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This thread is for updates to TAW 2.0.

Keep checking this thread for patches and mods.

NOTE: To prevent automatic overwriting of custom loadscreens, no additional loadscreens will be included in patches. Additional loadscreens are available as separate downloads in the "Additional Mods" section of this thread so that people with custom loadscreens may install these manually.

Updated 04 NOV 2010 TAW 2.16 Released

Change Log:

Weather

  • Added four new selectable cloud types.
  • Updated Weather Editor (v0.6.0) to account for new patterns.
  • Added five new weather patterns selectable from the TAW 2.0 Launcher.
  • Updated clouds at twilight to make more translucent with grey edges.
  • Updated 2000 clouds to be black/grey translucent to better match the dark sky.
  • Updated Glide Overcast palettes for 2000 to account for new dark cloud layers.
  • Updated 2000 mountain textures to better match the new dark cloud layers.
  • Fixed a graphical anomaly with the TEX_BK.TM ("Broken" layer cloud texture) file.

Graphics
  • Minor improvement to the Tactical Grey and Jolly Roger skins (underside of nose).
  • Improved and fixed roundels on all Saudi and Egyptian skins.
  • Changed 0200 (no moon) mountain textures to remove perception of light reflection.
  • Restored formation lights to F-22 grey camouflage skins (USAF and Egyptian).
  • Updated Original 1998 Colors and Tiles mod to adjust for artifacts with the new weather.

LGB Attack Mission

  • Added ability to fly escort; changed available players from 2 to 4 (Multiplayer)
  • Changed loadouts to add more AIM120 missiles to both elements and Wing Tanks and 2xAGM65 to strike element (Single and Multiplayer)
  • Replaced "Must overfly Waypoint 9" objective with "Must land at Bisha" (Single and Multiplayer)

Operation Titanic Mission

  • Converted to a 14 player multiplayer mission, and added two additional multiplayer variants for six or eight players.
  • Removed two F-22s from each Harpoon strike package (USAF and Saudi).
  • Enabled CAP/Fighter Sweep missions for players in lieu of Harpoon strike wingman positions.
  • Adjusted the altitude at waypoints of flyable aircraft to be high altitude transit and low altitude ingress/egress.

Air Superiority Mission (Single and Multiplayer)

  • Removed objective to kill flight Khalaz 20
  • Added objectives to kill flights Ghaali 11 and 12
  • Changed victory condition from overfly WP10 to WP9
  • Added "Must land at Abha" to objectives

Other Missions

  • Converted "CAS Support" to an 8 player multiplayer mission.
  • Adjusted flight size weapons loadout in Operation Blackout to a stealthy, overloaded (i.e. "illegal") loadout so that the mission is at least playable with the updated TAW RCS.
  • Added Multiplayer Mission Briefings for "LGB Attack" and "Operation Blackout" to References section of TAW 2.0 Launcher.

Updated 06 SEP 2010 TAW 2.15c Hotfix Released

  • Hotfix restores mission datafiles as they should be. Important for TAWBC users.
  • Added EF2000 Strategy Guide to References section.
  • Added future capability of custom campaigns to launcher.
  • Added code to clear window upon completion of introductory video.

Updated 24 JULY 2010 TAW re-baselined to v2.15b
New installer and incremental 2.15 to 2.15b patch are available for download.

Updated 04 JULY 2010 ]TAW v2.15 Patch Released


  • Added the ability to select and modify weather (WX) from the TAW 2.0 Launcher
  • Added WX generator, which will create in-game weather patterns based on the datafile loaded. Weather is currently limited to Overcast (OVC), broken (heavy) clouds (BKN), and default scattered clouds
  • Weather Editor is a new EXE selectable from the "Weather" pulldown menu within the Launcher.
  • Added a "Sun/Moon Editor" which allows you to apply your own sun sizes and azimuths/elevations for each time of day. Edits apply to the WX mods, and not the original redxxxx.txt files.

Other TAW 2.0 Launcher Enhancements:

  • Incorporated one-button activation/deactivation of the Nostalgia Mod. This better interlocks the mod use with the WX Generator since the two are incompatible.
  • Removed the routine that "forces" you to chose an EXE or stop the launcher process altogether. The new option will exit the launcher without saving anything.
  • Incorprated various command line GME routines to automatically enable and disable certain mods.
  • Added dynamic Checklist entries to pull down menu on "References" page. More details can be found in the TAW 2.0 Manual Addendum.
  • Added "Reset Weather Datafiles" option to "Restore Original Datafiles" dialog box.
  • Updated EXE Selection menu to a combination box as opposed to the original checkboxes.

