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Posted
5 hours ago, jamie.troy11 said:

As a new comer to the il2 series, Koreas mission Editor is very confusing. Im trying to follow the great battles mission editor tutorials but koreas editor differs enough that i keep getting stuck. All i want to do is set up a simple strike mission where i take off fly to a target blow it up and land, but even what seems like a basic strike mission feels extremely difficult to set up as a new user. For example to make a placed aircraft controlled by the player, The great battles tutorials say to right click the aircraft and click advanced properties but then on the il2 korea mission editor when i try to do that advanced properties is just greyed out. Itd be awesome if the developers could make making missions a little more beginner friendly or at least release a guide for it.

As Jim said, you have to create the entity. Then you have access to the advanced properties of the object.

An entity can interact with the world.

There are some differences, but it works the same.

Here is some basic tutorial on the editor in french. It's for Great battle, but it's the same.

https://www.youtube.com/@il2editor581

 

Juri_JS
Posted

Has anyone figured out how to use the "jump to next waypoint" feature?

jamie.troy11
Posted
8 hours ago, JimTM said:

You have to make the plane a "linked entity" first. Right click the plane, choose Properties, and click the Create Linked Entity button. I'm going by the previous Great Battles editor since I don't have Korea.

Yep that did the trick, Thank you!

Posted
On 6/26/2026 at 6:30 AM, Habu said:

Thank you.

It's ok yesterday. It seems that the first complete launch (with login) of the game fix the problem.

The problem comes back. 🤒

Jaegermeister
Posted
13 hours ago, Juri_JS said:

Has anyone figured out how to use the "jump to next waypoint" feature?

Yes, its complicated. Take a look in the demo missions and you will see what I mean.

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KillerBee
Posted

As a mission builder, it’s a nice little feature, but, for me, I won’t be using it.  My missions will be iron-bottom, full length…just like history.

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Stonehouse
Posted

Question out of curiosity - another flight sim I've built missions for in the past had the ability to have a probability % of chance for a unit to spawn or a condition to be met in addition to A=B true/false type conditions.

This meant it was possible to build a mission which would always play out differently every time it was run. Sometimes an enemy flight would spawn, sometimes not. Ditto with AAA, sometimes it was denser sometimes it was sparse near the target etc etc.

You hopefully get the idea. Is that already possible in IL2GB or IL2Korea? 

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SYN_Vander
Posted
1 hour ago, Stonehouse said:

Question out of curiosity - another flight sim I've built missions for in the past had the ability to have a probability % of chance for a unit to spawn or a condition to be met in addition to A=B true/false type conditions.

This meant it was possible to build a mission which would always play out differently every time it was run. Sometimes an enemy flight would spawn, sometimes not. Ditto with AAA, sometimes it was denser sometimes it was sparse near the target etc etc.

You hopefully get the idea. Is that already possible in IL2GB or IL2Korea? 

Yes, that is for a one-time spawn per unit, ie for single mission player missions this already possible in GB and Korea. 

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BlackSix
Posted
2 hours ago, Stonehouse said:

Question out of curiosity - another flight sim I've built missions for in the past had the ability to have a probability % of chance for a unit to spawn or a condition to be met in addition to A=B true/false type conditions.

This meant it was possible to build a mission which would always play out differently every time it was run. Sometimes an enemy flight would spawn, sometimes not. Ditto with AAA, sometimes it was denser sometimes it was sparse near the target etc etc.

You hopefully get the idea. Is that already possible in IL2GB or IL2Korea? 

Either the signal will pass through the 50% timer or the 100% timer after 500 milliseconds

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Posted
On 6/28/2026 at 3:40 AM, KillerBee said:

As a mission builder, it’s a nice little feature, but, for me, I won’t be using it.  My missions will be iron-bottom, full length…just like history.

I don't like it how it is implemented in the B-26 mission, where finishing the objective immediately triggers the time skip option, but for long flights it seems like a nice option if tied to a waypoint away from the battle area. So you still have to ingress and egress the battle area yourself.

It's an optional feature, people can choose not to use it.

Posted
9 hours ago, Stonehouse said:

Question out of curiosity - another flight sim I've built missions for in the past had the ability to have a probability % of chance for a unit to spawn or a condition to be met in addition to A=B true/false type conditions.

This meant it was possible to build a mission which would always play out differently every time it was run. Sometimes an enemy flight would spawn, sometimes not. Ditto with AAA, sometimes it was denser sometimes it was sparse near the target etc etc.

You hopefully get the idea. Is that already possible in IL2GB or IL2Korea? 

As Vander said, yes since Rise of Flight.

I used a random group to change the opposition fighters, waypoints, altitude, ...

