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- -----------------------------------------
- European Air War Demo
- -----------------------------------------
-
- (c) 1998 MicroProse Software, Inc. All Rights Reserved. 1942 The Pacific Air War and
- MICROPROSE are U.S. registered trademarks and European Air War is a trademark of MicroProse,
- Inc. or its affiliated companies. All other trademarks are the property of their respective
- holders. 3D models in Demo Splash Screen by REM Infografica TM.
-
- ABOUT EUROPEAN AIR WAR
- --------------------------------------------
-
- In early September of 1939, Great Britain and France declared war on Germany, just two days
- after the invasion of Poland. Less than a year later, France would be occupied and England
- fighting for her own independence. The conflict flared on ground and at sea, but it would
- be in the air that the war was won. From the Battle of Britain in the summer of 1940 until
- the day of Axis capitulation five years later, the war raged on with each side struggling
- to control the skies over western Europe. With only a thin skin of metal as a shield, the
- daring pilots of these fighter planes had little room for error. Relying on their skill,
- accuracy, and will to survive, they took their fates in their own hands, and failure often
- proved fatal.
-
- In European Air War, you step into the cockpit of a 1940's fighter plane and join your
- country's daily struggle to achieve air superiority. Welcome to the demo version, brought
- to you by MicroProse Software. This demo is intended to give you just a taste of what you
- can expect to see in the final version of EAW, arriving this Fall at a software retailer
- near you. Thanks for taking the time to check out what we've been up to lately, we hope
- you're pleased with what you see. Good flying, pilot!
- - The EAW Team
-
- SYSTEM REQUIREMENTS
- --------------------------------------------
-
- * Pentium 166 (without Hardware Acceleration)
- * Pentium 133 (with Hardware Acceleration)
- * Windows 95
- * DirectX version 5.0 or higher
- * 32MB RAM
- * Hard Drive with 22 MB free
- * DirectSound-compatible Sound card
- * Mouse
-
- Recommended
- --------------------------------------------
-
- * Pentium 200
- * Hardware Accelerator card
- * DirectX-compatible joystick, throttle and rudder pedals
-
- EAW requires DirectX 5.0 in order to run. If you don't currently have DirectX 5.0 (or above)
- on your system, you can download it from http://www.microsoft.com/directx/download.asp.
-
- INSTALLATION
- --------------------------------------------
-
- 1. Locate the EAW DEMO folder and open it.
- 2. Run SETUP.EXE.
- 3. Follow the on-screen instructions to install the European Air War Demo.
-
- STARTING UP
- --------------------------------------------
-
- To launch the demo, go to your Start menu, then go to Programs, then to European Air War
- Demo, then select European Air War Demo.
-
- You can skip this step by either checking off the option to create a shortcut on your
- desktop, or by choosing to play the demo immediately; both of these options are available
- at the end of the installation.
-
- MAIN MENU
- --------------------------------------------
-
- Once the game starts up, you'll see the Main Menu screen with a series of options, most of
- which are grayed out for the Demo. The available options are.
-
- Quick Start This demo offers an "abridged" version of the Quick Start, allowing you to
- select 2 fighter planes (out of the full game's 20) and jump right into the
- middle of an encounter. You'll be able to pick your plane after clicking on
- Quick Start with your mouse cursor. Also, there are only two mission types
- available in this demo, one for each plane. The missions are detailed below
- in the Flying with the USAAF and Flying with the Luftwaffe sections. Please
- note: this demo will time-out after 5 minutes of gameplay.
-
- [In the full version of the game, the plane assigned to you will be the one
- that you'd selected the last time you'd played, and the mission you fly will
- be randomly chosen from the 3 Air-to-Air missions offered.]
-
- Configure Game This option allows you to configure your game settings, and opens up 3
- (active) sub-menus; Control, Graphics and Sound. Control allows you to fully
- reconfigure your in-game controls however you like. Graphics let's you set
- detail levels and toggle game features on and off (this is especially
- helpful for those with lower-end machines, to improve the game's frame rate,
- if necessary). Sound offers a variety of music and sound effect options and
- settings that you can adjust.
-
- Note: For this demo version, weÆve set a few of the difficulty options for you, so youÆll have
- Unlimited Ammunition, No Blackouts/Redouts, and No Stall. These settings (along with others,
- such as Realistic Flight Model, No Engine Torque, etc.) will be fully configurable in the final
- version of European Air War.