Graphical Changes:

  • Fixed the orientation of the Stars and Bars on the F-22 wings.
  • Added custom tail flashes to the low detail (i.e. "Wingman") F-22 objects.
  • Improved black/grey flightsuit textures and enhanced detail of pilot head sprite for low detail F-22 aircraft.
  • Updated 1800 palette to reduce orange tint on metals, and fixed a bug with the al4_1400 palette.
  • Enhanced sun sizes and elevations for each time of day
  • Minor tweaks to FX_13.TX to remove black spots from moon in NVG view.

Missions:

  • Reverted "Raid Egypt" loadout to 4xGBU-24 with the pending availability of kneeboard briefings for client targets.
  • Converted "Raid Egypt" to an 8 player variant.
  • Updated "Raid Egypt" briefing to reflect immediate scramble tasking.
  • Switched Players 1-2 and 3-4 in "Roulette" mission to better fit mission timeline.
  • Replaced "Refuel" waypoint with regular waypoint in multiplayer version of "Power Down".
  • Added "Roulette" F-22 variants (multiplayer conversion) to the ADF Single Player menu.

Other Changes:

  • Added an experimental TripleHead2Go EXE version.
  • Changed EXE Zipfile naming convention to match new Launcher Config routine (effects should be transparent).
  • Defaulted UFC to LANTIRN (instead of IRST) for Fullscreen 800x600 versions to prevent graphics bug when zooming into the UFC.
  • Changed naming convention of Nostalgia mod to place it lower on the list of mods.
  • Added a custom TAW 2.0 menu by darksmaster923 to the MODS folder.
  • Added checklists in PDF format for mission briefings, mission summaries, and procedures. Additional checklists to follow (WIP).
  • Added dynamic campaign "Operation: Avenging Scimitar" for public beta.

Updated 14 MAY 2010 TAW v2.12 Patch Released

Change Log:

Graphical Changes

  • Enhancements to a number of coastal tiles to prevent the abrupt end of depressions/slopes caused by the 2.11 slope tiles.
  • Improved mountain and mountain valley tiles
  • Made a minor adjustment to the Roundel on the Saudi F-22 Default skin.
  • Added a "Nightstalker Black" skin to USAF, Saudi, and Egyptian F-22 inventories.
  • Adjusted sea colors on Moving Map for Situational Display
  • New Red Sea theater map based on Google Earth satellite graphics. A GME mod exists to revert to the original theater map.

TAW 2.0 Launcher Enhancements:
  • Added minor TAW version number to "About" dialog, and implemented a "Check for Update" button that will take you to the Combatsim forum.
  • Added dynamic pull-down menu. Now the menu displays the name of your external applications 1 and 2.
  • Added keystrokes to the pull down menu entries.
  • Added Combatsim F-22 ADF/TAW forum to list of references in reference menu
  • Added error traps for minor file read errors.
  • Fixed a launcher runtime error 13 bug on program abort (duplicate process or launched from incorrect folder).
  • Added pulldown menu entries on the Mission Editor screen for Documentation and Registration.

Mission Updates:

  • Converted AWACS missions Roulette and Final Missile (ADF missions 28 and 29) to multiplayer.
  • Converted AWACS mission Beahhead Preparation (RSO mission 7) to multiplayer, and added two variants for sessions containing fewer than 8 players.
  • Made oloadout adjustments to Dam Busting mission (Covert Missions) and converted to multiplayer:
  • Made loadout and target adjustments to Raid Egypt mission (ADF Campaign 1).
  • Made loadout, multiplayer, and TOT adjustments for Beachhead Isolation mission (RSO Campaign 4):

Miscellaneous Changes:
  • Added optional GUI that replicates the original F-22 Air Dominance Fighter GUI.
  • Updated ADF Inspired GUI to 1.2; left original ADF Inspired GUI 1.0 intact.
  • Updated help text on Options menu.

Updated 15 APR 2010 TAW v2.11 Patch Released

Change Log:

Graphical Changes

Palette/Landscape Changes

  • Updated 0600, 0800, 1800, 2000 palettes and altitude bands to create a more realistic look.
  • Replaced original sand slope tiles ("hard-looking slope lines") with more subtle slope lines based on the original TAW tiles.
  • Restored persistently bright lights on some of the tiles (representing houses) to provide an inhabited look to the scenery.
  • Re-indexed most of the land tiles to remove (among other things) the light green artifacts that displayed more prominently during twilight hours.

Skin/Paintscheme Updates

  • Redesigned Woodland and default Egyptian skins with enhanced colors.
  • Redesigned Desert camoflage skin based on changes with the woodland skin.
  • Tweaked YF-22 skin to make "V" behind cockpit more distinctive.
  • Adjusted colors of some devices (rescue arrow, ejection symbol, etc.) to appear more realistic (subdued) during twilight.
  • Added "Jolly Rogers" skin for both USAF F-22 models.
  • Added selectable "Tactical Grey" and "Desert Camoflage" patterns to the Egyptian F-22
  • Modified plane_21.tm to correct transparency issues with the 3D pilot in cockpit.
  • Fixed MFD Console transparency issue in all skins.
  • Added Air Dominance Project logo to numerous GUI screens.
  • Added option for Glide users to disable East/West sky transitions (can be enabled with GME).