I didn't try to use the random groups we use in Great Battle. Does someone try ?

 

Posted

It's a shame they didn't make a new editor. It was supposed to be simpler than in DCS, but it's basically the same like it was in IL-2. Why isn't there an editor directly in the game? I do missions and test them immediately. We haven't made any progress here. 😞

On 6/25/2026 at 7:37 PM, zaid said:

is there a good tutorial on how to use the editor? probably a IL2:BS one since Korea is so new. i used to like to make missions in DCS. thanks!

Unfortunately, it's not as intuitive as in DCS. It's not even directly in the game to quickly jump to a mission.

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Posted
2 hours ago, YoYo said:

Unfortunately, it's not as intuitive as in DCS. It's not even directly in the game to quickly jump to a mission.

You can have the game and the editor open together and saved mission would be visible to open quickly without need to restart/reopen the game.

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  • 2 weeks later...
Juri_JS
Posted

At the moment I am testing night illumination with the C-47s flares. Does anyone have an idea how to stop the C-47 from dropping all it's flares in just one overflight instead of just dropping one or two flares like it did in reality? I've already tried all kinds of combination with Command:Force Complete.

Posted

If i'm right, you use the effect command. So use a counter set to 1 and link it to a Disable/Deactivate which target the effect.

Juri_JS
Posted
8 minutes ago, Habu said:

If i'm right, you use the effect command. So use a counter set to 1 and link it to a Disable/Deactivate which target the effect.

No, you can use the C-47s flare payload with Command: AttackArea.

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Posted
50 minutes ago, Juri_JS said:

No, you can use the C-47s flare payload with Command: AttackArea.

ok, i never use that in the editor.

JollyJack
Posted

Using Storebror's Payload Parser (https://www.sas1946.com/main/index.php?topic=58763.0 )the C47a in great battles does not have a flare option? 

#######################################                                      ##                 C-47A                ##                                      # #################################################### WeaponMods ##############1: Cargo2: CargoContainersx63: CargoContainersx144: Paratroopers5: IAS############### Payloads ###############Payload ID / Mod # / Payload Name0 / 1,-2,-3,-4 / Cargo-23151 / 2,-1,-3,-4 / A5-62 / 3,-1,-2,-4 / A5-143 / 2,3,-1,-4 / A5-204 / 4,-1,-2,-3 / ParatroopersUS-165 / 2,4,-1,-3 / ParatroopersUS-16 + A5-66 / 4,-1,-2,-3 / ParatroopersGB-167 / 2,4,-1,-3 / ParatroopersGB-16 + A5-68 / -1,-2,-3,-4 / Empty9 / -1,-2,-3,-4 / SmokeGenWhiteOne-110 / -1,-2,-3,-4 / SmokeGenWhiteTwo-211 / -1,-2,-3,-4 / SmokeGenBlueOne-112 / -1,-2,-3,-4 / SmokeGenBlueTwo-213 / -1,-2,-3,-4 / SmokeGenRedOne-114 / -1,-2,-3,-4 / SmokeGenRedTwo-215 / -1,-2,-3,-4 / SmokeGenGreenOne-116 / -1,-2,-3,-4 / SmokeGenGreenTwo-217 / -1,-2,-3,-4 / SmokeGenYellowOne-118 / -1,-2,-3,-4 / SmokeGenYellowTwo-219 / -1,-2,-3,-4 / SmokeGenBlackOne-120 / -1,-2,-3,-4 / SmokeGenBlackTwo-2 ####################################### 

JollyJack
Posted

PS how do you select a payload? Only by editing the *.mission file with notepad seems the way.  

AEthelraedUnraed
Posted
42 minutes ago, JollyJack said:

Using Storebror's Payload Parser (https://www.sas1946.com/main/index.php?topic=58763.0 )the C47a in great battles does not have a flare option? 

#######################################                                      ##                 C-47A                ##                                      # #################################################### WeaponMods ##############1: Cargo2: CargoContainersx63: CargoContainersx144: Paratroopers5: IAS############### Payloads ###############Payload ID / Mod # / Payload Name0 / 1,-2,-3,-4 / Cargo-23151 / 2,-1,-3,-4 / A5-62 / 3,-1,-2,-4 / A5-143 / 2,3,-1,-4 / A5-204 / 4,-1,-2,-3 / ParatroopersUS-165 / 2,4,-1,-3 / ParatroopersUS-16 + A5-66 / 4,-1,-2,-3 / ParatroopersGB-167 / 2,4,-1,-3 / ParatroopersGB-16 + A5-68 / -1,-2,-3,-4 / Empty9 / -1,-2,-3,-4 / SmokeGenWhiteOne-110 / -1,-2,-3,-4 / SmokeGenWhiteTwo-211 / -1,-2,-3,-4 / SmokeGenBlueOne-112 / -1,-2,-3,-4 / SmokeGenBlueTwo-213 / -1,-2,-3,-4 / SmokeGenRedOne-114 / -1,-2,-3,-4 / SmokeGenRedTwo-215 / -1,-2,-3,-4 / SmokeGenGreenOne-116 / -1,-2,-3,-4 / SmokeGenGreenTwo-217 / -1,-2,-3,-4 / SmokeGenYellowOne-118 / -1,-2,-3,-4 / SmokeGenYellowTwo-219 / -1,-2,-3,-4 / SmokeGenBlackOne-120 / -1,-2,-3,-4 / SmokeGenBlackTwo-2 ####################################### 

