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Posted

I have not seen anything on the mission editor. The mission editor was hard for me to use in the past has it improved?

Posted

Thanks for pointed it to me. I am still confused some on this. Quote: The main development concerns the map editor: now you can edit the height map, rivers, roads, cities, textures, and other elements directly in the tool. This should simplify map creation and potentially attract more creators from the community:  I was thinking more of making missions not creating maps.

 

BlitzPig_EL
Posted

I read that as that making maps is an additional new functionality in the editor, but the base editor will be much the same as what we have now.

I was hoping for the option of having a simpler editor in addition to the complex one we have now.  Something more like the editor in the original IL2 series, that would make building missions easier for more people.  Apparently this will not be the case.

  • Like 1
Dash,Polder
Posted

Love to see someone crop off the north or slide the whole thing up and than add in the South end of Korea.  

Than one could really put those Yak's, Il-10's, and La-11's to legit historical match ups.

Flashy
Posted
13 hours ago, BlitzPig_EL said:

I read that as that making maps is an additional new functionality in the editor, but the base editor will be much the same as what we have now.

I was hoping for the option of having a simpler editor in addition to the complex one we have now.  Something more like the editor in the original IL2 series, that would make building missions easier for more people.  Apparently this will not be the case.

I havent used the editor in the old Il-2, so maybe I am ignorant in this regard, but I dont really understand the issues people have with the mission editor. Its actually quite an intuitive thing to use because its all visual, and doesnt require you to write any code or scripts. In that regard, its pretty easy and quick to do relatively simple things. The main downside it has is that very complex missions can become a tangled mess of lines and MCU's, and that becomes tricky to try and understand (this is the where the advantage of the visual process starts to break down and being able to write code would actually be easier). But, for the majority of people who want to make fairly simple missions, its both easy to use and quite fast IMO... 

BlitzPig_EL
Posted

Not compared to the original IL2 editor it isn't.  but it isn't going to change, so I guess I am beating a dead horse.

Disappointing. 

  • Upvote 1
Posted
17 hours ago, BlitzPig_EL said:

I read that as that making maps is an additional new functionality in the editor, but the base editor will be much the same as what we have now.

I was hoping for the option of having a simpler editor in addition to the complex one we have now.  Something more like the editor in the original IL2 series, that would make building missions easier for more people.  Apparently this will not be the case.

Yes that was what I was referring to the mission Editor in original Il2. Also Hyperlobby was great for meeting up to play online. I get the point Flashy makes about the visual easier then script. I also fly the other sim since 2007. I like to make simple missions for training and maybe get into making missions for the community I might try. I am making a move from the other sim to Korea for two reasons. One my father fought in Korea in the Air force and two I see the potential great for gameplay. I value "gameplay" now more then pushing buttons in a cockpit. Korea is looking really great on visuals and I really like the objects added to bases to give it life. In my missions I will add more moving objects to bases to give a breathing feel to the environment of the bases.

I am guessing we will have a working mission editor at early release.  

Thanks for the replies and thoughts. 

 

o7

2Nutz

  • Like 1
Jade_Monkey
Posted

Any word on the stability of the editor? I got used to the editor but the crashes when you had a lot of progress were frustrating.

 

A lazy alternative could be creating autosaves every 5 mins, like in some games that have 3 different trailing saves besides the version you are working on.

  • Upvote 1
AndreiTomescu
Posted
2 hours ago, Jade_Monkey said:

I got used to the editor

and we're missing your work. really hope with this new iteration you'll be back on the saddle..... 😉 

  • Like 2
IckyAtlas
Posted (edited)
On 6/1/2026 at 5:41 PM, LukeFF said:

The editor is not changing much. More info can be found in our recent interview here: https://media.il2-korea.com/interview_vp

I applaud that. The existing editor is not perfect but excellent. This means my multiple years experience with the existing editor will not be vain. 

In addition all terrain map will become easily editable. That is also a major plus! 

I hope they improve the editor to better manage selectively  the links. Mainly when I click on a MCU I want to see not only the outgoing links but also the incoming links.