-
- Main Menu Options Not Available in Demo Version
- --------------------------------------------
-
- Single Mission Design and fly individual missions for either the Axis or the Allies.
- Single Missions are a good way to practice in preparation for a piloting
- career, with fully configurable mission parameters, including mission type
- (pick 1 of 5), aircraft type (yourself, your wingmen, your enemies),
- aircraft activity level, pilot skill level, home base, target, weather
- conditions, time period, etc.
-
- Pilot Career Start your career as a pilot for the RAF, USAAF, or Luftwaffe. Name your
- pilot and fly a series of missions in one of our dynamic campaigns.
- Campaigns offered in the final version of the game will be the Battle of
- Britain, the European Theater 1943, and 1944.
-
- Multiplayer Test your aerial combat skills against the skills of up to 7 of your friends
- (8 pilots total). This feature offers both co-op and head-to-head gameplay,
- with the standard 5 mission types, plus "Total Mayhem," in which it's every
- pilot for himself. EAW's Multiplayer mode supports IPX for LAN play, TCP/IP
- for Internet or LAN play, and modem and serial connections for two player
- games.
-
- Newsreel Watch historical film footage about several of the major aerial operations
- that you'll be taking part in while playing European Air War.
-
- View Objects Take an up-close look at the 30 aircraft in European Air War.
-
- FLYING WITH THE U.S.A.A.F.
- --------------------------------------------
-
- Demo Plane: North American P-51D Mustang
-
- Considered to be the best fighter of the war by many, the Mustang originated as an
- under-powered, low-altitude attack aircraft with an Allison engine meant for export.
- However, when mated with a Rolls-Royce Merlin 61 engine, the Mustang was transformed from
- a modest low-level fighter-bomber to an excellent high-altitude escort fighter. With a pair
- of drop tanks, the Mustang could escort bombers from England to anywhere in Germany.
- Entering service in early 1944, the Mustangs were to be a vital lifeline for the American
- bomber crews throughout the remainder of the war.
-
- P-51D Plane Statistics
-
- Wingspan: 37 ft 0 in.
- Length: 32 ft 3 in.
- Height: 13 ft 8 in.
- Wing Area: 233 sq ft
- Engine: Rolls-Royce/Packard Merlin V-1650-7 rated at 1,720 hp
- Fuel: 270 gal internal
- Loaded Weight: 10,100 lb
- Wing Loading: 43 lb/sq ft
- Maximum Speed: 437 mph
- Service Ceiling: 41,900 ft
- Rate of Climb: 3,500 ft/min
- Combat Radius: 450 miles
- Armaments: 6 x .50 cal. Browning machine guns
-
- Mission for the P-51D: Escort Flight
-
- Escorts protect other aircraft, most often ungainly bombers, from enemy planes as they fly
- toward and over a target area. Frequently, escorts pass in the wake of a fighter sweep,
- which attempts to poke holes in the air defense system around the mark. Escorts hover near
- their more vulnerable compatriots, straying only as far as needed to protect against enemy
- threats. The survival of escort planes is incidental; their primary concern is to give the
- convoy safe passage to the target.
-
- This demo mission starts you just as the B-17s youÆre escorting are coming under fire by
- German fighters. Protect those bombers!
-
- FLYING WITH THE LUFTWAFFE
- --------------------------------------------
-
- Demo Plane: Focke-Wulf Fw190A-8
-
- The Focke-Wulf Fw190, designed by Kurt Tank, is considered Germany's best fighter of the
- war. When the first version entered service in 1941, it showed marked superiority to its
- opponents in almost every aspect. They could outrun, out-turn and outclimb anything they
- encountered. However, the later models (such as A-8, modeled in the game) were primarily
- aimed at bomber intercepts and carried more firepower and armor, and were considerably
- heavier and less maneuverable. Heavily armed with four 20mm cannons and two machine guns,
- it was the Allied bombers' most dreaded enemy.
-
- Fw190A-8 Plane Statistics
-
- Wingspan: 34 ft 5 in.
- Length: 29 ft 0 in.
- Height: 13 ft 0 in.
