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Writer's picturemertavensabevil

[AG3 ][General][New Map Compilation][v2.7].7z



Tested splinePlacement v1.3 script from FS19 and it didn't work with the settings I've been using on FS19, the script in general works but just not my settings, as I tried one other very simple configuration of the script with everything disabled and that placed objects just fine. But yeah if I cant place trees then "its not working" heh.


This design level issue should have been solved by having better overall "vision" not to place the farm yard so close to the west side road. This could have been achieved in various ways, either creating this location more center of the field in general, or simply making the farm yard less wide and more "deep" instead. Just overall you have to be careful not go create those narrow spots on otherwise a big field.




[AG3 ][General][New Map Compilation][v2.7].7z



GreatShot II: (GreatShotII.zip 133MB)by Phil 'RAF_Black Adder' Lawrence....is the standard "new" look at the basic European Air War Game (uptoNov 16 2003)...compiled add-ons featuring the work of the EAWcommunity...has lots of Hi Res objects...probably the best singledownload to see what is possible would be this compilation...a selfinstalling upgrade package that will upgrade a 1.2 stock patchedinstall of EAW to improve the graphics and flight models of the basicgame...


Long Description to what OAW does with your game (The OAW Solution):If you install the OAW software it puts the OAWSelector.exe in your EAW folder, plus a few other files which OAW needs, but do not affect EAW in any way. It also creates an OAW folder within yourEAW folder. The OAW folder is the key to the new organized system.Within it you can store downloaded folders from the OAW site, or make new ones of your own. These special folders must have names beginning with certain letters.Flight model (FM) folder names must begin with "F-" like "F-Nightfighter".Mission folders must start with "M-" like "M-Pacific"Skin folders start with "S-", Terrain folders with "T-", other graphic or general folders begin with "G-"and you can also have "Version" folders which begin with "E-" such as "E-1.2a" or "E-nightpatch".When the "OAWSelector.exe" runs it will read the names of these special folders, and list them as available for selection in a drop-down list. With all the folders other than the graphic "G-" folders, only one choice at a time can be made. At the end of each set of choices is the "Default EAW" option.Now if I choose the "F-Nightfighter" as my flight model, then OAWSelector reads all of the files in the "F-Nightfighter" folder, and puts a copy of each in the EAW folder. The same happens with missions, skins and terrains. Later, if I switch to a different flight model then the OAWSelector reads the names of all of the files in the "F-Nightfighter" folder, and then deletes any copies of them from the EAW folder. Then it reads the files in the newly chosen "F-" folder, and copies them into the EAW folder. Alternatively, if I choose "Default EAW" as the FM then it would delete all the files which were copied when the previous FM was chosen.In this way, OAWSelector allows you to choose which folders you want to load, and allows you to switch from one to another, and to go back to default EAW. It is simply a management tool for your EAW folder. It is not a replacement system, or a mod, or anything else- it is simply a reliablemanagement tool.


1)Start OAW, click 'Reset All', go to the Autoscript section. 2) Now choose a M****.gup from the left hand list. If you mark a M****.gup autoscript, the related number will show up in a field below the list.3)Now scroll down the list and mark a P*****.gup, its related number also will show up in the field, next to the M****.gup number.( don't pay attention to the S- and T***.gups, they get loaded automatically)4)Now choose a season and click to 'Load this GUP combination'.The wanted setup will get loaded with skin, terrain FM etc. 5)If you mark an autoscript, the contents, which get loaded due to this autoscript, get displayed in the blue field, on the bottom, left hand. If you like real furrballs, go to the 'general settings' table and mark 'extra squad 4'(bottom right hand). If you set all number of planes to large (singlemission briefing in the hanger), you will find up to around 200 planes in the air!