And in the Property window you would see the names and number of the incoming links too. This means you would have in addition to the two tables for outgoing Target and Object links, you would have three additional tables for the incoming Target, Object and Event Links. This is a very helpful addition, because when you work on a group you cannot see the icons of another group. But you see only the outgoing links to invisible icons. However you have in the table the name and number. But for the incoming ones you have no information at all and even the links are not drawn. You can display all the links but in that case for very complex mission it brings nothing as you get thousands of links all over the place that clutter everything.

I simply hope that in addition to above we will also have that :

1) Blocks will be deletable ! and spawnable !

2) Blocks can all be positioned in Y,Y,Z and oriented in X,Y,Z so that they can be properly set on a sloped ground.

3) That the Damage MCU does work on flying planes (minor, major complete), so that we can damage selectively a plane without having it explode or the whole flight explode when we damage the leader. I found a way to do it in GB and I will in a near future share the mission code.

4) We can spawn a complete flight with its internal links.

5) Bombers can be parameters in distinct ways between gunners and pilots so that we can order a pilot to fly straight on a bombing run still ordering the gunners what to do.

6) Airfields and their taxi chart and network will be improved so that we can more easily organize multiple planes, traffic on the ground and tekeoffs.

7) We can mute completely the game voice chatter, when we want to implement our own voices in an scripted mission or campaign.

8-) When a pilot bails out at sea and his parachute does work then he will not drown and die but he can float either with a mae-west or in a dinghy

9) That we will a have a good variety of human soldiers with the various country uniforms, static or dynamic (vehicle type) in different poses or actions.

10) Animated people and animals in the villages and on the roads, like carts with horses or cows etc.

and another million things 🙂 

Ah! yes I forgot and please do not limit the craters on bombing raids and have trees burn too !

Ah! sorry ! another thing I forgot to insist. Please have static versions of all the planes, ships, buildings with their destroyed version.

 

Edited by IckyAtlas
  • Upvote 2
Posted

I add :

- A better command formation which can allow big plane formation.

- A lock option that avoids moving a group by error.

- Something which show the spawn point of an airfield which can help to use, and avoid having the last plane is in a building. 

Posted
On 6/14/2026 at 11:34 AM, IckyAtlas said:

I applaud that. The existing editor is not perfect but excellent. This means my multiple years experience with the existing editor will not be vain. 

In addition all terrain map will become easily editable. That is also a major plus! 

I hope they improve the editor to better manage selectively  the links. Mainly when I click on a MCU I want to see not only the outgoing links but also the incoming links.

And in the Property window you would see the names and number of the incoming links too. This means you would have in addition to the two tables for outgoing Target and Object links, you would have three additional tables for the incoming Target, Object and Event Links. This is a very helpful addition, because when you work on a group you cannot see the icons of another group. But you see only the outgoing links to invisible icons. However you have in the table the name and number. But for the incoming ones you have no information at all and even the links are not drawn. You can display all the links but in that case for very complex mission it brings nothing as you get thousands of links all over the place that clutter everything.

I simply hope that in addition to above we will also have that :

1) Blocks will be deletable ! and spawnable !

2) Blocks can all be positioned in Y,Y,Z and oriented in X,Y,Z so that they can be properly set on a sloped ground.

3) That the Damage MCU does work on flying planes (minor, major complete), so that we can damage selectively a plane without having it explode or the whole flight explode when we damage the leader. I found a way to do it in GB and I will in a near future share the mission code.

4) We can spawn a complete flight with its internal links.

5) Bombers can be parameters in distinct ways between gunners and pilots so that we can order a pilot to fly straight on a bombing run still ordering the gunners what to do.

6) Airfields and their taxi chart and network will be improved so that we can more easily organize multiple planes, traffic on the ground and tekeoffs.

7) We can mute completely the game voice chatter, when we want to implement our own voices in an scripted mission or campaign.

