Page 1 of 1

Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Thu Sep 07, 2023 10:50 pm
by Moggy
Note: from releases EAW 130 to UAW160 fine tuning of setup was now done through .mpf files and presence files. With the exception of a few multiplayer lines in UAW150, No further additional eaw.ini entries were created after EAW 129.

Eaw.ini key in brown , version in which it was introduce in [square brackets], possible values thus "=1"

General Application

Autocombat [128B] Default is “=0”. When the player selects Autopilot in the game a value "= 1" makes the player's own plane attack the enemy automatically. This will happen when the player has selected an enemy plane as the target.

BirdSeed [128 revised 128A] changes the occurrence of birds ingame. “=0”, no birds will spawn, otherwise range is “1” to “5”

CockpitProp [128C] Cockpit view of propeller. Default “=1” prop is seen “=0” prop is not displayed

ColourAxis [128] default “=3" default colour of text on new Axis plane selection screen
ColourAllied [128] default “=3" default colour of text on new Axis plane selection screen
ColourMain [128] default “=11" default colour of text on main screen

ComputedGunsight [128A revised 128C] "= 0" disables the computed Gunsight and enables the fixed gunsight. Otherwise the value is the distance at which the computed gun sight works best in "metres".

Single mission sequence system
Day [128C] The mission date day value (“=1” to “=31”). The day value is usually set in the single mission screen and is stored here.
If the Date system is disabled, also the day value is randomized. It does not apply to career mode.
Month [128C] The mission date month value The month value is usually set in the single mission screen and is stored here. If the value is between “=1” and “=12” (January to December), the game will provide a steadily increasing mission date in single, multiplayer and quick-mission mode, with every played mission. This does not influence the career date.
If the current scenario has a “Use Seasons” presence file, the Month setting triggers the game play season. This can therefore determine the terrain and/or weather setups to be used.
"= 21" triggers static "Spring" (also in career mode), while the single mission date is randomized (as in the default game).
"= 22" triggers static "Summer".
"= 23" triggers static "Fall (Autumn)".
"= 24" triggers static "Winter".
"= 25" triggers static "Light Winter"
All other values ( “=0”, “=12” to “=20”, > 25) disable the seasonal setup and the mission data system. If the seasonal setup is activated, it automatically becomes a "host setting" in multiplayer mode, so everybody in game will get the same setting.
MissionNum [128C] Used as part of the single mission sequence feature. Default “=-1” Turns off mission sequence feature. This can be activated in single mission screen, and where activated, the mission number is recorded here.

Expansion of external device control system
Device1 Port [128C] “=1”
Device2 Port [128C] “=2”
Device3 Port [128C] “=3”
Rudder Device [128C] “=0”
Throttle Device [128C] “=1”
Stick Device [128C] “=0”
Key Device [128C] “=0”
POV Device [128C] “=0”
These allow for example two devices to be connected. Defaults as shown

EnemyEncounter / FriendlyEncounter [128A revised 128C] This influences the encounter probability, related to the radar. "= 0" disables all friendly encounter groups. Try values up to 255. The higher the value the higher the probability to meet a encounter group. In single missions and carrier mode random encounters, planes which spawn from airfields as you are on the way to a target. "Scramble encounter groups" now only will appear if we fly below 12000 feet. Friendly groundstarted encounter groups are also possible. Radar related encounter groups appear mainly in the air, rather big distances from their homebase. Airfield related encounters appear only if you get rather close to an enemy base in rather low altitude.