TAW 2.0 Launcher Enhancements

  • Added custom skin ability for Egyptian and Saudi F-22 skins.
  • Launcher no longer overwrites game.cfg when changing EXE versions. Instead, a routine was added that automatically adjusts the REZ value in game.cfg based on the EXE selected.
  • Video playback routine had been enhanced. Now you don't have to choose your video resolution for the TAW music video on startup.
  • Pull-down menus have been added to all of the launcher screens.
  • The "Restore Original Datafiles" function has been greatly enhanced. You can now select what to restore/reset via dialog box.
  • Close and Minimize control boxes have been added to the title bar
  • Optimized numerous subroutines and error traps



    Updated 15 APR 2010 TAW v2.10a Hotfix Released
  • Hotfix is superseded by release of 2.11

24DEC2009 TAW v2.10 Full Install Released

Change Log:

  • General Changes:
  • Created additional EXEs for the TrackIR enabled versions (D3D, D3D 1024, and Glide).
  • Fullscreen and Widescreen specific versions
  • Replacing the Wideview with a zoomed view to acquire targets from a distance
  • "WIDE" Cue has been removed for Zoom-enabled 800x600 EXEs.
  • Moved skins and tail flashes to "\Config\Custom\F22\..."
  • Added EF2000 CD soundtrack to "\Config\Custom\Music"
  • TAW 2.0 Main Menu Changes:
  • Renamed the Configuration menu to "Graphics and Application Settings"
  • The "Graphics and Application Settings" menu allows you to add up to two applications to load when tawmenu.exe is loaded. This is useful if you wish to automatically load something like a VAC or Shoot profile.
  • Added a checkbox for enabling/disabling Eagle Flight's NVG Tool
  • Added "Backup and Restore Pilots" option to "Graphics and Application Settings" menu
  • Replaced the "Mod Manager" menu icon with "Customization". Clicking this icon now launches the customization menu, instead of launching GME.
  • GME has been moved to the Customization menu.
  • Choosing F-22 Skins and Tail Flashes has been moved from GME to their own combination boxes.
  • Launching GME or activating the Nostalgia mod disables the combination boxes.
  • You can now select a playlist to automatically start upon launch of TAW 2.0.
  • This playlist defaults to the EF2000 soundtrack, but can be easily changed.
  • The player is WMP9 compatible, as are the playlists.
  • Playlists or tunes can be located anywhere, including network drives.
  • Enabling a playlist automatically sets Music and CD Audio in game.cfg to "0", unless Total Air War.mp3 is selected (in which case Music is set to "1".
  • Added icons for the Insignia and Pilots folders, as well as the Pilot-Insignia Template for creating your own pics.
  • Fixed the HTML Strategy Guide from the References menu
  • Minor aesthetic enhancements

16OCT2009 TAW v2.02 Patch Released
Change Log:
  • Updated GME link for Windows 98/ME users ( Windows 98/ME users see section 5 of the readme for important information regarding this change)
  • Adjusted 1800pal.col and 2000pal.col for better sunsets in Glide
  • Added formation lights to F-22s at 2000 ("tweener" timeframe)
  • Added detailed in-game campaign descriptions for each of the ADF and RSO Tours of Duty
  • Added specific loadout descriptions to ADF mission briefings (both single player and multiplayer)
  • Expanded "Para Watch" multiplayer mission to 16 players, converted some JSF Wild Weasel flights to F-22s, and added "Land at Jizan" and survival mission objectives
  • Changed Hawk and F-15E (Target) nationalities in "Air Rebels" and "Rebel Jizan" (single and multiplayer) to prevent "Blue on Blue" mission objectives
  • Added Mission Objective descriptions to multiplayer ADF/RSO briefings
  • Added 2xAIM120R to loadout in "Tower 3" mission (single player and multiplayer)
  • Modified loadout in "Armed Recce" mission (single and multiplayer) to replace 2xAIM120C with 2xDecoy (more useful in a defensive mission)
  • Converted "Get Bill!" mission to multiplayer and added to multiplayer menu
  • Removed "Midair Refuelling" mission from multiplayer menu (since clients cannot conduct midair refuelling)
  • Updated "NVG - Original Green from 1998 TAW" mod to be compatible with TAW 2.0, and specified its use for Glide only (this mod has no effect on D3D)
  • Added "Alien Invasion" Section for UFO missions on "Additional Missions" tab.
  • Added 325th Fighter Wing (the F-22 Training wing out of Tyndall AFB, FL) patch to Insignia Gallery and Pilot/Insignia template
  • Included the F-22 Air Dominance Figher inspired Main Menu in the MODS folder

See this thread for more details.