8-) When a pilot bails out at sea and his parachute does work then he will not drown and die but he can float either with a mae-west or in a dinghy

9) That we will a have a good variety of human soldiers with the various country uniforms, static or dynamic (vehicle type) in different poses or actions.

10) Animated people and animals in the villages and on the roads, like carts with horses or cows etc.

and another million things 🙂 

Ah! yes I forgot and please do not limit the craters on bombing raids and have trees burn too !

Ah! sorry ! another thing I forgot to insist. Please have static versions of all the planes, ships, buildings with their destroyed version.

 

This is a great list! IMO, from your list above, the most annoying things which have never been addressed in the ME are:

  • The ability to spawn and delete static blocks (VERY useful in many cases) 
  • Spawning groups and maintaining the TL between them (something that we should have had 15 years ago already). This is a major pain point in mission making 
  • The ability to use the Damage MCU to damage an aircraft or vehicle in a specific way (engine failure, start a fire, kill the pilot etc)
  • more troop/infantry units for ALL the nations involved. I really cant understand why they created infantry for GB, but left out the Russians and the Germans.. in a game largely about the Eastern front! 🤯🙄
  • Static versions of all objects which are released (at the same time!) as the full 3d model. We are STILL waiting for statics of so many planes in GB.. why?
  • Ability to have those little soldiers/infantry who wander around airfields linked to a fakespawn object instead of only airfield structures, so we can place them wherever we want. Why should they be restricted to airfields? We should also be able to specify how many soldiers we want to spawn and not have to copy-paste many of these objects on top of each other to achieve that effect

So far the only improvement I have heard about in the ME for Korea is that vehicle columns no longer require hundreds of waypoints to be placed along roads - you can now command them similar to trains in that you only need to place the occasional waypoint on the the road, and they will automatically follow it. This is a very welcome change, but we need more improvements! A lot of this stuff mission makers have been struggling with since the RoF days...

  • Upvote 1
IckyAtlas
Posted
On 6/17/2026 at 11:01 AM, Flashy said:

So far the only improvement I have heard about in the ME for Korea is that vehicle columns no longer require hundreds of waypoints to be placed along roads - you can now command them similar to trains in that you only need to place the occasional waypoint on the the road, and they will automatically follow it.

In the present GB Editor you already have this facility. You can set waypoints only occasional ones and they will follow the road. You just need to set the convoy to :

Formation : On Road Column

  • Upvote 1
Posted

Holy Cr*p, you are right! When did this get implemented? I must have missed the announcement that this had changed because I have been placing hundreds of waypoints all along the road this whole time (i.e the way it used to work)! Thank you for letting me know, this makes my life so much easier! 

KillerBee
Posted

I’m hoping for a greatly updated mission editor manual.  We learned so much since the original manual by JimTM was released that wasn’t included, plus all the new stuff they are saying we’ll get.

Jaegermeister
Posted
14 hours ago, Flashy said:

Holy Cr*p, you are right! When did this get implemented? I must have missed the announcement that this had changed because I have been placing hundreds of waypoints all along the road this whole time (i.e the way it used to work)! Thank you for letting me know, this makes my life so much easier! 

As far as I can recall it has always been like that. On road = a waypoint every kilometer or so. Off road = a waypoint at every turn or direction change.

I will have additional comments in a few more days, but for now I will just say that it is more stable than before, and if you know how to use it now you are in good shape for Korea. 

Ryzen 7 7800X3D Raphael 4.2GHz CPU/ 32GB DDR5-6000 PC5-48000 CL36 RAM / Sapphire Nitro+ Radeon RX 7900 XTX 24GB GDDR6 GPU / ASUS Tuf Gaming B650E MB / 2x 1 TB Samsung 970 EVO+ M.2 HD / MSI 1000 Watt PS / HP Reverb G2 VR / TM Warthog Joystick / Moza MTQ Throttle / Saitek Pro Flight Rudder / MaxFalcon 20 Keypad Emulator / BBI-32 Leo Bodnar USB switch panel / Windows 11

Jade_Monkey
Posted
2 hours ago, Jaegermeister said:

On road = a waypoint every kilometer or so

Pretty sure you dont even need to do 1 every 1km, just a single destination waypoint is enough. The vehicles will follow the road.