- Wing Area: 197 sq ft
- Engine: BMW 801A rated at 1,700 hp (up to 2,100 hp with MW-50 boost)
- Fuel: 138 gal internal
- Loaded Weight: 9,750 lb
- Wing Loading: 49 lb/sq ft
- Maximum Speed: 408 mph
- Service Ceiling: 37,400 ft
- Rate of Climb: 3,600 ft/min
- Combat Radius: 165 miles
- Armaments: 4 x 20mm MG-151 cannons, 2 x 13mm MG-131 machine guns
-
- Mission for the FW190A-8: Intercept
-
- Intercepts are defensive flights dispatched to head off enemy aircraft, often bombers
- en route to a target area. The goal of an intercepting pilot is to use whatever means
- necessary to disrupt and disband attacking formations before they can inflict any damage,
- simultaneously staving off any air support their targets have most likely brought with them.
-
- This demo mission starts you just as you and your wingmen descend on a group of B-17s
- flying with supporting P-51Ds. Destroy those bombers and watch your six!
-
- THE BASICS
- --------------------------------------------
-
- This section is your basic flight instruction. Any of you who have experience with piloting,
- especially combat flying, can probably skip over this part. The rest of you had better pay
- attention.
-
- The Four Forces and Torque
- --------------------------------------------
-
- There are four basic physical forces that you have to worry about when you're flying a
- propeller-driven aircraft. Most textbooks stop with these, but there's more; if you don't
- know about torque, you'll end up like the many inexperienced pilots whose careers (and, too
- often, their lives) were ended trying to land without taking the torque of their plane into
- account.
-
- 1) Gravity is easy to understand; you deal with it every day. Your plane and everything
- in it are attracted to the surface of the earth. The more weight (technically, mass)
- on your plane, the greater the attraction. If there were no other forces acting on
- your plane, gravity would pull it to the ground and keep it there.
-
- 2) Drag would limit how fast you would fall. In simple terms, drag is the resistance
- the air offers to anything trying to move through it. A moving aircraft with no
- force impelling it would quickly slow down and stop because of the drag of the air
- around it.
-
- 3) Thrust is how you force your plane through all that drag. The spinning propeller
- pushes air backward, which action results in Newton's equal and opposite reaction--a
- forward motion of the entire aircraft. In a jet engine, air is taken in through the
- front (the "intake") and the oxygen in that air is burned with fuel, causing exhaust.
- This exhaust leaves the rear of the engine at tremendous speed, which causes the
- same sort of forward thrust as a spinning propeller, but much more of it.
-
- 4) Lift is what keeps you in the air. The curvature of the wing causes air to move
- faster going over the top of the wing than it does going under. As a side effect of
- the law of conservation of momentum, this faster-moving air has a lower pressure
- than the slower air, and the difference in pressure between the bottom and top
- surfaces of the wing lifts it. When the lift on both wings is great enough, the
- plane is held aloft. With lift and thrust both working to counteract nature's
- attempts to keep your plane from moving, it flies. The angle at which the wings
- meet the airflow, the "angle of attack", affects the amount of lift produced.
-
- 5) Torque is twisting power. In an aircraft, the torque you need to worry about is
- caused by radial engines. These engines rotate in only one direction, and that
- direction coincides with the roll axis of the plane. Some of the torque generated by
- the engine's rotation is transferred to the body of the plane, which makes the plane
- try to rotate in the opposite direction as the engine (usually counterclockwise--the
- left wing tends downward). If the pilot does not compensate for this, the torque
- will cause the plane to roll. This is especially dangerous at low airspeeds and
- when landing.
-
- The Three Axes
- --------------------------------------------
-
- An aircraft can move in an essentially unlimited number of directions. For simplicity,
- however, we use a system of reference based on three axes of motion. By design, these axes
- correspond to the three main types of aircraft motion that you can control.
-
- * Roll is rotation of the plane around its length. What this means in simple terms is
- tipping the plane to the right or left.
-
- * Pitch is rotation of the plane around the line of the wings. That is, tilting the nose
- up and down.
-
- * Yaw is rotation of the plane around its vertical axis. If you were looking at the top of
- the aircraft, moving the nose to the left or right (the tail would move in the opposite
- direction) would be yaw.
-
- Control Surfaces
- --------------------------------------------
-
- Manipulating the basic forces is how you control the movement of your plane. Your engine
- provides the thrust, thus you have control over thrust. Two of the forces--drag and lift--do
- not act on all parts of the plane equally. Aircraft designers have taken advantage of that
- fact to build in features that let you control the plane. These features are called the
- "control surfaces."