ADDITIONAL MODS:

All mods are currently included in TAW 2.15b.

ADDITIONAL LOADSCREENS:

All loadscreens are now included in TAW 2.15b.

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This thread is for updates to TAW 2008 v1.5.

Keep checking this thread for patches and mods.

15MAY2009 Initial baseline release. All previous updates incorporated.

28MAY2009 Version 1.51 patch released.

Changes in the TAW 2008 v.1.51 Patch:

  • Added (with permission) Hawk's 11 Day campaign for Single Player and Multiplayer.

  • Converted ACM/DACT training missions to multiplayer (can be found under H2H/Co-Op tab)

  • Added Desert Flightsuit textures and improved in-cockpit textures (original textures may be restored with GME).

  • Added and adjusted Photorealistic F-22 Textures taken from Polak's terrain mod (original textures may be restored with GME).

  • Fixed a graphical bug from the Glide version of the original 1998 TAW, and improved the same texture for both Glide and D3D.

  • Improved MIDI support for Windows XP and more recent operating systems.

  • Added GameCFG_Settings.txt to !2008\Documentation folder. This document details some of the options in your game.cfg file (Thanks, Nemo!).

  • Miscellaneous minor fixes and improvements.

11JUNE2009 Version 1.52 patch released.

Changes in the TAW 2008 v.1.52 Patch:

  • Added most of the original Air to Air Tactics training missions from ADF (extraction by Krusade).

  • Added some of Krusade's training missions to Single Player and Multiplayer.

  • Created a new Missile Evasion training mission.

  • Added three new head to head scenarios to multiplayer, including a ladder, last man standing, and selectable loadout team dogfight.

  • Converted the Egyptian Antiquities Tour mission to multiplayer. Now you can go destroy ancient artifacts with 3 of your closest friends!

  • Fixed an issue where selecting some multiplayer missions in the lobby would cause clients to be automatically booted.

  • Added a new, darker F-22 skin based on the photorealistic F-22 skin in v1.51. This skin is selectable as the 1st TFW (FF) from the Options menu.

  • Made graphical fixes and enhancements to the photorealistic F-22 skin introduced in v1.51. This skin is selectable as the 3rd Wing (AK) from the Options menu.

  • - People who wish to fly with the AK tail flash using the new, darker skin may enable this skin for the 3rd Wing with GME.

  • Added texturing to the Saudi and Egyptian F-22 default skins, providing for a more photorealistic look (original 1998 textures may be restored with GME).

  • Made minor grammatical and formatting changes to some of the mission and campaign briefings.

  • Incorporated 1.51 Hotfix for Jolly's Modern Menu mod.

  • Implemented Hawk's "Fix my F-22" mod into the ADF/RSO multiplayer missions as well as most other Co-op missions. No longer does getting shot down banish you to the SmartView; you will start at the airfield nearest the current waypoint (this feature may be disabled with GME).

15JULY2009 Version 1.53 patch released.

Changes in the TAW 2008 v.1.53 Patch:

  • Smoothed default photorealistic F-22 skins and removed artifacts.

  • Created nighttime skins for Saudi and Egyptian F-22s, and updated the nighttime USAF F-22 skin.

  • Incorporated additional Tail Flashes, which are selectable in GME. The additional tail flashes are:

  • - 49th FW, Holloman AFB (HO)

  • - 154th Wing, Hickam AFB (HH)

  • - 185th FW, Sioux Gateway Airport, Iowa (HA)

  • - 138th FW, Tulsa IAP (OK)

  • - 1st FW, Langley AFB (FF) (this option is here to revert the AK tail flash back to FF).

  • Globally cleaned up textures and updated all F-22 skins (including original 1998 TAW skins) to take advantage of the new tail flashes.

  • Added photorealistic YF-22 skins, a photorealistic USAF Woodland skin, and a USAF Desert skin..

  • Updated the YF-22 skins to reflect the red, white, and blue wing stripes and stars of the original prototype.

  • - Skins are selectable in GME

  • Renamed Graphics Mod conventions to Tail Flashes and Skins to reflect additional tail flash enhancements.

  • Updated the wing flash (i.e. "Stars and Bars" to be more visible with the new skins, and reoriented it so that it appears right side up on the fuselage.

  • Fixed issues in multiplayer versions of Rebel Jizan and Power Down missions.

  • Incorporated TrackIR 1.1 fix. Now head-tracking can extend 180 degrees in the yaw axis.

  • Added original and printable quick refrence cards from the original 1998 TAW.

