Habu Posted Saturday at 05:43 AM Posted Saturday at 05:43 AM 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 Saturday at 08:38 AM Posted Saturday at 08:38 AM Has anyone figured out how to use the "jump to next waypoint" feature?
jamie.troy11 Posted Saturday at 11:41 AM Posted Saturday at 11:41 AM 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!
Habu Posted Saturday at 01:44 PM Posted Saturday at 01:44 PM 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 Saturday at 10:15 PM Posted Saturday at 10:15 PM 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. 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
KillerBee Posted Sunday at 01:40 AM Posted Sunday at 01:40 AM 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.
Stonehouse Posted yesterday at 05:48 AM Posted yesterday at 05:48 AM 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? Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.
SYN_Vander Posted yesterday at 07:10 AM Posted yesterday at 07:10 AM 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. 1
BlackSix Posted yesterday at 07:50 AM Posted yesterday at 07:50 AM 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 1
Aapje Posted yesterday at 11:18 AM Posted yesterday at 11:18 AM 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.
Habu Posted yesterday at 03:38 PM Posted yesterday at 03:38 PM 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 ?
Chesterfield Posted yesterday at 09:37 PM Posted yesterday at 09:37 PM Mi chanel youtube tutorials il2 bos https://www.youtube.com/@RAFAEL-ss9qy
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