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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

 

Posted

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

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. 🤒

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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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.

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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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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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 ?

 

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