  • Added Eagle Flight's F-22 TAW 2008 +3 Trainer to the !2008\cheats folder

  • Made modifications to the HUD to include the following features:

  • - Changed "REHEAT" string to "AFTERBURNER" (Reheat is still selectable with GME)

  • - Added Vertical Speed Indicator (VSI) to NAV/ILS/REF HUD modes (placed next to Altitude)

  • - Added the following Fuel Gauge and Distance/Time to Airfield functionality to the ILS HUD Mode

  • - Changed "BRAKE ON" flag to "AIR BRAKE", centered on RPM gauge, and made flashing.

  • - Made minor cosmetic fixes to better align text strings.

28JULY2009 Version 1.54 patch released.

Changes in the TAW 2008 v.1.54 Patch:

  • Modified Total Air War Battle Commander (TAWBC) for use with TAW 2008. For the first time, TAWBC can be used seamlessly with TAW 2008!

  • Added 10 Single Player Slots and 10 Multiplayer slots for dynamically generated missions via TAWBC.

  • Incorporated fix to "Dam Defence" mission that showed hostile aircraft as friendly in IFF and debrief.

  • Renamed "Covert Missions" section to "Additional Missions" to reflect more general mission types within that section.

  • Moved Hawk's 11 Day campaign to the "Additional Missions" section to make room for the TAWBC slots.

  • For D3D 1024x768 users, converted the f22opts to an exe file for accessing the Options menu within TAW 2008.

  • Incorporated mlracing's Jet Flyby Sounds (Original 1998 Flyby sounds selectable with GME)

  • Added Hitman IF's ADF/TAW Loadout Guide to the !2008\Documentation folder. This helps determine custom loadouts when building missions.

  • Added Visual Basic 5 Runtime Library to the !2008\utilities folder.

  • Updated installer to provide compatibilty options for Windows 98/ME users and 3DFX Voodoo series users.

NEW MODS (Updated 15JUL09):

This section will be periodically updated to reflect new mods that do not require or justify a patch to the existing TAW 2008.

Latest mods included in the 1.54 patch.

So if I understood well ...the 1024x768 works only for Direct 3D ? And the 1024x768 details are only in the graphic beyond the...HUD (so no HiRes HUD) ? Another question : The games works the same in Win98SE with a Voodoo card (let's say Voodoo AGP 4500 32MB) or...in Win XP with a 8800 GTS ? What is your advice ? I played ver 1.54 in my Win98SE + Voodoo IV board config (I still own that hardware lol I have a special pc only for old games lol) and It plays decent in glide.I didn't try it in Direct 3D.

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So if I understood well ...the 1024x768 works only for Direct 3D ? And the 1024x768 details are only in the graphic beyond the...HUD (so no HiRes HUD) ? Another question : The games works the same in Win98SE with a Voodoo card (let's say Voodoo AGP 4500 32MB) or...in Win XP with a 8800 GTS ? What is your advice ? I played ver 1.54 in my Win98SE + Voodoo IV board config (I still own that hardware lol I have a special pc only for old games lol) and It plays decent in glide.I didn't try it in Direct 3D.

First, Joker, welcome to the forums, and to TAW 2008!

Looks like you're a veteran of DID sims, so this will be simple.

1) Actual 1024x768 resolution only works for D3D

2) You can use Glide mode with a Glide Wrapper to force a higher resolution, but TAW still thinks it is running in 800x600.

3) TAW 2008 still works well with Win98 and 3DFX cards. I have a P2-333 with a V2 that I use as a test platform.

So far as recommendations go, if you like Glide mode, give the included dgVoodoo Glide wrapper a try with your 8800. I run a 7950 and have no problems forcing 1600x1200. If you're running a widescreen monitor, it looks even better!

Also, the game has been enhanced for XP and above. You will need a 32bit (or 64 bit) kernel to run with TrackIR, and the new exe's for support programs are designed for use with a win32 kernel (they are com files in a 98/ME install).

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Great Stuff ,

Just found the forum and just download F22 TAW 2008 works great, awesome work.

I had just recently pulled ADF with Red Sea operations out of the box and was running on Xp thinking what a great Sim it would be if it were revamped for todays machines, well besides a total re-engining this is the next best thing!.......... I am no programmer , more of a hack but willing to give any personal opinions I may have :o.

Once again WTG

Bjacks

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First, Joker, welcome to the forums, and to TAW 2008!

Looks like you're a veteran of DID sims, so this will be simple.

1) Actual 1024x768 resolution only works for D3D

2) You can use Glide mode with a Glide Wrapper to force a higher resolution, but TAW still thinks it is running in 800x600.

3) TAW 2008 still works well with Win98 and 3DFX cards. I have a P2-333 with a V2 that I use as a test platform.

So far as recommendations go, if you like Glide mode, give the included dgVoodoo Glide wrapper a try with your 8800. I run a 7950 and have no problems forcing 1600x1200. If you're running a widescreen monitor, it looks even better!