-
- Elevators These are vertically-tilting sections of the horizontal part of the tail
- that you use to affect the pitch of the plane. You control them with the
- forward and back movements of the stick. When the elevators are down (stick
- forward), the nose tilts down. This is called "lessening the angle of
- attack," and it causes the plane to dive. Up elevators, conversely, tilt
- the nose up, and the plane climbs.
-
- Ailerons These are similar to the elevators, only they're on the wings. When you move
- the stick to either side, one aileron goes up and the other one goes down.
- This means that one wing gains some extra lift, and the other one loses
- lift. The former wing rises, and the latter drops. Your aircraft banks in
- the direction you moved the stick.
-
- Flaps/Slats Built into the backs of the wings are flaps, which you can extend or retract as
- necessary. These are used most often during landing, but they do have the
- occasional other purpose. Extending the flaps ("flaps down") has several
- results. First, lift is increased, so the plane rises; next, drag is also
- increased, so the plane slows. Overall (and this is most important), the flaps
- lower the speed at which the aircraft will stall. This means that, when landing,
- you can approach more slowly without stalling or, conversely, dive to a landing
- more steeply (because the flaps slow you), then "flare"--bring the nose up
- sharply just before touching down--and the flaps will kill most of your speed.
- Keep in mind that when you retract the flaps ("flaps up"), the plane will drop
- a bit. Some pilots use partial flaps for extra lift during take-off. If you are
- one of these, do not raise your flaps too soon after take-off, or you may find
- yourself at a negative altitude. Note that in addition to flaps, the German
- Me109 also has 'slats' built into the front of each wing. These provide much
- the same function as flaps.
-
- Rudder The rudder is a horizontally tilting section of the vertical part of the
- tail that you use to affect the yaw of the plane. When the rudder moves left
- or right, the nose yaws to that direction. Not using the rudder in turns
- can cause a rough ride, and ruddering can be crucial for lining up shots,
- straight approach for landing, and recovering from a spin.
-
- Inertia
- --------------------------------------------
-
- All good pilots are aware of the effects of inertia on their aircraft and on their bodies.
- One definition of inertia is "the tendency of any object to resist a change to its state of
- motion." What that means is that if your body or your plane is sitting still, it wants to
- stay that way; if it is moving in a particular direction at a particular velocity, it wants
- to retain that speed and heading.
-
- While in flight, inertia makes maneuvers more difficult at higher speeds. The faster your
- plane is moving, the more inertia it has in the direction of movement. Thus, the engine and
- control surfaces have to do more work to get the plane to change direction.
-
- The most noticeable problem inertia causes is g forces. The 'g' is a standard abbreviation
- for acceleration due to gravity; in this case it is used to denote any acceleration
- experienced by the plane and pilot. Whenever you change direction, you are subject to g's.
- If you turn to the side (as in yawing or banking), you're putting a centripetal
- acceleration on the plane and your body. Inertia (often mistakenly called "centrifugal
- force") tries to keep you moving in your original direction, causing "transverse g's." When
- you turn downward, "negative g's" make you feel lighter, as in a dropping elevator. If you
- turn upwards, as when pulling out of a dive, "positive g's" push you down into your seat.
- Positive and negative g's entail risks-blackouts, redouts, and potential mortality.
-
- Level Flight
- --------------------------------------------
-
- Level flight is accomplished when all the forces are in balance. In this state, the plane
- moves at a constant speed without changing its altitude. Most of the aircraft in European
- Air War are stable by design. That means that if you leave the controls alone, a correctly
- trimmed airplane will (eventually) go into level flight at a particular speed and altitude.
- This is also called "trimmed flight". If the plane is going faster than the trimmed speed,
- then it tends to pitch up and slow down. If it is going slower than the trim, the plane
- tends to pitch down and speed up. A gentle hand on the stick and perhaps a little rudder is
- all it takes to maintain level flight. If you find it difficult to level your plane, the
- control surfaces (rudder, ailerons, and such) may have been damaged.
