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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.
Click to continue
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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.
For our EAW review, see European Air War, by AV8R
For a second opinion, see EAW by Jim "Twitch" Tittle
For a post patch look, see Version 1.1 Update
For a look at flight performance, see Flight Performance in EAW, by Tom Basham.
For EAW tactical articles, see Intercepting B17's by Jerry Boucher and
Coming Back Alive, by Jim "Twitch" Tittle.
For a look at EAW through the lens of force feedback and add-ons, see Peripheral Perfection.
For our EAW download page, click HERE
Join a discussion forum on this article by clicking HERE.
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