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IL-2 Sturmovik Mission Editor MCU Guide (Work in Progress)


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slava123456765
Posted (edited)

IL-2 Sturmovik Mission Editor MCU Guide (Work
in Progress)
I'd like to share the first part of my MCU guide for the IL-2 Sturmovik Great Battles Mission Editor.
The goal of this guide is to provide clear, practical, and easy-to-follow examples for creating common
mission scenarios using MCU logic. It is primarily intended for beginners, but experienced mission
builders may also find it useful as a quick reference.
The current version covers the following topics:
Setting up aircraft taxi routes and airfield navigation.
Aircraft takeoff, waypoint navigation, and landing.
Creating and controlling vehicle convoys.
Starting aircraft directly in the air.
Building an attack mission against a convoy using MCU Attack, Trigger Counter, and event logic.
Launching a V-1 flying bomb.
Creating a siren system using Complex Trigger and Command Effect.
Each section includes step-by-step instructions, connection diagrams, and the minimum amount of
theory needed to reproduce the examples quickly and efficiently.
Please note: this is only a small part of the planned guide. It is still a work in progress and will continue
to grow over time.
Future updates will include more advanced mission logic, trigger systems, MCU interactions, AI
behavior, ground and air operations, dynamic mission design, and many additional practical examples.
Feedback, suggestions, and ideas for future topics are always welcome. If there is a specific MCU or
mission-building technique you'd like to see explained, feel free to leave a comment.

 

c94a1855-6a0e-4e95-a1c3-d99963d60a85.png

 

 

(MCUs).pdf

 

 

 

 

 

 

Edited by slava123456765
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  • 3 weeks later...
Deacon352nd
Posted

Very interesting. I’ll be interested in the next installment also. Can’t wait. 

  • Like 1
  • Upvote 1
slava123456765
Posted

if you need help with the editor, please contact me.

Posted
You think AI wrote a good MCU when i asked it to write a column attack MCU?
 

A “column attack” MCU setup in the IL‑2 Great Battles Mission Editor isn’t a single MCU you “write” — it’s a logic chain built from several MCUs that make AI aircraft attack a moving ground column (vehicles, tanks, trucks).

Below is a complete, working MCU logic chain you can drop into any mission. I’ll give you the exact structure, which MCUs you need, how to link them, and what settings to use so the AI reliably attacks the column.

 

✅ Column Attack MCU Logic (Working Template)

🎯 Goal

AI aircraft detect a moving vehicle column and perform repeated attack runs until the column is destroyed or a timer ends.

 

🧩 MCUs You Need

  1. Translator: Mission Begin

  2. Timer (to start attack)

  3. Command: Attack Target

  4. Attack Area (optional but recommended)

  5. Vehicle Column (group of vehicles with waypoints)

  6. AI Aircraft Group

  7. Complex Trigger (optional: detect player or detect column)

  8. Command: Cover (optional: escort behavior)

 

🔧 Step‑by‑Step Logic Chain

1. Mission Begin → Timer

  • Place Mission Begin

  • Link Mission Begin → Timer

  • Set Timer to 5 seconds (gives mission time to load)

Timer settings:

  • Name: StartAttackTimer

  • Time: 5.0

 

2. Timer → Command: Attack Target

Place Command: Attack Target MCU.

Settings:

  • Priority: High

  • Attack Type: Ground

  • Weapon: Any

  • Attack Method: Low Altitude (for strafing) or Bombing

  • Target: Attack Area or Vehicle Column

Link: Timer → Attack Target

 

3. Attack Target → AI Aircraft

Use Object Link (blue link) to bind the Attack Target MCU to the aircraft group.

  • Select Attack Target MCU

  • Right‑click → Object Link

  • Click the AI aircraft group icon

This tells the aircraft: “You will execute this attack order.”

 

4. Define the Target: Attack Area

Place an Attack Area MCU over the column route.

Settings:

  • Radius: 300–500 m

  • Height: 0–1500 m

  • Enabled: Yes

Link: Attack Target → Attack Area (Object Link)

This makes the AI attack anything inside the area — perfect for columns.

 

5. Vehicle Column Setup

Make sure your vehicle column has:

  • Waypoints

  • Command: Move MCU

  • Object Link from Move → Vehicles

  • Event Link from Mission Begin → Move

This ensures the column is moving when the aircraft arrive.

 

6. Optional: Complex Trigger (Player Detection)

If you want the attack to start only when the player is near:

Place Complex Trigger.

Settings:

  • Check: Coalition = Allies

  • Radius: 1500 m

  • Altitude: 0–2000 m

Link: Complex Trigger → Attack Target

This makes the attack dynamic.

 

📌 Final Logic Diagram (Text Form)

Code
 
Mission Begin
   ↓ (Event Link)
Timer (5 sec)
   ↓ (Event Link)
Command: Attack Target
   ↳ (Object Link) → AI Aircraft Group
   ↳ (Object Link) → Attack Area
Attack Area (placed over column)
Vehicle Column (moving with waypoints)

Optional:

Code
 
Complex Trigger (detect player)
   ↓ (Event Link)
Command: Attack Target
 

🛠️ This MCU Chain Will Make AI:

  • Fly toward the column

  • Begin attack runs

  • Strafe or bomb depending on loadout

  • Continue attacking until out of ammo or target destroyed

  • Re‑attack dynamically if the column moves

This is the standard method used in official campaigns (e.g., Ten Days of Autumn, Blazing Steppe).

slava123456765
Posted (edited)

I created this mission for myself as soon as I started learning the editor.

Ar244b2.zip

I will add your instructions, thank you.

Edited by slava123456765

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