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European Air War
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1998-07-09
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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