Number of planes in the EAW sky
Extra Squads [revision 128C] How many planes do you want in the sky? Default “=0” is OFF. Any number up to 17 extra squads may be entered. This will produce a sky filled with aircraft, up to 256 aircraft seen at once. But note Play Speed (Frames-Per-Second) may be affected, when large numbers of aircraft are in view. Changing your view or using a lower number of extra squads will speed up the FPS. Possible settings are:
"=0" No extra squad.
"=1” to “=3" normal extra squads.
"=4" all Bombers get two escorting fighter squads
"=5" all US Bombers get two escorting fighter squads
"=6" only 1940/43 US Bombers get two escorting fighter squads
"=7" only 1944/45 US Bombers get two escorting fighter squads
"=8" all US+Brit Bombers get two escorting fighter squads
"=9" only 1940/43 US+Brit Bombers get two escorting fighter squads
"=10" only 1944/45 US+Brit Bombers get two escorting fighter squads
"=11" all Brit Bombers get two escorting fighter squads
"=12" only 1940/43 Brit Bombers get two escorting fighter squads
"=13" only 1944/45 Brit Bombers get two escorting fighter squads
"=14" all Ger Bombers get two escorting fighter squads
"=15" only 1940/43 Ger Bombers get two escorting fighter squads
"=16" only 1944/45 GerBombers get two escorting fighter squads
"=17" Fighter squads can have up to 64 planes, always two Bomber squads will appear, instead of one.

FadeTime [128C] This influences the fade time, when you leave one pre-game screen and enter another. The used value depends to the user's preference, a maximum value is not known.

Improved gun selection/fire system
FIRE ALL GUNS [128A] default “=Joystick_Btn_1”
FIRE SECONDARY GUNS [128A] default “=C”
FIRE PRIMARY GUNS [128A] default “=X”
FIRE ADDITIONAL GUNS [128A] default “=S”
ADDITIONAL GUNS BUTTON SWAP [128A] default “=SHIFT S”
ADDITIONAL GUNS ON/OFF [128A] default “=Z”
This reflects historical useage. The Code Group explained:

“We don't need to switch through different, in most cases not needed, gun setups anymore, instead we can have up to three fire buttons, as was normal in real planes. For people who want to shoot all guns with one and the same button, FIRE ALL GUNS remains, but additionally we can FIRE SECONDARY GUNS only with an additional button and we can FIRE PRIMARY GUNS only with another button.

Further more we can toggle ADDITIONAL GUNS ON/OFF. Additional guns count as all guns that are not in the 1st or 2nd gun slot. For example the gun pods of the Bf 109G6 and the outer wing guns of the FW190A4 are additional guns. By default the additional guns are a part of the secondary guns, so they get used by FIRE SECONDARY GUNS or FIRE ALL GUNS.
Furthermore we can use the ADDITIONAL GUNS BUTTON SWAP. If this button gets pushed, the ADDITIONAL GUNS ON/OFF gets to be the FIRE ADDITIONAL GUNS button.

Now we have three separated fire buttons. This is needed when the additional guns don't shoot in the same direction like all other guns. This is the case for Schrage Musik guns (German night fighters), for straight rearward firing guns (some German planes had this) and for some ground attack guns, adjusted to shoot downward. For all these cases it doesn't make sense to shoot the guns together with the normal forward shooting guns.

This example is for a historically correct German gun selection setup:

FIRE PRIMARY GUNS=Joystick_Btn_1
FIRE SECONDARY GUNS = Joystick_Btn (stick grip top front left)
ADDITIONAL GUNS ON/OFF= Joystick_Btn (stick grip top rear left)
ADDITIONAL GUNS BUTTON SWAP=SPACE (after this is used Joystick_Btn (stick grip top rear left) will act as FIRE ADDITIONAL GUNS).

FlakAccuracy [128A] Heavy anti aircraft fire accuracy
FlakRof [128A] Heavy anti aircraft fire rate of fire
Both values affect only the heavy flak. The default is "=2" Appropriate values range from “=1”1 to “=5”. The effectiveness of the flak depends to both values. Experiment with them.

GroundBattle
[128A] This affects the artillery groundbattle near the frontlines. The default is "=3" Possible values are “=0” which results in no ground battle at all, to “=9” which is maximum explosive activity on the ground when you are close to the frontline. Depending to the PC´s performance, the FPS might suffer.

Guns Convergence Z [128C] Default “=0”
Guns Convergence Y [128C] Default “=0”

GunSightSize [128] default “=1024” Sets the Gunsight Reticule size. Valid values range from “=800” to “=2100”. Note: "=1550" is the maximum that fits nicely on the current Spitfire gunsight. Using this value, the wingtips of a fighter fit into the circle at a range of about 150 yards.