-
- Acceleration and Deceleration
- --------------------------------------------
-
- Acceleration and deceleration-speeding up and slowing down-are primarily governed by the
- effects of thrust, drag, and gravity on the aircraft. To increase your speed, you can
- increase the thrust (add throttle), decrease drag (pull in your landing gear), or trade
- altitude for speed (dive). To slow down, decrease thrust (less throttle), increase drag
- (take a turn), or fight gravity (climb). In general, more throttle means higher speed, and
- less means lower speed. Drag is affected by many factors, including the angle of attack,
- altitude, and airspeed of the aircraft, as well as the flaps and landing gear settings.
-
- Level Climb and Level Descent (Rising and Falling)
- --------------------------------------------
-
- Level climb and level descent--gaining and losing altitude without changing the pitch of
- the aircraft--are accomplished by changing the amount of lift generated by the wings. To
- start a level climb, increase throttle. This increases the speed of the aircraft, and thus
- the amount of lift generated, and the aircraft climbs gradually. To lose altitude without
- gaining speed, cut back on the throttle. The reduced speed generates less lift, and the
- aircraft descends gradually.
-
- Green pilots tend to fly at full throttle all of the time. Doing so consumes more fuel, and
- your engines can overheat, os it's probably not the best plan of action. A veteran pilot
- knows the cruising speed of the plane and maintains that speed until a combat situation
- arises. This conserves fuel for the important part of the flight╛keeping yourself alive
- during the minutes of aggressive flying during a dogfight.
-
- Climbs and Dives
- --------------------------------------------
-
- Climbs and dives are more dramatic ways of gaining and losing altitude. To climb, pull back
- on the stick. The farther you pull, the steeper the climb will be. Keep in mind that the
- steepness of any climb is limited by your airspeed and the capabilities of the aircraft.
- The best angle of climb (and most efficient) for most aircraft is about 20 degrees above
- the horizon, at full throttle. To dive, push forward on the stick. The farther you push,
- the steeper the dive. Be forewarned that a steep dive will cause you to gain airspeed
- rapidly.
-
- Remember also that quick, steep dives are the main cause of redouts. Combat pilots who want
- to lose altitude quickly will not normally push the stick forward. Instead, they flip the
- plane over, then pull back on the stick to "climb" downward. Repeating the flip and climb
- straightens the plane out again, or you can continue the downward "climb" and end up
- pointing back the way you came (if you have room; otherwise, you end up as a lawn dart).
-
- Simple Turns (Banking)
- --------------------------------------------
-
- To perform a simple turn, push the stick to either side. The plane rolls in that direction,
- which redirects the wings' lift (remember, wing lift acts in whatever direction the top of
- the wing is facing, not necessarily straight up). The plane "banks" to that side, and you
- turn in that direction. Pulling back on the stick tightens the turn. You will notice that
- you lose speed as you turn, the nose starts to drift downward, and you begin to lose
- altitude. Add throttle to speed up, then pull back on the stick and ease the rudder in the
- opposite direction to counter this drop. For every aircraft there is an optimum airspeed
- for making nice, tight turns. If you are flying faster than this optimum, your turn will be
- more open than necessary; if you are below the optimum airspeed, you will lose altitude
- more quickly.
-
- Final Advice
- --------------------------------------------
-
- You can learn more advanced maneuvers from watching your fellow pilots, especially your
- flight leader. Analyzing the tactics of the enemy is another good way to learn. (According
- to Sun Tzu, your enemy is the most important teacher of all.) During dogfights, though,
- you're usually quite busy, and there's rarely time for analyzing every move. Just keep your
- eyes open and do the best that you can. Time will tell how well you did.
-
- DOGFIGHTING
- --------------------------------------------
-
- The term 'dogfighting' refers to a close-quarters combat between aircraft. It evokes
- romantic images of World War I flying aces: the Red Baron bravely manning his triplane,
- scarf swirling in the slipstream. Yet a dogfight is anything but elegant. Your sole aim is
- to give the enemy a worm's-eye view of the world before he does the same to you. Speed,
- maneuverability, and a stout machine will all stand you in good stead, but in a dogfight
- there is no substitute for pilot skill-except maybe luck.
-
- Fighter pilots entering battle must believe that they're at least as good as the next guy,
- and that means practice. Only over time can a pilot establish a repertoire of trusted
- oves, and only through extensive combat experience can he cultivate a strong situational
- awareness. These are the tools that will see him through a dogfight.