Before we had the source code a number of us used the OAW File Manager. I (MrJelly) wrote it originally to make a system which helped online players to ensure that their set-up was the same as the other players in their game. This avoided the "Player X has different aircraft data" EAW multiplayer errors which prevented the game from launching until Player X left the game. Player X would often modify his set-up, come back and still get the error. It sometimes took an hour between the host pressing "Launch" for the first time, and finally getting it to run. It was very frustrating for players! Then OAW evolved to meet users' requests and new capabilities were added. It became a general EAW filemanager, even though several people mistakenly believed that it was only for online players.At the time we were still stuck with those horrible 30 plane files such as "pnames.str" and "planes.dat". "Planes.dat" files varied quite a lot, Ralf Knegel came up with an idea of having a set "planes.dat" file with a known location for the start of data for each slot. That allowed us to get OAW to load the new default files into the root folder, and then read scripts to modify the "planes.dat" data for a slot and the "pnames.str" file, and other files relating to aircraft selection. OAW would also load skins for each slot, so the overall effect was equivalent to the planeset system we have now in the source code modified game.We released the "OAW Unified" package which included a skinfolder with over 200 skins, and some scripts which enabled a user to load a saved set-up in a single click. OAW also included a page which allowed the user to select the skins and flightmodels for each slot. This is when the "lazy skinner" effect really became evident because whole sets of skins were being loaded and the default files were not used. (The old-timer) skinners linked there skins to Microprose's EAW .TPC files in the stock 3D.CDF files. The maker is assuming that the default TPC in the "3D.CDF" will be used, and this is all well and good until the player loads his preferred skin for the 190A with a different version of the TPC file which will be used instead of the default one.Even though we are using the DirSetExeManager programs a number of us still use OAW (in the year 2015). It enables modders to load the content of folders containing test versions of their files, to try them out in the game, and then to unload them safely without any need for copy and paste.


TheP-38 earned a reputation as a mediocre aircraft in the ETO, a label which hasbeen attributed to several causes including cold weather operations,high-altitude icing, and even low-octane fuel. It excelled, however, in thePTO's warmer weather, where the P-38 generally operated at lower altitudes. TheP-38 served as the Allies' primary long-ranged escort fighter until theintroduction of the P-51.


TheP-38 is a decent dogfighter, and ETO pilots reported it could out maneuver anyLuftwaffe fighter between 18,000 and 31,000 feet, and hold its own againstlower-altitude opponents. Some pilot accounts mention dropping the maneuveringflaps to improve instantaneous turn performance, although other combat vetsseemed to shun the idea since it increases drag. Although the pilot must becareful to control speed during a dive, the P-38 is generally fast enough to getitself out of trouble. It carries a respectable, nose-mounted armament. Thecenterline weapons configuration concentrates the firepower on a single pointregardless of range, unlike fighters with wing-mounted guns (which converge at arange somewhere between 100 and 200 yards).


TheSpitfire Ia and the early Bf109 are well-matched, with the 109 being slightlyfaster in level flight and accelerating quicker in a dive. At slow speeds,however, the Spitfire is much more maneuverable than the 109.The Spitfire Ia suffers at high altitude, however, with the Bf109E clearlysuperior above 20,000 feet. The Spitfire Ia is under armed; its light punchcan't guarantee lethality against targets with self-sealing fuel tanks (such asthe He111 bomber). Further, the Spitfire Ia's carbureted engine will cut outunder negative G, something the fuel-injected Bf109 doesn't have to worry about.The Spitfire Ia must watch out for high-speed bandits diving from above, andgenerally needs to sucker the opponent into a low-speed turning fight.


Turnperformance is good, but being slower meant that the enemy could generallydictate the terms of the fight, disengaging at will. Subsequently, laterSpitfires added emphasis on speed. The Spitfire IX is generally 20% faster atall altitudes, accelerates better, and climbs faster than earlier variants. Itcan still dominate the low-speed turning fight against a 109, but also has theoption of diving away and escaping a battle. Lastly, the Spitfire IX packs morepunch, carrying two 20mm cannons and four .303cal machine guns.


The Hurricane is a relatively stableaircraft and generally less difficult to fly than the Spitfire. The Hurricanereaches maximum power between 16,000 to 18,000 feet, but performance falls offsharply above 18,000 feet. Typically, the Hurricane should engage inboundbombers while Spitfires engage the escorting Bf109s.


Gun Pack v1.0: (vipers_gunpack.zip or VipersGunpackv1.0 529kb)by Steelviper.Armament mod-Different armament settings for various planes and more features. This pack was made to give EAW pilots a more realistic air combat experience. Battles are now far more furious, harder and will demand more piloting skill to survive. Explore new tactics and experience new enemies! Enjoy!General changes:-Historical correct gun firing rates and realistical shell penetration power for both allied and german guns. This means thatbattles in EAW are generally quicker,harder and kills are "easier" to aquire.But you will also quicker run out of ammo!-Increased firing range for both german and allied bombers. Beware now, German bombers will defend themselves eagerly now!-Corrected ammo capacity for some planes.-Corrected damage values for some planes. -Corrected maximal velocity from some planes.-Mosquito was changed to armed fighter variant.-Made all planes capable of carrying bombs available to choose as bombers in bombing missions.-Some german planes feature one or more Ruestsatz(e), which means additional guns have been mounted to the plane.Ruestsatze were very common with most german planes and were build to add additional firepower to the basic design. 2ff7e9595c


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