EAW: Patch v1.2: Interview with Chris Coon - Page 1/1
Created on 2005-02-08
Title: EAW: Patch v1.2: Interview with Chris Coon By: Len 'Viking1' Hjalmarson Date: 1999-07-06 1315 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Recently it came to our attention that a new EAW patch has been in the
works. With the popularity of this excellent WWII combat flight
simulation, we mailed off an interview to Chris Coon at Microprose.
Here is his response. (To download the patch visit our EAW Index
Q: How long has the new patch been in the works, and how many have been
working at it with you?
There are two programmers, myself and Brandon Gamblin, and we have been
working at it off and on really since the last version in January. Once we
got the official go-ahead from Hasbro, the whole process started rolling
with QA, beta testers, producers, translators, and everybody else needed to
bring out a new version.
Q: Give the continued support of EAW and its great popularity, have any
decisions been made with regard to an add-on or new aircraft?
I don't know what's currently planned regarding add-ons or a sequel, but
Hasbro is certainly aware of EAW's popularity...
Q: You've added a new HUD feature for easy identification of flight
positions like wingman or squad leader. Have you also considered adding a single key
wingman padlock?
It was on the list, but just wasn't considered a high enough priority since
you can currently padlock on your wingman (or squad leader) by cycling
through until he appears then padlock as usual.
Q: The first patch enhanced combat tactics, and it sounds like work in this
area has continued. I'm interested in the process on this one. Is this type
of enhancement difficult?
It is, because it is tough to balance so-called "fuzzy" logic, with all the
different factors and variables involved in their decisions (accomplishing
their mission, protecting their wingmen, staying away from clusters of
enemy, etc). Most of the adjustments made were in the aggressiveness of
lining up for a shot "now" versus maneuvering to get extra close. I think
before, there was too much maneuvering and maybe not enough shooting.
Q: You've also improved gun usage for AI aircraft. Is this a matter of
tweaking the code or is more complicated than that?
That was mostly a tweak, their decision process when to use cannons. Some of
the AI skill levels were a little too conservative.
Q: Have you seen Charles Gunst add ons? What do you think of them? Would
you like to see more of this kind of thing from the sim community?
I haven't installed them here (don't want to inadvertently mix the data!),
but I have certainly read and heard about them and obviously they're very
popular. I think it is a great idea to allow user-made add-ons.
Unfortunately EAW wasn't originally designed to be "open," but by sharing
data structures and releasing things like the art files and tools, hopefully
we can encourage more.
Again unfortunately, because of the popularity of modified aircraft, we
had to put in this patch a process in multiplayer mode to check
everybody's data against everybody
else's. It will now only let multiplayer games launch if everybody has
the
same--either all original EAW flight models or all with the same
modifications, but not a mix (sound add-ons aren't affected).
This is the only fair way to do it, so that players aren't
flying different aircraft models in online play that might give them an
unfair advantage. But more importantly there were technical (warping)
issues if there were differences, so we had to put it in. The data
checks
are encrypted, so I don't think anybody can modify aircraft without
getting
detected.
Q: Have there been any more tweaks to flight models?
Not in aircraft performance, just some armor values and revisions to bullet
characteristics.
Q: You've added a much requested feature enabling even larger battles. How
has this been achieved without an impact on frame rate?
It's a very minor if noticeable impact, because EAW was originally optimized
to work with 250+ aircraft. With the dynamic campaign and other factors in a
mission, the actual numbers would usually be less, but it was always
possible. The new option just ensures that maximum numbers will be created.
The main framerate slowdown for most is smoking bombers, with all the
high-detailed high-polygon bombers and hundreds of puffs of smoke in a small
area. With the "extra squads" option, bombers are spaced out in waves about
a kilometer or two in trail instead of larger formations, so there really
shouldn't be much difference in framerate overall.
Q: Are there any enhancements to force feedback? Someone has noted that
Combat Flight Sim gives an excellent "take-off" feel since as you gain
speed, the shakes smooth out until you lift off.
No changes to FF in this patch, no.
Q: Is there a team mayhem option WITHOUT AI-planes included in the patch?
Would be great for online players, especially for us that fly in "cyber"
squadrons.
Yes, the NoAI=1 INI command ("unsupported" new feature).
Q: How much code optimization has been done and what difference does it
make?
Various optimizations throughout, but the main focus has been on the network
code for handling lag and warping.
Q: In the current high res (unsupported) mode the targeting cross and text
become very small (say at 1024x768). Any adjustments in this area?
No, low priorities...the text display for example is hard-coded in assembly.
Q: Are there any other graphics tweaks?
There were adjustments to visibility if you are in a high-res mode, so now
planes will properly appear as tiny dots sooner than in 640x480.
Q: Are there any adjustments for DX6 or is this even possible with a patch?
Not really, though the new patch does utilize DirectPlay in DirectX6 a
little better than the older method for improved networking.
Q: Is there an option to run w/o CD?
No, it's just company policy now to require a CD check.
Q: It has been decided to release plane and cockpit textures in a separate
download so they can be customized. Do you expect that you'll see someone
take on fixed cockpit views for high resolution, or is it even possible for
the program to utilize them with the present code?
Only the virtual cockpit textures are provided, because EAW is hard-coded to
only allow fixed cockpit graphics in 640x480, and probably most people run
in higher resolutions.
Q: Are there any other additions to the patch that were not previously
mentioned?
I think starting on the ground in a
multiplayer coop is new since the last one, and the previously mentioned
NoAI.
Starting on the ground (StartOnGround=1) is more for the hardcore
enthusiasts or online squadrons who want to run a full session from start to
finish. You can't accelerate time or ALT-N, so you have to fly it in real
time, and everybody and everything (including bombers you might be
escorting) start at their base.
EAW will try to place everyone at bases as
close as possible to the target area, but with the randomization for
different missions you may have to fly 30-45 minutes until you get to the
action. Or for example, if you are intercepting bombers you may want to sit
on the ground until the enemy gets closer. Any AI support squadrons at your
base or others will wait too, until you takeoff.
While you're sitting at your home base, your map will show where everybody
is (friend and enemy) to let you time your departure, but once you take off
the enemy icons will disappear and you will have to rely on ground control
to find them as before.