-
- The type of plane in which you enter a dogfight is important; generally speaking, the more
- maneuverable it is, the better you'll fare. More important, however, is to know and exploit
- your craft's strengths. A bomber cedes the advantage of maneuverability to a lightweight
- fighter. However, if he plans it right, the bomber pilot has nothing to fear in close-
- uarters combat. Because of his craft's great weight, he can pick up plenty of speed in a
- dive and can show a clean pair of heels to most other aircraft. Anyone senseless enough to
- follow a diving bomber too closely sets himself up directly in the sights of the tail
- gunner.
-
- A few basic rules apply to dogfights. As in most forms of aerial combat, the higher plane
- has a distinct advantage. And while a plane at a slower speed is more maneuverable than a
- faster moving craft and has a tighter turn, it is also an easier mark. Against another
- fighter, strive to get in position behind and slightly above him; from there you can
- dictate the course of the fight. Conversely, don't let your enemy linger long in that
- position (unless you feel you can spare a few tail feathers).
-
- TIPS ON PLAYING
- --------------------------------------------
-
- "Getting on their 6" - Ace pilots fire only when they can "touch" their enemy. That means
- firing every gun on the plane for that brief few seconds when the enemy is close enough
- that the sight of his plane fills your cockpit glass. The range for machine gun and cannon
- fire is about 2,000 to 3,000 feet (700 - 1,000 meters), but the chances of your hitting
- anything at that distance are slim at best. It's suggested that you begin your attack at
- 1,000 feet or less, right about when the target fills your gunsight. Being able to do this
- (and hit) means having the skill and patience to maneuver into position (while your enemy
- is trying to prevent you from doing so), fire a short burst, then painstakingly maneuver
- into position again. One mitigating factor is that if you damage his plane on your first
- attack, getting lined up for a second attack becomes that much easier.
-
- "Bomber Busting" - If you run into a heavily escorted group of bombers, you can sometimes
- use the bomber's firepower to your advantage. If you notice an enemy fighter on your tail,
- head toward a bomber, take a few shots, and turn away. Hopefully, some of the bomber's
- anxious gunners will hit the tailing fighter. Be extremely cautious when attacking bombers
- directly however, especially from the rear; there's six turrets blazing on that bird, and
- chances are, they're trained on you!
-
- "Chasin' 'em down" - If you're having difficulty locating or following an enemy plane, try
- these features:
-
- Snap View (0 through 9 on the Number pad) The Snap View feature allows you to look around
- your plane from within the cockpit to locate other planes that aren't in your
- line of sight. The selected view will only remain while you're holding down the
- key, "snapping" back to your original perspective once released. To get a 45░
- up view of a particular view, simply hold down the Snap View Up key (5 on the
- Number pad) and the key for the view you'd like to look up in.
-
- Virtual Cockpit (F8) The virtual cockpit is extremely useful for the experienced pilot,
- though it may take a little getting used to for someone who's never used one
- before. Virtual Cockpit mode is essentially the same as the standard cockpit,
- except that you're able to use the camera controls (default configuration is
- for Mouse) to "free roam" around the cockpit.
-
- Target Enemy (t = Target Next, Shift-t = Target Previous, Ctrl-t = Target Closest)
- Targeting the enemy will place a box on an enemy plane with the plane's name
- and distance from you listed above and below the box. This "highlight" should
- help you keep track of the enemy plane you're hunting down. (Backspace will
- deselect your selected target)
-
- Padlock View (* on the Number pad = Padlock Toggle, / on the Number pad = Padlock
- Closest to Center of View) The Padlock view is incredibly helpful for keeping
- an eye on the enemy. When the * or / key on the Number pad is hit, you are
- popped into Virtual Cockpit mode with the Padlocked enemy's target box on. In
- this view, your pilot's head will stay trained on the enemy plane, and it's up
- to you to fly in for the kill. This may be a bit disorienting for beginners,
- but they may soon find it's a feature they couldn't live without (literally).
-
- (Note: the keys listed above are for the default key configuration. If you've reconfigured
- any of these keys, you must substitute your replacement for the one listed to utilize the
- feature.)
-
- PROBLEMS?
- --------------------------------------------
-
- If you're having any problems with keys or the key configuration, try deleting the file
- called EAW.INI, found in the European Air War Demo folder, and running the game again.