HudFontSize
[128] Toggles the HUD Font Bold, to improve legibility at high resolutions "=0" is off, "=1" is on

KeyboardLanguge [128A] “=0” English default “=1” German “=2” French “=3” Spanish “=4” Italian

OldStyle [128] default "=0" activates the new 2 screen plane selection option, "=1" selects the original EAW 1.0 to 1.2 three screen layout

PropRotationSpeed [128C] Sets speed of 3dz prop rotation and other rotating 3dz models. Default “=8”

QuickVersion [128] default “=0" default Quickstart (random mission type). “=1" very small battle size + random mission type. “=2" very small battle size + last selected mission type (single mission setup), "=3" very small battle size + Figthersweep, "=4" very small battle size + Escort. With QuickVersion > 0 Bombers only will get interdicts

START ENGINE 1 [revision 128C] default “=Ctrl-1”
START ENGINE 2 [revision 128C] default “=Ctrl-2”
START ENGINE 3 [128C] default “=Ctrl-3”
START ENGINE 4 [128C] default “=Ctrl-4”

StaticCockpit [128C] This disables the 2D cockpits. It is useful, if someone plays in 640x480 and does not want to see the 2d cockpits (in add on campaigns they normally would not fit).

VirtualCockpit [128C] Display of virtual cockpit Default “=1” cockpit is displayed, “=0” cockpit is not displayed

Not used in UAW 160

OldDamage [128A-128C but not used in UAW 160] “=0” default setting. “=1” enables a more EAW1.2 compatible bullet damage calculation and the default EAW1.2 engine overheat model, which suits many of the older flight models better. Good backward compatibility for old campaigns.

PlaneSet Number [128C] [not used in 1.6] Possible values: 0-4
This only influences the game if there are additional planeset folders in the currently used "Scenario folder".
"=0" is default and as long no other plane set is loaded, the plane set from the CDFs is used.

Multiplayer

AllowRespawn
[128] Multiplayer mission option, "=0" = No automatic respawn, "=1" = Allow Respawn

EnemyPrimaryHB [150] Default “=77”
EnemySecondaryHB [150] Default “=77”
EnemyPrimaryPL [150] Default “=28”
EnemySecondaryPL [150] Default “=19”
FriendlyPrimaryHB [150] Default “=7”
FriendlySecondaryHB [150] Default “=7”
FriendlySecondaryPL [150] Default “=0”

NoAI [128] Multiplayer mission option, "=0" with AI in your squadron, "=1" no AI

Sleep
[150] Default “=400”

StartOnGround [128] Multiplayer mission option, "0" = airstart, "1" = groundstart

Target
[150] Default “=203”

Weather [150] Default “=1”

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 2:10 am
by rotton50
Also, in 1.6 ALT / E starts and stops all engines at the same time. Mostly used for the contra-prop planes where there are two props on one axis but can be used just as well for all multiengine planes on take offs.

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 7:15 am
by Moggy
Is that one of those commands like Ctrl-G which was added but has no ini entry?

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 11:10 am
by rotton50
Yes, Jel added it for me a couple of years ago.

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 11:17 am
by Moggy
Excellent. I need to add Ctrl-G and Alt-E to the setup posts I'm making.

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 12:16 pm
by Jel
There is also an Alt-G which toggles the gunsight. If cockpit view is off then it can give you a clear screen for screenshots.

F8 has been remapped. It is a toggle which turns off/on the data display (aircraft type, range, and the little square box) for the selected target plane. Turning it off when the range is close enough makes aiming and shooting easier.

Re: Additions to the eaw.ini file In Code Group Releases 128A-150

Posted: Fri Sep 08, 2023 1:08 pm
by Moggy
So that's

Alt-E - starts stops all engines
Ctrl-G - display data including FPS
Alt-G - toggles gunsight on and off
F8 - toggles target data display on and off

These do not have eaw.ini entries.