Also, the game has been enhanced for XP and above. You will need a 32bit (or 64 bit) kernel to run with TrackIR, and the new exe's for support programs are designed for use with a win32 kernel (they are com files in a 98/ME install).

Thank you for your warm welcome and for your quick answers.In other thread, maybe you missed it, I was asking you when do you think that gorgeous F-22 2008 2.0 will be ready (the pics look fabulous man! For a 3dfxGlide Win98 fan that would be a REAL treat!).I know it's boring to answer to all to this question but please indulge me:p

In the mean time I'll stick to Win98SE & my trusty Voodoo AGP 4500 32MB board:p playing F-22 TAW campaigns (in the old days I didn't have the game ; it was kindda "hard to come by" comodity those days, if u know what I mean). One of the biggest advantages with your mod is that I can play now F-22 ADF Red Sea Operations.In Win98SE with a Voodoo 4 card and a P IV 2,4 Ghz...the game is too fast to be playable.but now, thanks to your fiddling...Red Sea Ops is working normal. Thank you!

One more thing...I am a real military flight simulators veteran, I've played them all...but F-22 ADF/TAW idea and game is STILL the best on the market.If Digital Image Design would rise again JUST to...make it look and work with graphics/video cards of today...they would make a fortune selling it NOW! I always , all those years, thought in my mind that this Sim deserves BETTER...and I never thought some people would strive to make it work today ! It's like a WONDER...for me seeing this happening, you know...You and people like you have my eternal admiration! I wish I could have the skills to help...(I have just the enthusiasm though ..lol)...If I think better, if would have had the skill to make it look better and work under today operating systems ...maybe I wouldn't be here today talking about that with you ...lol

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MOST WANTED or why all the fuss

Didn't have a chance to deepen myself into TAW 2 (and for a few weeks still won't have), but from

readmes and such I couldn't find ANY actual major improvement over default TAW (1998).

At least these 2 major problems of the original weren't adressed:

- still unlimited enemy aircraft in campaigns (no matter how many you bring down, there will

always be more left, which brings the question: why to bother in the first place?)

- still no war on the ground (meaning you have only AA war, useless as shown at my previous

point, and only stationary ground targets - not even columns on the road, let alone tank

formations or ships - EF200, though also completely lacking in vehicles, at least featured

ships).

So why to play version 2? Just for the new graphics (limited on their own, as for example I found

the explosions to be the same as in the original version)?

In the end, why all the fuss? No new weapons (nuke would be fine, as well as many stand-off

weapons - don't you feel that TAW fails in providing realism in that - a state-of-the-art

aircraft equipped with short-range weapons, including even dumb bombs? common, you must be

kidding; I miss for example the different ways to employ anti-SAM missile in EF2000).

Don't get me wrong, I still love TAW (actually, I love what TAW could have been), but those

limitations in the original (left unaddressed in v2) still make me drop it after only a few days.

Thank you.

Neil Coal

alex_new_uk@yahoo.com

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MOST WANTED or why all the fuss

Didn't have a chance to deepen myself into TAW 2 (and for a few weeks still won't have), but from

readmes and such I couldn't find ANY actual major improvement over default TAW (1998).

At least these 2 major problems of the original weren't adressed:

- still unlimited enemy aircraft in campaigns (no matter how many you bring down, there will

always be more left, which brings the question: why to bother in the first place?)

- still no war on the ground (meaning you have only AA war, useless as shown at my previous

point, and only stationary ground targets - not even columns on the road, let alone tank

formations or ships - EF200, though also completely lacking in vehicles, at least featured

ships).

So why to play version 2? Just for the new graphics (limited on their own, as for example I found

the explosions to be the same as in the original version)?

In the end, why all the fuss? No new weapons (nuke would be fine, as well as many stand-off

weapons - don't you feel that TAW fails in providing realism in that - a state-of-the-art

aircraft equipped with short-range weapons, including even dumb bombs? common, you must be

kidding; I miss for example the different ways to employ anti-SAM missile in EF2000).

Don't get me wrong, I still love TAW (actually, I love what TAW could have been), but those

limitations in the original (left unaddressed in v2) still make me drop it after only a few days.

Thank you.

Neil Coal

alex_new_uk@yahoo.com

No, I don't think I'm getting you wrong. That's some real constructive criticism you've got there mate! :thumbsup:

Oh, HF has actually setup a wishlist just for that purpose. You could add your wishes there too if you like.

Air Dominance Project Wishlist

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I couldn't find ANY actual major improvement over default TAW (1998).

Couldn't find any major improvement? Kinda harsh, isn't it?

Facelift aside (addressed later), I kind of like having the ADF/RSO missions available in both single and multiplayer. Not to mention a better integration of TAWBC into TAW. That said, if you only care about the dynamic campaign, I can see where you are coming from. The campaign was one thing I deliberately left alone, in part because I hadn't analyzed those datafiles, and also in part because I didn't want to do anything that might upset balance.

