EAW: Patch v1.2: Interview with Chris Coon

By: Len 'Viking1' Hjalmarson
Date: 1999-07-06

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.

Wounded B17

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.

Wounded B17

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.

Lazy Daze
Looking for Trouble

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.

Spitfire

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.

Bomber Busting

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.




Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=535&page=1)