Posted
20 hours ago, Flashy said:

Holy Cr*p, you are right! When did this get implemented? I must have missed the announcement that this had changed because I have been placing hundreds of waypoints all along the road this whole time (i.e the way it used to work)! Thank you for letting me know, this makes my life so much easier! 

Since Rise Of Flight if you use the command formation with the filter On Road. 😉.

 

BlackSix
Posted
6 hours ago, Jaegermeister said:

As far as I can recall it has always been like that. On road = a waypoint every kilometer or so. Off road = a waypoint at every turn or direction change.

I will have additional comments in a few more days, but for now I will just say that it is more stable than before, and if you know how to use it now you are in good shape for Korea. 

3 hours ago, Jade_Monkey said:

Pretty sure you dont even need to do 1 every 1km, just a single destination waypoint is enough. The vehicles will follow the road.

When driving on the road, you should place a waypoint at every intersection or fork in the road to indicate which way to turn.

  • Upvote 1
Posted
2 hours ago, Habu said:

Since Rise Of Flight if you use the command formation with the filter On Road. 😉.

 

I seem to be living in some alternate reality in this thread now.. I learned the mission editor for RoF when it first came out and I distinctly remember back then you had to use waypoints for vehicles and it was only trains which could do the whole "self navigation on a railway line" trick. Maybe I was already mistaken back then but I have been creating elaborate chains of waypoints for vehicles along roads all this time.. sometimes hundreds of waypoints long! It has been annoying me that I had to do that for all these years, and now I find out that I didnt have to! 🤣 Crazy times...

Now I am wondering what else I dont know or have been doing wrong this whole time! Its still not possible to spawn TL groups of vehicles, right? 🤣

Jaegermeister
Posted
4 hours ago, Flashy said:

I seem to be living in some alternate reality in this thread now.. I learned the mission editor for RoF when it first came out and I distinctly remember back then you had to use waypoints for vehicles and it was only trains which could do the whole "self navigation on a railway line" trick. Maybe I was already mistaken back then but I have been creating elaborate chains of waypoints for vehicles along roads all this time.. sometimes hundreds of waypoints long! It has been annoying me that I had to do that for all these years, and now I find out that I didnt have to! 🤣 Crazy times...

Now I am wondering what else I dont know or have been doing wrong this whole time! Its still not possible to spawn TL groups of vehicles, right? 🤣

I hope you are aware that if you hold down the shift key with an object linked waypoint selected, when you left mouse click it places an already linked duplicate waypoint for a vehicle or plane….

right?

  • Thanks 1

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Posted
2 hours ago, Jaegermeister said:

I hope you are aware that if you hold down the shift key with an object linked waypoint selected, when you left mouse click it places an already linked duplicate waypoint for a vehicle or plane….

right?

haha yes I am very much aware of that... that is how I have been creating the waypoint chains for all this time! 

IckyAtlas
Posted
19 hours ago, Jaegermeister said:

As far as I can recall it has always been like that. On road = a waypoint every kilometer or so. Off road = a waypoint at every turn or direction change.

I will have additional comments in a few more days, but for now I will just say that it is more stable than before, and if you know how to use it now you are in good shape for Korea. 

Yes this is true for vehicles and trains, we always had this capability. For ships it was not so at the beginning and you had to have many waypoints even to go on a straight line. You could not put waypoints more than a certain distance (I do not remember well but I think it was 3 km or 5km but not more). This was corrected maybe a year or so later and since there is no distance limit.

Jade_Monkey
Posted

@LukeFF just FYI

 

This could be an early access thing, but just wanted to flag that the templates for the editor are not complete. Only the city buildings and tunnels templates are present.

I think airfields and bridges are not there. Would be great if those can be added soon.

2026-06-2415_38_37-Template-FileExplorer.png.2ac39ddab68cb13466e945bc5555664c.png

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