At least these 2 major problems of the original weren't adressed:

- still unlimited enemy aircraft in campaigns (no matter how many you bring down, there will

always be more left, which brings the question: why to bother in the first place?)

- still no war on the ground (meaning you have only AA war, useless as shown at my previous

point, and only stationary ground targets - not even columns on the road, let alone tank

formations or ships - EF200, though also completely lacking in vehicles, at least featured

ships).

You're right on both counts. Both are how the campaign engine was written. That said, I have looked at some of the datafiles for the campaigns, and I have added them to the Wiki link here:

http://taw.wikia.com/wiki/Category:Campaign_Specific_Files

In particular, bop.txt looks to be a valuable file for your first concern. Too many enemy aircraft? Just tone down the numbers. Reinforcement will still be there (not much we can do about that right now AFAIK), but you can rebalance to more manageable numbers. Note that this file applies to all nations across all campaigns, so if you nerf Sudan for Highland, then you may be hating life in Choke Point.

So far as your concern about the ground war goes, this may not be modelled in the campaign, but the engine itself does support Ground to Ground and Ship to Ship engagements. If you want an example of this, then fire up the multiplayer version of the Air Cover mission (last mission in the second ADF campaign), and fly your F-22 over the target waypoint to watch the ground engagement.

Unfortunately, ground tasking was left out of the dynamic campaign, though the file gwar.txt does exist as a placeholder for this functionality. I'm not sure how to implement this without the source code.

So why to play version 2? Just for the new graphics (limited on their own, as for example I found

the explosions to be the same as in the original version)?

In the end, why all the fuss? No new weapons (nuke would be fine, as well as many stand-off

weapons - don't you feel that TAW fails in providing realism in that - a state-of-the-art

aircraft equipped with short-range weapons, including even dumb bombs? common, you must be

kidding; I miss for example the different ways to employ anti-SAM missile in EF2000).

So far as graphics go, we kept to the limitations of the original engine. As with the rest of your comments, we are somewhat constrained in our scope without having the TAW source code available. With a few notable exceptions, everything we have done has been with datafile edits. I'm not saying that this cannot be done; I just don't know how to proceed without source code. One of the reasons I put up the wishlist is so that people smarter than me could think about how to add some of these features.

If you would like to improve the campaigns given these constraints, I welcome your help. Take a look at the Wiki for information on file formats, try some things, and let me know how it goes. Likewise, if you have any questions, feel free to ask. I'll take all the help I can get, and if answering a few questions gets me a motivated modder...then let's just say that's how I came onto this scene myself not too long ago.

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Couldn't find any major improvement? Kinda harsh, isn't it?

Facelift aside (addressed later), I kind of like having the ADF/RSO missions available in both single and multiplayer. Not to mention a better integration of TAWBC into TAW. That said, if you only care about the dynamic campaign, I can see where you are coming from. The campaign was one thing I deliberately left alone, in part because I hadn't analyzed those datafiles, and also in part because I didn't want to do anything that might upset balance.

You're right on both counts. Both are how the campaign engine was written. That said, I have looked at some of the datafiles for the campaigns, and I have added them to the Wiki link here:

http://taw.wikia.com/wiki/Category:Campaign_Specific_Files

In particular, bop.txt looks to be a valuable file for your first concern. Too many enemy aircraft? Just tone down the numbers. Reinforcement will still be there (not much we can do about that right now AFAIK), but you can rebalance to more manageable numbers. Note that this file applies to all nations across all campaigns, so if you nerf Sudan for Highland, then you may be hating life in Choke Point.

So far as your concern about the ground war goes, this may not be modelled in the campaign, but the engine itself does support Ground to Ground and Ship to Ship engagements. If you want an example of this, then fire up the multiplayer version of the Air Cover mission (last mission in the second ADF campaign), and fly your F-22 over the target waypoint to watch the ground engagement.

Unfortunately, ground tasking was left out of the dynamic campaign, though the file gwar.txt does exist as a placeholder for this functionality. I'm not sure how to implement this without the source code.

So far as graphics go, we kept to the limitations of the original engine. As with the rest of your comments, we are somewhat constrained in our scope without having the TAW source code available. With a few notable exceptions, everything we have done has been with datafile edits. I'm not saying that this cannot be done; I just don't know how to proceed without source code. One of the reasons I put up the wishlist is so that people smarter than me could think about how to add some of these features.

If you would like to improve the campaigns given these constraints, I welcome your help. Take a look at the Wiki for information on file formats, try some things, and let me know how it goes. Likewise, if you have any questions, feel free to ask. I'll take all the help I can get, and if answering a few questions gets me a motivated modder...then let's just say that's how I came onto this scene myself not too long ago.