- Note: This will reset any key configurations you may have modified previously, and you'll
- have to go back into Configure Game if you'd like a key config other than the default.
-
- If the demo is exiting to the desktop prematurely (without showing the ending Splash Screen)
- and you have a 3D and/or 64bit Sound card, try restarting the game, going to the Sound menu,
- and setting the channels to 8. Then save that configuration, exit to your desktop, and
- restart the game.
-
- Please understand that this demo was created mid-development, meaning that there's still a
- great deal more going into the game, and that you might run across a few problems during
- gameplay. If you are unable to run this demo or are having any severe graphical issues,
- please write to us at
-
- eawdev@microprose.com
-
- and tell us your system's specifications so that we can correct the problem for the final
- product. Thanks.
-
- EAW DEFAULT KEY REFERENCE CARD
- --------------------------------------------
-
- (PLEASE NOTE: *** = Not Available in Demo)
-
- Default Control Setup
- --------------------------------------------
-
- Joystick Flight
- Mouse Camera
- Rudder Rudder
- Throttle Throttle
-
- Keyboard Flight Controls
- --------------------------------------------
-
- ACTION KEY NAME KEY
- ----------------------------------------------------------
- Flight Key Up UP Arrow
- Flight Key Down DOWN Arrow
- Flight Key Right RIGHT Arrow
- Flight Key Left LEFT Arrow
- Rudder Key Up Comma ,
- Rudder Key Down Slash /
- Rudder Key Center Period .
- Rudder Right Full Shift-Comma <
- Rudder Left Full Shift-Slash ?
- ***Engine 1 Start Shift-Open Bracket {
- ***Engine 2 Start Shift-Close Bracket }
- Throttle Key Up Equals =
- Throttle Key Down Minus -
- Throttle Down Full (0%) Shift-Minus _
- Throttle 10% One 1
- Throttle 20% Two 2
- Throttle 30% Three 3
- Throttle 40% Four 4
- Throttle 50% Five 5
- Throttle 60% Six 6
- Throttle 70% Seven 7
- Throttle 80% Eight 8
- Throttle 90% Nine 9
- Throttle Up Full (100%) Shift-Equals (plus) +
- ***Throttle 1 Up Open Bracket [
- ***Throttle 2 Up Close Bracket ]
- ***Throttle 1 Down Semicolon ;
- ***Throttle 2 Down Apostrophe '
- Flaps Up Shift-f F
- Flaps Down f f
- Wheel Brakes b b
- Landing Gear g g
- ***Lamp Toggle Shift-l L
-
- Camera Controls
- --------------------------------------------
-
- VIEW KEY NAME KEY
- ------------------------------------------------------------------------
- Current View Front F1 F1
- Current View Right-Front F2 F2
- Current View Right F3 F3
- Current View Right-Shoulder F4 F4
- Current View Left-Front F7 F7
- Current View Left F6 F6
- Current View Left-Shoulder F5 F5
- Current View Front Up Shift-F1 Shift-F1
- Current View Right-Front Up Shift-F2 Shift-F2
- Current View Right Up Shift-F3 Shift-F3
- Current View Rt-Shoulder Up Shift-F4 Shift-F4
- Current View Left-Front Up Shift-F7 Shift-F7
- Current View Left Up Shift-F6 Shift-F6
- Current View Lt-Shoulder Up Shift-F5 Shift-F5
- Instrument View Control-F1 Ctrl-F1
- Snap View Front Num 8 8 on the number pad
- Snap View Right-Front Num 9 9 on the number pad
- Snap View Right Num 6 9 on the number pad
- Snap View Right-Shoulder Num 3 6 on the number pad
- Snap View Left-Front Num 7 7 on the number pad
- Snap View Left Num 4 4 on the number pad
- Snap View Left-Shoulder Num 1 1 on the number pad
- Snap View Up Num 5 5 on the number pad
- Snap View Rear Num 2 2 on the number pad
- Snap View Instrument Num 0 0 on the number pad
- Virtual cockpit F8 F8
