Whirlwind MkIII B26E - A-20F -
  13. What is also amazing is the evolution of aircraft during the 8 year period from 1938 to 1946. You can experience this evolution for yourselves if you use the 1.6 development line since we have everything from 150 MPH biplanes to 650 MPH manned rockets. And speaking of weaponry, we have everything from light machine guns up to X-4 unguided air to air rockets, to Dam Buster bombs, to torpedoes, to naplam. Sorry no hand grenades.
  14. Not too bad, that's for taking the time to help me demonstrate the superior abilited of the 1.6 line. It almost makes one wish for a WWI scenario. Almost. I'm sure everyone, well the SimHQ crowd anyhow, is aware that I am wholeheartedly against turning the best WWII flight sim ever produced into a halfway decent WWI flight sim. Biggest problem is that none of the WWI models come close to being R/S compliant, with wheels and struts showing through wings and fuselage. I have solved the problem on the pre-WWII models but I just don't have incentive to tackle all the WWI models. That's not to say it isn't a lot of fun and I guess if you squint a bit you could see the Red Baron in that B354.
  15. Like 'em low and slow, 1.6 can accommodate you too: German B354 - Czech BH33 - Italian Cr32 - French D510 ( I know, not a bi-plane, what ev ) British Demon - British Fury - British Gauntlet - British Gladiator - German He45 - German He51 - Japanese An4 - Japanese AXH Type H British Swordfish - Italian Cr20 - Japanese Ki-10

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