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I know how it is for someone to keep trying to improve something, for a long period of time, with accumulated sacrifices on his part, and then comes somebody else, a complete idiot in this case (me), and says it was all for nothing: you didn’t do this, you didn’t do that…

I have the feeling that Home Fries is one of the developers (or the developer) of TAW 2.0 And it is a terrible feeling, as I was not at all kind, and have been replied with kindness.

So to set things right, PLEASE FORGIVE ME. Argumentation follows.

Yes, it is (though majorly flawed) a great game (a proof to that, on my own account, is that I always return to playing it, at least twice a year, like also EF2000, though for not much beyond a couple of weeks). Yes, ANY improvement should be appreciated, and I hereby THANK YOU for all of them.

But again, it is not the cosmetics that make TAW (as they did not make EF2000, though both have been far from being plain ugly in sound and graphics), but the feeling you are getting when playing the sim. In that regard, my comments were justified.

I remember reading somewhere that TAW 2.0 (or actually 2.02) indeed accounts for destroyed airbases. Please correct me if I am wrong, but that could mean an indirect solution to problem number 1. Though still unlimited enemy aircraft would take off from the remaining operational airfields, at least you can limit enemy aircraft in the air (not only geographically, but also effectively in numbers, since the take off locations are reduced, making here a rather logical assumption that the rate of appearance of enemy aircraft from thin air at the remaining airfields would not multiply itself to compensate). That, if so, would be a huge gain over the default TAW, in which you could never actually render an airfield completely unoperational (there were even online advices that you should take out EVERYTHING on an airbase, including for example wind indicators, which, if one was to implement, would render a bugged simulation game into a world apart with its own fantastic rules, or in other words - doing strange things to compensate for strange things).

In regard to multiplayer, haven't tested it yet, as would require to dig out my previous computer and set up a game with an impatient player like my 12 years old son, so I would appreciate if you would tell me exactly the changes to that section, most of all if you can start a session in the air, or at least lined up on the runway, and distinctive scores for players (he always tries to beat me in numbers).

Do bridges account for anything? I remember in one campaign, played long ago, that a neighbouring country came heavily upon your allied, host country, and though only theoretical (meaning no such evidence could you find when playing a mission), the ground war accounted for something (cannot be more specific, it is a fuzzy memory, excuse me).

Also, why the general advice to go after the enemy barracks (meaning: despite phase objectives)?

Is the flight model changed in any way (I found especially landings to be forgiving)?

Also, what about the wingmen's response? Many times, I ordered them to intercept, and went on with the mission objectives, considering they have my back, only to find myself later on intercepted, they did not such thing, most probably due to no ammo. Do they now at least report at all such times winchester, or negative?

I remember once being short on time, and therefore risking in one single mission to reach the damage figure required for a certain type of enemy structure, and struggling with either to have a strong escort or to get in stealthily. Could we advance schedule of escorts? For example, could we set an escort flight (actually, more of a spearhead) much in advance of our own flight, then another, close to our departure, and finally our direct escort, all this to saturate enemy air defence along the way and increase chances for our success?

Also, could you please replace explosion graphics? I have found the particles flying away (and flames) to have some very strange shapes, and it takes away from the game.

Why the warning about "bop.txt", wouldn't it readjust itself when starting a new campaign? Or do you mean that each campaign is dynamically linked to any other (in the same area)? Wow, that's huge news, I didn't actually know that, I thought each campaign is a closed system (no relation to the others). Now that I think about that, there seems to be some evidence in that regard, as you can have multiple campaigns active at once. But then again, the game could use for each active campaign a variation of the default file, kept safe somewhere.

What about SAMs? Could anyone found useful to take along more than one package of SEAD? Or for when exposed, did anyone find a way to alter hardpoints in order to carry more anti-radiation missiles? Not by cheating, as I am willing to carry fewer AA missiles. Do anti-SAM missiles really weigh 3 times a Maverick? In the end, does it sound OK to you to expose a such valuable airframe to SAM threat, shouldn't there be multiple solutions to this?

What about CCIP? Is it now fully corrected (meaning release when dead-on sight on target guarantees a hit, regardless of hardpoint or bay)?

What about area effect for explosions, has it been implemented?

Finally, anyone playing online? If so, how (what server, what methods to connect - do not mention anything that requires firewall and antivirus off, no offence please, but it really takes a long time to format a drive and re-install everything, let alone all the settings to each and every program, and also not to mention all the docs I could lose) and when (please specify in relation to GMT). I am only interested in coop, especially in difficult, but rewarding, multi-role missions. By the way, could we now play campaign coop, or at least linked-missions (something I have always wanted)?

Again, thank you very much for your work, and also for the kind reply. And if you would take the time to answer to all of the issues here, I thank you even more.

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