MacOS Parallels Desktop: Win 11; WIS_Settings (working)
Posted: Sat Jan 24, 2026 6:44 am
It took me a bit to get this game running in Parallels Desktop (MacOS M1 Max), Windows 11.
- set the graphics settings for Parallels to "Best for External Displays" ("Scaled" may also work)
- in the Windows 11 instance set the resolution to 1920x1200 AND set the scaling to 100%
- use the pasted INI file:
- set the graphics settings for Parallels to "Best for External Displays" ("Scaled" may also work)
- in the Windows 11 instance set the resolution to 1920x1200 AND set the scaling to 100%
- use the pasted INI file:
Code: Select all
;Version 165-27
[Options]
;******************************************************************************************************************************
; Some simple things for initing the game
; Windowed mode: WINDOWED = 1
; Full screen: WINDOWED = 0
; ScreenX size will always be at least 1024
; ScreenY size will always be at least 768
; set to -1 to have the game auto adjust to monitor resolution
; WINDOWED can support custom sizes, full screen sizes depend on your hardware
; move window by i, j, k, l.
;USE_FULL_MONITOR_SPACE: Moves window upward by default to use entire screen for game area. Can prevent sceenshots taken on some windows versions.
;******************************************************************************************************************************
WINDOWED = 1
ScreenSizeX = -1; 1920
ScreenSizeY = -1; 1200
USE_FULL_MONITOR_SPACE = 1
EXCLUDE_TASK_BAR_SIZE = 1
USE_3D_HARDWARE_ACCELERATION = 0
USE_3D_FOR_ANIMATIONS = 0
TRY_ALLOCATE_GPU_CARD_MEMORY_FOR_ZOOM_OUT = 0
;;DEBUG_SURFACE_CREATION = 0
;******************************************************************************************************************************
; Scaling the windowed mode. Only works if both are not 0
; set to -1 to have the game auto adjust to monitor resolution
; This allows to display the game window in any desired size
; Great for having a small resolution mode spread across an entire 4K monitor.
; Or for playing the game on monitors with less than 1024x768 maximum resolution
; Take note that your operating system's settings for magnification of the desktop is applied on top of this size.
; If only WindowedFinalScreenSizeX has a value it is used as multiplier: 1.5 == 150%
;******************************************************************************************************************************
WindowedFinalScreenSizeX = 0
WindowedFinalScreenSizeY = 0
;useful if chosen mode in game preferences is not working well
ENFORCE_INI_SETTINGS = 1
;**INTERFACE CONTROLS**********************************************************************************************************
GLOBAL_MOUSEWHEEL_SENSITIVITY = 1
KILL_DA_PLAYER_TURN_MESSAGE = 0
PREVIEW_LCU_PATH = 3 ; 1 = dashed line lower plane 2 = dashed line high plane 3 = large arrows high plane
SHOW_PADLOCK_ICON_FOR_STATIC_LCU = 1
FRAMELESS_BASE_FLAGS = 0 ; 0 with frame ; 1 no color frame ; 2 solid colors
LAND_MAP_OVERLAY_ACTIVE_AT_START = 1
SKIP_HEX_TINTING_ON_ZOOM_OUT = 1 ; drawing alpha for 20,000 hexes on zoom out can drop the FPS, so here you can set to skip alpha colorization on zoom out
USE_PROGRAMMERS_USER_INTERFACE = 0
SCREEN_Y_FROM_WHEN_TO_START_DYNAMIC_WINDOW_SIZE = 980; dynamic font consume more space, thus look bad at smaller size. At least 1400 units of screen height are recommended as border from when to start this.
SCREEN_Y_FROM_WHEN_TO_START_DYNAMIC_WINDOW_SIZE_BASELINE = 740 ; // the size increase is ScreenY / THIS this. So if you make this smaller, your windows grow larger
SHOW_LCU_LIST_AS_SIDE_BAR_FOR_DEFAULT = 1
SHOW_AIR_UNIT_LIST_AS_SIDE_BAR_FOR_DEFAULT = 1
ALLOW_SCALING_TO_COVER_CONTROL_PANELS = 1
FONT_INDEX_WINDOW_POPUPS = 1
FONT_INDEX_AAR_LOW_RES = 1
FONT_INDEX_AAR_HIGH_RES = 2
FONT_INDEX_UI_3840 = 1
FONT_INDEX_UI_2560 = 1
FONT_INDEX_UI_1920 = 1
FONT_INDEX_UI_1600 = 1
FONT_INDEX_UI_1440 = 1
FONT_INDEX_UI_1280 = 1
USE_ANTI_ALIASED_FONTS = 0
NUMBER_OF_STANDARD_FONTS = 10
; Type 0 font = Verdana size 8
; Type 1 font = custom font size 7
; Type 2 to 8 various font sizes used for different resolutions
;******************************************************************************************************************************
DEBUG_USE_PRERANDOM_SEED = 0
;;DEBUG_TAI_HEX_DEFENSE = 0
DEBUG_SHOW_EASTER_EGGS = 0
DEBUG_IGNORE_MAP_ART = 0
;;DEBUG_IGNORE_LOGISTICS = 2
;DEBUG_IGNORE_SHIP_ART_ROTATION = 1
;DEBUG_IGNORE_AIR_ART_ROTATION = 1
;;DEBUG_MONITOR_NAVAL_COMBAT_HITS = 0
VIDEO_USE_SYSTEM_MEMORY = 0
;;DEBUG_GIVE_STUFF = 0
;;DEBUG_FORCE_NAVAL_COMBAT_DISTANCE = 0
;;DEBUG_FORCE_NAVAL_CRITICAL_HITS = 0
;;DEBUG_FORCE_GROUND_COMBAT_DL = 0
;;DEBUG_GROUND_COMBAT_DELAY_SETTING_IS = 1
;;DEBUG_GROUND_COMBAT_NEW_STACK_RULES = 1
;;DEBUG_AI_DO_LCU_INTERCEPT = 1
;this does do hourly saves before each turn in the slot of the hour. So the slots 0 to 23.