- Padlock Toggle Num Asterisk (Mult) * on the number pad
- Padlock Num Slash (Divide) / on the number pad
- Cockpit Toggle Num Period (Decimal) . on the number pad
- Chase View Shift-F8 Shift-F8
- Flyby View Control-F8 Ctrl-F8
- Track View Next Plane F9 F9
- Track View Previous Plane Shift-F9 Shift-F9
- Target View F10 F10
- Player To Target View Shift-F10 Shift-F10
- Target To Player View Control-F10 Ctrl-F10
- ***Bomb View F11 F11
- ***Player To Bomb View Shift-F11 Shift-F11
- ***Bomb To Player View Control-F11 Ctrl-F11
- ***Action View F12 F12
- ***Dogfight View Shift-F12 Shift-F12
- Free Camera View Control-F12 Ctrl-F12
- Camera Zoom Button LMB + Fwd/Back
- Zoom In Num Plus + on the number pad
- Zoom Out Num Minus - on the number pad
- Camera Up u / Mouse backward u
- Camera Down n / Mouse forward n
- Camera Right j / Mouse left j
- Camera Left h / Mouse right h
- Camera Reset Right Mouse Button
-
- Keyboard Weapons & Cockpit Controls
- --------------------------------------------
-
- ACTION KEY NAME KEY
- ------------------------------------------------------------------------
- Fire Selected Guns Joystick Button Space Bar
- Next Gun s s
- Previous Gun Shift-s S
- Select All Guns z z
- Select Machine Guns x x
- Select Cannons c c
- Display Active Guns Control-s Ctrl-s
- Fire Selected Weapons Joystick Button 1 Enter
- ***Select Bombs [currently undefined]
- ***Select Rockets [currently undefined]
- ***Release Drop Tanks Shift-d D
- Target Next Enemy t t
- Target Previous Enemy Shift-t T
- Target Closest Enemy Control-t Ctrl-t
- Target Next Friendly y y
- Target Previous Friendly Shift-y Y
- Target Closest Friendly Control-y Ctrl-y
- ***Target Next Ground Object [currently undefined]
- ***Target Previous Grd Object [currently undefined]
- ***Target Best Ground Object [currently undefined]
- ***Target Closest Runway Shift-r R
- Deselect Target Backspace Backspace
- Flight Info Display On/Off Alt-f Alt-f
- ***Track View Display On/Off [currently undefined]
- Target Info Display On/Off Alt-t
- Target Director On/Off Alt-d
- Target Box Display On/Off Alt-o
- Target ID Display On/Off Alt-i
- Target Range Display On/Off Alt-r
- ***Player-Target View On/Off [currently undefined]
- ***Radio Mode [currently undefined]
- ***Chat Mode Accent Grave `
- ***Pilot Map Alt-M Alt-M
- ***Autopilot a a
- ***Next Waypoint w w
- ***Previous Waypoint Shift-w W
- ***Accelerate Time Tab Tab
- Normal Time Shift-Tab Shift-Tab
- ***Skip to Next Encounter Alt-n Alt-n
- ***Jump to Next Plane Alt-j Alt-j
- Bail Out Alt-b Alt-b
- Pause Alt-p Alt-p
- Sound On/Off Alt-s Alt-s
- Quit Escape Esc
-
- For more information on EAW or on any other MicroProse game, check out www.microprose.com
-
- DEMO CREDITS
- --------------------------------------------
-
- PRODUCER
- Martin De Riso
-
- GAME DESIGN
- Tsuyoshi Kawahito
-
- LEAD PROGRAMMER
- Tsuyoshi Kawahito
-
- PROGRAMMERS
- Rob Hafey
- Brandon Gamblin
- Will Gee
-
- LEAD ARTIST
- Susan Clausen
-
- ARTISTS
- Rob Cloutier
- Dave Thompson
- Matt Bell
- Erik Ehoff
- Sam Laskowski
-
- MUSIC COMPOSITION
- Roland Rizzo
-
- AUDIO DESIGN / RECORDING
- Mark Cromer
- Mark Reis
-
- MARKETING
- Thomas Nichols
- Adrian Turner
-
- DOCUMENTATION
- John Possidente, Anne Stone, Richard Henning,
- Tsuyoshi Kawahito, Martin De Riso
-
- LOCALIZATION
- Karen Ffinch
- Sarah Collins
- SDL
-
- QUALITY ASSURANCE
- Tom Falzone - Supervisor
- Steve Purdie - Test Lead
- Mark Gutknecht - Test Lead
-
-
- For more information on EAW or on any other MicroProse game, check out www.microprose.com
-