European Air War : Multiplayer Update
By: Len 'Viking1' Hjalmarson Date: 28 October, 1998 Since my first look previews based on the gold master, I've had quite a truckload of mail. Most of the questions have revolved around views, padlock options, and multiplayer features. We don't have time to answer every question, but until the final review is up we want to do what we can! First, APIs. The maximum resolution of EAW is 640x480. However, the look of this sim even on my 19" Viewsonic monitor at that resolution, is a surprise. It doesn't have the crispness of 800x600 or higher, but manages to look very good anyway. You can run under Glide or D3d with little noticeable difference. I've been running on a Matrox MGA G200 on one machine, and STBs V4400 AGP and Wicked3d's Vengeance on the other. As it turns out, MPS did not include the ability for a one key padlock on wingman, because they were already including so many command options that there was concern for intimidating the more casual players! However, using the CTL Y combination will padlock the nearest friendly. And using Y alone will cycle to the next friendly aircraft. By the way, the viewing system itself is extremely flexible. Equally important, customizing the placement of these keys in the control setup is quick and easy. First, the view system. Snap views as well as virtual (panning) views are all supported. I've found that I like the panning snap views and I've placed them on the hat on my Logitech Wingman force. With a digital device this is so easy its brilliant! You simply go to the CONTROL menu, then click ADVANCED. A list presents itself, divided into four categories. The first category is VIEWS. Scroll down to the view you desire and click on it. A dialog box pops up to inform you that you need only press the button on your stick to which you desire to assign the view, and press it. Presto! You have changed the control setup, and the correct notation appears. Having assigned snap views to the hat I used the pickle button for a padlock view. Because this view when pressed a second time brings me back to the forward fixed view, I used the up on the hat to give me a snap view of instruments. Hitting UP on the hat scrolls me down for a quick look at compass or oil temperature, etc. I used the second button just below the top section on the Wingman force for a NO COCKPIT switch. Beautiful when your target drops below your visual plane for a moment. To some this is a cheat, but it's an effective way of compensating for the limited visuals of a flat screen. Incidentally, EAW has some configuration options in the targetting area that aren't found in Microsoft's CFS. Personally, I like the target range display in CFS, but I don't care for the target ID on screen. All this text clutters my screen, slows things down, and detracts from realism. In EAW you can choose either Target ID, Target Distance, Target Box, Target Info or any combo of the four. Or, you can turn them all off. In the padlock shot above Target ID was off, while the other three were on. Note the target info at lower right in the padlock shot above higher up the page (speed, alt and heading). What about comms? This really adds depth to a simulation and EAW exploits radio comms ability to keep you abreast of the action and in command. Hitting the TAB key brings up the radio menu. Your rank and position in the squadron will determine which orders you can access. If you are the lead plane in an element, you can send commands to your wingmen regardless of relative rank. If you are the flight leader, you can command your entire flight. If you are the squadron leader, you can send orders to other flights or to the whole. When you first enter an engagement your wingman has a standing order to provide you with cover. But if you want him to leave your rear exposed and attack, you can order him to do so by sending ENGAGE BANDITS. Other commands you can send him (or them, since in some cases you have two wingmen) are as follows:
As flight leader, you can access the following additional commands:
You can also use the radio to contact Ground Control and request a vector to the nearest enemy, a vector to heavy bombers (if you're on an escort mission), or a vector to home base. However, there is a fog of war factor because ground control is based on primitive radar and a network of civilian spotters. Information varies in accuracy! Many of you have been waiting for more information on multiplayer performance. Last night a local friend and I loaded the gold master to try some modem play. He acted as HOST and I dialed him up with my 33K modem. We had no difficulty in connecting in a cooperative escort mission. However, when the enemy engaged us (about ten aircraft vs. our ten or twelve and about sixteen bombers) the action became quite heavy and there was some warping. It wasn't excessive, and I managed to down two Me109s before very long. I suspect that the number of aircraft is quite a challenge to the average connection! Since the sim has not yet been released I've had no opportunity to attempt a TCP/IP connection. Here is information from the readme file on Multi-Player Cooperative Missions: Squadron and flight assignments: You won’t be allowed to mix aircraft types within the same squadron, so if you want to fly in the same squadron as another human player, make sure to pick the same aircraft type. Also, note that the first person to join a session with a particular type of aircraft will be considered the squad leader; the second will be his wingman, the third and fourth will be the third and fourth in the same flight; the fifth will be the flight leader for the second flight, and so on... However, if each player picks a different aircraft, each will be the squad leader of his own squadron. Radio: You should also note that human teammates do not receive the squad leader’s radio orders—only the AI planes can be addressed with the radio menu (TAB key - default). Use the chat key (or chat macros) to order attacks, regroups, retreats and so on, to the other human players. If Ground Control orders a squad leader to return home, for example, the squad leader should tell the AI planes in his squadron to break it off and regroup with the normal method ([TAB] à Squadron à Regroup), then use the chat key ([~] by default) to tell the other players the same. When you start out as a lowly Lieutenant you won't have a choice of aircraft or armament, but as you climb in rank you will be able to arm first your own plane, and then eventually choose loadouts for your entire flight.. I've only found one bug in EAW so far. On my main machine (ASUS P2L97 mainboard at 300 MHz), which is the same mainboard as my local head to head partner, we have sometimes had difficulty controlling our new aircraft after being shot down. In single missions you will simply find yourself in a new cockpit in your flight when you are killed, but for some reason the autopilot will work, while your own controls may not. Microprose has been notified. The problem is not universal, and hopefully has a quick solution. As for AI, I still would like more time before commenting in detail. Against rookie pilots the newbie will have no trouble at all, so long as he watches his tail. Against Veterans the challenge level is greater, but the AI is not as aggressive as Ace level and also is not as quick to avoid you. If you choose to fly against veterans you will find a much wider range of skill in your opponents, and they will be much more agressive. Personally, I would like to see the hardest level even more difficult. Now the big hardware news: Logitech has released a beta driver for their Wingman Force that allows you to use rudder pedals with the stick! I've done an hour or so of testing, and so far it is FANTASTIC! Force feedback support in EAW is top notch and will probably only be rivaled by that in Fighter Squadron this fall. For more info see our updated Wingman Force review. There is an odd glitch that may be related to the new driver, or may be related to European Air War itself. For some reason exiting the game and then restarting necessitates unloading and then reloading the Profiler software in order for the wingman to be detected. And the gain must be cranked past 50% or you will barely notice the forces.
In fact Logitech's own configuration setup accessed from the Game Controller applet in Control Panel allows a base configuration of stiffness which really makes the stick a delight to use. I can set it up so it feels almost like my F22 Pro, but with force effects on top. Very, very nice. Add the ability to use my CH pedals at the same time, and this has become my preferred combo for EAW!
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