DEBUG_DO_AUTO_SAVE = 0
;this does do daily saves at hour 0 before each turn. Save slots 50 to 94
DEBUG_DO_AUTO_SAVE_DAY_TURNS = 1
;These 2 are handled as percent 100 == full. Both are ignored when 0
;;DEBUG_AIR_COMBAT_SPECIAL_SPEED_BONUS = 0
;;DEBUG_FORCE_AIR_COMBAT_TACTICS_LEVER = 0
;;DEBUG_FORCE_FULL_CAP_AIRBORNE = 0
;;DEBUG_FORCE_RAID_DETECTION_RANGE = 0
;;DEBUG_A2A_DEBUG_EXTRA_LIFES = 0
;;DEBUG_A2A_EVADE_HURDLE = 33 ; how difficult in % is it to elude an attack even if MVR would allow it (blunt the defensive power of MVR for balancing)
;global balancing stuff in % max 32K. All of them are only used if non-zero
;;GLOBAL_BALANCE_SHIP_ASW_HIT_CHANCE = 0
;;GLOBAL_BALANCE_HIT_AC_ON_AIRFIELD_CHANCE = 0
;;GLOBAL_BALANCE_A2A_CHASE_BOOSTER = 0
;;GLOBAL_BALANCE_AIR_TO_LCU_HIT_CHANCE_MODIFIER = 300
;;GLOBAL_BALANCE_AIR_TO_AIRFIELD_HIT_CHANCE_MODIFIER = 0
;;GLOBAL_BALANCE_AIR_TO_PORT_HIT_CHANCE_MODIFIER = 0
;;GLOBAL_BALANCE_AIR_TO_CITY_HIT_CHANCE_MODIFIER = 0
;Random(Device RoF) must be higher than Random(Value) for +1 shot. So higher value reduces chance to get more shots
;;GLOBAL_BALANCE_A2A_ADDITIONAL_HITS_FROM_DEV_RoF = 0
;;GLOBAL_BALANCE_A2A_FINAL_DAMAGE_SCALING = 0
;end of global balancing stuff in % max 32K. All of them are only used if non-zero
;;DEBUG_PORT_DAMAGE_RATIO = 100
;;DEBUG_PORT_REPAIR_RATIO = 0
;stuff for unit/unit testing. setting XP and skills to these values if != 0
;;GLOBAL_AXIS_PILOT_SKILLS = 0
;;GLOBAL_ALLIED_PILOT_SKILLS = 0
;;GLOBAL_AXIS_LDR_NAVAL = 0
;;GLOBAL_ALLIED_LDR_NAVAL = 0
;;GLOBAL_AXIS_LDR_LAND = 0
;;GLOBAL_ALLIED_LDR_LAND = 0
;;GLOBAL_AXIS_LDR_AIR = 0
;;GLOBAL_ALLIED_LDR_AIR = 0
;;GLOBAL_AXIS_LDR_AGGRESSION = 0
;;GLOBAL_ALLIED_LDR_AGGRESSION = 0
;;GLOBAL_AXIS_SHIP_DAY_XP = 0
;;GLOBAL_ALLIED_SHIP_DAY_XP = 0
;;GLOBAL_AXIS_SHIP_NIGHT_XP = 0
;;GLOBAL_ALLIED_SHIP_NIGHT_XP = 0
;;GLOBAL_AXIS_LCU_XP = 0
;;GLOBAL_ALLIED_LCU_XP = 0
;;GLOBAL_AXIS_LCU_FATIGUE = 0
;;GLOBAL_ALLIED_LCU_FATIGUE = 0
;;GLOBAL_AXIS_LCU_MORALE = 0
;;GLOBAL_ALLIED_LCU_MORALE = 0
;;GLOBAL_AXIS_LCU_DISRUPTION = 0
;;GLOBAL_ALLIED_LCU_DISRUPTION = 0
;;GLOBAL_AXIS_LCU_PLANNING = 0
;;GLOBAL_ALLIED_LCU_PLANNING = 0
BaseBPV = 766
BaseM = 1
BaseHPM = 1
FuelM = 0.70
WingSpanBase = 1300
WeightM = 0.05
PowerToWeightM = 5.056
PowerToWeightInfluence = 0
DEBUG_AUTO_UPDATE_AC_TARGET_SIZE_PLUS = 2 ; 0 no change // 2 use LxL / 3 use wing surface
;axis AC fire anim positions
CenterAnimX = 32 ;
CenterAnimY = 46 ;
WingAAnimX = 21 ;
WingBAnimX = 44 ;
WingAnimY = 44 ;
;allied AC fire anim positions
CenterAnimX_B = 34 ;
CenterAnimY_B = -3 ;
WingAAnimX_B = 21 ;
WingBAnimX_B = 47 ;
WingAnimY_B = 3 ;
; 0 = Do hardware mode (DirectX / GDI), 1 = Do not, 2 = Do software mode (Programmers own code)
DEBUG_DISABLE_ANIMATIONS = 2
DEBUG_SKIP_ALL_AAR = 0