This is the Korea forum, not the Great Battles forum. The C-47 in Korea does have a flare option.

15 minutes ago, JollyJack said:

PS how do you select a payload? Only by editing the *.mission file with notepad seems the way.  

The advanced options of the plane object. First select the modifications you want to use, after which you can select the available loadouts.

  • Like 1
Posted
On 6/29/2026 at 8:48 AM, Stonehouse said:

Question out of curiosity - another flight sim I've built missions for in the past had the ability to have a probability % of chance for a unit to spawn or a condition to be met in addition to A=B true/false type conditions.

This meant it was possible to build a mission which would always play out differently every time it was run. Sometimes an enemy flight would spawn, sometimes not. Ditto with AAA, sometimes it was denser sometimes it was sparse near the target etc etc.

You hopefully get the idea. Is that already possible in IL2GB or IL2Korea? 

Hi @Stonehouse,

in most of my EMG modifications I have modified the "start flight" timer MCUs of the AI ambient flights from random 100% to ca. 60...75% to make the missions more unpredictable.

  • Thanks 1
OR-Firefly
Posted

Hi all,

I'm new to IL mission editing but have made loads in DCS.....  Trying to make a fairly basic multiplayer mission but for the life of me, can not get it to have more than playable plane.

I have created my unit, made it a linked entity, opened advanced properties and change AI to player and Cooperative start to standard.

The mission properties are set to deathmatch and it is saved in the Dogfight folder (if that matters).

Every time I change the 2nd plane to "player" I get an error saying "Since there must be only one player, previous player was cleared." 

I've googled but can't find an answer.

 

Any help would be appreciated.

Jaegermeister
Posted
3 hours ago, OR-Firefly said:

Hi all,

I'm new to IL mission editing but have made loads in DCS.....  Trying to make a fairly basic multiplayer mission but for the life of me, can not get it to have more than playable plane.

I have created my unit, made it a linked entity, opened advanced properties and change AI to player and Cooperative start to standard.

The mission properties are set to deathmatch and it is saved in the Dogfight folder (if that matters).

Every time I change the 2nd plane to "player" I get an error saying "Since there must be only one player, previous player was cleared." 

I've googled but can't find an answer.

 

Any help would be appreciated.

 

Don't make any of the flyable planes "Player". Select a high or Ace level for all of them and keep them enabled to start.

Save the mission as "cooperative" in the Multiplayer/Cooperative folder, or Multiplayer/Dogfight like you already did. 

I make mostly single player missions, so I'm sure others will give you more advice regarding the specifics of Dogfight vs. cooperative

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Posted (edited)
4 hours ago, OR-Firefly said:

Hi all,

I'm new to IL mission editing but have made loads in DCS.....  Trying to make a fairly basic multiplayer mission but for the life of me, can not get it to have more than playable plane.

I have created my unit, made it a linked entity, opened advanced properties and change AI to player and Cooperative start to standard.

The mission properties are set to deathmatch and it is saved in the Dogfight folder (if that matters).

Every time I change the 2nd plane to "player" I get an error saying "Since there must be only one player, previous player was cleared." 

I've googled but can't find an answer.

 

Any help would be appreciated.

To create a multiplayer mission that players can join at any time (deathmatch mission), you create airfield objects not individual airplanes. You can also create AI airplanes. For details, see "Create a Multiplayer Mission" in Chapter 3 of the editor manual, posted in the old IL-2 forum. Note that the editor manual is missing some content for functionality that was not understood or working at the time and content for functionality added after the manual was published.

To create a mission that players must join at the start (co-op mission), you create airplanes for players but the player airplane settings are different than for single player. For details, see this post in the old IL-2 forum.

To create a sequence of singleplayer missions (scripted campaign), see this post in the old IL-2 forum.

For more editor resources, see the "Mission Editor and Multiplayer Server Guides" section of the IL-2 Sturmovik Resources post in the old IL-2 forum.

Edited by JimTM
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